Talents – All

Ace Pilot (Talent)
– While piloting a Battle Jacket, increase your suit’s agility modifier by two (+2T) to your dodge rolls.
– 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(T)
– When fighting a target that is a size category larger than you increase all Strike rolls by +1d6(T).
Prerequisite – Iron Fist (Talent), Strength score ten (10+)
Alert (Talent)
– Increase your initiative by two (+2T)
– 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 (+2T).
– Increase your dodge by one (+1T) while wielding a weapon in each hand.
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 (+2T) when using the Talent Taunt.
– Increase any single attribute score by two (+2).
Prerequisite – Taunt Talent
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(T) to strike rolls.
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).
Ballistic Specialist (Talent)
– Select one ballistic weapon you own, when using the select weapon you add your full Agility modifier to your strike rolls.
Prerequisite – Scholarship score eight (8+), Style Focus Talent (Ballistic)
Battle Suit Proficiency (Talent)
– You can wear any type of battle suits without penalties.
– Increase the bonus you receive from battle suits by two (+2T).
Blitz Sweep (Talent)
– If you use blitz and move at least five (5) yards, you can push the target back a distance equal to half the distance you traveled.
– While using blitz, increase your total wound roll by two (+2T).
Bounce of the Majin (Talent)
– When you are the target of any type of physical attack inflict an amount of lethal damage to your attacker equal to one-half (1/2) your Soak value – to a maximum of ten (10) per Tier of Power reached.
– When you inflict damage to an attacker using Bounce of the Majin Talent roll +1d4(T), restore the result to your Life Points.
Prerequisite – Majin Race
Body of the Android (Talent)
– During the round you use/active the Racal Trait Overdrive, you gain one (+1) additional action to spend by the end of the round.
– Increase your Corporeal Save by two (+2).
Prerequisite – Android Race
Brawler (Talent)
– If you win a grapple check, you increase your next roll against the grappled opponent by two (+2T).
– When you are prone, during a grapple, treat all incoming damage as direct instead of lethal per the normal prone rule.
Prerequisite – Strength score ten (10+)
Close Range Shot (Talent)
– When making energy or ballistic attacks within five (5) squares of a target, increase the strike and wound rolls for the attack by two (+2T).
– Increase any single attribute score by two (+2).
Combat Tactician (Talent)
– When attacking a target that has a combat condition or defense value of zero, increase both your strike and wound natural results by three (+3T).
– Increase any single attribute score by two (+2).
Combat Expertise (Talent)
– At the start of your turn, you can can reduce your strike modifier to increase your defense value by an equal amount, or vice versa. You cannot reduce your strike modifier or defense value below zero (+0) in this manner. The effects will last until the start of your next turn.
Restriction. You can’t use both the effects in the same round or while the other is ongoing.
Cunning Evasion (Talent)
– During each round of combat, the first attack used against you doesn’t reduce your defense value; all subsequent attacks will inflict diminishing defense.
– When a counter action is used against you, increase your defense value against that counter action by two (+2T).
Dauntless (Talent)
– When you reach a health threshold and pass your steadfast save, double your soak value against the next incoming attack against you.
– Increase any single attribute score by two (+2).
Dead Shot (Talent)
– You can aim a ballistic attack a number of actions equal to your scholarship modifier. After you declare that you are using Dead Shot, you can only use your actions to continue aiming or to launch the attack. If you select to aim longer the attack’s damage is increased. If you select to fire the attack you will target an enemy combatant and roll to strike. An aimed ballistic attack follows all its normal rules, however, for each action you aimed the attack increases its damage by by 1d6(T). While aiming, you grant enemy combatants the superiority combat condition against you.(See Attacking & Conditions)
Prerequisite – Sharpshooter Talent
Die hard (Talent)
– When making a steadfast save, roll 2d10, selecting the highest natural result and discarding the lower.
– Increase any single attribute score by two (+2).
Dynamic Pose (Talent)
– Spend one (1) action to strike a powerful pose. Increase all rolls by one-half (1/2) your Personality modifier until the end of your next turn. You can use this talent only twice in a single turn.
– Increase any single attribute score by two (+2).
Prerequisite – Personality Ten (10+)
Dynamic Talent (Talent)
– Can’t find something you like? Nothing here for your specific character design? No problem, much like the rest of the game you can always create your own talent with the help and guidance of the Architect. We encourage you to come up with your own out-of-this-world talent to meet your play style and character needs.
