Professional Documents
Culture Documents
Armor Training
Requirement: None.
This character has learned how to properly wear
her armor in such a way that it doesn’t impair her
movements.
This character reduces the penalty to
Defense from wearing armor by 1,
to a minimum of 0.
A character can take this
Talent multiple times.
Clear Orders
Requirement: Leadership 3 or higher.
This character gives orders that are clear and
concise.
When this character takes the Order Action to give
commands to one or more subordinate characters,
she may Cheat Fate for those characters.
Combat Reading
Requirement: Cunning 1 or higher.
This character is able to read a target during combat
and strike at openings others might not see.
When making disengaging strikes, this character
adds her Scrutiny Skill Ranks to her final duel total.
Critical Strike
Duck and Cover
Requirement: Close Combat or Ranged Combat
Skill 3 or higher. Requirement: Evade 3 or higher.
A skilled attacker is often able to deal more This character knows how to avoid unpleasant
damage than a common thug, and this character is surprises like flying shrapnel and roaring flames.
no exception to that rule.
This character gains the following ability:
Choose a Skill that meets this Talent’s requirement.
All attacks with the chosen Skill gain the following Blast Resistant +1: Reduce all damage this
Trigger: character suffers from p and b effects by +1,
to a minimum of 1.
R Critical Strike: When damaging, deal 1 additional
damage for each R in the final duel total.
A character may take this Talent multiple times,
but each time a different Skill must be chosen. Flick of the Wrist
Requirement: Might -1 or lower.
This character is precise with her weapon where
Cynic others rely on brute strength.
Requirement: Charm -1 or lower. When making a Melee or Pugilism attack, this
character may substitute Grace for Might when
Some people just can't look on the bright side of
calculating her Acting value.
life no matter how hard they might try. If it sounds
too good to be true, this character starts getting
suspicious and questioning the motives of others.
This character gains + on any duel made to resist Governor’s Gift
deception (including Deceive and Pick Pocket Requirement: Charm 1 or higher.
Challenges, as well as the Trick Action).
Some people just have a way with members of a
certain gender.
Choose male or female. This character gains +
on any Bewitch or Scrutiny duels made against
members of the chosen gender.
Gruff
Requirement: Charm -1 or lower.
When this character speaks, there is little inflection
or fancy wordplay, making it very difficult for others
to discern her true intentions.
This character gains a + to Deceive and Intimidate
Challenges.
This character gains + to her disengaging strikes Choose a Skill that meets this Talent’s requirement.
and to any Impose Action she takes. When this character is wielding two weapons of the
chosen type, one in each hand, she gains + to any
attacks made with either weapon. Despite fighting
with two weapons, the character only makes a single
Let Me Show You attack flip and only deals damage with one of her
wielded weapons; the second weapon merely gives
Requirement: Leadership 3 or higher.
her a bonus to hit.
This character has a natural affinity for teaching other
If she is wielding two Ranged Combat weapons,
people how to do things. She may spend 15 minutes
using this Talent expends one round of ammunition
and discard a Twist Card to explain how one of her
from each wielded weapon.
General Talents works to another character. That
character may then discard a Twist Card to gain the
taught General Talent for the rest of the day.
The taught character must still meet all the necessary Plain-Spoken
physical prerequisites for the Talent (such as a Requirement: Intellect -1 or lower.
pneumatic limb for a Talent involving pneumatic
limbs or wings for a Talent involving flight). Talents This character doesn’t try to muddy her conversation
with a requirement of Invested, Stitched, or Twisted with flowery language and is good at saying difficult
cannot be taught to another character. truths efficiently.
This character gains + to Social Duels made
Updated Talent during Dramatic Time.
Let Me Show You originally appeared
in Into the Steam. It’s been updated and
reprinted here in order to remain relevant
with the current edition of the rules.
Threatening Posture
Requirement: Intimidate 3 or higher.
This character is very threatening in combat,
so much so that her presence often distracts
opponents from the actions of her allies.
Enemies engaged with this character suffer a -
penalty on Close Combat attacks made against
targets other than her who do not also possess this
Talent.
