Talents
Talents are unusual abilities such as unique attributes, bizarre skills, and other uncommon effects. Think of them as a sort of "halfway step" between Skills and Powers. Talents do not cost END, and their use is not generally perceivable.
- Absolute Range Sense -
- Absolute Time Sense -
- Ambidexterity - Reduces the negative penalty for using an off-hand. If your character is right-handed and tries to fight with their left hand, then they have a -3 penalty when fighting
- Animal Friendship - Allows a character to make a PRE Roll at +3 to gain an animal’s friendship, teach it a trick, or get it to perform some task. The GM may impose penalties for fierce, angry, or magical animals.
- Beast Speech - Dr. Doolittle's ability
- Bump of Direction - Gains a +2 to Navigation rolls
- Catch and Release - Allows the character to snatch hurled daggers, knives, hatchets, spears, and the like out of the air and hurl them back at an attacker. The character must have a free Half-Phase Action and must successfully Block the attack. He may then make an Attack Roll to hit his attacker with the thrown weapon he's just caught.
- Combat Luck -
- Combat Sense - By making a perception roll, a character can engage in melee attacks with an opponent that the player character could not normally see. For instance, fighting an opponent in the dark or if the character is temporarily blinded.
- Danger Sense - Spiderman's spider sense is a good example of this.
- Deadly Blow - It increases the damage of any attack by three damage classes (2d6 killing attack becomes a 3d6 killing attack before any other damage class improvements are made). It is expensive, and it is usually associated with some kind of limitations.
- Double Jointed - helps with contortionist rolls
- Eidetic Memory - Perfect mental recall
- Environmental movement - bought for a specific environmental obstacle. For instance, in an icy environment, buying it for moving across snow and ice would mean the character wouldn't be forced to make dexterity rolls each phase to see if they fall down when moving faster than 1/2 moves.
- Follow-Through Attack - After he kills one enemy with a hand-to-hand weapon, this Talent allows the character to instantly make another attack against any enemy in HTH Combat range. He may only have one Follow-Through Attack per Phase (even if he kills his next foe with this Talent), and he must make an Attack Roll against his new target.
- Inspire - Classic Bardic ability
- Lightning Reflexes - Increases the character's Dexterity for purposes of determining initiative
- Lightsleep -
- Rapid Archery (Throwing) - Allows a character to fire up to three arrows—instead of just one—from his bow. A variant of this is Rapid Throwing, which allows the character to hurl up to three daggers (or a similar weapon). In either case, the character makes an Autofire attack at his intended target(s).
- Resistance - Adds to a character’s EGO Roll for purposes of resisting Interrogation and withstanding Wounding. You can use the same concept, with different Characteristic or Skill Roll bonuses, to make other "Resistances," such as Stubborn (resists Persuasion), Incorruptible (resists Bribery), Unfriendly (resists Charm), and so on.
- Spell Augmentation - Allows a character to increase the power of a single spell once a day. The character rolls 4d6 and adds the result to the Active Points of the spell they wish to augment. The effect lasts only for one use of the spell.
- Storm of Steel - Allows a character to hit one foe multiple times, or multiple nearby foes once. The character must select what sort of melee weapon this Talent works with at purchase, and makes an Autofire attack at his intended target(s).
- Striking Appearance - Adds bonuses to presence attacks and presence-based skills
- Thrown Weapon - Ability to accurately throw a melee weapon not normally thrown
- Turn Undead - Only available for clerics. The cleric gains a +60 PRE only to turn the undead.
- Weaponmaster - It increases the damage of a specific weapon (or class of weapons) by three damage classes (2d6 killing attack becomes a 3d6 killing attack before any other damage class improvements are made). It is expensive.