Talents

You never forget anything. With an Appropriate Boost, you may know if a skill that uses it would be useful in this situation. You have a Perfect Internal Compass.

### Multi Strike

SP cost: 31

As a Relevant Boost, You can attack multiple times (or with multiple weapons). Each attack gets a -20 CF for each attack made with this talent. The number of times you can attack is equal to the Combat TF in your highest Combat skill. This uses your Special action, as well.(Max of 5).

### Discerning Eye

SP cost: 19

You can see the outlines and auras of targets when they are obscured or invisible. You can spend 20 Minutes casually observing some one and you will be able to sense their location as long as they are on the same Planet as you. This has no Effect if you are Blind

### Remote Detection

SP cost: 15

You can sense those around you equal to your Combat TF in Perception in Feet. You may focus out of combat to get a Bird's Eye View of an area up to your Combat TF in Perception miles away, the area is a circle with your Perception TF as a Diameter. When you are within 10 Feet of a Force Field you can sense its presence even through walls. This has no effect if you are Blind

### Active Vanishment

SP cost: 27

As a Special Action you can become invisible. While not being Perceived you get a +20 Stealth CF to Infiltration.

### Additive Augmentation

SP cost: 25

Additive Augmentation, gain a species ability by adding a magical or mechanical part to you. (These parts will function as the species ability, and can take any form that is sensible for the part.) The species ability will require power or magic energy to operate extensively.

### Genetic Anomaly

SP cost: 40

Add a species ability permanently to your character, your character takes on a feature of the species you chose. This talent can be taken multiple times. You get a -10 CF Penalty to resist polymorphing, paralysis, and Transmutation effects cast on you, for each time you take this talent. (A character needs Intermediate or higher to perform this genetic adjustment on you, must have DNA of the requested species, and must have the appropriate talent to do so.)

### Extensive Augmentation

SP cost: 20

You have an Augmentation to a body part, and get a Science CF bonus equal to your level when using this power. (You may otherwise choose this Augmentation to have a special effect.) Also the CF bonus is increased if you crafted this part yourself, and added CF bonuses (or Quality)

### Fleet of Foot

SP cost: 29

You get +2 Speed and an additional speed for each 10 Levels you have. Once per round when you take an attack or defense action you may move 3 Feet, this movement is not effected by opportune attacks. You have a +3 Climbing Speed.

### Assister

SP cost: 19

You may add your Combat TF in a skill when you assist a target, if some one else is already Assisting them. When you take the assist action in combat the target gets +10 Support CF. When you use a support action add your combat TF to your TF. (This has no effect on Movement Speed.)

### One's Last Stand

SP cost: 16

You may take a round of actions before falling unconscious from pain stacks or a fatal blow. This happens on the next turn. Your actions in this state have a +40 CF.

### The Long Haul

SP cost: 20

As a Boost any out of combat effect lasts 24 instead, this might fail in some instances (GMs can decide which effects this will not work on.) If you are a Master in a Skill that this effect is using, then it lasts 48 hours. If you are Grandmaster, then the effect lasts 1 Week.

### Enhanced Pain Threshold

SP cost: 33

You get +1 Pain Tolerance for each level you have. Additionally, add your Survival Combat TF to the amount of time in combat it takes to become Exhausted. You get an extra 12 hours of no sleep, and +6 Hours of no eating or drinking before exhaustion kicks in.

### Taming

SP cost: 20

You can tame creatures using skills. These skills are Telepathy (invade mind), Survival (wilderness skills), Interaction (Communication), Empowerment (Strength), Captivation Magic (Soothe), Performance (Entertain). This takes time, and you can tame creatures equal to you combat TF in a Taming skill.

### Complete Restoral

SP cost: 45

You can restore from any wound as long as you head remains, this takes 1 Week. In battle you can restore pain stacks with Regeneration 3 Additional times.

