On this page

Talents and Special Abilities

Fate's Edge Player's Guide — Chapter 6

Talents are the building blocks of character specialization. They represent learned techniques, supernatural gifts, or cultural inheritances. Each Talent costs XP, and its cost reflects its impact.

Understanding Talents

Talents are purchased with Experience Points (XP) (see Chapter 7, “Character Advancement and Capabilities”) and provide special capabilities:

Talent Costs by Tier

TierCostScope
Minor2–3 XPSmall situational bonus, once per scene.
Major4–6 XPStrong upgrade, permanent effect in a niche.
Prestige7–10 XPCampaign-defining, breaks fundamental limits.
Epic11+ XPLegendary ability, shapes the story.
Activation Types.
Limits and Economy.

Unless a talent says otherwise:

Only One Active Talent?

The rule “only one talent can be active at a time” applies only to activated abilities that require a decision or action.

Passive talents (e.g., +1 die to perception) are always active and stack.

Active talents that require an action or reaction cannot be used simultaneously – you choose which one to activate when the trigger occurs.

Talents that are “once per scene” reset at the end of the scene.

Minor Talents (2–3 XP)

General

Keen Senses [PERCEPTION]

Cost: 2 XP Passive. +1 die on perception checks to spot danger or hidden details.

Silver Tongue [PERSUASION]

Cost: 2 XP Passive. +1 die on persuasion attempts.

Second Wind [RECOVERY]

Cost: 2 XP Active, once per scene. Clear 1 Fatigue when you take a moment to catch your breath.

Combat Reflexes [REACTIVE]

Cost: 2 XP Reactive. +1 dv on defense when surprised or flanked.

Precise Strike [STRIKE]

Cost: 2 XP Active, once per scene. Ignore armor on one attack if you had Dominant or Controlled position.

Trackless Step [EVADE]

Cost: 2 XP Active, once per scene. Leave no trail for the rest of the scene.

Urban Navigation [DIRECTION]

Cost: 2 XP Passive. Never get lost in cities.

Wilderness Lore [NATURE]

Cost: 2 XP Passive. Automatically find food and water in hospitable biomes.

Read Emotions [INSIGHT]

Cost: 2 XP Active, once per scene. Automatically detect surface emotions in a social exchange.

Iron Patience [RESISTANCE]

Cost: 2 XP Passive. When you Defend, gain +1 die to resist Conditions (fear, charm, fatigue) for the rest of the exchange, even outside the triggering roll.
Requires: Insight 1+.

Stand Firm [PROTECT]

Cost: 2 XP Reactive. When you Defend and roll a Miss, downgrade incoming Harm by 1 level (minimum 0).
Requires: Body 2+.

Counterpoise [EVADE]

Cost: 2 XP Reactive. When you take a Defend action and score a Partial, you may immediately move 1 range band or reposition within Near without provoking retaliation.
Requires: Athletics 1+ or Melee 1+.

Smooth Talker [SOCIAL] [FIRST IMPRESSION]

Cost: 2 XP Passive. When you make a social roll against a person you have never met before, you gain +1 die. Once the conversation ends, this bonus no longer applies to that NPC.
Requires: Presence 2+.

Ear to the Ground [INFORMATION] [NETWORK]

Cost: 2 XP Active, once per session. When you spend at least an hour in a settlement, you may ask the GM one question about local rumors, faction activity, or recent events. The GM must answer truthfully, though the answer may be vague or incomplete.

Friendly Face [SOCIAL] [RAPPORT]

Cost: 2 XP Passive. When you spend a scene socializing with a group (buying drinks, sharing stories, playing cards), you gain +1 die on your next social roll against any member of that group within the same session.

Negotiation Stance [SOCIAL] [BARGAIN]

Cost: 2 XP Active, once per scene. When you propose a deal that both parties could reasonably accept (GM discretion), treat your Position as one step better (Controlled → Dominant, Desperate → Controlled). This talent cannot raise Position above Dominant.

Projecting Voice [PERFORMANCE] [AUDIENCE]

Cost: 2 XP Passive. Your voice carries clearly over crowds, wind, and moderate noise. You can be heard by any willing listener within Far range without rolling. When you attempt to calm, command, or inspire a crowd (DV 3–5), treat your Position as one step better (Controlled → Dominant, Desperate → Controlled).
Requires: Performance 1+.

Healer Talents

Field Dressing [HEALING] [STABILIZE]

Cost: 2 XP Active, once per scene. When a character within Touch range would take Harm that would reduce them to Harm 3 (Incapacitated or dying), you may use your reaction to stabilize them. They remain at Harm 2 (instead of Harm 3) and will not die from this wound for the rest of the scene. You must describe how you apply pressure, a tourniquet, or a makeshift bandage.
Requires: Craft 1+.

Ranger/Tracker Talents

Keen Tracker [TRACKING] [SURVIVAL]

Cost: 2 XP Passive. When you attempt to track a creature or follow a trail, you may reroll one failed die on your Endurance or Insight roll. This does not apply to magical or supernatural tracking unless you have relevant magic.
Requires: Endurance 1+ or Insight 1+.

Artificer/Crafter Talents

Master Craft [CRAFT] [REPAIR]

Cost: 2 XP Passive. +1 die to all Craft rolls when repairing, modifying, or maintaining equipment. Additionally, you may perform minor repairs on the go without a workshop (fix a broken lockpick, patch a leaky waterskin, reattach a strap) as a short action.
Requires: Craft 1+.

Rogue (Thief) Talents

Light Fingers [STRIKE] [AGILITY]

Cost: 2 XP Active, once per scene. When you attempt to lift a small object (purse, key, letter, seal) from a person or desk, treat your first Stealth or Deception roll as Position +1.

The Unlocked Window [MOVE] [AGILITY]

Cost: 2 XP Passive. When infiltrating a structure you have cased for at least an hour, ignore one security obstacle (locked door, patrolled corridor, guard dog) per session. Describe how you already prepared for it.

