YZE Talents

Last 3 Edits

6th Sept, 2017

  • TT's Adjusted: FS - WEapon Spec, FS - SLayer, Commander, Support, Mobility
  • New EE's: Off-Hand Attack
  • New TT's: FS - Dual-Wielder (taken some talents from Weap Spec).

5th Sept, 2017

  • TTs Adjusted: Mental Toughness, Intimidation, FS - Weapon Spec, Fury, Honor, Support, Combat Training.
  • New EEs: Poker Face

4th Sept, 2017

  • TTs Adjusted: Tinker, Vehicle Op, Mobility.

9th August, 2017.


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ENTRY EDGES

These edges are another way to gain access to a Talent Tree. When you take the Entry Edge you gain access to the associated Talent Tree. If you already have access to the Talent Tree, you are still free to choose the Entry Edge as one of your advancements. If several Talent Trees are listed, you choose 1 of them at the time you take the Entry Edge.

These Edges are typically less powerful than the Talents they give access to, but work in such a way that they may work with those Talents.

Many rely upon the card dealt for initiative. If not in combat, still flip a card to see if you get the benefits.

Entry Edge Prerequisites Description Talent Tree Access Reference
Adept Hunter - You add the Hunt skill to your list. Survivor Mutant: Genlab Alpha (skill) p53.
Air Affinity - You always gain a +1 modifier when dealing with air elemental creatures or using air powers. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Elemental - Air -
Alertness Observation/Scout 1 You gain an extra card on the first round of any combat. Awareness -
Animal Affinity - You always gain a +1 modifier to skills relating to beasts. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Beast or Fighting Style - Mounted -
Aquatic - You do not suffer any combat or movement penalties due to water. Elemental - Water -
Arcane Bloodline - You add the Blood Magic skill to your list. This is the skill you use for your Power checks. (Your other starting Talent Trees should indicate what sort of blood you have that grants this arcane heritage). Magic -
Armor Practice - If dealt a Club whilst wearing armor, your Armor rating is +1 for this round. Armor Specialisation -
Armored Caster - You reduce any Armor penalty for using Powers by 1. Gish -
Artillery Accuracy - You halve the distance of any deviation rolls when using grenades or any weapons from the Siege & Heavy Weapons group. Fighting Style - Artillery -
Beast Whisperer - You can use Command, Manipulate or Dominate (a skill for Genlab PCs) on wild animals and beasts. Beast M:YZ Genlab Alpha (as Monster Whisperer) p58.
Body Guard - You can take the hit by jumping in to defend another creature within Close range. Must roll a successful Dexterity/Move roll. Fighting Style - Defender Mutant: Year Zero p65.
Brave - If dealt a Diamond, you gain +1 to oppose any checks to resist fear or attempts to scare or intimidate you such as through the use of Manipulation/Intimidation. Mental Toughness -
Butcher - You can extract rations from kills. Survivor Mutant: Year Zero p66.
Charlatan - If dealt a Heart, you gain +1 Manipulation to deceive. Trickery -
Charming Manipulation 1 If dealt a Heart, you gain a +1 to Manipulation checks used for positive social interactions for this round. Charisma -
Combat Ready Melee Combat 1 You can also use your Melee Combat skill dice to determine initiative throwbacks. Combat Training -
Competent Rider Animal Handling 1 You do not suffer the -2 penalty for making ranged attacks from a mount. Furthermore, an attacker requires an extra 6 to knock you from your mount (prone). FS - Mounted -
Computer Savvy Data Djinn/Computer Use 1 If dealt a Diamond, you gain +1 on all Data Djinn/Computer Use rolls this round. Advanced Tech -
Cool Head - You can use Wits instead of Agility when making Dexterity/Move rolls to avoid opportunity attacks in combat. Mental Toughness Mutant: Year Zero p66.
Counselor Command 1 or Manipulation 1 People you help get an extra +1 to do as you say. Support Mutant: Year Zero p66.
Deal Maker - You add the Make a Deal skill to your list. Any bonuses you get to Manipulation or Command via talents in the Charisma or Contacts Talent Tree also apply to this skill. Contacts Mutant: Year Zero (skill) p57.
Device Insight Comprehend 1 or Technology 1 If dealt a Diamond you gain +1 Technology for this round. If you do not have the Technology skill, you instead gain access to the Jury-Rig skill from Mutant: Year Zero p54. Tinker -
Divine Guidance Must worship, have bloodline, etc of relevant deity or deities. When dealt a Joker you can use a fast action to say a quick prayer and share the Joker card with one other character you can see. (The receiving player chooses whether or not to accept your card). Divine -
Dodge Dexterity/Move 1 When dealt a Spade you gain 2 dodge dice for the round. To use them, you must be wearing light or no armor. They work just like Armor Rating dice, but are rolled prior to Armor dice. Fighting Style - Unfettered -
Earth Affinity - You always gain a +1 modifier when dealing with earth elemental creatures or using earth powers. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Elemental - Earth -
Extra Language Culture 1 You can speak, read and write one additional language of your choice. Learned -
Far Shot Ranged Combat 1 If dealt a Spade, you increase the Range of a ranged weapon by 1 step for this round. Fighting Style - Marksmanship -
Finder - If dealt a Heart, you gain +1 to Observation checks when searching an area. Delver -
Fire Affinity - You always gain a +1 modifier when dealing with fire elemental creatures or using fire powers. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Elemental - Fire -
Force Sensitive (For Star Wars only). You add the Use Force skill to your list. General Force -
