Talents

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 gives your characters special capabilities beyond what you are granted by their race.

At Character Creation you gain 2 free talents of your choice, 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.

Table of Contents

Adaptation Talents

Adept Warrior
– When making an Attacking Maneuver against an opponent that has a larger Size Category than you, increase your Wound Roll for that Attacking Maneuver by +2(T).
– When making an Attacking Maneuver against an opponent that has a smaller Size Category than you, increase your Strike Roll for that Attacking Maneuver by +1(T).
Advantageous Scale
– When you select this talent, choose either Punching Up or Punching Down. While you are benefiting from your chosen option, increase the Dice Category of that option by +1.
– When you select this Talent, choose either Defense Value or Soak Value. Increase the selected aptitude by +1(T).
Prerequisite – Adept Warrior
Combat Tactician
– When attacking an opponent that has a Negative Combat Condition or Defense Value of 0, increase the Dice Score for both your Strike and Wound rolls against that target by +2(T).
Combat Expertise
– At the start of your turn, you can reduce your Strike Modifier by up to -2(T) to increase your Defense Value by an equal amount, or vice versa. You cannot reduce your Strike Modifier or Defense Value below 0 in this manner. The effects will last until the start of your next turn.
– Once per Combat Round, you may treat your Tier of Power as if it was +1 higher for a single Combat Roll.
Cunning Evasion
– At the start of each Combat Round, you may select one opponent. Any Attacking Maneuvers made by that opponent do not inflict Diminishing Defense upon you.
– Once per Combat Round, if you have used the Movement Maneuver this Combat Round, you may increase one of your Dodge Rolls by your Tier of Power Extra Dice (min. 1d4).
Prerequisite – Combat Expertise
Powered Strike
– When rolling to Strike, you can reduce your Strike Modifier by up to -2(T) to increase your Wound Rolls by 2x the reduction. The effects of Powered Strike last until the start of your next turn.
– When making Wound Rolls, reduce your Critical Target by -1.
Prerequisite – Combat Expertise, Force Score 10+
Instinctual Dodge
– When making a Dodge Roll, roll 2d10, selecting the highest natural result and discarding the lower.
– When making Dodge Rolls, reduce your Critical Target by -1.
Prerequisite – Cunning Evasion
Focused Strike
– When rolling to Strike, roll 2d10 on your Strike Rolls, selecting the highest Natural Result and discarding the lower.
– When making Strike Rolls, reduce your Critical Target by -1.
Prerequisite – Powered Strike
Master of Self
– Once per Combat Round, when you fail to successfully strike (hit) an opponent, you may spend 2(T) Ki Points to reroll your Strike Roll.
– Once per Combat Encounter, as an Instant Action, you may spend 4(T) Ki Points to ignore all negative modifiers to your Strike Rolls until the start of your next turn.
Prerequisite – Focused Strike
Mushin
– Once per Combat Round, when you fail a Dodge Roll, you may spend 2(T) Ki Points to reroll your Dodge Roll.
– Once per Combat Encounter, as an Instant Action, you may spend 4(T) Ki Points to ignore all negative modifiers to your Dodge Rolls until the start of your next turn.
Prerequisite – Instinctual Dodge

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Balance Talents

Multi-Type Attacker
– The first time in each Combat Round that you would use a Physical or Energy Attack, increase the Strike Rolls for the other Attack Type by +1(T) until the start of your next turn.
– The first time in each Combat Round that you would use a Physical or Energy Attack, increase the Wound Rolls for the other Attack Type by +2(T) until the start of your next turn.
Prerequisite – Iron Fist or Rapid Fist, Close Range Shot or Far Shot (‘Weapon Specialist’ also counts as any of these options for this Prerequisite)
Multi-Type Master
– Once per Combat Round, if you successfully strike (hit) a target with a Physical or Energy Attack, after finishing the Wound Roll, you may either:
•Use a Basic Attack Maneuver of the other (Physical or Energy) Attack Type as an Out-of-Sequence Maneuver.
•Use a Movement Maneuver as an Out-of-Sequence Maneuver. If you do, reduce the Ki Point Cost for Rapid Movement by -2(T).
– Once per Combat Encounter, when you gain an action through Bonus Momentum or through defeating a Minion, you may choose to instead gain +2 Actions. One action must be used for a Physical Attack, while the other must be used for an Energy Attack.
Prerequisite – Multi-Type Attacker
Multi-Type Gambit
– At the start of your turn, if you have not already used an Attacking Maneuver this Combat Round, you may declare either ‘Physical Attack’ or ‘Energy Attack’ – apply the effects of Multi-Type Attacker as if this was the first time you used the declared Attack Type this Combat Round.
– Once per Combat Encounter, if you spend 2+ Actions using the Energy Charge Maneuver in a Combat Round and, for those Energy Charge Maneuvers, have declared an Attacking Maneuver of an Attack Type (Physical or Energy) you have not used in this Combat Round – increase the Dice Category of any Energy Charge Extra Dice applied to that Attacking Maneuver by +1 (these Extra Dice become Solid).
Prerequisite – Multi-Type Attacker
Power of the Z-Warrior
– Up to 3 times per Combat Encounter but only once per Combat Round, you can change the Natural Result of your base d10 to the Natural Result of 10. This will cause you to score a Critical result.
Prerequisite – Agility, Force, Tenacity, Insight, Spirit and Personality Score 10+
Valor of the Dragon Team
– While you are below the Bloodied Health Threshold, increase all of your Saving Throws and Combat Rolls by +1(T).
– If you would be Defeated, you may use the Empower Maneuver as an Out-of-Sequence Action.
Prerequisite – Power of the Z-Warrior
Balanced Defender
– Once per Combat Round, as an Instant Action, you may choose to reduce your Defense Value or Soak Value to 0 until the start of your next Combat Round. If you do, increase the other Aptitude by +1/2 of the reduction to the chosen Aptitude until the start of the next Combat Round.
– While your base Tenacity Modifier and your base Agility Modifier are equal, increase your Defense Value and Soak Value by +1(T).
Prerequisite – Tenacity Score and Agility Score 10+
Balanced Warrior
– Once per Combat Round, if your next Maneuver after using a Magical Ability is to make an Attacking Maneuver with an attack of the Physical or Energy Type, that Attacking Maneuver has its Wound Roll increased by +1d4(T).
– While your base and current Force Modifier are equal to your base and current Spirit Modifier respectively, increase each base Attribute Modifier by x2. This effect does not influence Super Stack calculation.
Prerequisite – Force and Spirit Score 10+
Lord of Balance
– Once per Combat Encounter, when you use a Magical Ability, you may immediately afterwards use a Signature Technique of either the Ki Manipulation or Martial Arts Foundation as an Out-of-Sequence Action.
– While your base Force Modifier and your base Spirit Modifier are equal, increase your Combat Rolls by +1(T) and regain either +3(T) Life Points or Ki Points at the start of each Combat Round.
Prerequisite – Force and Spirit Score 14+, ToP 2+

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Capstone Talents

Archwizard
– You gain access to a number of Metamagic Points (MMP) equal to twice your base Tier of Power to use each Combat Encounter. You can spend 1 MMP to activate one of the following abilities, and you can spend multiple MMP to activate multiple abilities, but you cannot activate multiple of the same action at once:

•When you use a Signature Technique, it gains +1 additional Advantage. If you already have an Advantage that can have multiple ranks, you can increase its rank by +1 instead.
•When you use a Signature Technique, you may apply the Ascended Signature Advantage to that Maneuver.
•When you use a Signature Technique, reduce your opponents’ Ki Points by an amount equal to 1/4 (rounded up) of the Wound Roll, ignoring any Ki Wagers. You gain that many Ki Points.
•When you use a Magical Ability, you may reduce its Ki Point cost by -1/2.
•When you use a Magical Ability that causes you and your opponent to make an Opposed Saving Throw, increase your relevant Saving Throw by +1(T).
– Learn one Magical Ability from the Spellbook that has a TP Cost of 20 or less that you meet the prerequisites for.
Prerequisite – Lord of Balance or Magic Master or Blaster Master, You do not possess Master of Martial Arts, ToP 4+
Master of Martial Arts
– You gain access to a number of Martial Arts Points (MAP) equal to twice your base Tier of Power to use each Combat Encounter. You can spend 1 MAP to activate one of the following abilities, and you can spend multiple MAP to activate multiple abilities, but you cannot activate multiple of the same action at once:

