choose your Talents
At the start of the story, characters will have 5 Talent Slots.
Talent Slots can be regained after a short rest.
Characters will gain an additional Talent Slot at levels 3, 6, and 9.
For inspiration and flavor text regarding each class, click here.
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Soldier
Levels 1-3
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Weapon specialization: Focus to increase your accuracy. +1 ATK on next ATK roll. Costs 1 Skill Slot. Can be upgraded twice.
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Extreme effort: Exert oneself past normal limits. +1 STR on next STR roll. Costs 1 Skill Slot. Can be upgraded twice.
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Power Shot: When using your charge pistol, gain +1 ATK on your next ATK roll. Costs 1 Skill Slot. Can be upgraded twice.
Levels 4-7
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Combat Reflexes: As a reaction, dodge and weave during combat to evade opponents. Opponents have disadvantage on their next attack roll against you. Consumes 1 Skill Slot. Cannot be upgraded.
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Survival: Follow tracks, navigate allies through the wilderness, and/or avoid natural hazards during current encounter. Gain advantage on your next MND roll. Consumes 1 Skill Slot. Can be upgraded once, allowing for two turns with advantage on MND rolls.
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Tactical Aid: Use knowledge of tactics to aid allies. Choose to give either +1 ATK or +1 DEF to an ally for current encounter. Consumes 1 Skill Slot. Can be upgraded once.
Levels 8-10
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Power Strike: Put your weight into it! On your next ATK roll, use your STR modifier instead of your ATK modifier. Consumes 2 Skill Slots.
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Critical Strike: Ignore a target's DEF for one turn on your next ATK roll. Consumes 3 Skill Slots.
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Bull Rush: Charge up to 3 opponents. For damage, roll 1d20 for one target, 2d10 for two targets, or 3d6 for three targets. Consumes 2 Skill Slots.
Defender
Levels 1-3
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Fortitude: Tough out incoming damage for one turn. +1 DEF on next DEF roll. Consumes 0 Skill Slot. Can be upgraded twice.
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Athletics: Give yourself an adrenaline boost. +2 STR on next STR roll. Consumes 1 Skill Slot. Can be upgraded twice.
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Taunt: Provoke your enemy(ies). Your target's attention is on you for the rest of this encounter. Can be upgraded twice, resulting in an additional target's attention per upgrade.
Levels 4-6
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Blockade: Forcibly persuade someone out of an action. Use your DEF modifier instead of CHA on your next CHA roll. Consumes 1 Skill Slot. Cannot be upgraded.
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Second Wind: As a reaction, regain an additional HP when being healed or dropped to 1 HP. Cannot exceed max HP. Consumes 1 Skill Slot. Can be upgraded once.
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Knockout Punch: Slug a target as hard as possible. +2 ATK. Consumes 1 Skill Slots. Can be upgraded once.
Levels 8-10​
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Meat Shield: As a reaction, take the hit for an ally. Your ally takes 0 damage. Gain advantage on your DEF roll. Consumes 2 Skill Slots.
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Head-banger: Grab one opponent and smash their head into somethng OR grab two opponents and smash their heads together. Roll 1d20 for damage against one opponent OR 2d10 for damage against two opponents. Consumes 2 Skill Slots.
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Indomitable: Show off your toughness. Opponents have disadvantage on their next two ATK or STR rolls against you. Consumes 2 Skill Slots.
Gunslinger
Levels 1-3
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Dual wield: Whip out your second firearm for this encounter. You are able to fire at up to two targets within 25 yards when it is your turn. Roll 2d6 for damage when firing at two targets. Consumes 1 Skill Slot. Cannot be upgraded.
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Charm: Schmooze your way to success. +1 CHA on your next CHA roll. Consumes 1 Skill Slots. Can be upgraded twice.
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Sleight-of-hand: Pull a fast one. +1 DEX on next DEX roll. Consumes 0 Skill Slots. Can be upgraded twice.
Levels 4-6
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Quick Draw: As a reaction, draw and fire your weapon before your opponent has an opportunity to strike. Gain advantage on your next ATK roll. Consumes 1 Skill Slots. Can be upgraded once.
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Bullseye: Focus and hit at target up to 50 yards away. +1 ATK on next ATK roll. Consumes 0 Skill slots. Can be upgraded once.
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Calm Emotions: Suppress strong emotions in a group of people that are in a 20 ft. radius around you. Roll a d6. On a 4 or higher, you succeed in either calming or frightening the group. This can also make target(s) less hostile. Cannot be upgraded.
Levels 8-10
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Uncanny Dodge: As a reaction, dodge out of the way just in the nick of time. Evade incoming physical damage for one turn. Consumes 2 Skill Slots.
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Gamble: Take a chance and close your eyes. Roll a d6. If the result is a 4 or above, gain +4 ATK on your next ATK roll. Consumes 2 Skill Slots.
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Unload: Fire a flurry of bullets that can hit up to 3 targets, but at the cost of accuracy. 2 of 3 targets will be randomly hit. Roll 2d10 for damage. Consumes 2 Skill Slots.
Infiltrator
Levels 1-3
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Acrobatics: Effortlessly navigate your environment without rousing attention. +1 DEX on next DEX roll. Consumes 1 Skill Slot. Can be upgraded twice.
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Quick Hack: Hack a computer to gain information or disable it. Roll a d6. If the result a 4 or above, you succeed. Consumes 1 Skill Slot. Cannot be upgraded.
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Viper Strike: Jab a target. +1 ATK on next ATK roll. Can be upgraded twice.
Levels 4-6
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Disable: Quickly disable an explosive, weapon, or alarm. +1 MND on next MND roll. Consumes 1 Skill Slot. Can be upgraded once.
