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 |
| 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 |
| 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 |
| Clever Retort | Active (Incidental, Out of Turn) | No | Once per encounter, your character may use this talent to add automatic |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 ( |
| 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 |
| 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 |
| Scathing Tirade | Active (Action) | No | Your character may use this talent to make an Average ( |
| 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 |
| 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. |