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Talents Available

Tier 1 Talents

Talent Activation Ranked Description
Apothecary Passive Yes When a patient under your character’s care heals wounds from natural rest, they heal additional wounds equal to twice your character’s ranks in Apothecary.
Bought Info Active (Action) No When making any knowledge skill check, your character can instead use this talent to spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one uncanceled Success (instead of rolling). At your GM’s discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn’t make narrative sense.
Bullrush Active (Incidental) No When your character makes a Brawl, Melee (Light), or Melee (Heavy) combat check after using a maneuver to engage a target, you may spend 󲊴3 󲊴 󲊴Advantage or 󲊵1 Triumph to use this talent to knock the target prone and move them up to one range band away from your character.
Challenge! Active (Maneuver) Yes Once per encounter, your character may use this talent to choose a number of adversaries within short range no greater than your character’s ranks in Challenge! (a minion group counts as a single adversary for this purpose). Until the encounter ends or your character is incapacitated, these adversaries add 1 Advantage Die to combat checks targeting your character and 2 Disadvantage Die to combat checks targeting other characters.
Clever Retort Active (Incidental, Out of Turn) No Once per encounter, your character may use this talent to add automatic 2 threat to another character’s social skill check.
Desperate Recovery Passive No Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.
Duelist Passive No Your character adds 1 Advantage Die to their melee combat checks while engaged with a single opponent. Your character adds 1 Disadvantage Die to their melee combat checks while engaged with three or more opponents.
Durable Passive Yes Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
Finesse Active (Incidental) No When making a Brawl or Melee (Light) check, your character may use Agility instead of Brawn.
Forager Passive No Your character removes up to 2 Disadvantage Die from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they would normally.
Grit Passive Yes Each rank of Grit increases your character’s strain threshold by one.
Hamstring Shot Active (Action) No Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn.
Hold the Line Active (Incidental, out-of-turn) No Once per round your character may suffer 2 strain to use this talent when a mounted enemy attempts to engage with them. The enemy may not engage your character unless they suffer 2 wounds.
Jump Up Active (Incidental) No Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.
Knack for It Passive Yes When you purchase this talent for your character, select one skill. Your character removes 2 Disadvantage Die from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes 2 Disadvantage Die from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Know Somebody Active (Incidental) Yes Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.
Let’s Ride Active (Incidental) No Once per round during your character's turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an incidental. In addition, if your character suffers a short-range fall from a vehicle or animal, they suffer no damage and land on their feet.
One with Nature Active (Incidental) No When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter.
Parry Active (Incidental, Out of Turn) Yes When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied, your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.
Precise Shot Active (Incidental) No When making a Ranged check, your character may use Cunning instead of Agility.
Proper Upbringing Active (Incidental) Yes When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of Advantage to the check. The number may not exceed your character’s ranks in Proper Upbringing.
Quick Draw Active (Incidental) No Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.
Quick Strike Passive Yes Your character adds 1 Advantage Die for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.
Rapid Reaction Active (Incidental, Out of Turn) Yes Your character may suffer a number of strain to use this talent to add an equal number of Success to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Second Wind Active (Incidental) Yes Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.
Shield Slam Active (Incidental) No When your character uses a shield to attack a minion or rival, you may spend 󲊴4 󲊴 󲊴 󲊴Advantage or 󲊵1 Triumph to stagger the target until the end of the target's next turn.
Surgeon Passive Yes When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.
Swift Passive No Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers).
Tavern Brawler Passive No Your character adds 󲊴 to Brawl checks and combat checks using improvised weapons.
Toughened Passive Yes Each rank of Toughened increases your character’s wound threshold by two.
Tumble Active (Incidental) No Once per round on your character's turn, they may suffer 2 strain to disengage from all engaged adversaries.
Unremarkable Passive No Other characters add 1 Failure to any checks made to find or identify your character in a crowd.

