
Talents are a special feature that gives your character a new capability or improves one that you already have. Talents represent training, experience, and abilities that give your characters special capabilities beyond what you are granted by their race.
At Character Creation you gain 4 free Talents of your choice, each from a different Talent Category (see below), and you gain a free Talent at each Tier of Power reached starting from Tier of Power 2 and at certain Power Levels, you will get a Character Perk. Using perks, you can take a Talent of your choice instead. You can take each Talent only once, unless the Talent’s description says otherwise.
Prerequisites. Some Talents have prerequisites. Your character must have the indicated Attribute Score, additional Talent, or other Aptitude designated to take that Talent; these prerequisites might vary from Talent to Talent. Some Talents might give options for a requirement, needing either one option or another to be met as a prerequisite. In addition, if you ever lose a Talent’s prerequisite, you can’t use the Talent again until you regain the prerequisite.
Attacking Talents
Artful Strike: Masterfully able to weave through an opponent’s defense, you catch them unaware.
–Prerequisites: Insight Score of 4+
(1)-[Passive]: Increase the Dice Category of your Critical Result Extra Dice by 1 Category for your Strike Rolls.
(2)-[Triggered, 1/Round]: If your Strike Roll’s Natural Result is 1 below the Critical Target, score a Critical Result on that Strike Roll.
Focused Strike: Able to pinpoint weak points in a target’s defense, your attacks hone in on the least guarded parts of the opponent’s body to land strikes consistently.
–Prerequisites: Artful Strike, Insight Score of 6+
(1)-[Passive]: Reduce the Critical Target of your Strike Rolls by 1.
(2)-[Triggered, 1/Round]: If you fail to hit an Opponent with an Attacking Maneuver, reroll your Strike Roll and apply it against the same roll you lost against.
Masterful Strike: You are able to recover your momentum even when you miss, surprising your opponent with a strike that lands.
–Prerequisites: Artful Strike, Insight Score of 10+, Tier of Power 3+
(1)-[Passive]: Roll your Base Die twice for any Strike Roll and use the highest result.
(2)-[Triggered/Start of Turn, 1/Encounter]: Until the end of your turn, ignore all penalties to your Strike Rolls.
Balance Talents
Balanced Warrior: Proficient in combat and magic, you train to use both equally.
–Prerequisites: Force and Magic Scores of 4+
(1)-[Passive]: While your Force and Magic Scores are equal to one another, increase the Attribute Modifiers for each Attribute by the Attribute Score of the other (this bonus plus the Attribute Score for each Attribute cannot exceed the Attribute Score Limit).
(2)-[Passive]: Reduce the Ki Point Cost of all Attacking Maneuvers by 1(T).
Balanced Defender: Focused on both the ability to avoid damage and the ability to withstand it, you are able to shift stances to do either effectively.
–Prerequisites: Agility and Tenacity Scores of 4+
(1)-[Passive]: While your Agility and Tenacity Scores are equal to one another, increase your Defense Value and Soak Value by 1(T).
(2)-[Triggered, 1/Round]: When targeted by an Attacking Maneuver, spend 2(bT) Ki Points to increase your Defense Value and Soak Value by 1(T) for the duration of that Maneuver.
Balanced Mind: Focusing on both social and intellectual pursuits has taught you how to effectively blend the two.
–Prerequisites: Personality and Scholarship Scores of 4+
(1)-[Passive]: While your Personality and Scholarship Scores are equal to each other, increase your Combat Rolls by 1(bT).
(2)-[Triggered, 1/Round]: If you use the Hype Maneuver or Analysis Maneuver, regain Ki Points equal to either your Personality or Scholarship Modifier.
Balanced in Yin and Yang: Seeking enlightenment, you strive for inner balance and total control over your body.
–Prerequisites: Balanced Warrior
(1)-[Passive]: While your Force and Magic Attribute Scores are equal to one another, but at least 4 lower than your Insight Attribute Score, increase your Insight Modifier by 1(T).
(2)-[Passive]: Reduce the Ki Point Cost of all Attacking Maneuvers by 1(T).
Jack of All Styles: You are able to utilize a wide variety of techniques, but your diversity prevents you from truly specializing in any one style.
–Prerequisites: Balanced Warrior or Balanced Defender
(1)-[Passive]: Treat your Attribute Scores (AG/FO/TE/MA) as if they were 2(bT) higher for the Attribute Score Requirements of all Unique Abilities.
(2)-[Triggered, 1/Round]: If you use a Unique Ability, increase your Wound Rolls by 2(T) until the end of your turn.
Lord of Balance: The epitome of the balanced combat style, you are able to adapt offensively and defensively in equal measure.
–Prerequisites: Balanced Warrior, Balanced Defender
(1)-[Passive]: If you are benefiting from the first effects of Balanced Warrior and Balanced Defender, increase your Combat Rolls by 1(T).
(2)-[Triggered/Start of Combat Round]: Regain 3(bT) Life and Ki Points.
Power of the Z-Warrior: With a well-rounded approach to battle, you are a jack of all trades, but master of none.
–Prerequisites: Agility, Force or Magic, Tenacity, Insight, Scholarship, and Personality Scores of 4+
(1)-[Passive]: Increase your Stress Bonus by 1.
(2)-[Triggered, 1/Round, 2/Encounter]: When making any Combat Roll, instead of rolling your Base Die, set the Natural Result to 10. This will cause you to score a Critical Result.
Buddy Talents
Buddy Collector: You have a lot of friends who will come to your aid when you need them.
–Prerequisites: Personality Score of 4+
(1)-[Passive]: You may have 2 Buddies active at the same time.
(2)-[Triggered, 1/Encounter]: If one of your Buddies is destroyed, you may call another Buddy as an Out-of-Sequence Maneuver.
Buddy to Buddies: You are renowned for your kindness, and your reputation as “everyone’s friend” precedes you.
–Prerequisites: Personality Score of 4+
(1)-[Passive]: While you have an active Buddy, increase your Morale Saves and Soak Value by 1(bT).
(2)-[Triggered, 1/Encounter]: If your Buddy would be destroyed, you can dismiss them instead.
Buddy System: You know better than anyone not to go anywhere alone.
–Prerequisites: Personality Score of 4+
(1)-[Passive]: While you have an active Buddy, increase the Dice Score of your Steadfast Checks by 1.
(2)-[Triggered/Start of Combat Encounter]: You may spend 1 Karma Point to gain a Buddy of your choice (you cannot choose a Special Buddy).
Condition Talents
Combat Tactician: You have learned to take advantage of your weakened opponents.
–Prerequisites: N/A
(1)-[Passive]: Increase your Combat Rolls by 1(T) against any Opponent(s) that are suffering from a Combat Condition.
Perfected Tactics: Your brilliant tactics allow you to make the most of your opponents missteps.
–Prerequisites: Combat Tactician
(1)-[Passive]: Increase your Wound Rolls by 1(T) against any Opponent(s) that are suffering from a Combat Condition.
(2)-[Triggered, 1/Round]: If an Opponent within 4 Squares of you gains a Combat Condition, this provokes your Exploit Maneuver.
Beat-down Tactics: Your ability to capitalize on your opponent’s weak points is second to none.
–Prerequisites: Combat Tactician, Tier of Power 2+
(1)-[Passive]: Increase your Might Clashes against an Opponent with a Combat Condition by 1(T).
(2)-[Triggered, 1/Encounter]: If you knock an Opponent through a Health Threshold, they gain a stack of the Broken Combat Condition until the end of your next turn.
Counter Talents
Wild Counter: Able to defend and attack in the same motion, you respond to being attacked with an attack of your own!
–Prerequisites: N/A
(1)-[Triggered, 1/Round]: When you successfully avoid an Attacking Maneuver through the Parry effect of the Defend Maneuver, you can use the Basic Attack Maneuver against the attacking Opponent as an Out-of-Sequence Maneuver.
Fierce Counter: Your counterattacks are stronger than most, striking with brutal efficiency.
–Prerequisites: Wild Counter
(1)-[Passive]: Increase your Strike Roll when using the Parry effect of the Defend Maneuver by 1(T).
(2)-[Triggered, 1/Round]: When you use the Basic Attack Maneuver through the effects of Wild Counter, increase the Wound Roll for that Attacking Maneuver by 1(T).
Perfect Counter: Able to defend even without preparations, your ability to counterattack is peerless.
–Prerequisites: Fierce Counter, Tier of Power 2+
(1)-[Passive]: Remove the 1/Round Keyword on the first effect of Wild Counter.
(2)-[Triggered, 1/Round]: When you are targeted by an Attacking Maneuver, use the Parry option of the Defend Maneuver without spending a Counter Action.
Jolt Counter: With the ability to dish it out as well as take it, you are skilled at turning the momentum of an attack against you into a more powerful blow against your attacker.
–Prerequisites: Tenacity or Personality Score of 6+
(1)-[Passive]: Increase your Wound Roll when using the Cross Counter option of the Defend Maneuver by 2(T).
(2)-[Triggered, 1/Encounter]: When using the Cross Counter option of the Defend Maneuver against an Attacking Maneuver that has at least 1 Energy Charge and/or a Ki Wager equal or higher than 1/4 of that character’s Max Capacity, you may Jolt Counter. If you do, you may choose to reduce the Dice Score of your Dodge Roll against your opponents’ Attacking Maneuver to 0. If you do, increase your Strike Roll for your Attacking Maneuver by your Defense Value and increase the Damage Category of both your and your Opponent’s Attacking Maneuver by 1 Category.
Full Counter: Turning every ounce of pain you receive back against your opponent, you open yourself up to powerful hits from your foes to unleash devastating counterblows.
–Prerequisites: Jolt Counter
(1)-[Passive]: Increase your Damage Reduction when using the Cross Counter option of the Defend Maneuver by 2(T).
(2)-[Triggered, 1/Encounter]: If you apply the second effect of Jolt Counter to an Attacking Maneuver, increase the Wound Roll of both your Attacking Maneuver and your Opponent’s Attacking Maneuver by your Might.
Exploit Expert: You are especially skilled at taking advantage of openings in the enemy’s guard.
–Prerequisites: N/A
(1)-[Passive]: Increase your Wound Rolls for Attacking Maneuvers made through the Exploit Maneuver by 1(T).
(2)-[Triggered, 1/Round]: If an Opponent makes an Attacking Maneuver while they are within the Melee Range of 2+ Allies (including yourself, for this effect), this triggers your Exploit Maneuver.
Master of Openings: You are so skilled at taking advantage of openings in your enemy’s guard that you create openings where none were before.
–Prerequisites: Exploit Expert
(1)-[Passive]: Increase your Strike Rolls for Attacking Maneuvers made through the Exploit Maneuver by 1(T).
(2)-[Triggered, 1/Round]: If an Opponent uses the Power Up Maneuver or Transformation Maneuver while not at Long Range, this triggers your Exploit Maneuver.
Damaging Talents
Bruising Wound: The power behind your strikes leaves a lasting mark on your opponents.
–Prerequisites: Force and/or Magic Score of 4+
(1)-[Passive]: Increase the Dice Category of your Critical Result Extra Dice by 1 Category for your Wound Rolls.
(2)-[Triggered, 1/Round]: If your Wound Roll’s Natural Result is 1 below the Critical Target, score a Critical Result on that Wound Roll.
Injuring Wound: Trading precision for power, you land debilitating blows on your enemies.
–Prerequisites: Bruising Wound, Force and/or Magic Score of 6+
(1)-[Passive]: Reduce the Critical Target of your Wound Rolls by 1.
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver, you can reduce your Strike Roll by 1(bT) to increase your Wound Roll by 2(bT).
Critical Wound: Your attacks land with such devastating force that it’s difficult for your foes to recover.
–Prerequisites: Injuring Wound, Force and/or Magic Score of 10+, Tier of Power 3+
(1)-[Passive]: Roll your Base Die twice for any Wound Roll and use the highest result.
(2)-[Triggered, 1/Encounter]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver in which you scored a Critical Result on the Wound Roll, they automatically fail their Steadfast Check for that Health Threshold.
Dodging Talents
Cunning Dodge: Masterfully skilled at evading attacks, you duck and weave out of the way of any incoming assault.
–Prerequisites: Agility Score of 4+
(1)-[Passive]: Increase the Dice Category of your Critical Result Extra Dice by 1 Category for your Dodge Rolls.
(2)-[Triggered, 1/Round]: If your Dodge Roll’s Natural Result is 1 below the Critical Target, score a Critical Result on that Dodge Roll.
Instinctual Dodge: Your ability to dodge is second-nature, to the point where you don’t even have to think about it anymore.
–Prerequisites: Cunning Dodge, Agility Score of 6+
(1)-[Passive]: Reduce the Critical Target of your Dodge Rolls by 1.
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, reroll your Dodge Roll and apply it against the same roll you lost against.
Masterful Dodge: Having mastered the elusive technique of dodging without intent, your evasive skills are without equal.
–Prerequisites: Instinctual Dodge, Agility Score of 10+, Tier of Power 3+
(1)-[Passive]: Roll your Base Die twice for any Dodge Roll and use the highest result.
(2)-[Triggered/Start of Turn, 1/Encounter]: Until the start of your next turn, ignore all penalties to your Dodge Rolls.
Free Flowing Stance: You can take a defensive posture that allows you to dodge and weave around all attacks.
–Prerequisites: Agility Score of 6+
(1)-[1/Round, Ruling]: If you have not used an Attacking Maneuver this Combat Round, you can, as a Standard Maneuver that costs all of your remaining Actions, enter the ‘Free Flowing Stance’ until the start of your next turn.
(2)-[Passive]: While you are in the Free Flowing Stance:
- You cannot use any Attacking Maneuvers.
- Increase your Defense Value by 1(T) for each Action spent.
- Increase the Ki Point Cost of Attacking Maneuvers that target you by 1(T) for each Action spent.
