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

Combat Expertise
– At the start of your turn, you can reduce your Strike Modifier by up to double your Tier of Power 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.
Restriction. You can’t use both the effects in the same round or while the other is ongoing.
Cunning Evasion
– 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 +2(T).
Prerequisite – Combat Expertise
Powered Strike
– When rolling to Strike, you can reduce your Strike Modifier by up to 1/2 (rounded up) of your Strike Modifier to increase your Wound Rolls until the start of your next turn by an equal amount. Until the start of your next turn, your Strike Modifier is reduced by the same amount.
– Increase your Insight or Force Score by +2.
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, you score a Critical when your natural result is 9 or higher.
– Increase your Agility Attribute Score by +2.
Prerequisite – Cunning Evasion
Focused Strike
– When rolling to Strike, roll 2d10 on your Strike Rolls, selecting the highest Natural Result and discarding the lower.
– Increase your Insight Score by +2.
Prerequisite – Powered Strike
Master of Self
– Once per Combat Round, you may spend up to 3(T) Ki Points to add that same amount to your Strike Roll.
– Increase your Strike Rolls by +1(T) per Tier of Power difference between you and your opponent.
– Increase your Insight Score by +2.
Prerequisite – Focused Strike
Mushin
– Once per Combat Round, when making a Dodge Roll, you may spend up to 2(T) Ki Points to gain an equal amount to your Dodge Roll.
– Increase your Dodge Rolls by +1(T) per Tier of Power difference between you and your opponent.
– Increase your Agility Score by +2.
Prerequisite – Instinctual Dodge

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Apparel Talents

Armor Training
– The Break Value of your Armor is not reduced by -1 when you reach a Health Threshold.
– Reduce the Strike Penalty from Armor by -1(T).
Weighted Fighter
– When you remove your Weighted Clothing, you may use the Throw Maneuver as an Out-of-Sequence Action to throw that piece of Apparel. If it successfully strikes (hits) a target, they must make a Force Ability Check with the weight’s Force Score Requirement as the TN. If they pass, nothing happens. If they fail, they are knocked Prone.
– Reduce the Dodge Penalty from wearing Weights by -1(T).

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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 any single Attribute Score by +2.
Fortitude
– When rolling a Steadfast Saving Throw, increase your natural result by +2. This can cause you to score a Critical roll, or stop you from scoring a Botch result.
– Increase your Life Points by +3 per Power Level.
Prerequisite – Diehard Talent
Undying Determination
– Once per Combat Encounter, when you reach 0 Life Points, 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. Pause combat and carry out your actions. Increase your number of Actions by +1 during your bonus turn if your Dice Score on your Steadfast Save was 8+. Combat will resume after your 3 Out-of-Sequence actions are finished. You are not classified as defeated until these 3 Out-of-Sequence actions are used.
– While you are below the Wounded 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 your Life Points are below 5(T), you can exchange this additional Counter Action for a normal Action.
Prerequisite – Fortitude

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Minion Talents

Master of Minions
– Once per Combat Round, you may use the Command Maneuver as an Instant Action.
– Increase your Personality Score by +2.
Prerequisite – Personality Score 10+
Minion Coordinator
– Once per Combat Encounter, your Minions can use a Surge Maneuver.
– Once per Combat Round, you may select one Minion as an Instant Action. They gain Superiority on all Combat Rolls until the end of your next turn.
Prerequisite – Master of Minions
Minion Mark
– Spend One Action to reduce your Minion’s Life Points by -2(T) and increase their Attribute Modifiers by +1(T).
– Even if your Minions lack Counter Actions, they may use the Intervene Counter Action if you are targeted for an attack. Reduce their Life Points by -3(T) when they use this extra action. If this would reduce their Life Points to zero, 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 Tier of Power and Power Level matches yours. Their Life Points and Ki Points become equal to 1/2 of yours. They gain a number of Minion Traits equal to their new Tier of Power. If your Tier of Power increases, so does their own and they gain an additional Minion Trait.

Unlike other Minions, Ascended Minions grow stronger with you and therefore when your Tier of Power increases, they gain the bonuses as if they were made at your current Tier of Power.
– 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
– 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 +1(T) until the end of your next turn; this stacks to a maximum of +3(T). When you reduce another Minion’s Life Points to 0 using this talent, extend this effect by one Combat Round.
Prerequisite – Minion Mark, Personality 20+

