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CHAPTER 4

talents
Afrimede a mere whisper of the name chills the blood of regents and rulers
everywhere. Perhaps the most skilled hassassin of the Black Lotuses of Ahlam, she
has elevated her craft to a form of art. There are no known pictures of her, and she is
said to be a master of changing her appearance.

SECTS, CULTS AND SECRET SOCIETIES Kalil Dalma


RULES SECTION

As a group and a ship crew, you will work as a unit. But your PC is also
unique, and has capabilities that no one else in the group has. In the game,
these abilities are called talents.

talents can change how you use your skills and how sculpts are talents that some concepts allow you to pick from
you recover from injury, or enable you to do things that are the start. Such a talent must be chosen both as a talent and
otherwise impossible. as piece of gear.

STARTING TALENTS NEW TALENTS


When creating your PC, you get three or four talents: You can acquire new talents during play through Experience
A group talent, that you choose as a group depending on your Points (XP). When you have collected 5 XP, you can trade
group concept (page XX) them in for a new talent. You can pick any talent, with the
A personal talent, that you choose for yourself depending on following exceptions:
your character concept (page XX). In order to gain new cybernetics or bionic implants, you need
An Icon talent, connected to your personal Icon, determined to spend both XP and birr. The birr cost is shown in the gear
randomly (page XX) lists in Chapter 6.
If you play a humanite (page XX), you get a fourth, special In order to gain a new group talent, everyone in the group must
humanite talent. spend 5 XP. You can only choose among the talents associated
with your group concept (page XX).
Mystical powers are a separate category of talents. In order You can never learn new Icon talents.
to learn these, you must have a skill level of at least 1 in the
skill Mystical Powers. Only once: As a rule, you can only take each talent once,
but there are exceptions to this. Remember to write down
Cybernetics and bionics: Cybernetic implants and bionic all your talents on your sheet.

TABLE 4.1 GROUP TALENTS

A Nose for Birr Master Scouts Survivors


Everything is for Sale A Friend in Every Port Truth Seekers
Quickest Route Assassins Guild Last Laugh
Assault Dancers of Ahlam One Last Birr
Charge Seasoned Travelers Mercy of the Icons

TABLE 4.2 ICON TALENTS

The Lady of Tears Talent The Merchants Talent The Messengers Talent
The Dancers Talent The Deckhands Talent The Judges Talent
The Gamblers Talent The Travelers Talent The Faceless Ones Talent

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TALENTS

TABLE 4.3 GENERAL TALENTS

Blessing Judge of Character Soothing


Combat Veteran Licensed Sprinter
Defensive Machinegunner Talisman Maker
Executioner Malicious The Hassassins Thrust
Exo Specialist Nine Lives Third Eye
Faction Standing Point Blank Tough
Field Medicurg Rapid Reload Wealthy Family
Gearhead Rugged Zero-G Training
Intimidating Seductive

TABLE 4.4 HUMANITE TALENTS

Pheromones Resistant Water Breathing

TABLE 4.5 CYBERNETIC IMPLANTS

Accelerated Reflexes Endo Skeleton Targeting Scope


Active Sensors Language Modulator Voice Amplifier
Body Armor Lie Detector Water Breathing
Built-In Weapon Passive Sensors Weatherproof
Com Link Servo Locks
Cybernetic Muscles Skin Electrodes

TABLE 4.6 BIONIC SCULPTS

Beautiful Morph Regenerate


Built-In Weapon Nimble
Intelligent Quick

TABLE 4.7 MYSTICAL POWERS

Artificer Mind Reader Stop


Clairvoyant Mind Walker Telekinesis
Exorcist Prediction
Intuition Premonition

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RULES SECTION

GROUP TALENTS
Your group gets to choose one talent connected to your toll officers or guards, and always get a +2 to manipulation
group concept. All the PCs can use this talent. It can be when you are bribing someone.
used individually by every PC unless explicitly stated
otherwise. y QUICKEST ROUTE
You find the quickest route. Travel takes half the amount
FREE TRADERS of time (page XX), or one encounter along the way may be
ignored. The GM gets 1 DP per use. One use per journey.
y A NOSE FOR BIRR
When trading, you get a +2 to manipulation. One use per MERCENARIES
session for the whole group (not once per PC).
y ASSAULT
y EVERYTHING IS FOR SALE You get a +2 to ranged combat, but only when everyone in
You have a knack for finding the most corrupt public servants, the group attacks the same target in the same turn.

