Friday, May 2, 2025

Chapter 5: Talents


Talents represent special abilities.

Some talents allow characters to bend or break the rules of standard skill use: rerolling dice, gaining bonuses in specific situations, or performing actions that would otherwise be impossible. Others grant entirely new capabilities with no direct equivalent skill—such as supernatural senses, advanced combat maneuvers, or reality-warping powers tied to Awakened legacies, magic use, or the Matrix.

Talent Prerequisites: To pick a talent from a higher tier, you must have at least 1 talent from each of that group’s lower tiers. Some talents may have additional prerequisites, as detailed in their descriptions. Talents with a Roman numeral in their name, such as ‘II’ cannot be picked unless you have a lower-tier talent of the same name.

·         Example: You want to pick the Danger Sense talent (Combat Instincts, Tier 2). To be eligible, you must first pick a talent from Compbat Instincts, Tier 1, such as Alertness. Later, you want to select Evasion Mastery (Combat Instincts, Tier 3), but although you do have a Tier 2 talent from this group, you lack the prerequisite talent Instinctive Defense.

·         Example: To pick Biocmpability III, you need Biocmpability II; to have Biocmpability II, you need Biocmpability I.

Group 1 Combat Instincts

Specializes in detecting threats, reacting quickly to danger, and gaining the upper hand in combat through superior awareness and reflexes.

Tier 1

Alertness

You have heightened awareness and are rarely surprised.

·         Effect: Gain Advantage on Awareness checks (usually the Vigilance skill, but for drone/Matrix/Astral combat, other skills are used) to avoid Surprise as long as you are actively on the lookout for danger (spending a Major or Minor action each round to do so). If you rely on Passive Perception, you do not gain Advantage.

Combat Reflexes

Your reflexes, honed through battlefield experience, give you an edge in combat.

·         Effect: When rolling for Initiative, roll an additional d6, then remove the lowest die from the result.

Instinctive Reaction

You can act without thinking when caught off guard.

·         Effect: Gain a bonus Reaction during the first round of combat. You may use this Reaction even if you are Surprised (if you aren’t, you’ll have 2 Reactions during the first round of combat).

Tier 2

Danger Sense

You have developed an instinctual ability to sense danger.

·         Effect: At the start of the first round of combat, after rolling initiative, you may spend 1 Reaction and 3 Stamina to take 1 Minor action. You may do this whether you are Surprised or not. If multiple combatants have this ability, resolve their actions in initiative order.

·         Example: You could use this to draw a weapon using Fast Hands. Then, if you had a second Reaction (though Instinctive Reaction, for example), you could do a Snapshot against an oncoming enemy.

Instinctive Defense

You instinctively move to avoid incoming attacks.

·         Effect: Spend 1 Reaction and  3 Stamina to gain a +3 bonus to Dodge or Parry defense vs. one attack. You decide to use this talent after the attacker makes the roll.

Quick Eyes

You constantly scan your surroundings, taking in minute details with little effort.

·         Effect: You can make Active Perception checks as Minor actions (instead of Major actions) without incurring an increase in TN. It does not apply to social perception (Insight).

Tier 3

Evasion Mastery

You have mastered the art of evading attacks, allowing you to avoid danger more effectively.

·         Effect: Gain a +1 bonus to Dodge and Parry defense, and the bonus provided by Instinctive Defense is increased to +5.

·         Prerequisite: Instinctive Defense

Killer Instincts

You can react swiftly and capitalize on surprise, dealing more damage to unsuspecting foes.

·         Effect: You have Advantage on attacks against Surprised opponents, and your attacks against surprised foes deal +1d6 damage.

Tactical Move

You have trained to strike back swiftly when attacked unexpectedly.

·         Effect: When using Danger Sense, you can take 1 Move action instead of 1 Minor action.

·         Prerequisite: Danger Sense

·         Example: At the start of combat, you could use this to move into cover before anything else happens, even if you are surprised!

Tier 4

Ever Ready

Your instincts are so honed that you cannot be surprised.