Gun Driver/Pilot Pilot 1 If dealt a Spade, you gain a +1 to Pilot checks this round. Vehicle Operation -
Gunner Ranged Combat 1 If dealt a Spade, you gain a +1 to Ranged Combat checks with weapons from the Siege/Heavy Weapons Group or any vehicle mounted weapons for this round. Fighting Style - Artillery -
Help or Hinder - You add the Inspire skill to your list. Any bonuses you get to Manipulation or Command via talents in the Charisma or Support Talent Trees also apply to this skill. Support Mutant: Year Zero (skill) p59.
Hidden Talent - At the start of a session, select one specific card. That card is treated as a Joker for you. Adaptable -
Honorable - If dealt a Heart, you gain +1 Sense Motive and +1 Manipulation for honorable (non-deceitful) interactions for the round. Honor -
Injury Insight Medicurgy/Medicine 1 If dealt a Diamond you gain +1 Medicurgy/Medicine for this round. Medical -
Inner Reserve Endure 1 If dealt an Ace, you get 1 temporary hit point. Toughness -
Intimidating - You add the Intimidate skill to your list. Any bonuses you get to Manipulation or Command via talents in the Intimidation Talent Tree also apply to this skill. Intimidation Mutant: Year Zero (skill) p55; Coriolis p73.
Keen Senses - If dealt a Heart, you gain +1 Observation for this round. Awareness -
Lucky Break - At the start of the session flip a card. If you receive that card again throughout the session you treat it as a Joker. (If it is a Joker bonuses increase to +4). Fortune -
Mark Enemy - Select a mark (any one foe). You can only have 1 mark at a time. If dealt a Heart, you gain a +1 to Manipulation checks used for negative social interactions with your mark and to any Observation checks made against or to find your mark. Fighting Style - Slayer -
Measure Enemy - You add the Measure Enemy skill to your skill list. Fighting Style - Slayer Mutant: Genlab Alpha (skill) p50.
Memory Bank Wits 3 If dealt a Diamond, you receive +1 to recall any lore or details about one situation/topic/creature. Learned -
Natural Leader Command 1 If dealt a Heart, one ally within Near range can also act on your card, if you use a fast action to direct them. Commander -
Nimble Dexterity/Move 1 When dealt a Spade you add +1 to all Dexterity/Move rolls for this round. You can also add this bonus if you make a Defense roll this turn. Mobility -
Off-Hand Attack Dexterity 1 When dealt a Spade you can spend 1 AP to gain an attack with a weapon with the Light or Finesse property in an off-hand. You must have already attacked with your primary weapon before you can make this secondary attack. Fighting Style - Dual Wielder -
Path Finder - You add the Find the Path skill from Mutant: Year Zero to you list of skills. Survivor Mutant: Year Zero p56.
Plant Affinity - You always gain a +1 modifier to skills relating to plants and plant-like creatures. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Plant -
Poker Face Manipulation 1 Creatures trying to read you suffer -2 to all Sense Emotion checks made against you Charisma, Commander, Intimidate, or Trickery -
Potion Brewer - You add the Brew Potion skill to your list. Alchemy Mutant: Genlab Alpha (skill) p51.
Scavenge - You add the Scavenge skill to your list. Delver, Thievery Mutant: Genlab Alpha (skill) p53.
Scrying Ritual - You add the Scry skill to your list. Divination Mutant: Genlab Alpha (skill) p51.
Shake It Off - You add the Shake It Off skill (from Mutant: Year Zero) to your skill list. Toughness Mutant: Year Zero (skill) p61.
Shield Bearer - If dealt a Club whilst wielding a shield, your Armor rating is +1 for this round. Fighting Style - Defender -
Sneaky Infiltration/Stealth 1 When dealt a Spade you add +1 to all Infiltration/Stealth rolls made this round. Stealthy -
Stalwart Leader - When you are dealt a Heart, all allies within Near range of you gain +1 to rolls made to oppose being Intimidated (such as through use of the Manipulation or Intimidation skills) and to resist fear effects. Commander -
Street Thief Dexterity/Move 1 When dealt a Spade you add +1 to all Dexterity/Move rolls made for sleight of hand tricks and pickpocketing this round. Thievery -
Sunder - If dealt a Club whilst wielding a melee weapon that does bludgeoning or slashing damage and does not have the Light or Finesse properties, the weapon gains Armor Penetration 1 for this round. Fighting Style - Crushing & Cleaving -
Talisman Maker - Talismans made provide a +1 to one skill test. Sev magic ones not yet created Coriolis p73.
Threatening Presence - If dealt a Heart, you gain +1 Manipulation or Command to intimidate others for this round. Intimidation -
Unarmed Fighter Melee Combat 1 You do not suffer the -2 penalty when using Defense against an armed attacker. Fighting Style - Brawler -
Water Affinity - You always gain a +1 modifier when dealing with water elemental creatures or using water powers. The card determines what actions the modifier can be applied to. See Card Affiliations with Attributes. Elemental - Water -
Weapon Bond - When this Edge is chosen you must select a Weapon Group with which to be bonded. If dealt a Club you get +1 Melee Combat rolls with weapons from that group for this round. If dealt a Spade you get +1 Ranged Combat rolls with weapons from that group for this round. Weapon Specialty -
Well Connected Manipulation 1 or Command 1 You gain +2 Renown points. Contacts -
Wild Attack - If dealt a Club, you can take a +1 modifier to Melee Combat this round. If you do, your attacks again the Awkward (1) property and if you hit, you can only use extra 6's rolled for damage and critical hits. Fury -
Zone Cook - You know how to remove Rot from food & water. Survivor Mutant: Year Zero p67.
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TALENT TREES