Effective Defenses (Talent)
– When using the maneuver “Parry” reduce the ki point cost required by half to a minimum of three (3).
– If you using the Parry maneuver when you Guard against the attack reduce its total damage by +1d8(T). This effect is in additional to any other damage reduction modifiers you are entitled to.
Energy Control
– Select one (1) of your signature attacks or magical abilities. Then reduce its ki point cost by your Potency modifier, if you select a signature attack, or by you Spirit modifier if you select a magical ability. This can’t cause that attack or ability to be reduced by more than half. If the attribute modifier is increased the reduction is also increased.
– Increase any single attribute score by one (+1).
Prerequisite – Energy Slinger (Talent)
Energy Slinger (Talent)
– When making an energy attack, roll 2d10 on the wound roll, selecting the highest dice result and discarding the lower.
– If your strike roll is at least eight (8) higher than your target’s defense score, increase your wound roll by two (+2T).
Prerequisite – Potency score ten (10+)
Feral Counter (Talent)
– When making a Counter Maneuver, if you roll to wound a target(s) increase your natural result by two (+2T).
– Increase any single attribute score by two (+2).
Prerequisite – Wild Counter Talent
Ferocity of the Arcosian (Talent)
– When you deal direct or lethal damage to a target increase the total amount of damage you inflict by two (+2T).
Prerequisite – Arcosian Race
Fleet of Fist (Talent)
– If you successfully strike a target with the blitz maneuver, the target gains the combat condition impediment until the start of your next turn.
– When you use the maneuver blitz, treat the number of squares you moved as two (+2) higher than you actually moved. You must still pay the ki point cost for these two extra squares.
Prerequisite – Blitz Sweep
Fleet of Foot (Talent)
– When you use the maneuver Rapid Movement, your dodge score is increased, until the end of your next turn, by two (+2T).
– Increase any single attribute score by two (+2).
Prerequisite – Improved Initiative Talent
Flexible Flanker (Talent)
– When attacking a target and an ally is within (2) square of the same target you gain a two (+2) bonus to both your strike and wound roll against that specific target. Increase this bonus by two (+2) for each tier of power reached. If there are two more allies near the target, then increase the bonus by one (+1) for each ally.
Footwork (Talent)
– Once per round, when a target that is within one (1) square of your moves outside your melee attack range you can immediately move up to two (2) squares towards that same enemy. This move does NOT provoke a counter maneuver against you.
– Increase your total ground speed by one (+1T).
Prerequisite – Agility score Twelve (12+)
Fortitude (Talent)
– When rolling a steadfast save, increase your natural result by two (+2). This can cause you score a critical roll or stop you from scoring a botch result.
– Whenever you gain a power level, roll 2d10 for your life points, selecting the highest natural result and discarding the lower. This talent is retroactive. When you gain this talent you should recalculate you total life points.
Prerequisite – Die Hard Talent
Frenzy (Talent)
– While using the Manifested Power Rage, increase your wound rolls by three (+3T).
Prerequisite – Using Manifested Power Rage
Ground Fighter (Talent)
– While in a grapple if you use “Moving a Target” (See Actions & Combat) your speed is not reduced if you fail your strength check. Additionally, you can move your target a number of squares equal to your Ground Speed even if you have moved already during the turn.
– When you throw a target increase the total distance they are thrown/travel by two (+2T).
– Increase any single attribute score by two (+2).
Gunslinger (Talent)
– When making a ballistic attack, roll 2d10, selecting the highest natural result and discarding the lower.
– While using a ballistic attack, increase your wound roll by two (+2T).
Heart of the Earthling (Talent)
– Once per combat, When you reach the Bloodied Health Threshold, roll 2d8(T) and heal that amount of Life Points.
– When you reach any Health Threshold, roll a d10, if you score a natural result of eight (8) or higher you gain the combat condition Superiority until the end of the round.
Prerequisite – Earthling Race
Hyperdrive (Talent)
– When using the Android trait Overdrive, when Overdrive ends for any reason you are NOT subject to Stress Exhaustion.
– Increase all dice scores while using Overdrive by one (+1T). This stacks with the effects of Overdrive and any other sources.
Prerequisite – Android Race, Tenacity score Twelve (12+)
Improved Initiative (Talent)
– Increase your initiative by two (+2T)
– If you are first in the initiative order, you gain two (+2T) to all strike rolls during the first round of combat.