Silk Palms [INFLUENCE]

Cost: 2 XP Active. When you bribe or gift a minor official, you gain a temporary String: Bought Silence. Once, you may activate this String to reduce DV by 1 on a Petition or Broker action involving that official. The String is consumed afterward.

Monk (Unarmed) Talents

Disciplined Body [STRENGTH] [RECOVERY]

Cost: 3 XP Passive + Active. +1 die to unarmed combat attacks. Once per scene, convert 1 Harm to Fatigue, and once per scene improve Position by one step.
Requires: Melee 1+, Body 2+.

Open Hand Technique [CONTROL] [STRIKE]

Cost: 2 XP Active, once per scene. When you hit with an unarmed attack, you may choose one: knock the target prone, push them back one range band, or force them to drop a held item.
Requires: Melee 1+, Body 2+.

Iron Skin [ENDURANCE] [PROTECT]

Cost: 2 XP Passive. When you take physical Harm, you may convert the first point of Harm each scene to Fatigue instead.
Requires: Body 2+.

Combat

Defensive Survival [DEFENSE] [RECOVERY]

Cost: 3 XP Passive + Active. +1 die to Defend rolls while engaged in melee. Once per scene, convert first Harm 1 from melee to Fatigue.
Requires: Melee 2+.

Weapon Training [MASTERY]

Cost: 3 XP Passive. +1 die with a chosen weapon category (instead of +2 from the Major version).
Note: The full +2 dice version is a Major talent (Weapon Master; see “Weapon Master”).

Mounted Archery [MOUNTED] [RANGED]

Cost: 2 XP Passive. You ignore the usual –1 die penalty for firing a ranged weapon while your mount is moving at a walk or trot. When your mount is galloping or taking evasive action, you suffer only –1 die instead of –2.
Requires: Ranged 1+, Ride (or Athletics) 1+.
Cultural Affinity: Ykrul and Kuvani characters may take this talent for 1 XP instead of 2.

The Miss That Feeds [DEFENSE] [FLOW]

Cost: 2 XP Passive. When you score a Clean Success defending against an enemy, you gain +1 Position on your next action against that enemy.
Requires: Body 2+.

Glancing Failure [DEFENSE] [GAMBIT]

Cost: 3 XP Passive. When a defense roll is a Partial — the blow lands, but costs you only Fatigue — you may improve your Position by one step on your next action.
Requires: Body 2+, Spirit 2+.

Major Talents (4–6 XP)

Magic Access

Spellcraft [FIRE] [WATER]

Cost: 6 XP Passive. Grants access to Weave \& Cast freeform spellcasting using the Eight Elements. Without this, characters cannot freeform cast.

Codex [FATE] [RITUAL]

Cost: 4 XP Passive. Required to fully join a Patron’s service as a Runekeeper. Grants access to that Patron’s Rites and Obligation system (see the Magic System chapter).

Patron’s Symbol [WARD] [SIGIL]

Cost: 4 XP Minor Asset. Allows an Invoker to access a Patron’s Rites via ritual precision. Each Patron requires its own Symbol.

Patron’s Gift [IMBUEMENT]

Cost: Free (requires Familiar) Active, once per scene. Imbue one item with +1 Melee and +1 thematic Skill for the scene. Push (mark +1 Obligation) to extend one more scene.

General

Weapon Master [WEAPON]

Cost: 5 XP Passive. Choose a weapon type; +2 dice when using it. Once per scene, +1 Effect with signature weapon.
Requires: Melee 2+.

Command Presence [LEADERSHIP]

Cost: 4 XP Passive. +1 die on leadership and intimidation rolls.

Network Weaver [BOND]

Cost: 4 XP Passive. Gain a minor contact in each new settlement visited.

Tactical Movement [MOVEMENT] [POSITION]

Cost: 4 XP Passive + Active. Move within engagement zone as Move action (instead of full action). Once per scene, disengage from Close as Move action.
Requires: Athletics 2+.

Conditioning [RESISTANCE] [ENDURANCE]

Cost: 4 XP Passive. Body attribute counts as +1 for Fatigue track calculations. +1 die to resist Fatigue overflow effects.
Requires: Body 3+.

Spell Shaping [CONTROL]

Cost: 4 XP Active. When you Weave a spell, modify range, scale, or targeting by one step.
Requires: Spellcraft.

Elemental Focus [ELEMENT]

Cost: 4 XP Passive. Choose one element (Fire, Water, Earth, Air). +1 die when casting spells of that element.
Requires: Spellcraft.

Ritual Mastery [RITUAL]

Cost: 4 XP Passive. When you suffer backlash from a ritual (including any SB generated by your roll), reduce the severity of the Backlash by one step (Catastrophic → Major, Major → Moderate, Moderate → Minor, Minor → none). This applies once per scene.
Requires: Familiar or Patron’s Symbol.

Efficient Invocation [RITUAL]

Cost: 4 XP Passive. Reduce ritual casting time by one step (minimum 1 action).
Requires: Patron’s Symbol.

Trusted Reputation [SOCIAL] [FAVOR]

Cost: 4 XP Active, once per session. When you are in good standing with a faction (GM discretion), you may call in a minor favor: a temporary discount, a piece of information, or a small service (e.g., a guard looks the other way, a merchant offers a fair price). The faction will expect reciprocity eventually.

Information Broker [INVESTIGATION] [NETWORK]

Cost: 4 XP Passive. When you successfully gather information (via Insight, Deception, or similar), you may ask the GM two questions instead of one. The second question may be less detailed at the GM’s discretion.

Unshakeable Composure [SOCIAL] [RESISTANCE]

Cost: 4 XP Passive. You gain +1 die to resist intimidation, coercion, social manipulation (Sway, in most cases), and fear effects in social situations. Additionally, once per scene, you may ignore the first social Condition imposed on you (e.g., Shaken, Guilty Tell).
Requires: Insight 2+ or Spirit 2+.

