Talent Descriptions

(Warning! Big page ahead! You probably want to check out the Talents & Proficiencies page for a summary listing and links.)

(Note to self: Still need to add general talents, ‘2nd tier’ class talents, savant fields of study (including ‘demoted’ fields), and mutant talents. Terrain mastery description is hokey.)

All talents and proficiencies are listed alphabetically:

[Attribute] Training

+2 to Attribute checks with selected Attribute. This talent can be selected multiple times. Each time it is selected, select a different Attribute.

Prerequisites: None.

Additional Language

You learn to speak (and read/write, if literate) a new language or gain literacy in all your spoken languages. This talent can be selected multiple times. Each time it is selected, select a different language.

Prerequisites: None.

Additional Perk

You can randomly roll for a new minor mutant perk. This talent can be selected multiple times. Each time it is selected, roll a new minor mutant perk.

Prerequisites: One or more mutant perks, Low Creep Contamination.

Advanced Perk

You can randomly roll for a new major mutant perk. This talent can be selected multiple times. Each time it is selected, roll a new major mutant perk.

Prerequisites: Additional Perk, Improved Perk, one or more mutant perks, High Creep Contamination.

Armour Proficiency (Heavy Armour)

When wearing armour from the Heavy Armour list, you get to add the armor’s full equipment bonus to your Defense. Also, the armour check penalty only applies to your physical Attribute checks.

A character who wears armor with which they are not proficient adds only the armour’s nonproficient equipment bonus to their Defense. Also, they suffer its armour check penalty on attack rolls as well as all physical Attribute checks.

Prerequisites: Armour Proficiency (Light Armour, Medium Armour).

Armour Proficiency (Light Armour)

When wearing armour from the Light Armour list, you get to add the armor’s full equipment bonus to your Defense. Also, the armour check penalty only applies to your physical Attribute checks.

A character who wears armor with which they are not proficient adds only the armour’s nonproficient equipment bonus to their Defense. Also, they suffer its armour check penalty on attack rolls as well as all physical Attribute checks.

Prerequisite: None.

Armour Proficiency (Medium Armour)

When wearing armour from the Medium Armour list, you get to add the armor’s full equipment bonus to your Defense. Also, the armour check penalty only applies to your physical Attribute checks.

A character who wears armor with which they are not proficient adds only the armour’s nonproficient equipment bonus to their Defense. Also, they suffer its armour check penalty on attack rolls as well as all physical Attribute checks.

Prerequisite: Armour Proficiency (Light Armour).

Brawl

Your base unarmed damage increases by one die step (e.g., from 1d4 to 1d6).

Prerequisite: Unarmed Combat.

Brawl, Improved

Your base unarmed damage increases by one die step (e.g., from 1d6 to 1d8).

Prerequisite: Unarmed Combat, Brawl.

Creep Detector

Before being exposed to a source of Creep contamination, the GM will make a secret Perception check for you (with the Difficulty Class inversely proportional to Creep level). If the check succeeds, you will detect the presence of Creep (although not its strength or exact source) and can take appropriate precautions.

Prerequisite: Per 11+.

Cunning Linguist

You can make a special Intellect check to try and understand words in an unfamiliar language or decipher a unknown text (if literate). The DC is set by the GM. This ability is useful to piece together the meaning of messages in Ancient. On a failed check, you may draw false conclusions from the message.

Prerequisites: Int 13+, speak two or more languages, class Int bonus +1.

Defensive Training

You gain +1 to your Base Defense. This talent can be selected multiple times. Its effects stack.

Prerequisites: None.

Disable Device

You can make a special Agility check to examine a simple or fairly small trap or device and disable it. The DC is set by the GM. You usually need the appropriate tools (scav’s tools) to use this talent. In addition, you can make this Agility check to disarm high-tech traps without taking a tech level penalty. If you beat a trap’s DC by 10 or more, you can bypass it (with your party) without disarming it.

Prerequisites: Agi 13+, class Agi bonus +1.

Evasion

You are able to avoid many hazards with great dexterity. If you make a successful Agility save against an attack that normally deals half damage on a successful save (such as an explosion or fall), you instead takes no damage. Evasion can only be used if you are wearing light armour or no armour. If you are helpless (unconscious or paralyzed, for example), you do not gain the benefits of evasion.

Prerequisite:

Haul

Your Strength is considered 4 points higher for the purpose of determining your carrying capacity.

Prerequisites: None.

Hidden Lore

You may make a special check to see whether you know some relevant information about local notable people, legendary relics, or noteworthy places. Before rolling, you must select which mental Attribute to use for this check – Perception, Charisma, or Intellect. The DC is set by the GM.

This ability is typically used at the start of an adventure to gain hints about possible encounters, threats, and loot.

You can use this ability once per session. This talent can be selected multiple times. Each time it is selected, you get use the ability +1/session.

Prerequisites: Per, Cha, or Int 13+; class Per, Cha, or Int bonus +2.