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Mobility Talents

Blitz Sweep
– If you use a Blitz Maneuver and move at least 5 Squares, you can push the target back a distance equal to the distance you traveled.
– While using a Blitz Maneuver, increase your total Wound Roll by +2(T).
Fleet of Fist
– 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 Blitz Maneuver, you may treat the number of Squares you moved as up to +2 higher than you actually moved. You must still pay the Ki Point Cost for these two extra Squares.
Prerequisite – Blitz Sweep
Footwork
– Once per round, when a target that is within 1 Square of you moves outside your Melee Attack Range, you can immediately move up to your full Ground Speed towards that same enemy. This movement does NOT provoke a Counter Action against you.
– Increase your total Ground Speed by +1(T).
Prerequisite – Agility Score 12+
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 in this way, ignore the penalty to your Dodge Rolls from using the Energy Charge Maneuver until the start of your next turn.
–  Increase your Agility Score by +2.
Prerequisite – Footwork
High Speed Ace
– Increase your Ground Speed by +1(T) and your Flight Speed by +2(T). If you have moved 5 or more 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 Flight Speed rather than your Ground Speed.
Prerequisite –  Footwork, Agility Score 16+
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 move any number of squares up to the difference between the number of squares you moved for your attack and your maximum Flight Speed. You do not pay Ki Points for this movement and 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
– Spend One Action to strike a fabulous pose! Select one opponent within 6 squares of you. Roll a Performance 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. You may only use this effect once per opponent per Combat Encounter.
– Increase any single Attribute Score by +2.
Prerequisite – Personality Score 10+
Dynamic Pose
– Spend One Action to strike a powerful pose. Increase all Combat Rolls by 1/2 your Personality modifier until the end of your next turn. This talent cannot stack with itself.
– Increase any single Attribute Score by +2.
Prerequisite – Personality Score 10+
Joyful Pose
– Spend One Action to strike an enchanting pose! All allies within 4 squares of you must make a Morale Saving Throw, TN Medium. If they fail, nothing happens. If they succeed, they gain a bonus of +1(T) to all Saving Throws and Ability Checks until the start of your next turn. Joyful Pose can only be used once per Combat Round.
– Increase any single Attribute Score by +2.
Prerequisite – Personality Score 10+
Double Pose
– You may choose to hold One Action until another allied character’s turn. During their turn, if they use the effects of a talent with ‘Pose’ in its name you may immediately use the same effect even if you do not have the talent for it or use the effect of a different talent with ‘Pose’ in its name, except Double Pose or Team Pose. Increase the duration of these effects by +1 Combat Round. You can only use the effects of Double Pose once per Combat Encounter and only if your ally is within 4 squares of you when they use the effect of a ‘Pose’ talent.
– Increase your Personality Score by +2.
Prerequisite – Any Talent with ‘Pose’ in its name.
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 Skill Check, TN Medium. If they fail, they do not count as a member of the Team Pose. All members of a Team Pose gain Superiority until the end of the next Combat Round. For each member (excluding yourself) who joins, all members of the Team Pose regain +2(T) Ki Points. You can only use this effect of Team Pose once per Combat Encounter.
– Once per Combat Encounter, you may use the effect of Dynamic Pose, Dramatic Pose or Joyful Pose as an Instant Action.
Prerequisite – Double Pose

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Racial Talents

Android

Enhanced Optics
– When you lock-on to a new target, you no longer suffer from the Guard Down Combat Condition. Additionally, increase the bonus from using Lock On to +3(T).
– You may reduce your Defense Value by -2(T) until the start of your next turn to switch your Lock-On target during your turn.
Prerequisite – Android Race, Insight Score 10+
Masterful Integration
– Once per Combat Round, you may use an Instant Action to destroy one of your integrated items to use one of the following effects:
• Immediately use the Power Up Maneuver as an Out-of-Sequence action.
• Immediately use the Energy Charge Maneuver as an Out-of-Sequence Action.
• Immediately gain +1 Counter Action to use by the start of your next turn.
– You may treat this talent as if it was ‘Weapon Specialist’ for the prerequisite requirement of other talents.
– Increase your Tenacity Score by +2.
Prerequisite – Android Race (Machine Mutant Subrace)
Inbuilt Weaponry
– Once per Combat Round, when you use a Signature Technique, you can add up to +2 Generic Weapon Qualities to the attack. Instead of Generic Weapon Qualities, Physical Signature Techniques can also have Melee Weapon Qualities and Energy Signature Techniques can also have Ranged Weapon Qualities.
– Increase your Tenacity Score by +2.
PrerequisiteAndroid Race (Infinite Energy/Energy Absorption Subraces)

Arcosian

Callous Strike
– You can retain the bonus from Brutal Assault until you successfully strike (hit) a target.
– When you use a Signature Technique that would benefit from Brutal Assault, gain the maximum bonus to your Wound Roll from Cruel Intentions for this attack.
Prerequisite – Arcosian Race, Force Score 8+
Ice Cold Rebuttal
– When you pass your Steadfast Saving Throw, you may immediately make an Out-of-Sequence Action to make a basic attack against an opponent. You cannot Ki Wager on this attack.
– All options of Keratinous Plating gain one of the following effects (you decide upon taking this talent):
• “Reduce all damage you take by -1(T).”
• “Increase all damage you inflict by +1(T).”
Prerequisite – Arcosian Race, Tenacity Score 8+
Ruthless Whip
– When you attack with your Prehensile Tail, treat your target’s Soak Value as -2(T) lower.
– Your Tail Attack gains +1 Advantage as if it was a Martial Arts Foundation Super Signature Technique. This Advantage must have a Technique Point cost of 8 or lower.
Prerequisite – Arcosian Race, Agility Score 8+

Bio Android

Cellular Expansion
– Your Stamina Drain Maneuver gains +1 Advantage as if it was a Martial Arts Foundation Super Signature Technique. This Advantage must have a Technique Point cost of 8 or lower.
–  Increase one Attribute Score that was increased by your Genetic Traits by +2.
Prerequisite – Bio Android Race
Genetic Focus
– Select one of the races you chose with your Genetic Trait. You count as that race in addition to being a Bio Android. This allows you to qualify for that race’s racial requirement on transformations or talents. Additionally, you can choose to trade a Genetic Trait for that race for a Racial Trait from that race. If you select a Racial Trait that would grant you access to a transformation, you gain it immediately but if it has multiple stages, you only gain the first stage of that transformation (you may still gain the higher stages of that transformation through traditional means later).

For each trait in a transformation that lists a Racial Trait you do not possess, increase the Attribute Modifier Bonus of one Attribute of your choice for that transformation by +1 (you cannot select the same Attribute multiple times through this effect).
– Gain one of the Attribute Score increases of your selected race.
Prerequisite – Cellular Expansion, ToP 2+, you do not possess the Biodiversity Talent
Biodiversity
– Choose another race from the Genetic Trait list. You gain one of their Genetic Traits and their full Attribute Score increase.
–  If you use the Stamina Drain Maneuver against an opponent whose race is included in your chosen Genetic Traits, increase your Wound Roll by +1d4(T).
Prerequisite – Cellular Expansion, ToP 2+, you do not possess the Genetic Focus Talent