### Swift Executioner

SP cost: 30

Any target whom has taken a melee attack from you within the last 3 Rounds, cannot use Magic or Mystic skills without using that skills required boost, or a Magical Recovery (Using a magical recovery removes the Swift Executioner Debuff). When you defeat a target you restore your attack action, this may only happen once a round.

### Unparalleled Beauty

SP cost: 22

You get a +20 Social CF when using social skills to interact with others. This is doubled when ever a target could be attracted to you (i.e. if they are attracted to your gender and species.) The Social CFs increases by +15 if you have one and use a Mind Boost or Inspiring Boost.

### Wealthy

SP cost: 22

You get +20,000,000 Credits. When taking this talent you may spend additional points, each point spend gives you an additional 1,000,000 Credits.

### Worthy Investment

SP cost: 25

You are paid out by an investment you made, granting you 2,000,000 credits a session. When taking this talent you may spend additional talent points, you get an additional 100,000 credits a session. (You may be allowed to add more points into this talent later, ask your GM.)

### Famous

SP cost: 25

You have a small group of people, approximately 1,000 or so, who are loyal to you. At any time you may spend 10 more points on this talent, up to 6 times. Each time increase your fan base by adding 1 zero. Once you reach the maximum allowed points in this talent you become a galactical Legend.

### Elemental Control

SP cost: 24

Choose one element from: fire, water, ice, wind, earth, lightning, spirit, flare, dark, light, sound. Control that element. Your game master may dictate there are fewer or lesser elements than these listed examples depending on their universe and preferences. See the Element Chart for skills. Each iteration of this skill allows you to choose a new element. You can take the talent Multiple times.

### Elemental Immunity

SP cost: 41

Choose one element from: fire, water, ice, wind, earth, lightning, spirit, flare, dark, light, sound. You are unaffected by that element. Your game master may dictate there are fewer or lesser elements than these listed examples depending on their universe and preferences. See the Element Chart for skills. Each iteration of this skill allows you to choose a new element.

### Relocated Soul

SP cost: 45

Your Soul is linked to you, but it is not in your body. If you die, you only need to be taken back to your soul to be restored to life. Dying in this way makes you lose all your survival points. Each time you revive, you must spend 1 day of Stressful Meditation to reset this.

### Crystal Transference

SP cost: 35

Your soul can be stored in a specific crystal and magically generate a new body if your body is destroyed. Additionally one time a month you can generate a golem core, and place it magically inside any object to become that object, that object shares a consciousness with you as long as it is within orbit of the planet you are on.

### Summoning Pacts

SP cost: 12

As a special action you can summon a specific creature you made a pact with. If this creature dies, you cannot summon it for 24 hours. The creature must agree to the pact, and must be summoned before you can do this. You may spend 1 Day meditating to break a pact. This talent can be taken 4 times.

### Spell Slinger

SP cost: 18

You do not need to make incantations when casting spells. You may spend a Relevant Boost to cast a spell or mystic effect as a special action.

### Blind Fighting

SP cost: 15

You can fight with a Melee weapon while Blinded. Additionally as long as you are not suffering from any movement debuff you cannot be surprised by attacks that are coming from the ground (or targets on the ground.) Unseen targets get versus attack against your Perception, to be affected by blind fighting.

### Ritual Caster

SP cost: 42

You may spend time casting a spell to increase its possible area of effect. While spending time, you may only perform light actions (eating, sleeping, etc.). When you finish the Ritual the spell is cast in a much larger area. Spending 12 hr increases its range 2 times, 24 hours, 10 times, 36 hours, 100 times, and if you are a grandmaster in the skill you are casting, 1 Week will create a planet wide effect (or a system wide effect if your are in space.)

### Decipher

SP cost: 31

After focusing on a target for 20 minutes you may choose to speak, read, or write one of the languages that target speaks. This lasts for 1 day or until combat begins.

### Mysterious Sense

SP cost: 7

If you are intermediate or Higher in any Mystic Skill you can sense mystic effects within feet of your equal to your TF in Telepathy. If you are intermediate or higher in any magic skill you can sense magic effects near you equal to your TF in Enchanting. When these two skill types reach Expert, you can tell what kind of spell or mystic effect is cast.

