B&B Talent Trees

Last 3 Edits

Aug 13th & 14th, 2020

  • Added several talents etc.

Aug 12th, 2020

  • Started page by copying YZE Talents.
  • Lines not attached to table headings are YZE talents I may wish to convert, so have not removed at this point.

TALENTS

Talents truly define your character and their features are much more significant than Edges (which are just a means of getting access to more Talent Trees).

You can only choose Talents from Talent Trees to which you have access. One Advance gets you a Talent.

TALENT TREES

Talents are arranged into groups called Talent Trees, though they opperate more like groupings than true 'trees'.

Access to Talent Trees

You gain acces to Talent Trees in the following ways:

1. Heritage grant access to 2 Talent Trees. Typically one of those is assigned and the other is chosen from a select list.
2. Concept grants you access to 3 Talent Trees. Usually one of these is assigned, but that is not always the case.
3. Edges. Also called Entry Edges, as they grant you access to a particular Talent Tree. Some Edges grant a very limited choice of Talent Trees. Edges also come with a minor feature.


TEMPLATE

TTNAME

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ADAPTABLE

This Talent Tree represents tenacity and a willingness to adapt or die. Its features represent different ways of doing things and holding on, no matter the odds.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator, Jack-Of-All-Trades
Heritage - Assigned: Human
Heritage - Optional:
Entry Edge: Fluid Heritage, Split Decision
Talent Prerequisites Description Reference
Flexible Approach Agility d10 (or Quickness d6) OR Smarts d10 (or Cunning d6) You gain an extra initiative card. -
Jack-Of-All-Trades Smarts d8 You can use an action to observe a situation or maniulate an item to get a 'feel for things'. As part of that action you make a Smarts (Cunning) roll. On a success you gain a one use d4 Specialty die of your choice. On a Raise the Specialty die is a d6. You must make use of this Specialty die within a minute or it is wasted. If you fail on your Smarts roll, you cannot use this feature again this day. -

ADVANCED TECH

This Talent Tree is only for modern and especially futuristic settings where amazing things can be done with computers and other technologies. It might also be known as: Digital.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ALCHEMY

This is a rather tight Talent Tree focused on concoting brews, infusions and potions, ranging from the mundane to the magical.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist, Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Brew Potions
Talent Prerequisites Description Reference
Alchemist Smarts d8, Technical d8 You start knowing 3 Powers and have 15 Power Points. Your Powers are alcemical infusions and you use Technical (Magical Infusions) for creating them. Your Power Points represent the amount of magical energy you can generate with your lab/kit each day. You must have access to a lab or a portable alchemist's kit to brew these magical infusions. Each magical infusion takes 10 minutes to concoct. You can rush the work in 1 minute with a -2 penalty or 1 round with a -4 penalty. The Power Points invested into the magical infusion cannot be recovered by you until the infusion is used. At that point they return at the usual rate. The Power that the infusion holds will determine how they need to be used. A Healing infusion needs to be consumed by the recipient as a potion, or perhaps it is a salve to place directly on wounds. A Fire Burst Power might need to be thrown and explode on contact. In this case, the thrown vial would be treated as a throwing attack and use ranges for throwing improvised weapons, not the range in the Power. How an infusion works should be determined by you at the time of creation. Arcane Backlash. You roll the checks for your magical infusions when you concoct them. If you roll a one on your Technical check, you cannot create any more of that particular magical infusion for the day. If you get a critical failure, the you roll on the Alchemic Backlash Table in the Savage Worlds Fantasy Companion p24. Or, the power source for this particular Power is depleted. You cannot use this Power again until you visit a place where you can resupply and spend $100 per rank of the spell that is depleted. -
Create Alchemical Antidote Smarts d8, Technical d8 With access to a lab or alchemist's kit you can try to create an antidote to a poison, that you have physically studied, with a Technical (Infusions) check. An antidote takes 10 minutes to concoct. You can rush the work in 1 minute with a -2 penalty or 1 round with a -4 penalty. If you fail the check, you are unalble to create an antidote for that particular poison and cannot attempt to do so again until you increase either Technical Ability or Infusions Specialty. If successful the antidote grants a +2 bonus per success and Raise to a person's Vigor roll against that type of poison. They get to make a Vigor roll the moment that they consume the antidote. -