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TALENTS

y CHARGE y SURVIVORS
You get a +2 to melee combat, but only when everyone in You can get out of a dangerous situation somehow connected
the group, in the same turn, also spends at least one fast to nature, such as a brushfire or explosive decompression. The
action (1 AP) on movement. The bonus lasts one turn only. whole group escapes the danger. The GM gets 1 DP per use.
One use per session for the whole group (not once per PC).
y SITUATIONAL AWARENESS
You always know your surroundings, and get a +2 to y TRUTH SEEKERS
Observation when testing it to discover an ambush. You can find important information or a get clue from
the GM without rolling dice. The information must be
AGENTS important enough to enable you to overcome a minor
obstacle or a challenge in the scenario. The GM gets 1
y A FRIEND IN EVERY PORT DP per use. One use per session for the whole group (not
You can find a useful contact in a new place. The contact can once per PC).
protect you, lend you gear, or vouch for you with the local
rulers. The GM gets 1 DP per use. One use per session for PILGRIMS
the whole group (not once per PC).
y LAST LAUGH
y ASSASSINS GUILD You can get yourselves out of a pinch using your knack for
You can test infiltration instead of melee combat when entertainment. The GM gets 1 DP per use. One use per
you make a melee combat attack against an enemy who session for the whole group (not once per PC).
isnt aware of you.
y MERCY OF THE ICONS
y DANCERS OF AHLAM When you are in a tight spot, the Icons will hear you. This
You can test dexterity instead of manipulation when means that you can cancel the effects of Darkness Points
trying to make a good impression. that have just been spent by the GM (Chapter 3). One use
per session for the whole group (not once per PC).
EXPLORERS
y ONE LAST BIRR
y SEASONED TRAVELERS You can make a living out of your craft or performances. Test
You can test manipulation instead of culture to understand dexterity instead of manipulation to find basic subsistence
a groups customs. (food, drink, repairs no new gear) when in a new place.

ICON TALENTS
As your PC is born under the sign of one of the Icons, she is or stress, and are immediately restored to 1 HP or MP (read
blessed by it. Icon talents are determined randomly when more in Chapter 5). Alternatively, you can choose to ignore
creating your PC and can never be learned during play. Icon the effects of a critical injury when you suffer one.
talents can be used once per session, and each use gives
the GM 1 DP. y THE DANCERS TALENT
You can evade an incoming attack, taking no damage. You
y THE LADY OF TEARS TALENT can choose to activate the talent after a successful attack roll,
You can get back up after having been broken by damage but before you roll any cover or armor dice.

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RULES SECTION

y THE GAMBLERS TALENT must then answer truthfully which of the two is most bene-
You are incredibly lucky and can choose an automatic critical ficial to you, if that is at all possible to estimate.
success on a skill test of your choice. It counts as if you had
rolled three sixes. If it is an advanced skill, you still need a y THE MESSENGERS TALENT
level of at least 1 in that skill to activate the talent. You can make someone obey you, through careful words and
actions, without having to test manipulation. Can be used on
y THE MERCHANTS TALENT both NPCs and PCs. Your wish must reasonable, you cannot, for
You can find a favorable loan enabling you to purchase an example, force an NPC to act completely against her own interests.
expensive object or a ship module. The loan must then be
paid back within the agreed upon timeframe if you wish to y THE JUDGES TALENT
keep the object. You deal an automatic critical injury when your attack hits,
regardless of whether the attack penetrated cover and armor.
y THE DECKHANDS TALENT Any other effects from the attack are resolved as usual.
If your ship drops to zero Hull Points or Energy Points,
you can restore D6 points of either kind instantly. This y THE FACELESS ONES TALENT
requires no action from you it is the Icons intervening Fate is on your side, giving you the benefit of getting to
on your behalf. change a concrete detail in a scene more to your favor. It
must be something that has a cosmetic or indirectly helpful
y THE TRAVELERS TALENT effect you cannot make an enemy disappear, but you can
You can ask the GM about a choice you have to make in the decide that there is a knife within reach, or that a window
game. It has to be a choice with only two options. The GM has been left open. The GM has final say.