•When you use a Signature Technique, it gains +1 additional Advantage. If you already have an Advantage that can have multiple ranks, you can increase its rank by +1 instead.
•When you use a Signature Technique, you may apply the Ascended Signature Advantage to that Maneuver.
•When you use a Signature Technique, you may increase its Strike or Wound roll by +1/4 (rounded up) of your Force Modifier.
•When you use the Basic Attack Maneuver, you may give it +1 Advantage that it qualifies for.
•When you use a Signature Technique, you may reduce its Ki Point cost by -1/2.
•You may reload your Ranged Weapon as an Instant Action.
– You can make a Signature Technique that costs up to 20TP for free.
Prerequisite – Multi-Type Master or Weapon Master or Supreme Fist or Blaster Master, You do not possess Archwizard, ToP 4+

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Character Talents

Ruthless Aggression
– Increase your Wound Rolls by +1d8(T) against all characters with a lower base Tier of Power than you.
– If you reduce a Minion’s Life Points to 0, you may make a Basic Attack Maneuver as an Out-of-Sequence Action against another Minion or character with a lower current Tier of Power than you.
Prerequisite – ToP 2+
Pacifistic Warrior
– Increase your Wound Rolls by +1(T) for each ally who is below the Bloodied Health Threshold. Increase your Strike Rolls by +2(T) if all of your allies are below the Bloodied Health Threshold.
– When you reduce a character’s Life Points to 0, lose -1 Karma Point. This effect does not apply if that character is a Minion.
Prerequisite – Good Z-Soul unrelated to violence or directly against it
Swaggering Wager
– At the start of your turn, after all other effects, you may choose up to 3 Restrictions (see below) to suffer from until the start of your next turn. At the start of your turn before you stop suffering from Restrictions, you gain +1 Swagger for each Restriction you are suffering from. You can end the effects of the Restrictions at any time as an Instant Action but if you do so, you do not gain any Swagger at the start of your turn.
Restrictions.
One. You are limited to the amount of limbs you can fight with; reduce all of your Combat Rolls by -2(T). You cannot wield any Two-Handed Weapons.
Two. Reduce the number of Actions you can perform during your turn to a maximum of 2.
Three. You cannot Ki Wager for any reason, and you can not use any Signature Techniques or Magical Abilities. Additionally, gain +1 stack of Holding Back.
– During your turn, you may use an Instant Action to spend any amount of Swagger to gain the following benefits. You can only gain a benefit once per Combat Round. The amount of Swagger each effect costs is listed before the benefit:
1-3 Swagger: For each Swagger spent, increase one Combat Roll of your choice by +2(T) until the start of your next turn. This effect cannot stack.
2 Swagger: You may gain +1 Counter Action to use before the start of your next turn.
3 Swagger: You may make a Basic Attack Maneuver against an opponent within your Melee Range as an Out-of-Sequence Action.
4 Swagger: You may gain +1 Action to use during this turn.
Prerequisite – Personality Score 10+
Serene Warrior
– While outside of a Combat Encounter, you may spend an hour meditating. If you successfully meditate uninterrupted, you gain +2 Serenity Points. When making a Saving Throw, you can spend any amount of Serenity Points to increase its Dice Score by +1(T) for each one spent, to a maximum of +2(T).

You cannot possess more than 4 Serenity at any one time.
– Once per Combat Encounter, you may spend 2 Serenity to use a Surge Maneuver as an Instant Action.
Combat Meditation
– When you use the Combat Recovery Maneuver, gain +2 Serenity Points. When making any type of Combat Roll, you can spend any amount of Serenity Points to increase its Dice Score by +1(T) for each one spent, to a maximum of +2(T).
– Once per Combat Encounter, you can use an Instant Action to spend 4 Serenity to gain +1 Action to be used during this Combat Round.
Prerequisite – Serene Warrior

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Deception Talents

Ki Deception
– Once per Combat Round, you may spend One Action and 2(T) Ki Points to perform a Ki Deception. Make an Opposed Insight Ability Check against an opponent within 4 Squares of you. If they win, nothing happens. If you win, you may either make an Energy Charge Maneuver or make a Basic Attack Maneuver as an Out-of-Sequence Action. Your opponent suffers from the Guard Down Combat Condition against your declared Attacking Maneuver for your Energy Charge Maneuver or the Basic Attack Maneuver you used.
– Instead of using your Out-of-Sequence Action gained from Ki Deception, you may attempt to hide. Make a Concealment Skill Check against your opponent’s Clairvoyance Skill Check. If they win, nothing happens. If you win, you gain the Hidden Combat Condition against that opponent.
Prerequisite Insight Score 12+
Combat Trickster
– Once per Combat Round, when you make any type of Attacking Maneuver, you may attempt a Trick Maneuver instead. A Trick Maneuver can be anything from pointing behind your opponent to making confetti explode in their face. Make an Opposed Skill Check, their Intuition against your Bluff. If they win, nothing happens. If you win, your opponent gains the Guard Down Combat Condition against your next Attacking Maneuver and you gain +1 Trick Point.
– While you have 5+ Trick Points, increase all of your Combat Rolls by +1(T).
Prerequisite – Personality Score or Scholarship Score 12+
Deceptive Trickster
– If you successfully beat your opponent in the Opposed Skill Check through Combat Trickster, you may immediately make an Out-of-Sequence Basic Attack Maneuver. 
– Gain +1 Trick Point each time you successfully win the Opposed Insight Ability Check for the Ki Deception Talent.
Prerequisite – Ki Deception, Combat Trickster
Gag Meister
– Once per Combat Round, you may spend One Action to make a Gag! All opponents within 2 Squares of you must make an Opposed Skill Check against you, their Intuition against your Bluff (you roll once and use that Dice Score against every opponent independently). If they win, nothing happens. If you win, they are knocked Prone.

If at least one opponent is knocked Prone through this effect, gain +1 Trick Point.
– While you have 5+ Trick Points, increase your Soak Value by +1(T).
Prerequisite – Personality Score 16+
Trick Master
– Once per Combat Round, as an Instant Action, you may spend up to 3 Trick Points to gain a bonus of +1(T) for each one spent onto the Wound Roll of all Attacking Maneuvers you make until the end of your turn. Additionally, you regain 1(T) Ki Points at the start of your next turn for every Trick Point spent.
– At the end of each Combat Round, if you have gained any Trick Points this Combat Round, gain an additional +1 Trick Point.
Prerequisite – Combat Trickster or Gag Meister

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Defensive Talents

Effective Defenses
– When using the Rebound or Guard options of the Parry Maneuver, reduce the Ki Point Cost by -2(T).
– Once per Combat Round, when using the Direct Hit or Guard options of the Parry Maneuver, increase your Soak Value by +2(T) before any calculations.
Resilience
– Increase your Soak Value by +1(T).
– Increase the amount of Life Points you regain when using a Healing Surge by +1d4(T).
Prerequisite – Tenacity Score 10+
Vigor
– For each Health Threshold you are below, increase your Soak Value and Defense Value by +1(T).
Wild Counter
– When you use the Block option of the Parry Maneuver and successfully beat your opponent’s Strike Roll, you may make a Basic Attack Maneuver as an Out-of-Sequence Action against the attacker. You cannot Ki Wager on this attack.
Fierce Counter
– Once per Combat Round, when you would use the Basic Attack Maneuver through the Wild Counter Talent, you may apply +1 Advantage with a Technique Point Cost of 7 or lower to that Attacking Maneuver.
– Increase your Strike Rolls when using the Block or Deflect options of the Parry Maneuver by +1(T).
Prerequisite – Wild Counter
Perfect Counter
– Once per Combat Round, you may use the Block or Deflect option of the Parry Maneuver without spending a Counter Action.
– Increase the Wound Roll of any Attacking Maneuver made as an Out-of-Sequence Action through the Wild Counter Talent by +2(T).
Prerequisite – Fierce Counter, Tier of Power 3+
Jolt Counter
– Once per Combat Encounter, when using the Cross Counter option of the Parry Maneuver, you may choose to reduce the Dice Score of your Dodge Roll against your opponents’ Attacking Maneuver to 0 and increase the Damage Category of that Attacking Maneuver by +1 (you cannot use this effect if their Attacking Maneuver is already Lethal). If you do, increase your Strike Roll for your Attacking Maneuver by your Defense Value and increase the Damage Category of your Attacking Maneuver by +1.
– Increase your Wound Rolls when using the Cross Counter option of the Parry Maneuver by +3(T).
Prerequisite – Tenacity Score or Personality Score 16+
Willpower
– Choose one Saving Throw that you are not proficient in. You gain Proficiency in that Saving Throw.
– When taking this Talent, select any Saving Throw you have Proficiency with. When you roll that Saving Throw, roll 2d10, selecting the highest Natural Result and discarding the lower.