Improved Perk

You can randomly roll for a new medium mutant perk. This talent can be selected multiple times. Each time it is selected, roll a new medium mutant perk.

Prerequisites: Additional Perk, one or more mutant perks, Moderate Creep Contamination.

Inner Strength

You gain additional ISP to supplement those you already had. When you take this talent, you gain 5 ISP. This talent can be selected multiple times.

Prerequisite: One or more psionic powers.

Offensive Training

You gain +1 to your Base Attack bonus. This talent can be selected multiple times. Its effects stack.

Prerequisites: None.

Practiced Manifester

You are an advanced psionic practitioner. Your non-psionic class levels count towards your manifester level, up to a maximum equal to your base Charisma bonus.

Prerequisites: Cha 13+, existing ISP pool.

Psionic Knowledge

You add a new minor power to your ‘powers known’ list (but gain no additional ISP). Any power may be chosen, including those from the discipline lists. This talent can be selected multiple times.

Prerequisites: Cha 11+, existing ISP pool.

Psionic Knowledge, Advanced

You add a new major power to your ‘powers known’ list (but gain no additional ISP). Any power may be chosen, including those from the discipline lists. This talent can be selected multiple times.

Prerequisites: Cha 15+, Psionic Knowledge, Improved Psionic Knowledge, existing ISP pool.

Psionic Knowledge, Improved

You add a new medium power to your ‘powers known’ list (but gain no additional ISP). Any power may be chosen, including those from the discipline lists. This talent can be selected multiple times.

Prerequisites: Cha 13+, Psionic Knowledge, existing ISP pool.

Resist Disease

You gain +4 on Endurance checks against disease.

Prerequisites: None.

Resist Poison

You gain +4 on Endurance checks against poisons.

Prerequisites: None.

Resist Psionics

You gain +4 on Charisma checks against mind-influencing effects.

Prerequisites: None.

Resist Radiation

You gain +4 on Endurance checks against radiation.

Prerequisites: None.

Scav Scan

You can make a quick Perception check to scan an area for traps, to detect hazards in unsafe structures, to find valuable artifacts, or to search for concealed passages leading to treasure troves of the Ancients. You can make this Perception check as a move action (instead of a full-round action). The DC is set by the GM.

You can also use this talent to make a special Intellect check to quickly and accurately identify the most valuable items in a given area. Again, this is a move action with the DC set by the GM.

Prerequisite: Per 11+.

Shield Proficiency

When using any type of shield (including tower shields), you get to add the armor’s full equipment bonus to your Defense. Also, the armour check penalty only applies to your physical Attribute checks.

A character who wears armor with which they are not proficient adds only the shield’s nonproficient equipment bonus to their Defense. Also, they suffer its armour check penalty on attack rolls as well as all physical Attribute checks.

(Note that Armour Proficiency (Light) also grants proficiency with bucklers; Armour Proficiency (Medium) grants proficiency with small shields; and Armour Proficiency (Heavy) grants proficiency with heavy shields.)

Prerequisite: None.

Sleight of Hand

You can make a special Agility check to perform feats of adroitness. The DC is set by the GM. You can steal valuables from a target and hide them on his person, palm an unattended object, hide a small weapon in his clothing, or do similar actions with an object no larger than a hat or a loaf of bread. This talent can also be used to slip off handcuffs or manacles, to wriggle through tight spaces, or escape the grip of an angry wrestler.

Prerequisite: Agi 11+, class Agi bonus +1.

Stockpile

Whenever you need a piece of salvage, you can make a special Luck check to see if you have found something like this in the past and added it to your collection. The GM will determine the Difficulty Class (it is typically 15 + the value of the item in Trade Units); you may not take 10 or take 20 on this check.

Most items in the stockpile are classified by general type: for instance, if you check your stockpile for food, you cannot specify what type of food. If a specific item is needed for a given purpose, like a particular key for a lock, the DC for the stockpile check will be much higher.

You are assumed to always have access to his stockpile (just don’t ask where the items are kept).

You can use this ability once per session. This talent can be selected multiple times. Each time it is selected, you get use the ability +1/session.

Prerequisites: Lck 13+, class Lck bonus +1.

Strong Mind

Your focus and discipline grant you a +2 bonus on Charisma checks against mind-influencing effects.

Prerequisites: Cha 11+, class Cha bonus +1.

Survivor

You gain a +2 bonus on all Endurance checks related to swimming, running, or performing a forced march; to hold your breath or prevent suffocation; to resist starvation or thirst; and to avoid subdual damage from hot or cold environments. Also, you may sleep in light or medium armor without becoming fatigued.

Prerequisites: End 11+, class End bonus +1.

Terrain Mastery

Select a specific terrain type (see the outlander class page for a list of available terrain types). You gain a bonus on Attribute checks useful in that specific environment (or some other appropriate benefit) and know how to fight dangerous creatures typically found in that terrain.

You take his terrain mastery with you wherever he goes, retaining bonuses on Attribute checks, attack rolls, and damage rolls whether he’s actually in the relevant terrain or not.