Agile Warrior: You are nimble enough to avoid almost any attack.
–Prerequisites: Agility Score of 6+
(1)-[Passive]: Increase your Defense Value by 1(T).
(2)-[Automatic]: You do not gain Diminishing Defense stack(s) from the first Attacking Maneuver made with you as a target each Combat Round. Do not count Attacking Maneuvers you already would not obtain Diminishing Defense stack(s) from for this effect.
Durability Talents
Effective Defenses: Able to withstand damage more efficiently than most, you are nearly indestructible.
–Prerequisites: N/A
(1)-[Passive]: Reduce the Ki Point Cost for the Guard option of the Defend Maneuver by 2(T).
(2)-[Passive]: Increase your Soak Value by 2(T) (before any calculations) for the duration of an Attacking Maneuver that targets you if you use the Defend Maneuver in response to it.
Resilience: Able to bounce back from damage more easily than most, you are exceptionally good at ignoring injuries.
–Prerequisites: Tenacity Score 6+
(1)-[Passive]: Increase your Soak Value by 1(bT).
(2)-[Passive]: Increase the amount of Life Points regained through a Healing Surge or Combat Recovery Maneuver by 1d10(T).
Tough Warrior: Your ability to protect yourself from damage is far greater than average, allowing you to shrug off massive blows.
–Prerequisites: Resilience
(1)-[Passive]: Halve any Collision Damage you would suffer.
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver, spend up to 4(bT) Ki Points. Increase your Damage Reduction by an equal amount for the duration of that Attacking Maneuver.
Risky Bet: You can throw more power into your attacks at the cost of opening your guard.
–Prerequisites: Resilience, Tenacity Score of 8+
(1)-[Passive]: While you are below the Injured Health Threshold, increase your Soak Value by 1(bT).
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver, reduce your Soak Value by up to 4(bT) until the start of your next turn to increase your Wound Rolls for that Attacking Maneuver by twice the reduction.
Superior Durability: Unmatched in your ability to take a hit, even the most lethal of blows barely scratches you.
–Prerequisites: Tough Warrior, ToP3+
(1)-[Passive]: Increase your Soak Value by 1(bT).
(2)-[Passive]: Halve the amount of Life Points you would lose from the effects of a Combat Condition, Environmental Qualities, or Damage Over Time.
(3)-[Triggered, 1/Round]: If you use the second effect of Tough Warrior and spend the maximum amount of Ki Points through its second effect, you can reduce the Damage Category of that Attacking Maneuver by 1 Category.
Energy Attack Talents
Enhanced Shot: You have become particularly adept at funneling energy into your ranged blasts with minimal effort.
–Prerequisites: N/A
(1)-[Passive]: Increase the Wound Rolls for your Energy Attacks by 1(T).
(2)-[Passive]: Increase the Strike Roll of Energy Attacks made against adjacent Opponents by 1(T).
(3)-[Passive]: Increase the Wound Rolls for your Energy Attacks against Opponents who are outside of your Melee Range by 1(T).
Point Blank Shot: Knowing where to place your energy blasts for maximum effectiveness, the close range nature of your attacks makes them especially deadly.
–Prerequisites: Enhanced Shot
(1)-[Passive]: Increase the Wound Rolls of Energy Attacks made against adjacent Opponents by 1(T).
(2)-[Triggered, 1/Encounter]: If you use the Energy Charge Maneuver within the Melee Range of an Opponent, use the declared Attacking Maneuver as an Out-of-Sequence Maneuver if it was an Energy Attack.
Artillery Shot: Like a grenadier, your ability to lob energy blasts that cover a wide area makes your attacks even more likely to hit, despite the range.
–Prerequisites: Enhanced Shot
(1)-[Passive]: Increase the Strike Roll of Energy Attacks made against Opponents outside of your Melee Range by 1(T).
(2)-[Triggered, 1/Encounter]: If you make an Energy Attack that does not possess an AoE, you may apply an AoE of your choice to that Attacking Maneuver. The Target Square of that AoE can be any Square that is outside of your Melee Range. The Magnitude of that AoE starts at Large, but you may spend up to 4(bT) Ki Points to increase the Magnitude of that AoE by 1 for every 2(bT) Ki Points spent.
Blaster Master: Your unparalleled skill with energy blasts allows you to obliterate your enemies.
–Prerequisites: Point Blank Shot and/or Artillery Shot, ToP2+
(1)-[Triggered]: If you hit an Opponent with an Energy Attack, spend up to 5(bT) Ki Points. If you do, increase the Wound Roll by an equal amount.
(2)-[Triggered, 1/Encounter]: If you make an Energy Attack, increase the Damage Category of that Attacking Maneuver by 1 Category.
Grappling Talents
Brawler: Particularly adept at submission holds and wrestling, you are more accustomed to fighting in a grapple than most.
–Prerequisites: N/A
(1)-[Passive]: Gain an additional Action each Combat Round while Pinned.
(2)-[Triggered, 1/Round]: When you hit an Opponent with an Unarmed Physical Attack, and no Counter Maneuver was used in response to that Attacking Maneuver or hitting that Opponent with the Attacking Maneuver, you may use the Grapple Maneuver as an Out-of-Sequence Maneuver.
Wrestler: Your grapple techniques are highly refined, and you are able to leverage your opponent’s size against them.
–Prerequisites: Brawler
(1)-[Passive]: Treat your Size Category as if it was 1 larger for the effects of Gigantic Grip.
(2)-[Passive]: When you make a Grapple Check to maintain a Grapple, you may use your Force Modifier instead of the sum of your Haste and Awareness to calculate your Strike Roll.
Judo Training: Expanding your training in the art of submission holds, you are able to use your grip on a target to deal damage or reposition them as you please.
–Prerequisites: Brawler
(1)-[Passive]: Increase your Grapple Checks when already in a Grapple by 1(T).
(2)-[Triggered/Start of Turn]: If you are in a Grapple as the Grappler, you may use the Basic Attack Maneuver or the Launch Maneuver as an Out-of-Sequence Maneuver.
Heel: Unabashed by dishonorable tactics, you are more than willing to choke the life out of your target.
–Prerequisites: Brawler
(1)-[Passive]: Increase the Wound Roll of your Attacking Maneuvers made against Opponents in a Grapple by 1(T).
(2)-[1/Round]: While you are the Grappler in a Grapple, as a Standard Maneuver with an Action Cost of 1 Action, target a Grappled Character in your Grapple and make a Grapple Check against them. If you win, they gain the Suffocating Combat Condition until they escape the Grapple.
Suplex: Able to use the terrain to your advantage while grappling an opponent, you can smash them into the ground or drag them through a wall to inflict massive damage.
–Prerequisites: Brawler
(1)-[1/Round]: While you are the Grappler in a Grapple in a High Environment, as a Standard Maneuver with an Action Cost of 1 Action, you can make a Might Clash against the Grappled. If you win, move to the Battle Environment of the Square below and deal Ground Collision to your Opponent. Double the amount of Collision Damage they receive from this effect.
(2)-[Triggered, 1/Round]: If you use an Attacking Maneuver of the Powered or Crushing Profile while in a Grapple that is not in a High Environment, if your target is a Grappled Character in that Grapple, apply Ground Collision for the Square that the Grappled Character is in.
Human Shield: You can protect yourself by directing incoming attacks at the opponent currently in your grasp.
–Prerequisites: Brawler
(1)-[Passive]: Increase your Soak Value by 1(T) while you are in a Grapple.
(2)-[Triggered, 1/Round]: If you are targeted for an Attacking Maneuver (that does not possess an AoE and is not from a Character in the Grapple) while in a Grapple as the Grappler, you can make a Grapple Check against a Grappled Character. If you win, that Opponent becomes the target of that Attacking Maneuver instead and the Strike and Wound Rolls for that Attacking Maneuver become Urgent Rolls.
Personal Space: You are adept at keeping others from grabbing hold of you.
–Prerequisites: N/A
(1)-[Passive]: Increase the Dice Score of your Grapple Checks by 1(T) if they are initiated by another Character or while you are in a Grapple as the Grappled.
(2)-[Triggered/Start of Turn]: Make a Grapple Check to escape a Grapple you are in as the Grappled. This counts as spending 1 Action for the effects of Escaping a Grapple.
(3)-[Triggered, 1/Round]: If you escape a Grapple or an Opponent ends their turn within your Melee Range, you may use the Movement Maneuver as an Out-of-Sequence Maneuver.
Initiative Talents
Improved Initiative: Due to your great speed, you dominate the competition.
–Prerequisites: Insight or Agility Score of 4+
(1)-[Passive]: When rolling Initiative, roll your Base Die twice. You may choose which result becomes the Natural Result.
(2)-[Passive, Ruling]: If your Initiative Value is higher than that of all Opponents, you have ‘Initiative Advantage’. While you possess Initiative Advantage, increase your Combat Rolls by 1(T).
Alert: Constantly on the lookout for danger, your awareness of your surroundings is unparalleled.
–Prerequisites: Improved Initiative, Insight Score of 8+
(1)-[Passive]: Increase your Initiative Value by 1(bT).
(2)-[Passive]: You ignore the effects of Surprise Rounds.
(3)-[Passive]: While you have Initiative Advantage, increase your Wound Rolls by 1(T).
(4)-[Triggered/Start of Combat Round, 1/Encounter]: If you have Initiative Advantage, gain 1 Counter Action.
Attentive Warrior: Your keen battlefield awareness allows you to manipulate the battlefield to your advantage.
–Prerequisites: Alert, Insight Score of 10+
(1)-[Passive]: While you have Initiative Advantage, increase the Dice Score of your Clashes initiated by an Opponent that uses your Saving Throws by 1(T).
(2)-[Passive]: While you have Initiative Advantage, increase your Strike Rolls by 1(T).
(3)-[Triggered, 1/Encounter]: If you have Initiative Advantage, when making an Attacking Maneuver, you may apply the Called Shot Modifier Maneuver to that Attacking Maneuver without spending an Action.
Speedblitz: You jump into action, moving quicker than your foes can react.
–Prerequisites: Improved Initiative, Agility Score of 8+
(1)-[Passive]: Increase your Initiative Value by 1(bT).
(2)-[Passive]: While you have Initiative Advantage, increase your Speeds and Wound Rolls by 1(T).
(3)-[Triggered/Start of Turn, 1/Encounter]: If you have Initiative Advantage, you may use the Movement Maneuver or Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Lightning Initiative: Lightning-quick and ready to rumble, you dash into combat without thinking.
–Prerequisites: Speedblitz, Agility Score of 10+
(1)-[Passive]: While you have Initiative Advantage, increase your Dodge Rolls by 1(T).
(2)-[Passive]: Your use of the Movement Maneuver does not trigger the Exploit Maneuver from Opponents with a lower Initiative Value than you.
(3)-[Triggered/Start of Turn, 1/Encounter]: If you have Initiative Advantage, gain an additional Action to spend during your turn this Combat Round.
Patient Fighter: You know the value of patience in battle, choosing to study your opponents to react perfectly to their attacks, rather than rush headlong into a fight.
–Prerequisites: Scholarship or Insight Score of 6+
(1)-[Triggered]: When you roll your Initiative Check at the start of a Combat Encounter, you may reduce the Dice Score by 1(bT). If you do, you may increase the Initiative of a willing Ally by an equal amount.
(2)-[1/Round, 3/Encounter]: If your Initiative Value is lower than all of your Opponents, you may use the Defend Maneuver without spending a Counter Action.
Insightful Talents
Insightful Warrior: You realize that reading your opponent and reacting accordingly is more effective than brute strength.
–Prerequisites: Insight Score of 8+
(1)-[Passive]: While your Force and Magic Attribute Scores are at least 4 lower than your Insight Attribute Score and you are not benefiting from the effect of Balanced Warrior, increase your Wound Rolls and Might by 2(T).
Combat Wisdom: You are able to substitute your skill and experience in battle for raw, unbridled power.
–Prerequisites: Insight Score of 10+, Insightful Warrior
(1)-[Passive]: While benefiting from the effect of Insightful Warrior, increase your Insight Modifier by 1(T).
(2)-[Triggered, 1/Round]: If you use the Signature Technique Maneuver while benefiting from the effect of Insightful Warrior, increase your Wound Rolls and Might by 1(T) for the duration of that Maneuver.
(3)-[Triggered, 1/Round]: If you would use the Defend Maneuver while benefiting from the effect of Insightful Warrior, increase your Damage Reduction by 2(T) for the duration of that Maneuver.
Tai Chi Practitioner: Your fluid movements and reactive combat style allow you to turn your opponents’ power against them.
–Prerequisites: Insightful Warrior or Balanced in Yin and Yang
(1)-[Triggered/Start of Turn]: Regain Ki Points equal to 1/2 of your Insight Modifier.
(2)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver, increase your Damage Reduction by 1/4 (rounded up) of that Opponent’s Might for the duration of that Maneuver.
Tai Chi Expert: In the ebb and flow of battle, you ride the tides with expert prowess, transforming the enemies’ strengths into you own.
–Prerequisites: Tai Chi Practitioner, ToP 3+
(1)-[Passive]: The second effect of Tai Chi Practitioner loses its 1/Round Keyword.
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that did not possess an AoE, increase the Wound Roll of that Attacking Maneuver by 1/4 (rounded up) of that Opponent’s Might.
(3)-[Triggered, 1/Round, 2/Encounter]: When making a Might Clash that was initiated by an Opponent, you may use that Opponent’s Might for this Might Clash.
Tai Chi Master: As a master in turning an enemy’s own movements against them, you waste no effort and expend minimal energy.
–Prerequisites: Tai Chi Expert, ToP 4+
(1)-[Passive]: The second effect of Tai Chi Expert loses its 1/Round Keyword.
