Talents

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Arcane Talents

Feat Prerequisites Description
Motionless Spell Mage I, Arkana 3 Create spells that do not require the caster to gesture. 6 spell points and +5 DC.
Ritual Arcana Eldritch Knowledge or Minor Arkana or Mage Perform and lead arkane rituals to utilize powerful Arkanas.
Memorize Ritual Ritual Arkana, Lore (Arkana) 3 Memorize one ritual that you can now perform without the aid of a spellbook. You must have lead or performed this ritual successfully three times in order to be able to memorize it.
Ritual Scroll Creation Ritual Arkana, Craft (Arkana) 1 TBD => Create scrolls of rituals to add to spell books
Spell Focus Mage I Choose one spell that you know and have successfully cast. Reduce the DC of casting that spell by 1.
Speak Language: High Arkane Eldritch Knowledge or Minor Arkana Learn to read and decipher the High Arkane language used for Arkana rituals.
Spell Points Mage I or Minor Arkana Gain 3 additional spell points with which to create spells.
Scroll Transcription Mage I, Craft (Arkana) 1 TBD => Create scrolls of spells you have created to make it easier for others to learn your spell.
Subvocal Spell Mage I, Arkana 3 Create spells that do not require the caster to speak. Gain the ability to add the "Silent Spell" ability to any spell you create for 5 spell points and +3 DC.

Martial Talents

Feat Prerequisites Description
Counter Attack Melee Skill 3, Counter Make an attack a reaction when you beat an opponent’s attack roll by with Dodge or Block by 3 or more successes
Counter Roll Melee Skill 2, Counter Make a movement tumble a number of squares/meters/yards equal to your speed when you beat an opponent’s attack roll by 2 or more successes. An Acrobatics test may be required to avoid provoking more attacks, move through another character's space or move over difficult terrain.
Dash Martial Focus, Acrobatics 1 Spend 1 Martial Focus to increase movement speed by 2 for 1 turn. This ability does not stack with itself.
Defensive Knock Back Athletics 3,Block 3 When using a melee weapon or shield to block, knock your attacker back one square if your opposed block roll beats their Melee Skill roll by 3 or more.
Distracting Shot Martial Focus I, Combat Maneuver 2 Expend one Martial Focus to make a Combat Maneuver roll against an opponent's Dodge at range. If they fail their Dodge roll then the target loses a number of actions equal to the number of successes they lost by.
Cut through Weapon Group Focus, Level 5, Melee 3 Increase the armor penetration of weapons for which you have Weapon Group Focus by 1
Cut through II Weapon Group Focus II, Level 11, Melee 4 Increase the armor penetration of weapons for which you have Weapon Group Focus II by 2
Drive Back Melee Skill 2, Martial Focus I Expend 1 Martial Focus to push an enemy back one square on your next attack; this attack deals no damage. A successful Dodge or Block roll negates this effect.
Fast Jam Recovery Martial Focus I, Ballistic Skill 2 Recover more quickly from a weapon jam or misfire. Expend 1 Martial focus to clear the jam in 1 action. Reloading after recovering from the jam weapon also takes half the normal time
Hamstring Melee 3 Next attack reduces targets movement speed by 2 for a number of rounds equal to your agility. 3 actions and counts as an attack.
Improved Range Martial Focus 1, Awareness 3, Any Ballistic Skill 2 Expend 1 Martial Focus to reduce the penalties for firing at Medium or Long range by 1.
Leap Attack Athletics 2, Acrobatics 2, Melee 2 Take an Acrobatics check (DC set by GM) as part of a charge to leap over or off of an obstacle. The attack gains an additional +1 bonus to the normal bonuses from charging.
Long Throw - Increase the range for thrown weapons you wield by 3 meters (squares/yards).
Penetrating Punch Martial Artist You unarmed melee attacks bypass a number of armor points equal to half your Strength, rounded down (minimum of 1).
Penetrating Punch II Penetrating Punch, Melee 4 Your unarmed melee attacks now bypass a number of armor points equal to 2 plus half your Strength, rounded down (minimum of 3).
Peircing Throw I Archery 3 Increase armor penetration for throwing stars or knives by 2.
Peircing Throw II Weapon Group Focus (Thrown), Peircing Throw I Increase armor penetration for throwing stars or knives by 4.
Polearm Defense Weapon Group Proficiency: Polearm, Weapon Group Focus: Polearm, Melee Skill 2 When wielding a polearm, opponents moving through your ‘Reach’ area take a -1 penalty to their next attack against you or adjacent allies.
Polearm Balance Polearm Defense, Block 2 Polearms you wield have their balance improved by one step.
Polearm Mastery Weapon Group Focus: Polearm, Melee Skill 3 Polearms you wield do not take penalties for attacking adjacent opponents.
Polearm Trip Weapon Group Focus: Polearm, Melee 2 Preform trips with the full reach of your weapon.
Precision Shot Ballistic Skill 3, Weapon Group Focus (Any ranged weapon) When taking 2 aim actions, gain +1 damage to weapon for which you have Weapon Group Focus. Applies to ranged attacks only.
Precision Targeting Archery 2 or Gunnery 2 Firing into melee no longer incurs a -2 penalty.
Sword and Board Melee Skill 2, Block 2 When wielding both a one-handed melee weapon in one hand and a shield in another, increase the defensive bonus provided by shield by +1.
Uncanny Dodge II Uncanny Dodge I You may now spend up to 2 Martial focus to gain +2 re-rolls for the next 3 rounds. This feat does not stack with itself or Uncanny Dodge I.
Weapon Group Focus I - Choose one weapon group and re-roll 1dT on all attack rolls with that weapon group. *Note*: Each exotic weapon is treated as a group unto itself.
Weapon Group Focus II Weapon Group Focus I, Rank 5 in appropriate weapon skill Choose one weapon group for which you have Weapon Group Focus I and re-roll up to 2dT on all attack rolls with that weapon group.
Weapon Group Focus III Weapon Group Focus II, Rank 8 in appropriate weapon skill Choose one weapon group for which you have Weapon Group Focus I and re-roll up to 3dT on all attack rolls with that weapon group.