Tier 2 Talents

Talent Activation Ranked Description
Archer’s Focus Passive No When performing a combat check with a ranged weapon, if your character did not perform a maneuver to ready or stow a weapon or item during this turn, they add 1 Advantage to the results.
Berserk Active (Maneuver) No Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds 1 Success, 2 Advantage to all melee combat checks they make. However, opponents add 1 Success to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
Block Active (Incidental, Out of Turn) No Your character must have purchased the Parry talent to benefit from this talent. While wielding a shield, your character may use the Parry talent to reduce damage from ranged attacks as well as melee attacks targeting your character.
Bulwark Active (Incidental, Out of Turn) No Your character must have purchased the Parry talent to benefit from this talent. While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an engaged ally.
Coordinated Assault Active (Maneuver) Yes Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add Advantage to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
Counteroffer Active (Action) No Once per session, your character may use this talent to choose one non-nemesis adversary within medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes staggered until the end of their next turn. At your GM’s discretion, you may spend Triumph on this check to have the adversary become an ally until the end of the encounter.
Defensive Stance Active (Maneuver) Yes Once per round, your character may suffer a number of strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all melee combat checks targeting your character a number of times equal to the strain suffered.
Dirty Tricks Active (Incidental) No After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary’s next check.
Dual Wielder Active (Maneuver) No Your character may use this talent to decrease the difficulty of the next combined combat check (see Two-Weapon Combat, on page 108) they make during the same turn.
Exploit Active (Incidental) Yes When your character makes a combat check with a Ranged or Melee (Light) weapon, they may suffer 2 strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character’s ranks in Exploit.
Flash of Insight Passive No When your character generates 1 Triumph on a knowledge skill check, roll 2 Advantage Die and add the results to the check, in addition to spending the 1 Triumph as usual.
Grapple Active (Incidental) No Your character may suffer 2 strain to use this talent. Until the start of your character's next turn, enemies must spend two maneuvers to disengage from your character.
Heightened Awareness Passive No Allies within short range of your character add 1 Advantage Die to their Perception and Vigilance checks. Allies engaged with your character add 2 Advantage Die instead.
Heroic Recovery Active (Incidental) No When your character acquires this talent, choose one characteristic. Once per encounter, you may spend one Story Point to use this talent to have your character heal strain equal to the rating of the chosen characteristic.
Hunter Passive No Knowledge (Geography), Ranged, and Survival are now career skills for your character.
Impaling Strike Active (Incidental) No When your character inflicts a Critical Injury with a melee weapon, until the end of the target's next turn they may use this talent to immobilize the target (in addition to the other effects of the Critical Injury).
Inspiring Rhetoric Active (Action) No Your character may use this talent to make an Average (2 Difficulty) Leadership check. For each Success the check generates, one ally within short range heals one strain. For each Advantage, one ally benefiting from Inspiring Rhetoric heals one additional strain.
Inventor Active (Incidental) Yes When your character makes a check to construct new items or modify existing ones, use this talent to add a number of Advantage Die to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
Lucky Strike Active (Incidental) No When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.
Militia Training Passive No Athletics and Resilience are now career skills for your character. Also, when you purchase this talent, choose either Melee (Light) or Melee (Heavy) skill. That skill becomes a career skill for your character.
Reckless Charge Active (Incidental) No After using a maneuver to move and engage an adversary, your character may suffer 2 strain to use this talent. They then add 2 Success, 2 Threat to the results of the next Brawl, Melee (Light), or Melee (Heavy) combat check they make this turn.
Scathing Tirade Active (Action) No Your character may use this talent to make an Average (2 Difficulty Die) Coercion check. For each Success the check generates, one enemy within short range suffers 1 strain. For each Advantage, one enemy affected by Scathing Tirade suffers 1 additional strain.
Side Step Active (Action) Yes Once per round, your character may suffer a number of strain no greater than their ranks in Side Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered.
Threaten Active (Incidental, Out of Turn) Yes After an adversary within short range of your character resolves a combat check that deals damage to one of your character’s allies, your character may suffer 3 strain to use this talent to inflict a number of strain on the adversary equal to your character’s ranks in Coercion. The range of this talent increases by one band per rank of Threaten beyond the first.
Two-Handed Grip Passive No When performing a combat check with a Melee (Light) weapon of Encumbrance value of at least 2, if your character has nothing in their other hand, they add 1 Advantage to the results.
Well-Traveled Passive No Knowledge (Geography), Negotiation, and Vigilance are now career skills for your character.
Witchbane Passive No Your character counts the Critical rating of their weapon as one lower to a minimum of 1 when making an attack targeting an adversary capable of Witchcraft or characters with the Witchborn archetype.