ARCANA

This is a catch-all Talent Tree for all users of magic in the world. It could also be known as: Magic.
How to get access to this Talent Tree:
Concept - Assigned: Wizard
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Arcane Writings
Talent Prerequisites Description Reference
Improved Power Resistance Power Resistance, access to Powers & and another appropriate Talent Tree Choose one of the groups that you already have Power Resistance for. Your bonuses to resist the effects increase to +4 and your Toughness is considered 4 higher against your chosen group. You can take this Talent multiple times, but must choose a new type of magic to resist each time. -
New Power Access to Powers You gain a new Power according to your rank. This power must conform the Talent and method for which you gained access to powers. For example, if you use Technical (Weird Science), then this is a new magical device. If you are a wizard using You can take this talent multiple times. -
Power Focus Access to Powers Choose one Power that you have access to. When you cast this power you gain a +1 bonus to your Ability check when casting it. You can choose this talent multiple times, but it applies to a different power. -
Power Point Boost Access to Powers You gain 5 Power Points. These must be applied as appropriate to your casting method. For example, if you use Technical (Weird Science), then these Power Points must be applied to a specific device. You can only take this Talent once at character creation and once per rank. Savage Worlds Adventure Edition p47
Power Resistance Access to Powers & and another appropriate Talent Tree Choose another Talent Tree that you have access to. You resist all powers that use that source. For example, if you have access to the Plant TT, then this resistance applies to any Power that is plant-based. If you have access to Technical, then you resist Powers fuelled by other mad scientists. You gain a +2 bonus to any roll made to resist the effects and your Toughness is considered to be 2 higher against the chosen magic type. You can take this Talent multiple times, but must choose a new type of magic to resist each time. -
Ritual Caster Access to Powers You can cast any power you know as a ritual. This takes time and requires components. 13th Age Core Rulebook p192
Wizard Smarts d10 You know how to read and record magic. Smarts (Spellcasting) is the Specialty you use to cast Powers. You start with a spellbook containing a number of spells equal to your Smarts die. To prepare spells each day, you must study your spellbook (or other magical writings containing spells) for 10 minutes. You can prepare a number of spells equal half your Smarts die + your Rank (+1 at Novice). You use your Power Points to cast prepared spells. You can also cast spells by reading directly from your spellbook, but doing so makes the minimum casting time 10 minutes. If you come across other arcane writings, you can copy spells into your spellbook. The copied spells must be of your rank or lower. You must pass a Smarts (Spellcasting) roll to understand the spell and then spend 1 hour/rank and use exotic materials/inks (25 gp/spell rank). Your spells are considered to be of the Arcance power source and their casting is not subtle. They require loud, spoken words, gestures, have flashy effects and often require material companents. Armor penalties apply to your casting checks. Arcane Backlash. If you roll a 1 on your Smarts die when casting a spell you are automatically Shaken. If you roll a critical failure use the Scrolls Mishap Table in the 5E D&D Dungeon Master's Guide p140. 5E D&D Player's Handbook

ARMOR SPECIALIST

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

AWARENESS

This Talent Tree is all about perceptive abilities involving the five senses and sometimes even a sixth sense for those that delve deep into the tree.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator, Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Keen Senses
Talent Prerequisites Description Reference
Investigator Knowledge d8 (or Research d4), Perception d8 (or Insight d4 and Search d4), Smarts d8 You gain +2 to Knowledge (Research & Streetwise) checks and to Perception (Insight & Search) checks. -

BEAST

Take this Talent Tree is you wish to make a connection with the natural beast and animals of the setting.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