(2)-[Passive]: The first effect of Tai Chi Practitioner regains an equal amount of Life Points to the amount of Ki Points regained.
(3)-[Triggered, 1/Round, 2/Encounter]: If you lose a Might Clash initiated by an Opponent, you may reroll that Might Clash. If you haven’t already applied the 3rd effect of Tai Chi Expert to this Might Clash, you may apply that effect now.
Magic Attack Talents
Magic Blaster: Choosing to focus solely on your magical skills, you eschew other forms of combat to fire spell after spell at the enemy.
–Prerequisites: 2+ Skill Ranks in Use Magic
(1)-[Passive]: Increase the Wound Rolls of your Magic Attacks by 1(T).
(2)-[Triggered, 1/Round]: After using a Magical Unique Ability or the Magic Trick Special Maneuver, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver. Your declared Attacking Maneuver must be a Magic Attack.
Magic Caster: Your magical prowess allows you to infuse intense power into your attacks.
–Prerequisites: Magic Blaster
(1)-[Passive]: Increase the Strike Rolls of your Magic Attacks that are not using an ‘Elemental’ Profile by 1(T).
(2)-[Triggered, 1/Encounter]: If you declare a Magic Attack for the Energy Charge Maneuver, you may gain an additional Energy Charge through the effects of that Maneuver.
Elementalist: Your intense focus on a specific element allows you to use it in unconventional ways.
–Prerequisites: Magic Blaster
(1)-[Passive]: Select a Profile with ‘Elemental’ in the name. That Profile becomes a Favored Element.
(2)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver with a Profile that is your Favored Element, you may apply a Line or Cone AoE to that Attacking Maneuver.
Magic Master: Your ability to empower your attacks with magical energy is unsurpassed, allowing you to hit harder and more accurately.
–Prerequisites: Magic Caster and/or Elementalist, ToP2+
(1)-[Passive]: Reduce the TP Cost of all Magical Unique Abilities by your number of Use Magic Skill Ranks. This effect applies retroactively.
(2)-[Triggered]: If you hit an Opponent with a Magic Attack, spend up to 5(bT) Ki Points. If you do, increase the Wound Roll by an equal amount.
(3)-[Triggered, 1/Encounter]: If you make a Magic Attack, increase the Damage Category of that Attacking Maneuver by 1 Category.
Magic Warrior: Able to use magical power to supplement your physical might or ki blasts, your magical prowess is more than enough to stand up to others in combat.
–Prerequisites: Magic Score of 6+
(1)-[Passive]: You gain access to all Energy Profiles.
(2)-[Passive]: You may use your Magic Modifier as the Damage Attribute for all Physical and Energy Attacks.
Mindful Talents
Calm Mind: Your meditations have led to the ability to clear your mind of all thoughts but the ones that are necessary to continue the fight.
–Prerequisites: N/A
(1)-[Passive]: The L listed on any Mindful Talent refers to your current Level of your use of the Mindful State.
(2)-[Triggered]: Whenever you score a Critical Result on a Combat Roll while in the Mindful State, increase the Dice Score by an additional L(T).
(3)-[Triggered/Power, 2/Encounter]: Enter the Mindful State until the end of your next turn.
Combat Zen: Able to fully cleanse your mind of all thought, your body has become able to act on its own to some extent.
–Prerequisites: Calm Mind
(1)-[Passive]: While in the Mindful State, reduce the Ki Point Cost of all Attacking Maneuvers by L(T).
(2)-[Triggered]: If you use a Counter Maneuver while in the Mindful State, increase your Damage Reduction by 1(T) for the duration of the Maneuver it was used in response to.
Zen Counter: Your patience and tranquility allow you to see past the emotional responses of others and quickly find the most efficient way to counter an attack.
–Prerequisites: Clear Mind
(1)-[Passive]: While in the Mindful State, increase the Natural Result of your Strike Rolls when using the Parry effect of the Defend Maneuver by 1.
(2)-[Triggered, L/Round]: If you are targeted by an Attacking Maneuver while in the Mindful State, increase your Combat Rolls by 1(T) for the duration of that Maneuver.
Tranquil Warrior: Filling your mind with pure serenity, you completely avoid the stress of combat.
–Prerequisites: Combat Zen and/or Zen Counter, ToP3+
(1)-[Passive]: While you are in the Zen or Tranquil level of the Mindful State, double the amount of Ki Points you regain through your effects (except Ki Surges).
(2)-[Triggered, 1/Encounter]: When you use a Counter Maneuver, you may enter the Mindful State until the end of your turn.
Minion Talents
Master of Minions: You are accustomed to command, and rule over your Minions with great ease.
–Prerequisites: N/A
(1)-[Passive]: Increase your maximum number of Minions by 2.
(2)-[Passive]: Increase the Wound Rolls of your Minions by 1/4 (rounded up) of your Personality or Scholarship Modifier (whichever is higher).
(3)-[Triggered, 1/Round]: After using the Command Maneuver in which you targeted at least 1 Minion, regain 1 Action.
Minion Coordinator: You are a master tactician, able to give extremely efficient orders to your subordinates.
–Prerequisites: Master of Minions
(1)-[Passive]: Increase the amount of Life and Ki Points regained through the Recovery Period rule for Minions by 1d8(T).
(2)-[1/Round]: As an Instant Maneuver, select one of your Minions. That Minion enters the Superior State until the end of their turn.
(3)-[Passive]: Increase your maximum number of Minions by 2.
Minion Mark: You have the ability to turn your subordinates’ very life essence into greater power, and they know to defend you in battle.
–Prerequisites: Master of Minions
(1)-[1/Round]: As an Instant Maneuver, select one of your Minions that is not a Special Minion. That Minion becomes Marked. A Marked Minion loses 4(bT) Life Points at the start of each Combat Round, but their Combat Rolls are increased by 1(bT) – both use your Tier of Power for calculation.
(2)-[Passive]: Minions (except Special Minions) without any Counter Actions can use the Defense Wall option of the Intervene Maneuver if you are targeted by an Attacking Maneuver by spending 1/2 of their Life Points.
(3)-[Passive]: Increase your maximum number of Minions by 2.
Sacrificial Minion: You are able to draw power from killing your Minions, either by draining their life essence, terrifying your opponents, or just generally making yourself feel big.
–Prerequisites: Minion Mark
(1)-[Passive]: If one of your Attacking Maneuvers includes one of your Minions in the list of targets, increase the Strike and Wound Rolls for that Attacking Maneuver by 1(T).
(2)-[1/Round]: As an Instant Maneuver, target one of your Minions (except Special Minions). That Minion has their Life Points reduced to 0 and they are Defeated. Apply an effect of your choice from the list below:
- Make a Morale Clash against all of your Opponents. If you win, they gain the Shaken Combat Condition.
- Regain Life Points equal to 1/2 of that Minion’s Life Points immediately before you applied this effect.
- Increase your Combat Rolls by 2(T) until the end of your turn. This effect cannot stack.
Minion Army: You lead an entire army of Minions, able to call upon them at any time.
–Prerequisites: Minion Coordinator or Minion Mark Talents
(1)-[Passive]: There is no limit to the number of Minions you may possess, but only up to 10 of your Minions may be in a Combat Encounter at any one time (Defeated Minions do not count towards this limit).
(2)-[Triggered, 1/Round]: If one of your Minions makes an Attacking Maneuver, increase the Wound Roll for that Attacking Maneuver by 1(T) for every one of your Minions in the Combat Encounter who has not yet made an Attacking Maneuver this Combat Round (max. 4(T)).
(3)-[Triggered]: If any number of your Minions are Defeated, you may have any number of Minions that are not currently in the Combat Encounter immediately join the Combat Encounter. This cannot allow your total number of Minions in the Combat Encounter to exceed 10.
Minion Supporter: You are content to stand in the back, giving orders to your Minions.
–Prerequisites: Minion Coordinator, ToP 2+
(1)-[Passive]: If you target a Minion with the effects of the Spectator State, apply your Tier of Power Extra Dice as Extra Dice to your Minion’s Combat Rolls.
(2)-[1/Round]: You can use the Empower Maneuver (as if you spent 1 Action) as an Instant Maneuver. If you do, you must target one of your Minions and that Minion has its Combat Rolls increased by 1(T) until the start of your next turn.
Mobility Talents
Footwork: Your deft footwork allows you to close the gap between you and your target, even as they try to flee.
–Prerequisites: Agility Score of 4+
(1)-[1/Round]: As an Instant Maneuver, you may move up to 1(bT) Squares in any direction.
(2)-[Triggered, 1/Round]: If you use the Rapid Movement effect of the Movement Maneuver, increase your Defense Value by 1(T) until the start of your next turn.
(3)-[Triggered, 1/Round]: When a Character within your Melee Range uses the Movement Maneuver to leave your Melee Range, you may use the Movement Maneuver as an Out-of-Sequence Maneuver. If you do, their Movement does not trigger your Exploit Maneuver.
Power of Movement: Having mastered the ability to stay mobile while charging your energy, you are a real force to be reckoned with on the battlefield.
–Prerequisites: Footwork
(1)-[Passive]: You can use the Movement Maneuver after using the Energy Charge Maneuver, even if you have not yet used whatever attack you have declared. You do not suffer from the Guard Down Combat Condition through the effects of the Energy Charge Maneuver.
(2)-[Triggered, 1/Round]: When using any type of applicable Signature Technique that has gained at least 2 Energy Charges from the Energy Charge Maneuver, you may spend 2(T) Ki Points to add the Charging Assault Advantage to that Signature Technique for the duration of that Attacking Maneuver.
Fleet of Foot: Your ability to gather momentum while moving is unmatched, allowing you to land blows before your opponent even realizes you’re attacking.
–Prerequisites: Footwork
(1)-[Passive]: Increase the bonus to your Defense Value from Footwork’s second effect by 1(T).
(2)-[Triggered, 1/Round]: If you enter the Melee Range of an Opponent when using the Movement Maneuver, increase the Strike Roll of your next Attacking Maneuver that targets them by 1(T) until the end of your turn.
High Speed Ace: Focused on zipping around the battlefield, you build up momentum and combine it with your fighting style.
–Prerequisites: Agility Score of 6+
(1)-[Passive]: Increase your Defense Value and Speed by 1(T).
(2)-[Passive]: During this Combat Round, if you have moved a total number of Squares that matches or exceeds your Normal Speed through your own effects or Maneuvers, increase your Wound Rolls by 1(T) until the end of this Combat Round.
Multi-Type Talents
Multi-Type Attacker: Skilled in the art of switching between different attack styles at the drop of a hat, your ability to catch enemies off-guard enhances your effectiveness in combat.
–Prerequisites: 2+ of Enhanced Fist, Enhanced Shot, or Magic Blaster
(1)-[Triggered, 2/Round]: After concluding an Attacking Maneuver during your turn, select a Foundation different to the one used in that Attacking Maneuver. Increase your Wound Rolls with Attacking Maneuvers of that Foundation by 1(T) for the remainder of your turn. This effect can stack.
Multi-Type Specialist: You excel in using multiple different combat styles at the same time.
–Prerequisites: Multi-Type Attacker, ToP2+
(1)-[Passive]: Increase your Surgency by 1(bT) for every Talent you possess that is listed as a potential prerequisite for Multi-Type Attacker.
(2)-[Triggered/Start of Turn]: Trigger the effect of Multi-Type Attacker. This does not count to its 2/Round limit.
Multi-Type Gambit: You’re an expert at utilizing a variety of fighting styles to pull off a bigger attack afterward.
–Prerequisites: Multi-Type Attacker, ToP2+
(1)-[Passive]: If you have triggered the effect of Multi-Type Attacker twice during this turn, increase the Dice Category of your Energy Charges by 1 Category.
(2)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver of a Foundation that has been selected 2+ times by the effect of Multi-Type Attacker, you may apply 2 Energy Charges to that Attacking Maneuver.
Multi-Type Master: Your ability to combine combat styles is so great that you can use two different ones at the same time.
–Prerequisites: Multi-Type Specialist and/or Multi-Type Gambit, ToP3+
(1)-[Triggered, 1/Round]: After concluding an Attacking Maneuver during your turn, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, reduce the Ki Point Cost of that Maneuver by 1(T) for each time the first effect of Multi-Type Attacker has been applied to the Foundation of that Attacking Maneuver.
Physical Attack Talents
Enhanced Fist: Enhancing your attacks with your energy, you deal devastating physical blows.
–Prerequisites: N/A
(1)-[Passive]: Increase the Wound Rolls for your Physical Attacks by 1(T).
(2)-[Triggered, 1/Round]: If you deal Damage to an Opponent with a Physical Attack during your turn, make a Might Clash against them. If you win, you may apply one of the following effects:
- That Opponent gains the Broken Combat Condition until the end of your turn.
- That Opponent gains the Guard Down Combat Condition against the next Attacking Maneuver you make during this turn.
Iron Fist: Unleashing a powerful blow, you bowl enemies over with the might of your attacks.
–Prerequisites: Enhanced Fist
(1)-[Passive]: Increase the Wound Rolls of your Physical Attacks by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent suffering from the Broken Combat Condition with a Physical Attack, make a Might Clash against them. If you win, they are knocked Prone.
Rapid Fist: Attacking faster than the eye can see, you leave enemies reeling from your sheer speed and precision.
–Prerequisites: Enhanced Fist
(1)-[Passive]: Increase the Strike Roll of your Physical Attacks by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent suffering from the Guard Down Combat Condition with a Physical Attack, make a Might Clash against them. If you win, they gain the Staggered Combat Condition until the end of their turn.
Supreme Fist: A master of hitting your enemies where it hurts most, you land physical strikes with immense and devastating power.
–Prerequisites: Iron Fist and/or Rapid Fist, ToP2+
(1)-[Passive]: Increase the Dice Score of your Might Clashes made through the effects of your Physical Attack Talents by 1(T).
