Talents in the Crucible in The Crucible | World Anvil

Talents in the Crucible

General Talent Rules

  • Tier 1 Talents cost 5xp
  • Tier 2 Talents cost 10xp
  • Tier 3 Talents cost 15xp
  • Tier 4 Talents cost 20xp
  • Tier 5 Talents cost 25xp
You can only purchase a talent from a higher tier if you have more talents in the lower tier. For example if you have 2 Tier 1 talents you may purchase a single Tier 2 talent. If you have 3 Tier 1 talents you can purchase 2 Tier 2 Talents and 1 Tier 3 Talent and so on.  

Tier One Talents

These talents cost 5xp each.
Bought info
Tier: 1
Activation: Active (Action)
Ranked: No
When making any knowledge skill check, your character an instead use this talent to spend an amount of currency equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one un-cancelled s (instead of rolling). At your GM's discretion your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn't make narrative sense.
Forager/city sense
Tier: 1
Activation: Passive
Ranked: No
Your character removes up to b b from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they normally would.
Clever retort
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter your character may use this talent to automatically add h h to another character's social skill check.
Defensive sysops
Tier: 1
Activation: Passive
Ranked: No
When attempting to defend a computer system against intrusion (or when someone attempts to hack a computer owned or programmed by your character) your character adds b b to their opponents checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion.
Desperate recovery
Tier: 1
Activation: Passive
Ranked: No
Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.
Duelist
Tier: 1
Activation: Passive
Ranked: No
Your character adds b to their melee combat checks when engaged with a single opponent. Your character adds b to their melee checks while engaged with three or more opponents.
Grit
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Grid increases your character's strain threshold by one.
Hamstring shot
Tier: 1
Activation: Active (Action)
Ranked: No
Once per round your character may use this talent to perform a range combat check against one non-vehicle target within range of the weapon used. If the check is successful, half the damage inflicted by the attack (before reducing thee damage by the target's soak). The target is immobilised until the end of it's next turn.
Jump up
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round during your character’s turn, your character may use this talent to stand from a prone or seated position as an incidental.
Knack for it
Tier: 1
Activation: Passive
Ranked: Yes
When you purchase this talent for your character, select one skill. Your character removes b b from any checks they make using this skill.
Each additional time you purchase this talent for your character, select two additional skills. Your character also removes b b from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.
Durable
Tier: 1
Activation: Passive
Ranked: Yes
Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
Know somebody
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.
Let's ride
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round during your character's turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an incidental. In addition, if your character suffers a short-range fall (see page 112) from a vehicle or animal, they suffer no damage and land on their feet.
One with the grid
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in Fleckspace, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter.
One with the city
Tier: 1
Activation: Active (Incidental)
Ranked: No
When in a city, your character may make a Simple (–) Streetwise check, instead of Discipline or Cool, to recover strain at the end of an encounter.
Parry
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102 of Genesys book), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.
Proper upbringing
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of a to the check. The number may not exceed your character’s ranks in Proper Upbringing.
Quick draw
Tier: 1
Activation: Active (Incidental)
Ranked: No
Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.
Quick strike
Tier: 1
Activation: Passive
Ranked: Yes
Your character adds b for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.
Rapid reaction
Tier: 1
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Your character may suffer a number of strain to use this talent to add an equal number of s to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.
Second wind
Tier: 1
Activation: Active (Incidental)
Ranked: Yes
Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.
Surgeon
Tier: 1
Activation: Passive
Ranked: Yes
When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.
Swift
Tier: 1
Activation: Passive
Ranked: No
Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional manoeuvres)
Toughened
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Toughened increases your character’s wound threshold by two.
Unremarkable
Tier: 1
Activation: Passive
Ranked: No
Other characters add f to any checks made to find or identify your character in a crowd.
Antenna booster
Tier: 1
Activation: Passive
Ranked: Yes
A Chipper with this ability knows how to fine tune their personal computer into a powerful but unstable scanner, this grants b per rank in Unstable Scanner but any d will cause the computer to break and not able to be repaired.
Digging up dirt
Tier: 1
Activation: Passive
Ranked: Yes
This character is good at prying information out of people, files or crime scenes. Each rank of Digging up Dirt grants the character +b to any Streetwise, Computers or Charm skill check.
Efficient code
Tier: 1
Activation: Passive
Ranked: Yes
Each rank in Efficient Code removes a b from a computer hack attempt.
Scrounger
Tier: 1
Activation: Passive
Ranked: Yes
You remove b equal to your ranks in Scrounger from checks made when finding or scavenging items. These could include Survival, Perception etc depending on the cirumstances.
There are many like it
Tier: 1
Activation: Passive
Ranked: No
You may ignore bb when using a specific type of weapon due to training or familiarity. To clarify each 'type' is a category in the Equipment list.
Uncanny valley
Tier: 1
Activation: Passive
Ranked: Yes
Some people can project a subtle but disconcerting wrongness about themselves on a near subconcious level. A character with 3 or more points of Cyberware/Bioware may grant nearby allies b to Coercion equal to ranks in Uncanny Valley.
 