This talent can be selected multiple times. You must choose a different terrain type each time you pick this talent.

Prerequisites: Per 11+, class End bonus +1.

Trailblaze

You are particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, you can make a Perception check to reduce travel time. With a check result of 15 or better, you reduce total travel time by 25%. With a result of 25 or better, travel time is reduced by 50%.

You can guide a group of up to three other individuals at no penalty. However, for each additional person in the group being guided, apply a -2 penalty to the trailblazing check.

Prerequisites: Per 11+, class End bonus +1.

Wild Talent

Your mind wakes up to a previously unrealized potential for psionics. You may select one minor psionic power from the general powers list (not the discipline lists) and gain an ISP reserve equal to 1 + your Charisma modifier (minimum of 1 ISP).

Prerequisites: Cha 11+, no psionic powers.

Treat Injury

You can make a special Perception check to diagnose and heal others. On a successful check against DC 15, 1d4 hit points are restored to a wounded character. A healer’s kit is required. The number restored can never exceed the character’s full normal total of hit points, and a given character can only be healed a maximum of 4 hp per day via this talent.

Prerequisites: Per 11+, class Per bonus +1.

Unarmed Combat

You are considered to be armed even when unarmed – that is, you do not provoke free attacks from armed opponents when you attack them while unarmed. In addition, your unarmed strikes can deal normal or subdual damage (typically 1d4 points of damage), and your critical strike range increases to 19-20.

Prerequisites: None.

Useful Trivia

You have accumulated a vast catalog of information in his brain. Every so often, a fact comes in extremely handy. Once per session, you can ‘remember’ a bit of data which grants yourself or an ally one of the following benefits:

  • +4 on an Attribute check about to be made,
  • +2 on the character’s next attack,
  • +2 to Defense against the next attack directed at the character,
  • or +1d6 damage to the character’s next succesful attack.

Using this ability counts as a standard action and the bonus must be used in the current encounter. This talent can be selected multiple times. Each time it is selected, you get use the ability +1/session.

Prerequisites: Int 13+, class Int bonus +2.

Weapon Familiarity

You gain basic training in all weapon types, and when using any non-proficient weapon you suffer only a -2 penalty on attack rolls (instead of a -4 non-proficient penalty).

Prerequisite: Class Atk bonus +1.

Weapon Focus

Choose one type of weapon in which you is proficient (unarmed strike and natural weapons can also be chosen as weapons). You gain a +1 bonus on all attack rolls when using the selected weapon.

Prerequisites: Weapon Familiarity, class Atk bonus +3.

Weapon Proficiency (Advanced Blasters)

You understand how to use all weapons from the Advanced Blasters list in combat without penalty. Also, you do not suffer the usual penalty for burst or autofire with blasters.

Prerequisites: Weapon Proficiency (Basic Blasters), Advanced-Tech.

Weapon Proficiency (Advanced Firearms)

You understand how to use all weapons from the Advanced Firearms list in combat without penalty. Also, you do not suffer the usual penalty for burst or autofire with firearms.

Prerequisites: Weapon Proficiency (Basic Firearms), Retro-Tech.

Weapon Proficiency (Basic Blasters)

You understand how to use all weapons from the Basic Blasters list in combat without penalty.

Prerequisite: Advanced-Tech.

Weapon Proficiency (Basic Firearms)

You understand how to use all weapons from the Basic Firearms list in combat without penalty.

Prerequisite: Retro-Tech.

Weapon Proficiency (Exotic Blaster)

Choose a weapon from the Exotic Blasters list. You understand how to use that type of weapon in combat without penalty. This talent can be selected multiple times. You must choose a different weapon each time you pick this talent.

Prerequisites: Weapon Proficiency (Basic Blasters, Exotic Blasters), Advanced-Tech.

Weapon Proficiency (Exotic Firearm)

Choose a weapon from the Exotic Firearms list. You understand how to use that type of weapon in combat without penalty. This talent can be selected multiple times. You must choose a different weapon each time you pick this talent.

Prerequisites: Weapon Proficiency (Basic Firearms, Exotic Firearms), Retro-Tech.

Weapon Proficiency (Exotic Martial Weapon)

Choose a weapon from the Exotic Martial Weapons list. You understand how to use that type of weapon in combat without penalty. This talent can be selected multiple times. You must choose a different weapon each time you pick this talent.

Prerequisites: Weapon Proficiency (Simple Weapons, Improvised Weapons, Martial Weapons).

Weapon Proficiency (Improvised Weapons)

You understand how to use all weapons from the Improvised Weapons in combat without penalty.

Prerequisites: Weapon Proficiency (Simple Weapons).

Weapon Proficiency (Martial Weapons)

You understand how to use all weapons from the Martial Weapons in combat without penalty.

Prerequisites: Weapon Proficiency (Simple Weapons, Improvised Weapons).

Weapon Proficiency (Simple Weapons)

You understand how to use weapons from the Simple Weapons list and can use them in combat without penalty.

Prerequisites: None.


 
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