Faith Talents

Feat Prerequisites Description
Extra Faith Faith I Gain 2 additional Faith Points
Ranged Healing Faith I, Healing Touch I, Divinity 3 Heal at range equal to Divinity in yards (squares). 1 FP
Ranged Healing II Ranged Healing I, Divinity 5 Heal at range equal to Divinity x3 in yards (squares). 1 FP
Sacrifice Faith II, Healing Touch I Take 1 Persistent wound to heal 1d5 wounds to a nearby ally. 1 FP, 3 actions
Strength of the Prophet Faith I Grant yourself a temporary increase to an ability by spending faith points
Strength of the Believer Faith I Grant an ally a temporary increase to an ability by spending faith points

General Talents

Talent Prerequisites Description
Acrobatic Climb Acrobatics 2 When attempting to climb or scale, you may use your Acrobatics skill instead of Athletics.
Armor Training I Strength 3 Reduce bulk of worn armor by 1.
Brawler Strength 2, Melee 1, Weapon Group Focus (unarmed) Use Strength instead of Agility with the Melee skill for unarmed attacks Weapon Group Focus talent.
Brute Strength Strength 2, Melee 1 Use Strength instead of Agility with the Melee skill for any attacks with two-handed weapons for which you have the Weapon Group Focus talent.
Bullet Dodge I Agility 3 When defending against ballistic attacks, you gain +1 re-roll on your Defense roll.
Bullet Dodge II Bullet Dodge I Gain an additional +1 re-roll for a total of +2 re-rolls on Defense rolls against ballistic attacks.
Bullet Dodge III Agility 5, Bullet Dodge II Gain an additional +1 re-roll for a total of +3 re-rolls on Defense rolls against ballistic attacks.
Careful Hacker Hacking 1 Re-roll up to 2dT when attempt to cover you tracks after a failed Hacking attempt.
Code Familiarity Programming 1 Gain +1 re-roll to Programming or Hacking tests when working with code with which you have prior familiarity.
Expert Care Level 6, Gunslinger, Mechanics 3, Weapon Group Focus Guns for which you have the Weapon Group Focus talent in association with this talent have their reliability improved. Weapons with the Unreliable trait lose the Unreliable trait and weapons without the Reliable trait gain the Reliable trait. Reliable weapons gain no benefit from this talent. May be taken multiple times for separate weapon groups. Effects do not stack.
Extra Focus Martial Focus I Gain 2 additional Martial Focus Point. May only be taken a number of times equal to half your level.
Grab Bag Character Creation only You begin play with a variety of various items. You do not know everything that is in the grab bag, but sometimes it will have useful things. You may spend a Fate Point to roll a 1d10. On an 7 or better, it contains a useful item to the situation you are in. The item can only be of temporary, short term use. In general, the item can be something useful, like a rope, or an item that would provide up to a +2 bonus on another skill test.
Human Shield - After a successful Swordpoint/gunpoint attempt or grapple, use your opponent as a human shield granting you full cover from the direction you're facing with only your head and arms exposed. While using someone as a human shield, you move at half your normal movement speed and must spend 1 action each round keeping hold of your opponent. If your opponent successfully breaks your grapple or swordpoint/gunpoint, they are no longer your human shield. While serving as a human shield, your opponent may take no other physical actions except to break from your grapple or swordpoint/gunpoint.
Knowledge Specialty - Gain +2 re-rolls to all knowledge based skill tests (Medical, Education, Programming) pertaining to a specific specialty within that skill. Specialties can be anything that could be considered a subset of the skill in question with easily definable limits. For the Medical skill, some examples of specialties might be Neurology, Trauma surgery, or first aid. You may only take this talent once per specialty, but each skill can have more than one specialty.
Lore Focus Lore 1
Quick Draw - Draw weapons without using an action.
Rapid Reload (Weapon Group) Ballistic Skill 2, Proficiency with weapon group Reduce the reload time for ranged weapons in a weapon group of your choice by half (round down).
Rein In Wrangling 2, Resolve 1 When riding a mount, you may use your Wrangling skill in place of an animal's Resolve whenever a Resolve test would be called for from the animal.
Taunt(General) Intimidate 2 or Presence 2 Force enemy to attack you with an Intimidate check. The enemy may use Resolve to resist (1 action per enemy)
Toughness May be taken multiple times Gain 3 additional max stamina. May be taken any number of times.
War Shout Intimidate 2 or Presence 2 Bolster allies with motivating war shout allowing them to re-roll an additional 1dT on all Weapon attack rolls until your next turn (1 action up to once per round)