Talents
Whether it's a string of fast punches or a spinning
roundhouse kick, this character knows how to chain her
attacks together into a flurry of blurred fists and kicking
Whenever you gain a step in a Pursuit that grants you a legs. The character gains the following Trigger on her
General Talent, you can choose from any of the Talents Martial Arts Close Combat attacks:
below. In addition, there are General Talents in other
Through the Breach books that may be appropriate M Combo!: This character may take this attack again
for your character, but you should check with your against the same target. This second attack may not
Fatemaster to make certain that you only choose Talents declare Triggers.
from books being used in your game.
Channel Destiny
Advanced Sensors This character is able to force Fate to twist around her,
Requirement: Invested, Light Chassis though the process is incredibly taxing, often producing
This character gains a + on Notice duels and is capable blinding headaches and nosebleeds.
of detecting things that other characters might miss, such
as the presence of invisible creatures (though not their When this character performs a duel, she may suffer 2
exact position) with a Difficult Notice Challenge. damage before flipping any cards to add a suit of her
choice to her final duel total. If this damage causes the
character to suffer a Critical Effect or Toughness check
Avoidant to remain conscious, resolve the initial duel before
checking for either.
Requirement: Resilience -1 or lower
The character’s heightened sense of pain has
encouraged her to become really, really good at
avoiding it. This character permanently loses 1
Cheating So and So
Wound but gains +1 Defense. Requirement: Gambling 3 or higher
It’s one thing to play the odds, but it’s something else
entirely to stack the game in your favor. The character
Blot the Sky gains the following Trigger on all Expertise Challenges:
Requirement: Archery 3 or higher M Stack the Deck: After resolving, you may look at the top
Long hours of training and plenty of natural skill have card of the Fate deck and then choose whether or not to
allowed this character to fire multiple arrows with a single put it on the bottom of the deck.
attack. When the character makes an Archery attack,
her Moderate damage gains +b, and her Severe damage
gains +bb (provided that she expends two additional
arrows per resulting b).
Common Sense
Requirement: Cunning 2 or higher
This character has a good head on her shoulders and can
Book Smart generally make sense of most things. She may discard a
Twist Card during Narrative Time to gain a + on a duel.
Requirement: Cunning -1 or lower
While this character has learned quite a bit from her
books, all that reading has dulled her reaction time.
This character gains a - to Initiative but a + to all non-
Magical Intellect Challenges.
Chapter 5: Talents & Skills 121
Concussive Force Disarming Attack
Requirement: Might 2 or higher Requirement: Martial Arts 3 or higher
The force of this character’s blows physically moves This character has trained against armed opponents
her opponents backward. Any time the character deals and knows how to quickly disarm them. The
damage with the Martial Arts or Pugilism Skills, she may character’s Martial Arts Close Combat attacks gain
push her target directly away from her a number of yards the following Trigger:
equal to her Might Aspect.
C Disarming Attack: After succeeding, the target drops a
single item of your choice held in its hands. This attack’s
Demanding Taskmaster damage flip receives a -.
Frozen Heart
Requirement: None
For whatever reason, this character has been marked
by the Tyrant December as one of His own. With the
first touch of December's power, the character's heart
literally becomes frozen solid, and over time it may
become pure ice. Powerful emotions become a rarity,
and it is very easy for the character to overcome panic.
Mountaineer
Requirement: Grace 1 or higher
This character is almost a human spider, able to climb
nearly vertical surfaces with the barest minimum of
handholds. When climbing a surface, the character’s
speed is increased to her full Walk speed rather than
half her Walk speed. The character gains a + on any
Athletics Challenges made to climb a surface and moves
2 yards for every Margin of Success (rather than 1 yard).
Mow Down
Requirement: Heavy Guns 3 or higher
There’s something satisfying about mowing down your
enemies in a hail of bullets. When this character makes
a Ranged Combat attack with a Heavy Gun, she may use
2 AP instead of 1 AP to gain ++ on the attack flip. The
character may not Cheat Fate on this attack. This attack
uses three times as many bullets as normal.
