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Wall Clinging Proto-Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. Must be a Proto-Deztunian of the 1st Era N/A
Voice Acting This talent allows you to alter your voice so that it sounds like something or someone else. This gives you a bonus to Luck of 20% your Mental for use with Luck checks against deception. N/A N/A
Unnatural Luck With this talent your character has unnatural luck. This talent allows you to spend SA or character points to gain a temporary boost to your character's luck. Every 2 character points or 5 Soul spent with activating this talent gives your character a boost of 1 point to Luck. The maximum increase allowed is 25 points. This talent can be activated whenever desired. Your character's race must have a race maximum for Luck no lower than 60. 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.
Tough Skin This talent permanently reduces all damage done to HP. It does so by giving you a Defense that is 20% of your Fortitude stat and Spirit that is 20% of your Mental stat. The defense given will reduce any felt physical damage, and the spirit will reduce any felt magical damage. This would be a reduction of any damage that would actually be felt by Vitality, after any absorption or blocking done by armor. This does not protect against damaging status effects, such as poisons or burns. This does protect against piercing attacks.  Your character's race must have a race maximum for Fortitude no lower than 60. Having this talent adversely affects your character's speed potential. Your character's race maximum for Speed is immediately reduced by 20% by having this talent.
Tiefling Mentality A tiefling who is berserked or enraged does not have any of the negatives from this. Be a tiefling N/A
Tiefling Lust Any sentient person of the opposite gender must make a will check to not be seduced by the tiefling if within 2 spaced of the tiefling. Any dark or chaos points this person has is used as a penalty to this will check. Any light or order points is used as a bonus for this check. Be a tiefling N/A
The Genius This talent increases the character's Mental race maximum by x 1.5 but no higher than 100. This talent also gives your character an Initiative bonus of +1. This is a permanent effect. Your character cannot have a race max for Mental higher than 90. You cannot have this talent if you have a handicap from another talent that decreases the racial maximum for Mental. Having this talent adversely affects your character's strength potential. Your character's race maximum for Strength is immediately decreased by 20% by having this talent.
The Deft You are one slippery fool. You have a +5 modifier to Evade. You cannot have any handicaps that reduce React, Evade, or Speed. Constantly evading harm has left you with no need for greater strength. You will take a penalty of 5 to Strength and your Weight Limit is reduced by 25%.
The Barbarian 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, you may choose either Chopping Proficiency or Bashing Proficiency free of charge to start with. Your character will also increase their damage power with chopping or bashing weapons by an extra 50%.  Your character must have a Strength Race Max at 60 or above. Your character's damage power with other weapons that are not chopping or bashing is decreased by 30%.
Telekinesis

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: Focus check per minute, 5 SA per minute
  • Mind Search: Focus check 5 penalty per minute, 10 SA per minute
  • Move Object: Focus check 5 penalty per distance and per 20 pounds, 10 SA per distance and per 20 pounds
Must be a genetically created xodian of the 1st era N/A
Survivor Having this talent gives you a +5 to Save and Resist. You cannot have any handicaps that reduce Resist or Fortitude. Often you are a survivor of your own mistakes and misfortunes. Because of this you have a penalty of 5 to Luck and 5 to Perceive.
Stronger Than Most This talent increases the racial maximum for Strength by x 1.5, but not over 100. This is a permanent effect. You cannot have this talent if you have a handicap from another talent that decreases the racial maximum for Strength. Having this talent adversely affects your character's mental potential. Your character's race maximum for Mental is immediately reduced by 20% by having this talent.
Strong Willed 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 20 points to Will to guard against any effect that would take away the control of your character. Your character's Will Racial Maximum is also increased by x 1.1, not to exceed 100. This talent cannot be used if you have any handicap that lowers your character's Will against being controlled or influenced. Having this talent lowers your Will when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 20 points.
Spirit Sight 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 Having this talent lowers your Will when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 20 points.
Shadow Walk Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. Requires a Focus check to perform and a Focus check per 50 feet traveled. If failed during shadow walking, the xodian will come out of the shadow realm wherever he or she is. This can of course lead to the xodian getting stuck in obstacles such as walls, and other embarrassing scenarios. Must be a genetically created xodian of the 1st era. Psychosis: Will check upon exiting the shadow realm to not have had a breakdown from the experience, leaving them stunned for up to 10 minutes.
Realm Jumping With this talent the Proto-Deztunian can teleport via phasing out of the real realm and back into the real realm at another location. To others it would look like standard teleportation like powerful aeromancers can do, however in reality they are leaving the realm and reentering it. They require a great dea of Focus to do this. Each teleportation attempt requires a Focus check with a -5 penalty per 100 feet, and another -10 penalty if it is to an area that they cannot see, but have once been. They cannot teleport to any locations they have never visited. You must be a Proto-Deztunian of the 1st Era, and a 3rd generation or greater

Teleportation Mishap: Each use of this talent also requires a luck check. A failed luck check means that the GM can decide where you appear. A critical fail means death for your character, but you still get your saving grace.