Prerequisite – Agility score ten (10+)
Improved Movement (Talent)
– While in combat when you fly reduce the required ki point cost per square by three (-3). This means you can use normal flight in combat for free. When you use Rapid Movement with flying your cost is will be reduced by three (-3).
– When you use Rapid Movement replace the last sentence with the following, “Using rapid movement increase your strike rolls for the remainder of your turn by three (+3T).
Prerequisite – Agility score ten (10+), Fleet of Foot Talent
Improved Taunt (Talent)
– Increase the radius which you can use Taunt by two (+2) squares for a total of range of eight (8) squares.
– Increase the reduction of a taunted target’s damage against other combatant by one-half (1/2).
– Increase either your Personality or Insight score by two (+2)
Prerequisite – Taunt & Arrogant Talents
Inspiring Transformation (Talent)
– Select one transformation, this talent affects all stages of the selected transformation. When you transform all allies within four (4) squares of you can immediately take a Morale Saving Throw, TN easy. If an ally passes the check, they are granted the combat condition Superiority until the end of the round.
– Increase either your Spirit or Potency score by two (+2)
Prerequisite – Personality score twelve (12+)
Instinctual Dodge (Talent)
– When making a dodge roll, roll 2d10, selecting the highest natural result and discarding the lower.
– Increase any single attribute score by one (+1).
Prerequisite – Cunning Evasion Talent
Iron Fist (Talent)
– While not wielding a weapon in either hand increase your physical wound roll score by two (+2T).
– When you attack and inflict damage to a combatant with a successful physical attack while not using a weapon, you can use the same maneuver to attempt a grapple against the target.
Judo Training (Talent)
– During your turn if you win a grapple check roll against a target you gain one (+1) action. To use by the end of your current turn.
– During subsequent rounds of a grapple increase you grapple checks by two (+2T).
Prerequisite – Ground Fighter Talent
Keen Eye (Talent)
– When making any range attack (Energy or Ballistic) roll 1d8 and subtract the natural result from the distance between you and the target. If you are using the distance metric ‘squares’ subtract a number of squares equal to the natural result of your dice roll. If you are using the distance metric ‘yards’ subtract a number of yards equal to the natural result of your dice roll multiplied by three (3)

Example, if a target is ten (10) squares away from you; they are considered at long range. (See Attacking & Conditions). Subtract the natural result of Keen Eye from the distance between you and the target. If you roll a six (6), subtract six from the distance between you and the target. Making the range four (4) squares – the target is no longer considered at long range.
Ki Deception (Talent)
– Once per round, when using a standard energy attack, you can choose to perform a Ki Deception by spending an additional five (5) Ki Points, increase this cost by five (+5) for each tier of power reached. When you make a Ki Deception attack your target can select to do one of the following.
– (1). Target can roll a Cognitive Saving Throw, TN medium. If they pass nothing happens. If they fail the target loosing two (-2) additional Dodge value due to Diminishing Defense from your Ki Deception attack – process the rest of the attack as normal.
– (2). Target can roll 1d10(T) and spend that much Ki Points to avoid the feint. You pay the additional Ki Points to perform Ki Deception, but your attack functions as normal.
Prerequisite Potency score eight (8+), Personality score ten(10+)
Kiri Transfer (Talent)
– When you use Kiri Drain, Single or Orb, you can elect to transfer the stolen ki points instead of converting them into dark energy. When you use Kiri Drain spend one (1) additional action to immediately use the Empower maneuver to transfer the stole ki points to an ally within eight (8) squares of you. (See Actions & Combat).
– Increase the amount of ki points you can transfer using the Empower maneuver by two (+2T).
Prerequisite – Shinjin Makaio subspecies, Potency ten (10+)
Lucky (Talent)
– Once per round as an instant action, you can spend three (3T) ki points to re-roll a single natural dice result. You must use the new result. If you re-roll a result do not apply any of its effects, only apply the effects of the second result. The ki point cost does not apply to your capacity rate for the round.
– Increase any single attribute score by two (+2).
Martial Prowess (Talent)
– When making a physical attack, roll 2d10 on the wound roll, selecting the highest dice result and discard the lower.
– When making an physical attack, if your strike roll is at least eight (8) higher than your target’s defense score, increase your wound roll by two (+2T).
Master-At-Arms (Talent)
– You do not suffer penalties to strike rolls for wielding a weapon in one or more hands.
– Decrease the natural result requirement to score a critical roll when you are wielding a weapon, by one (-1). Your requirement can’t become lower than seven (7) from master-at-arms talent.