Healer Talents

Triage [HEALING] [RECOVERY]

Cost: 4 XP Active, once per scene. When you spend an action tending to a wounded ally within Touch range, you may heal 1 Fatigue from them and, if they are at Harm 1 or 2, they treat their Harm level as one step lower for the purpose of penalties until the end of the scene (e.g., Harm 2 → Harm 1, Harm 1 → none). This does not actually reduce their Harm track; it only mitigates penalties.
Requires: Craft 2+.

Ranger/Tracker Talents

Camouflage [STEALTH] [TERRAIN]

Cost: 4 XP Active, once per scene. When you are in natural terrain (forest, jungle, swamp, rocky hills, snow), you may spend an action to blend into the environment. For the remainder of the scene, you gain +2 dice to Stealth rolls while remaining still, and pursuers suffer –1 die to detect you. Moving at more than a slow crawl breaks the camouflage.
Requires: Endurance 2+, Stealth 1+.

Artificer/Crafter Talents

Master Artificer [CRAFT] [CREATION]

Cost: 5 XP Passive. +1 die to all Craft rolls when creating, building, or upgrading items, structures, or devices. Additionally, once per downtime, you may reduce the required time to craft a mundane item by half (minimum 1 hour) and reduce the material cost (Supply) by 1 (minimum 0).
Requires: Craft 2+, Master Craft.

Cantor (Performer) Talents

Captivating Performance [PERFORMANCE] [INSPIRE]

Cost: 4 XP Active, once per scene. When you perform (sing, recite, play an instrument) for at least one full exchange, all allies who can hear you gain +1 die to resist fear, despair, or charm for the remainder of the scene. Additionally, you may choose one ally; they also gain +1 die to their next social roll.
Requires: Performance 2+, Presence 2+.

Voice of Reason [PERFORMANCE] [PERSUASION]

Cost: 4 XP Active, once per scene. When you attempt to de-escalate a tense situation or convince a hostile NPC to stand down, you may roll Performance instead of Sway. On a success, the NPC hesitates or agrees to parley for at least one exchange. On a Partial, they still listen but may demand a concession.
Requires: Performance 2+, Presence 2+.

Harmonious Aid [PERFORMANCE] [TEAMWORK]

Cost: 4 XP Active, once per scene. When you use the Assist action (spend 1 Boon to give +1 die to an ally), you may describe how you support them with a hummed tune or whispered rhythm. The ally gains an additional +1 die (total +2 from your Assist). This does not count against the usual +3 assist cap.
Requires: Performance 1+.

Well-Timed Encore [PERFORMANCE] [RECOVERY]

Cost: 5 XP Active, once per session. After a successful Performance roll that impressed an audience (GM discretion), you may declare an encore. The audience demands more. This extends any active Performance-based effect (e.g., Captivating Performance) for an additional scene, but the GM gains 2 SB (the guards grow curious, a rival takes notice, or the crowd becomes over-enthusiastic).
Requires: Captivating Performance.

Follower and Asset Talents

Efficient Recruiter [FOLLOWER] [COST REDUCTION]

Cost: 4 XP Passive. Reduce the XP cost to acquire a new follower by 1 (minimum 1 XP). Additionally, reduce the required downtime for recruitment by 1 day (minimum 1 day). This talent applies to each follower individually.
Requires: Presence 2+.

Asset Crafter [ASSET] [COST REDUCTION]

Cost: 4 XP Passive. Reduce the XP cost to acquire a new Asset by 1 per tier (Minor: 4 → 3 XP; Standard: 8 → 6 XP; Major: 12 → 9 XP; Artifact: 16+ → 12+ XP). Also reduce the required downtime by half (rounded up, minimum 1 day). This talent does not apply to Assets gained through narrative events without XP cost.

Loyalty Bond [FOLLOWER] [LOYALTY]

Cost: 5 XP Passive. Your followers’ Loyalty tag improves by one step (Wary → Steady → Devoted). A Devoted follower cannot be turned, bribed, or intimidated into betraying you without a major narrative event (GM discretion). This talent applies to all followers you currently have and any you acquire later.
Requires: Spirit 2+, at least one follower.

Delegated Upkeep [FOLLOWER] [ASSET MANAGEMENT]

Cost: 5 XP Passive. Choose a follower with Capability 3 or higher. That follower may manage your Assets as follows, using their own upkeep (paid in XP or downtime action) to cover the Assets’ upkeep costs (no separate XP or action for those Assets):

If the follower’s Loyalty becomes Strained or Broken, all delegated Assets immediately worsen one step (Flourishing → Stable, etc.) until the follower is restored. If the follower becomes Broken, those Assets are lost.
Requires: At least one follower with Cap 3+.

Exceptional Coordination [FOLLOWER] [ASSIST]

Cost: 7 XP Passive. The cap on assist dice from all sources rises from +3 to +4 on rolls you make, and a Follower assisting you contributes dice equal to their Cap even where their relevant Skill is lower — you are directing them well enough that they do not need to understand the job.
Requires: Presence 3+, Sway 2+, and at least two Followers at Cap 2 or better.

Rapid Construction [ASSET] [CRAFT]

Cost: 4 XP Passive. When you craft or build an Asset (e.g., a workshop, safehouse, library, or similar physical asset) during downtime, reduce the required downtime by half (minimum 1 day) and reduce any material cost (GM-determined Supply or resources) by 1 (minimum 0). This talent does not apply to Assets acquired through purely social or political means.
Requires: Craft 2+, Wits 2+.

Rogue (Thief) Talents

Always Another Exit [MOVE] [ESCAPE]

Cost: 4 XP Active, once per session. When you are cornered or a heist goes wrong, you may declare you prepared an escape route earlier. Describe it plausibly (rope out a window, bribed a guard, secret door). The GM may impose a cost—a dropped item, a witness, a future obligation—but you get out.

The Forger’s Eye [CRAFT] [PRECISION]

Cost: 4 XP Active. You can copy any handwriting, seal, or signature with uncanny accuracy. When you attempt to forge a document, roll Wits + Craft (DV 3 for simple, 4–5 for complex). On a hit, create a Forged credential. On a partial, the forgery holds for one scene; thereafter it may be detected.
Requires: Craft 1+.