Earthling

Dragon Fury
– You can use Eye of the Dragon twice per Combat Round.
– When you use Last Resort, maintain the maximum Ki Wager from Eye of the Dragon but reduce the amount of Life Points lost by 1/2.
Prerequisite – Earthling Race, Tenacity Score 10+
Heart of the Earthling
– Once per Combat Encounter, when you reach the Bloodied Health Threshold, roll 2d8(T) and heal that amount of Life Points.
– When you reach any Health Threshold, you gain the Combat Condition Superiority on your next Combat Roll.
Prerequisite – Earthling Race
Shapeshifter Diploma
– You can remain in any transformation caused by the Shapeshifter Beast-Man trait indefinitely. If your Life or Ki Points reach 0, you automatically return to your normal form.
– Increase the TN to spot imperfections in your transformation from Hard to Nearly Impossible.
Prerequisite – Shapeshifter Beast-Man Trait
Technical Prowess
– When using a Signature Technique that benefits from Quick to Master, you may use both effects instead of choosing one.
– 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 Power Level.
Prerequisite – Earthling Race, Insight Score 10+

Majin

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 Score 8+
Durable Rubber
– When you roll for Elastic Regeneration’s Healing Surge, add your Tenacity Modifier to the result.
– Increase the Soak Value bonus from Bouncy Body to +3(T).
Prerequisite – Majin Race, Tenacity Score 10+
Magical Mumbo Jumbo
– Gain another option from Spellbound.
– Reduce the Ki Point cost of all Spellbound options by -1(T).
Prerequisite – Majin Race, Force Score or Spirit Score 8+

Namekian

Demonic Warning
– When using Telepathic Warning to target an ally, that ally automatically succeeds on the Cognitive Saving Throw Check.
– When you use a Power Surge Maneuver, increase your Wound Rolls by +2(T) until the end of your next turn.
Prerequisite – Namekian Race, Personality Score 8+
Genius Warrior
– Add 1/2 of your bonus from Intelligent Fighter to your Wound Rolls.
– When you perform the Intervene Maneuver you can spend an additional 6(T) Ki Points to use the Parry Maneuver’s Deflect ability with no Action or Ki Point Cost.
Prerequisite – Namekian Race, Insight Score 8+
Wisdom of the Dragon
– Increase your Healing Surge Maneuvers by +1d8(T). Additionally, increase the healing from the Cellular Proliferation Racial Trait by +1(T).
– When restoring Life Points to any other combatant, increase the amount they receive by +1d6(T).
Prerequisite – Namekian Race, Spirit Score 8+

Saiyan

Low Class Saiyan
When you use the Transformation Maneuver for the first time in a Combat Encounter, gain +1 stack of Battle Born.
When you gain a Power Surge through the Blood of the Warrior Racial Trait, you may make a basic attack as an Out-of-Sequence action. You cannot Ki Wager on this attack.
Prerequisite – Saiyan Race, you do not possess the Saiyan Elite Talent
Saiyan Elite
– Gain Mastery of the first stage of the Oozaru Alternate Form and the Fake Moon Magical Ability. If you permanently lose access to your tail, you may immediately choose to lose access to the Fake Moon Magical Ability to gain +10 Technique Points. If you do so, you may spend 1 hour outside of any Combat Encounter to make a new Signature Technique or Magical Ability or improve an existing Signature Technique through adding new Advantages or removing Disadvantages by spending your current number of Technique Points.
– You gain Soak Value equal to 1/2 your Force Modifier instead of 1/4 of your Force Modifier through Powerful Physique.
Prerequisite – Saiyan Race, you do not possess the Low Class Saiyan Talent
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. If you permanently lose access to your tail, you may immediately replace this talent with another talent of your choice that you meet the prerequisites for.
– Once per Combat Round, you can make a Tail Attack if you still have your tail. A Tail Attack is an Instant Action and can be any type of Basic Physical Attack. Your tail benefits from the Bludgeoning Melee Weapon Quality as if it was a weapon. It is still treated as unarmed for all other effects.
– When rolling to decide when your tail regrows, reduce the result by -20 to a minimum of 1.
Prerequisite – Saiyan Race, Tenacity Score 8+

Shinjin

Kiri Transfer
– 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, you may immediately use the Empower Maneuver as an Instant Action to transfer the stolen ki points to an ally within 8 Squares of you. (See Actions & Combat).
– Increase the amount of Ki Points you gain through Kiri Drain to 3/4 of the amount the target(s) lost.
Prerequisite – Shinjin Makaio subspecies
Potential of Shinjin
– Increase the bonus when you Botch from Celestial Potential to +7.
–  Increase the bonus Extra Dice when you score a Critical from Celestial Potential to 1d8.
Prerequisite – Shinjin Race
Tea Ceremony
– When you succeed at the Cognitive Saving Throw for Inner Peace, gain Superiority on one Combat Roll of your choice until the start of your next turn.
– Increase your Cognitive Saving Throw by +1(T).
Prerequisite – Shinjin Kaio subspecies

Tuffle

Vindication
– Using a Surge Maneuver or Combat Recovery Maneuver gives you +1(T) Revenge Points. 
– Increase the maximum number of Revenge Points you can possess by +2(T).
Prerequisite – Tuffle Race, Tenacity Score 8+
On the Shoulders of Giants
– When using Legacy of the Scholars, increase your dice score by +1(T) for that Combat Roll. This effect does not stack if you use Legacy of the Scholars on the same roll multiple times.
– Once per Combat Round, for each time you’ve used Legacy of the Scholars this Combat Round, you may increase one of your unaffected Combat Rolls by +1.
Prerequisite – Tuffle Race, Scholarship Score 12+
Tuffle Parasite
– After leaving the body of a character you possessed, reduce their Cognitive Saving Throw during Opposed Cognitive Saves against you by -1(T). This can only affect a number of characters equal to your Tier of Power. To apply this effect to another character after meeting the maximum number of characters, you must choose one character to not be affected by it anymore.