GENERAL TALENTS
Below are all the general talents. They can be learned during y EXECUTIONER
play at a cost of 5 XP each. You know where to strike to make the enemy fall and not get
back up again. Ever. When you inflict a critical injury, you
y BLESSING can if you want to switch the dice in the D66 roll, turning
Once per session, you can bless another PC, giving her a +1 the tens die into ones and vice versa. If your victim has the
to one action. The receiver of the blessing must be within talent Nine Lives, the effects cancel each other out roll
Close range of you. In combat, imparting the blessing is a normally for the critical injury.
slow action. The GM gets 1 DP per use.
y EXO SPECIALIST
y COMBAT VETERAN You get a +2 to dexterity or force when handling an exo
You can make your initiative roll (page XX) with two dice, and of some kind from loaders to battle exos.
choose the best one. If you also have Accelerated Reflexes,
you get to roll your initiative roll with three dice and choose y FACTION STANDING
the best one. You belong to a faction or a gang and can use its reputation
to get a +2 to manipulation when trying to scare or threaten
y DEFENSIVE someone given that the person you are threatening knows
You are as nimble as a cat, and can easily evade close combat of the faction, and that the faction has some influence in the
attacks. You get a +2 to melee combat when defending (page XX). location where you are.

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TALENTS

y FIELD MEDICURG y NINE LIVES


You know the delicate art of stopping a bleeding wound or No matter how bad it looks, you always seem to come out of
treating grave injuries. You get a +2 to medicurgy when situations alive. When you suffer a critical injury, you get to
treating someone who is about to die from a critical injury. switch the dice turning the tens digit into the ones and vice
The talent has no effect on stress. versa (page XX). If your attacker has the talent Executioner, the
effects neutralize each other roll the critical injury normally.
y GEARHEAD
You love tinkering with gear and equipment. With a successful y POINT BLANK
technology test, you can repair an item or jury-rig a one- When you shoot someone and hit, you automatically add an
use contraption for a specific task. The number of sixes on extra six to your roll but only if you attack from Close Range.
your roll determines the gear bonus of the item.
y RAPID RELOAD
y INTIMIDATING You can reload a weapon as a fast action, rather than as a
You can test Force instead of manipulation when you are normal one (page xx).
threatening someone. If you achieve a limited success, you
dont have to accept your opponents conditional demand y RUGGED
your opponent may then refuse the deal, but if she does, You are used to extreme weather and other natural hazards
she must immediately attack you. (cold, storms, strong gravity, fire, etc.). The talent counts as
armor with an Armor Rating of 3 against natural damage.
y JUDGE OF CHARACTER
You can tell if someone is lying or telling the truth without y SEDUCTIVE
testing manipulation. It takes about a minute and you You have an eye for romance, and get a +2 to manipulation in
cant tell any details, only whether the person is lying situations when you try to achieve something through seduction.
or not. Half-truths also read as lies. Each use gives the
GM 1 DP. y SPRINTER
Your Movement Rate (page XX) is increased from 10 to 12 yards.
y LICENSED You can learn this talent up to three times, for a maximum
You have the proper licenses to buy restricted gear and Movement Rate of 16 yards. This talent can be combined with
weapons (Chapter 6). You can purchase the items if you the Quick talent, but not with Cybernetic Muscles.
can afford them, and if they are available at your loca-
tion. Being licensed is not the same as being permitted y SOOTHING
to carry all kinds of weaponry in public, however. Local You read others as if they were open books, and possess a
regulations can still stop you from carrying weapons you natural quality that makes people open up to you. You get
are allowed to own. a +2 to medicurgy when treating someone who has been
broken by stress (page XX).
y MACHINEGUNNER
Firing full-auto is the only way to get the job done, in your y TALISMAN MAKER
opinion. Ignore the first one when rolling for automatic fire You know how to create and bless talismans. The process
(page XX). Firing a weapon with the XX feature, you get to takes D6 hours and requires a chapel or an altar. A talisman
ignore the first two ones. provides a +1 to one skill test, then the blessing wears off.

y MALICIOUS y THE HASSASSINS THRUST


When you successfully manipulate someone and inflict at You are a highly trained assassin. When you make a sneak attack
least 1 point of stress, she takes 1 additional point of stress. (page XX) using a small weapon, you get +2 to melee combat.