Crowd Veil [OBSERVE] [STEALTH]

Cost: 4 XP Active. You vanish into crowds. When in a populated area (market, festival, dock), you may roll Stealth vs. DV 3 to become Hidden in plain sight. Pursuers suffer -1 die to find you until you act conspicuously.
Requires: Stealth 2+.

The Velvet Glove [INFLUENCE] [NETWORK]

Cost: 5 XP Active, once per session. You have cultivated a network of informants, fence contacts, and corrupted clerks. You may declare that a minor NPC (a servant, a dockworker, a scribe) owes you a favor. They provide a specific service: unlock a door, delay a patrol, deliver a message. The GM may dictate a cost (the NPC will later need help, or their favor expires after use).
Requires: Presence 2+, Deception 1+.

Master of Misdirection [INFLUENCE] [DECEPTION]

Cost: 5 XP Active. When you are discovered during a crime, you may spend 1 Boon to redirect suspicion to another person or faction. Roll Deception vs. DV 4. On a hit, the heat shifts; on a miss, you gain Exposure +1 and the target becomes hostile.
Requires: Deception 2+.

Free Caster Talents

Controlled Burn [FIRE] [WILL]

Cost: 4 XP Active, once per scene. When you roll a 1 on a Free Casting roll, you may immediately gain 1 Boon (instead of the GM gaining that SB). The GM still gains the Story Beat as normal. This does not prevent other 1s on the same roll from generating SB normally.
Requires: Spellcraft.

Weave Resilience [SHIELD] [STAMINA]

Cost: 4 XP Passive. When you suffer Backlash from a Free Casting roll, reduce the severity by one step: Catastrophic → Major, Major → Moderate, Moderate → Minor, Minor → none. This applies to the first Backlash each scene. Subsequent Backlashes in the same scene are not reduced.
Requires: Spellcraft.

Elemental Attunement [ELEMENT] [FOCUS]

Cost: 5 XP Passive. Choose one element (Fire, Water, Earth, Air, Fate, Life, Luck, Death/Thresholds). When you cast a Free spell using that element’s tag (e.g., [FIRE]), you may reroll one failed die (not a 1) once per casting. Additionally, you gain +1 die to Arcana rolls when identifying or analyzing that element.
Requires: Spellcraft, Elemental Focus.

Backlash Siphon [VOID] [EXCHANGE]

Cost: 6 XP Reactive, once per scene. When you would suffer a Backlash effect (e.g., Fatigue, Harm, Condition) from a Free Casting roll, you may instead mark 1 Obligation to a Patron of your choice (or gain 1 Corruption if you have no Patron). The Backlash is negated, but the Patron’s attention is drawn.
Requires: Spellcraft, Spirit 3+.

Combat

Flurry Strike [STRIKE] [SPEED]

Cost: 6 XP Active, once per scene. When engaged with multiple opponents, make 2 attacks as one action. Each attack at -1 die.
Requires: Melee 3+, Body 3+.

Duelist’s Edge [DOMINANCE] [TECHNIQUE]

Cost: 6 XP Passive + Active. When engaged with a single opponent: +1 die to all melee rolls. Once per scene, ignore first Harm 1 or 2 from that opponent.
Requires: Melee 3+, Wits 3+.

Battlefield Mastery [STRATEGY] [LEADERSHIP]

Cost: 6 XP Active, once per scene. When engaged with 3+ opponents, for the next 3 exchanges: all melee attacks gain +1 Effect, you gain +1 die to defense rolls against them, your Position improves by one step, and you may convert one Harm 1 per exchange to Fatigue.
Requires: Melee 4+, Wits 4+, Sway 2+.

Backstab [STEALTH] [STRIKE]

Cost: 6 XP Active, once per scene. When you attack an Unaware or Engaged foe from Stealth, deal +1 Harm and ignore 1 point of their Armor. On a miss, you are Exposed (Desperate Position or mark 1 Harm).
Requires: Stealth 2+, Melee 2+, light weapon.

Elusive Dodge [DEFENSE] [EVADE]

Cost: 6 XP Reactive, once per exchange. When targeted by a physical attack, you may immediately enter a Defend stance as a free reaction. Mark 1 Fatigue after use.
Requires: Stealth 2+, Wits 3+, Tier II.

Berserker Rage [FURY] [POWER]

Cost: 6 XP Active, once per scene. For 3 rounds: +2 dice to melee attacks, ignore first Harm 1 each round, ignore Harm/Fatigue penalties, Position becomes Desperate (re-roll one success). When rage ends, mark Fatigue equal to Spirit. Cannot be ended early. Cannot activate any talents or Rites for the rest of the scene.
Requires: Melee 3+, Spirit 3+, Body 3+.

Cavalier [MOBILITY] [MARTIAL]

Cost: 4 XP Passive while mounted. Gain +2 dice to melee attacks when moving Far → Near, or +2 dice to ranged attacks when moving Near → Far.
Requires: War Mount Asset, Melee 2+ or Ranged 2+.

Subtle Casting [HIDDEN] [CONTROL]

Cost: 6 XP Active. Make a Performance + Lore roll to quietly cast a spell, invoke a Rite, or sing a Cantos against DV (Tier). If successful, the casting does not generate Story Beats on the Channel or initial roll. Any SB generated are banked by the GM and applied later. Cannot be used for Great or Extreme Tier effects.
Requires: Lore 3+, Performance 2+ or Runekeeper with Codex.

Effortless Charge [MOVEMENT] [MARTIAL]

Cost: 4 XP Active, once per scene. When you take the Charge action (see the Core Mechanics chapter), you may ignore the Fatigue cost. All other costs and restrictions (Desperate defense, open ground requirement) still apply.
Requires: Body 3+, Melee 2+.

Effortless Skirmish [MOVEMENT] [MARTIAL]

Cost: 4 XP Active, once per scene. When you take the Skirmish (or Harrying Shot) action (see the Core Mechanics chapter), you may ignore the Fatigue cost. All other costs and restrictions (Desperate defense, open ground requirement) still apply.
Requires: Wits 3+, Ranged 2+.