Metamorese Fusion (Talent)
– You can perform Metamorese Fusion with another character, even if that character does not possess this talent.
– Increase any single attribute score by two (+2).
Mushin – (Talent)
– When making dodge rolls, you score a critical when your natural result is nine (9) or higher.
– Increase any single attribute score by one (+1).
Prerequisite – Instinctual Dodge
Potential of Shinjin (Talent)
– Increase the number of times you can use the Racal Trait Celestial Potential per combat encounter by two (+2T).
Prerequisite – Shinjin Race
Power of the Z-Warrior (Talent)
– Once per combat encounter, you can change the natural result of one (1) d10 to the natural result of ten (10). This will causes you to score a critical result.
– You can NOT change a solid dice, however, you can use this Talent to ignore the results of a Botch result. Simple add the natural result value to your dice score when ignoring Botch results.
Prerequisite – All Attributes ten (10+)
Powered Strike (Talent)
– When rolling to strike, you can reduce your strike modifier to increase your wound dice score by an equal amount. Until the start of your next turn your strike modifier is reduced by the same amount.
Prerequisite – Strength or Potency or Spirit score ten (10+)
Practiced (Talent)
– If you are asked to make a skill check, you can add two (+2T) to the skill check dice score.
– When making any skill check, roll 2d10, selecting the highest natural result and discarding the lower.
Practiced Eater – (Talent)
– When using the Majin racial trait Assimilation any target you adsorb is not automatically rejected after three (3) rounds. Instead the target gains one (+1) bonus to their Cognitive saving throw each round they are assimilated until they escape the assimilation by winning an opposed Cognitive check. When a target escapes they count has having been rejected for rule purposes.
– Reduce the damage you suffer when a target is rejected from +1d10 to +1d6, do this for reach tier of power reached.
Prerequisite – Majin Race, Assimilator
Primordial Control – (Talent)
– Increase the attribute bonuses you gain from the Alternate Form Pure Form by one (+1T),
– Increase the dice bonus of Primordial Power by one category higher and reduce the increase to the Stress Test value of Pure Form from Primordial Power by one (-1).
– You can choose to end the Alternate Form Pure Form at will. Additionally, when randomizing for Out of Control you only attack an Ally on a Dice Score of ten (10).
Prerequisite – Majin Race, Assimilator
Pursuit of Knowledge (Talent)
– Select one (1) skill you are proficient with. When making a skill check that involves the selected skill, you score a critical on a natural result of eight (8) or higher.
– When using non-proficient skills you add two (+2T) to your dice score.
Prerequisite – Practiced Talent
Opportunist (Talent)
– If you cause an enemy to reach a health threshold and they fail their steadfast save, you can immediately take one (1) out-of-sequence action.
Prerequisite – Agility score ten (10+)
Oozaru Focus (Talent)
– While using the Alternate Form Great Ape, reduce Rampaging and/or Unrelenting Rampage target number requirement by two (-2) plus your current power level. This can cause the target number to become zero (0), at which point you can ignore the ability.
– Increase the attribute bonuses you gain from the Alternate Form Oozaru by one (+1T).
– While using the Alternate Form Great Ape reduce the effect of Bulky by two (-2), this can reduce its effects to zero (0) , at which point you can ignore the ability.
Restriction – Saiyan Race, Saiyan Tail Resistance
Overwhelming Transformation (Talent)
– While in any transformed state, increase all intimidation skill checks by +1d6, increase this bonus by a number of 1d6s equal to the stage value of the transformation. As an example, if you are using stage two transformation your bonus would by +3d6 to intimidation checks.
– Upon transformation, all combatants who witness the transformation must make a easy TN cognitive save. If you fail, you will suffer from the combat condition impediment until the end of the round. During your turn, you can spend an action and attempt another cognitive, TN very easy, save to end the effects of impediment.
Resilience (Talent)
– Increase you Soak value by one (+1T).
– You are considered to always have a Dodge value of two (2) or greater, regardless of your current diminishing defense.
Prerequisite – Resolve Talent, Tenacity Twelve (12+)
Resolve (Talent)
– When suffering lethal damage from any source, you can reduce the total damage by two (-2T) to a minimum of one.
Prerequisite – Tenacity or Personality score five (5+)
Restraining Counter (Talent)
– If you successfully use the Parry Maneuver Block or Guard (See Actions & Combat), you can immediately spend one (1) action and use the Grapple Maneuver against the attacking target.
