Talent Talent Type Effects Requirements Handicap Cost
Acquired Immunity talents, fae-talents, namara-talents

After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When effected make a Hard Immunity check. If you pass after you are infected, then your character will develop an immunity to that particular infliction. This must be done for every new infliction of any new health affecting status ailment.

N/A

You also develop immunity to positive status effects in the same way and must make immunity checks to them. 

Acting talents, deztunian-talents

This talent allows you to act, fooling others into thinking that your performance is real. This increases your Performance by +2.

N/A

Actors only act strong, but never really are. The handicap with this talent is a -2 to Strength and Athletics. 

Antennae Array fae-talents

The fae can sense things perfectly even when their sight is obstructed. This makes them immune to vision affecting status effects and able to retain their perception even in the darkest of places. 

must be a fae

Antenna Dependence: To the fae the antenna are a vital sensory organ. Damage to one antenna requires the fae to need to make Normal Perceive checks for every action. Damage to both changes the checks to Impossible Perceive checks. Antenna can be healed like any other limb. 

Arcane Knowledge xeno-elf-talents

The xeno elf has a deep connection to their runic element that dates back many generations to their forming as research specimens. Because of this the xeno elf gains bonuses to Insight and Arcana of + 1d6 when in environments that are strong with their element. They also can identify spells within rune stones and set upon magical traps with easy perceive checks.

must be a xeno elf

N/A

Blood Letting namara-talents

The Briar Namaran can cut itself and apply its blood to any weapon giving the weapon a poisoning effect of 1d4 Vitality per round. Since each namaran is different it is impossible for anyone to gain immunity to this kind of poisoning. 

be a briar namaran

N/A

Born on a Mount rover-elf-talents

The rover elf probably learned how to ride before the elf could even walk. Because of this the rover not only needs no saddle (and prefers no saddle), but also will likely not fall from his or her mount. While riding a beast, the rover gets a +1d8 to Brace checks against being knocked off or falling off. The Rover also increases the mount's Move and Acrobatics by his or her own.

must be a rover elf

Thalassophobia: The rover elf has a very unnatural fear of the sea. The elf will not willingly go where he or she can't take their mount, and if forced on a ship the rover elf will have to make Normal Mental Balance -3 checks per hour against anxiety, berserk, and panic-induced dazed. 

Cat-Like Agility talents

This talent gives you +2 to Acrobatics and +1 to Initiative, Evade, and React. 

Your character must not have any handicaps that can affect mobility. 

Having this talent makes you clumsy, causing you to need to make a normal grip check each time you attack that you will drop your weapon. 

Child of the Dark dweller-elf-talents

The Dweller Elf is at home in the dark places of the world. When in dark places, especially caves and tunnels, the dweller elf can sprint with no power loss and move with no movement restrictions. Furthermore, the Dweller Elf gains a +2 to Survive for looking for clean water and food in the underworld. 

must be a dweller elf

Dis-empowered by the Light: When out in the sun's light, the dweller elf's checks go up one level in difficulty. 

Child of the Forest wood-elf-talents

The Yerk Elf is at home in the deep forests of the world, and their early life has developed within them a greater chance of survival when in the deep woods. Anytime a yerk elf is in the forests, they gain a +2 to Perceive and Nature. They can also make a nature check to easily find edible berries or mushrooms, clean water, and even to track their prey in the forests. The difficulty of the nature check depends on the situation and need, however for the Yerk Elf, it will never be higher than a Hard Check. 

be a yerk elf

N/A

Child of the Plains rover-elf-talents

The rover elf grew up on the plains and calls the plains home. While on the plains the rover will experience no movement penalties nor will the rover experience power loss from sprinting. Furthermore the rover gains a + 1d4 to initiative while on the plains. Furthermore the rover elf gets a +3 to survival for looking for clean water and food. 

must be a rover elf

Not for the City: When in towns or cities the rover elf will feel claustrophobic and have a reduction of 1d6 to movement. 