·         Effect: You cannot be surprised.

·         Example: Even if shot by an unseen sniper, you’d still get to apply your full Dodge score and act normally during the surprise round. You would not, however, automatically act before the sniper, as that is the action that triggers combat.

Lightning Reflexes

Your reflexes are so quick you can react to changes around you with hardly a thought.

·         Effect: Gain 1 additional Reaction each round.

·         Example: If combined with Instinctive Action, you’d have 3 Reactions during the first round of combat.

Reactionary Attack

You are trained to strike back swiftly when attacked unexpectedly.

·         Effect: When using Danger Sense, if you spend 5 Stamina (instead of 3), you can take 1 Major action instead of Move or Minor. This effectively lets you attack even if you’re surprised (if you aren’t, you can still do this attack and then attack again during your normal first turn).

·         Prerequisite: Tactical Move

Tier 5

Temporal Awareness

Your heightened perception of time allows you to act multiple times in quick succession.

·         Effect: Spend 5 Stamina to temporarily increase your initiative by 10 for one round.

·         Notes: This ability can be combined with other action-granting talents, such as Reactionary Attack or Flurry of Blows.

Ultimate Predator

Your reflexes and instincts have reached supernatural levels.

·         Effect: You always surprise your opponents unless they have Ever Ready or similar abilities.

Group 2 Tactical Insight

Talents in this group provide advantages through superior planning, positioning, and battlefield command.

Tier 1

Battlefield Awareness

You constantly monitor the battlefield, gaining insights into enemy tactics.

·         Effect: During combat, you gain Advantage on Active Perception checks.

·         Notes: Especially useful with Quick Eyes (Combat Instincts, Tier 2) and/or Tactical Awareness (this group, Tier 2).

Combat Insight

Your combat experience lets you anticipate enemy actions.

·         Effect: The first attack against you each round has Disadvantage. This does not apply if you are surprised or unaware of the attacker.

Mobile Defense

You have embraced defense through mobility.

·         Effect: If you spend 2 or more Move actions on your turn, you gain a +2 bonus to Dodge and Parry Defense until your next turn.

·         Notes: This talent is handy for characters with enough Initiative to move twice and still attack.

Tier 2

Cover Mastery

You have mastered the use of cover, gaining enhanced protection from enemy fire.

·         Effect: Half cover counts as Full cover for you (Full cover is still Full cover).

Focused Combatant

You can maintain focus even in chaotic situations.

·         Effect: When you make a Reaction that would normally incur Disadvantage, ignore that Disadvantage.

·         Example: If you make a Snapshot, you’d normally have Disadvantage, but with this talent, the Disadvantage is canceled.

Overwatch Expert

You can expertly cover a wide area of the battlefield.

·         Effect: When entering Overwatch, you do not need to specify which area of the battlefield you’re covering; you cover everything within line of sight (you obviously still can’t shoot at targets you can’t see).

Tier 3

Elusive Target

You have mastered the art of avoiding incoming attacks through precise positioning.

·         Effect: If you spent a Move action to move at least 10 meters this round, any area attack or BF/AF attack has Disadvantage against you until your next turn.

Field Commander

You can issue commands to allies, boosting their combat effectiveness.

·         Effect: As a Minor action, grant 1 ally within 30 meters Advantage on their next attack.

Tactical Acumen

You have a deep understanding of enemy tactics.

·         Effect: Each round, you gain 1 bonus Minor action that can only be used for Active Perception.

Tier 4

Command Authority

Your ability to command is second to none.

·         Effect: When using Field Commander, you may instead use a Major action to give all allies Advantage on their next attack, provided they are all working towards the same objective (not necessarily the same target, but it has to be the same fight).

Flawless Defense

Your defensive game is on point.

·         Effect: Increase all your Defense scores by 1. If you spend a Reaction on an Active Defense check and succeed, you regain that Reaction.

Master Tactician

You have developed a near-supernatural ability to anticipate enemy movements.