Rebound
Requirement: Thrown Weapons 3 or higher
Steel Wall
If you throw it just right, sometimes you can bounce a Requirement: Invested
thrown weapon off one enemy and into another. The This character is essentially a large block of mobile
character gains the following Trigger on her Thrown armor. At the end of the character’s turn, if it did not
Weapons Ranged Combat attacks: take any Move or Charge Actions, the character gains
Armor +1 until the start of its next turn and provides
M Rebound: After damaging, you may deal 1/2/3 damage Hard Cover to characters with a Height equal to or lower
to another target within 3 yards of the original target. than its own.
Self Sufficient
Requirement: Charm -2 or lower
Stubborn
When no one likes you, it’s a lot easier to figure out Requirement: Tenacity 2 or higher
how to do things on your own. This character gains +1 Sometimes, it pays to be a bit pig-headed and refuse
Willpower but cannot take the Assist Action and cannot to accept anything but what you want. This character
voluntarily take part in Ongoing Challenges alongside gains a + on all Willpower duels but a - on all
other characters (though the Fatemaster can still force Convince Challenges.
her to participate if it makes sense for the Ongoing
Challenge in question).
If a Talent has multiple requirements, you must As the Black Blood spreads through the character's
meet each one before you can select that Talent. body, the scent of blood begins to have a more
stimulating effect on her. Even the smallest wound
will cause her heart rate to quicken and her mouth to
Addict salivate, and her reflexes go into overdrive whenever a
living creature is killed near her. If a Living character
Requirement: The character must have the Brilliance is killed within 1 yard of this character while she has
Condition (any value). the Blood Sickness Condition, she may discard a
card to gain the Fast Condition.
This character has become addicted to Brilliance.
The euphoria it causes in her is so intense that when
she senses the presence of Brilliance in others, it
becomes difficult to focus on anything other than
Brain Surgery
the next rush of pleasure. While this character has Requirement: Doctor 4 or higher.
the Brilliance Condition, she gains the following
Tactical Action: The character can transplant the brain of a corpse
(or soon-to-be corpse) into a Flesh Construct or
(0) Drawn to the Light: This character may move special jar (see pg. 95) with an hour of work. The
up to its Walk Aspect towards a character with the donor must have the Living Characteristic, and the
Brilliance Condition and must end this movement brain counts as one body part when determining
as close to the target as possible. how many a character may replace. The Flesh
Construct gains the donor's Skill ranks (replacing
the Flesh Construct's Skills, if the donor's Skills are
Bent Fate higher) and her Mental Aspects. Some elements of
the donor's personality and memories may carry
Requirement: Fated, 2 or more completed Destiny Steps over to the Flesh Construct.
For whatever reason, this character has caused If the transplanted brain belongs to a Fated, the
something to happen that has warped her destiny Fatemaster should consider allowing the character to
into something new. This character may remove two become a Stitched in control of her new body. The
cards from her Twist Deck. character will retain its Mental Aspects and Skills as
noted above, as well as any Talents she possesses
(which are normally lost when a non-Fated character
has her brain transferred into a Flesh Construct).
Ceaseless Advance As this character's fate unwinds before her, she finds
that she is sometimes able to adjust its path, though
Requirement: Fated, Tenacity 1 or higher doing so causes intense migraines and nosebleeds.
Whenever this character would discard a Twist card
This character keeps on going no matter how bleak for any reason other than Cheating Fate, she may
things are. At the end of each round of Dramatic instead choose to suffer 2 damage; this damage may
Time, if this character does not have any Twist not be reduced or prevented.
Cards in her hand, she may take a (1) Walk Action.
Favored of Fate
Requirement: Fated, 1 or more completed Destiny
Steps
This character is able to inspire her minions This character has caught a fleeting glimpse of not
to perform great acts of heroism (or villainy). just her own fate, but the fate of the entire world.
When this character uses the (1) Order Action to It's difficult to make sense of this vision, but the
command a subordinate character, this character lingering memories of that moment make the Fated
may discard a card to give her subordinate + to more prepared for what is to come... even if she
all Skill Challenges (including attacks) it makes for does have to deal with frequent episodes of deja
the duration of its turn. vu. This character's maximum Control Hand size is
increased by +1. This character may take this Talent
multiple times, and its effects stack.