Dark Seduction tiefling-talents

Any sentient person of the opposite gender must make a normal mental balance check to not be seduced by the tiefling if within 2 spaces of the tiefling. Any dark or chaos points this person has is used as a penalty to this check. Any light or order points is used as a bonus for this check. 

must be a tiefling

False Love: The seduced might think that they are in love with the tiefling which puts the tiefling in an awkward place. Any slight against the tiefling causes the seduced with false love to have to make a normal mental balance check against berserk, which would break the seduction. Furthermore the tiefling would not be able to target the one in false love without breaking the seduction. The chance of this happening is determined by a normal luck check by the tiefling. 

Daughter of Yu'Mara dweller-elf-talents

If you are a female dweller elf, you get a +3 to influence and Intimidate when dealing with males of any race. 

must be a dweller elf and female

Duties to the Goddess: You must spend a month every year serving the Oracle of a dweller tribe or you will not have the bonus given by this talent. 

Divine Magic angerian-talents

Being an angerian all of your actions must be seen as that of the divine. Therefore you have developed a way to make your magic more divine. You are able to make a Normal Religion check, should you succeed you add your Religion score to your spell healing or damaging power. The spell also appears to glimmer as if with holy power, though this is simply for show. 

must be an angerian

Imposter Syndrome Realized: Should you fail at your spell casting, you believe that others will realize you are not as divine as they thought. A failure therefore causes your next spell cast to cost 25% more. A critical failure prevents you from casting a spell for an entire hour as you are too afraid to do so. 

Dwarven Endurance dwarf-talents

Occasionally the Dwarf will need a boost of extra Power. The Dwarf can exchange Soul for Power at a cost of 2 Soul per 1 Power. 

be a dwarf

N/A

Dwarven Prospector mountain-dwarf-talents

Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic power. 

be a dwarf

N/A

Dwarven Runes rune-dwarf-talents

Rune Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when placed on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do.

be a rune dwarf

N/A

Elemental Summoning xodian-talents

Xodians have a deep connection with their runic element and can randomly cast a spell. Unfortunately, they have no control over the magic they cause to happen, only that it is magic of their element. With a successful Normal Arcana -3 check, they can cause a random spell of their element decided by a 1d% roll. 

Must be a xodian

Magical Berserk: You must make a Normal Mental Balance check, if failed your runic energy doubles but you are unable to do anything but use this talent or runic spells for the next 1d6 rounds.

Elven Pride xeno-elf-talents

Xeno Elves were once High Elves and their pride has never really fully went away. Because of this, the Xeno Elf can use Soul to give themself a bonus to Influence or Persuade at a cost of 2 Soul per 1 point. 

must be a xeno elf

Elven Hubris: Xeno Elves still have the arrogance of a high elf, and failure not only hurts their pride, but also their confidence. Failing a persuade or influence check requires a Normal Mental Balance -1 check against Loss of Self for 1 hour. Critical Fail automatically inflicts Loss of Self for 1 hour. 

Empathy talents

This talent gives the character strong empathetic senses, being able to sense the feelings around him or her. This is handy for allowing the character to sense nervousness, sarcasm, anger, or any other emotion. However the character may experience emotional breakdown should the emotions be very high. This talent also gives your character an Initiative bonus of +2. This is a permanent effect. With this talent you can simply go in rage when you feel a lot of anger around you, or suffer loss of self if you feel a lot of depression around you.

N/A

This talent by its definition makes it more likely that you will break. Therefore you have a penalty of -2 to Spiritual Balance and Mental Balance. 

Enhanced Healing deztunian-talents

Deztunians have an excellerated healing rate. Any healing spells, potions, or skills have their affect increased by the Deztunian's Arcana when used on the Deztunian. This includes sleep or rest recovery rates. Furthermore, Deztunians will naturally regenerate their Vitality by 10% of their Max Vitality every hour, or 1% every round when in battle. 