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RULES SECTION

y THIRD EYE
You have the ability to sense an ambush, and once per ses-
sion you can avoid the effects of being surprised. The talent
also gives you a constant +2 to observation when trying to
detect a sneak attack or an ambush.

y TOUGH
You are used to taking a beating. You get 2 additional Hit Points.

y WEALTHY FAMILY
You can use the rumors of your familys vast riches to give
yourself a +2 to manipulation in any situation where the
GM deems it relevant. Whether the rumors are true or not
doesnt matter. You can only choose this talent if you come
from a Privileged background (page xx).

y ZERO-G TRAINING
Your sense of balance is well adapted to an environment
without gravity. You get a +2 to dexterity when in zero-G.

HUMANITE
TALENTS
The three talents below are unique to humanites (page XX).
They cannot be learned during play.

y PHEROMONES
You have the ability to transmit and receive pheromones via
enlarged dermal glands on your chest, neck or face. Your
pheromones spread through air and will not work in a vacuum
or affect people in exos. The pheromones make others obey
you you get a +2 to manipulation. One use per session.

y RESISTANT
Your body can endure extreme weather and other natural
hazards. The talent counts as armor with an Armor Rating
of 6 against natural damage. You can combine Resistant with
Rugged, for a total Armor Rating of 9 against natural damage.

y WATER BREATHING
You can breathe normally under water.

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TALENTS

CYBERNETIC IMPLANTS
Cybernetic implants will cost you both birr and XP. They y CYBERNETIC MUSCLES
also demand D6 days of healing after the procedure before Muscles enhanced with ceramic fibers make you an extre-
they can be used. mely fast and strong runner. Your Movement Rate is incre-
ased by 4 yards per fast action (cannot be combined with
y ACCELERATED REFLEXES Sprinter or Quick). The damage of your unarmed attacks
Your nerves are cybernetically modified with extra wiring is increased to 2.
and micro djinn, giving you superb body control. You get Cost: 7,000 birr.
a +2 to dexterity for acrobatic maneuvers, and you get
to roll your initiative with two dice and pick the best one y ENDO SKELETON
to determine your initiative score. If you also have the An endo skeleton with powerful hydraulics and strong alloys
Combat Veteran talent, you get to roll your initiative roll supports your body, making you considerably stronger than
with three dice and choose the best one. others you get a +2 to force for heavy lifting. Your carrying
Cost: 7,000 birr. capacity is doubled. You get 2 extra Hit Points.
Cost: 7,000 birr.
y ACTIVE SENSORS
Active sensors are implanted in your body. You can use them y LANGUAGE MODULATOR
like the active mode on a personal sensor whenever you wish. Your larynx and vocal chords have been replaced with a sound
Details for personal sensors are found in Chapter 6. modulator and an interpreter unit. You can automatically
Cost: 3,000 birr. translate your speech to another language if you speak slowly.
The modulator supports up to five different language packs.
y BODY ARMOR See Language Unit in Chapter 6.
You are cybernetically armored, giving you an extra Armor Cost: 12,000 birr.
Rating of 3 (page XX). The implants rating is added to any
other armor you may wear as well. The implants give you a -1 y LIE DETECTOR
to dexterity for acrobatic maneuvers. You have a built-in lie detector. To use it on someone, you
Cost: 6,000 birr. must touch the person, speak to her and look her in the eyes.
Test manipulation with a +2 (not an opposed roll). If you
y BUILT-IN WEAPON pass, you can tell if the person is lying or not.
You have a built-in weapon. The weapon is hard to detect Cost: 4,000 birr.
and can only be discovered by someone actively searching
for it. The weapon to be built in must be bought separately. y PASSIVE SENSORS
To draw a built-in weapon is a free action. Passive sensors are implanted in your body. You can use
Cost: 3,000 birr. them like the passive mode on a personal sensor whe-
never you wish. Details for personal sensors are found
y COM LINK in Chapter 6.
You have a built-in communications device, similar to a Cost: 2,000 birr.
personal communicator. The benefit of the link is that it
is very hard to detect you can verbalize your message y SERVO LOCKS
in your mind, and the receiver is jacked directly into your The joints in your arms and shoulders have been replaced with
auditory system. lockable servo units, enabling you to carry extremely heavy
Cost: 1,500 birr. objects for short distances, and grapple people in combat