(2)-[Triggered]: If you hit an Opponent with a Physical Attack, spend up to 5(bT) Ki Points. If you do, increase the Wound Roll by an equal amount.
(3)-[Triggered, 1/Encounter]: If you make a Physical Attack, increase the Damage Category of that Attacking Maneuver by 1 Category.
Racial Talents
To Be Added
Raging Talents
Angry Warrior: Your rage pushes you to greater heights, allowing you to hit harder and more often.
–Prerequisites: N/A
(1)-[Passive]: The L listed on any Raging Talent refers to your current Level of your use of the Raging State.
(2)-[Triggered]: When you make an Attacking Maneuver while in the Raging State, you may choose to reduce the Natural Result of your Strike Roll by up to L. If you do, increase your Wound Roll for that Attacking Maneuver by 1(T) for each reduction to your Natural Result.
(3)-[Triggered/Power, 2/Encounter]: Enter the Raging State until the end of your next turn.
Burning Fury: The flames of rage blazing inside you drive you forward, causing you to fight with reckless abandon.
–Prerequisites: Angry Warrior
(1)-[Passive]: Halve the penalties from your Botch Results while in the Raging State.
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver while in the Raging State, reduce your Life Points by 4(bT) to inflict the Broken Combat Condition on that Opponent until the end of your turn.
Furious Berserker: Your rage is so powerful, it protects you from damage.
–Prerequisites: Angry Warrior
(1)-[Passive]: While you are in the Raging State, increase your Damage Reduction by 1/2 (rounded up) of L(T).
(2)-[Triggered/Threshold]: Regain Life Points equal to 2L(T).
Apoplectic Beast: Charging forward in an unrelenting eruption of wrath, your instincts take over as your conscious mind disappears beneath the storm of rage inside you.
–Prerequisites: Burning Fury and/or Furious Berserker, Tier of Power 3+
(1)-[Passive]: While in the Furious or Apoplectic Levels of the Raging State, you ignore the rules of Reduced Momentum.
(2)-[Triggered]: When you make an Attacking Maneuver while in the Raging State, you may reduce your Life Points by L(T) to increase your Wound Roll for that Attacking Maneuver by an equal amount.
Size Talents
Tremendous Warrior: Towering over your enemies, you have long grown accustomed to fighting smaller opponents.
–Prerequisites: N/A
(1)-[Passive]: Increase your Strike Rolls against an Opponent with a smaller Size Category than you by 1(T).
(2)-[Triggered, 1/Round]: If you fail to hit an Opponent with an Attacking Maneuver that would benefit from the Punching Down rules, roll the Extra Dice from Punching Down regardless. Reduce that Opponent’s Life Points by that amount.
Size Matters: Now you’re really getting huge!
–Prerequisites: Tremendous Warrior
(1)-[Passive]: If your Size Category is Enormous or larger, increase your Damage Reduction by 1(T).
(2)-[Triggered, 1/Round]: If you would make an Attacking Maneuver where you would apply the Punching Down rules to all targets of that Attacking Maneuver, that Attacking Maneuver becomes an Absolute Attack.
Miniature Warrior: When someone is as small as you, all enemies are giants. You’ve learned to navigate in that world of giants with ease and efficiency.
–Prerequisites: N/A
(1)-[Passive]: Increase your Wound Rolls against an Opponent with a larger Size Category than you by 1(T).
(2)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver that benefits from the Punching Down rules, do not apply that bonus to this Attacking Maneuver.
Size Doesn’t Matter: You’ve long since learned that it’s not the size of the dog in the fight that’s important, but the size of the fight in the dog.
–Prerequisites: Miniature Warrior
(1)-[Passive]: If your Size Category is Tiny or smaller, increase your Damage Reduction by 1(T).
(2)-[Triggered, 1/Round]: If you would be targeted by an Absolute Attack, ignore the rules for Absolute Attack.
All Sizes Fit Me: You change sizes like changing your hat.
–Prerequisites: 1+ Size Talent
(1)-[Passive]: For each Size Category you are larger or smaller than Medium, increase your Surgency by 1(T).
(2)-[Triggered, 1/Round]: If you change your Size Category, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Skill Talents
Practiced: You are especially adept in a variety of skills.
–Prerequisites: N/A
(1)-[Passive]: If your Natural Result on a Skill Check is below 4, increase it to a 4.
(2)-[Passive]: Gain a Skill Rank in 2 different Skills of your choice.
Show Stopping Performance: You perform for everyone on the battlefield, inspiring awe in your allies, confidence in yourself, or terror in your enemies.
–Prerequisites: 2+ Skill Ranks in Performance
(1)-[Option]: Upon gaining this Talent, select an effect from the list below:
- Aggressive Performance [Passive]: While you are Hyped, increase your Wound Rolls by 2(T).
- Flexible Performance [Passive]: While you are Hyped, increase your Dodge Rolls by 1(T).
- Precision Performance [Passive]: While you are Hyped, increase your Strike Rolls by 1(T).
- Resilient Performance [Passive]: While you are Hyped, increase your Soak Value by 2(T).
- Invigorating Performance [Triggered, 1/Round]: When using the Hype Maneuver, regain 5(bT) Life and Ki Points.
- Motivating Performance [Triggered, 1/Round]: When using the Hype Maneuver, all Allies within a Sphere AoE centered on you have their Combat Rolls increased by 1/4 (rounded up) of your Personality Modifier while you are Hyped.
- Explosive Performance [Triggered, 1/Round]: When using the Hype Maneuver, if your last Maneuver was an Attacking Maneuver, reduce the Life Points of the Opponent(s) hit by that Attacking Maneuver by your Personality Modifier and 1/2 (rounded up) of your Might.
Dynamic Hype: With a variety of performances in your arsenal, your shows are unparalleled!
–Prerequisites: 3+ Skill Ranks in Performance, Show Stopping Performance
(1)-[Passive]: Upon gaining this Talent, select 2 additional effects through the Option effect of Show Stopping Performance. You can only use and benefit from one of these effects at any one time.
(2)-[Triggered, 1/Encounter]: When using the Hype Maneuver, you may benefit from two of your Option effects for Show Stopping Performance at once.
Team Pose: With the others in your group, your group performance grows stronger as everyone performs together.
–Prerequisites: Show Stopping Performance
(1)-[Triggered]: If an Ally uses the Hype Maneuver within a Sphere AoE centered on you, regain 2(bT) Ki Points.
(2)-[Triggered, 1/Encounter]: If you use the Hype Maneuver, any Allies within a Sphere AoE centered on you that have the Show Stopping Performance Talent may use the Hype Maneuver as an Out-of-Sequence Maneuver.
Analytic Fighter: Studious and perceptive, you take the time to pick apart an enemy’s strengths and weaknesses.
–Prerequisites: 2+ Skill Ranks in Investigation
(1)-[Option]: Upon gaining this Talent, select an effect from the list below:
- Damage Analysis [Triggered, 1/Round]: If you use the Analysis Maneuver, make a Clash (Investigation vs Intuition/Bluff/Stealth) against the targeted Character. Regardless of if you win or lose, increase your Wound Rolls against that target by 1(T) until the end of your next turn. If you won the Clash for this effect, that target gains the Broken Combat Condition until the start of your next turn.
- Weak Point Analysis [Triggered, 1/Round]: If you use the Analysis Maneuver, make a Clash (Investigation vs Intuition/Bluff/Stealth) against the targeted Character. Regardless of if you win or lose, your Combat Rolls for the next Attacking Maneuver made against the targeted Character during this Combat Round have their Natural Result increased by 2. If you won the Clash for this effect, you may make that Maneuver a Called Shot.
- Offensive Analysis [Triggered, 1/Round]: If you use the Analysis Maneuver, make a Clash (Investigation vs Intuition/Bluff/Stealth) against the targeted Character. Regardless of if you win or lose, increase your Strike Rolls against that target by 1(T) until the end of your next turn. If you won the Clash for this effect, increase the Strike Rolls of all Allies against that Opponent by an equal amount.
- Defensive Analysis [Triggered, 1/Round]: If you use the Analysis Maneuver, make a Clash (Investigation vs Intuition/Bluff/Stealth) against the targeted Character. Regardless of if you win or lose, increase your Dodge Rolls against that target by 1(T) until the end of your next turn. If you won the Clash for this effect, increase the Dodge Rolls of all Allies against that Opponent by an equal amount.
- Critical Tactics [Triggered, 1/Round]: If you use the Analysis Maneuver, reduce the Critical Target of all Strike and Wound Rolls made against the target by 1 until the end of your next turn.
- Teamwork Tactics [Triggered, 1/Round]: If you use the Analysis Maneuver, increase the Combat Rolls of all Allies against that Opponent by 1/4 (rounded up) of your Scholarship Modifier (this effect cannot stack – if multiple Characters use this effect, only gain the highest bonus) until the end of your next turn.
- Counter Tactics [Triggered, 1/Round]: If you use the Analysis Maneuver, gain an additional Counter Action. You may allow Allies to use this Counter Action if it is in response to the Attacking Maneuver of the targeted Character.
Flexible Planning: You are able to adapt to changes in the battlefield and adjust your strategies accordingly.
–Prerequisites: 3+ Skill Ranks in Investigation, Analytic Fighter
(1)-[Passive]: Upon gaining this Talent, select 2 additional effects through the Option effect of Analytic Fighter. You can only use and benefit from one of these effects at any one time.
(2)-[Triggered, 1/Round]: When using the Analysis Maneuver, you may target an additional Opponent to apply its effects to.
(3)-[Triggered, 1/Encounter]: If there is only one Opponent, when you use the Analysis Maneuver against that Opponent, you may use two effects from the Option effect of Analytic Fighter and benefit from both of them.
Counter Jury-rigging: You are able to modify your weapons to suit the situation at hand, though such modifications don’t last.
–Prerequisites: 2+ Skill Ranks in Investigation and Craft (Weapon), Weapon Specialist
(1)-[Triggered, 1/Round]: While you are benefiting from the effects of the Analysis Maneuver, increase your Wound Rolls with Armed Attacks by an additional 2(T).
(2)-[Triggered/Start of Combat Round]: Select a Weapon you possess and apply an applicable Weapon Quality that takes up 1 Weapon Slot to that Weapon until the end of the Combat Round (this can exceed the Weapon’s number of Weapon Slots).
Silent Footsteps: You are able to dampen the sounds of your movement, allowing you to pass unnoticed.
–Prerequisites: Footwork, 2+ Skill Ranks in the Stealth Skill
(1)-[Triggered]: When you use the Rapid Movement effect of the Movement Maneuver, make a Skill Clash (Stealth vs Perception) against all of your Opponents. If you win against an Opponent, you become Hidden to them until the end of your next turn or until after you make an Attacking Maneuver against them.
(2)-[Passive]: When making a Concealment Skill Check, you may use your Stealth Skill Bonus instead. If you do, reduce your Dice Score by 2.
Stealth Strike: Slipping through the shadows, your strikes are deadly when you attack from hiding.
–Prerequisites: 2+ Skill Ranks in the Stealth Skill
(1)-[Passive]: Increase your Strike Rolls against your Oblivious Characters by 1(T).
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver against an Opponent, make a Skill Clash (Stealth vs Perception). If you win, you become Hidden to them for the duration of this Attacking Maneuver.
Assassinate: When you attack from hiding, your strikes become even more lethal.
–Prerequisites: Stealth Strike, 3+ Skill Ranks in the Stealth Skill
(1)-[Passive]: Increase your Wound Rolls against your Oblivious Characters by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Oblivious Character with an Attacking Maneuver, you may spend 5(bT) Ki Points to increase the Damage Category of that Attacking Maneuver by 1 Category.
Master Assassin: You are peerless in the realm of dealing death from the shadows.
–Prerequisites: Assassinate, 5+ Skill Ranks in the Stealth Skill
(1)-[Passive]: Increase your Wound Rolls against your Oblivious Characters by 1(T).
(2)-[Passive]: You may use the 1/Round effect of Stealth Strike an additional time each Combat Round.
Acrobat Star: You are extremely skilled at gymnastics and acrobatics.
–Prerequisites: 2+ Skill Ranks in the Acrobatics Skill
(1)-[Passive]: You may use the Flip Maneuver as an Instant Maneuver.
(2)-[Passive]: Double the maximum amount of Squares you can move through the Flip Maneuver.
(3)-[Triggered, 1/Round, 2/Encounter]: When you use the Flip Maneuver, instead of moving any number of Squares, you can stop being Prone.
Expert Pilot: You are a trained pilot, skilled in the use of Vehicles and Battle Jackets.
–Prerequisites: 2+ Skill Ranks in the Pilot Skill
(1)-[Passive]: For the effects of this Talent, the 5th Skill Rank in Piloting is treated as 2 Skill Ranks.
(2)-[Passive]: Increase all of your Dodge Rolls made with a Vehicle by 1(T) for every 2 Skill Ranks of Piloting gained.
(3)-[Passive]: Ignore the Battle Jacket Penalty.
(4)-[1/Round]: Use the Ride Maneuver as an Instant Maneuver.
(5)-[Triggered, 1/Round]: If you would make a Combat Roll while Piloting a Battle Jacket, you may increase the Dice Score by 1(T) for every 2 Skill Ranks of Piloting you possess.
Yoink: You know how to slyly take anything unattended, startling foes.
–Prerequisites: 2+ Skill Ranks in the Thievery Skill
(1)-[Passive]: When using the Snatch Maneuver, you can also take Weapons possessed by another Character that they have not currently equipped.
(2)-[Triggered, 1/Round]: If you successfully use the Snatch Maneuver to take an Item from another Character, you can give them a Grenade you possess. That Grenade will explode at the start of their next turn, as if you threw it at them through the Throw Maneuver.
