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 certain power levels, you will get a character perk feature. Using perks you can take talents 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.

Ace Pilot (Talent)
– While piloting a Battle Jacket, increase your suit’s agility modifier by two (+2) to your dodge rolls; increase this value by one (+1) for each tier of power reached.
– When making a pilot check of any kind, roll 2d10, selecting the highest dice result and discarding the lower.
Restriction. Ace Pilot can only be used with a motorized vehicle of some type.
Alert (Talent)
– Increase your initiative by two (+2); increase this bonus by two (+2) for each tier of power reached.
– You can’t be surprised by seen or unseen opponents while you’re conscious.
Ambidextrous (Talent)
– When rolling to strike with a weapon in each hand increase your dice score by two (+2); increase this value by one (+1) for each tier of power reached.
– Increase your dodge by one (+1) while wielding a weapon in each hand, increase this bonus by one (+1) for each tier of power reached.
Prerequisite – Weapon Specialist Talent
Archetype Focus (Talent)
– Select ballistic, energy, magical or physical attack type. When rolling to strike with the selected attack type decrease the natural result requirement to score a critical roll by one (-1).
– Increase any single attribute score by two (+2).
Armor Proficiency (Talent)
– You can wear any type of armor without penalties.
– Increase the bonus you receive from armor by two (+2); increase the bonus by one (+1) for each tier of power reached.
Ballistic Specialist (Talent)
– Select one ballistic weapon you own, when using the select weapon you add your full Agility modifier to your strike rolls.
Prerequisite – Scholarship score eight (8+), Style Focus Talent (Ballistic)
Blitz Sweep (Talent)
– If you use blitz and move at least five (5) yards, you can push the target back a distance equal to half the distance you traveled.
– While using blitz, increase your total wound roll by two (+2); increase this bonus by two (+2) for each tier of power reached.
Brawler (Talent)
– If you win a grapple check, you increase your next roll against the grappled opponent by two (+2). Increase this bonus by two (+2) for each tier of power reached.
– When you are prone, during a grapple, treat all incoming damage as direct instead of lethal per the normal prone rule.
Prerequisite – Strength score ten (10+)
Close Range Shot (Talent)
– When making energy or ballistic attacks within five (5) squares of a target, increase the strike and wound rolls for the attack by two (+2); increase this bonus by two (+2) for each tier of power reached.
– Increase any single attribute score by two (+2).
Combat Tactician (Talent)
– When attacking a target that has a combat condition or defense value of zero, increase both your strike and wound natural results by three (+3); increase this bonus by three (+3) for each tier of power reached.
– Increase any single attribute score by two (+2).
Combat Expertise (Talent)
– At the start of your turn, you can can reduce your strike modifier to increase your defense value by an equal amount, or vice versa. You cannot reduce your strike modifier or defense value below zero (+0) in this manner. The effects will last until the start of your next turn.
Restriction. You can’t use both the effects in the same round or while the other is ongoing.
Cunning Evasion (Talent)
– During each round of combat, the first attack used against you doesn’t reduce your defense value; all subsequent attacks will inflict diminishing defense.
– When a counter action is used against you, increase your defense value against that counter action by two (+2); increase this effect by two (+2) for each tier of power reached.
Dauntless (Talent)
– When you reach a health threshold and pass your steadfast save, double your soak value against the next incoming attack against you.
– Increase any single attribute score by two (+2).
Dead Shot (Talent)
– You can aim a ballistic attack a number of actions equal to your scholarship modifier. After you declare that you are using Dead Shot, you can only use your actions to continue aiming or to launch the attack. If you select to aim longer the attack’s damage is increased. If you select to fire the attack you will target an enemy combatant and roll to strike. An aimed ballistic attack follows all its normal rules, however, for each action you aimed the attack increases its damage by by 1d6, increase this damage by +1d6 for each tier of power reached. While aiming, you grant enemy combatants the superiority combat condition against you.(See Attacking & Conditions)
Prerequisite – Sharpshooter Talent
Die hard (Talent)
– When making a steadfast save, roll 2d10, selecting the highest natural result and discarding the lower.
– Increase any single attribute score by two (+2).
Dynamic Talent (Talent). 
– Can’t find something you like? Nothing here for your specific character design? No problem, much like the rest of the game you can always create your own talent with the help and guidance of the Architect. We encourage you to come up with your own out-of-this-world talent to meet your play style and character needs.
Energy Control
– Select one (1) of your signature attacks or magical abilities. Then reduce its ki point cost by your Potency modifier, if you select a signature attack, or by you Spirit modifier if you select a magical ability. This can’t cause that attack or ability to be reduced by more than half. If the attribute modifier is increased the reduction is also increased.
– Increase any single attribute score by one (+1).
Prerequisite – Energy Slinger (Talent)
Energy Slinger (Talent)
– When making an energy attack, roll 2d10 on the wound roll, selecting the highest dice result and discarding the lower.
– If your strike roll is at least eight (8) higher than your target’s defense score, increase your wound roll by two (+2); increase this bonus by one (+1) for each tier of power reached.