Relentless [MOVEMENT] [TERRAIN]

Cost: 6 XP Passive. You may take the Charge or Skirmish action over difficult terrain (rubble, dense forest, shallow water, steep slopes). The Fatigue cost (1) is not waived unless you also have the relevant Effortless talent.
Requires: Body 3+, Athletics 2+.

Stubborn Pursuer [MOVEMENT] [REACTION]

Cost: 6 XP Reactive. When an opponent within Close range uses the Disengage action (or any movement intended to leave your engagement without provoking an opportunity attack), you may use your reaction to move with them, staying in Close range. This movement does not cost an action and does not provoke opportunity attacks. You move the same number of range bands as they do (e.g., Close → Near, or Near → Far), up to your normal movement limit for the round.
You cannot use this talent if you have already taken a Move action or Dash this round. Once per round.
Requires: Body 3+, Athletics 2+.

Horse Archer’s Art [MOUNTED] [RANGED] [FLOW]

Cost: 5 XP Passive + Active. You treat the Mounted Archery talent’s penalties as fully eliminated for walk/trot, and for gallop/evade you suffer no penalty. Additionally, once per scene when you take a Skirmish action (move one band and make a ranged attack) while mounted, you may also have your mount move an additional band (up to two bands total) as part of the same action. This extra movement costs no additional action and does not provoke opportunity attacks.
Requires: Mounted Archery, Ranged 2+, Ride (or Athletics) 2+.
Cultural Affinity: Ykrul and Kuvani characters may reduce the XP cost to 4 XP.

Stalwart’s Ledger [DEFENSE] [OBLIGATION]

Cost: 4 XP Active, once per scene. When you Defend and score a Clean Success, you may immediately reposition yourself one range band without provoking opportunity attacks.
Requires: Body 3+, Spirit 2+.

Called Shot [STRIKE] [RNG] [GAMBIT]

Cost: 6 XP Active, once per scene. When you attack an Unaware target or a target you have aimed at for a full round, you may declare a Called Shot. On a hit, deal +1 Harm, ignore 1 Armor, and choose one: Blind (–2 dice to sight), Disarm (drop held item), Hamstring (half speed), or Vitals (+2 Harm instead of +1). On a miss, you are Exposed (Desperate Position and mark 1 Harm).
Requires: Ranged 2+, Stealth 2+. Must be a ranged attack.

Defense

Riposte Instinct [COUNTER] [STRIKE]

Cost: 4 XP Reactive, once per scene. When your defense roll succeeds, you may make a free Melee attack against that enemy at Position -1.
Requires: Melee 2+.

Adaptive Guard [DEFENSE] [FLEXIBILITY]

Cost: 4 XP Active. When you take the Defend action, you may declare your defense pool (Attribute + Skill) after the GM calls Position. Once per scene, you may instead choose the pool after seeing the roll result.
Requires: Athletics 2+, Insight 2+, or a shield in hand.

Wardbreaker Reflex [WARD] [DEFENSE]

Cost: 4 XP Reactive. When Defending against spells or supernatural effects, you may reroll 1 failed die. If your reroll succeeds, mark +1 Fatigue (arcane recoil).
Requires: Spirit 2+ or any magical Path.

Mounted Combat Traditions

Among the horse-clans of the Ykrul and the steppe riders of the Kuvani, archery from horseback is not a specialization—it is a birthright. Characters from these cultures may take Mounted Archery at a reduced cost (1 XP instead of 2) and Horse Archer’s Art at 4 XP instead of 5. Game Masters may extend this cultural discount to other mounted traditions in their setting (e.g., Linn skirmishers, Vilikari border riders).

Monk (Unarmed) Talents

Iron Fist Technique [STRIKE] [POWER]

Cost: 6 XP Passive. +1 die to unarmed attacks; strikes count as enchanted for purposes of harming supernatural creatures.
Requires: Disciplined Body, Melee 2+.

Flowing Spirit Technique [WIND] [STRENGTH]

Cost: 6 XP Passive + Active. Convert up to 1 Harm into Fatigue per attack; +1 die against fear or charm effects.
Requires: Spirit 2+, Melee 2+.

Perfect Timing Technique [FATE] [MOVEMENT]

Cost: 6 XP Active. Twice per scene, improve Position by +1 step; +1 die to reaction rolls.
Requires: Wits 3+, Melee 2+.

Whirlwind Kick [AREA] [STRIKE]

Cost: 5 XP Active, once per scene. Make an unarmed attack against all enemies within Close range. Roll once, compare to each target’s defense. Each hit deals normal damage.
Requires: Iron Fist Technique, Body 3+.

Meditative Focus [RECOVERY] [CLEANSE]

Cost: 4 XP Active, once per session. Spend a short rest in meditation. Clear 2 Fatigue and remove one Condition (Fear, Poisoned, or Guilty).
Requires: Spirit 2+.

Deflect Projectiles [REACTION] [DEFENSE]

Cost: 5 XP Reactive. When targeted by a ranged physical attack (arrow, bolt, thrown weapon), you may roll Melee vs. DV 3. On a success you deflect it entirely. On a partial, reduce Harm by 1. You must have a free hand or be wielding a suitable parrying tool.
Requires: Melee 2+, Insight 2+.

Prestige Talents (7–10 XP)

Arcane Dominance [POWER] [OVERRIDE]

Cost: 8 XP Passive. When you contest another magical effect, you automatically overpower weaker effects (Tier II or lower).
Requires: Spirit 4, Arcana 4.

Forbidden Knowledge [SECRETS] [DANGEROUS]

Cost: 8 XP Active, once per session. Access one forbidden summon or dangerous rite without its normal prerequisites. The GM gains 2 SB.
Requires: Tier II.

Crack Specialist [RITUAL] [INSTANT]

Cost: 8 XP Passive. Reduce the Obligation cost of Crack the Seal by 1 (minimum +1).
Requires: 3 Patron Symbols.