For talents from sourcebooks, you need to check those references for the full talent description. (I have provided some information here, just to make it easy at character creation).

Prerequisites for Talents are typically other Talents (to help form the 'tree' idea). Skill dice etc are typically only used for Entry Edges.

TEMPLATE

TTNAME

How to get access to this Talent Tree:
Concept - Assigned:
Race/Species:
Entry Edge: Name
Talent Prerequisites Description Reference
Name - Desc -

ADAPTABLE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Entertainer (Star Wars), Gearhead (Mutant:YZ), Scavenger (Mutant: Genlab Alpha), Scoundrel (Star Wars), Slave (Mutant: YZ), Tech (Star Wars), Trailblazer (Star Wars)
Race/Species: Human
Entry Edge: Hidden Talent
Talent Prerequisites Description Reference
Jack of All Trades - Adopt a second role/concept. You immediately gain access to one of its Talent Trees & 1 skill dice in an assigned skill (inc. specialist skills for Mutant: Year Zero. Mutant: Year Zero p66.

ADVANCED TECH

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Pilot (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Computer Savvy
Talent Prerequisites Description Reference
Fast Access - You can issue basic commands to computers and operate computer-based devices as a fast action (1 AP). -
Hacker Net Smart You gain a +2 bonus on Computer Use/Data Djinn checks to break codes, bypass security settings or gain access to restricted information. -
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Net Smart - You gain +2 Computer Use/Data Djinn when using computers to locate information available on networks. -
Spacer - +1 to all Data Djinn/Computer Use rolls when operating ship systems. You also gain a +1 to Science and Data Djinn/Computer Use rolls to astrogate (making a total of +2 if astrogating using the ship's computer). -

ALCHEMY

How to get access to this Talent Tree:
Concept - Assigned: Healer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Potion Brewer
Talent Prerequisites Description Reference
Moonshiner - Use Brew Potion skill to create 1d6 doses of alcohol. Mutant: Genlab Alpha p55.

ARMOR SPECIALIST

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Gearhead (Mutant:YZ), Soldier (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Armor Practice
Talent Prerequisites Description Reference
Armor Focus - Choose a grouping of armor (light, medium or heavy). When wearing armor of that type, its Armor Rating is increased by 1. (You can take this talent up to 3 times with each type of armor). -
Armored Juggernaut Armor Focus You ignore the penalty from Bulky armor. -
Exo Specialist - +2 Dexterity or Force when handling exos. Coriolis p72.

AWARENESS

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Dog Handler (Mutant: YZ), Force Adept (Star Wars), Hunter (Mutant: Genlab Alpha), Jedi (Star Wars), Operative (Star Wars), Scavenger (Mutant: Genlab Alpha), Scoundrel (Star Wars), Seer (Mutant: Genlab Alpha), Stalker (Mutant: YZ), Trailblazer (Star Wars)
Race/Species: Gran (Star Wars)
Entry Edge: Alertness, Keen Senses
Talent Prerequisites Description Reference
Ever Alert - You use Observation to determine initiative throwback cards instead of Dexterity. -
Darkvision Appropriate race/species. You do not suffer any darkness penalties out to short range. Vision is in shades only. -
Third Eye - 1/session avoid an ambush. +2 Observation/Scout to avoid sneak attacks and ambushes. Coriolis p74.
Empath Appropriate race/species. You have some physical or mental ability to accept the general mood and feelings of others. This may be through pheromones, scent or a limited telepathy. You gain +2 on all Sense Emotions rolls made vs targets within Close range. -
Low-Light Vision Appropriate race/species or Observation 3 You can see perfectly out to long range in low-light conditions, but not total darkness. -
Pheromones Appropriate race/species. 1/session gain a +2 Manipulation. Can also communicate basic feelings to others with this talent within short range. Coriolis p74.
Precognitive Appropriate race/species. You get 6 precog' dice at the start of each session. They can be used as Armor Rating to eliminate damage or to add to Pilot checks to take the Evasive Maneuver action. You can use any number of precog' dice at a time until all six are spent. You can also take the Premonition talent without having to have access to Mystical/Force Talents. -
Precision Aim - When you take the aim action you can substitute Wits for Agility for any Ranged Attack/Shoot roll that you make immediately following your aim action. -
Spatial Awareness Appropriate race/species. You can sense your surroundings using means other than vision such as exceptional hearing, scent or passive echolocation. You ignore cover and concealment penalties to Observation/Scout rolls within short range. -