Must be a Deztunian

N/A

Faster Reflexes talents

This talent increases React by +2 and Initative and Evade by +1. 

You cannot have this talent if you have a handicap from another talent that decreases React. 

You are faster to react and also impulsive. You must make normal Mental Balance check whenever encountering a foe or a threat to not just rashly react. 

Faster Than Most talents

This talent increases Speed by +2 and all speed traits except bow power by +1. 

You cannot have this talent if you have a handicap from another talent that decreases Speed.

Having this talent causes you to receive 10% less XP. 

Feather Fall angerian-talents

The angerian can slow down their fall, reducing any fall damage to 65% provided the angerian can make a Normal React check and can unfold their wings. 

must be an angerian

N/A

For the Clan! shield-dwarf-talents

Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a normal reaction check. If the roll is a success, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. 

be a dwarf

N/A

Ghost Hunter talents

This is a good talent to have with Spirit Sight. With this talent, you are naturally more aware of spirits around you. You have a bonus of +2 to Perceive when looking for spirits. If you have Spiritual Communication, you have a chance to befriend spirits before they become your foes or learn where traps and dangers are. If you have the Spirit Sight talent, you get an extra round in before the battle against a spirit begins.  

N/A 

You are more easily possessed, having a -2 to Spiritual Balance.  

Great Orator talents

You have a +2 to Influence when speaking. 

N/A 

It is easier for you to get sick. -2 to Immunity and Health. 

Healthy as a Dragon talents

This talent proves an extra 1d10 dice to your Vitality Creation Gen Dice (used during character creation) and a +1d6 to Vitality Level Up / Rest Gen Dice (used when leveling up and for rest recovery). 

N/A

Your Magic potential is decreased. -2 to Arcana, -1 to Runic Casting Speed. 

Heartier and Healthier talents

This talent increased your Fortitude by 2 and all fortitude traits by +1. 

You cannot have this talent if you have a handicap from another talent that decreases Fortitude.

Having this talent adversely affects your character's Luck potential. Your character has a penalty to luck of -2. 

Higher Perception talents

This talent gives you a bonus of +3 to Perceive and +1 to initiative. 

N/A

Having this talent makes your character more easily intoxicated. It does so by increasing the alcohol penalty requiring an increased difficulty level for Immunity checks, so that it becomes easier and more likely that your character will become intoxicated much quicker. 

Hoarder's Insight dracokin-talents

You have a natural instinct for the value of items. You gain +5 to Insight for apprasial and can always find a hidden cache of items in ruins.

be a dracokin

Greed's Pull: If you see an exceptionally rare treasure, you must pass a  Normal Mental Balance -2 check or be compelled to possess it.

Hovering Flight fae-talents

Unlike other races that can fly, fae do not need to land. They can hover in place. Nor is flight a skill at which they can fail as flight is natural to them. A fae can choose to walk moving at Fae Walking movement rates, or a fae can choose to fly moving at Fae Flying movement rates. 

must be a fae; must not carry weight that is half or more of weight limit. 

N/A

Human Ingenuity talents

As a human you learn things faster than your peers. You are considered highly intelligent. You gain 15% more EXP. 

Your character must be a human. 

The handicap with this talent is a -2 to Strength and all strength traits.  

Last Dwarf Standing shield-dwarf-talents

If the dwarf is the last one alive, the dwarf will get a bonus of 2 to his or her vitality save check, and come back with 50% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free vitality save check. Vitality Save will always bring the shield dwarf back with 20% Vitality instead of 1 Vitality.

be a dwarf

N/A

Low Light Vision dwarf-talents, yeti-talents, goblin-talents

You are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Your eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. 

be of a cave dwelling race (dwarf, cave ravager yeti, goblin)

N/A

Luckier Than Most talents

This talent increases your Luck by +2. 

You cannot have this talent if you have a handicap from another talent that decreases Luck.