Mutation Talents

Talent Prerequisites Description
Heightened Senses: Sight Mutant Re-roll 1dT when making Awareness tests involving sight
Heightened Senses: Sight II Heightened Senses: Sight Re-roll up to 2dT when making Awareness tests involving sight
Heightened Senses: Sight III Heightened Senses: Sight II Re-roll up to 3dT when making Awareness tests involving sight
Shadow Vision Heightened Senses: Sight or Shan'Kai See clearly in shadowy or dimly lit areas
Heightened Senses: Hearing Mutant Re-roll 1dT when making Awareness tests involving hearing
Heightened Senses: Hearing II Heightened Senses: Hearing I Re-roll up to 2dT when making Awareness tests involving hearing
Heightened Senses: Hearing III Heightened Senses: Hearing II Re-roll up to 3dT when making Awareness tests involving hearing
Heightened Senses: Smell Mutant Use heightened sense of smell to distinguish people, places and objects via smell; may aid in investigation, identification and other various skills (per GM ruling) by granting 1dT re-roll to relevant skill test
Smell Tracking Heightened Senses: Smell, Survival 2 Track enemies by their smell
Rending Claws I Claws Mutation Increase armor penetration on mutated claws by 1.
Rending Claws II Rending Claws I Increase armor penetration on mutated claws an additional +1.
Subtle Mutation Mutant Remove one minor cosmetic side effect from another Mutation talent. Major cosmetic side effects and side effects required for a talent to function properly may not be removed. This talent may be taken once per mutation talent that has a minor cosmetic side effect.
Viscious Claws I Claws Mutation Increase damage on mutated claws by 1, for a total of 5 damage + Str.
Viscious Claws II Viscious Claws I Increase damage on mutated claws by an additional 1, for a total of 6 damage + Str.

Psy Talents

Talent Prerequisites Description
Matter Manipulation Psychic, Telekinesis Rapidly heat or cool objects
Pyrokinetic Bolt I Pyrokinesis Shoot bolts of fire at range equal to 3x WP that deal WP+3 energy damage, Pen 3.
Pyrokinetic Bolt II Pyrokinetic Bolt, Psy 3 Your pyrokinetic bolts now deal WP+4 damage, Pen 4.
Pyrokinetic Burn I Pyrokinesis, Psy 2 Add +1 damage to Pyrokinetic attacks.
Pyrokinetic Burn II Pyrokinetic Burn, Psy 4 Add +1 damage to Pyrokinetic attacks, for a total of +2
Pyrokinetic Burn III Pyrokinetic Burn II, Psy 6 Add +2 damage to Pyrokinetic attacks, for a total of +4
Pyrokinetic Burn IV Pyrokinetic Burn III, Psy 8 Add +2 damage to Pyrokinetic attacks, for a total of +6
Telekinetic Thrust Telekinesis Hurl held object with Telekinesis using Psy as your attack roll. Hurled melee weapons deal damage as normal, adding WP to damage instead of strength. Other items deal damage as appropriate for their size. Objects may be hurled at any opponent or ojbect within 2xWP y/m/sq. Hurled objects may not weigh more than 1/2 the weight you may normally lift with Telekinesis.
Telekinetic Thrust II Telekinesis, Multiple, Psy 3 Hurl up to two held object with Telekinesis. The total weight of all objects cannot exceed maximum weight you are normally able to thrust and each must be targeted individually. 3 actions.
Telepathy II Telepathy ????

Social Talents

Talent Prerequisites Description
Adept Haggler Presence 1 When bartering to buy or sell something, winning the opposed social combat nets you an additional 10% bonus or discount to the price.
Ego Boost - Gain 2 additional Ego. May be taken any number of times.
Subtext - Using subtext, lingo, double-speech and other verbal means of obscuring your true meaning, you are able to convey messages without saying what you really mean. The intended recipient of those messages typically has no problem understanding them, though if they are particularly dense, the GM may call for a Scrutiny or Logic test; this should be the exception, not the norm however. Outside observers however will need to take a Scrutiny test opposed by your Presence skill. You gain a +1 bonus on this opposed test.
Ventriloquism - Throw your voice and mimic the voices of others with a successful Presence roll opposed by Scrutiny.

Stealth Talents

Talent Prerequisites Description
Expert Impersonator Stealth 2 Gain +2 rerolls on all Stealth rolls to disguise yourself as someone else.
Rapid Lock Picking Sleight of Hand 2 Pick locks in half the normal time.