·         Effect: All ranged attacks against you have Disadvantage. This applies even if you are surprised or unaware of the attacker, as you constantly evaluate your surroundings for potential threats.

Tier 5

Disrupting Counter

You time your attacks perfectly to put your opponents off balance.

·         Effect: Before an enemy you're aware of is about to attack you, you may spend a Reaction to either make an Overwatch attack (ranged) or an Attack of Opportunity (melee) against them. You can do this only once per opponent per fight.

Impenetrable Defense

Your defensive abilities are so advanced that no enemy can touch you.

·         Effect: Spend 5 Stamina and 1 Major action. Until your next turn, you gain +10 Dodge defense against ranged attacks and +20 Dodge/Parry defense against melee attacks.

Group 3 Weapon Mastery

Specializes in mastering weapon techniques, improving accuracy, damage, and critical hit potential. Characters in this group excel in using their chosen weapons to maximum effect, both defensively and offensively.

Tier 1

Armor Piercer

You strike with pinpoint accuracy, aiming for your target’s weak spots.

·         Effect: Reduce the target’s PT by 2.

Fast Hands

You can swiftly draw a weapon or other piece of equipment in one fluid motion.

·         Effect: You may reload or ready (draw) a weapon (or other piece of easily accessible kit) as a Minor action (instead of a Major action).

Weapon Specialist

You have dedicated your training to a specific weapon type.

·         Effect: Choose a specific weapon type (such as katana, heavy pistol, SMG, or assault cannon). You gain a +1 bonus to attack and damage rolls when using the chosen weapon type.

·         Prerequisite for: Weapon Expert (Tier 2)

Tier 2

Focused Attack

You are adept at spotting any weaknesses in your enemy’s defense.

·         Effect: When making an attack, you may spend 1 Minor action to reduce the target’s Dodge or Parry defense by 2.

Vital Strike

You are trained to aim for vital spots, increasing the chances of landing a fatal blow.

·         Effect: When attacking, if you have Advantage, cancel that Advantage. If you hit, add +1d6 damage.

·         Notes: Using this talent doesn’t prevent you from using other attack options, such as making an Aimed Shot. For example, if you have Advantage and make an Aimed Shot, you now have Disadvantage, but if you hit, you do +2d6 damage.

Weapon Expert

You’re a certified expert with a specific type of weapon.

·         Effect: Gain an additional +1 bonus to attack and damage rolls with the weapon type chosen in Weapon Specialist. If you have multiple instances of the Weapon Specialist talent, this talent applies to all your Specialist weapons.

·         Prerequisite: Weapon Specialist (Tier 1)

·         Prerequisite for: Weapon Mastery (Tier 4)

Tier 3

Critical Chain

You are able to deliver devastating strikes one after the other.

·         Effect: After you attack, if you scored a Solid or Perfect hit, your next attack has Advantage.

Power Throw

You can throw weapons or objects with great force.

·         Effect: When attacking with a Thrown weapon, spend 1 Minor action to deal +1d6 damage. If you accept Disadvantage on the attack, deal +2d6 damage instead.

Signature Weapon

You focus your combat training on mastering one specific weapon.

·         Effect: Select one specific weapon model (not just a weapon type) with the exception of unarmed or natural attacks. While attacking with your signature weapon, you may spend 2 Stamina to remove one instance of Disadvantage from the attack.

·         Prerequisite for: Living Armoury (Tier 4)

Tier 4

Lethal Precision

Your attacks hit with lethal precision.

·         Effect: Your Solid and Perfect hits deal +1d6 damage (in addition to ordinary damage bonuses).

Living Armory

You are a master of all kinds of weapons and switch between weapons effortlessly.

·         Effect: Your Signature Weapon talent extends to either all melee weapons or all ranged weapons, and once per turn, you may switch weapons as a Free action.

·         Requires: Signature Weapon (Tier 3)

Weapon Mastery

You have perfected your form with your chosen weapon.

·         Effect: You always have Advantage with the weapon type chosen in Weapon Specialist. If you have multiple Specialist weapons, this talent applies to all of them.