Tier Two Talents

These talents cost 10xp each.
Basic military training
Tier: 2
Activation: Passive
Ranked: No
Athletics, Ranged Heavy, and Resilience are now career skills for your character.
Side step
Tier: 2
Activation: Active (Action)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Side Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered.
Berserk
Tier: 2
Activation: Active (Manoeuvre)
Ranked: No
Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds s a a to all melee combat checks they make.

However, opponents add s to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
Coordinated assault
Tier: 2
Activation: Active (Manouevre)
Ranked: Yes
Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add a to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.
Part of the clan
Tier: 2
Activation: Passive
Ranked: No
Orc Only, your character has sufficiently bloodied themselves and now gains b b when using social skills with other Orcs due to their status.

Discuss this talent with your DM before taking it as there should be roleplay requirements.
Counteroffer
Tier: 2
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to choose one non-nemesis adversary within medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes staggered until the end of their next turn.

At your GM’s discretion, you may spend t on this check to have the adversary become an ally until the end of the encounter. However, the duration of this may be shortened or extended depending on whether your GM feels your offer is appealing to the adversary and whether your character follows through on their offer!
Daring aviator/driver
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Before your character makes a Driving or Piloting check, they may add a number of h to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Aviator/Driver.
Defensive stance
Tier: 2
Activation: Active (Manouevre)
Ranked: Yes
Once per round, your character may suffer a number of strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all melee combat checks targeting your character a number of times equal to the strain suffered.
Defensive sysops (improved)
Tier: 2
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding b b from Defensive Sysops to a check, use this talent to add f h to the results of the check instead.
Dual wielder
Tier: 2
Activation: Active (Manouevre)
Ranked: No
Your character may use this talent to decrease the difficulty of the next combined combat check (see Two-Weapon Combat, on page 108 of the Genesys core rulebook) they make during the same turn by one.
Fan the hammer
Tier: 2
Activation: Active (Incidental)
Ranked: No
Once per encounter before making a combat check with a pistol (your GM has the final say on whether a weapon is a pistol or not), your character may use this talent to add the Auto-fire quality to the pistol when resolving the check. If your character does, the weapon runs out of ammo exactly as with an Out of Ammo result (see page 104 of the Genesys core rulebook).
Heightened awareness
Tier: 2
Activation: Passive
Ranked: No
Allies within short range of your character add b to their Perception and Vigilance checks. Allies engaged with your character add b b instead.
Inspiring rhetoric
Tier: 2
Activation: Active (Action
Ranked: No
Your character may use this talent to make an Average (d d) Leadership check. For each s the check generates, one ally within short range heals one strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional strain.
Inventor
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
When your character makes a check to construct new items or modify existing ones, use this talent to add a number of b to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.
Lucky strike
Tier: 2
Activation: Active (Incidental)
Ranked: No
When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend two s to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.
Scathing tirade
Tier: 2
Activation: Active (Action)
Ranked: No
Your character may use this talent to make an Average (dd) Coercion check. For each s the check generates, one enemy within short range suffers 1 strain. For each a, one enemy affected by Scathing Tirade suffers 1 additional strain. You should use this
Bureaucratic invisibility
Tier: 2
Activation: Action
Ranked: No
Sometimes you just have to look like you belong. A character with this talent can spend a Story Point to be seen as someone who is authorised to be within any area for the duration of an encounter. Obviously incorrect clothing, uniforms, equipment or violence can negate this effect.
But this one is mine
Tier: 2
Activation: Incidental
Ranked: Yes
You have a unique named weapon you have bonded with. You may use an incidental to talk to or encourage the weapon and then spend Strain up to your ranks in this talent. This upgrades a single check made with the weapon a number of times equal to the strain spent. If it's lost another of the same make/model can become bonded after a week of tinkering.
Dog brain
Tier: 2
Activation: Passive
Ranked: No
A Chipper can sometimes form a strong or weird bond with a specific Drone. This grants a single Silhouette 1 or less Drone a +1 to its Pilot attribute/Operate check and gives it 3 personality quirks such as loyal, curious, depressed or such. Two of the quirks are decided by the player, one by the GM. If the drone is destroyed the Chipper can form another bond after a week.
How about that local sportball?
Tier: 2
Activation: Incidental
Ranked: Yes
With this talent you are able to distract or command another person’s attention so effectively they become far less observant of their surroundings. While you’re talking with the opponent, they upgrade the difficulty of any check a number of times equal to your ranks in this talent. This only works in non-combat or non-high stress social encounters.
Patched up
Tier: 0
Activation: Action
Ranked: No
This allows a character to take the Patched-Up Action to a Medicine check versus a person or critter’s Critical Hit severity. If successful, the critical hit’s effects can be ignored for the duration of the encounter, but will return as soon as the situation calms and the adrenaline and drugs wear off. This does not work on maimed, blinded, or Limb loss criticals.
Razorhand
Tier: 2
Activation: Maneuver
Ranked: Yes
A character with the cybernetic Hand Razors or Spurs, can use this Maneuver to make a Melee Check versus an unaware target that is almost unnoticeable. The target must be within arm’s reach and not alerted to danger. This attack power is lessened by the stealthy maneuver but can be lethally precise. The maneuver lowers the Cyber-weapon’s Critical by -2, but does not add the character’s Brawn to the weapons inflicted damage.
Buffer overflow
Tier: 2
Activation: Action
Ranked: No
Make a Hard (ddd) Computers Check, and crash a computer system for as many rounds as un-cancelled s. Having a Chipping kit adds bb to this check.
 

