Talents: Difference between revisions

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You You can use any applicable talents from
You You can use any applicable talents from


Core Rulebook : [https://mega.nz/file/oUMWgDja#ylhdGfb_uVSTkOHqwrGYKkQiSyA3zJXra3JJz35iPqI PDF]
Tome Of Talents: [https://mega.nz/file/1YdRmY6J#ZaM6J1c2JWOnDifBQw5SKikEIGRHkKRSr0g7YCnLPnA PDF]


Real of Terrninoth : [https://mega.nz/file/wM1EXLpL#wQ3Q-1AN0mMm2Gznp15zY8Bc0ghKph1tgq73M81AqFE PDF]


Expanded player Guide : [https://mega.nz/file/dBFCgBRA#1OHzma8tx0Gm6Ua77UYO2diFi312WhCw_a3M6lijhHQ PDF]
Currently these talents are all considered Tier 1.
 
== Tier 1 ==
{| class="wikitable"
{| class="wikitable"
!Name
|'''Name'''
!Effect
|'''Description'''
|-
|-
|Strong Arm Feat
|Beyond One's Limits
|Reduce the Difficulty of throws by one, with a minimum of one <span class="genesys dice  difficulty" style="font-size:150%" aria-label="Boost Dice">k</span>.
|You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.
After ignoring the injury, double the effect of your critical injury. EX: if you lose your free maneuver, instead you lose the ability to-do any maneuvers.
|-
|-
|Minor Bonded Summon
|Dubious Knowledge
|You have bonded yourself to some form of creature, be it spirit, animal, or even a machine. No matter what it is, when you summon this specific creature, you do not increase difficulty for adding "Summon Ally" to the spell.
|When rolling a knowledge check, you can use this talent to generate a success on an already failed check. You will gain some correct information and some incorrect information.
This creature is counted as a Minion and has
 
2 Skill points,  a 2 in one stat with the rest being 1. Its Wound Threshold is 3+Brawn and its Silhoutte is 0
|-
|-
|Minor Offensive Defensive
|Tough Times
|You can spend 3 Strain to force an opponent to use one of your combat skills in place of the difficulty to hit.
|After failing a roll, Once per session, You can re-roll your dice pool. Doing so always generates a Despair ({{Despair}}).
|-
|-
|Hecking Mad
|Encouraging Speech
|During combat you can enter an enraged stat for 2 strain. While in this state you deal your Soak increases by 2 and you deal +2 Melee damage. This state last for so many turns up to your Willpower, and while in this state you must attack atleast something every round or risk hitting a random target.
|You can, once per scene, perform a Hard ({{DiffDie}}) Speech check to encourage your comrades. For each success you generate, your comrades will gain an upgrade to their next roll.
|}
Your comrades also recover strain from any Advantages you generate.
 
== Tier 2 ==
{| class="wikitable"
!Name
!Effect
|-
|-
|Magical Might
|Nimble
|Replace the Linked Characteristic for Arcane with Brawn
|You can gain 2 Strain to perform one additional Maneuver that ignores the Maneuver cap. You can do this as many times up to your Agility stat.
|-
|-
|Offensive Defensive 2
|Pulse of the City
|Requires:Minor Offensive Defensive
|Your heart beats in time with the world, you may roll a Hard ({{DiffDie}}) Streetwise, on a success, you can spend the success from this roll to get a general vibe of the world around you. Getting a sense of something wrong, or maybe a sense of something you missed.
You now spend 2 Strain instead of 3
|-
|-
|Bouncing Shot
|Empath
|You can spend 1 strain and add 2 setback dice, to bounce a shot off a nearby surface negating any cover the target is using.  
|When interacting with another creature or person, you may spend 1 Story point and ask the GM how this creature currently feels. The GM can tell you its general mood, and if that mood has a cause.
|}
Using this knowledge on social checks generates a {{BonusDie|Size=100}}.
 
== Tier 3 ==
{| class="wikitable"
!Name
!Effect
|-
|-
|Major Offensive Defensive
|Visual Calculus
|Requires: Offensive Defensive
|You may roll Perception Hard ({{DiffDie}}) to reconstruct a scenario in your head base on very little evidence. This reconstruction's accuracy is based on how many {{Success}} are generated.
 
Just getting one will tell you how many people were involved, and the overall flow of actions that took place. Additional {{Success}} can be used to ask specific questions that the GM must answer, as long as they are relevant.
You now Spend 1 strain instead of 3
|-
|-
|Bonded Summon
|Mystery of The Druids
|Requires: Minor Bonded Summon
|You may spend 2 strain to take on the form of an animal your silhouette or one size larger. You gain this creatures Physical stats (Brawn, Agility, Presence) and gain its WT and ST. You may keep this form for the rest of the scene, or until you dismiss it early.
Your Creature upgrades to a Rival and gains
IF You break either threshold while in this form, you return to your own form, filling both of your threshold up by half your max. (IE if you max is 10 and your form breaks. You gain 5. Rounded up)
 
3 more skill ranks, a WT Threshold of 6+ Brawn and one Characteristic increase.
 