Tier 3 Talents

Talent Tier Activation Ranked Description
Animal Companion 3 Passive Yes Your character bonds with a silhouette 0 animal (no larger than a mid-sized dog). The bond allows your animal to follow and assist your character. You may spend one maneuver per round to direct the animal in one action and maneuver.
Backstab 3 Active (Action) No Attack an unaware adversary with a Melee (Light) weapon, using Skulduggery skill. Each uncanceled 󲊳 adds +2 damage.
Body Guard 3 Active (Maneuver) Yes Once per round, suffer strain to upgrade the difficulty of combat checks targeting an ally engaged with you.
Cavalier 3 Active (Maneuver) No While riding a mount trained for battle, once per round, direct the mount to perform an action.
Counterattack 3 Active (Incidental, Out of Turn) No After using Improved Parry to hit an attacker, activate an item quality of the weapon as if you generated 󲊴 󲊴 on the attack check.
Dual Strike 3 Active (Incidental) No In a combined attack with two melee weapons, suffer 2 strain to hit with the secondary weapon instead of spending 󲊴 󲊴.
Dodge 3 Active (Incidental, Out of Turn) Yes When targeted by a combat check, you can suffer strain (no greater than ranks in Dodge) to upgrade the difficulty of the combat check targeting you.
Eagle Eyes 3 Active (Incidental) No Once per encounter, before a ranged combat check, increase your weapon’s range by one range band (max. extreme range).
Easy Prey 3 Active (Maneuver) No Suffer 3 strain to grant your character and allies within short range ∫ ∫ to combat checks against immobilized targets until the start of your next turn.
Field Commander 3 Active (Action) No Make an Average (Leadership) check. On success, a number of allies equal to your Presence may immediately suffer 1 strain to perform one maneuver.
Forgot to Count? 3 Active (Incidental, Out of Turn) No When an opponent makes a ranged combat check, spend 󲊱 󲊱 to cause their weapon to run out of ammo (if it normally can).
Grenadier 3 Active (Incidental) Yes Spend a Story Point to trigger the Blast quality of a ranged combat check using a weapon with the Blast item quality. Also, treat grenades as having a medium range.
Heroic Will 3 Active (Incidental, Out of Turn) No Choose two characteristics. Spend a Story Point to ignore the effects of Critical Injuries on checks using those characteristics for the duration of the encounter.
Inspiring Rhetoric (Improved) 3 Passive No Allies affected by your Inspiring Rhetoric add 󲊸 to skill checks for a number of rounds equal to your ranks in Leadership.
Justice of the Creator 3 Active (Incidental) No Once per round, suffer 3 strain to add damage equal to your ranks in Discipline to one hit of a successful attack against a heretic (witches, etc.).
Natural 3 Active (Incidental) No Choose two skills. Once per session, reroll one skill check using one of those two skills.
Parry (Improved) 3 Active (Incidental, Out of Turn) No After using Parry to reduce damage from a melee attack, spend 󲊲 or 󲊱 󲊱 󲊱 to automatically hit the attacker once with a Brawl or Melee weapon, dealing the weapon’s base damage plus applicable damage.
Potent Concoctions 3 Passive No When making an Alchemy check that generates 󲊵 or 󲊲, roll an additional º and add it to the pool, in addition to spending 󲊵 or 󲊲.
Precise Archery 3 Passive No When making a Ranged combat check against a target engaged with your ally, downgrade the difficulty once.
Pressure Point 3 Active (Incidental) No When making an unarmed Brawl check, deal strain damage instead of wound damage, plus additional strain equal to ranks in Medicine.
Rapid Archery 3 Active (Maneuver) No While armed with a bow (or similar), suffer 2 strain to use this talent, which grants the weapon the Linked quality equal to your ranks in the Ranged skill.
Scathing Tirade (Improved) 3 Passive No Enemies affected by your Scathing Tirade add 󲊸 to all skill checks for a number of rounds equal to your ranks in Coercion.
Shockwave 3 Passive No Treat Melee (Heavy) weapons as having the Blast item quality with a rating equal to your ranks in Melee (Heavy). You don't suffer damage from your weapon's Blast quality, but allies do.