(3)-[Triggered, 1/Round]: If you successfully use the Snatch Maneuver to take an Item from another Character, they gain the Guard Down Combat Condition against your next Attacking Maneuver against them during this turn.
Battlefield Doctor: You are adept in medicine, allowing you to easily treat any maladies.
–Prerequisites: 2+ Skill Ranks in the Medicine Skill
(1)-[Triggered]: Upon using the Treatment Maneuver, you can target yourself instead of an Ally within your Melee Range.
(2)-[Triggered, 1/Round]: When you use the Treatment Maneuver, you may remove a Combat Condition from the target (except Suffocating, Pinned, or Transfigured).
Refined Sensor: Your ability to detect ki is unmatched.
–Prerequisites: 2+ Skill Ranks in the Clairvoyance Skill
(1)-[Passive]: You can use your Clairvoyance Skill Bonus instead of Perception for any Perception Skill Checks but reduce your Dice Score by 1.
(2)-[Triggered]: If you win the Skill Clash for the Sense Maneuver, you become aware of their Alignment.
(3)-[Triggered, 1/Encounter]: If you win the Skill Clash for the Sense Maneuver, increase your Strike and Dodge Rolls against that Opponent by 1(T) until the end of the Combat Encounter.
Nose of the Hound: Somehow, you can sense people’s power through your enhanced sense of smell and can use that knowledge to figure out how to beat them down.
–Prerequisites: 2+ Skill Ranks in Perception
(1)-[Passive]: Increase the Dice Score of your Perception Skill Checks by 1.
(2)-[Passive]: You may use your Perception Skill Bonus for any Clairvoyance Skill Checks and your Perception Skill Checks are unaffected by the Light Level.
(3)-[Passive]: You gain access to the Sense Maneuver.
(4)-[Passive]: You may ignore the effects of the Blinded Combat Condition.
(5)-[Triggered/Start of Turn, 1/Round]: Target a Character. Make a Clash (Perception vs Stealth/Concealment) against that Character. If you win, increase your Strike and Wound Rolls against that Character by 1(T) until the start of your next turn and that Character cannot become Hidden from you.
Terrifying Presence: Your ability to inspire fear in your enemies is truly astounding.
–Prerequisites: 2+ Skill Ranks in the Intimidation Skill
(1)-[Passive]: When you use the Terrify Maneuver, you can target all Opponents within a Sphere AoE centered on you, or target a single Opponent up to 8 Squares away from you.
(2)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold, you may use the Terrify Maneuver as an Out-of-Sequence Maneuver.
Terrifying Speed: You move so fast that lesser warriors cower in your presence.
–Prerequisites: Agility Score of 6+, 2+ Skill Ranks in Intimidate
(1)-[Passive]: Increase the Dice Score of your Intimidation Checks by 2 if you have used the Movement Maneuver during this Combat Round.
(2)-[Triggered, 1/Round]: If you use the Rapid Movement effect of the Movement Maneuver and end your Movement on an adjacent Square to an Opponent, you may use the Terrify Maneuver as an Out-of-Sequence Maneuver.
Desperate Distraction: You can read your opponents and skillfully deceive them into creating an opening for you to fight back!
–Prerequisites: 2+ Skill Ranks in Bluff and 2+ Skill Ranks in Intuition
(1)-[Passive]: You gain access to the Dirty Trick Maneuver.
(2)-[1/Round]: If you are below the Injured Health Threshold, you may use the Dirty Trick Maneuver as an Instant Maneuver.
Last Ditch Effort: You have one last trick up your sleeve for emergencies, allowing you to stand tall even when your back is against the wall.
–Prerequisites: Desperate Distraction
(1)-[Passive]: Increase the Natural Result of your Bluff Skill Checks by 1.
(2)-[Triggered, 1/Encounter]: If you win the Clash for the Dirty Trick Maneuver, after completing that Maneuver, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver.
Survivalist: You are skilled at adapting to extreme environmental conditions.
–Prerequisites: 2+ Skill Ranks in Survival
(1)-[Passive]: Reduce the Critical Target for your Survival Skill Checks by 1.
(2)-[Passive]: While you are in a Battle Weather that you are not suffering the effects of, increase your Defense Value and Soak Value by 1(T).
Team Survivalist: You are skilled enough to protect others from the effects of harsh environments.
–Prerequisites: Survivalist
(1)-[Passive]: You do not trigger the Exploit Maneuver when you use the Brace Maneuver.
(2)-[Passive]: Your Allies are unaffected by the effects of any Battle Weather created by you.
(3)-[Triggered]: If you use the Brace Maneuver, apply its effects to all Allies within your Melee Range.
Feint Master: You are most effective when tricking your opponents into opening their guard for your attacks.
–Prerequisites: 2+ Skill Ranks in Bluff
(1)-[Passive]: Increase the Strike and Wound Rolls of Attacking Maneuvers made through the effects of the Feint Maneuver by 1(T).
(2)-[Passive]: You can Ki Wager up to 1/2 of your Maximum Capacity on Attacking Maneuvers made through the effects of the Feint Maneuver.
(3)-[1/Encounter]: You may use the Feint Maneuver as an Instant Maneuver.
Trickster Magician: Your expertise with magic allows you to perform flashy tricks that leave your enemies mystified.
–Prerequisites: 2+ Skill Ranks in Use Magic
(1)-[Triggered]: If you move an Opponent using the Magic Trick Maneuver to a Square adjacent to an Ally, that Ally may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If they do, they must target an Opponent you moved through the effects of the Magic Trick Maneuver this Combat Round.
(2)-[Triggered, 1/Encounter]: When using the Magic Trick maneuver, you may apply up to 3 of its effects at once. For the first two effects, you only apply the listed Clash once and use the results of that Clash for both effects.
Frequent Flyer: You’ve become extremely accustomed to fighting in the sky.
–Prerequisites: 2+ Skill Ranks in Flight
(1)-[1/Round]: You may use the Soar Maneuver as an Instant Maneuver.
(2)-[Passive]: Double the bonus to your Defense Value from using the Soar Maneuver.
(3)-[Passive]: If you target an Opponent who is not in a High Environment while you are in a High Environment, or an Opponent who is in a lower High Environment than you, increase your Wound Rolls by 1(T).
(4)-[Triggered, 1/Round]: When a Character within your Melee Range enters a High Environment, you can use the Soar Maneuver as an Out-of-Sequence Maneuver.
Instant Craft: You can create anything you need with just some duct tape, chewing gum, and the paper clip in your pocket.
–Prerequisites: 2+ Skill Ranks in Craft
(1)-[Passive]: Increase your Scholarship Modifier by 2(T) for the sake of any Items you crafted.
(2)-[1/Round]: Select a Basic Item. Make a Craft Skill Check against the DC for that Basic Item. If you succeed, create that Basic Item. It is destroyed at the end of the Combat Encounter.
Specialization Talents
Archetype Focus: You have specialized in a specific type of attack.
–Prerequisites: N/A
(1)-[Passive, Ruling]: Upon gaining this Talent, select a Foundation. This Foundation becomes your ‘Focused Foundation’. Increase the Wound Roll of all Attacking Maneuvers made of your Focused Foundation by 1(T).
(2)-[Triggered]: If you score a Critical Result on the Strike Roll or the Wound Roll for an Attacking Maneuver of your Focused Foundation, regain 2(bT) Ki Points.
Precision Kata: Trained to increase your accuracy in your chosen type of attack, your blows land precisely where you mean for them to.
–Prerequisites: Archetype Focus, Insight Score of 5+
(1)-[Passive]: Reduce the Critical Target by 1 for your Strike Rolls for an Attacking Maneuver of your Focused Foundation.
(2)-[Triggered]: If you score a Critical Result on your Strike Roll for an Attacking Maneuver made with your Focused Foundation, increase your Wound Roll for that Attacking Maneuver by 2(T).
Brutal Kata: Your attacks of your chosen type are more powerful.
–Prerequisites: Archetype Focus, Force or Magic Score of 5+
(1)-[Passive]: Reduce the Critical Target by 1 for your Wound Rolls for an Attacking Maneuver of your Focused Foundation.
(2)-[Triggered]: If you score a Critical Result on your Wound Roll for an Attacking Maneuver made with your Focused Foundation, increase your Wound Roll for that Attacking Maneuver by 2(T).
Profile Focus: You are especially adept at using a specific type of attack.
–Prerequisites: Precision Kata and/or Brutal Kata
(1)-[Passive]: Upon gaining this Talent, select a Profile from your Focused Foundation. Reduce the Ki Point Cost for Attacking Maneuvers of the selected Profile by 1(T).
(2)-[Triggered, 1/Encounter]: When making an Attacking Maneuver of your chosen Profile, at Attack Declaration, you may declare that you will score a Critical Result on your Strike Roll and Wound Roll for that Attacking Maneuver. If you do, you score a Critical Result on both Combat Rolls regardless of your Natural Result.
Starter Talents
Slow Starter: You are partial to holding back your true power until a foe has proven worthy.
–Prerequisites: 2+ Skill Ranks in Concealment
(1)-[Passive]: Increase the Dice Score of your Clairvoyance and Concealment Skill Checks by 2.
(2)-[Passive]: While you have a stack of Holding Back, reduce the Ki Point Cost of all Maneuvers by 1(T).
(3)-[Triggered/Start of Combat Encounter]: Use the Holding Back Maneuver as an Out-of-Sequence Maneuver.
(4)-[Triggered, 1/Encounter]: If you lose all stacks of Holding Back, you may apply the effects of Legend Realized even if you are not in a Transformation.
Warm Up: You are able to slowly limber up and ready yourself for battle, even as that battle wages on.
–Prerequisites: Slow Starter
(1)-[1/Encounter]: While you are Holding Back, as a Standard Maneuver with an Action Cost of 1 Action, you can ignore the effects of your Holding Back stacks until the end of your next turn.
(2)-[Triggered, 1/Encounter]: If you lose all stacks of Holding Back, you may use the Power Up or Transformation Maneuver as an Out-of-Sequence Maneuver.
Reserved Combatant: Your patience in battle is rewarded, and you are always ready to unleash your full power in an emergency.
–Prerequisites: Slow Starter
(1)-[Triggered/Start of Combat Round, Resource]: If you are Holding Back, gain a stack of Patience (up to 10).
(2)-[Automatic, 1/Encounter]: When you lose all stacks of Holding Back, lose all Patience Stacks and regain x(bT) Ki Points, where x is equal to 2x the amount of Patience stacks you lost.
(3)-[Triggered, 3/Round]: When you use an Attacking Maneuver, a Unique Ability, or are targeted by an Attacking Maneuver/Unique Ability, you can ignore your stacks of Holding Back for the duration of that Maneuver.
Conserving Strength: As you patiently raise your power, you can store up the energy you don’t use to unleash the moment you go all out.
–Prerequisites: Reserved Combatant, Tier of Power 4+, access to a Transformation with a Tier of Power Requirement of 4+
(1)-[Passive]: Increase your maximum number of Patience Stacks to 15.
(2)-[Passive]: The second effect of Reserved Combatant loses the Automatic Keyword and gains the Triggered Keyword.
(3)-[Passive]: You do not need to be Holding Back to gain Patience Stacks through the first effect of Reserved Combatant, as long as you are not in a Transformation with a Tier of Power Requirement of 4+.
(4)-[Triggered, 1/Encounter]: When you enter a Transformation with a Tier of Power Requirement of 4+, lose all Patience Stacks and regain x(bT) Ki Points, where x is equal to 2x the amount of Patience stacks you lost.
Jump Start: You seize the initiative in battle, allowing you to get the jump on your enemies.
–Prerequisites: N/A
(1)-[Triggered/Start of Combat Round, 1/Encounter]: Use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(2)-[Triggered/Power, 1/Encounter]: Take your Turn immediately, ignoring the current Initiative Order. You can’t use this effect if you’ve already taken your Turn during this Combat Round.
All-Out Start: As soon as you decide to take the fight seriously, you unleash your full power, holding nothing back.
–Prerequisites: Jump Start
(1)-[Triggered/Start of Turn, 1/Encounter]: Use the Transformation Maneuver immediately as an Out-of-Sequence Maneuver.
(2)-[Triggered/Start of Combat Encounter]: Increase your Soak Value and Combat Rolls by 1(bT) for 2 Combat Rounds.
Super Stack Talents
Muscular Warrior: Your intense training has paid off, allowing you to effectively wield the massive strength you bear.
–Prerequisites: Force Score of 6+
(1)-[Passive]: Gain 1 Super Stack.
(2)-[Passive]: While you are not suffering from any Health Threshold Penalties, reduce your Muscle Penalty by 1(bT).
Hefty Muscle: Thanks to the incredible bulk you’ve achieved, you can deal damage to your opponent even when your attacks miss their mark.
–Prerequisites: Muscular Warrior, Force Score of 8+
(1)-[Passive]: Increase the Wound Rolls of your Physical and Energy Attacks by 1(T). Double this bonus if you possess 3 Super Stacks.
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver, you may declare that it is an Absolute Attack (see — Attacking).
Herculean Power: Your godly might calls forth a wellspring of power in your strongest attacks.
–Prerequisites: Hefty Muscle, Force Score of 12+
(1)-[Passive]: If you would use a Signature Technique, apply the bonus from the first effect of Hefty Muscle twice to that Attacking Maneuver.
(2)-[Passive]: All of your Ultimate Signature Techniques are Absolute Attacks.
Steel Muscle: Your muscular build serves almost as a layer of armor, protecting you from attacks.
–Prerequisites: Muscular Warrior, Tenacity Score of 8+
(1)-[Passive]: Increase your Soak Value by 1(T). Double this bonus if you possess 3 Super Stacks.
(2)-[Passive]: While you possess 2+ Super Stacks, increase your Damage Reduction by 1(T).