At the start, your Luck check has a -10 penalty. You get to increase your chances by adding a +1 bonus to this check per successful teleportation attempt. Therefore, after 10 successful teleportations, you will no longer have a penalty, and after 20 you'll have a +10 bonus. Generations after the 3rd generation get a +5 bonus to their Luck check. Since there's only 5 generations of Proto-Deztunians, the most you can get is a +10 bonus here.

This handicap cannot be removed.

Rage Empowerment 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.
Quick on Your Feet This talent allows you to be quick on your feet, giving you a +1 to initiative and +5 to Evade. Your character must have a racial maximum for React of at least 50. Having this talent makes your character more easily intoxicated. It does so by increasing the alcohol penalty to Resistance by 10 points, so that it becomes easier and more likely that your character will become intoxicated much quicker.
Psychic This talent gives you a +10 to Mental for an intuition check, and for also having prophetic dreams. N/A Having this talent makes your character more easily intoxicated or addicted. It does so by increasing the alcohol penalty to Resistance by 10 points, so that it becomes easier and more likely that your character will become intoxicated much quicker. You also have to make a Resist check when using any potion with an effect that is 50 or greater.
Potion Sensitive 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 Resist Check with each potion use against becoming addicted to the potion.
Polymorphing

This allows the Proto-Talusian of a 3rd generation or later to completely change form into something that he or she has experienced. This other form must be a living form, however the shape and size of the form aren't as important. The player of the Proto-Talusian must first attempt this when seeing a form that they might want to change into later. If successful, he or she should record this information. Each future transformation will add a +1 bonus to the Focus check.

This does require a Focus check...

  • Same size and shape: Focus check 10 penalty
  • Same size different shape: Focus check 15 penalty
  • Different size same shape: Focus check 15 penalty
  • Different size and shape: Focus check 25 penalty
Must be a Proto-Talusian of the 1st Era and must be 3rd generation or later. Forgotten True Form: By doing a lot of these transformations (25+) the proto-talusian will no longer have knowledge of what they were born with. For example, if the proto-talusian keeps changing his or her eye color, they will have no knowledge of their original eye color. For all they will know, the eye color they have now is theirs. This is a handicap that cannot be removed.
Night Vision This talent gives the character night vision, allowing the character to see as well in the dark as he or she can in daylight. This talent removes any perception penalties due to lack of light. N/A Having this talent lowers your Will when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 20 points.
Naturally Calm 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 20 points to Will to guard against any psychological affecting status effects and attacks. Your character's Will Racial Maximum is also increased by x 1.1, not to exceed 100. This talent cannot be used if you have any handicap that lowers your character's Will against psychological affecting status effects and attacks. Having this talent lowers your Will when resisting being controlled or influenced, such as charm, seduction, and possession, by 20 points.
Natural Sprinter This talent gives you a permanent increase to your movement speeds. You get a +1d6 to World Move, +2 to Battle Move, and +5 to Adventure Actions. N/A You are however slower at casting spells, decreasing your Runic Speed by 1.
Natural Marksman This talent gives your character a +10 bonus to Hit Targeting and Hit Chance. N/A Having this talent makes you clumsy, giving you a 15% chance each time you attack that you will drop your weapon.
Natural Mage This talent gives your character +1 Runic Speed and increases Runic Energy by 20%. N/A Having this talent causes it to be harder to learn from any other skill. It does so by decreasing the character point rate for any skill that is not a mage skill or magic spell by 0.5.
Minor Shape Alterations The Proto-Talusian can affect minor parts of his or her body, such as eye color, hair color and length, and small changes to height, weight, and perceived built. To do so, the Proto-Talusian must focus. This requires a successful Focus roll. A successful Focus roll is also needed to revert back to original form. Must be a 1st era Proto-Talusian

Forgotten True Form: By doing a lot of these transformations (10+) the proto-talusian will no longer have knowledge of what they were born with. For example, if the proto-talusian keeps changing his or her eye color, they will have no knowledge of their original eye color. For all they will know, the eye color they have now is theirs. This is a handicap that cannot be removed.

Luckier Than Most This talent increases the racial maximum for Luck by x 1.5, but not over 100. This talent also gives your character an Initiative bonus of +1. This is a permanent effect. You cannot have this talent if you have a handicap from another talent that decreases the racial maximum for Luck. Having this talent adversely affects your character's speed potential. Your character's race maximum for Speed is immediately reduced by 20% by having this talent.
Limb Transfiguration The Proto-Talusian can transfigure his or her arms or legs to become something else. For example, they can make their legs become fins or their arms wings. The changed form must be biological. This requires a Focus check with a 5 penalty. To revert back simply requires a Focus check. Must be a Proto-Talusian of the 1st Era. N/A
Human Ingenuity This talent gives the human character a +0.5 to Character Point Rate, on top of any modifiers they may already have. This is a permanent effect talent.  Your character must be a human. Having this talent adversely affects your character's strength potential. Your character's race maximum for Strength is immediately decreased by 20% by having this talent.