Being so lucky you don't have to try as hard so you do not learn as quickly. You gain 10% less EXP. 

Master of the Elements dracokin-talents

If you roll 5 or less on your check to use an elemental aura it will cost 0 soul for the first round. 

be a dracokin

Elemental Vulnerability: You receive 25% more damage against your opposing element. 

Memories of Xodod tiefling-talents

When the tiefling's vitality is down to the last 15%, the tiefling becomes desperate and their melee attacks are empowered by memories of the flames of Xodod. This increases your melee damage by your Arcana doubled. This state only happens when your Vitality is at 15% or less. 

must be a tiefling

Eternal Fear: Should the Tiefling's Vitality drop to 1 the tiefling will be stunned by fear until the vitality is restored. 

Moments of Clarity xodian-talents

During a moment of clarity, a Xodian may add their Arcana bonus to any non-magical skill check.

Must be a xodian

However, they must immediately follow this with a Normal Mental Balance -2 check to avoid a psychotic lapse.

Natural Camouflage namara-talents

The namaran can blend in well with the flora of a jungle or forest, gaining a +8 to Stealth when in such environments.

be a namaran

Desert Weakness: Being a plant creature, the namaran does not do well in deserts and other very arid climates. When in those climates the namaran will be capped at half Power stat.

Natural Forest Blending wood-elf-talents

Yerk elves are naturally camouflaged with in the woods. Enemy targets have a 5 penalty to perceive you when in forest areas. 

must be a yerk elf

N/A

Natural Mage talents

This talent gives you a +1 to Runic Speed, +1d4 to Runic Power, and +2 to Arcana. 

N/A

This talent decreases your Offensive Power by 1d4. You also have -2 to Athletics. 

Natural Marksman talents

This talent gives your character a +1 to Focus and +1d4 to Bow Power. 

N/A

This talent gives you a -2 to Brace and Endure. 

Natural Sprinter talents

This talent increase your move by +1d6. 

N/A

You are however slower at casting spells, decreasing your Runic Speed by 1. 

Naturally Calm talents

This talent increases your character's ability to resist psychological affecting status effects, such as fear, depression, loss of will, and berserk. It does so by giving your character a bonus of +2 to Mental Balance to guard against any psychological affecting status effects and attacks.

You must not have any handicaps that affect Mental Balance. 

This talent gives a penalty of -2 to Spiritual Balance. 

Nature's Kin fae-talents

Fae can communicate with insects and small woodland animals.

be a fae

Delicate as a Butterfly: All physical damage done to the fae is increased by +2

Other Sight wood-elf-talents

Yerk Elves are at one with nature. The yerk elf can use his or her connection with nature and natural creatures to see through their eyes. The yerk elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the yerk elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy.   

must be a yerk elf

N/A

Polymorphous Enlightenment talusian-talents

This talent allows the talusian to learn one observed racial skill. You must take the form of the target to learn the skill. Once learned you can use the skill in any form that has the required anatomy. For example, if you learn to fly from a great eagle, you could fly as long as you are in any form that has wings or have made your arms into wings.  

Must be talusian

N/A

Potion Sensitive talents

This talent causes you to be extra sensitive to potions, causing their effects to be doubled for you.

N/A

This talent also applies for negative effect potions, such as poisons, doubling their effect on you as well. Furthermore you will need to make a Medicine Check with each potion use against becoming addicted to the potion.

Psychic talents

This talent gives you a +2 to insight for an intuition check, and for also having prophetic dreams. 

N/A

This talent makes you more easy to possess, giving you a -2 to Spiritual Balance. 

Psychic Foresight ascia-elf-talents

The Ascia Elf gains a +4 bonus to Initiative and can never be surprised in combat.

be an ascia elf

Echoes of the Veil: The elf occasionally sees "ghosts" of possible deaths, causing a -2 penalty to Mental Balance during high-stress situations.

Quick on Your Feet talents

This talent allows you to be quick on your feet, giving you a +1 to Initiative and Evade and +2 to React. 