Adamantine Muscle: Your thick musculature is as solid as steel, providing additional defense.
–Prerequisites: Steel Muscle, Tenacity Score of 12+
(1)-[Passive]: Double the increase to your Soak Value from your Super Stacks while you are below the Injured Health Threshold.
(2)-[Triggered/Defeated]: Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you can only select a Profile of the Physical or Energy Foundations. If that Attacking Maneuver deals Damage to an Opponent, regain Life Points equal to 1/4 (rounded up) of the Dice Score for that Attacking Maneuver’s Wound Roll.
Compact Muscle: Your lean but powerful muscles allow you to benefit from both high speed and great strength.
–Prerequisites: Muscular Warrior, Agility Score of 8+
(1)-[Passive]: While you only possess 1 Super Stack, increase your Defense Value by 1(T).
(2)-[Passive]: While you only possess 1 Super Stack, increase the Dice Score of your Steadfast Checks by 1.
Flexible Muscle: Dodging, evading, and striking evasive enemies is easy for you, even with your enhanced musculature.
–Prerequisites: Compact Muscle, Agility Score of 12+
(1)-[Passive]: While you only possess 1 Super Stack, increase your Strike Rolls by 1(T).
(2)-[Triggered, 1/Encounter]: While you only possess 1 Super Stack, if you would make a Steadfast Check, you may choose to automatically succeed at that Steadfast Check.
Surge Talents
Second Wind: You are able to recover your stamina more quickly than most.
–Prerequisites: Personality Score of 4+
(1)-[Passive]: Increase your Surgency by 2(T).
(2)-[Passive]: You may use the Surge Maneuver an additional time per Combat Encounter.
Never Surrender: Your raw determination keeps you going even on the brink of death.
–Prerequisites: Second Wind
(1)-[Passive]: While you are below the Injured Health Threshold, increase your Surgency by 2(T).
(2)-[Triggered, 1/Encounter]: If you use a Ki Surge through the Surge Maneuver while below the Injured Health Threshold, enter the Superior State until the end of your next turn.
Lion’s Heart: You do not give up the fight until your final breath is drawn.
–Prerequisites: Never Surrender
(1)-[Passive]: You may use the Surge Maneuver an additional time per Combat Encounter.
(2)-[Triggered, 1/Encounter]: When you take an amount of Damage that would reduce your Life Points to 0, you may use the Surge Maneuver as an Out-of-Sequence Maneuver. If you do, you must use a Healing Surge.
Lightning Surge: When you recover your stamina, your combat effectiveness rises.
–Prerequisites: Never Surrender, Resilience
(1)-[Triggered, 1/Encounter]: If you use a Healing Surge, you may increase your Soak Value by 1(T) for the remainder of the Combat Encounter.
(2)-[Triggered, 1/Encounter]: If you use a Ki Surge, you may increase your Wound Rolls by 1(T) for the remainder of the Combat Encounter.
(3)-[Triggered, 1/Encounter]: If your Life Points would be increased beyond a Health Threshold you are currently under after using the effects of a Healing Surge, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Taunt Talents
Mental Warfare: You are not above breaking a target’s spirit to win a fight.
–Prerequisites: Personality Score of 4+
(1)-[Passive]: Gain access to the Insult Special Maneuver.
(2)-[Triggered, 1/Round]: If an Opponent is knocked through a Health Threshold by an Attacking Maneuver, you may use the Insult Maneuver (targeting that Opponent) as an Out-of-Sequence Maneuver.
Taunt: You are skilled at convincing an opponent to focus their assault on you.
–Prerequisites: Mental Warfare, Personality Score of 6+
(1)-[Passive]: Gain 1(bT) Damage Reduction against all Attacking Maneuvers made by Characters with the Compelled Combat Condition.
(2)-[Triggered, 1/Round]: If you win the Morale Clash for the Insult Maneuver, reduce that target’s Life Points by your Personality Modifier.
Improved Taunt: Even more skilled, you are capable of drawing all of your enemies’ attention.
–Prerequisites: Taunt, Personality Score of 8+
(1)-[Passive]: Increase your Dice Score for any Morale Clash by 1(T).
(2)-[Triggered]: When you use the Insult Maneuver, you can target all Opponents within a Sphere AoE centered on you.
Teamwork Talents
Flexible Flanker: You are skilled in surrounding an opponent and taking them down with your allies.
–Prerequisites: N/A
(1)-[Passive]: If an Ally is on a Square adjacent to an Opponent, increase all of your Strike and Wound Rolls made against that Opponent by 1(T).
Supporting Defender: Able to create openings in your opponents’ attacks, you provide perfect defensive support for your allies.
–Prerequisites: N/A
(1)-[Passive]: If you are on a Square adjacent to an Opponent, increase all of your Allies’ Dodge Rolls, or Strike Rolls when using the Parry effect of the Defend Maneuver, made against that Opponent by 1(T).
Opportunist: You leap to the ready anytime an opportunity to injure an enemy presents itself.
–Prerequisites: N/A
(1)-[Triggered, 1/Round]: If an Ally knocks an Opponent through a Health Threshold, you may use the Exploit Maneuver against that Opponent.
(2)-[1/Encounter]: If you would use the Exploit Maneuver due to the first effect of this Trait, you may do so without spending a Counter Action.
Power Gifter: You are adept in sharing your energy with others with minimal loss of efficiency.
–Prerequisites: N/A
(1)-[Passive]: Halve the consumption of your Capacity Rate through the effects of the Empower Maneuver.
(2)-[Triggered, 1/Round]: If you spend 3 Actions on the Empower Maneuver, your targeted Ally may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Teamwork: You are especially skilled in providing tactical support for your allies in combat.
–Prerequisites: N/A
(1)-[Passive]: Double the maximum amount you can Ki Wager when using the United Attack Maneuver.
(2)-[Triggered, 1/Round]: When using the United Attack Maneuver, increase your targeted Ally’s Strike and Wound Rolls by 1(T) for that Attacking Maneuver.
Synchronized Combatants: You are truly in sync with another person, allowing you two to act efficiently as a single unit.
–Prerequisites: N/A
(1)-[Ruling]: Choose a Character. If that Character has also chosen you through this effect, that Character is your Partner.
(2)-[Passive]: While you are on an adjacent Square to your Partner, and your Partner is your Ally, increase your Combat Rolls by 1(T).
(3)-[1/Encounter]: You may use the Intervene Maneuver without spending a Counter Action. You can only use this effect if the targeted Ally is your Partner.
Superior Synchronization: Your synchronicity with your partner is uncanny, to the point that it almost seems like you can communicate telepathically.
–Prerequisites: Synchronized Combatants, Tier of Power 3+
(1)-[Passive]: Reduce the Performance Skill Check for the Metamoran Fusion Dance to the Expert DC, if the Character you are attempting to fuse with is your Partner.
(2)-[1/Encounter]: If your Partner would use the Power Up or Transformation Maneuver while within your Melee Range, you may immediately use the same Maneuver as an Out-of-Sequence Maneuver.
(3)-[1/Encounter]: You may use the United Attack Maneuver without spending an Action, if your targeted Ally is your Partner.
Chosen Rival: There’s one person in your life you strive to surpass more than anyone else, and this drive pushes you to greater heights!
–Prerequisites: N/A
(1)-[Ruling]: Choose a Character (except a Minion). If that Character has also chosen you through this effect, that Character is your Rival.
(2)-[Passive]: If your Rival is an Opponent, increase your Wound Rolls by 1(T).
(3)-[Passive]: If your Rival is an Ally, increase your Soak Value by 1(T).
(4)-[Passive]: While your Rival is your only non-Defeated Ally in a Combat Encounter, increase your Combat Rolls by 1(T).
(5)-[1/Encounter]: If your Rival uses the Power Up or Transformation Maneuver, you may immediately use the same Maneuver as an Out-of-Sequence Maneuver.
Eternal Rival: Your competition with your rival is everlasting, both of you striving to surpass each other, and only reaching further and further heights!
–Prerequisites: Chosen Rival, Tier of Power 3+
(1)-[Passive]: While your Rival is in a Combat Encounter, increase your Stress Bonus by 1.
(2)-[Triggered/Start of Combat Round, 1/Encounter]: If you are adjacent to your Rival, you may request that they also trigger this effect. If both you and your Rival trigger this effect, both of you enter the Surging State until the end of the Combat Round. If you do, you must both select the same target for the first effect of the Surging State.
Desperate Support: You are able to offer assistance to your friends even when you cannot fight by their side.
–Prerequisites: N/A
(1)-[1/Encounter]: While you are Defeated, you may use the Empower Maneuver (as if you spent 2 Actions), or apply one of the listed effects of the third effect of Desperate Support as an Instant Maneuver.
(2)-[Triggered/Defeated]: Increase all of your Allies’ Combat Rolls by 1(bT) until the end of the next Combat Round.
(3)-[Triggered, 1/Round]: When you trigger the third effect of the Spectator State, you can choose to forgo regaining Life and Ki Points to instead apply one of the following effects:
- Go all out! [Triggered, 1/Round]: The Ally you targeted with the first effect of the Spectator State may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
- Hang in there! [Triggered, 1/Round]: The Ally you targeted with the first effect of the Spectator State may ignore any Health Threshold Penalties until the start of your next turn.
- Stand strong! [Triggered, 1/Round]: The Ally you targeted with the first effect of the Spectator State has their Soak Value and Damage Reduction increased by 1(bT) until the start of your next turn.
- Dance for us. [Triggered, 1/Round]: The Ally you targeted with the first effect of the Spectator State has their Strike and Dodge Rolls increased by 1(bT) until the start of your next turn.
- You can do it! [Triggered, 1/Round]: The Ally you targeted with the first effect of the Spectator State has their Stress Bonus increased by 2 until the start of your next turn.
Technique Talents
Bag of Tricks: You have an arsenal of different techniques at your disposal, allowing you to rapidly switch between them to baffle or overwhelm your opponents.
–Prerequisites: 2+ Skill Ranks in 6+ Skills, access to 4+ Unique Abilities
(1)-[Passive]: Reduce the Ki Point Cost of all Unique Abilities by 1(T).
(2)-[Passive]: If you make a Clash against an Opponent through the effects of a Unique Ability (this does not apply to Clashes for any Maneuvers used through a Unique Ability), increase your Dice Score for that Clash by 1(T). If the Clash is a Skill Clash, increase your Natural Result by 1 for that Clash instead.
(3)-[Triggered, 1/Round]: If you target an Opponent with a Unique Ability and win a Clash against them through its effects (this does not include any Maneuvers used through a Unique Ability), you may use a Unique Ability that requires Standard Actions immediately as an Out-of-Sequence Maneuver. If you do, you still have to pay the Action Cost but the Action Cost is reduced by 1 (if this reduces it to 0, you do not have to pay any Actions).
Energy Control: You’ve learned to rein in your ki, fine-tuning your control.
–Prerequisites: Scholarship or Insight Score of 5+
(1)-[Passive]: When you gain this Talent, select one of your Signature Technique or Technical Unique Abilities. Reduce the Ki Point Cost for your selection by 1(T).
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver with a qualifying Signature Technique, you may spend 2(T) Ki Points to apply a rank of the Homing Advantage to that Attacking Maneuver.
Technique Master: Your control of ki has grown stronger, allowing you to perform amazing feats.
–Prerequisites: Energy Control
(1)-[Passive]: You can use the Signature Technique Maneuver an additional time per Combat Round, but you cannot use the same Signature Technique more than once per Combat Round.
(2)-[Passive]: Apply the Ki Point Cost reduction from the first effect of Energy Control to all of your Signature Techniques and Technical Unique Abilities.
Favored Technique: You have specialized in a single technique, to the point that it is associated with your presence on the battlefield.
–Prerequisites: N/A
(1)-[Passive]: When you gain this Talent, select one of your Signature Techniques. This becomes your Favored Technique. When you use your Favored Technique through the Signature Technique Maneuver, it gains an Energy Charge.
(2)-[Passive]: When you gain this Talent, select an Advantage with a Technique Point Cost of 10 or less. Apply that Advantage to your Favored Technique.
Flexible Technique: Your ability to manipulate your Favored Technique is beyond compare.
–Prerequisites: Favored Technique
(1)-[Triggered]: When using your Favored Technique, you may exchange any number of ranks in the Accurate Advantage for any number of ranks in the Power Shot Advantage, or vice versa. If your Favored Technique has neither of these Advantages, you may apply a rank of the Efficiency Advantage to it instead.
(2)-[Triggered, 1/Encounter]: When using your Favored Technique, you may change its Profile to another Profile within the same Foundation. If you do, it loses access to any Advantages or Disadvantages that it no longer qualifies for and you must recalculate the Ki Point Cost for that Signature Technique. This Attacking Maneuver is considered a different Signature Technique for all effects.
Powerful Technique: Your Favored Technique has become truly powerful, leaving others in awe of its might.
–Prerequisites: Favored Technique
(1)-[Passive]: Increase the Wound Rolls of your Favored Technique by 1(T) for each Health Threshold you are below.
(2)-[1/Encounter]: If you are below the Injured Health Threshold, you may use the Signature Technique Maneuver as an Instant Maneuver. If you do, you must use your Favored Technique. You must still meet any prerequisites for its use (such as the requisite number of Energy Charge Maneuvers if your Favored Technique has the Mandatory Charge Disadvantage).
Unique Technique: You’ve managed to make your special technique even more unique, creating something truly your own.
–Prerequisites: Favored Technique
(1)-[Ruling]: Upon gaining this Talent, select a Profile of the same Foundation as your Favored Technique. This becomes known as your ‘Unique Profile’.
(2)-[Triggered, 1/Round]: When using your Favored Technique, you may apply the Multi-Profile Super Profile onto your Favored Technique. If you do, you must select your Unique Profile for its effects.