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RULES SECTION

very effectively. You get a +2 to melee combat when your y VOICE AMPLIFIER
opponent tries to break free from your grappling hold, and A resonance chamber with built-in loudspeakers in your
a +2 to force for heavy lifting. throat can amplify your voice. You get a +2 to command or
Cost: 4,000 birr. manipulation in situations where a loud voice is a benefit,
for example when intimidating someone.
y SKIN ELECTRODES Cost: 2,000 birr.
Your palms are fitted with conductive surfaces capable of
transmitting powerful electrical shocks. After a successful y WATER BREATHING
unarmed attack, you can choose to inflict 2 points of stress Artificial gills allow you extract oxygen from water. You can
(page XX) instead of dealing damage. Each additional six remain under water for as long as like.
rolled inflicts 1 extra point of stress. Cost: 5,000 birr.
Cost: 6,000 birr.
y WEATHERPROOF
y TARGETING SCOPE You are heavily modified to withstand all climates, recycle
One of your eyes has been enhanced with a targeting scope. body fluids and conserve energy. The effect of this is that
Makes it easier to hit with firearms (+1 to R ANGED COMBAT) the time between each point of damage you suffer from
at Short range and above. Does not work for quick shots thirst or hunger (page XX) is doubled to 24 hours and 4
(page xx).. days, respectively.
Cost: 20,000 birr. Cost: 2,000 birr.

BIONIC SCULPTS
Like cybernetics, bionic improvements of your body will cost y INTELLIGENT
you both 5 XP and birr. They also require D6 days of healing The brains bio code and cognitive pathways have been altered
after the procedure, before they can be used. to make you cold and logical. You get a +1 to all science and
technology tests, but a -2 to manipulation.
y BEAUTIFUL Cost: 25,000 birr.
Your beauty is breathtaking. Whether by classical standards
or tasteful originality, you turn heads wherever you go. Your y MORPH
biosculpted looks give you a +2 to manipulation whenever Your body is sculpted so that your entire physiognomy is
they can affect the situation. People with the appropriate changed you could have anything from wings to extra
sexual orientation tend to fall in love with you. If you are in limbs. This gives you obvious benefits, but could trigger fear
a place with different ideals of beauty, the GM may decide and disgust among common people, or even hate among
to ignore your modifier. fanatics. Your Reputation is lowered by 2. See the boxed text
Cost: 25,000 birr. on the opposite page for a list of known morphs.
Cost: between 30,000 and 60,000 birr.
y BUILT-IN WEAPON
You have a built-in weapon that counts as a primitive melee y NIMBLE
weapon (for example claws, a shorter blade or throwing knives). Your bionically enhanced nerves give you amazing agility. You get
The weapon is very discreet and only a thorough medical check-up a +2 to dexterity for acrobatic feats and gymnastic maneuvers.
can discover it. Drawing a built-in weapon is a free action. The modifier also applies to dance and other physical activity.
Cost: 40,000 birr. Cost: 15,000 birr.

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TALENTS

y QUICK
Your muscles are bionically altered for incredible explosive
speed, making you a fast runner. Your Movement Rate is
increased by 4 meters (can be combined with Sprinter but
not with Cybernetic Muscles). You can jump 5 meters hori-
zontally from standing still, 15 meters with a running start
(slow action), and 2 meters vertically.
Cost: 10,000 birr. KNOWN MORPHS

y REGENERATE The Third Horizon is full of stories about monstrous morp-


You heal fast, and recover remarkably quickly even from grave hed humans. In the mausoleum of din Hrama, the captain
injury. The time to heal a critical injury (page XX) is halved. of the guards is said to have an extended torso and an extra
You also get 2 extra Hit Points. set or arms. Some of the monks in the Temple of Anaspurna
Cost: 15,000 birr. on Amedo supposedly have wings. The nomads in the Kuan
Border Space are often equipped with prehensile tails to
assist movement in zero-G, or so rumor would have it.
EXTRA PAIR OF ARMS: You can perform an extra fast

MYSTICAL action per turn, as long as you can use the extra arms
for that action.