BEAST

How to get access to this Talent Tree:
Concept - Assigned: Dog Handler (Mutant: YZ)
Concept - Optional: Force Adept (Star Wars), Hunter (Mutant: Genlab Alpha), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Animal Affinity, Beast Whisperer
Talent Prerequisites Description Reference
Animal Companion - You start with a beast (any typical non-magical creature native to setting) companion. The companion can be up to the size of a horse (though no flying mounts). You have an empathic link to your companion, so you know the direction to your companion, its general health, and can convey basic messages like 'danger', 'food', 'stay'. You also add Animal Handling skill to your list. (See the Sic a Dog skill in Mutant: Year Zero p58). Mutant: Year Zero (as skill 'Sic a Dog') p58.
Awakened Companion Animal Companion Your companion is intelligent and gains a Wits score of 1 -
Best Friend Physically capable companion. Companion can help you by making some skill checks for you, inc Endure and Move. You use your Animal Handling skill instead. Mutant: Year Zero (As 'Mutant's Best Friend') p65.
Bloodhound Dog (or other companion that relies on scent). +2 Animal Handling to follow tracks. Mutant: Year Zero p64.
Fighting Companion A companion that has natural weapons and fighting instinct. +2 Animal Handling to fight. Mutant: Year Zero (as Fight Dog) p64.

CHARISMA/CHARM

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Boss (Mutant: YZ), Chronicler (Mutant: YZ), Entertainer (Star Wars), Fixer (Mutant:YZ), Healer (Mutant: Genlab Alpha), Leader (Star Wars), Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species: Zeltron (Star Wars)
Entry Edges: Charming, Poker Face
Talent Prerequisites Description Reference
Admirer - You get an NPC side-kick. (Attributes all 3, though you can lower one to 2 and raise one to 4. Skill dice 4. If you wish to develop further you can roll random Flaws and spend your own Advancements on the NPC). (You can take this talent multiple times). Mutant: Year Zero p65.
Exuberant 1 other talent from this group. You have +2 Manipulate on all positive social interactions. -
Inspiring Speech - Make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Near range that can hear you. Distribute them as you like. Allies must use them before the start of your next turn or they are lost. -
Negotiator - You gain +2 Manipulation when using it to make a deal, whether bartering for a better price or determining the terms of surrender. For this bonus to apply, you have to be genuinely open to the terms and offering something yourself. -
Performer (For Mutant: Year Zero only). 1/session in Ark you can use Inspire (skill or Inspiring Speech talent) get money and grub. Mutant: Year Zero p65.
Seductive - +2 Manipulation if trying to achieve something through seduction. Coriolis p73.

COMBAT TRAINING

How to get access to this Talent Tree:
Concept - Assigned: Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Concept - Optional: Boss (Mutant: YZ), Dog Handler (Mutant: YZ), Enforcer (Mutant: YZ), Gearhead (Mutant:YZ), Healer (Mutant: Genlab Alpha), Hunter (Mutant: Genlab Alpha), Jedi (Star Wars), Leader (Star Wars), Operative (Star Wars), Pilot (Star Wars), Scoundrel (Star Wars), Stalker (Mutant: YZ), Tech (Star Wars), Tough (Star Wars), Trailblazer (Star Wars)
Race/Species: Gank (Star Wars)
Entry Edge: Combat Ready
Talent Prerequisites Description Reference
Combat Veteran - When dealt cards for initiative in combat you get an extra card. (Changed from: Coriolis p72; Mutant: Year Zero p66.
Co-ordinated Attack - When you use a normal action to help another make a Melee Combat or Ranged Combat check, you provide an extra +1 bonus to their roll. (The maximum still remains +3 from all sources). Star Wars Saga Core Rulebook p 221.
Defensive/Good Footwork - +2 Fight/Melee Combat when defending. Coriolis p72; Mutant: Year Zero p66.; M:YZ Genlab Alpha p58.
Fast Draw - You can draw one weapon as a free action. Mutant: Year Zero p66.
Gang-Up Co-ordinated Attack For every ally within close range of your target, you get a +1 to Fight/Melee Combat (up to a maximum of +3). -
Get Outta Here! Defensive Footwork When you hit a target with a melee attack, all allies can that withdraw before the target takes its next turn are automatically successful. If you are dealt a Spade one chosen ally can make an immediate withdrawal as a free action. -
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.