Terrifying Technique: Your terrifying demeanor is displayed even in your attacks, shaking others to their core when you use your Favored Technique.
–Prerequisites: Terrifying Presence, Favored Technique
(1)-[Passive]: Increase the Wound Rolls of your Signature Techniques against Characters with the Shaken Combat Condition by 1(T).
(2)-[Triggered, 1/Round]: If you use the Energy Charge Maneuver and select your Favored Technique as its declared Attacking Maneuver, you may use the Terrify Maneuver as an Out-of-Sequence Maneuver.
Quick Learner: You are able to pick up the techniques of others, just by seeing them in action.
–Prerequisites: Scholarship or Personality Score of 4+
(1)-[Triggered, 1/Round, Ruling]: When any Character uses a Signature Technique, you can declare that it is a ‘Copied Technique’. You gain access to that Copied Technique for the duration of this Combat Encounter.
(2)-[Triggered, 1/Round]: When any Character uses an Aura, you can declare that it is a Copied Technique. You gain access to that Copied Technique for the duration of this Combat Encounter.
(3)-[Automatic]: You can only possess 1 Copied Technique at any one time, if you attempt to gain an additional Copied Technique beyond the maximum you can possess, you must choose to lose access to another Copied Technique you possess.
(4)-[Passive]: If a Signature Technique is a Copied Technique, reduce your Wound Rolls by 2(T) when using that Signature Technique.
(5)-[Passive]: If an Aura is a Copied Technique, reduce your Wound Rolls and Soak Value by 1(T) while in that Aura.
(6)-[Triggered]: At the end of the Combat Encounter, you can pay the TP Cost of any Copied Technique to gain access to it permanently. If you do, it stops being a Copied Technique.
Perfect Mimicry: Not only can you pick up the principles behind others’ techniques on the fly, but you can perfectly recreate them, as if you’d always known them.
–Prerequisites: Quick Learner
(1)-[Passive]: Ignore the 4th and 5th effects of Quick Learner.
(2)-[Triggered, 1/Encounter]: When you declare a Copied Technique, you may use the required Maneuver to use that Copied Technique (as long as it is a Standard Maneuver) as an Out-of-Sequence Maneuver, but you must use the Copied Technique you declared. You must still meet any prerequisites for its use (such as the requisite number of Energy Charge Maneuvers if your Copied Technique has the Mandatory Charge Disadvantage).
Copy Index: You are able to quickly learn multiple techniques at once, and use the techniques copied from one opponent on another.
–Prerequisites: Quick Learner
(1)-[Passive]: You can possess 2 Copied Techniques at any one time.
(2)-[Triggered]: At the end of each Combat Encounter, you may select one Copied Technique to retain access to until the end of your next Combat Encounter.
Advanced Learner: Your ability to quickly grasp techniques is exceptionally versatile, allowing you to learn more types of techniques.
–Prerequisites: Quick Learner
(1)-[Passive]: Reduce the Technique Point Cost of any Copied Technique that would be gained at the end of a Combat Encounter by 3.
(2)-[Triggered, 1/Encounter]: If a Character uses a Unique Ability that you meet the Prerequisites of, you may declare that Unique Ability is a Copied Technique. Gain access to it until the end of the Combat Encounter.
Multi-Aura Specialist: You’ve practiced using multiple different Aura techniques to broaden your options in combat.
–Prerequisites: You possess at least 2 Auras, Tier of Power 2+
(1)-[Passive]: Upon gaining this Talent, create an Aura with a Technique Point Cost of 25 or less.
(2)-[Triggered, 1/Round]: When you use the Aura Maneuver to change to a different Aura, reduce the Ki Point Cost of entering that Aura by 1/2 of the Ki Point Cost of the Aura you were in when you used the Aura Maneuver. Upon entering another Aura and applying this effect, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(3)-[1/Encounter]: You may use the Aura Maneuver as an Instant Maneuver.
Solo-Aura Specialist: You’ve specialized in utilizing a single Aura technique to the fullest.
–Prerequisites: Tier of Power 2+
(1)-[Ruling]: Upon gaining this Talent, select one of your Auras. This becomes your ‘Favored Aura’.
(2)-[Passive]: Reduce the Ki Point Cost of your Favored Aura by 2(T).
(3)-[Triggered, 1/Round]: When you use the Aura Maneuver to enter your Favored Aura, you may apply an additional qualifying Aura Advantage to that Aura until you exit it. The Aura Advantage must have a TP Cost of 8 or less.
(4)-[Triggered/Start of Combat Encounter]: You may use the Aura Maneuver as an Out-of-Sequence Maneuver to enter your Favored Aura. If you enter the Aura through this effect, you do not pay the Ki Point Cost.
Aura Master: You incorporate the use of Aura Techniques into your battles with flawless efficiency.
–Prerequisites: Solo-Aura Specialist and/or Multi-Aura Specialist, Tier of Power 4+
(1)-[Passive]: Halve the penalty from Transformation Lite.
(2)-[Triggered]: While in an Aura, if you use an Attacking Maneuver with a Ki Wager that exceeds the Ki Point Cost of that Aura, increase the Wound Roll of that Attacking Maneuver by 2(T).
(3)-[Triggered, 1/Encounter]: Upon entering an Aura while below the Injured Health Threshold, you may use a Ki Surge.
Technique Armory: Your arsenal of combat techniques is vast and powerful, granting you a broad array of options for overcoming any obstacle.
–Prerequisites: You have access to 3+ Signature Techniques
(1)-[Passive]: Reduce the initial Technique Point Cost of Signature Techniques by 4. This effect applies retroactively, meaning you regain 4 Technique Points for each Signature Technique you had previously obtained with Technique Points.
(2)-[Triggered, Resource]: Each time you use a Super Signature Technique for the first time in a Combat Encounter, gain 1 Armory Point. When using an Ultimate Signature Technique, you may spend any number of Armory Points to increase the Wound Roll of that Signature Technique by 2(T) for each Armory Point spent (max. 10(T)).
Threshold Talents
Vigor: Your body is conditioned for the harsh realities of battle.
–Prerequisites: N/A
(1)-[Passive]: For each Health Threshold you are below, increase your Soak Value by 1(bT).
(2)-[Passive]: While you are below the Injured Health Threshold, increase your Strike and Dodge Rolls by 1(bT).
High Risk Battler: Risking life and limb for greater power, you intentionally throw yourself in harm’s way.
–Prerequisites: Vigor
(1)-[Passive]: For each Health Threshold you are below, increase your Wound Rolls by 1(bT).
(2)-[Triggered, 1/Round]: If you would regain Life Points while below the Injured Health Threshold, you may choose to forgo gaining any Life Points. If you do, regain Ki Points equal to 1/2 of the amount of Life Points you would have gained.
Battle at the Edge: Living dangerously is your motto; you are at your fiercest when you are close to death.
–Prerequisites: High Risk Battler
(1)-[Passive]: While you are below the Critical Health Threshold, increase your Combat Rolls and Soak Value by 1(bT).
(2)-[Triggered/Defeated]: Roll a 1d10. If you score a result of 7 or higher, set your Life Points to 1 lower than the Critical Health Threshold.
Diehard: Your ability to shrug off injury is remarkable.
–Prerequisites: N/A
(1)-[Passive]: Increase your Maximum Life Points by 2 for each of your Power Levels.
(2)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
Fortitude: You are nearly unstoppable, continuing to fight well past when others would have dropped.
–Prerequisites: Diehard
(1)-[Passive]: Increase your Maximum Life Points by 2 for each of your Power Levels.
(2)-[Triggered, 1/Encounter]: If you fail a Steadfast Check, you may reroll that Steadfast Check, but you must take the second result.
Steadfast Warrior: You are an absolute unit, an unstoppable force that keeps barreling towards your enemies regardless of the damage they deal to you.
–Prerequisites: Fortitude, ToP3+
(1)-[Passive]: Increase your Maximum Life Points by 2 for each of your Power Levels.
(2)-[Passive]: When rolling a Steadfast Check, roll your Base Die twice and take the highest result.
Undying Determination: Refusing to go down without a fight, you exhibit a final burst of power when you reach the end of your rope.
–Prerequisites: Tier of Power 4+, 3+ Threshold Talents
(1)-[Triggered, 1/Encounter]: While below the Injured Health Threshold, if you receive Damage from an Attacking Maneuver that exceeds your remaining Life Points, halve that Damage.
(2)-[Triggered/Defeated]: Set your Life Points to 1 higher than their minimum value. Then, until the end of your next turn, your Life Points cannot be reduced below that value and you may ignore all Health Threshold penalties.
(3)-[Automatic]: If you trigger the second effect of Undying Determination, at the end of your next turn, your Life Points are reduced to their lowest possible value and you are Defeated.
Pain Resistant: You are well-accustomed to pain, and you show no visible signs of your discomfort.
–Prerequisites: 2+ Threshold Talents
(1)-[Triggered, 1/Round]: If you receive Damage from an Opponent’s Attacking Maneuver, increase your Soak Value and Damage Reduction by 1(bT) until the end of the Combat Round.
(2)-[Triggered, 1/Round, 2/Encounter]: If an Opponent knocks you through a Health Threshold, that Opponent does not gain Bonus Momentum, and they cannot trigger any of their effects that trigger when you are knocked through a Health Threshold.
Transformation Talents
Blinding Transformation: You’ve learned to transform in a way that can leave those witnessing it blinded.
–Prerequisites: Personality Score of 8+, Tier of Power 3+
(1)-[Triggered, 1/Round]: If you enter a Transformation through the Transformation Maneuver, you may immediately use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(2)-[Triggered, 1/Encounter]: When you use the Transformation Maneuver to enter a Form or Enhancement, you may spend 1 Action. If you do, make a Clash (Impulsive) against all Opponents within a Destructive Sphere AoE (centered on you). If you win, they suffer from the Blinded Combat Condition until the end of their next turn. If that Opponent would be in Cover if this was an Attacking Maneuver, that Opponent automatically wins this Clash.
Desperate Transformation: You are capable of maintaining a Transformation, no matter the cost.
–Prerequisites: Personality Score 4+
(1)-[Passive]: While below the Injured Health Threshold, increase your Stress Bonus by 1.
(2)-[Triggered, 1/Encounter]: After rolling for your Stress Test, if you’ve failed, you can halve your Life Points. If you do, increase your Dice Score by 1 for every Health Threshold you are below after halving your Life Points – this can retroactively allow you to succeed a failed Stress Test. If you would fall through a Health Threshold through the effects of Desperate Transformation, you automatically succeed the Steadfast Check for that Health Threshold and you may ignore the effects of Reduced Momentum.
Enhanced Transformation: By concentrating your energy, you are able to push more power into your transformation.
–Prerequisites: Personality Score of 8+, Tier of Power 3+
(1)-[Passive]: Increase your Stress Bonus by 1.
(2)-[Triggered, 1/Encounter]: If you would use the Transformation Maneuver to try and enter a Form, you spend an additional 2 Actions. If you do, increase the Stress Test Requirement and Attribute Modifier Bonus (FO/MA) for that Form by 1 and 1(T) respectively for each Action spent until you fail to enter that Transformation or leave that Transformation.
Forceful Transformation: When you transform, your powerful aura knocks opponents away from you.
–Prerequisites: Personality Score of 8+, Tier of Power 3+
(1)-[Passive]: While in an Enhancement or Form, increase your Might by 1(T).
(2)-[Triggered, 1/Encounter]: If you enter a Transformation through the Transformation Maneuver, you may make a Might Clash against all Opponents within a Large Sphere AoE (centered on you). If you win, reduce their Life Points by your Might and move the target(s) a number of Squares in a straight line away from you equal to your Might.
Under Pressure: Even transforming while injured doesn’t hold you back.
–Prerequisites: Desperate Transformation
(1)-[Passive]: Do not reduce your Stress Bonus from any Health Threshold Penalties.
(2)-[Triggered, 1/Encounter]: When you enter a Transformation through the Transformation Maneuver while you’re below the Injured Health Threshold, you may either:
- If this Transformation is a Form, double the Life/Ki Points regained through this instance of Legend Realized.
- If this Transformation is an Enhancement, apply Legend Realized.
- Use the Power Up Maneuver as an Out-of-Sequence Maneuver.
Specialized Transformation: You have adapted especially to maintaining a specific Transformation.
–Prerequisites: Personality Score of 8+, Tier of Power 3+
(1)-[Ruling]: When you gain this Talent, select one Transformation or Transformation Line to be your ‘Specialized Transformation’.
(2)-[Passive]: When making a Stress Test to enter your Specialized Transformation, or while in your Specialized Transformation, roll twice and take the highest result.
(3)-[Triggered, 1/Encounter]: When you use the Transformation Maneuver to enter a Transformation that can be used in conjunction with your Specialized Transformation, you can use the Transformation Maneuver again as an Out-of-Sequence Maneuver to enter your Specialized Transformation.
Inspiring Transformation: The sight of your Transformation fills your Allies with confidence.
–Prerequisites: Personality Score of 8+, access to a Form
(1)-[Passive]: While you are in a Form, Allies within a Minor Sphere AoE centered on you have their Wound Rolls increased by 1(T).
(2)-[Triggered, 1/Encounter]: When you Transform into a Form through the Transformation Maneuver, roll your Legend Realized, but you do not gain any Life or Ki Points. Instead, all of your Allies within a Sphere AoE centered on you regain Life and Ki Points equal to 1/2 of your Legend Realized Dice Score.
Overwhelming Transformation: The menacing presence of your Transformation fills your enemies with dread.
–Prerequisites: Personality Score of 8+, access to a Form
(1)-[Passive]: While you are in a Form, Opponents within a Minor Sphere AoE centered on you have their Wound Rolls decreased by 1(T).