Tier Three Talents

These talents cost 15xp each.
Animal companion
Tier: 3
Activation: Passive
Ranked: Yes
Your character creates a bond with a single animal approved by your GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their animal in performing one action and one maneuver during your character’s turn. The animal must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to you and your GM.

For every additional rank of Animal Companion your character has, increase the allowed silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size).

You may also at DM's discretion use this to have a Drone or Robotic companion.
Heroic will
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries; they just ignore the effects. See page 114 of the Genesys Rulebook.)
Barrel roll
Tier: 3
Activation: Active (Incidental, Out of Time)
Ranked: No
Your character can only use this talent while piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before armor is applied, your character may have their vehicle suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting.
Distinctive style
Tier: 3
Activation: Active (Incidental)
Ranked: No
When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add sshh to the results.
Dodge
Tier: 3
Activation: Active (Incidental, Out of Turn
Ranked: Yes
When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.
Eagle eyes
Tier: 3
Activation: Active (Incidental)
Ranked: No
Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.
Field commander
Tier: 3
Activation: Active (Action
Ranked: No
Your character may use this talent to make an Average (dd) Leadership check. If successful, a number of allies equal to your character’s Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.
Forgot to count?
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
When an opponent makes a ranged combat check, you can spend hh from that check to use this talent to cause their weapon to run out of ammo (see page 104), as long as the weapon can normally run out of ammunition.
Full throttle
Tier: 3
Activation: Active (Action
Ranked: No
While driving or flying, your character may use this talent to make a Hard (ddd) Piloting or Driving check. If successful, the top speed of the vehicle increases by one (to a maximum of 5) for a number of rounds equal to your character’s Cunning.
Grenadier
Tier: 3
Activation: Active (Incidental)
Ranked: Yes
When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending a(even if the attack misses). In addition, your character treats grenades as having a range of medium
Inspiring rhetoric (improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Allies affected by your character’s Inspiring Rhetoric add b to all skill checks they make for a number of rounds equal to your character’s ranks in Leadership.
Painkiller specialization
Tier: 3
Activation: Passive
Ranked: Yes
When your character uses painkillers (or their equivalent, depending on the setting), the target heals one additional wound per rank of Painkiller Specialization. The sixth painkiller and beyond each day still has no effect.
Natural
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.
Parry (improved)
Tier: 3
Activation: Active (Incidental, Out of Turn)
Ranked: No
Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend d or fff from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them.
Scathing tirade (improved)
Tier: 3
Activation: Passive
Ranked: No
Your character must have purchased the Scathing Tirade talent to benefit from this talent. Enemies affected by your character’s Scathing Tirade add b to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.
 