N/A

Having this talent causes any and all skills and spells to always cost 10% more than the stat cost that you have for that skill or spell. This increase applies to your listed stat cost, even when you have the stat cost decreased. 

Ravager's Grudge yeti-talents

You gain a bonus of 1d10 to Offensive Power whenever fighting anyone or anything that is inscribed on one of your stone tablets.

Must be of a Cave Ravagers yeti clan

Eternal Debt: You cannot refuse a challenge from someone who holds a grievance against you and will take 50% more damage from that attacker if they are of a Cave Ravager tribe. 

Regenerative Immortality xodian-talents

Xodians do not age and are immune to natural diseases. If reduced to 0 Vitality by poison or disease, they do not die but enter a regenerative sleep for 1d8 days while their body restores itself back to 10% of max vitality. A xodian can still be killed however, just not by natural means or anythings like poisons or diseases. 

Must be a xodian

Psychosis: Upon waking up the xodian will be in psychosis for 1d6 days. During this time a xodian must make a Normal Insight -2 check to determine who is friend, who is foe, what is real, and what is fake. Nothing can protect against this psychotic break. 

Runic Conduit xeno-elf-talents

Xeno Elves are walking, living, breathing runic batteries. They can increase the damaging and healing powers of their spells by spending Soul at a 1 to 1 rate. 

must be a xeno elf

Elemental Feedback: Failing a spell will cause the runic elf runic power damage. Rolling a critical fail will include spell damage to runic power damage against the xeno elf. 

Runic Drain xeno-elf-talents

Xeno Elves can drain Soul from any rune stone that is in their hands to restore their Soul with. They can choose to drain only a little or all of it. 

must be a xeno elf

N/A

Runic Sight xeno-elf-talents

Xeno Elfs see color hues of runic elements.

must be a xeno elf

N/A

Second Chance Charlie talents

You can reroll any failed check, skill, or spell. 

N/A

You receive 15% less EXP. 

Sentinel's Resolve yeti-talents

You are immune to dazed and stun conditions. 

must be of a Mountain Sentinel yeti clan

Pyrophobia: You must make a Normal Mental Balance Check -3 whenever you are within 10 feet of fire or you will flee double your movement rate away from the area. If you cannot flee you will pass out from fear for 1d6 rounds or 10 minutes outside of battle. 

Shaman of the Plains rover-elf-talents

Rover Elves have developed a greater skill for healing, especially out in the plains. In the plains they can get a free Easy Medicine check to locate a needed herb to heal basic status effects such as low level poisons, dazed, fear, nausea, and sickness. If the rover elf is female they have had even more training in this and can add double their medicine trait score to any healing potions effects. 

must be a rover elf

Wanderlust: If the rover elf stays in one settlement for more than 3 months, they suffer a cumulative -1 penalty to all mental checks per week.

Silent Hunter wood-elf-talents

Yerk Elves can slow down their movement to half movement so that they are not making any sound, no matter what they are walking on. In this way, the yerk elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the yerk elf to attack before the battle starts.  

must be a yerk elf

N/A

Skin of the Mountain yeti-talents

If you are unarmored you can use your defense trait stat as physical armor and spirit trait stat as magical armor. 

be a yeti

Magically Challenged: It isn't that the yeti can't use magic, some yeti shamans do. It is that they struggle to use magic, it comes harder for them. They have a -2 to all arcana checks for spell casting. 

Solar Revival namara-talents

When within sunlight namarans will continuously regain 1d4 Vitality per round (in battle) or 1d10 Vitality per hour (out of battle).

be a namara

Darkness Weakening: The namarans need sunlight. Without it they cannot heal as well. When in dark places any healing abilities, spells, or potions will be half as effective against the namaran. 