Prerequisite – Potency score ten (10+)
Feral Counter (Talent)
– When making a Counter Maneuver, if you roll to wound a target(s) increase your natural result by two (+2), increase this bonus by one (+1) for each tier of power reached.
– Increase any single attribute score by two (+2).
Prerequisite – Wild Counter Talent
Fleet of Fist (Talent)
– If you successfully strike a target with the blitz maneuver, the target gains the combat condition impediment until the start of your next turn.
– When you use the maneuver blitz, treat the number of squares you moved as two (+2) higher than you actually moved. You must still pay the ki point cost for these two extra squares.
Prerequisite – Blitz Sweep
Fleet of Foot (Talent)
– When you use the maneuver Rapid Movement, your dodge score is increased, until the end of your next turn, by two (+2). Increase this bonus by two (+2) for each tier of power reached.
– Increase any single attribute score by two (+2).
Prerequisite – Improved Initiative Talent
Flexible Flanker (Talent)
– When attacking a target and an ally is within (2) square of the same target you gain a two (+2) bonus to both your strike and wound roll against that specific target. Increase this bonus by two (+2) for each tier of power reached. If there are two more allies near the target, then increase the bonus by one (+1) for each ally.
Fortitude (Talent)
– When rolling a steadfast save, increase your natural result by two (+2). This can cause you score a critical roll or stop you from scoring a botch result.
– Whenever you gain a power level, roll 2d10 for your life points, selecting the highest natural result and discarding the lower. This talent is retroactive. When you gain this talent you should recalculate you total life points.
Prerequisite – Die Hard Talent
Frenzy (Talent)
– While using the Manifested Power Rage, increase your wound rolls by three (+3), increase this effect by three (+3) for each tier of power reached.
Prerequisite – Using Manifested Power Rage
Gunslinger (Talent)
– When making a ballistic attack, roll 2d10, selecting the highest natural result and discarding the lower.
– While using a ballistic attack, increase your wound roll by two (+2); increase this bonus by two (+2) for each tier of power reached.
Improved Initiative (Talent)
– Increase your initiative by two (+2); increase this bonus by one (+1) for each tier of power reached.
– If you are first in the initiative order, you gain two (+2) to all strike rolls during the first round of combat. Increase this bonus by one (+1) for each tier of power reached.
Prerequisite – Agility score ten (10+)
Instinctual Dodge (Talent)
– When making a dodge roll, roll 2d10, selecting the highest natural result and discarding the lower.
– Increase any single attribute score by one (+1).
Prerequisite – Cunning Evasion Talent
Iron Fist (Talent)
– While not wielding a weapon in either hand increase your physical wound roll score by two (+2); increase this bonus by two (+2) for each tier of power reached.
– When you attack and inflict damage to a combatant with a successful physical attack while not using a weapon, you can use the same maneuver to attempt a grapple against the target.
Keen Eye (Talent)
– When making any range attack (Energy or Ballistic) roll 1d8 and subtract the natural result from the distance between you and the target. If you are using the distance metric ‘squares’ subtract a number of squares equal to the natural result of your dice roll. If you are using the distance metric ‘yards’ subtract a number of yards equal to the natural result of your dice roll multiplied by three (3)

Example, if a target is ten (10) squares away from you; they are considered at long range. (See Attacking & Conditions). Subtract the natural result of Keen Eye from the distance between you and the target. If you roll a six (6), subtract six from the distance between you and the target. Making the range four (4) squares – the target is no longer considered at long range.
Lucky (Talent)
– Once per round as an instant action, you can spend three (3) ki points to re-roll a single natural dice result. You must use the new result. If you re-roll a result do not apply any of its effects, only apply the effects of the second result. Increase the cost by three (+3) for each tier of power reached. The ki point cost does not apply to your capacity rate for the round.
– Increase any single attribute score by two (+2).
Martial Prowess (Talent)
– When making a physical attack, roll 2d10 on the wound roll, selecting the highest dice result and discard the lower.
– When making an physical attack, if your strike roll is at least eight (8) higher than your target’s defense score, increase your wound roll by two (+2); increase this bonus by one (+1) for each tier of power reached.
Master-At-ARms (Talent)
– You do not suffer penalties to strike rolls for wielding a weapon in one or more hands.
– Decrease the natural result requirement to score a critical roll when you are wielding a weapon, by one (-1). Your requirement can’t become lower than seven (7) from master-at-arms talent.
Metamorese Fusion (Talent)
– You can perform Metamorese Fusion with another character, even if that character does not possess this talent.
– Increase any single attribute score by two (+2).
Mushin – (Talent)
– When making dodge rolls, you score a critical when your natural result is nine (9) or higher.
– Increase any single attribute score by one (+1).
Prerequisite – Instinctual Dodge
Pursuit of Knowledge (Talent)
– Select one (1) skill you are proficient with. When making a skill check that involves the selected skill, you score a critical on a natural result of eight (8) or higher.
– When using non-proficient skills you add two (+2) to your dice score. Increase this bonus by two (+2) for each tier of power reached.
Prerequisite – Practiced Talent
Practiced (Talent)
– If you are asked to make a skill check, you can add three (+3) to the skill check dice score. Increase this bonus by three (+3) for each tier of power reached.
