Talents: Difference between revisions

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The Talents below may be used if they do not have a [BAD] Tag in the name
Currently these talents are all considered Tier 1.
 
== Tier 1 ==
{| class="wikitable"
{| class="wikitable"
!Name
|'''Name'''
!Effect
|'''Description'''
!Ranked
|-
|-
|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.
|Yes
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 Offensive Defensive [BAD]
|Dubious Knowledge
|You can spend 3 Strain to force an opponent to use one of your combat skills in place of the difficulty to hit.
|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.
|
|-
|-
|Minor Familar
|Tough Times
|You have bonded with a familiar or creature. This creature is Silhouette 0 (No Bigger than a dog). When summoned in combat you do not need to add the difficulty to apply "Summon Ally". If this creature falls in combat, you either must wait 1 ingame day or spend a story point before summoning again.
|After failing a roll, Once per session, You can re-roll your dice pool. Doing so always generates a Despair ({{Despair}}).
|No
|-
|-
|Hecking Mad [BAD]
|Encouraging Speech
|During combat you can enter an enraged state for 2 strain. While in this state 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 the state will end.
|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.
|-
|-
|Deal with the Devil
|Nimble
|When Taking this talent, you pick one skill and gain a rank in it. When using this skill you can spend a story point to also Generate 1 Success. Each Rank in this grants you 1 new skill.
|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.
|Yes
|-
|-
|Pact with the Unkonwn
|Pulse of the City
|You gain One Magic (Even Meta) skill as a career skill,and increase its rank by 1
|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.
|Yes
|}
 
== Tier 2 ==
{| class="wikitable"
!Name
!Effect
!Ranked
|-
|Magical Might
|Replace the Linked Characteristic for Arcane with Brawn
|No
|-
|-
|Offensive Defensive 2 [BAD]
|Empath
|Requires:Minor Offensive Defensive
|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.
You now spend 2 Strain instead of 3
Using this knowledge on social checks generates a {{BonusDie|Size=100}}.
|
|-
|-
|Bouncing Shot
|Visual Calculus
|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.  
|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.
|No
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.
|}
 
== Tier 3 ==
{| class="wikitable"
!Name
!Effect
!Ranked
|-
|-
|Major Offensive Defensive [BAD]
|Mystery of The Druids
|Requires: Offensive Defensive
|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)
You now Spend 1 strain instead of 3
|
|-
|-
|Bonded Familiar
|A Quick Invention
|Requires: Minor Familiar
|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.
You no longer need to conjure your familiar, it is always with you and can be used just like an Animal Companion. Though you can always use Conjure to bring your familiar back to you.
|No
|-
|-
|Really Hecking Mad
|Once More
[BAD]
|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.
|Requires: Hecking Mad
Now  you gain 4 Soak and deal +4 Melee Damage while Hecking mad.
|
|-
|Ricochet shot
|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.
|No
|}
 
== Tier 4 ==
{| class="wikitable"
!Name
!Effect
!Rank
|-
|Ocelot
|You can spend 1 Strain to bounce a shot off a nearby surface, negating both ranged defense and any cover. When using this your attack gains Pierce 1. Each rank increases the Pierce Rating
|Yes
|}
 
== Tier 5 ==
{| class="wikitable"
!Name
!Effect
!Rank
|-
|-
|Major Bonded Familar
|Tricky Action
|Your Familiar now gains "Medium Summon" for free, and now can be brought back at the cost of 4 strain.
|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.
ALSO. You no longer need to use a maneuver to give a command.
Generating any failure ({{Failure}}) results in all positive bonuses to be negated. Threat ({{Threat}}) and Despair ({{Despair}}) are handled by the GM.
 
Getting a 2nd rank in this lets you swap it to a Grand Summon
|Yes (Once)
|}
|}
 
[[index.php?title=Category:Solestine]]
== Needs a Tier ==
[[Category:Solestine]]

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.

index.php?title=Category:Solestine