Characters can remove this effect by spending One Action to make a Morale Saving Throw, TN Hard. If they fail, nothing happens. If they pass, the effect is removed.
– Minions automatically fail the Opposed Cognitive Save against Tuffleization.
Prerequisite – Tuffle Race, Insight Score 10+

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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).
– Increase your Tenacity Score by +2.
Prerequisites – Tenacity Score 10+
Burning Anger
– While you are in Rage, if you successfully strike (hit) an opponent, reduce their Soak Value by -1(T) until the start of your next turn.
– When you enter the Rage Combat Condition, you may activate a Power Surge Maneuver as an Instant Action, even if you have already used one this Combat Encounter.
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, treat them as if they were +1 Tier of Power higher.
– Increase your Minion’s Wound Rolls by +1(T).
Prerequisites – Minion Master, Frenzy
Frenzy
– While using Rage, increase your Wound Rolls by +2(T).
– You automatically enter Rage when you reach the Wounded Health Threshold.
Swift Wrath
– While you are in Rage, increase your Initiative by +2(T).  This actually affects your place in the turn order, and if you would gain Initiative Bonus with your new Initiative, you benefit from it immediately.
– 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 the attack by +2(T).
– 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, make an Opposed Force or Spirit (whichever is higher) 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 or Ballistic Attacks against a target within your Melee Range, increase your Wound Rolls by +1(T).
– When making Energy or Ballistic Attacks against a target outside of your Melee Range, while you are not within their Melee Range, increase your Strike and Wound Rolls by +1(T).
Prerequisite – Close Range Shot
Magical Adept
– Whenever you would use your Force or Spirit Modifier, you may instead use either your Force Modifier or your Spirit Modifier. This does not apply to the Super Stack rule and cannot be used if you would apply both Modifiers simultaneously.
– Learn one Magical Ability from the Spellbook that has a TP Cost of 15 or less.
Prerequisite – Close Range Shot
Magical Blaster
– Whenever you use a Magic Foundation Signature Technique or a Magical Ability, reduce its Ki Point cost by -2(T) to a minimum of 1(T). Any excess reduction with a Signature Technique can be added onto its Wound Roll as a Ki Wager.
– Learn one Magical Ability from the Spellbook that has a TP Cost of 15 or less.
Prerequisite – Close Range Shot
Artillery Shot
– When making an Energy or Ballistics Attack against an opponent, all opponents within their Melee Range are also targeted by the attack and must roll a Dodge Roll against your Strike Roll. You only make one Strike Roll.
– When you use the Energy Charge Maneuver twice in a Combat Round for an Energy or Ballistics Attack, gain Superiority to the Strike Roll for that attack.
Prerequisite – Far Shot
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, 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 one additional Advantage.
•When you use a Signature Technique, it is treated as an Ultimate Signature Technique.
•When you use a Signature Technique, reduce your opponents’ Ki Points by an amount equal to 1/4 of the Wound Roll. You gain that many Ki Points.
•When you use a Signature Technique or Magical Ability, you may reduce its Ki Point cost by 1/2.
•When you use a Magical Ability, you may use it again as part of the same action. You still pay its Ki Point cost.
•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.
Prerequisite – Magical Adept or Magical Blaster, you do not possess Master of Martial Arts

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Specialization Talents

Archetype Focus
– 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 -1.
– Increase any single Attribute Score by +2.
Style Expert
– 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 -1, to a limit of 7.
– Increase any single Attribute Score by +2.
Prerequisite – Archetype Focus
Brutal Kata
– Select Ballistic, Energy, Magical or Physical Attack type. Roll 2d10 on those Wound Rolls, selecting the highest Natural Result and discarding the lower.
– If your Strike Roll is at least 8 higher than your target’s Dodge Roll, increase your Wound Roll by +2(T).
Prerequisite – Archetype Focus, Force or Spirit Score 10+
Ballistic Specialist
– At the start of combat, select one Ranged Weapon you own; when using the selected weapon, you add your full Agility modifier to your Strike Rolls instead of 1/2.
Prerequisite – Style Expert (Ballistic), Scholarship Score 8+
Force Specialist
– Select either Energy Attacks or Physical Attacks when you gain this talent. When rolling to Wound with your selected type of attack, you may add 1/2 of your Agility Modifier on your Wound Rolls.
– Increase your Agility Score by +2.
Prerequisite –  Style Expert (Physical or Energy), you do not possess the Strike Specialist Talent.
Magic Specialist
– When using a Magical Ability that causes you and your opponent to make an Opposed Saving Throw, increase your relevant Saving Throw by 1/4 of your Spirit Modifier (rounded up) for that roll.
– Increase your Spirit Score by +2.
Prerequisite –  Style Expert (Magic)
Strike Specialist
– Select either Energy Attacks or Physical Attacks when you gain this talent. When rolling to Strike with your selected type of attack, you may add 1/4 of your Force Modifier on your Strike Rolls.
– Increase your Force Score by +2.
Prerequisite – Style Expert (Physical or Energy), you do not possess the Force Specialist Talent.
Energy Control
– Select 1 of your Signature Techniques or Magical Abilities, then reduce its Ki Point Cost by your Force Modifier (if you select a Signature Technique) or your Spirit Modifier (if you select a Magical Ability). This can’t cause that Technique or Ability to be reduced by more than 1/2. If the Attribute Modifier is increased the reduction is also increased.
– Increase your Force or Spirit Attribute Score by +2.
Prerequisite – Brutal Kata
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, 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 one additional Advantage for that attack.
•When you use a Signature Technique, it is treated as an Ultimate Signature Technique for that attack.
•When you use a Signature Technique, you may increase its Strike or Wound roll by 1/2 of your Force Modifier.
•When you use an Ultimate Signature Technique, increase your Wound Roll by +1(T) for each instance of Energy Charge it has. This costs 2 MAP.
•When you use a basic attack you may give it one Advantage from its related Foundation.
•When you use an attack with a weapon, you may give it one additional Quality for that attack.
•When in an Energy Duel or Rush Clash, you may add your Force Modifier as a free Ki Wager to one of the rolls.
•You may reload a weapon as an Instant Action.
– You can make a Signature Technique that costs up to 20TP for free.
PrerequisiteStrike Specialist or Force Specialist, you do not possess Archwizard
Technique Master
– You can use two Signature Techniques per Combat Round. They cannot be the same Signature Technique.
– All of your Signature Techniques and Magical Abilities gain Energy Control’s reduction to the Ki Point Cost.
Prerequisite –  Energy Control