– When making any skill check, roll 2d10, selecting the highest natural result and discarding the lower.
Powered Strike (Talent)
– When rolling to strike, you can reduce your strike modifier to increase your wound dice score by an equal amount. Until the start of your next turn your strike modifier is reduced by the same amount.
Prerequisite – Strength or Potency or Spirit score ten (10+)
Opportunist (Talent)
– If you cause an enemy to reach a health threshold and they fail their steadfast save, you can immediately take one (1) out-of-sequence action.
Prerequisite – Agility score ten (10+)
Oozaru Focus (Talent)
– While using the Alternate Form Great Ape, reduce the rage ability’s target number requirement by two (-2) plus your current power level. This can cause the target number to become zero (0), at which point you can ignore the ability.
Overwhelming Transformation (Talent)
– While in any transformed state, increase all intimidation skill checks by +1d6, increase this bonus by a number of 1d6s equal to the stage value of the transformation. As an example, if you are using stage two transformation your bonus would by +3d6 to intimidation checks.
– Upon transformation, all combatants who witness the transformation must make a easy TN cognitive save. If you fail, you will suffer from the combat condition impediment until the end of the round. During your turn, you can spend an action and attempt another cognitive, TN very easy, save to end the effects of impediment.
Resolve (Talent)
– When suffering lethal damage from any source, you can reduce the total damage by two (-2) to a minimum of one; this reduction increases by two (+2) for every tier of power reached.
Prerequisite – Tenacity or Personality score five (5+)
Saiyan Tail Resistance (Talent)
A Saiyan’s tail no longer causes them agonizing pain when squeezed. An enemy grabbing your tail has no effect.
Prerequisite – Saiyan Race, Tenacity score eight (8+)
Second Wind (Talent)
– Once per combat encounter you can spend two (2) actions to perform a Surge Maneuver. You can use either Healing surge or Power surge ability when using second wind.
Prerequisite – Personality score eight (8+)
Sharpshooter (Talent)
– When using a ballistic weapon, your target does not gain any benefits from cover or any bonus to their dodge at long range.
– Before you roll to make a ballistic attack, you can choose to take a negative five (-5) penalty to your strike roll. If you do, increase the damage of your attack by +1d8. Increase the negative penalty by five (+5) and the damage bonus by +1d8 for each tier of power reached.
Prerequisite – Trigger Man Talent
Stealth Strike (Talent)
– Once per turn, you can make an Agility (Stealth) check against a target. (See Core Rules – Conceal) If you are successful, the target is considered to have the Guard Down combat condition against your next attack. Stealth Strike count as an instant maneuver and can be used in conjunction with other maneuver
Prerequisite – Stealth Proficiency Rank – Trained
Style Expert (Talent)
– Select ballistic, energy, magical or physical attack type. When rolling to wound with the selected attack type decrease the natural result requirement to score a critical roll by one (-1).
– Increase any single attribute score by two (+2).
Prerequisite – Archetype Focus Talent
Trigger man (Talent)
– At the beginning of a combat encounter, after the initiative has been established and before the first round starts, you may make one (1) out-of-sequence ballistic attack without any modifiers. When making the attack the target counts as having the guard down combat condition. This attack cannot be used if there has been a surprise round. The attack also doesn’t count towards diminishing defense.
– Increase the dice score of all wound rolls made for range weapons by two (+2); increase this bonus by two (+2) for each tier of power reached.
Prerequisite – Gunslinger Talent
Under Pressure (Talent)
– Select one known transformation when gaining this talent, the selected transformation’s (including all its stages) stress test is reduced by two (-2). Increase this effect by two (+2) for each tier of power reached.
– Reduce the number of rounds from stress exhaustion caused by the transformation by one (-1).
– This talent can be taken once per transformation and stacks with other effects or abilities that reduce your stress test.
Prerequisite – Tenacity or Potency and Personality score ten (10+)
Undying determination (Talent)
– When you reach zero (0) life points make a steadfast save. If you fail, nothing will happen. If you pass the check, you will immediately take a out-of-sequence turn. Pause combat and carry out your bonus turn. Increase your actions by one (+1) during your bonus turn. Combat will resume after your turn is finished.
– Increase any single attribute score by two (+2).
Prerequisite – Fortitude Talent
Vigor (Talent)
– When you reach a wound threshold, your soak value is increased by two (+2), increase this effect by one (+1) for each tier of power reached.
– Increase any single attribute score by two (+2).
Weapon Specialist (Talent)
– When rolling to strike with a weapon increase your dice score by three (+3); increase this value by one (+1) for each tier of power reached.
– You can take up two (2) additional weapon qualities on a single weapon of your choice.
Wild Counter (Talent)
– When making a Counter Maneuver, if you roll to strike a target(s) increase your natural result by two (+2), increase this bonus by one (+1) for each tier of power reached.
– Increase any single attribute score by two (+2).
Willpower (Talent)
– Choose one (1) saving throw. You are especially proficient at using the selected saving throw. When making a check with the selected save you will score a critical on natural results of eight (8) or better.
– When making any check with the selected saving throw, roll 2d10, selecting the highest natural result and discarding the lower.

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