COMMANDER

How to get access to this Talent Tree:
Concept - Assigned: Boss (Mutant: YZ),
Concept - Optional: Leader (Star Wars)
Race/Species:
Entry Edges: Gang Boss, Natural Leader, Poker Face, Stalwart Leader
Talent Prerequisites Description Reference
Aid de Camp - You get an NPC side-kick. (Attributes all 3, though you can lower one to 2 and raise one to 4. Skill dice 4. If you wish to develop further you can roll random Flaws and spend your own Advancements on the NPC). Mutant: Year Zero (as Admirer) p65.
Assault Tactics Takedown When you use the Takedown talent, the bonus applies to all allies within Near range that can hear you. Star Wars Saga Core Rulebook p 221.
Battle Commander - +2 when ordering followers to fight. Mutant: Year Zero (as just 'Commander') p65.
Best Arms - Followers under your command each have a weapon regarded as hard to get or top of the line. Mutant: Year Zero (as 'Gunslingers') p65.
Commanding Presence - All allies within Near range gain +2 to resist any mental effects, such as fear or being charmed. This includes opposing skills such as Intimidation, Manipulation, Domination, etc. -
Inspiring Speech Commanding Presence As a normal action, make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Near range that can hear you. Distribute them as you like. Allies must use them before the start of your next turn or they are lost. -
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Racketeer - +2 when using Command for racketeering. Mutant: Year Zero p65.
Rousing Command Commanding Presence and at least 2 other talents from this or the Support trees. You can spend an action to use Command to tell a broken ally in Close range to get back on their feet. They regain 1 hit point for every 6 you roll. Once you fail a Rousing Command check, you cannot perform it again until you have taken a long rest. -
Snap Out of It Commanding Presence You can spend a normal action to cancel the effects of being charmed, frightened/intimidated or being stunned for one ally in Close range. This includes lasting effects due to uses of skills such as Intimidation, Manipulation, Command and Dominate. Ultramodern 5E p50.
Squad - You gain a group of followers as described under the Command skill (from Mutant: Year Zero). You add this skill to your list if not using Command skill already. Any bonuses you get to Manipulation or Command via talents in the Charisma or Command Talent Trees also apply to this skill. Mutant: Year Zero (as 'Command' skill) p60.
Stand Together Inspiring Speech If you deliver your Inspiring Speech in full view of allies and enemies (you cannot be behind cover) all allies within Near range are bolstered and gain 2 Dodge Dice (act as Armor Rating) for the rest of the encounter. Any ally that benefitted from this speech, can end the effect any time they receive a Club to gain Armor Rating equal to the number on the card (picture cards are 10) until the start of their next turn. -
Tactician - You can use Wits instead of Empathy for skill checks using Command or Manipulation when directing and helping allies in combat, including ship combat. -
Takedown Tactician As a normal action, make a Command roll to designate a single target out to Long range. One ally within Near range and able to hear you, gains a bonus versus that target equal to the number of 6's you rolled on your Command check. This bonus remains until the start of your next turn. -

CONTACTS

How to get access to this Talent Tree:
Concept - Assigned: Fixer (Mutant:YZ)
Concept - Optional: Academic (Star Wars), Boss (Mutant: YZ), Entertainer (Star Wars), Leader (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Deal Maker, Well Connected
Talent Prerequisites Description Reference
Expert Contact Permanent Contact Increase the attribute and skill dice of one of your contacts to 5 and 5. -
Faction Standing 2 Relationship dice with a noted faction/organisation recognised in this region. +2 Manipulation when using your faction standing to threaten or scare someone. (You can take this talent multiple times - each time it must be applied to a different faction). Coriolis p72.
Juicy Info - You have incriminating information for an important NPC. Mutant: Year Zero p64.
Permanent Contact - You have a permanent contact that has 3 attribute and 3 skill dice in one skill of your choosing. You can call on this contact for help when needed. The contact has a permanent location. They will not risk their life for you, but will help where they can. (You can take this talent multiple times). -
Wheeler Dealer - When you use Make a Deal to conduct small business on the side, you earn twice as much of the commodity you chose. Mutant: Year Zero p64.

DELVER

How to get access to this Talent Tree:
Concept - Assigned: Scavenger (Mutant: Genlab Alpha), Stalker (Mutant: YZ)
Concept - Optional: Gearhead (Mutant:YZ), Operative (Star Wars), Tech (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Finder, Scavenge
Talent Prerequisites Description Reference
Archaeologist - +2 Comprehend ruins and remains from another age. +2 Observation when searching ruins and dungeon-like environments. Mutant: Year Zero (modified) p65.
Confined Fighting - You are used to fighting in cramped tunnels and dungeons. You do not suffer the usual penalty for attacking with a Heavy weapon in confined spaces. -
Loner (Mutant: Year Zero only) You can recover lost Empathy without the company of others. Mutant: Year Zero p67.
Pack Mule - You can carry twice as many objects. Mutant: Year Zero p67.
Salvager (For Mutant: Year Zero only) +2 Find the Path. On a success you find artifacts in sector. Mutant: Year Zero (as Scavenger) p64.
Scrounger - Base carrying capacity on Wits instead of Strength. Mutant: Genlab Alpha p58.
Weapons Collector - +2 Scavenge when trying to find a weapon in your hoard. Mutant: Genlab Alpha p58.