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Speed Talents

Alert
– Increase your Initiative Roll by +2(T).
– You can’t be surprised by seen or unseen opponents while you’re conscious.
Improved Initiative
– Increase your Initiative Roll by +1(T).
– During the first round of combat, if you attack a target with a lower Initiative than your own, you get +2(T) to all Strike Rolls against that target.
Prerequisite – Alert, Agility Score 10+
Fleet of Foot
– When you use the Maneuver Rapid Movement, your Defense Value is increased, until the end of your next turn, by +2(T).
– Increase any single Attribute Score by +2.
Prerequisite – Improved Initiative

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Tactical Talents

Analytic Fighter
– Spend One Action to target one opponent. Your Combat Rolls against that target are increased by 1/2 of your Scholarship Modifier (rounded down) until the end of your next turn. The bonus from Analytic Fighter cannot be stacked with itself.
–  Increase your Scholarship Score 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 against your opponent’s Scholarship or Insight attribute, whichever is higher. If you lose, nothing happens. If you win, your opponent cannot use a Counter Action against this attack.
–  Increase your Scholarship Score by +2.
Prerequisite – Analytic Fighter
Battlefield Tactician
– Once per Combat Round, 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 benefit from the bonuses from Analytic Fighter, all of your allies receive a bonus equal to 1/4 of your Scholarship Modifier (rounded up) to their Combat Rolls against that target. This effect does not stack with the bonuses gained from Analytic Fighter.
Prerequisite – Strategic Attack

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Taunt Talents

Taunt
– Use One Action to taunt all enemies within 6 Squares of you. Roll Opposed Cognitive Saves you will 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 Combat Condition for rule purposes.
– Taunted targets have their damage reduced by 1/4 when attacking any other combatant but you.
Prerequisite – Personality Score 8+
Arrogant
– Increase your Cognitive Saving Throw by +2(T) when using the Talent Taunt.
– Increase your Soak Value by +1(T) while the Taunt Talent is active.
– Increase any single Attribute Score by +2.
Prerequisite – Taunt
Improved Taunt
– Increase the radius at which you can use Taunt by +2 Squares for a total range of 8 Squares.
– Increase the reduction of a Taunted target’s damage against other combatants by 1/2.
– Increase either your Personality or Insight Score by +2.
Prerequisite – Arrogant

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Technique Talents

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.
– Increase your Force or Spirit Score by +2.
Powerful Technique
– You may apply a free +1(T) Ki Wager to your Favored Technique for each Health Threshold you’re under, up to +3(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 a 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
Specialty Spell
– Select one Magical Ability you have access to; this becomes your Specialty Spell.  When using your Specialty Spell, you may apply 1 appropriate Magical Effect for free, without increasing the Ki Point Cost.  Magical Abilities from the Spellbook may apply any Magical Advantage that is available to any Foundation.
– Increase your Force or Spirit Score by +2.

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Transformation Talents

Astounding Transformation
– You cannot gain this effect more than once per stage, during a Combat Encounter. When you enter an Alternate Form or Legendary Form, you may declare that it is an Astounding Transformation. When using this Talent, all combatants within 8 Squares of you must take a Morale Saving Throw, Medium TN. If they pass, nothing happens. If any combatant fails, they count as having the Impediment Combat Condition until the start of your next turn.
– Increase your Personality Score by +2.
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 Roll by +1(T). For each Health Threshold you are below after the first, reduce the penalty 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 rolls by +1.
Prerequisite – Tenacity, Force or Personality Score 10+
Hardened Transformation
– When you gain this talent, select one transformation you have access to. Once per Combat Encounter, when you first enter that transformation, or any stage of that transformation if it has stages, you may choose to automatically succeed at the next two Saving Throws for the Rampaging and/or Power High Aspects.
– Increase your Stress Test rolls by +1.
Prerequisite – Tenacity, Force or Personality Score 10+
Inspiring Transformation
– Select one transformation; this talent affects all stages of the selected transformation. When you transform, all allies within 4 Squares of you can immediately make a Morale Saving Throw, TN Medium. If an ally passes the check, they are granted the Combat Condition Superiority on one type of Combat Roll (Strike/Dodge/Wound) until the end of their next turn.
– Increase your Personality Score by +2.
Prerequisite – Personality Score 12+
Overwhelming Transformation
– You cannot gain this effect more than once per stage, during a Combat Encounter. When you enter an Alternate Form or Legendary Form, you may declare that it is an Overwhelming Transformation. When using this Talent, all combatants within 8 Squares of you must take a Morale Saving Throw, Medium TN. If they pass, nothing happens. If any combatant fails, they count as having the Shaken Combat Condition until the end of their next turn.
– While in any transformed state, increase all Intimidation Skill Checks by +2(T).
Transforming Initiative
– Once per Combat Encounter, when you transform, you gain one additional Action to spend by the end of the current 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 and gain Combat Condition Superiority until the end of the round.
Prerequisite – Improved Initiative and either Astounding, Inspiring or Overwhelming Transformation, Agility Score 10+
Surging Strength
– Once per Combat Round, as an Instant Action, you may spend an amount of Ki Points equal to a transformation’s current Stress Test value (or the combined Stress Test values if attempting to use an Enhancement Power with another transformation). When you do, you will enter that transformation for the remainder of the Combat Round. Afterward, you will return to your normal state. This does not count as a Transformation Maneuver. You do not count as falling out of a transformation, or suffer from Stress Exhaustion using Surging Strength. 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.
– You can pay double the cost of a transformation’s current Stress Test in Ki Points instead to remain in the transformation. Roll a Stress Test at the start of your next turn and then follow Stress Test rules accordingly.
– Increase your Stress Test rolls by +1.
Prerequisite – Tenacity Score, Force Score, or Personality Score 10+
Under Pressure (Talent)
– Once per Combat Encounter, when you fail a Stress Test, you can spend Ki Points equal to your transformation’s current Stress Test Value to automatically pass the failed test. You cannot reduce the Ki Point Cost of this effect by any means.
– Reduce the number of rounds you suffer from Stress Exhaustion by -1.
– Increase your Stress Test rolls by +1.
Prerequisite – Surging Strength, Desperate Transformation, or Hardened Transformation
Specialized Transformation
– When you gain this talent, select one transformation you have access to. When making a Stress Test for any stage of that 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).
– If your transformation is an Alternate Form or Legendary Form, increase the effects of Legend Realized for each stage by +1d4(T). If your transformation is an Enhancement Power, you may choose to increase or reduce the level of one Aspect that transformation already has access to by +/-1, if your transformation gains Aspects due to a trait – apply those first and then you can apply this effect.
Prerequisites – Under Pressure, Tier of Power 3+