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Health Talents

Diehard
– When making a Steadfast Saving Throw, roll 2d10, selecting the highest Natural Result and discarding the lower.
– Increase your Life Points by +2 per Power Level.
Fortitude
– When rolling a Steadfast Saving Throw, increase your Natural Result by +2.
– Increase your Life Points by +2 per Power Level.
Prerequisite – Diehard
Undying Determination
– Once per Combat Encounter, when you would be Defeated, make a Steadfast Saving Throw with a -2 to your Natural Result. If you fail, nothing happens. If you pass, you will immediately take 3 Out-of-Sequence Actions in sequence. Pause combat and carry out your Actions. Increase your number of Out-of-Sequence Actions gained in this manner by +1 during your bonus turn if your Dice Score on your Steadfast Save was 9+. You are not classified as Defeated until you have used all of these Out-of-Sequence Actions.
– While you are below the Injured Health Threshold, you gain an additional Counter Action to use during each Combat Round that must be spent during that Combat Round or lost at the end of it. If you are below the Wounded Health Threshold, you may exchange this Counter Action for an additional Action.
Prerequisite – Fortitude

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Initiative Talents

Alert
– You cannot be surprised during a Surprise Round (see – Actions & Combat). If you would score a Natural Result of 2 or lower on your Initiative Roll, you may instead set your Initiative Roll’s Natural Result to 3.
– Increase your Initiative Rolls by +1(T).
Improved Initiative
– Increase your Combat Rolls by +1(T) against characters who have a lower Initiative than you.
– Increase your Initiative Rolls by +1(T).
Prerequisite – Alert, Agility Score 10+
Patient Fighter
– When you roll for Initiative, you may reduce your Initiative by up to -1(T). When you do, either: increase all of your Combat Rolls by the same amount until the end of your next turn, or increase an ally’s Initiative Roll by the same amount.
– If your Initiative is the lowest in the turn order, you gain Initiative Advantage. This does not prevent other characters from gaining Initiative Advantage through the traditional method.

You cannot reduce your Initiative Roll to 0 through the Willing Failure rule.
Prerequisite – Scholarship and/or Insight Scores 10+

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Magic Talents

Magic Warrior
– If an Attacking Maneuver would apply your Force Modifier, you may apply your Spirit Modifier instead. This effect does not apply for the Fiendish Sorcery, Diabolical Destruction or Royal Presence Traits.
– Once per Combat Round, if you would use a Signature Technique of the Ki Manipulation or Martial Arts Foundations, you may increase the Wound Roll of that Attacking Maneuver by +1/2 of your Spirit Modifier.
Prerequisite – Spirit Score 12+
Magic Blaster
– Whenever you make a Basic Attacking Maneuver of the Magic Type, reduce the Ki Point cost by -2(T). This effect can reduce the Ki Point Cost to 0.
– Once per Combat Round, if you would use a Signature Technique of the Magic Foundation, you may increase the Wound Roll of that Attacking Maneuver by +1/2 of your Spirit Modifier.
Prerequisite – Spirit Score 12+
Magic Master
– Once per Combat Round, when using any type of Signature Technique, you can increase your Strike Roll for that Attacking Maneuver by +1/4 (rounded up) of your Spirit Modifier.
– Once per Combat Round, when you use any Magical Ability that has Advancements, you can treat it as if it has one of those Advancements that costs 6 TP or less ignoring any Prerequisites.
Prerequisite – Magic Warrior or Magic Blaster, Spirit Score 16+

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Minion Talents

Master of Minions
– Once per Combat Round, you may use the Command Maneuver as an Instant Action.
– Increase the Wound Rolls of all Minions you possess by 1/4 of your base Personality Modifier (rounded up).
Prerequisite – Personality Score 10+
Minion Coordinator
– Each Minion you possess can use a Surge Maneuver once per Combat Encounter.
– Once per Combat Round, you may select one Minion as an Instant Action. The selected Minion gains Superiority on all Combat Rolls until the end of your next turn.
Prerequisite – Master of Minions
Minion Mark
– You may spend One Action to Mark a Minion you possess and increase their Combat Rolls by +1(T) for the remainder of this Combat Encounter. This effect can stack to a total bonus to Combat Rolls of +2(T). For each Mark your Minion possesses, they lose -1(bT) Life Points at the start of each Combat Round.
– Even if your Minions lack Counter Actions, they may use the Intervene Maneuver if you are targeted for an attack. Reduce their Life Points by -3(bT) when they use the Intervene Maneuver through this method. If this would reduce their Life Points to 0, they cannot Intervene.
Prerequisite – Master of Minions
Ascended Minion
– When you gain this Talent, select one of your Minions that was created through the Minion Creation rules to become an Ascended Minion. Their Power Level becomes equal to yours and they do not gain a stack of Holding Back if your Power Level is 6 or below. Their Life Points become equal to 1/2 of yours. They gain +2 additional Attribute Points for each of their Power Levels, to be spent immediately, and whenever they would gain another Power Level. If you would increase your Power Level, increase the Power Level of your Ascended Minion.

Ascended Minions gain access to all of their Racial Traits for their chosen Race.
– If your Ascended Minion dies, you may choose a different Minion to turn into an Ascended Minion by spending an hour training them outside of combat. They must have been created through the Minion Creation rules.
Prerequisite – Minion Coordinator
Minion’s Offering
– You may spend One Action to reduce one of your Minion’s Life Points to 0. You gain Life Points equal to the Life Points they had before you used this effect.
– Once per Combat Round, as an Instant Action, you may reduce one of your Minion’s Life Points to 0. Increase your Combat Rolls by +2(T) until the end of your next turn. This effect does not stack. When you reduce another Minion’s Life Points to 0 using this Talent, the increase to your Combat Rolls lasts +1 additional Combat Round.
Prerequisite – Minion Mark, Personality 20+

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Mobility Talents

Blitz Sweep
– If you successfully strike (hit) an opponent with a Blitz Maneuver in which you moved 5+ Squares, you can move your opponent a number of Squares in any direction equal to 1/2 of your Force Modifier.
– While using a Blitz Maneuver, increase your total Wound Roll by +2(T).
Fleet of Fist
– If you successfully strike (hit) an opponent with the Blitz Maneuver, the target gains the Impediment Combat Condition on all Dodge Rolls until the start of your next turn.
– When you use the Blitz Maneuver, you may treat the number of Squares you moved as up to +2 higher than you actually moved for the sake of calculating the bonus to your Wound Roll.
Prerequisite – Blitz Sweep
Battle Blitz
– At the beginning of a Combat Encounter, before any character takes any Actions, you may use a Blitz Maneuver as an Out-of-Sequence Action. If you do, reduce the number of Actions you have available on your next turn by -1.
– After using a Blitz Maneuver, increase your Soak Value by +1(T) until the start of your next turn.
Prerequisite – Fleet of Fist
Footwork
– Once per Combat Round, when a target within your Melee Range would move outside of your Melee Range, you can immediately move up to your full Normal Speed towards that same enemy. This movement does NOT provoke a Counter Action against you.
– Increase your Normal Speed by +1(T).
Prerequisite – Agility Score 10+
Power of Movement
– You can use the Movement Maneuver after using the Energy Charge Maneuver, even if you have not yet used whatever attack you have declared. If you have used the Movement Maneuver after using the Energy Charge Maneuver but before you have used your declared attack, ignore the penalty to your Dodge Rolls from using the Energy Charge Maneuver until the start of your next turn.
– 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.
Prerequisite – Footwork
High Speed Ace
– Increase your Normal Speed by +1(T) and your Boosted Speed by +2(T). If you have moved 5+ Squares during a single Combat Round, increase your Dodge Rolls by +1(T) until the end of your next turn. This effect does not stack.
– When using the Footwork Talent, you may move up to your Boosted Speed rather than your Normal Speed.
Prerequisite – Footwork, Agility Score 16+
Silent Footsteps
– When you use the Rapid Movement option of the Movement Maneuver, all of your opponents must make an Opposed Perception or Clairvoyance (whichever is higher) Skill Check against your Stealth Skill (you roll once and use that Dice Score against every opponent independently). If they win, nothing happens. If you win, you have the Hidden Combat Condition against that opponent until the end of your turn.
– When making a Concealment Skill Check, you may use your Stealth Skill instead. If you do, reduce your Dice Score by -4.
Prerequisite – Footwork, 2+ Skill Ranks of the Stealth Skill
Fleet of Foot
– When you use the Rapid Movement Maneuver, increase your Defense Value by +2(T) until the end of your next turn. This effect cannot stack.
– Once per Combat Round, if you would move to a Square adjacent to an opponent when you were outside of their Melee Range prior to that movement, you may increase your next Strike Roll against that opponent by +2(T).
Prerequisite – Power of Movement and/or High Speed Ace
Return Stroke
– After you’ve successfully struck (hit) an opponent with the Blitz Maneuver or a Signature Technique with the Charging Assault Advantage, you may immediately use the Movement Maneuver as an Out-of-Sequence Action. You do not provoke a Counter Action if you exit your opponent’s Melee Range.
– You only score a Botch Result on a 2 or lower through the Blitz Maneuver.
Prerequisite – Blitz Sweep and/or Footwork