DIVINATION

How to get access to this Talent Tree:
Concept - Assigned: Seer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Scrying Ritual
Talent Prerequisites Description Reference
Death Visions - On a successful Scry skill roll an NPC of your choosing dies. Mutant: Genlab Alpha p57
Sudden Visions - You make a Scry check as a slow action at -2. Mutant: Genlab Alpha p57
Totem Maker - Create a totem that grants bonuses to next Scry check. Mutant: Genlab Alpha p57

DIVINE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars)
Race/Species:
Entry Edge: Divine Guidance
Talent Prerequisites Description Reference
Blessing - 1/session grant another PC in close range +3 to one action. Slow action. (You can take this talent multiple times). Coriolis p72.

ELEMENTAL - AIR

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Air Affinity
Talent Prerequisites Description Reference

ELEMENTAL - EARTH

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Earth Affinity
Talent Prerequisites Description Reference

ELEMENTAL - FIRE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Fire Affinity
Talent Prerequisites Description Reference

ELEMENTAL - WATER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species: Nautolan (Star Wars)
Entry Edge: Aquatic, Water Affinity
Talent Prerequisites Description Reference
Water Breathing Appropriate race/species or 5+ powers with Water keyword You can breathe normally underwater. Coriolis p74.

FIGHTING STYLE - ARTILLERY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Gearhead (Mutant:YZ), Pilot (Star Wars), Tech (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Artillery Accuracy, Gunner
Talent Prerequisites Description Reference
Bullseye - You can switch the two d6 rolls when you inflict a critical hit on a structure or vehicle. -.
Expert Gunner - You get +1 to all Ranged Attacks made with mounted heavy weapons, including those on vehicles and ships. -
Quick Trigger - In ship/vehicular combat when an enemy vehicle/ship moves out of Contact range, you can spend 1 AP to make an attack as an attack of opportunity. You must have access to system weapons and be seated where you can use them. You must also be aware of the other vehicle/ship. -
Tank Hunter - When using explosives or ranged weapons from the Siege & Heavy Weapons group against vehicles or structures you add Armor Penetration 4 to the weapon used. Weird Wars II p?

FIGHTING STYLE - BRAWLER

How to get access to this Talent Tree:
Concept - Assigned: Enforcer (Mutant: YZ), Tough (Star Wars)
Concept - Optional: Operative (Star Wars), Scoundrel (Star Wars), Slave (Mutant: YZ), Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Unarmed Fighter
Talent Prerequisites Description Reference
Armed Flurry Flurry of Blows When making your flurry, the benefits apply to any weapon from the Brawling group. -
Bruiser At least 1 other talent from this tree. You reduce the Crit value of all weapons in the brawling group by 1 (to a minimum of 1). -
Close Quarter Fighting - By staying up close and personal, you deny your opponent the opportunity to set themselves for counter attacks. Add the following stunt to your Melee Attack bonus features: 'The target can roll only half of its Strength dice if it chooses to make a Melee Attack roll against you on its next turn.' -
Counterpunch - You can spend a fast action (1 AP) as a reaction whenever a foe misses you with a Fight/Melee Attack roll to attack that foe with a weapon from the Brawling group. If dealt a Spade, you can counterpunch once as a free action. -
Deflect Missiles Evasion (from Mobility TT), Quick (from Mobility TT) You can use the Defense action against hafted projectiles that you can see. You cannot use any Defense stunts that would affect the attacker. If dealt a Spade and you reduce the damage to 0, you can choose to catch the missile. -
Down But Not Out - You suffer no penalties for being prone when attacking with a weapon from the Brawling group. -
Drunken Monkey Close Quarter Fighting You can add the following stunt to your Defense stunts list: '(You must have reduced the damage to 0 before you can use this stunt). The attacker rerolls the attack against another target of your choosing within close distance of you.' -
Expert Grappler - You can choose to initiative a pin (see Grappling Coriolis p87) on a successful Melee Combat roll in the place of inflicting damage. You also receive a +2 bonus for all grappling opposed rolls. -
Flurry of Blows - When making fast attacks with unarmed strikes the penalty for each attack is reduced to -1. -
Hard Hitter - +2 Fight/Melee Combat with weapons from the Brawling weapon group if you give up your maneuver (or attack as a slow action). Mutant: Year Zero p66.
Improved Flurry of Blows Flurry of Blows When making fast attacks with unarmed strikes the penalty for each attack is reduced to 0. -
Improvisational Fighting - You ignore the Awkward property for all Fight/Melee Combat checks. If dealt a Club you are +2 Fight/Melee Combat with improvised weapons. -
Leg Swipe - When you wield weapons from the Brawling group they gain the Tripping property. -
Light Weapon Fighting - When wielding a Light weapon, the weapon also has the Finesse property. -
Pugilist - Your unarmed attacks always deal +1 stress on top of any damage, as they rattle the target. For purposes of defenders, treat this as an extra point of damage the defender has to negate. So if they can negate only 1 point, they have to choose between the damage or the stress. -
Slugger (For Mutant: Year Zero PCs only) Always roll your full Strength score to Fight even if it has been reduced by damage. M:YZ Genlab Alpha p58.
Sucker Punch - The weapon damage of your unarmed attacks is 2. Mutant: Year Zero p66.
Superior Flurry of Blows Improved Flurry of Blows If dealt a Spade you can flurry against every target within Close range. (This is at the cost of 3 fast actions). -
Unique Weapon Style - Select one melee weapon from another group and add it to the Brawling group. You cannot select weapons that have the Heavy or Unbalancing properties. (This talent may be taken more than once. Each time a new weapon is added). -