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Unarmed Combat Talents

Iron Fist
– While not wielding a weapon in either hand, increase your Physical Wound Roll score by +2(T).
– When you attack and inflict damage to a combatant with a successful Physical Attack while not using a weapon, once per Combat Round, you may attempt to grapple as an Out-of-Sequence Action or move your opponent a number of squares in any direction equal to 1/2 of your Force Modifier.
Adept Warrior
– While unarmed, when fighting a target that is a Size Category smaller than you, increase all Wound Rolls by +2(T).
– While unarmed, when fighting a target that is a Size Category larger than you, increase all Strike Rolls by +1(T).
Prerequisite – Iron Fist, Force Score 10+
Brawler
– If you win a Grapple Check, you increase your next roll against the grappled opponent by +1(T).
– When you are Prone, during a grapple, treat all incoming damage as Direct instead of Lethal per the normal Prone rule.
Prerequisite – Iron Fist, Force Score 10+
Battle Blitz
– At the beginning of a Combat Encounter, before any character takes any Actions, you can spend One Action to make an Out-of-Sequence Blitz Maneuver against one opponent within range. You cannot Ki Wager on this attack.
– Increase your Force or Agility Score by +2.
Prerequisite – Adept Warrior
Pinpoint Strike
– When your unarmed Physical Attack’s Strike Roll beats your opponents’ Dodge Roll by six or more, increase the Damage Category by one tier (Standard becomes Direct, Direct becomes Lethal).
– Increase your Force or Insight Score by +2.
Prerequisite – Adept Warrior
Ground Fighter
– While in a grapple, if you use “Moving a Target” (See Actions & Combat) your speed is not reduced if you fail your Force Ability 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 +2(T). If they hit a piece of terrain, treat the Hardness Value of that piece of terrain as if the value is 1 higher.
Prerequisite – Brawler
Judo Training
– During your turn, if you successfully initiate a grapple, you gain +1 Action to use against the grappled target, to use by the end of your current turn.
– Grapple checks while grappling have +2(T).
Prerequisite – Brawler
Supreme Fist
– Once per Combat Round, when you use an unarmed Physical Attack, you may Ki Wager after successfully Striking (hitting) an opponent up to 5(T) Ki Points.
– Once per Combat Round, when you make an unarmed Physical Attack, you can treat your Melee Range as if it was +4 Squares larger.
Prerequisite – Battle Blitz or Pinpoint Strike
Restraining Counter
– If you successfully use the Parry Maneuver Block or Guard (See Actions & Combat), you can immediately spend One Action and use the Grapple Maneuver against the attacking target.
– When making a grapple check, increase your dice score by +2(T).
Prerequisite – Ground Fighter or Judo Training

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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 choice. 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.
Ambidextrous
– While you are wielding 2+ One-Handed Weapons, you gain +1 Counter Action that can only be used for the Block Parry Maneuver.
– Increase your rolls for the Block ability of the Parry Maneuver by +1(T).
Prerequisite – Weapon Specialist
Quick Strike
– At the beginning of a Combat Encounter, after the Initiative has been established and before the first round starts, you may make one Out-of-Sequence Weapon Attack, but you cannot Ki Wager on this attack. Before you make this attack, you may move up to your Ground Speed. This attack cannot be used if there has been a surprise round. The attack also doesn’t count towards Diminishing Defense.
– Up to 3 additional times per Combat Round, you may use an Instant Action to sheathe or unsheathe a Weapon.
Prerequisite – Weapon Specialist, Agility Score 10+
Heavy Weapons Specialist
– When you are wielding a Two-Handed Weapon, you may treat your Tier of Power as if it was +1 higher for the sake of calculating the Tier of Power Extra Dice for your Wound Roll.
– Once per Combat Round, when making an attack with a Two-Handed Weapon, you can choose to decrease your Strike Roll for that attack by -2(T). If you do so, your opponent suffers a penalty of -1(T) from Diminishing Defense for that attack, instead of the usual -1.
Prerequisite – Weapon Specialist, Force Score 10+
Master-At-Arms
– Once per Combat Round if you are wielding at least two weapons, you can make a Weapon Attack as an Instant Action. You cannot Ki Wager on this attack.
– The Counter Action gained from Ambidextrous does not need to be used for the Block Parry Maneuver, it can be used for any maneuver that requires a Counter Action.
Prerequisite – Ambidextrous
Iaijutsu
– All of your weapons gain the Hidden quality. If you use a weapon for the Quick Strike talent’s attack at the beginning of a combat encounter, your opponent automatically fails their Opposed Skill Check to identify that weapon.
– Once per Combat Round, if you use an Instant Action to sheathe your weapon, you may make a Weapon Attack against a target within range beforehand as an Out-of-Sequence Maneuver. You cannot Ki Wager on this attack.
Prerequisite – Quick Strike
Weapon Master
– When rolling to Strike with a Weapon, decrease the natural result requirement to score a Critical Roll by -1.
– The additional Quality gained from Weapon Specialist applies to all Weapons.
Prerequisite – Any talent that has ‘Weapon Specialist’ as a prerequisite

