Talents- A

Ace Pilot (Talent)
– While piloting a Battle Jacket, increase your suit’s agility modifier by two (+2) to your dodge rolls; increase this value by one (+1) for each tier of power reached.
– When making a pilot check of any kind, roll 2d10, selecting the highest dice result and discarding the lower.
Restriction. Ace Pilot can only be used with a motorized vehicle of some type.
Adept Warrior (Talent)
– When fighting a target that is a size category smaller than you increase all Wound rolls by +1d6. Increase this effect by +1d6 for each tier of power reached.
– When fighting a target that is a size category larger than you increase all Strike rolls by +1d6. Increase this effect by +1d6 for each tier of power reached.
Prerequisite – Iron Fist (Talent), Strength score ten (10+)
Alert (Talent)
– Increase your initiative by two (+2); increase this bonus by two (+2) for each tier of power reached.
– You can’t be surprised by seen or unseen opponents while you’re conscious.
Ambidextrous (Talent)
– When rolling to strike with a weapon in each hand increase your dice score by two (+2); increase this value by one (+1) for each tier of power reached.
– Increase your dodge by one (+1) while wielding a weapon in each hand, increase this bonus by one (+1) for each tier of power reached.
Prerequisite – Weapon Specialist Talent
Archetype Focus (Talent)
– Select ballistic, energy, magical or physical attack type. When rolling to strike with the selected attack type decrease the natural result requirement to score a critical roll by one (-1).
– Increase any single attribute score by two (+2).
Arrogant (Talent)
– Increase your Cognitive Saving Throw by two (+2) when using the Talent Taunt. Increase this effect by two (+2) for each tier of power reached.
– Increase any single attribute score by two (+2).
Prerequisite – Taunt Talent
Ascension (Talent)
– You can only use this talent while you’re transformed in Super Saiyan (stage one), increase the Stress Test value of Super Saiyan by three (+3) when you use this talent. However, if you are using this Talent with Godly Powers in conjunction with Super Saiyan increase the total Stress Test value of your Godly Powers by six (+6) instead.
– Treat the S-Cells trait for Super Saiyan as being one (1) stage higher than normal. This does not increase the Tier of Power requirements for Super Saiyan.
– While in Super Saiyan and using this talent you can spend twelve (12) Ki Points to increase both your Strength and Potency modifiers by four (+4). Increase this bonus by four (+4) and the cost by twelve (+12) Ki Points for each Tier of Power reached. You can apply this bonus as many times are you wish. Each time you apply this bonus reduce your Agility modifier by one-fourth (1/4), to a minimum of two (2). You can willingly end this effect as an instant action. When this effect ends you will suffer 1d6 lethal damage for each application you have applied. As an example, if you spend twenty-four Ki Points you will increase your Strength and Potency modifiers by eight (+8) and your Agility modifier will be reduced by one-half (1/2). When this bonus ends, for any reason, you will suffer 2d6 lethal damage. This damage can NOT be reduced by any means
– Once a round while using this talent, when you are making an attack you are not bound by your capacity rate limitations and can wager any amount of ki points up your current ki point pool maximum. When using Unbound you grant all combatant’s superiority. After using Unbound, your dodge value is reduced by one-half (1/2) until the end of your next turn.
Prerequisite – Super Saiyan (Stage One)
Assimilator (Talent)
– You and any Goo creatures you control count has having exceptional Corporeal and Cognitive Saving Throws when rolling to assimilate a target.
– Goo creatures gain an additional +1d8 to strike rolls, increase this effect by +1d8 for each tier of power reached.
Restriction – Majin Race
Astounding Transformation (Talent)
– Once per combat, when you transform into any Alternate Form you declare an Astounding Transformation. When using this talent all combatants within eight squares of you must take a Morale Save, easy TN. If they pass nothing happens. If any combatant fails they count as having impediment when taking actions against you until the end of the current round.
– Increase your Personally score by two (+2).

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