·         Prerequisite: Weapon Expert (Tier 2)

Tier 5

Paragon of Battle

You are a true master of melee combat.

·         Effect: While making a melee attack, you may count normal hits as Solid hits and Solid hits as Perfect hits. There is no effect if you miss.

True Strike

Your strikes are so precise that they cannot miss.

·         Effect: Spend 1 Minor Action and 5 Stamina to automatically score a Perfect hit with your next attack, regardless of the target’s Defense. Armor and other abilities still apply normally.

Group 4 Close Quarters Combat

This group specializes in melee combat, grappling, and defending in close quarters.

Tier 1

Close Combat Specialist

You excel in close combat, delivering swift and precise strikes.

·         Effect: Gain a +1 bonus to attacks when using the Brawl or Melee skills.

Disarming Strike

You are skilled at removing weapons from the hands of your opponents.

·         Effect: You gain Advantage on all Disarm attempts.

Duellist

You are adept at using deceptive moves to trick opponents into leaving themselves open for an attack.

·         Effect: Spend 1 Minor action (instead of a Major action) to gain Advantage on your next melee attack if you succeed at a Deception vs. Composure check.

Master Grappler

You have honed your grappling skills.

·         Effect: You gain Advantage on all Grapple checks (including counter-grapples).

Weapon Finesse

Your skill with a weapon allows you to use agility instead of brute strength to land precise strikes.

·         Effect: You may use Agility instead of Strength for melee attack rolls, meaning your Brawl and Melee (Brawn) skills are based on 2x AG instead of ST/AG. Damage still scales from ST.

Tier 2

Focused Combatant

You are trained to resist attempts to disarm or overpower you in combat.

·         Effect: Opponents have Disadvantage when targeting you with melee attack options such as Disarm, Feint, or Grapple.

Knockback Strike

Your powerful strikes can send enemies flying backward.

·         Effect: If you hit with a Smash attack, you may knock an opponent back 2 meters. Add +2 meters for a Solid hit and +4 meters for a Perfect hit.

Power Smash

You can deliver powerful melee attacks quickly and efficiently.

·         Effect: When you make a Smash attack, you do not suffer Disadvantage.

Sweeping Attack

You can perform sweeping attacks that are capable of hitting multiple opponents simultaneously.

·         Effect: When you use the Flurry attack option, you do not suffer the -1d6 damage reduction.

Swift Assault

Your speed and precision allow you to strike quickly and effectively.

·         Effect: Your Rush attack requires 1 Major and 1 Move action (instead of 1 Full action), freeing up your Minor action for additional options.

Tier 3

Counterattack

You can counterstrike after successfully defending against an attack.

·         Effect: After defending against a melee attack that missed, you may spend 1 Reaction to make an immediate counterattack.

Crushing Grip

Your grappling technique allows you to deal significant damage.

·         Effect: While grappling, you deal +2d6 damage to restrained targets.

Fluid Movements

You move fluidly, preventing multiple enemies from effectively ganging up on you.

·         Effect: Your enemies gain no bonuses from outnumbering you in close combat. This talent only affects the default effect of being outnumbered, not specific enemy talents.

Master Duelist

You excel in one-on-one combat, gaining bonuses when fighting a single opponent.

·         Effect: Gain Advantage on melee attacks when engaged with only one enemy. That enemy has Disadvantage on melee attacks against you. If you both have this talent, it cancels out.

Stunning Blows

You can deliver a devastating strike that temporarily incapacitates or disorients their opponent.

·         Effect: On a successful Smash attack, if the target suffers any damage, the target must make a Resilience check or become Stunned (cannot take Major actions) for one round.

Tier 4

Combat Mastery

You have reached the pinnacle of melee combat skill.

·         Effect: You gain Advantage on all melee attacks.

Impossible Reach

You use a combination of mobility, tactics, and weapon skill to outmaneuver your opponent.

·         Effect: You count as having Reach against all enemies, except enemies with a Reach advantage against you, in which case neither side has Reach.