Dual Covenant [BOND] [SYNCHRONIZATION]

Cost: 8 XP Passive. You may maintain two active summoned spirits simultaneously.
Requires: Pact-Whisperer, Lesser Pactwright.

Triad Bond [BOND] [SYNCHRONIZATION]

Cost: 10 XP Passive. You may maintain three active summoned spirits simultaneously.
Requires: Dual Covenant, Tier III.

Shrike Parry [COUNTER] [PARRY]

Cost: 8 XP Reactive. When Defending against a melee attack: on Success, negate the hit and make a free attack at equal Position; on Partial, reduce Harm by two levels; on Miss, improve Position one step next turn without Defending again.
Requires: Melee 3+, Athletics 2+, notable duel history.

Mystic Bulwark [PROTECT] [BOND]

Cost: 8 XP Active. When you Defend, you may Shield an adjacent ally (they gain your Position bonus). If you succeed, both avoid the effect. Once per scene, spend 2 Fatigue to extend to all allies in Near.
Requires: Insight 3+, Spirit 2+, access to Rites or Cantos.

High Stance Duelist [DOMINANCE] [TECHNIQUE]

Cost: 8 XP Passive. While Defending: +1 die to your defense rolls; on a Clean Success, your riposte becomes Dominant instead of Controlled.
Requires: Melee 3+, Presence 1+.

Hollow-Touched [RESILIENCE]

Cost: 8 XP Reactive. When you would take Harm, you may mark that amount as Fatigue instead. If you do, either the GM gains 1 SB or you mark 1 Obligation to the Pale Shepherd. Overflow triggers normal Fatigue → Harm conversion plus the chosen cost.
Requires: Aelaerem affinity (see the Aelaerem section), Spirit 3+, Stealth 2+.

Stone-Bound Interdictor [RESILIENCE]

Cost: 8 XP Reactive. When you would take Harm, you may mark that amount as Fatigue instead. If you do, either spend 1 Boon immediately or speak a binding condition (until fulfilled, -1 die on social rolls with fae and stone-kin). Overflow triggers normal conversion plus the cost.
Requires: Aelinnel affinity (see the Aelinnel section), Body 3+, Wits 3+.

Large Soul [ADAPTATION]

Cost: 8 XP Passive. You may wear Heavy Armor and wield Heavy Weapons without restriction. You give up the Small Folk heritage package: the Hafted-weapon handling bonus and your people's once-per-scene gift (Hearth's Luck, or the Bright Trick). The Heavy Armor restriction lifts; so does everything that came with being small.
Requires: Aelaerem or Aelinnel affinity (see the Small Folk background material), Body 4+, Spirit 3+.

Ghost Heist [STRIKE] [ERASURE]

Cost: 7 XP Active, once per arc. You may commit a crime that leaves no traceable evidence—but only if you do the work.

To perform a Ghost Heist, you must:

  1. Spend a Downtime Action preparing the scene: casing the location, planting false leads, corrupting guard logs, or bribing key personnel.

  2. Spend a String—a favor, a bribe, a secret, or a compromised official—to secure a key element of the erasure (a blind witness, a missing page, a corrupted seal).

  3. Make a Deception or Stealth test (DV 4).

On a Clean Success, no traceable evidence remains. The GM cannot use Social SB to retroactively implicate you from that scene.

On a Partial, evidence points elsewhere—the GM chooses a scapegoat (an NPC or faction). That scapegoat may become a complication later.

On a Miss, evidence points to you. The GM gains 2 SB to spend on pursuit, investigation, or a bounty.

Cost: You must accept a permanent Reputation: Whispers tag; some will always suspect you, even without proof. Additionally, the GM gains a String against you: “The one who got away with it.”
Requires: Tier II, Stealth 3+.

Spymaster [SOCIAL] [NETWORK] [PRESTIGE]

Cost: 8 XP Passive + Active. You have a permanent network of informants in any city you have visited for at least a week. Once per session, you may ask the GM one detailed question about faction movements, hidden plans, or NPC secrets in that city. Additionally, the GM may provide a rumor or warning unprompted once per arc.
Requires: Network Weaver, Information Broker, Tier II.

Master Cantor [PERFORMANCE] [LEGENDARY]

Cost: 10 XP Passive + Active. Your performances are legendary. Once per session, when you roll Performance for a significant performance (in front of a crowd of at least 10 people), treat the result as one degree better (Miss → Partial, Partial → Success, Success → Critical). Additionally, once per arc, you may inspire an entire community; allies within the community gain +1 die to all rolls related to a single goal (e.g., defending the town, finding a lost child) for one session.
Requires: Performance 4+, Presence 4+, Captivating Performance, Tier III.

Rogue Cantor Talents (Corrupted Voice)

Shadow Song (Ikasha’s Whisper) [SHADOW] [SILENCE]

Cost: 7 XP Active. You learn to sing in frequencies that do not carry. Gain access to:

Requires: Performance 2+, Presence 2+, Patron: Ikasha.

Velvet Hook (Livaea’s Whisper) [INFLUENCE] [BINDING]

Cost: 7 XP Active. You learn that every song is a seduction. Gain access to:

Requires: Performance 2+, Presence 2+, Patron: Livaea.

Desperate Cadence (Malachai’s False Note) [DESPERATION] [CURSE]

Cost: 7 XP Active. You sing of easy scores and cursed luck. Gain access to:

Requires: Performance 2+, Patron: Malachai.

Monk (Unarmed) Prestige Talents

Untouchable Form [EVADE] [STRENGTH]

Cost: 10 XP Passive + Active. +1 die to unarmed attacks; convert 2 Harm into Fatigue; cannot be grappled.
Requires: Iron Fist Technique + Flowing Spirit Technique.

Inevitable Strike [FATE] [FORCE]

Cost: 10 XP Passive + Reactive. +2 dice to unarmed attacks; ignore 1 Armor; may counterattack whenever you score a Clean Success defending.
Requires: Iron Fist Technique + Perfect Timing Technique.