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Pose Talents

Dramatic Pose
– Once per Combat Round, you may spend One Action to strike a fabulous pose! Select one opponent within 6 Squares of you. Roll a Performance (Posing) Skill Check against that opponent’s Perception Skill Check. If you lose, nothing happens. If you win, your opponent suffers from the Guard Down Combat Condition until the start of your next turn.
– Gain +1 Performance (Posing) Skill Rank.
Prerequisite – Personality Score 12+
Dynamic Pose
– You may spend One Action to strike a powerful pose. Increase all of your Combat Rolls by +1/2 of your base Personality Modifier or +1/4 (rounded up) of your modified Personality Modifier (whichever is higher) until the end of your next turn. This Talent cannot stack with itself.
– Gain +1 Performance (Posing) Skill Rank.
Prerequisite – Personality Score 12+
Joyful Pose
– Once per Combat Round, you may spend One Action to strike an enchanting pose! Make a Performance (Posing) Skill Check, TN Medium. If you fail, nothing happens. If you succeed, all allies within 4 Squares of you increase their Combat Rolls by +1/4 of your Personality Modifier (rounded up) until the start of your next turn.
– Gain +1 Performance (Posing) Skill Rank.
Prerequisite – Personality Score 12+
Double Pose
– If an ally within 4 squares of you would use the effects of the ‘Dramatic Pose’, ‘Dynamic Pose’ or ‘Joyful Pose’ Talents, you may target that ally and make a Performance (Posing) Skill Check, TN Very Hard. If you fail, nothing happens. If you succeed, you may immediately move to a Square adjacent to the targeted ally and use the effects of ‘Dramatic Pose’, ‘Dynamic Pose’ or ‘Joyful Pose’ as an Out-of-Sequence Action.
– Gain +1 Performance (Posing) Skill Rank.
Prerequisite – At least one of: Dynamic Pose, Dramatic Pose or Joyful Pose.
Team Pose
– You may spend One Action to initiate a Team Pose. All allies within 6 Squares of you may choose to spend an Action or Counter Action to move into your Melee Range and join the pose. Each member must roll a Performance (Posing) Skill Check, TN Hard. If they fail, they do not count as a member of the Team Pose. All members of a Team Pose increase all of their Combat Rolls by +1d6 until the end of the next Combat Round. For each member (excluding yourself) who joins, all members of the Team Pose increase the Dice Category of the Extra Dice gained by +1. The Dice Category of the Extra Dice gained from Team Pose cannot be increased through any other means (such as Tuffle Superiority). You can only use this effect of Team Pose once per Combat Encounter.
– Gain +1 Performance (Posing) Skill Rank.
Prerequisite – Double Pose

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Racial Talents

Masterful Integration
– Add an option to Technological Integration’s effects when you spend an Instant Action to destroy an integrated item:

Sword Soul: If you destroy a Weapon, you may apply +1 Quality of its effects onto another applicable Weapon of your choice for the remainder of the Combat Encounter.
– You may treat this Talent as if it was ‘Weapon Specialist’ for the Prerequisite requirement of other Talents.
Prerequisite – Android Race (Mutant Core option of the Energy Core Racial Trait selected)
Nefarious Plating
– Gain this option for Keratinous Plating, and you may replace any number of your Keratinous Plating choices (through Character Creation or Metamorphosis) with this option:

Hidden Blade: Immediately create and gain a One-Handed Melee Weapon of either the Slashing or Piercing Category. This Weapon must have the Hidden Quality. You do not suffer a Wielding Penalty with this Weapon.

This weapon does not have a Break Value and cannot be destroyed – you cannot gain the Protective Shield Quality for this Weapon.
Prerequisite – Arcosian Race, Tenacity Score 12+
Technical Prowess
– Add an option to Experienced Fighter:

Iron Guard: Increase your Soak Value by +2(T) until the end of the Combat Round. The next time you take damage, reduce any damage you take by -1/2 of your Insight Modifier.
Prerequisite – Earthling Race, Insight Score 12+
Battle Goo
– In addition to the listed abilities, your Goo Creatures can use the following abilities:

Gum Grab: Your Goo Creatures can perform the Grapple Maneuver. 
Cotton Counter: Your Goo Creatures may Intervene on your behalf, taking the damage for a Ranged Attack instead of you. Any Goo Creature that uses this is instantly destroyed.
– Increase the Life Points of your Goo Creature by +10(T).
Prerequisite – Majin Race, Tenacity or Personality Score 12+
Telepathic Awareness
– Add an option to Telepathic Warning:

Wise Counter: If you were targeted for an attack, you may use the Cross Counter option of the Parry Maneuver. If you do, increase your Wound Roll for this Attacking Maneuver by +2(T).
Prerequisite – Namekian Race, Insight Score 12+
Saiyan Tail Resistance
– 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.
– Increase your Soak Value by +1(T).
Prerequisite – Saiyan Race, Tenacity Score 12+
Kiri Transfer
– When you use Kiri Drain, Single or Orb, you can elect to transfer the stolen Ki Points instead. When you use Kiri Drain, you may target an ally within 8 Squares of you. They gain the Ki Points you would have regained through Kiri Drain. This effect counts as using the Empower Maneuver for all effects.
– Increase the amount of Ki Points you gain through Kiri Drain by +2(T).
Prerequisite – Shinjin Makaio subrace, Spirit Score 12+
Tea Ceremony
– When you succeed at the Cognitive Saving Throw for Inner Peace, instead of removing one Combat Condition from yourself, you may increase all of your Combat Rolls by +1d4 until the start of your next turn.
– Increase the amount of Ki Points you regain from succeeding at the Cognitive Saving Throw for Inner Peace by +1(T).
Prerequisite – Shinjin Kaio subrace, Insight Score 12+
Tuffle Parasite
– After leaving the body of a Minion you possessed, they become your Minion. This effect does not apply if that Minion is an Ascended Minion or a Marvelous Minion. Additionally, your maximum number of Minions can be decided by your Scholarship Modifier in place of your Personality Modifier (whichever is higher).
– After leaving the body of another character, reduce their Dice Score by -1(T) on any Opposed Cognitive Saves against you until the end of the Combat Encounter. This effect does not stack.
Prerequisite – Neo-Tuffle Parasite subrace, Insight Score 12+
Hatred to Power
– As an Instant Action, you may reduce your Revenge Points to 0 to gain Ki Points equal to 3x the amount of Revenge Points you lost.
– Once per Combat Round, as an Instant Action, you may spend one use of Legacy of the Scholars to gain +1(T) Revenge Points.
Prerequisite – Neo-Tuffle Hatred Embodiment subrace, Scholarship Score 12+

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Rage Talents

Berserk Resolve
– While you are in Rage, increase your Soak by +2(T) and your Cognitive Saving Throws by +1(T), but decrease your Defense Value by -1(T).
– Once per Combat Encounter, while you are in Rage, you may use an Instant Action to regain +2d10(T) Life Points.
Prerequisites – Tenacity Score 10+
Burning Anger
– Once per Combat Round, while you are in Rage, if you successfully strike (hit) an opponent, reduce their Soak Value by -2(T) until the start of your next turn.
– Once per Combat Encounter, while you are in Rage, you may use an Instant Action to regain +2d10(T) Ki Points.
Prerequisites – Frenzy
Commander’s Fury
– While you are in Rage, your Minions are treated as if they’re in Rage. While your Minions are in Rage, increase their Tier of Power by +1 (see – Breakthrough).
– Increase your Minion’s Wound Rolls by +1(T).
Prerequisites – Master of Minions, Frenzy
Frenzy
– While using Rage, increase your Wound Rolls by +2(T).
– You automatically enter Rage when you are knocked through the Wounded Health Threshold.
Swift Wrath
– While you are in Rage, increase your Initiative by +1(T). This effect does NOT change your place in the Initiative order.
– While you are in Rage, you gain an additional Counter Action.
Prerequisites – Agility Score 10+, Alert