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Disarm: Disarm a target in combat. Target is at a disadvantage on their next attack against you. Consumes 1 Skill Slot. Cannot be upgraded.
- Tiger Strike: User your signature martial arts move on a target. +2 ATK on next ATK roll. Consumes 1 Skill Slot. Can be upgraded once.
Levels 8-10
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Improvise: Use your surroundings to your advantage. Gain advantage on next DEX roll. Consumes 2 Skill Slots.
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Flurry of Blows: Use your martial prowess and target up to 2 opponents. Roll a d20 for one target or 2d10 for two targets. Consumes 2 Skill Slots.
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Scorpion Strike: Hit the opponent's weak spot. Roll a d6. If the result is a 4 or above, you knock out your target for the rest of the encounter. If the result is a 3 or below, make an ATK roll instead.
Scientist
Levels 1-3
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Knowledge: Efficiently research, decipher code, and use advanced technology with ease. +1 MND on next MND roll. Consumes 1 Skill Slot. Can be upgraded twice.
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Smart Defense: Calculate your way out of danger. +1 DEX. Consumes 1 Skill Slot. Can be upgraded twice.
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Medic: Provide medical aid to yourself or one other ally. Roll a d6 to calculate provided HP. Cannot heal past max HP. Consumes 0 Skill Slots. Cannot be upgraded.
Levels 4-6
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Booster Pack: Craft a stimulant to give yourself or an ally a temporary boost. Add +1 to any stat (excluding HP and ATK) for the rest of the encounter. Consumes 1 Skill Slot. Can be upgraded once.
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Concoct: Create chemical or pharmaceutical items. Roll a d6 for potency. Consumes 1 Skill Slot. Can be upgraded once.
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Probability: You determine the odds to be in your favor. Gain advantage on your next MND roll. Consumes 1 Skill Slot. Cannot be upgraded.
Levels 8-10
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Exploit Weakness: Use brains over brawn. On your next ATK roll, use MND instead. Consumes 2 Skill Slots.
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Takeover: Completely overtake and control a computer system/network. +3 MND. Consumes 2 Skill Slots.
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Gas Grenade: Set off a gas bomb that EITHER poisons targets for 3 damage in a 15 foot radius OR heal targets for 3 HP within a 15 foot radius. Consumes 2 skill slots.
Techie
Levels 1-3
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Craft: Create electronic/mechanical/cybernetic devices, parts, and weapons. Roll a d10 for item quality. Consumes 0 Skill Slots. Cannot be upgraded.
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Repair: Quickly repair a device or object. Roll a d10 to calculate quality of repairs. Consumes 1 Skill Slot. Can be upgraded twice.
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Vehicle Expert: Drive/operate a vehicle in dangerous situations. +1 DEX on next DEX roll when driving/operating a vehicle. Consumes 1 Skill Slot. Can be upgraded twice.
Levels 4-6
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Minor Robotics: Create a small robot with 3 HP, 2 DEF, 1 DEX, and 2 ATK to do your bidding via neurolink. Roll a d6. If the outcome is a 3 or above, you succeed. Consumes 2 Skill Slots. Robot can be upgraded once.
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Jury-rig: Add +1 to MND roll when attempting to hotwire a device, vehicle, or weapon. Consumes 1 Skill Slot. Can be upgraded once.
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Cybersmith: Temporarily boost the passive ability of an ally's cybernetic enhancement by 1 point for the rest of the current encounter. Consumes 1 Skill Slot. Cannot be upgraded.
Levels 8-10
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Major Robotics: Create and control a robot up to 8 ft. in height that has 5 HP, 4 DEF, 2 DEX, and 4 ATK. Roll a d6. If the outcome is a 4 or above, you succeed. Consumes 2 Skill Slots.
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Robot Suit: Create robotic/mechanical armor for yourself or an ally. You or your ally gain advantage on DEF, STR, and ATK rolls for the current encounter. Consumes 2 Skill Slots.
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Big Gun: Use a charge weapon you created for yourself at max capacity. +3 ATK on the next ATK roll. Consumes 2 Skill Slots.
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Investigator
Levels 1-3
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Intuition: Follow your gut. +1 on your next MND roll. Consumes 1 Skill Slot. Can be upgraded twice.
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Streetwise: Perceptively gather information. +1 on your next CHA roll. Consumes 0 Skill Slots. Can be upgraded twice.
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Aid: Provide minor aid in a pinch to an ally. Roll a d6 to calculate provided HP. Cannot heal past max HP. Consumes 1 Skill Slot. Cannot be upgraded.
Levels 4-6
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Inspire: Boost a nearby ally. Give your ally +1 on their next roll. Consumes 1 Skill Slot. Can be upgraded once.
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Smooth Talk: Use your persuasive prowess to charm a person. Roll a d6. On a 4 or higher, the target will be completely honest or willing to work with you for one turn. The effect will break if the target is provoked or attacked. Consumes 1 skill slot. Cannot be upgraded.
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Act Fast: Quickly pursue your target, sneak, or avoid potential danger. +1 DEX on your next DEX roll. Consumes 1 Skill Slot. Can be upgraded once.
Levels 8-10
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Sixth Sense: Hardly anything gets past you. Gain advantage on your next MND roll and add another +1 to the outcome. Consumes 2 skill slots.
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Deflect Attention: Distract a target. Target misses on their next ATK roll against you or an ally. Consumes 2 Skill Slots.
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Hotshot: Keep your opponent on their toes. Use CHA instead of ATK on your next ATK roll. Consumes 2 Skill Slots.
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