POWERS EXTRA FINGERS: You can use tools, make repairs, operate
computers or do other tasks that require fine motor
In order to learn a mystical power, you need at least skill skills with extraordinary skill. You get a +1 in situations
level 1 in the skill mystic powers. To activate a power, where fine motor skills are paramount, such as advan-
you must pass a Mystic Powers test. In combat, this is ced Medicurgy, repairing precision engineering with
normally a slow action. A failed roll means that the power Technology, or reprogramming a computer using Data
does not activate properly giving you incorrect infor- Djinn. Unfortunately, your brittle and sensitive fingers
mation or resulting in some other undesired effect. The give you a -2 to Force.
GM decides the details. Each use of a power gives the WINGS: You can glide up to Long Range if you leap from at
GM 1 DP. least 20 meters up. Test Dexterity to land without taking
damage (failure means D6 points of damage). When on
y ARTIFICER the ground, you suffer a -1 to Dexterity, due to the size of
You can enter a trance to understand an artifact close to you, the wings.
and to determine its origin and use. PREHENSILE TAIL: You get a +2 to Dexterity when climbing
or moving around in low- or zero-G. The tail is easily
y CLAIRVOYANT hidden under a coat or a caftan.
You get visions of where an object or a person can be found.
The GM decides what form the visions take, but as a rule of
thumb, an object you once owned is easier to locate than an
object only described to you.

y EXORCIST
You can enter a trance and exorcise an intruding spirit from
someone.

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RULES SECTION

THE PROBLEM OF CLAIRVOYANCE

A PC with the Clairvoyant power can make a mess


of the GMs plans. If the goal of the scenario is to
find someone or to reveal the identity of a killer, the
PC can just solve the puzzle right off the bat, using
this talent. Not fun. The best way to handle this is
to give the PC vague clues instead of hard facts -
mystical powers are not an exact science. Try to
give the PC a clue that feels valuable, but one that
wont ruin the mystery.

y INTUITION as best he can. The answers should be short, preferably


You get to ask the GM a simple yes/no-question about anything mysterious and ambiguous. An answer could also take the
in the game world. He must answer, truthfully, yes, no form of an omen, a sign of fortune or tragedy waiting around
or maybe. The GM can answer maybe even if he knows the corner.
the answer, if he thinks answering yes or no would upset the
game too much. Please note that neither truths nor lies are y PREMONITION
universal it depends on who is asking. Opinions, morals In some mysterious way, you can sense impending danger.
and worldview can make something true to someone and The GM will have you test Mystic Powers if you pass, you
false to someone else. get a feeling of a looming threat, but no details about what
it might be.
y MIND READER
You can read someone elses thoughts for a minute or so. y STOP
You can only read surface thoughts; you cant dig for any You can stop an NPC from performing an action she other-
deeper memories. Your target must be within Close Range. wise would have. It must be something subtle, that can be
attributed to simple forgetfulness. Typical examples would be
y MIND WALKER that the NPC lets the PCs pass a roadblock without checking
If you focus your thoughts on a person you have previo- their papers, or forgets her keys somewhere. The power
usly met, you can tap into that persons sensory input. You cannot be used to stop an incoming attack.
experience what that person sees, hears and feels in that
exact moment, regardless of where she is. No thoughts or y TELEKINESIS
emotions are transmitted. You can lift, move, turn or bend an object using sheer force
of will. The item must tiny larger objects are beyond your
y PREDICTION control. No dice roll is needed, unless you want to use the
If you conduct a sance, you can experience powerful visions object for something demanding like moving a key to a lock
of the future. You ask questions of the GM about yourself and then turning it. Then test any appropriate skill. The power
or someone else taking part in the sance. The GM answers cannot be used in combat.

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