Tier 5

Flurry of Blows

Your prowess in combat is so great you can engage multiple opponents with ease.

·         Effect: Gain an extra Major action during each round of combat, which can only be used for melee attacks.

·         Note: You can still get additional Major actions from other sources, such as high initiative. So a Tier 5 Street Samurai with maxed Wired Reflexes could get 3 (or more) attacks with his mono-katana each round!

Unstoppable Blows

Your melee attacks are so powerful that they are nearly impossible to resist.

·         Effect: Your melee attacks reduce the target’s PT by 8 and DR by 20. On a Solid hit, reduce DR by 30 instead, and on a Perfect hit by 40.

Group 5 Ranged Combat Expertise

This group specializes in ranged combat.

Tier 1

Double Tap

You fire two successive shots with pinpoint accuracy.

·         Effect: When making a regular attack with a weapon in SA mode, you may spend 1 Minor action to do +1d6 damage.

Fire Discipline

You’ve learned to conserve ammunition, only firing for effect rather than spraying and praying.

·         Effect: When using automatic weapons, your attacks consume less ammunition (1 point for BF and 3 for AF, instead of the standard 2 and 5).

Sharpshooter

You are an accomplished sharpshooter.

·         Effect: When using the Aimed Shot attack option with a weapon in SA mode, if you spend 1 additional Minor action, you do not suffer the normal Disadvantage.

Spray and Pray

You think the maximum number of bullets is the way to go.

·         Effect: When using BF or AF modes, you gain Advantage on your attacks, but you use twice as much ammo as usual (4 for BF, 10 for AF). This cannot be mitigated by Fire Discipline or other effects that conserve ammo—the whole point is to empty your clip ASAP.

·         Notes: This talent lets you get Advantage and extra damage when using automatic weapons, which is a neat feature. But since you can’t double down on Advantage, this becomes less potent if you already have Advantage, such as through a smartlink.

Tier 2

Hammer the Gap

Your shots are highly effective against heavily armored foes.

·         Effect: When making a ranged attack, reduce the target’s PT by 3.

Gunslinger

You can draw and shoot in one lightning quick motion.

·         Effect: At the start of combat, if you are not holding a weapon, you may declare a Quick Draw. If you do, you may roll +1d6 for initiative, but you must use your actions to draw and fire a pistol-type weapon on your first turn. If you do not, you must skip your turn and reduce your initiative by 6. On later turns, if you switch weapons, reduce your initiative by 6 at the start of the next round.

Smooth Action

You are intimately familiar with your weapons and work them with confidence.

·         When attacking with a ranged weapon, your Significant failures count as Marginal (so no adverse effects), and your Catastrophic failures count as Significant (so much less harmful for you). This talent will significantly decrease the number of jams or other gun-related mishaps you suffer (no shooting yourself in the foot, for example).

Sniper’s Patience

Your icy calm lets you line up the perfect shot.

·         Effect: If you did not move during your turn, your next SA or BF ranged attack (including Reaction attacks) has Advantage. If your shot already has Advantage, the target’s DR is reduced by 10 (reduce it by 20 instead if it was a SA attack).

·         Note: Remember that popping over to cover to take a shot—and then covering again—counts as movement, so to use this talent, you have to be exposed for a whole round. But if you’re a good sniper, you’re positioned so that this isn’t a problem.

Tier 3

Bullseye

You can target weak points with incredible precision, bypassing defenses.

·         Effect: When making an Aimed Shot attack, on a Solid hit, ignore 5 PT; on a Perfect hit, ignore 10 PT.

Fire for Effect

You’re used to working with automatic weapons, using their rapid-fire capabilities to devastating effect.

·         Effect: Your ranged BF/AF attacks do +1d6 damage (in addition to the normal bonuses), but use double the normal ammo. If you have the Fire Discipline talent, you use the normal amount of ammo for that attack instead.

o    You can combine this with the effects of Spray and Pray, but you would then use quadruple the normal amount of ammo (8/20), and Fire Discipline does nothing for you. Furthermore, not all weapons have enough ammo to even attempt this combo.