– When making a grapple check increase you dice score by two (+2T).
Prerequisite – Ground Fighter Talent, Strength ten (10+)
Ruthless Aggression (Talent)
– If a target of your attacks is five (5) or more power levels lower then your unmodified power level increase the amount of damage you inflict with you attacks by +3d10(T).
– If a target of your attacks is five (5) or more power levels lower then your unmodified power level reduce the base ki point cost an your attacks by one-half (1/2).
Prerequisite – Power Level Five (5)
Saiyan Tail Resistance (Talent)
– A Saiyan’s tail no longer causes them agonizing pain when squeezed. An enemy grabbing your tail has no effect. Ignore the rules for grabbing a Saiyan’s tail when your character’s tail is grabbed.
– While using the Alternate Form Great Ape reduce the effect of Bulky by two (-2), this can reduce its effects to zero (0) , at which point you can ignore the ability.
– Increase any single attribute score by one (+1).
Prerequisite – Saiyan Race, Tenacity score eight (8+)
Second Wind (Talent)
– Once per combat encounter you can spend one (1) additional action to perform a Surge Maneuver. You can use either Healing surge or Power surge ability when using second wind.
Prerequisite – Personality score eight (8+)
Sharpshooter (Talent)
– When using a ballistic weapon, your target does not gain any benefits from cover or any bonus to their dodge at long range.
– Before you roll to make a ballistic attack, you can choose to take a negative five (-5T) penalty to your strike roll. If you do, increase the damage of your attack by +1d8(T).
Prerequisite – Trigger Man Talent
Stealth Strike (Talent)
– Once per turn, you can make an Agility (Stealth) check against a target. (See Core Rules – Conceal) If you are successful, the target is considered to have the Guard Down combat condition against your next attack. Stealth Strike count as an instant maneuver and can be used in conjunction with other maneuver
Prerequisite – Stealth Proficiency Rank – Trained
Struggle (Talent)
– If you are out of Ki Points you can make two (2) free basic physical attack a round. These free attacks still require Attack Maneuvers, but they do NOT require you to spend any Ki Points.
Prerequisite – All Attributes five (5+)
Style Expert (Talent)
– Select ballistic, energy, magical or physical attack type. When rolling to wound 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).
Prerequisite – Archetype Focus Talent
Surging Strength (Talent)
– Once per round, as an instant action, you may spend an amount of ki points equal to double a transformation’s current stress test value. When you do you will gain the benefits of that Transformation for the remainder of your turn, afterward you will return to your normal state. You do not counting as falling out of a transformation or suffer from stress exhaustion using Surging Strength.
– You can pay triple the cost of a transformation’s current stress test in ki points instead and you can stay in the form for the rest of the round. During subsequent rounds you will follow the normal transformation rules.
– Increase all stress test dice scores by one (+1).
Prerequisite – Tenacity, Potency or Personality score ten (10+)
Swaggering Wager (Talent)
– Once per combat, you may select one (1) of the following restrictions. After three (3) complete rounds have passed, at the start of your next turn, remove the restriction and gain the combat condition superiority to all your actions until the end of your turn. When using Swaggering Wager increase the effects of superiority by an additional (+1d6).
Restrictions.
One. You are limited to the amount of limbs you can fight with, you suffer a negative two (-2T) to all combat rolls.
Two. Reduce the number of actions you can perform during your turn to a maximum of two (2).
Three. You cannot wager ki points for any reason and you can not use any signature or magical techniques.
Prerequisite – Personality score ten (10+)
Taunt (Talent)
– Use one (1) action to taunt all enemies with six (6) squares of you. Active Opposition Cognitive saves, you will roll once and compare your results against each target’s result. Target(s) wins they are unaffected, any target that loses is considered a Taunted Target. The effects of Taunt last two (2) rounds. Taunted is considered a Debuff for rule purposes.
– Taunted Target’s damage is reduced by one-fourth (1/4) when attacking any other combatant, but you.
Prerequisite – Personality eight (8+)
Transforming Initiative (Talent)
– Once per combat, when your transformation you gain one (+1) additional action to spend by the end of the current round.
– Once per combat, when you transform reroll your initiative, when you roll your new initiative increase your dice score by +1d8(T). If your new initiative is equal to your less than your current initiative you will gain the combat condition Superiority until the end of the round.
– Increase your initiative by two (+2T).