Final Repose
Requirement: Cunning 1 or higher Hole in the Chest
Whether due to an encounter with a necromancer Requirement: Stitched, Resilience -1 or lower.
or just paranoia about her enemies returning from
the dead, this character has learned how to finish This character has a hole in her chest. It's a bit of
off her enemies in such a way as to make sure they a fashion statement, but it comes in handy when
won't come back. When this character kills another someone starts shooting at her. This character is
character, she may choose to instantly render her unable to pass as a Living creature while this hole
target's remains unfit to be reanimated into an is visible, but she gains the following Defensive
Undead (or any other type of) creature. Trigger:
The next time this character is killed - no matter This character is able to implant explosives within
how grisly or final it may have been - this character an Undead or Construct subordinate with a TN 11
returns to life (or unlife, if the character was Explosives Challenge and 2 scrip of raw materials
previously Undead) and rejoins her companions at (which are lost if she fails the Explosives Challenge).
some point during the next day. This resurrection The subordinate gains the following ability:
occurs "off camera," though the character may sport
some bandages or superficial injuries as a result of Explosive Demise 2: All characters within p2
her "near death" experience. This Talent may only suffer 2 damage when this character is killed.
be used once; any subsequent deaths affect the
character normally.
Man's Best Friend
It's Raining Scrip Requirement: Husbandry 3 or higher
This character's limbs might fall off from time to time, This character draws strength from the cruelty she
but that just means that she knows how best to stick inflicts upon those under her command. At the start
them back into place. At the start of this character's of this character's turn, she may deal 1 damage to
turn during Dramatic Time, she may heal up to 2 one of her subordinate characters within 3 yards to
damage and gain the following Condition until the push up to 3 yards in any direction.
end of Dramatic Time: “Fragile +1: Damage flips
against this character gain +.”
Shambling Gait
In addition, this character can heal any Amputated
Critical Effect on her arms or legs by holding the Requirement: Stitched, Speed -2 or lower
severed limb against her stump for one minute, at
which point the limb reattaches. This character will never be fast... but at least she
tries, right? She gains +1 to either all Physical
Aspects or all Mental Aspects, but gains the Slow
Reset Fate Condition at the start of each of her turns during
Dramatic Time.
Requirement: Fated
Requirement: Alchemistry 3 or higher, Engineering 2 (0) Sense Spirits: This character becomes aware of the
or higher presence of any characters with the Spirit Characteristic
within 10 yards (even if they are invisible or hidden).
This character has learned how to create chemical
compounds and acids that are capable of affecting
Constructs and other mechanical creatures in Specialized Toxins
a manner similar to how other chemicals affect
living creatures. When this character creates a Requirement: Alchemistry 2 or higher
compound (whether from the options presented on
page 98 or from the Elixir of Life, Mystery Brew, This character knows the perfect type of poison to
Transformative Vigor, or Truth Serum Talents of deal with a specific kind of creature. The character
the Chemist Pursuit), she may choose to have it chooses one of the following Characteristics: Living,
affect Constructs instead of Living characters. Construct, Undead, Spirit, or Nightmare. When this
character performs an Action or declares a Trigger
that gives a target with the chosen Characteristic the
Poison Condition, the target gains an additional
Poison +1.
Time spent underground - whether in the caverns This character's psyche is twisted by madness and
beneath Malifaux or back on Earth - has made torment, and anyone touching her mind invariably
this character comfortable with moving around recoils in pain. This character gains the following
in enclosed areas. This character gains a + on all Trigger:
Navigation, Track, and Wilderness duels made
underground. Furthermore, she is immune to the Wp (C) Twisted Mind: After this character
Claustrophobia Condition (pg. 44). succeeds, the attacker suffers 2 damage.
It may take this character longer to get wherever she This character has a weak body that is prone to
is going, but the self-confident way she gets there injury. In order to protect herself, she has learned
makes all the difference. At the end of this character's a smattering of warding gestures that can be used to
turn, she gains the Defensive +1 Condition if she protect her from harm. When this character suffers
declared only Walk Actions during her turn. damage, she may discard a Twist Card reduce the
damage by 2.