### Permanency

SP cost: 50

You can spend 24 hours casting a spell on an object or person that spell is permanent. You cannot change this once it is cast. The GM can decide if you can recast this ability if it is otherwise lost. You can only do this once. (The GM can decide if there is adverse effect for casting spells on objects or living things.)

### The Boon of Nature

SP cost: 19

When you cast a Magic effect leave that effect behind as a field effect for rounds equal to the Combat TF in the skill used (Minutes out of Combat). The range of that effect is equal to your Combat TF in Alteration Magic in feet. Each round it remains its size increases by 1 foot, this happens for a number of rounds equal to your Druidic Magic Combat TF.

### Archmagi

SP cost: 24

The duration of your effects made from mystic or magic skills increases by your Dimension Magic Combat TF. The range of mystic and magic skills increase by your Support Magic Combat TF. Mystic and Magic skills get a Magic CF bonus equal to your Elementalist Combat TF when using a boost.

### Perfect Care

SP cost: 22

When in your care a target will heal both Survival points and Magical Recoveries on each Rest Day. On the rest day where their Survival Points and Magical Recoveries would become full, they restore boosts. When treating a target with a Fatal or Near Death wound you may use a survival point to reduce the severity of the wound by one (only if the wound severity is 6 or 7). You may use Pain Relief +1 Time in battle for each healing skill you have.

### Digitized Mind

SP cost: 31

You mind can be downloaded and uploaded by a file. You may also digitize your whole body, this takes 1 Minute. You can spend 6 Hours Digitized to upload your body, and mind. Reloading yourself takes 1 Week. You will reload with the memories from your last upload.

### Research Analyst

SP cost: 20

When making skill checks against a researched subject you get an additional +5 Science CF for each skill level you have researched on that subject. This also works on combat actions. When passing on effects from your research, it lasts for 3 additional days.

### Compartmentalized Mind

SP cost: 22

Your mind is segmented into compartments allowing you to focus on more tasks. You can have additional compartments equal to your Combat TF in a Science skill. For each Compartment you have you get a +10 Science CF to Dazed, Stun, Charm, and any other mental condition that stops you from acting. Once you have 5 Compartments you are immune to those effects. (Max 5 Compartments.)

### Drone Control

SP cost: 18

You can control drones equal to your Combat TF in Technopathy or Computer Science (or if you have Compartmentalized Mind).

### Advanced Transmutation

SP cost: 23

You can Transmute objects and others. You can change the size of things when using transmutation. If you are in UV light you restore additional +15 Pain Stacks each hour

### Energy Specialist

SP cost: 22

You can spend 1 Energy Unit to heal 4 Pain Stacks. You may spend multiple energy as well, if you do, heal that many pain stacks x4. The amount of pain stacks you heal may never increase above Energy Projection's TF. The range of your Energy Projection Talents increases by your Energy Projection Combat TF. When have energy absorbed you may release it when taking pain stacks to reduce it by 1 for each energy released, this may never be more than your absorption Combat TF.

### Physically Enhanced Combat

SP cost: 20

You can spend an inspiring boost to see the effects of your current action over the next round (you may change your action or prepare). You may fight in combat with weapons by floating them (in this way you may add Kinetics TF to your attacks, or use Kinetics). With a Mind boost give yourself a Mystic CF bonus equal to your telepathy TF against mind altering effects.

### Enchanting Specialist

SP cost: 15

You can use your Enchanting skill to remove enchantments and place them into Vessels. You can use Enchanting to craft vessels, these vessels can hold enchantment tiers equal to 3x their quality.

### Golemancy

SP cost: 10

You can use Druidic Magic to create golems. You can raise golems equal to your level, golems may only have skills in 1 Stat, and receive no species, profession, or planet buffs.