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Miscellaneous Talents

Ace Pilot
– While piloting a Battle Jacket, increase your suit’s Agility Modifier by +1(T) to your Dodge Rolls.
– When making a Pilot Check of any kind, roll 2d10, selecting the highest Natural Result and discarding the lower. If you have the Practiced Talent, roll 3d10 instead and select the highest dice result and discard the lower two.
Restriction. Ace Pilot can only be used with a motorized vehicle of some type.
Assessment
– By spending One Action, you can perform an assessment of an opponent of your choice. Make an Opposed Skill Check, your Investigation or Perception against their Bluff or Perception (whichever is higher). If you lose, nothing happens. If you win, you cannot attempt to use Assessment again against the same opponent and your ARC must inform you of 3 things from the following list about the opponent (your choice):
• If they are below any Health Thresholds and if so, which is the lowest.
• One of their Attribute Modifiers (you pick, you can choose this multiple times).
• One of their Saving Throws (you pick, you can choose this multiple times).
• One of their Talents (if any, you can choose this multiple times and each time a different talent has to be given).
• The Advantages and Disadvantages of a Signature Technique they have used in this Combat Encounter.
– Increase your Scholarship Score by +2.
Prerequisite – Scholarship Score 16+ and Qualified Investigation or Perception
Backed Into A Corner
– When you are knocked through a Health Threshold, you may gain +1 stack of Super Stack.
– Increase your Soak by an additional +1 for each stack of Super Stack you have.
Prerequisites – Force Score 10+
Combat Tactician
– When attacking a target that has a negative Combat Condition or Defense Value of 0, increase both your Strike and Wound rolls by +2(T).
– Increase any single Attribute Score by +2.
Dead Shot
– You can use the Energy Charge Maneuver for Ballistic Attacks. This is referred to as Aiming.
Prerequisite – Insight Score 10+
Effective Defenses
– When using the Parry Maneuver, reduce the Ki Point Cost required by 1/2 to a minimum of 3.
– If you use the Parry Maneuver when you Guard against an attack, reduce its total damage by +1d8(T). This effect is in addition to any other damage reduction modifiers you are entitled to.
Flexible Flanker
– When attacking a target and an ally is within Melee Range of the same target, you gain a +1(T) bonus to both your Strike and Wound Rolls against that specific target. If there are two or more allies near the target, then increase the bonus by a flat +1 for each additional ally.
Genius Designer
– Choose one Craft Skill Proficiency you possess.  You may select another specialization of the Craft Skill you don’t have Proficiency in, and apply that specialization to the chosen Skill Proficiency.
– If you fail a Crafting roll, you may reroll once.
Prerequisite – Scholarship Score 8+, Craft Proficiency Trained
Heavenly Training
– You are treated as having God Ki for the purposes of traits and effects that differ if you have God Ki, and can sense God Ki even while you do not have the God Ki Aspect.
– At the start of each Combat Round, while you are in a transformation that has the God Ki Aspect, you may choose one opponent. You may choose if that opponent is treated as if they have God Ki or not for the effects of all of your traits that would differ depending on if they are treated as if they have God Ki or not.
– While you have the God Ki Aspect, at the start of each Combat Round you gain 2(T) Godly Ki Points to use by the end of the Combat Round, even if you do not have access to Godly Powers (see – Godly Powers Legendary Trait). 
Prerequisites – ARC Permission (You must have some degree of training with a divine figure)
Interpose
– When you use the Intervene Maneuver, treat all damage you suffer from the intercepted attack as Standard Damage, regardless of any other rule.
– Increase any single Attribute Score by +2.
Keen Eye
– When making any ranged attack (Energy or Ballistic), roll 1d8 and subtract the natural result from the distance between you and the target.
Example: if a target is 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 6, subtract six from the distance between you and the target, making the range 4 Squares – the target is no longer considered at Long Range.
Ki Deception
– Once per Combat Round, when using a Basic Energy Attack, you can choose to perform a Ki Deception by spending an additional 4(T) Ki Points. A Ki Deception attack has Superiority on the Wound Roll. When you make a Ki Deception attack, you can select to do one of the following:
– (1). Roll an Opposed Cognitive Saving Throw against your target. If they win, nothing happens. If they lose, the target loses an additional -1(T) Defense Value due to Diminishing Defense from your Ki Deception attack – process the rest of the attack as normal.
– (2). Roll an Opposed Cognitive Saving Throw against your target. If they win, nothing happens. If they lose, they suffer from Guard Down against your attack.
Prerequisite Force Score 8+, Insight Score 8+
Lucky
– Once per Combat Round, as an Instant Action, you can spend 3(T) Ki Points to re-roll the dice of a single roll. 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 +2.
Multi-Type Attacker
– The first time you would use a Physical Attack in a Combat Round, increase the Strike or Wound Rolls of your Energy Attacks by +1(T) until the start of your next turn (you choose).
– The first time you would use an Energy Attack in a Combat Round, increase the Strike or Wound Rolls of your Physical Attacks by +1(T) until the start of your next turn (you choose).
– Increase your Force Score by +2.
Prerequisite – Iron Fist or Weapon Specialist, Close Range Shot
Multi-Type Master
– Once per Combat Round, when you successfully strike (hit) a target with an Energy Attack, if you have at least One Action remaining, you may use the Movement Maneuver as an Instant Action to move directly towards an opponent up to your maximum Ground Speed. If you use this effect, your next action must be a Physical Attack.
– When you gain an action through Bonus Momentum, you may choose to instead gain two actions. One action must be used for a basic Physical Attack, while the other must be used for a basic Energy Attack.
Prerequisite – Multi-Type Attacker