·         Prerequisite for: Hail of Fire (Tier 4)

Piercing Shots

You aim for the weak spots—and know the value of some good AP ammo.

·         Effect: Your ranged attacks ignore 10 points of DR.

Tier 4

Kill Zone

You turn an area of the battlefield into a death trap.

·         Effect: If you use AF mode against multiple targets, you do not incur the normal Disadvantage and gain the +2d6 damage modifier against each target.

·         Requires: Fire for Effect (Tier 3)

·         Prerequisite for: Storm of Fire (Tier 5)

Perfect Accuracy

Your accuracy is so refined that you hardly ever miss your target, no matter how difficult the shot.

·         Effect: Your ranged SA and BF attacks ignore cover and obstacles (but not Defenses or special abilities).

Tier 5

Heart of the Sniper

Your understanding of anatomy and shot placement allows you to cripple or kill with ease.

·         Effect: When making ranged SA or BF attacks, any injuries you cause are increased by 1 level of severity.

Storm of Fire

You fire a massive barrage of projectiles, overwhelming their enemies with sheer firepower.

·         Effect: When attacking with a weapon in BF or AF modes, you do +1d6 damage per hit.

·         Requires: Kill Zone of Fire (Tier 4)

Group 6 Physical Resilience

This group encompasses toughness and resistance to damage and environmental effects.

Tier 1

BiocompatIbility I

You have a high Bioware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Bioware.

Healthy

You are rarely sick.

·         Effect: You have Advantage on active Resilience checks to avoid or limit the effects of disease (but not other harmful effects such as poison).

Resilient I

Your body has become hardened, reducing damage from non-magical physical sources.

·         Effect: Gain +2 to Resilience defense

Toughness I

Your body has adapted to absorb more punishment, increasing survivability in combat.

·         Effect: Gain +3 to maximum Health.

Tier 2

Adrenaline Surge

You can tap into a rush of adrenaline, ignoring pain and fatigue for a short while.

·         Effect: Once per Short Rest, ignore all Fatigue as well as Initiative reductions and action restrictions due to injuries for 1 round.

BiocompatIbility II

You have a high Bioware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Bioware.

Resilient II

Your body has become hardened, reducing damage from non-magical physical sources.

·         Effect: Gain +2 to Resilience defense

Toughness II

Your body has adapted to absorb more punishment, increasing survivability in combat.

·         Effect: Gain +3 to maximum Health.

Tier 3

BiocompatIbility III

You have a high Bioware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Bioware.

Iron Jaw

Your physical resilience allows you to shrug off knockout effects and stunning blows.

·         Effect: Whenever an attack would cause you to become Unconcious or Stunned, reduce the duration of the effect by 1, to a minimum of 0.

Resilient III

Your body has become hardened, reducing damage from non-magical physical sources.

·         Effect: Gain +2 to Resilience defense

Toughness III

Your body has adapted to absorb more punishment, increasing survivability in combat.

·         Effect: Gain +3 to maximum Health.

Tier 4

Tough as Nails

You’re not invulnerable—just very difficult to kill.

·         Effect: You gain DR 20. This counts as armor for DR stacking purposes, but not against the maximum number of armors you can layer. Maximum DR is still capped at 80.

Tier 5

True Grit

You can be taken down—but you can’t be kept down.

·         Effect: Reduce the severity of each injury you suffer by 1 step. If reduced to less than Light, you are not injured (but still suffer damage from that attack).

Group 7 Mental Discipline

This group encompasses mental fortitude, willpower, and determination.

Tier 1

Cybercompatibility I

You have a high cyberware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Cyberware.

Disciplined I

You have mastered your mental faculties, making them difficult to manipulate.

Effect: Gain +2 Discipline defense.

Endurance I

You can carry on where others would falter.

·         Effect: Gain +4 to maximum Stamina.

Tier 2

Cybercompatibility II

You have a high cyberware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Cyberware.