Its silhouette can now be 1 or less
|-
|-
|Really Hecking Mad
|A Quick Invention
|Requires: Hecking Mad
|You gain the ability to cast 'spells' through your Mechanics skill. These are treated as either, an invention you make up on the spot, or something you already made. This roll acts just like using Arcane or Divine, so cost 2 Strain if a roll is required.
Now  you gain 4 Soak and deal +4 Melee Damage while Hecking mad.  
|-
|-
|Ricochet shot
|Once More
|You can spend 1 Strain and add 1 Setback dice, to bounce a shot off a nearby surface negating any cover, and negating 1 ranged defense.
|When attacking a creature, you may spend 3 Advantage ({{Advantage}}) to roll another attack with an upgrade to the difficulty. You may repeat this, but each additional attack requires an additional Advantage ({{Advantage}}) to trigger.
|}
 
== Tier 4 ==
{| class="wikitable"
!Name
!Effect
|-
|Ocelot
|You can spend 1 Strain to bounce a shot off a nearby surface, negating both ranged defense and any cover. This also causes all ranged attacks to deal +1 Damage.
|}
 
== Tier 5 ==
{| class="wikitable"
!Name
!Effect
|-
|-
|Bonded Summon
|Tricky Action
|Your summon is now treated as a Nemesis and gains the following
|You may attempt to roll Deception Vs Perception on a target at anytime before performing an action. For each Success  ({{Success}}) generated, you may upgrade the next roll, each Advantage ({{Advantage}}) generates a bonus die, and a Triumph ({{Triumph}}) generates an auto success ({{Success}}) on the following roll.
All Characteristics increase by One
Generating any failure ({{Failure}}) results in all positive bonuses to be negated. Threat ({{Threat}}) and Despair ({{Despair}}) are handled by the GM.
 
Its Wound Threshold and Strain Threshold is now 10 + Brawn/Willpower
 
and 6 Skill ranks.
 
Its silhoutte can now be 2 or less
|}
|}
[[Category:Solestine]]

Latest revision as of 14:34, 23 April 2025

You You can use any applicable talents from

Tome Of Talents: PDF


Currently these talents are all considered Tier 1.

Name Description
Beyond One's Limits You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.

After ignoring the injury, double the effect of your critical injury. EX: if you lose your free maneuver, instead you lose the ability to-do any maneuvers.

Dubious Knowledge When rolling a knowledge check, you can use this talent to generate a success on an already failed check. You will gain some correct information and some incorrect information.
Tough Times After failing a roll, Once per session, You can re-roll your dice pool. Doing so always generates a Despair (d).
Encouraging Speech You can, once per scene, perform a Hard (k) Speech check to encourage your comrades. For each success you generate, your comrades will gain an upgrade to their next roll.

Your comrades also recover strain from any Advantages you generate.

Nimble You can gain 2 Strain to perform one additional Maneuver that ignores the Maneuver cap. You can do this as many times up to your Agility stat.
Pulse of the City Your heart beats in time with the world, you may roll a Hard (k) Streetwise, on a success, you can spend the success from this roll to get a general vibe of the world around you. Getting a sense of something wrong, or maybe a sense of something you missed.
Empath When interacting with another creature or person, you may spend 1 Story point and ask the GM how this creature currently feels. The GM can tell you its general mood, and if that mood has a cause.

Using this knowledge on social checks generates a j.

Visual Calculus You may roll Perception Hard (k) to reconstruct a scenario in your head base on very little evidence. This reconstruction's accuracy is based on how many s are generated.

Just getting one will tell you how many people were involved, and the overall flow of actions that took place. Additional s can be used to ask specific questions that the GM must answer, as long as they are relevant.

Mystery of The Druids You may spend 2 strain to take on the form of an animal your silhouette or one size larger. You gain this creatures Physical stats (Brawn, Agility, Presence) and gain its WT and ST. You may keep this form for the rest of the scene, or until you dismiss it early.

IF You break either threshold while in this form, you return to your own form, filling both of your threshold up by half your max. (IE if you max is 10 and your form breaks. You gain 5. Rounded up)

A Quick Invention You gain the ability to cast 'spells' through your Mechanics skill. These are treated as either, an invention you make up on the spot, or something you already made. This roll acts just like using Arcane or Divine, so cost 2 Strain if a roll is required.
Once More When attacking a creature, you may spend 3 Advantage (a) to roll another attack with an upgrade to the difficulty. You may repeat this, but each additional attack requires an additional Advantage (a) to trigger.
Tricky Action You may attempt to roll Deception Vs Perception on a target at anytime before performing an action. For each Success (s) generated, you may upgrade the next roll, each Advantage (a) generates a bonus die, and a Triumph (t) generates an auto success (s) on the following roll.

Generating any failure (f) results in all positive bonuses to be negated. Threat (h) and Despair (d) are handled by the GM.