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 1/2. 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. The effects of the Powerful Technique talent 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, Favored Technique
Opportunist
– If you cause an enemy to reach a Health Threshold and they fail their Steadfast Saving Throw, you can immediately take 1 Out-of-Sequence Action.
Prerequisite – Agility Score 10+
Pacifistic Warrior
–  Increase your Wound Rolls by +1(T) for each ally who is below the Bloodied Health Threshold. Increase your Strike Rolls by +1(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.
Prerequisite – Good Z-Soul unrelated to violence or directly against it
Patient Fighter
– When you roll for Initiative, you may reduce your Initiative by up to -2(T). You can either increase one of your Combat Rolls (Strike/Dodge/Wound) for 2 Combat Rounds by an equal amount or increase the Initiative Roll of any ally by an equal amount.
– If your Initiative is the lowest in the turn order by 10 or more, you gain Initiative Advantage. This does not prevent other characters from gaining Initiative Advantage through the traditional method.
Prerequisite – Scholarship and Insight Scores 10+
Power of the Z-Warrior
– Up to a number of times equal to your Tier of Power per Combat Session, you can change the natural result of one d10 to the natural result of 10. This will cause you to score a Critical result. You can not change the results of a die rolled from a Critical.
Prerequisite – All Attribute Scores 10+
Practiced
– When you gain this talent, select one Attribute. When you use any skills related to your selected Attribute, increase your dice score for the Skill Check by +1(T).
– When making any Skill Check that uses your selected Attribute, roll 2d10, selecting the highest natural result and discarding the lower.
Pursuit of Knowledge
– Select 2 Skills you are Proficient with. When making a Skill Check that involves either of the selected Skills, you score a Critical on a natural result of 8 or higher.
– Gain +3 Skill Proficiencies to allocate as you please.
Prerequisite – Practiced
Resilience
– Increase your Soak value by +1(T).
– You are considered to always have a Defense Value of 2 or greater, regardless of your current Diminishing Defense.
Prerequisite – Tenacity Score or Personality Score 6+
Resolve
– When suffering Lethal Damage from any source, you can reduce the total damage by -2(T), to a minimum of 1.
– You suffer from Diminishing Defense every two attacks, instead of every attack.
Prerequisite – Resilience, Tenacity Score or Personality Score 12+
Ruthless Aggression
– If the target of your attacks is 5+ Power Levels lower than your Power Level, increase all of your Wound Rolls against that target by +1d10(T).
– If you reduce a Minion’s Life Points to 0, you gain +1 additional Action to use against another Minion character.
Prerequisite – Power Level 6
Second Wind
– Once per Combat Encounter, you can perform an additional Surge Maneuver even if you’ve already used a Surge Maneuver previously. You can use either the Healing Surge or Power Surge ability when using a Second Wind.
Prerequisite – Personality Score 8+
Slow Starter
– You may automatically start any Combat Session with the effects of the Holding Back Maneuver active. While you are Holding Back, reduce the Ki Point cost of all maneuvers by -1(T). Additionally, the first time in a Combat Encounter when you would stop 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 +1(T).
Stealth Strike
– Once per turn, you can make an opposed Agility (Stealth) Check against a target’s Insight (Perception). If you are successful, the target is considered to have the Guard Down Combat Condition against your next attack. Stealth Strike counts as an Instant Action, and can be used in conjunction with another maneuver.
Prerequisite – Stealth Proficiency Rank – Trained
Swaggering Wager
– Once per Combat Encounter, you may select one of the following restrictions. After three Combat Rounds have passed, at the start of your next turn, remove the restriction and gain Combat Condition Superiority until the end of your turn. When you gain Superiority through Swaggering Wager, increase the effects of that instance of Superiority by an additional +1d4(T).
Restrictions.
One. You are limited to the amount of limbs you can fight with; reduce all Combat Rolls by -2(T).
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, treat your Tier of Power as one lower for the duration of this restriction.
Prerequisite – Personality Score 10+
Boundless Confidence
– When you use Swaggering Wager, you may apply up to two more restrictions. For each extra restriction applied, increase the dice size of the additional d4s gained along with Superiority from Swaggering Wager by +1 Dice Category (at Tier of Power 2, 2d4 becomes 2d6 and then 2d8).
– When the restriction(s) from Swaggering Wager would end, you may instead choose to increase the amount of Combat Rounds remaining by +2. At the end of every Combat Round while you are suffering from the restriction(s) of Swaggering Wager, regain +1d4(T) Ki Points.
Prerequisite – Swaggering Wager
Teamwork
– When an ally declares that they are using the Combination Maneuver you can, on your turn, also declare you are using the same maneuver with the same defined activation and response activation as them – the selected ally’s turn must come BEFORE your turn as normal. This allows multiple allies to use the Combination Maneuver together with the same selected ally.
– When adding your Strike Roll and Wound Roll Dice Scores to the selected ally’s attack, add 1/2 instead of 1/4 to the total.
– Increase one Attribute Score by +2.
Vigor
– While you are below any Health Threshold, increase your Soak Value by +1(T). This stacks for each Health Threshold, to a maximum bonus of +3(T) at Wounded.
– Increase any single Attribute Score by +2.
Wild Counter
– When using the Block ability of the Parry Maneuver, if you successfully defend against the attack, you may make an Out-of-Sequence basic Physical Attack against the attacking target. You cannot Ki Wager on this attack.
– Increase your Strike Rolls when using a Counter Action by +1(T).
Feral Counter
– When using a Counter Action, if you roll to Wound a target(s), increase your Wound Roll by +2(T).
– Increase any single Attribute Score by +2.
Prerequisite – Wild Counter
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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