CHARM

This talent Tree is about messing with people's feelings and emotions as well as improving one's own charm or beauty. It could also be called: Charisma, Enchantment.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

COMBAT TRAINING

This Talent Tree represents a broad and general combat training that basic guards or soldiers would undertake. The Fighting Style Talent Trees represent more specialised forms of combat ability.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator, Mad Scientist, Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Competent Combatant, Split Decision
Talent Prerequisites Description Reference
Name - Desc -

COMMANDER

This Talent Tree is about gathering troops to your side and being able to command them in the heat of battle.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

CONTACTS

This Talent Tree is for those that to wish increase their social network. It is about knowing who to seek and gaining friends and favours.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator, Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

DELVER

This is for the adventurer that spends time underground in dungeons, crypts, or possibly even sewers and dark alleyways.
How to get access to this Talent Tree:
Concept - Assigned: Treasure Seeker
Concept - Optional: Investigator, Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Active Archaeologist Knowledge d10 (or Special Study Speciality such as Archaeology d6 or History d6) You have a +2 to any check to identify or on lore regarding relics and ruins of the past. When within ruins, dungeons, or another place of historical significance you have a +2 bonus on all Perception rolls. -

DIVINE

This is for those that feel a strong connection for the gods or some other divine source.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ELEMENTAL - AIR

This is mainly for those with magical abilities that wish to channel air spells, but could also be helpful for people that can fly or have a connection to creatures of the air.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ELEMENTAL - EARTH

This is mainly for those with magical abilities that wish to channel earth spells, but could also be helpful for people that live at one with the earth (like dwarves) or have a connection to creatures of the earth.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ELEMENTAL - FIRE

This is mainly for those with magical abilities that wish to channel fire spells, but could also be helpful for people that a connection to creatures or places of fire.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

ELEMENTAL - WATER

This is mainly for those with magical abilities that wish to channel water spells, but could also be helpful for people that live in the water or have a connection to creatures of the seas or other waterways.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FATE

This talent tree involves changing one's chances or luck as well as trying to scry into the future. It could also go by names such as: Divination, Fortune.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - ARTILLERY

This style focuses on the use of heavy weapons and bringing down structures, vehicles or even large creatures.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - BRAWLER

This style is for those that love a good scrap, but also for those highly trained martial artists whose bodies are their weapon.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - CRUSHING & CLEAVING

This style is for those that like to use large weapons to reign devastation on their foes. They like to hit hard.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Good Hit
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - DEFENDER

This style is for those that have a sense of duty to protect others. Defenders typically protect themselves well too. Could also be called: Protector, Sentinel.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - DUAL-WIELDER

This style is for those that like to fight with two weapons.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - MOUNTED

A style for those that like to fight from the back of a mount or even a moving vehicle such as a motorbike.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - RANGED

This is a specialty style for those that wish to advance their ranged attacks
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Good Shot
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - SLAYER

A style for those that like to take down foes quickly. This can be through precision attacks, careful study of an opponent, or advanced training in fighting specific foes.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - UNFETTERED

This is a style for those that like to fight with freedom. Proponents of this style are not likely to use heavy armors and value moving around the battlefield. Monks and duelists are likely to tkae this Talent Tree. It could also be known as: Skirmisher.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Nimble, Skirmisher
Talent Prerequisites Description Reference
Name - Desc -

FIGHTING STYLE - WEAPON SPECIALTY

This is a catch-all Talent Tree for anyone that loves to specialise in and master their techniques with specific weapons.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Good Hit, Good Shot
Talent Prerequisites Description Reference
Machine Gunner Marksmanship d10 (or Rifles d6 or Auto-Weapons d6) If you do not move on your turn you ignore the recoil penalty when using weapons firing at a Rate of Fire higher than 1. -
Weapon Master Fighting d12 (or chosen Specialty d8) OR Marksmanship d12 (or chosen Specialty d8) Choose a specific Fighting or Marksmanship Specialty. You deal +1 damage with weapons from that group. You can choose this Talent multiple times, selecting a different Specialty each time. -