Soul Binding ascia-elf-talents

The Ascia Elf can magically bond their runic element to a piece of non-magical equipment (weapon, armor, or pack). This item now travels with them into Spirit Form.

be an ascia elf

The Anchored Soul: Every item bound this way increases the difficulty of Mental Balance checks by 1 level while in the Veil. If the check fails, the elf risks becoming a haunting.

Soul Enrichment xeno-elf-talents

Xeno Elves can increase the spell casting time by 1 to add an additional runic power to the spell damage or healing power. 

must be a xeno elf

N/A

Spirit Sight talents

This talent allows you to see spirits. This skill won’t show you all of the spirit world, or even all spirits. What it does is shows you spirits who are still strongly tied to this world. This talent is always in effect and the GM will describe any spirits that you might see.  

N/A

You are easily paranoid and suffer from anxiety. You must always make perceive checks, and if you fail a perceive check you must determine that something dangerous is there.  

Stalwart Defender dracokin-talents

By making a Normal Brace Check the dracokin gains +1d6 to Defense for that turn and cannot be moved.

be a dracokin

Clumsy Reaction: Upon coming out of the brace you have a -4 penalty to acrobatics for the next turn. 

Strong Willed talents, fae-talents

This talent makes it more difficult for others to con you, trick you, influence you, charm you, or seduce you in any way. It does so by giving your character a bonus of +3 to Mental Balance to guard against any effect that would take away the control of your character. 

This talent cannot be used if you have any handicap that lowers your character's Mental Balance against being controlled or influenced.

Having this talent lowers your Mental Balance when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 2 points.

Stronger Than Most talents

This talent increases your Strength by 20%, Weight Limit by 50%, and your Athletics, Grip, Throw Range, and Offensive Power by +1. 

You cannot have this talent if you have a handicap from another talent that decreases your Strength.

Having this talent adversely affects your character's spell casting potential. Your character's Arcana and Runic Speed are decreased by 2. 

Survivor talents

Having this talent gives you a +2 to Vitality Save. 

N/A

Often you are a survivor of your own mistakes and misfortunes. Because of this you have a penalty of -2 to Luck. 

Survivor of the Apocalpyse goblin-talents

When the goblin's vitality would be reduced to 0, the goblin can make an easy Survival check to instead have it reduced to 1. 

must be a goblin

Grotesque Stigma: any influence and persuade checks are increased by one difficulty level. Charm checks are always set at impossible difficulty. 

Telekinesis xodian-talents

Powers of the mind that are unique to Xodians. With this you can speak into other's minds, search a location you know of, or cause things to move.

  • Mind Speak: Normal Focus check per minute, 1 Soul per minute
  • Mind Search: Normal Focus -2 check per minute, 2 Soul per minute
  • Move Object: Hard Focus check -1 penalty per distance and per 20 pounds, 2 Soul per distance and per 20 pounds

Must be a xodian 

Increases Mental Balance penalty by 1d6 for the next hour. 

That Only Counts As One! iron-dwarf-talents

Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no offensive power added.  

Be a dwarf

N/A

The Barbarian talents, yeti-talents

Your character is a natural barbarian. As such you are not keen on using wimpy projectile weapons or flashy spells. Give the barbarian an axe or a hammer any day. Due to this ability, your character will increase their damage power with chopping or bashing weapons by an extra 1d4.  

This talent only works with chopping or bashing weapons.

Your character's damage power with other weapons that are not chopping or bashing is decreased by 1d4. 

The Deft talents

You are one slippery fool. You have a +2 to Evade. 

You cannot have any handicaps that reduce Evade or Speed. 

You must also roll a 1d6 with the evade check, with 6 meaning you'll take double damage and not evade even if your evade check was successful. 

The Genius talents

This talent will increase both Intellect and Wisdom. It will give one a +2 with +1 to all traits and the other a +1 with +2 to all traits. You must decide which gets the +2 with + 1 and which gets the +1 with +2. 

You must have no handicaps that affect wisdom or intellect.

Your strength is decreased by -5 and all strength traits -2.  