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Ranged Combat Talents

Close Range Shot
– When making Energy, Magic or Ballistic Attacks within the Melee Range of a target, increase the Wound Rolls for that Attacking Maneuver against that target by +2(T).
– Once per Combat Round, if you are in the Square adjacent to a target when you make an Energy or Magic Attack against them and you successfully strike (hit) them, you may make an Opposed Force or Spirit (whichever is higher for each combatant) Check against the target after the Wound Roll. If you lose, nothing happens. If you win, knock the target Prone.
Far Shot
– When making Energy, Magic or Ballistic Attacks against a target at Long Range, increase the Wound Rolls for that Attacking Maneuver against that target by +3(T).
– When making Energy, Magic or Ballistic Attack against a target outside of your Melee Range, increase your Strike Rolls against that target by +1(T).
Point Blank Shot
– When making an Unarmed Energy or Magic against an opponent that is adjacent to you, you may spend 5(T) Ki Points to increase the Damage Category of that attack by +1 (Standard becomes Direct, Direct becomes Lethal).
– Once per Combat Encounter, when you use the Energy Charge Maneuver while within the Melee Range of an opponent, you may use your declared Attacking Maneuver as an Out-of-Sequence Action as long as it is an Unarmed Energy or Magic Attack.
Prerequisite – Close Range Shot
Artillery Shot
– When making an Unarmed Energy or Magic Attack against an opponent, all opponents adjacent to that target are also targeted by that Attacking Maneuver.
– Once per Combat Encounter, when you are targeting an opponent outside of your Melee Range with an Unarmed Energy or Magic Attack you may spend up to 4(T) Ki Points to increase your Strike Roll by 1/2 of the Ki Points spent.
Prerequisite – Far Shot
Blaster Master
– Once per Combat Encounter, you may use an Ultimate Signature Technique of the Ki Manipulation or Magic Foundation that has already been used once this Combat Encounter.
– Select one Attack Type (Energy/Magic). While making an Unarmed Attack with your selected Attack Type, increase your Wound Rolls with the selected Attack Type by your Tier of Power Extra Dice.
Prerequisite – Artillery Shot and/or Point Blank Shot

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Skill Talents

Genius Designer
– Choose one Craft Skill specialization you possess. You may use that Craft Skill specialization for any type of Craft Skill Check.
– If you fail a Crafting roll, you may reroll once.
Prerequisite – Scholarship Score 8+, 2 Skill Ranks in any specialization of the Craft Skill
Practiced
– When you gain this Talent, select one Attribute. When you use any Skills related to your selected Attribute, increase the Natural Result for that Skill Check by +1.
– When making any Skill Check that uses your selected Attribute, roll 2d10, selecting the highest Natural Result and discarding the lower.
Pursuit of Knowledge
– Decrease your Critical Target by -1 on all Skill Checks.
– Gain +1 Skill Rank on 2 different Skills of your choice.
Prerequisite – Practiced
Stealth Strike
– Once per Combat Round, when you make an Attacking Maneuver against an opponent, you may force your opponent to make an Opposed Skill Check – their Perception against your Stealth. If they win, nothing happens. If you win, they suffer from the Guard Down Combat Condition against this Attacking Maneuver.
– If you successfully strike (hit) an opponent with the Guard Down Combat Condition, increase your Wound Roll by +2(T).
Prerequisite – 2+ Skill Ranks of the Stealth Skill
Assassinate
– Once per Combat Round, if you successfully strike (hit) an opponent with the Guard Down Combat Condition, you may increase the Damage Category of that Attacking Maneuver by +1.
– If you successfully strike (hit) an opponent with the Guard Down Combat Condition, increase your Wound Roll by an additional +1(T).
Prerequisite – Stealth Strike, 3+ ranks of the Stealth Skill
Master Assassin
– Once per Combat Round, you may use the ‘once per Combat Round’ effect of Assassinate or Stealth Strike an additional time.
– If you successfully strike (hit) an opponent with the Guard Down Combat Condition, increase your Wound Roll by an additional +1(T).
Prerequisite – Assassinate, 5+ ranks of the Stealth Skill, Tier of Power 4+
Splendid Cooking
– Increase the Grade Bonus from Common and Very Rare Ingredients by +1.
– When cooking, you may select one Dish you are creating. Within that Dish, you may select a Special Ingredient included in it – anyone who consumes this Dish will be able to use the effects of that Special Ingredient twice in a Combat Encounter (each by spending One Action, as usual).
Prerequisite – 2+ ranks of the Cooking Skill
Poisonous Cooking
– You automatically fail any Cooking Skill Check, but you still create a Dish. The Dish is known as a ‘Deadly Meal’. A Deadly Meal gives none of the usual benefits from cooking a Dish, but will inflict the Prone, Impediment, Guard Down, Shaken, Slowed and Fatigued Combat Conditions on any character that consumes it. At the start of each of their turns, they can attempt to make a Corporeal Save, TN Nearly Impossible to recover from the meal. If they fail, nothing happens. If they succeed, they lose all of the Negative Combat Conditions inflicted through this effect.

Any character who eats your Deadly Meal gains a penalty to their Attribute Scores equal to the bonus they would have otherwise gained from your chosen Ingredients and their respective Ingredient Grades.

You cannot gain any ranks of the Cooking Skill.
– Increase your Bluff Skill Check to make others believe your food is edible by +6. If they have consumed Poisoned Cooking you have made previously, you do not gain this bonus against them.
Prerequisite – 0 ranks of the Cooking Skill
Snack Fiend
– Once per Combat Encounter, you may reveal a Snack and consume it by spending One Action. Whenever you would make a Dish, gain +1 Snack. That Snack has all the same properties of that Dish and its benefits stack with it. When you consume a Snack, immediately regain +2d6(bT) Ki Points.
Prerequisite – 2+ ranks of the Cooking Skill
Terrifying Presence
– Once per Combat Round, if you knock an opponent through a Health Threshold or receive 0 damage from an Attacking Maneuver, you may use the Terrify Maneuver as an Out-of-Sequence Action.
– Increase your Strike and Wound Rolls by +1(T) against any target with the Shaken Combat Condition.
Prerequisite – 2+ Skill Ranks of the Intimidate Skill
Expert Pilot
– Increase all of your Dodge Rolls made with a Vehicle or a Battle Jacket by +1(T) for every 2 Skill Ranks of Piloting gained. If you have 5 Skill Ranks of Piloting, reduce your Critical Target when rolling Dodge Rolls while the Pilot of a Vehicle or a Battle Jacket by -1 (min. 7).
– You do not need to roll a Piloting Skill Check to Pilot a Vehicle or Battle Jacket.
Prerequisite – 2+ Skill Ranks of the Piloting Skill
Battlefield Doctor
– Once per Combat Round, if you use the Treatment Maneuver on an ally and succeed at the Skill Check, you may increase the amount of Life Points they regain by your Insight or Scholarship Modifier (whichever is higher).
– You may use the Treatment Maneuver on any Ally that is below a Health Threshold. If you do and succeed at the Skill Check, they no longer suffer any penalties for failing the Steadfast Save for that Health Threshold and regain +1d6(bT) Life Points.
Prerequisite – 2+ Skill Ranks of the Medicine Skill
Amorous Glance
– Once per Combat Round, you can spend One Action to target one Opponent – they must make an Opposed Morale Save against you. If they win, nothing happens. If you win, that target becomes your ally and cannot target you for any Attacking Maneuvers until the end of your next turn. If you make any Attacking Maneuvers against that character, this effect ends prematurely.

Opponents that are Pure of Heart and/or have an orientation which results in them having zero interest in the wearer automatically succeed at this Morale Save.
– Increase your Dice Score during any Opposed Morale Save by +1/3 of X while wearing Standard Clothing.
Prerequisite – Personality Score 12+
Charming Doff
– Once per Combat Round, if you Doff a piece of Apparel, all Opponents within 3 Squares of you must make an Opposed Morale Save against you. If they win, nothing happens. If they lose, a fountain of blood erupts from their nose – reduce that Opponent’s Life Points by an amount equal to their base Tenacity Modifier and they suffer from the Impediment Combat Condition on all Combat Rolls until the end of your next turn.