Way of the Empty Mind [CLARITY] [IMMUNITY]

Cost: 9 XP Passive. You are immune to fear effects and magical attempts to read your thoughts. Additionally, you gain +2 dice to resist charm or mind control.
Requires: Spirit 3+, Meditative Focus.

Free Caster Prestige Talents

Spell Echo [ECHO] [FATE]

Cost: 8 XP Reactive, once per session. When you roll a 1 on a Free Casting roll, you may immediately reroll that die. The new result stands, and any 1 on the reroll generates an additional SB as normal. After using this talent, you cannot use it again until you have taken a Short Rest.
Requires: Spellcraft, Controlled Burn, Tier II.

Resonance Anchor [ANCHOR] [STABILITY]

Cost: 9 XP Passive. Your connection to the Weave is more stable. The first time you would generate a Story Beat from a 1 in a scene, you may choose to bank that SB for yourself (it does not go to the GM). You may have up to 2 banked SB at a time, and you may spend them as if they were Boons (reroll a die, activate an Asset, improve Position). Unused banked SB are lost at the end of the scene.
Requires: Spellcraft, Weave Resilience, Tier II.

Combat Prestige

Battlefield Terror [FEAR] [DOMINANCE]

Cost: 10 XP Passive + Active. +1 die to your defense rolls against enemies in Close range, who fight you warily. Once per scene, cancel one SB the GM spends on an enemy in Close range — their nerve breaks at the wrong moment.
Requires: Melee 4+, Body 4+, Harm 2+ experience.

Shadow Dance [MOVE] [STEALTH]

Cost: 10 XP Passive. Your mastery of shadow allows you to vanish as quickly as you strike.

After successfully hitting a target with a melee attack from stealth (including Assassin’s Mark), you may immediately attempt to re-enter stealth. Make a Stealth test (DV 3) as a free action. On a success, you become Hidden; on a failure, you are exposed and cannot use this ability again until the end of the scene.

Additionally, while you are Hidden, you gain +1 die on all Stealth tests to maintain your concealment.
Requires: Tier II, Stealth 2+.

Embrace the Void [CORRUPTION] [POWER]

Cost: 8 XP Active, once per session. Embrace your Patron’s corrupting influence. Mark 2 Obligation and 1 Corruption segment, then gain one for the scene: +1 die and +1 Effect on Patron-domain rolls, immunity to one consequence type, use one Rite without Obligation, or +1 Effect on social manipulations. Permanent mark on sheet; GM gains +1 SB against you when Patron is relevant.
Requires: Any character with 2+ skill levels tied to Patron, at least 1 Obligation segment to that Patron.

Epic Talents (11+ XP)

Elemental Mastery [ELEMENT] [HARMONY]

Cost: 18 XP Passive + Active. Reduce Backlash severity by one step when casting with your focus elements. When casting with two focus elements, gain +2 dice and +1 Effect. Once per scene, cast a spell without generating SB on the Weave roll. Allies gain +1 die when you cast an aligned element spell.
Requires: Tier III, Spellcraft, Arcana 5, 2+ Focus Elements.

Crack the Seal Mastery [RITUAL] [PRECISION]

Cost: 18 XP Passive + Active. When Cracking the Seal, choose one: reduce Obligation cost by 1, prevent Symbol from becoming Compromised, or gain +1 Effect. With 4+ Symbols, reduce all ritual casting times by 1 round. Once per scene, Crack the Seal on up to 3 Symbols as one action. Ignore No Symbol penalties.
Requires: Tier III, Invoker’s Grimoire, 3+ Patron Symbols.

Blade Dance [STRIKE] [MASTERY]

Cost: 18 XP Active, once per scene. Engage and attack up to 3 targets in one action. Each attack at -1 die, but your Position improves by one step.
Requires: Melee 5+, Duelist’s Edge, Flurry Strike.

Miststep Reflex [DEFENSE] [MOVEMENT]

Cost: 12 XP Passive. You are always treated as Defending against physical attacks unless Exposed, Grappled, or Surprised. If you take the Defend action, improve Position by +2 steps instead. Once per scene when you roll 1s while defending, you must mark 2 Fatigue or lose the benefit for the scene.
Requires: Elusive Dodge, Tier III, Stealth 4+, Athletics 3+.

Transcendent Harmony [LIFE] [WIND]

Cost: 18 XP Passive + Active. Convert 2 Harm into Fatigue; once per session become immune to Harm; allies gain +1 die to Defend rolls.
Requires: Flowing Spirit Technique + Perfect Timing Technique, Spirit 4+.

Deathblow [STRIKE] [OVERLOAD]

Cost: 12 XP Active, once per scene. You know exactly where to strike to end a fight instantly.

When you make a melee attack from stealth and score a Critical Hit (a roll of 10 counts as two successes), you may declare a Deathblow. The target is immediately reduced to Harm 3 (incapacitated) if they are not a boss-tier enemy (GM discretion). If they are a boss-tier enemy, the attack instead deals +2 Harm and ignores an additional 1 point of Armor.

Cost: Using Deathblow marks 1 Fatigue. If the target survives, you are revealed and cannot re-enter stealth until the end of your next turn.
Requires: Tier II, Melee 3+.

Weave Harmonist [HARMONY] [FLOW]

Cost: 16 XP Passive + Active. You have learned to ride the Weave’s turbulence. Once per session, you may ignore all SB generated by a single Free Casting roll (the GM gains none). Additionally, whenever you generate a Story Beat from a 1, you may immediately spend 1 Boon to cancel that SB (the GM does not gain it). You cannot cancel more than 3 SB per scene this way.
Requires: Spellcraft, Resonance Anchor, Tier III.

Assassin’s Mark [STRIKE] [DEATH]

Cost: 12 XP Active, once per scene. You have trained to deliver a single, devastating blow from the shadows—a strike that bypasses defenses and leaves no room for recovery.