FURY

This Talent Tree is for those that draw power from their anger or a primals source like storms. They can channel their rage or draw on their pain to hit harder and ignore damage. If you are playing a primal barbarian or a battle-crazed berserker, then this Talent Tree is for you.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Agro
Talent Prerequisites Description Reference
Name - Desc -

GISH

This Talent Tree is for those that want to combine their swordplay and magic.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species:
Entry Edge: Armored Caster
Talent Prerequisites Description Reference

HONOR

This is a pretty obvious Talent Tree for those that wish to draw strength from their honorable and steadfast approach. Could also be called: Chivalry.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

INTIMIDATION

A Talent Tree for those that like to get their way by nefarious means and wish to expand on basic uses of the Coercion Ability.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Agro
Talent Prerequisites Description Reference
Name - Desc -

LEARNED

This is for the well educated that can use their brains and knowledge to solve problems. Could also be called: Academic.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator, Treasure Seeker, Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge: New Language
Talent Prerequisites Description Reference
Name - Desc - hip combat. -

MEDICAL

A Talent Tree to get the best out of your healing, whether mundane or magical. Could also be referred to as : Healing.
How to get access to this Talent Tree:
vConcept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

MENTAL TOUGHNESS

Those whose training involves resisting mental effects or simply show mental fortitude and resilience gain access to this Talent Tree.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

MOBILITY

This is for those that value freedom of movement, in and out of combat. Those that wish to move faster, escape bonds, and embrace other methods of movement, such as climbing, parkour, swiming, etc. should take this Talent Tree. Could also be called: Celerity.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edges: Fast, Nimble
Talent Prerequisites Description Reference
Name - Desc -

PHYSICAL - SMALL

For those with small builds, such as those from heritages such as halfling, gnome and goblin in a fantasy setting.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

PHYSICAL - RESISTANCE

This is usually for those heritages that have some natural form of protection against hostile conditions, such as having fur for the cold, or staving off radiation, or having adaptations to survive in the desert.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

PLANT

For any character with a connection to nature and the plant world in particular. Botanists, druids, shamans and fey races are all good candidates for this Talent Tree. Could also be called: Nature, Botany.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Create Herbal Antidote Smarts d8, Survival d8 With access to wild herbs, a herb guarden or a herbalist's kit, you can try to create an antidote to a poison, that you have physically studied, with a Survival (Herbalism) check. An antidote takes 10 minutes to concoct. You can rush the work in 1 minute with a -2 penalty or 1 round with a -4 penalty. If you fail the check, you are unalble to create an antidote for that particular poison and cannot attempt to do so again until you increase either Survival Ability or Herbalism Specialty. If successful the antidote grants a +2 bonus per success and Raise to a person's Vigor roll against that type of poison. They get to make a Vigor roll the moment that they consume the antidote. -

STEALTHY

For those that like to sneak around.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Investigator
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

SUPPORT

A Talent Tree for characters that like to help those around them by sharing and sometimes sacrificing their own features to help others.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

SURVIVOR

This is a Talent Tree for those that thrive in uncivilzed places. If you want to be a character that lives off the land and gets the most out of their Survival Ability, this is for you. Could also be called: Wilderness.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

THIEVERY

For those that like to attain things that are not theirs. This is all about stealing, but is good for your typical rogue in combination with Delver and Trickery.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Treasure Seeker
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