Opponents that are Pure of Heart and/or have an orientation which results in them having zero interest in the wearer automatically succeed at this Morale Save.
– Increase the Doff Bonus for removing Standard Clothing to +2/3 of X.
Prerequisite – Amorous Glance
Refined Sensor
– Once per Combat Round, when you use the Sense Maneuver, you may select one Opponent to focus your attention on. Increase the Natural Result of all Strike and Dodge Rolls against that Opponent by +2 until the end of your next turn.
– When you use the Sense Maneuver, if your Clairvoyance Skill Check would have beaten a TN of Very Hard and you beat an Opponent’s Concealment Skill Check, you become aware to the Z-Soul alignment of that character and if they are currently in their Transformation with the highest Tier of Power Requirement.
Prerequisite – 2+ Skill Ranks of the Clairvoyance Skill

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Specialization Talents

Archetype Focus
– Select one Attack Type (Physical/Energy/Magic/Ballistic). Decrease your Critical Target by -1 for Strike and Wound Rolls made with that Attack Type.
– When you first gain this Talent, select either Force or Spirit. Increase all Ability Checks made with your selected Attribute by +1(T).
Precision Kata
– When making a Strike Roll for the Attack Type you chose in Archetype Focus, decrease the Critical Target for that Combat Roll by an additional -1 (this cannot reduce your Critical Target lower than 7).
– If you score a Critical Result on your Strike Roll for an Attacking Maneuver made with your selected Attack Type from Archetype Focus, increase your Strike Roll by an additional +1(T).
Prerequisite – Archetype Focus, Force or Spirit Score 10+
Brutal Kata
– When making a Wound Roll for the Attack Type you chose in Archetype Focus, decrease the Critical Target for that Combat Roll by an additional -1 (this cannot reduce your Critical Target lower than 7).
– If you score a Critical Result on your Wound Roll for an Attacking Maneuver made with your selected Attack Type from Archetype Focus, increase your Wound Roll by an additional +2(T).
Prerequisite – Archetype Focus, Force or Spirit Score 10+
Ballistic Specialist
– Once per Combat Round, increase your Strike Rolls when using Ballistic Ranged Weapons by +1/2 of your Insight Modifier.
– Increase your Wound Rolls for your Ballistic Attacks by your Tier of Power Extra Dice. Additionally, you may Ki Wager up to 10(T) Ki Points on Ballistic Attacks.
Prerequisite – Archetype Focus (Ballistic)
Power Specialist
– Once per Combat Round, when making a Wound Roll for the Attack Type you chose in Archetype Focus, increase your Dice Score for that roll by +1/2 of your Force Modifier.
– When you score a Critical Result on your Wound Roll for your selected Attack Type, increase your Dice Score by +3(T).
Prerequisite – Archetype Focus (Physical or Energy)
Magic Specialist
– Once per Combat Round, when using a Magical Ability that causes you and your opponent to make an Opposed Saving Throw, increase your Dice Score for that roll by +1/4 (rounded up) of your base Spirit Modifier.
– Increase your Wound Rolls for your Magic Attacks by +1(T) for every Negative Combat Condition your target is suffering from (max. +4(T)).
Prerequisite – Archetype Focus (Magic)

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Super Stack Talents

Muscular Warrior
– Once per Combat Encounter, while you are below the Bloodied Health Threshold, you may gain +1 stack of Super Stack for the remainder of the Combat Encounter as an Instant Action.
– You no longer suffer the penalties from one instance of Super Stack.
Prerequisite – Force Score 14+
Hefty Muscle
– Once per Combat Round, if you fail to successfully strike (hit) an opponent with an Attacking Maneuver, you may choose to still roll the Wound Roll for that attack. If you do so, any target(s) of that attack suffer 1/4 (rounded up) of the Dice Score as Standard Damage, regardless of the Damage Category of the attack or any Combat Conditions currently applied to the target(s).
– Increase the Dice Category of the Extra Dice gained from Super Stack by +1 category.
Prerequisite – Muscular Warrior
Steel Muscle
– Once per Combat Round, if you fail to defend against an attack while using the Power Flare option of the Parry Maneuver, you may spend 4(T) Ki Points to increase your Dice Score by up to 1/2 of the amount of Ki Points spent. If this would cause your Dice Score to exceed your opponents, you successfully defend against the attack.
– Increase your Soak Value by 1/2 (rounded up) of the total Soak Value gained from Super Stack.
Prerequisite – Muscular Warrior

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Tactical Talents

Analytic Fighter
– You may spend One Action to survey the battlefield. Increase all of your Combat Rolls by +1/2 of your base Scholarship Modifier or +1/4 (rounded up) of your modified Scholarship Modifier (whichever is higher) until the end of your next turn. This Talent cannot stack with itself.
– Increase your Intuition Skill Checks by +2.
Prerequisite – Scholarship Score 10+
Strategic Attack
– Once per Combat Round, when you make an Attacking Maneuver, but before any dice are rolled, you can make an Opposed Ability Check – your Scholarship or Insight against that target’s Scholarship or Insight, whichever is higher. If you lose, nothing happens. If you win, your opponent must pay 8(T) Ki Points to use the Parry Maneuver against this Attacking Maneuver. This does not include the Ki Point Cost of any options of the Parry Maneuver that have them, which are paid in addition to this.
Prerequisite – Analytic Fighter, Scholarship Score 12+
Battlefield Tactician
– When an ally is making an Attacking Maneuver against an opponent, you may use the effects of the Strategic Attack Talent as if you were making the Attacking Maneuver.
– When you use the effects of Analytic Fighter to increase your Combat Rolls, target one opponent. While you are benefiting from Analytic Fighter, increase all of your ally’s Combat Rolls against that target by +1/4 of your Scholarship Modifier (rounded up).
Prerequisite – Strategic Attack, Scholarship Score 16+

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Taunt Talents

Taunt
– You may spend One Action to taunt all enemies within 6 Squares of you. Make Opposed Morale Saves against those enemies. Roll once and compare your results against each target’s result. If a target(s) wins, they are unaffected; any target that loses is considered a Taunted Target. The effects of Taunt last 2 Combat Rounds. Taunted is considered a Negative Combat Condition for rule purposes.
– Taunted targets have their damage reduced by -1/4 when attacking any of your allies. This does not apply if another character would use Intervene to take the damage from an Attacking Maneuver that targets the character who inflicted the Taunted condition.
Prerequisite – Personality Score 8+
Arrogant
– When making an Opposed Morale Save through the effects of the Taunt Talent, increase your Dice Score by +1(T). If all opponents are within 6 Squares of you, increase this bonus to +2(T) instead.
– Reduce all damage you take from Taunted opponents by -2(T).
Prerequisite – Taunt
Improved Taunt
– When you would spend One Action to taunt your enemies, you may either:

Select only one opponent within 6 Squares of you.
Select all opponents within 8 Squares of you, instead of 6.
– Taunted opponents have their damage reduced by -1/2 instead of -1/4 when attacking any of your allies. 
Prerequisite – Arrogant

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Teamwork Talents

Flexible Flanker
– If an ally is within the Melee Range of an opponent, increase all of your Strike and Wound Rolls made against that opponent by +1(T).
Supporting Defender
– If you are within the Melee Range of an opponent, increase all of your ally’s Dodge Rolls made against that opponent by +1(T).
Interpose
– Once per Combat Round, when you use the Intervene Maneuver, you may reduce the Damage Category of any damage you would suffer by -1 (Lethal becomes Direct, Direct becomes Standard). If the damage was already Standard Damage, reduce the amount of damage you would take by -2(T).
– You automatically succeed at the Impulsive Save to use the Intervene Maneuver.
Opportunist
– If an ally causes an opponent to get knocked through a Health Threshold and they fail their Steadfast Save, you can make any type of Attacking Maneuver against that opponent as an Out-of-Sequence Action.
Teamwork
– You may target an ally who is not at Long Range with the United Attack Maneuver. If you do, you move to a Square of your choice that is adjacent to that ally.
– Increase the maximum amount you can Ki Wager when using the United Attack Maneuver by x2.

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Technique Talents

Energy Control
– Select 1 of your Signature Techniques or Magical Abilities. Reduce the Ki Point Cost for that Signature Technique or Magical Ability by -2(T).
– Once per Combat Round, when making any type of qualifying Attacking Maneuver, you may increase its Ki Point Cost by +2(T) to add +1 rank of the Homing Advantage onto it. 
Prerequisites – Scholarship Score 8+ and/or Insight Score 12+
Favored Technique
– Select one Signature Technique you have access to; this becomes your Favored Technique. When using your Favored Technique, gain +1 free Energy Charge. If it is an Aura, increase the number of rounds it can remain active by 2 instead.
– When you gain this Talent, you gain a pool of 4(T) Technique Points. Each time you reach a new Tier of Power through increasing your Power Level, gain +4 Technique Points to add to this pool. This pool of Technique Points can only be used to add Advantages or remove Disadvantages from your Favored Technique.

Any Technique Points gained through Favored Technique do not count towards Quick to Master or the Earthling Genetic Splicing option.
Powerful Technique
– You may apply a free +2(T) Ki Wager to your Favored Technique for each Health Threshold you’re under, up to +6(T) at the Wounded Health Threshold.
– Once per Combat Encounter, if you are below the Injured Health Threshold, you may use your Favored Technique as an Instant Action by spending one Counter Action. 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).
Prerequisites – Favored Technique
Technique Master
– You can use 2 Signature Techniques during each Combat Round. They cannot be the same Signature Technique.
– All of your Signature Techniques and Magical Abilities gain Energy Control’s reduction to their Ki Point Cost.
Prerequisite – Energy Control
Ultimate Combination
– Once per Combat Encounter, when you successfully strike (hit) an opponent with a Signature Technique, you may choose to reduce the Dice Score of its Wound Roll by -1/4. If you do so, after applying Wound, you may use a Signature Technique of another Foundation as an Out-of-Sequence Action. The second Signature Technique you use has a free Ki Wager equal to the damage inflicted (after applying soak) by the first Signature Technique. You cannot use an Aura Signature Technique to trigger this effect or as a result of Ultimate Combination.
– You can select one additional Signature Technique to gain the benefits of Favored Technique and be classified as your ‘Favored Technique’. They must be of a different Foundation to your initial Favored Technique.