When you attack a target while Hidden, you may declare an Assassin’s Mark. Resolve the attack as a single action with the following effects:

Cost: Using this talent marks 1 Fatigue and consumes your movement for the turn (you may still use Shadow Meld or similar abilities as your move action, but you cannot take a second move).

Called Shot Synergy: If you also possess the Called Shot talent, you may apply one Called Shot effect to this attack without spending its normal once-per-scene use.
Requires: Tier II, Stealth 3+, Backstab, Shadow Dance.

Monk Epic Talents

Fist of the Mountain [EARTH] [POWER]

Cost: 15 XP Active, once per session. Your unarmed strike becomes a cataclysmic blow. Deal +4 Harm, ignore all Armor, and the target is knocked back two range bands and stunned (loses next action). After the blow, you suffer 2 Fatigue from the strain.
Requires: Iron Fist Technique, Inevitable Strike, Body 5+.

Breath of Stillness [CLEANSE] [RENEWAL]

Cost: 14 XP Active, once per session. Enter a deep meditative trance. Clear all Fatigue, remove one Harm level, and remove all Conditions. The meditation takes one full scene of uninterrupted peace.
Requires: Meditative Focus, Spirit 4+.

Talent Synergies and Building Strategies

Synergy Examples

When to Take Talents (By Tier)

Example: The Shadow Assassin

A rogue who takes Backstab (“Backstab”) at Tier I, Shadow Dance (“Shadow Dance”) at Tier II, and Deathblow (“Deathblow”) at Tier III can execute a devastating assassination chain:

  1. Attack from stealth with Backstab (+1 Harm, ignore armor).

  2. After a kill, use Shadow Dance to re-enter stealth.

  3. Later, strike from Dominant Position with Deathblow (double Harm).

This combination requires careful positioning and Boon management, but is highly effective.

Example: The Silent Infiltrator

A rogue who takes The Unlocked Window (“Unlocked Window”) and Crowd Veil (“Crowd Veil”) at Tier I, then Always Another Exit (“Always Another Exit”) at Tier II, can bypass security, vanish into crowds, and escape any corner. Add Shadow Song (“Shadow Song”) for the ability to lull guards and unlock spirit-locks with song.

Example: The Stable Free Caster

A Free Caster who takes Controlled Burn (“Controlled Burn”) at Tier I, Weave Resilience (“Weave Resilience”) at Tier I–II, Spell Echo (“Spell Echo”) at Tier II, Resonance Anchor (“Resonance Anchor”) at Tier III, and finally Weave Harmonist (“Weave Harmonist”) at Tier IV can reduce the swinginess of free casting dramatically. The first 1 of each scene becomes player currency rather than GM fuel; backlash is softened; and once per session, the caster can completely ignore SB from a critical spell. This build remains more dangerous than a Runekeeper but avoids the “wild mage” volatility.

Example: The Unarmed Master

A monk who takes Disciplined Body (“Disciplined Body”) and Open Hand Technique (“Open Hand Technique”) at Tier I, then Iron Fist Technique (“Iron Fist Technique”) and Flowing Spirit Technique (“Flowing Spirit Technique”) at Tier II, and finally Untouchable Form (“Untouchable Form”) at Tier III becomes a durable, mobile unarmed fighter who converts harm to fatigue, shrugs off fear, and cannot be grappled.

Example: The Horse Archer

A Ykrul rider who takes Mounted Archery (“Mounted Archery”) at Tier I and Horse Archer’s Art (“Horse Archers Art”) at Tier II can fire accurately from a galloping horse and use the Skirmish action to move twice as far while shooting. This build excels at hit-and-run tactics, wearing down enemies from a distance while staying out of reach.

Example: The Face of the Party

A social character who takes Smooth Talker (“Smooth Talker”) and Negotiation Stance (“Negotiation Stance”) at Tier I, then Trusted Reputation (“Trusted Reputation”) and Information Broker (“Information Broker”) at Tier II, and finally Spymaster (“Spymaster”) at Tier III can navigate any court, gather intelligence from thin air, and call in favors across the city. This build shines in political campaigns and urban intrigue.

Example: The Commander

A leader who takes Efficient Recruiter (“Efficient Recruiter”) at Tier I, Loyalty Bond (“Loyalty Bond”) and Delegated Upkeep (“Delegated Upkeep”) at Tier II, and builds a network of Cap 3+ followers can run a faction from the shadows. The followers manage Assets, handle upkeep, and remain fiercely loyal. This build is ideal for players who want to build a mercenary company, a spy network, or a criminal empire.

Example: The Legendary Performer

A performer who takes Projecting Voice (“Projecting Voice”) at Tier I, Captivating Performance (“Captivating Performance”) and Voice of Reason (“Voice Of Reason”) at Tier II, and finally Master Cantor (“Master Cantor”) at Tier III can calm a riot, inspire an army, or negotiate peace between warring factions. Their performances are the stuff of legend.

Example: The Combat Medic

A healer who takes Field Dressing (“Field Dressing”) at Tier I and Triage (“Triage”) at Tier II can keep allies alive through the deadliest battles. Field Dressing prevents death from a killing blow; Triage mitigates penalties and restores energy. This build is essential for any party that expects heavy combat.

Example: The Master Artificer

A crafter who takes Master Craft (“Master Craft”) at Tier I, then Master Artificer (“Master Artificer”) and Asset Crafter (“Asset Crafter”) at Tier II can build a workshop, forge magical items, and construct Assets at half the cost and time. This build is ideal for campaigns with significant downtime and base-building elements.

Custom Talents

Work with your GM to create custom talents:

Talent Respecification

With GM approval, you may retrain talents during downtime (one downtime period). Provide a narrative justification. Typically limited to once per major story arc.

Talent Selection Quick Reference

Minor (2–3 XP): Small bonuses, once/scene tricks.
Major (4–6 XP): Strong permanent upgrades, core path abilities.
Prestige (7–10 XP): Campaign-shaping, breaks limits.
Epic (11+ XP): Legendary, story-defining power. \\[2mm] Remember: Passive talents stack; active talents require an action or reaction.