Tier 4 Talents

Talent Tier Activation Ranked Description
BACK-TO-BACK 4 Passive No While engaged with one or more allies, your character and allies they are engaged with add ∫ to combat checks. If one or more allies engaged with your character also have Back-to-Back, the effects are cumulative to a maximum of ∫ ∫.
DEAD EYE 4 Active (Incidental) No After inflicting a Critical Injury with a ranged weapon, suffer 2 strain to select any Critical Injury of the same severity to apply to the target instead.
DEFENSIVE 4 Passive Yes Each rank of Defensive increases your character’s melee defense and ranged defense by one.
ENDURING 4 Passive Yes Each rank of Enduring increases your character’s soak value by one.
FIELD COMMANDER (IMPROVED) 4 Passive No Must have the Field Commander talent. When used, affects a number of allies equal to twice the character’s Presence. You may spend 󲊵 to allow one ally to suffer 1 strain to perform an action.
INSPIRING RHETORIC (SUPREME) 4 Active (Incidental) No Must have the Inspiring Rhetoric talent. Choose to suffer 1 strain to use Inspiring Rhetoric as a maneuver, instead of as an action.
SCATHING TIRADE (SUPREME) 4 Active (Incidental) No Must have the Scathing Tirade talent. Choose to suffer 1 strain to use Scathing Tirade as a maneuver, instead of as an action.
UNRELENTING 4 Active (Incidental) No Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) check, suffer 4 strain to make an additional melee attack against the same target.
VENOM SOAKED BLADE 4 Passive No When making a Melee (Light) combat check using a poisoned weapon, your character treats it as possessing the Burn 2 item quality.
CAN'T WE TALK ABOUT THIS? 4 Active (Action) No Make an opposed Charm or Deception vs. Discipline check. On success, the target cannot attack your character until the end of their next turn. Spend 󲊴 to extend the effect by one additional turn.
DEATH RAGE 4 Passive No Adds +2 damage to melee attacks for each Critical Injury the character is suffering. GM may apply additional penalties for social skill checks when suffering Critical Injuries.

Tier 5 Talents

Talent Tier Activation Ranked Description
DEDICATION 5 Passive Yes Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.
INDOMITABLE 5 Active (Incidental, Out of Turn) No Once per encounter, when your character would be incapacitated, spend a Story Point to use this talent. Your character is not incapacitated until the end of their next turn.
LET'S TALK THIS OVER 5 Active (Incidental, Out of Turn) No Once per game session, when a combat encounter is about to begin, make a Daunting Charm check. If successful, the encounter becomes a social encounter.
MASTER 5 Active (Incidental) No Choose one skill. Once per round, your character may suffer 2 strain to reduce the difficulty of the next check using that skill by two, to a minimum of Easy.
CRUSHING BLOW 5 Active (Incidental) No Once per session, after rolling a melee attack, suffer 4 strain to gain the Breach 1 and Knockdown item qualities, and destroy one item the target is wielding that does not have the Reinforced quality.
RETRIBUTION! 5 Active (Incidental, Out of Turn) No Once per round, when an adversary attacks an ally, spend a Story Point to automatically hit that enemy with your weapon if within range. The hit deals the weapon's base damage plus any damage from talents.
RUINOUS REPARTEE 5 Active (Action) No Once per encounter, make an opposed Charm or Coercion vs. Discipline check targeting one character. If successful, the target suffers strain equal to twice your character’s Presence, plus additional strain.
WHIRLWIND 5 Active (Action) No Suffer 4 strain to make a Brawl, Melee (Light), or Melee (Heavy) attack against the hardest-to-hit engaged adversary. If successful, all engaged adversaries suffer base damage plus damage equal to the total 󲊳.
ZEALOUS FIRE 5 Passive No Each time the GM spends a Story Point, your character heals 2 strain.