Prerequisite – Improved Initiative Talent, Overwhelming Transformation Talent, Agility ten (10+)
Trigger man (Talent)
– At the beginning of a combat encounter, after the initiative has been established and before the first round starts, you may make one (1) out-of-sequence ballistic attack without any modifiers. When making the attack the target counts as having the guard down combat condition. This attack cannot be used if there has been a surprise round. The attack also doesn’t count towards diminishing defense.
– Increase the dice score of all wound rolls made for range weapons by two (+2T).
Prerequisite – Gunslinger Talent
Under Pressure (Talent)
– Once per combat, when you fail a stress test, you may spend ki points to automatically pass the failed test. You can spend an amount of ki points equal to your Transformation’s current stress test value multiplied by two (x2) to automatically pass a failed stress test.
– Reduce the number of rounds from stress exhaustion caused by the transformation by one (-1).
– When rolling a Stress Test increase your Dice Score by one (+1).
Prerequisite – Surging Strength Talent
Undying determination (Talent)
– When you reach zero (0) life points make a steadfast save. If you fail, nothing will happen. If you pass the check, you will immediately take a out-of-sequence turn. Pause combat and carry out your bonus turn. Increase your actions by one (+1) during your bonus turn. Combat will resume after your turn is finished.
– Increase any single attribute score by two (+2).
Prerequisite – Fortitude Talent
Versatile Z-Weapon (Talent)
– When using a Energy Focus Signature Technique, you can give your attack one (1) additional Weapon Quality. Moreover, at the start of each turn when you pay the activation cost for your Energy Focus attack you can change any of its Weapon Qualities.
– Increase Strength and Potency scores by one (+1)
Restriction. Energy Focus Signature Technique, Z-Blade Specialist
Vigor (Talent)
– When you reach a wound threshold, your soak value is increased by two (+2T).
– Increase any single attribute score by two (+2).
Vital Shot (Talent)
– When using any ballistic weapon double the maximum range the weapon can be shot.
– Once per round, you can spend one (1) additional action when making an attack to hit your target’s vital point. Roll 2d10 and select the highest result, add the selected result to the Strike roll for the attack. If you successfully strike the target, roll 2d10 and select the highest result, add the select result to the Wound roll for the attack. While using Vital Shot you gain the combat condition Guard Down. You can use Vital Shot in conjunction with the Dead Shot talent by spending one (1) additional action when you strike your target with Dead Shot. This additional action does NOT gain the effects of Dead Shot itself.
Prerequisite – Dead Shot Talent, Insight Twelve (12+)
Weapon Specialist (Talent)
– When rolling to strike with a weapon increase your dice score by three (+3T).
– You can take up two (2) additional weapon qualities on a single weapon of your choice.
Weight Training (Talent)
– Reduce the penalties for wearing, any type of, combat clothes by one-half (1/2). This can cause specific penalties to be reduced to zero (0).
– Increase the amount of experience points you gain from any type of combat clothes by three (+3).
Prerequisite – Strength or Tenacity score of ten (10+)
Wild Counter (Talent)
– When making a Counter Maneuver, if you roll to strike a target(s) increase your natural result by two (+2T).
– Increase any single attribute score by two (+2).
Willpower (Talent)
– Choose one (1) saving throw. You are especially proficient at using the selected saving throw. When making a check with the selected save you will score a critical on natural results of eight (8) or better.
– When making any check with the selected saving throw, roll 2d10, selecting the highest natural result and discarding the lower.
Wisdom of the Namekian (Talent)
– Increase the effects of all healing your receive by 1d8(T)
– When restoring Life Points to any other combatant increase the amount they receive by +1d6(T).
Prerequisite – Namekain Race
Z-Blade Specialist (Talent)
– When using a Energy Focus Signature Technique, if your attack is unsuccessful (miss), you can pay the attack’s activation cost and attempt to strike your target again with the same attack maneuver. Increase this second attack attempt by +1d4(T). If this second attempt fails, the attack ends normally. Your target’s dodge value is only reduced once for both strike rolls. (Attacking & Conditions) After the attack is completed continue the turn sequence normally.
– Increase Strength and Potency scores by one (+1)
Restriction. Energy Focus Signature Technique
Z-Blade Master (Talent)
– When using a Energy Focus Signature Technique, if you successfully strike a target you can activate one (1) additional weapon quality at no cost.
– Increase Strength and Potency scores by one (+1)
Restriction. Energy Focus Signature Technique, Z-Blade Specialist

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