Tier Four Talents

These talents cost 20xp each.
Can't we talk about this?
Tier: 4
Activation: Active (Action)
Ranked: No
Your character can use this talent to make an opposed Charm or Deception versus Discipline check targeting a single non-nemesis adversary within medium range. If the check succeeds, the target cannot attack your character (or perform hostile actions against your character) until the end of their next turn. You may spend aa to increase the length of the effect by one additional turn, and spend t to extend the benefits to all of their identified allies within short range.

The effect ends immediately if your character or a known ally attacks the target. In addition, your GM may rule that some targets are immune to this ability. An automated sentry turret, for example, has no interest in resolving a conflict through talking, nor would someone consumed by rage and the desire for revenge against your character.
Deadeye
Tier: 4
Activation: Active (Incidental)
Ranked: No
After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.
Defensive
Tier: 4
Activation: Passive
Ranked: Yes
Each rank of Defensive increases your character’s melee defense and ranged defense by one.
Defensive driving
Tier: 4
Activation: Passive
Ranked: Yes
Increase the defence any vehicle your character pilots by one per rank of Defensive Driving.
Enduring
Tier: 4
Activation: Passive
Ranked: Yes
Each rank of Enduring increases your character’s soak value by one
Field commander(improved)
Tier: 4
Activation: Passive
Ranked: No
Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend t to allow one ally to suffer 1 strain to perform an action, instead of a manoeuvre.
How convenient!
Tier: 4
Activation: Active (Action
Ranked: No
Once per session, your character may use this talent to make a Hard (ddd) Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!
Inspiring rhetoric (supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action
Mad inventor
Tier: 4
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Mechanics check to attempt to cobble together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is based on the item’s rarity.

Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend d on the check to indicate the item ends up being dangerous to the user and anyone around them in some way. For instance, a pistol might explode instead of running out of ammo, or a breathing mask might make the user light-headed.
Overcharge
Tier: 4
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent to make a Hard (ddd) Mechanics check and choose one of their cybernetic implants that grants them one of the following: +1 to a characteristic rating, +1 rank to a skill, +1 rank of a ranked talent. If your character succeeds, until the end of the encounter, the chosen cybernetic instead provides +2 to the affected characteristic rating (to a maximum of 7), skill (to a maximum of 5), or ranked talent.

Your GM may spend d or hhh from the check to have the overcharged cybernetic short out at the end of the encounter; it provides no benefit until your character spends several hours making an Average (dd) Mechanics check to repair it.
Scathing tirade (supreme)
Tier: 4
Activation: Active (Incidental)
Ranked: No
Your character must have purchased the Scathing Tirade talent to benefit from this talent. Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action.
 

Tier Five Talents

These talents cost 25xp each.
Indomitable
Tier: 5
Activation: Active (Incidental, Out of Turn)
Ranked: No
Once per encounter, when your character would be incapacitated due to exceeding their wound or strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their strain or wounds to below their threshold before the end of their next turn, they are not incapacitated.
Master
Tier: 5
Activation: Active (Incidental)
Ranked: No
When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy d..
Overcharge (improved)
Tier: 5
Activation: Passive
Ranked: No
Your character must have purchased the Overcharge talent to benefit from this talent. When using the Overcharge talent, your character may spend aa or t from the Mechanics check to immediately take one additional action. This talent can only be used once per check.
Ruinous repartee
Tier: 5
Activation: Active (Action)
Ranked: No
Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range (or within earshot). If successful, the target suffers strain equal to twice your character’s Presence, plus one additional strain per s. Your character heals strain equal to the strain inflicted.

If incapacitated due to this talent, the target could flee the scene in shame, collapse in a dejected heap, or throw themself at your character in fury, depending on your GM and the nature of your character’s witty barbs.
 
Dedication
Tier: 5
Activation: Passive
Ranked: Yes
Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.

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