TINKER

If your character likes to mess with gadgets and gizmos, this is the Talent Tree for them. This is the best Talent Tree (along with Alchemy) for getting the most out of the Technical Ability. Other names this Talent Tree could go by: Crafting, Creation.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edges: Jury-Rig, Magic Devices
Talent Prerequisites Description Reference
Apprentice - You get an Extra as a side-kick. Extra's Abilities are all d8 modified by heritage with two Specialties at a d6. -
Demolitionist Technical d10 (or Explosives d6) When you set explosives you can choose one of the following for a success and each Raise: deal and extra die of damage; increase or decrease the blast size by one template (or from Small to a 1' x 1' space). This does not apply to thrown explosives like grenades, only to those purposely positioned. -
Gadgeteer Technical d10 (or Gadgets/Clockwork Devices Specialty d6) You add a +2 bonus your Gadgets/Clockwork Devices Specialty rolls. -
Electrician Technical d10 (or Electronics Specialty d6) You add a +2 bonus your Electronics Specialty rolls. -
Inventor Technical d10 (or appropriate Specialty d6) You add a +2 bonus one Technicaly Specialty when creating new devices of your own design. -
Magical Mad Scientist Smarts d8, Technical d8 You start with 2 Powers that are represented as devices with 10 Power Points each. These devices should have weird and scientific names. You need access to and must be able to use your device when casting a power. Each of your devices must have some sort of energy source to function and recharge. This source will depend upon the setting. Many devices will not be able to be used by other characters, but if it seems possible, then any rolls made, are done with disadvantage. Unless the user has the Weird Science specialty, they may be able to use another specialty, such as Pistols for a hand-held lightning gun. Arcane Backlash. If you roll a one on your Ability check to use a device, it runs out of power, overheats, etc. and stops functioning until you spend an action to successfully repair the device. If you get a critical failure, the device blows up, typically dealing 1d6 damage (of a type appropriate to the device) for every 5 Power Points that it had (minimum 1d6) to the user. Anyone within Close Range also takes the damage, but can use their reactions to make Agility (Dogde) roll to avoid the damage. -
McGyver Technical d12 You can improvise a devise from common resources. You might make improvised weapons, tools, or even explosives. It takes at least a minute, but can be rushed in 1 round with a -2 penalty (and you don't move or perform any other actions). Savage Worlds Adventure Edition p49
Mechanic Technical d10 (or Mechanics d6) You add a +2 bonus your Mechanics Specialty rolls. -
Mr./Mrs/Miss Fix It Techincal d10 (or relevant Specialty d6) OR Expertise in relevant field You have advantage on all checks to repair broken or damage items. For every success and Raise you can: reduce the costs by 25%; reduce the time to repair by 25%. (You can reduce time and cost down to a minimum of 25% each). -

TOUGHNESS

For those that like to get the most out of their Vigor score. This is all about resisting damage and trauma to the body, as well as being to push the limits.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Heritage - Assigned:
Heritage - Optional:
Entry Edge: Inner Reserve, Shake It Off
Talent Prerequisites Description Reference
Brawny Athletics d8 (or Strength d6; Vigor d8), Starting Size -1 or higher Go gain +1 Size. (Which results in +1 Toughness and +1 item carried for encumbrance). You can take this Talent multiple times, but you cannot move out of your Size Scale. So humans cannot move out of Normal Size Scale and hava a maximum of Size +3. -
Brawny Athletics d8 (or Strength Specialty d6), Vigor d8, Starting Size -1 or higher Go gain +1 Size. (Which results in +1 Toughness and +1 item carried for encumbrance). You can take this Talent multiple times, but you cannot move out of your Size Scale. So humans cannot move out of Normal Size Scale and hava a maximum of Size +3. -

TRICKERY

This Talet Tree is focused on deception and fooling others. It could also be called: Deception, Illusion
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Wizard
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name Athletics d10, Vigor d10 When suffering from debilitating physical effects from a critical or power or a condition that can be removed with an Athletics or Vigor roll, you can make the roll at the start of your turn as a free action. This may include removing the Distracted, Vulnerable, Bound or Entangled conditions if they were the result of a physical assault (not mental). -

VEHICLE OPERATION

A Talent Tree for all the aces, sea salts and gun drivers that want to make the most of the Ability of the same name.
How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Mad Scientist
Heritage - Assigned:
Heritage - Optional:
Entry Edge:
Talent Prerequisites Description Reference
Name - Desc -

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