(2)-[Triggered, 1/Encounter]: When you Transform into a Form through the Transformation Maneuver, roll your Legend Realized, but you do not gain any Life or Ki Points. Instead, all of your Opponents within a Sphere AoE centered on you reduce their Life Points by an amount equal to 1/2 of your Legend Realized Dice Score.
Weapon Talents
Weapon Specialist: You are especially skilled with a Weapon.
–Prerequisites: N/A
(1)-[Passive]: Ignore the Weapon Penalty.
(2)-[Passive]: Increase your Dice Score for a Clash made through the Disarm Maneuver by 1(bT).
Category Specialist: You are extraordinarily adept in the use of a particular type of weapon.
–Prerequisites: 2+ Weapon Talents
(1)-[Ruling]: Select a Weapon Category. That Weapon Category becomes known as your Preferred Category.
(2)-[Passive]: Increase your Strike Rolls with your Preferred Category by 1(T).
(3)-[Triggered, 1/Round]: When making an Attacking Maneuver with a Weapon of your Preferred Category, you may increase your Wound Roll for that Attacking Maneuver by 1(T) for each Weapon Talent you possess (maximum 4(T)).
Dueling Specialist: You are proficient with using a Weapon for defense as well as offense.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are only wielding a single Weapon of the Standard Size, increase your Wound Rolls with Armed Attacks made with it by 1(T).
(2)-[Triggered, 1/Round]: While the only Weapon you have equipped is a Standard Size Weapon and you make an Attacking Maneuver or use the Parry effect of the Defend Maneuver, you can increase your Strike Rolls by 1(T) for the duration of that Maneuver.
Light Weapons Specialist: You are extremely skilled at wielding lighter weapons to their fullest.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are only wielding a single Weapon of the Small Size, increase your Wound Rolls by 2(T).
(2)-[Triggered, 1/Round]: When you use the Basic Attack Maneuver to make an Armed Attack with a Small Size Weapon, spend 4(bT) Ki Points to make that Attacking Maneuver a Called Shot without spending an Action.
Heavy Weapons Specialist: You are especially adept in wielding large Weapons to great effect.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are only wielding a single Weapon of the Big Size, increase your Strike Rolls by 1(T).
(2)-[Triggered, 1/Round]: When you make an Attacking Maneuver with a Big Size Weapon, reduce the Weapon’s Life Points by 1/10 their Maximum to increase the Wound Roll by the reduction.
Iaijutsu Specialist: Trained in a particular style of combat, you keep your Weapon in its sheathe until the exact moment you want to strike.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are not wielding any Weapon, increase your Dodge Rolls by 1(T).
(2)-[Triggered]: After making an Armed Attack, you may sheathe the Weapon used as an Out-of-Sequence Maneuver.
(3)-[Triggered, 1/Round, 3/Encounter]: If you Unsheathe a Standard Size Weapon, making it the only Weapon you have equipped, you can make a Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Dual Wielding Specialist: Adapted to wielding two Weapons simultaneously, you can press the advantage more easily while using one Weapon to defend.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are wielding 2+ Weapons, increase your Strike Rolls by 1(T).
(2)-[1/Round]: While you are wielding 2+ Weapons, you can either:
- Use the Parry effect of the Defend Maneuver without spending a Counter Action.
- When making an Armed Attack, increase the Wound Roll by 1/2 of your Might.
Twin Weapon Specialist: Wielding matching Weapons together with terrifying precision, you maximize your offensive ability.
–Prerequisites: Dual Wielding Specialist
(1)-[Passive]: While you are wielding 2+ Weapons of the same Weapon Category, increase your Wound Rolls by 1(T).
(2)-[Triggered, 1/Round]: If you make an Attacking Maneuver after having made 2+ Attacking Maneuvers with 2+ different Weapons of the same Weapon Category during this Combat Round, increase the Wound Roll of that Attacking Maneuver by 2(T).
(3)-[Triggered, 1/Encounter]: If you trigger the second effect of Twin Weapon Specialist, or use an Ultimate Signature Technique that has the Weapon Assisted Advantage while wielding 2+ Weapons of the same Weapon Category, you may apply an Energy Charge to that Attacking Maneuver.
Critical Specialist: Focusing on targeting an opponent’s vitals, you attempt to finish your opponents swiftly.
–Prerequisites: Weapon Specialist
(1)-[Passive]: Decrease the Critical Target of your Strike Rolls when making an Armed Attack by 1.
(2)-[Triggered, 1/Round]: If you score a Critical Result on your Strike Roll for an Armed Attack, increase the Wound Roll of that Attacking Maneuver by 2(T).
(3)-[Triggered, 1/Encounter]: If you score a Critical Result on the Strike Roll for an Armed Attack, increase the Damage Category of that Attacking Maneuver by 1 Category.
Variety Specialist: Constantly switching your Weapon, your tactics leave your enemies guessing.
–Prerequisites: Weapon Specialist
(1)-[Passive]: All of your Weapons gain 1 additional Quality Slot.
(2)-[Triggered, 1/Encounter]: If you use the Disarm Maneuver and win the Clash for its effects, you may equip the removed Weapon as an Out-of-Sequence Maneuver.
(3)-[Triggered, 1/Round, 3/Encounter]: If you equip a Weapon, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. You can only apply this effect to each Weapon once per Combat Encounter.
Weapon Fixer: You are able to repair your weapon mid-fight, using your ki.
–Prerequisites: Weapon Specialist
(1)-[Triggered/Start of Turn]: If you have a Weapon, you can spend any number of Ki Points to have that Weapon regain Life Points equal to 2x the amount of Ki Points spent. If that Weapon was destroyed, it stops being destroyed until the end of the Combat Encounter.
(2)-[Triggered, 1/Encounter]: If you use the first effect of Weapon Fixer to fix a destroyed Weapon, increase your Wound Rolls with that Weapon by 2(T) for the remainder of the Combat Encounter.
Weapon Master: Your Weapon Attacks are able to conduct your ki, dealing more damage when you land them successfully.
–Prerequisites: 2+ Weapon Talents
(1)-[Passive]: Increase the Dice Category of your Energy Charges by 1 Category for your Armed Attacks.
(2)-[Triggered, 1/Round, 3/Encounter]: If you deal Damage to an Opponent with an Armed Attack, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, that Attacking Maneuver must be an Armed Attack.
Variable Fighter: You are skilled in the use of both Weapons and your fists or ki, and employ a style which utilizes both.
–Prerequisites: Weapon Specialist
(1)-[Passive]: While you are wielding a Weapon, increase the Strike Rolls of your Unarmed Attacks by 1(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Unarmed Attack or an Armed Attack, increase the Wound Rolls of the other by 1(T) until the start of your next turn.
Variable Champion: Your fighting style has evolved, allowing you to seamlessly combine your Armed and Unarmed Attacks.
–Prerequisites: Variable Fighter, ToP3+
(1)-[Passive]: While you are only wielding 1 Weapon, increase the Strike Rolls of your Armed Attacks by 1(T).
(2)-[Triggered, 1/Encounter]: If you hit the Opponent with an Armed Attack or an Unarmed Attack, use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, that Attacking Maneuver must be Armed (if you used an Unarmed Attack) or Unarmed (if you used an Armed Attack) and it gains an Energy Charge.
Miscellaneous Talents
Concentrated Energy: You are able to focus your energy more precisely, wasting less of it when you attack.
–Prerequisites: Force or Magic Score of 6+
(1)-[Triggered, Resource]: If you use the Energy Charge Maneuver, gain a stack of Concentrated Ki (max. 7).
(2)-[Passive]: Increase your Wound Rolls by 1(bT) for every 2 stacks of Concentrated Ki you possess.
(3)-[Triggered]: If you would use the Power Flare option of the Defend Maneuver, double the bonus from the second effect of Concentrated Energy for the duration of that Maneuver.
(4)-[Automatic]: Lose all stacks of Concentrated Ki after concluding the Attacking Maneuver declared by the Energy Charge Maneuver or if you use the Cancel Energy Charge effect of the No Effort Maneuver.
Experienced Drunk: Your body is used to the drunken stupor you spend most of your time in, allowing you to function almost normally even while inebriated.
–Prerequisites: Insight Score of 6+
(1)-[Passive]: While in the Drunk State, increase the Dice Category of your Extra Dice gained from scoring a Critical Result by 1 Category.
(2)-[Triggered, 2/Round]: When making a Dodge Roll, you may increase or reduce the Natural Result by 1 after seeing the result. This can allow you to score a Critical Result or a Botch Result.
(3)-[Triggered/Start of Combat Encounter]: Gain a Sake Bottle.
Ferocious Fighter: Your animal instincts take over, turning you into a wild animal on the battlefield.
–Prerequisites: Insight Score of 6+
(1)-[Passive]: While in the Feral State, increase the Dice Category of your Extra Dice gained from scoring a Critical Result by 1 Category.
(2)-[Passive]: Increase your Wound Rolls by 1(T) while in the Feral State.
(3)-[Triggered/Start of Turn]: Enter or exit the Feral State.
Furious Flex: You are able to push your body to the limits to increase your damage, at the cost of destroying your outfit over time.
–Prerequisites: N/A
(1)-[Passive]: If you are not wearing any pieces of Apparel and at least 1 of your pieces of Apparel have been destroyed this Combat Encounter, increase your Combat Rolls by 1(T).
(2)-[Triggered, 1/Encounter]: If you hit an Opponent with an Attacking Maneuver, you may destroy your Top Layer of Apparel to increase the Wound Roll by 2x the Apparel Bonus of that piece of Apparel.
Lucky: You are able to succeed even when the odds are not in your favor.
–Prerequisites: N/A
(1)-[1/Round]: You can re-roll any d10 rolled by you or any Ally after seeing the result.
(2)-[Triggered, 1/Encounter]: If you score a Botch Result, score a Critical Result instead and increase the Natural Result by 3.
Naturist: You are most often fighting in as little clothing as possible, while preserving your modesty.
–Prerequisites: N/A
(1)-[Passive]: While you are not wearing any pieces of Apparel, increase your Defense Value and Soak Value by 1(bT).
(2)-[Passive]: You cannot willingly equip any piece of Apparel during a Combat Encounter.
Au Naturel: You prefer to let your natural form show, using your toughened skin for defense.
–Prerequisites: Naturist, Tier of Power 3+
(1)-[Passive]: Double the benefits from the first effect of Naturist.
(2)-[Passive]: While you are not wearing any pieces of Apparel, increase your Wound Rolls by 1(bT).
Superhuman Physique: Your musclebound form renders defensive gear superfluous.
–Prerequisites: Au Naturel, Tier of Power 4+
(1)-[Passive]: While you are not wearing any piece of Apparel, increase your Stress Bonus by 1 and your Damage Reduction by 2(bT).
Divine Physique: So powerful is your natural form that it rivals divine artifacts in defensive capacity.
–Prerequisites: Superhuman Physique, Tier of Power 5+
(1)-[Passive]: Increase your Maximum Life Points by 2 for each Power Level reached.
(2)-[Passive]: While you are not wearing any piece of Apparel, increase your Combat Rolls by 1(bT).
Snack Fiend: You always have a snack on you, hidden away. No one, sometimes not even you, knows it’s there before you need it.
–Prerequisites: N/A
(1)-[Triggered/Start of Combat Encounter]: Gain a Snack Basic Item.
(2)-[Triggered, 1/Encounter]: After using the Snack Basic Item, enter the Superior State until the end of your turn.
Swaggering Wager: Your overwhelming power is more than enough to win, so why not prove your superiority? That’s your philosophy.
–Prerequisites: Personality Score of 4+
(1)-[Triggered/Start of Combat Round]: Select up to 3 of the effects below, they apply until the start of your next turn:
- Limb Restriction [Passive]: Reduce all of your Combat Rolls by 2(bT).
- Lazy Fighting [Passive]: Gain the Slowed Combat Condition.
- Zero Effort [Passive]: You cannot Ki Wager or use any Signature Techniques.
(2)-[Triggered, Resource]: When any number of effects chosen through the first effect of Swaggering Wager end during a Combat Round in which you have used at least 1 Attacking Maneuver, gain a number of Swagger Stacks equal to the number of effects that ended.
(3)-[1/Round]: As an Instant Maneuver, you can spend a number of Swagger Stacks to gain the effects listed below:
- 1-3 Swagger: For each Swagger spent, increase one Combat Roll of your choice by 1(T) until the start of your next turn. This effect cannot stack, but you can apply it multiple times to increase multiple Combat Rolls.
- 2 Swagger: Gain 1 Counter Action to use before the start of your next turn.
- 3 Swagger: Make a Basic Attack Maneuver as an Out-of-Sequence Maneuver.
- 4 Swagger: Gain an additional Action to use before the end of your turn.
Willpower: Through sheer determination, you are able to power through events that would otherwise have an adverse effect on you.
–Prerequisites: N/A
(1)-[Passive]: Choose a Saving Throw, increase the Dice Score for any Clashes involving that Saving Throw by 1(T).
(2)-[Passive]: Roll your Base Die twice for any Saving Throw and use the highest result.
Practiced Charger: You have become extremely skilled at gathering energy into your attacks.
–Prerequisites: N/A
(1)-[Passive]: Reduce the Ki Point Cost of the Energy Charge Maneuver to 1(bT).
(2)-[Triggered, 1/Round]: At the end of your turn, if all of your Actions (minimum 3) were spent using the Energy Charge Maneuver this turn, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver.
Aikido Apprentice: You know how to push opponents away from you with greater force.
–Prerequisites: N/A
(1)-[Passive]: Increase the Dice Score of your Clash for the Thrust Maneuver by 1(bT).
(2)-[Triggered, 1/Round]: If you successfully avoid an Attacking Maneuver through Dodging or through the Parry option of the Defend Maneuver, you may use the Thrust Maneuver as an Out-of-Sequence Maneuver.