If you possess the Powerful Technique Talent, its effects apply to both the Signature Technique selected by the Favored Technique Talent and the Signature Technique selected by this effect of Ultimate Combination.
Prerequisites – Multi-Type Master, Technique Master, Favored Technique, ToP 3+
Quick Learner
– 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. Reduce the Dice Score of any Wound Rolls made by a Copied Technique by -2(T).

You can only possess one Copied Technique at any one time.
– 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.
Prerequisite – Scholarship and/or Personality Score 10+
Perfect Mimicry
– Once per Combat Encounter, when you declare a Signature Technique is a Copied Technique, you may use that Signature Technique immediately as an Out-of-Sequence Action. 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).
– Copied Techniques have no reduction to their Wound Rolls.
Prerequisite – Quick Learner, Personality Score 16+
Walking Library
– 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.
– You can possess up to two Copied Techniques at any one time.
Prerequisite – Quick Learner, Scholarship Score 16+

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Training Talents

Spirit Control
– When making any type of Attacking Maneuver, add 1/2 of its Ki Point Cost onto that Attacking Maneuver as a free Ki Wager.
– Learn one Magical Ability from the Spellbook that has a TP Cost of 15 or less that you meet the prerequisites for.
Prerequisite – ARC Permission (You can only gain this Talent through training with a Yardrat – you do not spend a Character Perk to gain this Talent)
Heavenly Training
– You are always treated as if you have the God Ki Aspect for the sake of all Traits and effects.
– When making a Strike or Dodge Roll, you may spend up to +2(T) Ki Points to increase their Dice Score by an equal amount.
Prerequisites – ARC Permission (You can only gain this Talent through training with a God or an Angel – you do not spend a Character Perk to gain this Talent)
Destruction Training
– You gain access to the Power of Destruction Legendary Trait (see – Ultra Ego), even if you do not have access to the Transformation.
– When making any type of Wound Roll, treat your Tier of Power as if it was +1 higher.
– Nothing can ignore any Prerequisites that list this Talent.
Prerequisites – ARC Permission (You can only gain this Talent through training with a God of Destruction or an Angel – you do not spend a Character Perk to gain this Talent)
Full Angelic Training
– You gain access to the Autonomous Ultra Instinct Legendary Trait (see – Ultra Instinct), even if you do not have access to the Transformation.
– When making any type of Dodge Roll, treat your Tier of Power as if it was +1 higher.
– Nothing can ignore any Prerequisites that list this Talent.
Prerequisites – ARC Permission (You can only gain this Talent through training with an Angel, when you are seen as a God of Destruction or an Ultra Instinct user – you do not spend a Character Perk to gain this Talent)

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Transformation Talents

Desperate Transformation
– Once per Combat Encounter, when you are attempting a Stress Test while underneath a Health Threshold, you can choose to activate this effect. Reduce your Life Points by -9(T) to increase your Stress Test Dice Score by +1(T). For each Health Threshold you are below after the first, reduce the penalty to your Life Points by 3(T). For example, if you are below the Wounded Health Threshold, only reduce your Life Points by -3(T).
– Increase your Stress Test Dice Scores by +1.
Prerequisite – Personality Score 10+
Inspiring Transformation
– Once per Combat Encounter, when you use a Transformation Maneuver to enter an Alternate Form or Legendary Form, you may declare that it is an Inspiring Transformation. When transforming into an Inspiring Transformation, all allies within 6 Squares of you gain Superiority until the end of your next turn.
– While using any Alternate Form or Legendary Form, increase the Natural Result of all your Persuasion Skill Checks by +1.
Prerequisite – Personality Score 12+, 2+ Skill Ranks of Persuasion
Overwhelming Transformation
– Once per Combat Encounter, when you use a Transformation Maneuver to enter an Alternate Form or Legendary Form, you may declare that it is an Overwhelming Transformation. When transforming into an Overwhelming Transformation, all opponents within 6 Squares of you that do not have a higher current Tier of Power than you suffer from the Shaken and Guard Down Combat Conditions against you until the end of your next turn.
– While using any Alternate Form or Legendary Form, increase the Natural Result of all your Intimidation Skill Checks by +1.
Prerequisite – Personality Score 12+, 2+ Skill Ranks of Intimidation
Transforming Initiative
– Once per Combat Encounter, when you transform, you may gain +1 additional Action to spend by the end of the current Combat Round.
– Once per Combat Encounter, when you transform, re-roll your Initiative. When you roll your new Initiative, increase your dice score by +1d6(T). If your new Initiative is equal to or less than your current Initiative, keep your current Initiative.
Prerequisite – Improved Initiative and either Inspiring Transformation or Overwhelming Transformation
Surging Strength
– Once per Combat Round, you may select a Transformation without the Dedicated Transformation Aspect you have access to. If any Natural Result between 1 and 5 on the d10 for the Stress Test Roll would meet the Stress Test Requirement of your selected Transformation, you may either:

• When making an Attacking Maneuver, Dodge Roll, or Parry Maneuver, you may transform into your selected Transformation for that Maneuver or Dodge Roll. Immediately afterward, you will return to your normal state.

• As an Instant Action, you may spend an amount of Ki Points equal to your selected Transformation’s current Stress Test Requirement. When you do, you will enter that Transformation until the start of your next turn. Afterward, you will return to your normal state.

These effects do not count as a Transformation Maneuver, and you do not need to roll a Stress Test to use these effects of Surging Strength. You do not count as falling out of a Transformation, or suffer from Stress Exhaustion using Surging Strength – even if the Transformation has the Exhausting Aspect. If you were already in a different Transformation when you use Surging Strength, you will return to that Transformation afterwards if you had to leave it to enter this form.

If you would use Surging Strength to stack a Transformation atop another Transformation, use the combined Stress Test Requirement (see – Stacking Strength) when calculating the Ki Point Cost of Surging Strength or to see if you meet the Stress Test Requirement with any result between 1 and 5. The effects of Step-by-Step Transformation do not affect the Stress Test Requirement of Transformations for the sake of Surging Strength.
– Increase your Stress Test Dice Score by +1.
Prerequisite – Personality Score 10+
Under Pressure
– Once per Combat Encounter, when you fail a Stress Test, you can spend Ki Points equal to your Transformation’s current Stress Test Requirement to automatically pass the failed test. You cannot reduce the Ki Point Cost of this effect by any means.
– Increase your Stress Test Dice Score by +1.
Prerequisite – Surging Strength or Desperate Transformation, ToP 3+
Specialized Transformation
– When you gain this Talent, select one Transformation to be your Specialized Transformation. When making a Stress Test for any stage of your Specialized Transformation, roll a 2d10, keeping the highest Natural Result and discarding the lower. This effect also applies to any Transformations that have access to your selected Transformation’s traits (any stage).
– Once per Combat Encounter, if you would enter a different Transformation through a Transformation Maneuver that can be used in conjunction with your Specialized Transformation, you may use a Transformation Maneuver to transform into your Specialized Transformation as an Out-of-Sequence Action.
Prerequisites – Under Pressure, ToP 4+

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Unarmed Combat Talents

Iron Fist
– Increase the Wound Rolls of your Unarmed Physical Attacks by +2(T).
– Once per Combat Round, if you successfully strike (hit) an opponent with a successful Unarmed Physical Attack, you may make an Opposed Force or Spirit (whichever is higher) Ability Check against that opponent. If they win, nothing happens. If you win, you may move them a number of squares equal to 1/2 of your Force Modifier in any direction. If the target is moved into or through an environmental terrain through this effect, double any damage they would suffer due to the Hardness Value.
Rapid Fist
– Increase the Strike Rolls of your Unarmed Physical Attacks by +1(T).
– Once per Combat Round, if you successfully strike (hit) an opponent with a successful Unarmed Physical Attack, you may make an Opposed Force or Spirit (whichever is higher) Ability Check against that opponent. If they win, nothing happens. If you win, your opponent cannot use the Movement Maneuver until the end of your next turn.
Penetrating Strike
– Once per Combat Round, if you successfully strike (hit) an opponent with a successful Unarmed Physical Attack, you may make an Opposed Force or Spirit (whichever is higher for each combatant) Ability Check against that opponent. If they win, nothing happens. If you win, increase the Damage Category of that Attacking Maneuver by +1 (Standard becomes Direct, Direct becomes Lethal).