FIGHTING STYLE - CRUSHING & CLEAVING

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Enforcer (Mutant: YZ), Tough (Star Wars), Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Sunder
Talent Prerequisites Description Reference
Cleave - Once per round when you reduce an enemy to 0 hit points with a Fight/Melee Combat attack using a weapon that deals bludgeoning or slashing damage and does not have the Light property, you can repeat the attack against another foe within reach as a free action. If you take this free attack, your weapon gains the Unbalancing property for this attack. -
Heavy Hitter Strong Stance +2 Fight/Melee Combat with weapons that do not have the Light or Finesse properties, if you give up your maneuver (or attack as a slow action). Mutant: Year Zero p66.
Improved Cleave Cleave You can make any number of cleave attacks for free as long as you keep reducing enemies to 0 hit points. -
Improved Sweeping Strike Sweeping Strike On any round you are dealt a Club, you do not suffer the -2 penalty to make quick attacks with weapons that deal bludgeoning or slashing damage -
Rattling Hit - If dealt a Club whilst using a melee weapon that does bludgeoning damage, you deal +1 stress on top of any damage. For purposes of defenders, treat this as an extra point of damage the defender has to negate. So if they can negate only 1 point, they have to choose between the damage or the stress. -
Resounding Blows - Any melee weapon you wield that deals bludgeoning damage gains Armor Penetration 2 property. -
Shattering Strike Resounding Blows If the target of your attack is a construct or object you deal +2 damage on a hit with weapons that deal bludgeoning damage. -
Shuddering Strike - Any time you use the Push melee combat stunt, you add an extra 1sq/5ft to the distance you push the target. If dealt a Club and wielding a weapon with the Two-Handed property, you can initiate the Push for free (as long as you deal damage with the attack to the target). -
Sundering Strike Resounding Blows When you hit with a melee weapon that deals slashing or bludgeoning damage and has the Armor Penetration property, you can choose the following stunt: 'The target's Armor rating is lowered by the AP value of the striking weapon'. This is damage to the armor itself and can be repaired later. Obviously, this only works against targets wearing armor (not natural armor) and can be used against cover too. -
Strong Stance - You ignore the Unbalancing property of any melee weapon you wield. -
Sweeping Strike At least 2 other talents from this tree. You can make quick attacks (Coriolis p87) with any melee weapon that deals bludgeoning or slashing damage. -

FIGHTING STYLE - DEFENDER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Dog Handler (Mutant: YZ), Enforcer (Mutant: YZ), Jedi (Star Wars), Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Body Guard, Shield Bearer
Talent Prerequisites Description Reference
Defensive Fighter - Choose 1 weapon group. When wielding melee weapons from this group all weapons are considered to have the Defensive 1 property. (This does not increase any Defensive values some weapons may already have - see Weapon Defense below). -
Guard Ward - Select another creature, item or place as your ward. Whilst within Close range of your ward, you gain +2 on any opposed rolls made to make you move away from your ward (this includes physical and mental attacks). Furthermore, you gain +2 to all attacks made against other creatures within Close range of your ward. -
Shield Fighter Shield Focus You retain your shield's Defensive bonus (Armor rating) following attacks made with your shield. -
Shield Focus - When wielding a shield, its Defensive property (Armor rating) is increased by 1. -
Shield of the Fallen Shield Focus When wielding a shield and adjacent to an ally that is broken (0 hit points) or has suffered a breakdown (0 mind points), you add your shield's Defensive bonus (Armor rating) to your ally too. You must be able to move for this bonus to apply. -
Shield Master Shield Focus When wielding a shield, its Defensive bonus (Armor rating) is increased by 2. (This stacks with Shield Focus). -
Shieldwall - When wielding a shield, you can spend a fast action (1 AP) to apply its Defensive bonus (Armor rating) to an ally in Close range. This benefit lasts until the start of your next turn or if the ally moves beyond Close range of you. -
Stonewall - As a fast action (AP 1), you can defend against melee combat attacks any number of times in a turn equal to your Dexterity/Move skill rating or the Defensive value of a shield or weapon you wield (whichever is higher). Modified from Mutant: Genlab Alpha p57
Weapon Defense - Select 1 weapon group other than Shields. When using weapons in this group that have the Defensive property, increase its value by 1. You treat any weapon with the Defensive property as a shield for the benefits of any of the talents in this talent tree. -

FIGHTING STYLE - DUAL-WIELDER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Jedi (Star Wars), Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Off-Hand Attack
Talent Prerequisites Description Reference
Two-Weapon Block Two-Weapon Defense When wielding a weapon with the Light or Finesse property in an off-hand that weapon gains Defensive 1 property. (if it already has the Defensive property, you add 1 to its value). -
Two-Weapon Defense - When wielding a weapon with the Light or Finesse property in an off-hand you are +2 to any Defense actions you take. -
Improved Two-Weapon Fighting Two-Weapon Fighting When making use of talents in this tree (or the Entry Edge), the weapon used in another hand does not have to have the Light or Finesse property. -
Two-Weapon Fighting - You add the following stunt to your list of Bonus Features for Fight/Melee Combat and Shoot/Ranged Combat. 'You can make an immediate attack with a separate weapon with the Light or Finesse property held in another hand. (This can only be used once per turn per extra limb with a weapon held).' -