Disciplined II

You have mastered your mental faculties, making them difficult to manipulate.

·         Effect: Gain +2 Discipline defense.

Endurance II

You can carry on where others would falter.

·         Effect: Gain +4 to maximum Stamina.

Second Wind

·         Description: The character can recover lost stamina in the midst of battle.

·         Effect: Once per Short Rest, when in combat, recover 3 Stamina as a Minor action or 5 Stamina as a Major action.

Tier 3

Cybercompatibility III

You have a high cyberware tolerance.

·         Effect: Ignore 0.1 Essence loss caused by Cyberware.

Disciplined III

You have mastered your mental faculties, making them difficult to manipulate.

·         Effect: Gain +2 Discipline defense.

Endurance III

You can carry on where others would falter.

·         Effect: Gain +4 to maximum Stamina.

Steadfast

You fight harder when the odds are against you.

·         Effect: Gain Advantage on all checks when facing overwhelming odds (more than 2 to 1 or just hopelessly outclassed in some other way).

Tier 4

Fearless

You are utterly immune to fear.

·         Effect: Gain immunity to all fear-based effects.

·         Notes: Being fearless is mostly a good thing—until it makes you overconfident and gets you killed.

Tier 5

Terrifying

Your mere presence makes your enemies cover in fear or run away.

·         Effect: You cause fear in creatures that oppose you.

Group 8 Social Composure

Specializes in social interaction, leadership, and sense of self.

Tier 1

Awakened I

You have strong Essence.

·         Effect: Gain +0.1 Essence (up to your maximum).

Charismatic

You are unusually charismatic.

·         Effect: Gain a +1 bonus on all Social skill checks.

·         Notes: Charismatic coupled with Empathic makes for a potent low-tier social combo. You still need some Social skills and talents to back this up, of course.

Composed I

You have mastered your emotions, making you difficult to manipulate.

·         Effect: Gain +2 Composure defense.

Brute

You can send street scum scurrying with but a glance.

·         Effect: Gain Advantage on Coercion checks.

Diplomat

You are able to see both sides of the argument—and use logic to sway others to your point of view.

·         Effect: Gain Advantage on Negotiation checks.

Empathic

You have a keen ability to read emotions.

·         Effect: Gain Advantage on Insight checks.

Tier 2

Awakened II

You have strong Essence.

·         Effect: Gain +0.1 Essence (up to your maximum).

Composed II

You have mastered your emotions, making you difficult to manipulate.

·         Effect: Gain +2 Composure defense.

Jaded

You are not easily impressed or moved.

·         Effect: You have Advantage on all active Composure defense checks.

Manipulator

You lie and manipulate without second thought

·         Effect: Gain Advantage on Charm and Deception checks.

Natural Leader

You can easily inspire or influence allies.

·         Effect: Gain Advantage on Instruction and Leadership checks.

Stage Presence

You belong on a stage.

·         Effect: Gain Advantage on Charm and Performance checks.

Tier 3

Awakened III

You have strong Essence.

·         Effect: Gain +0.1 Essence (up to your maximum).

Commanding Presence

You can easily command or influence groups of people.

·         Effect: While performing a Social check, if you have Advantage, you may affect a number of targets equal to your Presence (without any increase in TN).

·         Enables: Master Orator (Tier 4)

Composed III

You have mastered your emotions, making you difficult to manipulate.

·         Effect: Gain +2 Composure defense.

One With Self

You know who and what you are.

·         Effect: Anyone trying to use a Social skill on you has Disadvantage.

·         Notes: This talent pairs well with Jaded but also works fine on its own.

Tier 4

Master Orator

Your presence can sway public opinion or influence large crowds.

·         Effect: When using Commanding Presence, you can affect up to 5 times your Presence targets (without any increase in TN).

·         Requires: Commanding Presence (Tier 3)

Tier 5

Indomitable

You cannot be swayed.

·         Effect: You are immune to the effects of Social skills. You can still choose to go along with whatever, but you are never tricked, charmed, intimidated, or otherwise affected.

 

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