The Attacking Maneuver cannot be a Signature Technique.
– Any Opposed Ability Checks you make for the effects of a Talent that has ‘Fist’ in its name or has a Talent with ‘Fist’ in its name in its Prerequisites, has its Dice Score increased by +1(bT).
Prerequisite – Iron Fist or Rapid Fist, Force Score 12+, Insight Score 12+
Supreme Fist
– Once per Combat Round, when you use an Unarmed Physical Attack, you may Ki Wager after successfully striking (hitting) an opponent. You can only Ki Wager up to 5(T) Ki Points this way.
– You may use the effects of Penetrating Strike with Signature Techniques.
Prerequisite – Penetrating Strike
Brawler
– Once per Combat Round, when you successfully inflict damage with an Attacking Maneuver to an Opponent with an Unarmed Physical Attack, you may use the Grapple Maneuver as an Out-of-Sequence Action.
– While you are Pinned, reduce the Damage Category of all Attacking Maneuvers made against you by -1.
Prerequisite – Iron Fist or Rapid Fist, Force Score 12+, Insight Score 12+
Wrestler
– Once per Combat Round, when you make a Grapple Check to maintain a Grapple as the Grappler, you may use an Opposed Force Ability Check instead. Any bonuses from Gigantic Grip are applied to your Force Ability Check when using this effect.
– Treat your Size Category as if it was +1 larger for the effects of Gigantic Grip.
Prerequisite – Brawler, Force Score 16+
Judo Training
– During your turn, if you successfully initiate a Grapple, you may choose to either throw that target or make an Attacking Maneuver against that target as an Out-of-Sequence action.
– Your Grapple Checks while already in a Grapple gain a bonus of +2(T).
Prerequisite – Brawler

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Weapon Talents

Weapon Specialist
– Reduce the penalty to Strike Rolls when using weapons by -2(T) to a minimum of 0.
– When you gain this Talent, you may add +1 additional Quality to a weapon of your choosing. If that weapon breaks or has become unavailable for any reason, you may spend 1 hour outside of a Combat Encounter to apply this benefit to another weapon. Only one weapon can benefit from the additional Quality granted by Weapon Specialist at a time.
Dual Wielding Specialist
– If you are wielding 2+ Weapons, you may use one of the following effects once per Combat Round:

•You may use a Basic Attack Maneuver as an Instant Action during your Turn.
•You may use the Block option of the Parry Maneuver without spending a Counter Action.
– While you are wielding 2+ Weapons, increase your Strike Rolls by +1(T).
Prerequisite – Weapon Specialist
Gunsmith
– At the end of each Combat Round, if you have spent 3+ Ammo during this Combat Round, you may use the Reload Maneuver as an Out-of-Sequence Action.
– Increase the maximum amount of Ammo all of your Ranged Weapons have by +2.
Prerequisite – Weapon Specialist
Heavy Weapons Specialist
– Ignore the penalty to your Strike Rolls from wielding a Two-Handed Weapon.
– Once per Combat Round, when making an attack with a Two-Handed Weapon, you can decrease your Strike Roll for that Attacking Maneuver by -1(T) to increase your Wound Roll for that Attacking Maneuver by an additional +2(T).

If you successfully strike (hit) an opponent with this Attacking Maneuver, double the penalty they suffer from Diminishing Defense.
Prerequisite – Weapon Specialist, Force or Spirit Score 10+
Iaijutsu Specialist
– Once per Combat Round, if you use an Instant Action to unsheathe a One-Handed Weapon, you may use a Basic Attack Maneuver using that Weapon as an Out-of-Sequence immediately afterwards. You may only use this effect if you are not wielding any additional Weapons.
– While you are not wielding any Weapon, increase your Dodge Rolls by +1(T). After each Armed Attack, you may sheathe the Weapon used as an Out-of-Sequence Action.
Prerequisite – Weapon Specialist
Weapon Master
– Decrease your Critical Target by -1 for Strike Rolls made with a Weapon.
– The additional Quality gained from Weapon Specialist applies to all Weapons.
Prerequisite – Any talent that has ‘Weapon Specialist’ as a prerequisite
Variant Fighter
– Once per Combat Round, when making an Unarmed Attack, if it is during the same Combat Round in which you made an Armed Attack, you may increase the Damage Category of that Attacking Maneuver to Direct if it is Standard currently.
– Once per Combat Round, when making an Armed Attack, if it is during the same Combat Round in which you made an Unarmed Attack, you may increase the Natural Result of the base d10 on that Strike Roll by +1.
Prerequisite – Weapon Specialist and either Iron Fist, Close Range Shot or Far Shot
Variant Champion
– Once per Combat Round, if you successfully strike (hit) an opponent with an Attacking Maneuver that is either an Armed Attack or an Unarmed Attack, you may make an Unarmed or Armed (respectively) Basic Attack Maneuver as an Out of Sequence Action, after the initial Attacking Maneuver has ended.
– While your Weapon is sheathed, all of your Unarmed Attacks reduce their Critical Target for all Strike and Wound Rolls by -1 (min. 7). While your Weapon is unsheathed, all of your Armed Attacks have their Wound Roll increased by +1(T).
Prerequisite – Variant Fighter, Tier of Power 3+

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Miscellaneous Talents

Designated Prey
– When you gain this Talent, select one Race (if you select Custom Species, you must pick a specific Race made through the Custom Species rules). All members of that race are your Designated Prey. Increase the Wound Rolls on all Attacking Maneuvers made against your Designated Prey by +1d4(T).
– Once per Combat Encounter, if your Designated Prey knocks you through a Health Threshold, you may enter the Rage Combat Condition immediately.
Drunken Fist
– If you have consumed Alcohol during a Combat Encounter, you may use the effects of Alcohol for the remainder of the Combat Encounter.
– Once per Combat Encounter, you may apply the effects of the Alcohol Special Ingredient without having consumed it.
Lucky
– Once per Combat Round, as an Out-of-Sequence Action, you can re-roll your base d10 on any type of roll. You must use the new result.
Masochistic Potential
– Once per Combat Round, you may harm yourself by spending One Action to reduce your Life Points until you are -1 Life Point below the Health Threshold just below your current one. If you do, you activate no effects of Traits that would activate for that Health Threshold but you may increase your Cognitive Save by +1(T) until the end of your next turn. This bonus cannot stack.
– Each time you are knocked through a Health Threshold, regain +4(T) Ki Points. This effect is not limited by the Health Triggers rule.
Prerequisite – Tenacity Score 10+, Personality Score 8+
Second Wind
– Once per Combat Encounter, you can perform an additional Surge Maneuver as an Instant Action.
– Once per Combat Encounter, if you would use a Power Surge while below the Injured Health Threshold, you may gain Superiority on all Combat Rolls until the end of your next turn.
Prerequisite – Personality Score 8+
Never Surrender
– Treat your Tier of Power as if it was +1 higher when making any type of Surge Maneuver.
– Once per Combat Encounter, you can add 1/4 of your base Personality Modifier onto your Dice Score for a Steadfast Saving Throw after you know the result.
Prerequisite – Second Wind, Personality Score 12+
Lion’s Heart
– For each Health Threshold you are below, increase the amount of Life Points and Ki Points regained through Surge Maneuvers by +1(T).
– Once per Combat Encounter, when you take an amount of damage that would reduce your Life Points to 0, you may use an available Surge Maneuver to use a Healing Surge before that damage is deducted from your Life Points.
Prerequisite – Never Surrender
Slow Starter
– You may automatically start any Combat Encounter with the effects of the Holding Back Maneuver active. While you are Holding Back, reduce the Ki Point Cost of all Maneuvers by -1(bT). Additionally, the first time in a Combat Encounter when you would remove all stacks of Holding Back, you may immediately gain the effects of the Legend Realized rules, even if you are not in a Transformation. You cannot choose to stop Holding Back during the same Combat Round you began using the effects of the Holding Back Maneuver.
– Increase all Clairvoyance and Concealment Skill Checks by +2.
Warm Up
– Once per Combat Encounter, while you are Holding Back, you can spend One Action to Warm Up until the end of your next turn. While you are Warmed Up, you cannot stop Holding Back but you may ignore the penalties of one stack of Holding Back to your Tier of Power (you still treat your Tier of Power as if it was lower for the sake of Ki Point Costs).
– The first time you stop Holding Back in a Combat Encounter that you have Warmed Up in, you may use the Power Up or Transformation Maneuver as an Out-of-Sequence Action. If you do, you cannot transform into a Transformation with the Long Transformation Aspect with this Transformation Maneuver.
Prerequisite – Slow Starter
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