### Necromancy

SP cost: 10

You can use the conjuration magic to raise the dead, but you can only raise levels of dead equal to Half your score in Conjuration magic. Normally without a special item all undead lose all their Mental Skills when raised. You may also not raise anyone higher than 5 Levels lower than you.

### Writ of The Elements

SP cost: 10

You can create writs that will imbue elementals with life. You can have Elementals equal to your TF in Elementalist, but controlling them takes focus.

### Android Construction

SP cost: 10

You can create andriods with your skills, and talents. When an android you create has a skill score you have, no other android you make can have that skill or talent, until otherwise dismantled. The Durability of your Andriods are based off of Machinery. (Using Digitized Mind to be the andriods brain removes the skill limitation.)

### Bio Android Construction

SP cost: 10

Bio Andriods must be grown with the genetics skills, without growth accelerators it can take 5 years to grow a fully develop Bio Android. You need a pod (growing cask) and DNA from a specific Species(s) to build the Bio android. And additional Year is added to the growth of the bio android for each level you wish them to gain upon growth. (You may not have their level be higher than your own and your TF in Genetics.) You can make Bio Android autonomous, or Dependent (See rules below.)

### Quality Expansion

SP cost: 30

Your Quality Cap increases by that crafts Combat TF. (Max of 5). Spend 50 More points, and your quality cap is completely removed, only do this if you are a grandmaster.

### Impressive Craftsmanship

SP cost: 19

Increase the hardness of items you craft by 1 and an additional for every 10 Levels you have.

### Edge of Innovation

SP cost: 18

Increase the complexity per quality of items you craft by 1 and an additional for every 10 Levels you have.

### Competent Construction

SP cost: 14

Increase the EF bonus per quality of items your craft by 2 and an additional 2 for every 10 levels you have.

### Power Management

SP cost: 16

Increase the Energy Units of items your craft by 2 and an additional 2 for every 10 levels you have.

### Material Specialization

SP cost: 15

Choose a Material. You get a Science CF bonus equal to your Excavation TF to crafts when working with a specific Material. You can take this talent multiple times.

### Pinnacle of Design

SP cost:20

Increase the Value of items you craft by your level times 400.

### Spectacle Craft

SP cost: 11

You can use Mystic or Magic skills to add a flair to the items you craft, increasing their value, and appeal. These Spectacles are not permanent without a 300+ score in the craft. If crafted on a consumable, it vanishes after it is consumed.)

### Crystal Grower

SP cost: 31

For each 100 Score in Enchanting you can grow a Level 1 crystal at the beginning of the session (or add a level to an already growing crystal, for each 100 In Enchanting you cannot choose the same crystal twice.). Crystals cannot exceed your TF in Enchanting. The type of crystal you can grow increase by your skill level -2. You can never grow The Blessing.

### A Smiths Soul

SP cost: 31

Your crafts have +3 Hardness

### A Tinkerers Soul

SP cost: 31

Your Crafts Have +6 Complexity

### An Enchanters Soul

SP cost: 31

Your Crafts have +10 EF.

### A Machiner's Soul

SP cost: 31

Your Crafts have +8 Energy Units.

### Shaman's Rites

SP cost: 34

You can conjure totems equal to your Combat TF in Conjuration Magic, these totems can be in any shape out of any material. You can cast a spell on the totems and give it a command, aura or cast. With an Aura the totem will remain with that aura for 1 week. With Cast the totem will cast the spell on them whenever a condition you set is met. Conjuring a Totem takes 4 Hours. (Some Effects are up to GM scrutiny.)

### Special Shift

SP cost: 40

Choose a Dimension, you can shift to that Dimension. You can take a number of people equal to your Skill level in Dimension magic. You can also Shift from other Dimensions to the Material Plane. You can take this talent Multiple times, each time choose a new Dimension.

### Special Power

SP cost: 15

You a have a special power that improves at every level ending in 5. On those levels spend 4 points on this talent. This caps at level 35.

### Template

SP cost: 20

You have a template that improves at every level ending in 5. On those level spend 7 Points on this talent. This caps at level 35.