The Mother's Grace dweller-elf-talents

The dweller elf is very hard to find naturally in the dark. Anyone looking for them must make a Hard Perceive Check. Enemies get a penalty of -2. 

must be a dweller elf

Spotted in the Light: When in bright places or out in sunlight, the dweller has a penalty of -3 to stealth. 

The Mother's Sight dweller-elf-talents

The dweller elf can see as well in the dark as other races can in the light. They suffer no perceive penalties in the dark nor do they need any sources of light to see. 

must be a dweller elf

It takes longer to adjust your eye sight when leaving dark environments and entering into bright environments. You will suffer blindness for 5 minutes following by visual instability for 10 minutes as your eyesight adjusts.  

The Natural Bard fae-talents

Faes are natural bards. The effects of any singing or dancing skills are increased by 50%.

must be a fae

N/A

Tiefling Mentality tiefling-talents

A tiefling who is berserked or enraged does not have any of the negatives from this. 

must be a tiefling

A Weaker Rage: this of course means that the tiefling isn't truly enraged. The bonus to attack given by the enraged status effect is reduced by 25%.

Tough Skin talents, yeti-talents, dracokin-talents

This talent permanently reduces all damage done to Vitality.

N/A

Having such thick skin makes your character less agile, giving you a penalty of -2 to Acrobatics.

Toxin Resistance dweller-elf-talents

Blessed by Yu'Mara, the dweller elf gains immunity to all non-magical poisons and has a +1d6 to Immunity against magical poisons. 

must be a dweller elf

N/A

Trap Proof goblin-talents

Being masters of trap setting and disarming, it should come as no surprise that the goblin can simply ignore and be ignored by most traps. 

must be a goblin

N/A

Unnatural Luck talents

With this talent your character has unnatural luck. This talent allows you to spend Soul to gain a temporary boost to your character's luck. Every 2 Soul spent with activating this talent gives your character a boost of + 1 to Luck. The maximum increase allowed is +10 points. This talent can be activated whenever desired. 

You must have no handicaps that affect luck. 

You receive 15% less EXP. 

Unstable Invention goblin-talents

As a support action a Goblin can jury-rig an item, weapon, or potion.

  • Success (Roll 1d10, 4-10): The item works with double effectiveness or a +4 bonus.

must be a goblin

N/A

Verdant Sybiosis namara-talents

The verdant namaran has symbiosis with nature. Any earth or water spells will have a normal luck chance of healing instead of hurting the namaran. Furthermore verdant namarans have their potion effects doubled.

be a verdant namaran

Wailing of the Forest: Whenever the namaran witnesses destruction to the natural world a Normal Mental Balance -2 check must be made. Should the namaran fail, the namaran will suffer loss of self status effect that cannot be cured for 1d12 hours. 

Voice Acting talents

This talent allows you to alter your voice so that it sounds like something or someone else. This increases your Deception by +2. 

N/A

You are easily paranoid and suffer from anxiety. You must always make perceive checks, and if you fail a perceive check you must determine that something dangerous is there.

Walking the Veil ascia-elf-talents

When in spirit form the ascia elf has no penalties or restrictions to movement. Walls, doors, they do not exist while in this form. 

be an ascia elf

N/A

Wall Clinging deztunian-talents

Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. 

Must be a Deztunian  

N/A

Warrior of Darkness dweller-elf-talents

Darkness is an ally to the dweller elf. Whenever they are fighting in dark environments or at night they receive a +1d6 to Offensive Power and Bow Power as well as a +3 to Critical. 

must be a dweller elf

Handicapped by the Light: When fighting in sunlight or bright places the dweller elf must make normal focus checks to hit his or her target. 

Xodod's Anger tiefling-talents

A tiefling who is in rage can apply the same rage effects to spells and skills. 

Be a tiefling and be enraged. 

Once the enrage or berserk status effect is over the tiefling is dazed for 1d3 rounds.