A Gremlin's Luck
Requirements: Kin, Cunning -2 or lower
This character's lack of common sense has led her
to rely upon her natural luck to carry her through
life. Fortunately, it mostly seems to work for her...
mostly. When performing a duel, this character may
discard a card or suffer 1 damage to Cheat Fate with
the top card of the Fate Deck.
There’s something terrible happening in this For whatever reason, this character just doesn't
character’s insides… and she finds that to be believe in carefully aiming her shots. Whether it's a
downright hilarious in the right circumstances. This reliance upon her instincts, special training, or just
character gains the following Tactical Action: good old fashioned impatience, this character knows
how to accurately aim a rifle at a moment's notice.
(0) Pull My Finger: If this character is adjacent to a
friendly character, that character may choose to pull When making a Long Arms attack, this character
this character's finger. If she does, all non-Gremlin may substitute Grace for Intellect when calculating
characters within p2 of this character gain the her Acting Value.
Poison +2 Condition. If this character chooses to
discard a card when the adjacent character pulls
her finger, any non-Gremlin characters within p2
Gremlin Engineering
also become Slow. Requirements: Kin, Engineering 3 or higher
I Got My Bro
Requirement: Charm 1 or higher
One of this character’s Gremlin relatives
accompanies her on her adventures! If the character
is not a Gremlin, this will probably raise more
questions than answers, but the little fellow insists
that the character is his sibling no matter how hard
she tries to convince him otherwise. Use the Bayou
Gremlin stats on pg. 159 to represent the
character’s bro.
The Gremlin relative is a
subordinate character and may
be commanded with the (1)
Order Action. If the Gremlin
relative dies or the character
abandons them, a new one will
show up after a day spent in or
near the Bayou.
This character can spend an hour and 2 scrip worth Once per session after this character suffers damage
of raw materials to produce an instruction manual. from an enemy’s attack, she may discard a card to
When she produces the manual, she chooses a Skill have the attack strike her badge of office. If she does
that she possesses with one or more Ranks. so, the damage from the attack is reduced to 1, its
Triggers and other effects are negated, and it does
From that point on, any other character in not cause any Critical Effects to this character.
possession of the instruction manual may consult
it as a (1) AP Action. For the rest of the consulting This Talent cannot be used on attacks that have
character’s turn, they are considered to be assisted one or more B in their damage track (regardless
by this character when using the Skill referenced by of whether or not the attack actually generated B
the manual, just as if this character had used the damage).
Assist Action to help her.
The Infiltration Talent
Some of these Talents can be taken by
characters with the Infiltration Talent. This
Talent is granted by the Infiltrator Pursuit,
which can be found in Into the Steam (pg. 96)
While there's certainly a time and a place for precise Whenever this character successfully removes
shooting, sometimes firing a salvo of bullets to another character from reality (whether through the
frighten one's opponents works just as well. use of a Spell, Manifested Power, the Get In The
Box Trigger granted by the Death Marshal Advanced
Choose a Ranged Combat Skill. This character gains Pursuit in the Core Rules, or some other source), the
the following Tactical Action: target suffers 2 damage that may not be reduced and
(2) Covering Fire: Target an enemy within range this character heals 2 damage.
and line of sight of a ranged weapon of the chosen When this Talent is chosen, the character may
type wielded by this character and expend three change her Magical Theory to The Whisper. If she
rounds of ammunition. If you do so, the enemy does not already have a Magical Theory, she gains
subtracts this character's ranks in the weapon’s The Whisper Magical Theory.
Skill from its final duel totals until the start of this
character's next turn.
Cultured
Requirement: Chosen Skill Rank 2 or higher, Art
1 or higher.
Where brains and cleverness fail, this character's
refined tastes and good manners prevail.
Choose a Social Skill. When this
character makes a Challenge involving
the chosen Skill, she may use her ranks in the Art
Skill in place of her Mental Aspect.
Lackadaisical
Requirement: Speed -2 or lower or the
Sloth Vice.
This character tends to do things according to
her own schedule. Whether lethargic, listless,
or just plain lazy, this character still manages to
get things done... eventually, at least.
When this character takes the Wait Action, the AP
cost is equal to the AP cost of the named Action
(instead of the AP cost of the named Action +1).