FIGHTING STYLE - MARKSMANSHIP

How to get access to this Talent Tree:
Concept - Assigned: Hunter (Mutant: Genlab Alpha), Stalker (Mutant: YZ)
Concept - Optional: Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars), Trailblazer (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Far Shot
Talent Prerequisites Description Reference
Bowyer - You can make bows. Mutant: Genlab Alpha p56.
Disarming Shot Precise Shot You can add the Disarm stunt from the Melee Combat stunt list to your Ranged Combat stunt list and you do not need a weapon with the Disarming property. -
Near Shot At least 1 other talent from this group. If you shoot someone at Near range or closer, +1 damage. Mutant: Year Zero (called Assassin) p65.
Improved Aim - You improve the bonus of an attack following the aim action by a further +1. -
Point Blank - If you hit with a Ranged Attack/Shoot roll at Close range, you can add another 6 to your roll. Coriolis p73.
Precise Shot - If you shoot at a target with cover, you reduce the cover's Armor rating by 2. -
Sharpshooter Precise Shot If you shoot a target at Long or further range, the target takes +1 damage. Mutant: Year Zero p67.
Skirmisher Surefooted (from Mobility TT) On any round that you move more than a Close distance you gain +1 Shoot/Ranged Attack. -

FIGHTING STYLE - MOUNTED

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species:
Entry Edge: Animal Affinity, Competent Rider
Talent Prerequisites Description Reference
Animal Companion - You start with a beast (any typical non-magical creature native to setting) companion. The companion can be up to the size of a horse (though no flying mounts). You have an empathic link to your companion, so you know the direction to your companion, its general health, and can convey basic messages like 'danger', 'food', 'stay'. You also add Animal Handling skill to your list. (See the Sic a Dog skill in Mutant: Year Zero p58). Mutant: Year Zero (as skill 'Sic a Dog') p58.
Defensive Rider - You can make defend checks against attacks targeting an animal you are mounted on. You can use your Animal Handling skill in place of Fight/Melee Combat. -
High in the Saddle Defensive Rider If you are mounted, melee attacks made against you suffer a -2 penalty unless: attacker is also mounted; the attacker is as large as your mount; the attacker is using the Reach weapon property. -
Ride-By Attack - If your mount moved during any turn that you attack, you and your mount do not promote opportunity attacks by moving away from any targets attacked. -
Overrun - Any melee attack made by your mount that hits a smaller creature can initiate the Push stunt for free. If dealt a Club apply the Knock Prone stunt as well. -
Trample Overrun Once per round, if you (whilst mounted) or your mount knock a target prone, your mount can make one free hoof/trample attack on the prone target. -
Unseat Tourney Champion If you move more than a Close range whilst mounted, any attack you make that hits another mounted target or creature smaller than your mount can initiate the Knock Prone stunt for free. -
Tourney Champion - If you move more a Near range or further whilst mounted, any attack you make that hits another mounted target or creature smaller than your mount can initiate the Knock Prone stunt for free. This attack also gains +2 Melee Combat if you armed with a lance. -

FIGHTING STYLE - SLAYER

How to get access to this Talent Tree:
Concept - Assigned: Hunter (Mutant: Genlab Alpha)
Concept - Optional: Operative (Star Wars), Soldier (Star Wars), Stalker (Mutant: YZ), Tough (Star Wars), Trailblazer (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Mark Enemy, Measure Enemy
Talent Prerequisites Description Reference
Analyse Foe Measure Enemy You can take a slow action to make a Measure Enemy skill roll at -2. -
Combat Mark Mark Enemy You make all opposed rolls versus your mark at +2. Furthermore, any successful attacks made against your mark deal +1 damage. -
Executioner/Slayer - You can switch the two d6 rolls when you inflict a critical hit on another creature. Coriolis p72; M:YZ Genlab Alpha p58.
Lethal Executioner/Slayer Once per combat when you are dealt a Heart, you spot an opening and gain +4 Fight/Melee Combat for one attack only. -
Pack Hunter Appropriate race/species You deal 1 extra point of damage on Fight/Melee Combat attacks if at least one ally has damaged the same target this turn. -
Trained Killer Lethal Choose 1 weapon group. When using weapons from that group, you reduce the cost of Crits by 1 (minimum of 1). (You can take this talent multiple times - each time you choose a new weapon group). -

FIGHTING STYLE - UNFETTERED

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Jedi (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Dodge
Talent Prerequisites Description Reference
Agile Target - When defending in close combat, you can use Agility instead of Strength. Mutant: Year Zero (called Flyweight) p66.
First Strike - When wielding a Finesse or Light melee weapon you can make a quick attack as a reaction whenever an enemy moves to Close range with you. (This attack follows all the rules for quick attacks, requiring a fast action and is made at -2 modifier: this talent just allows you to make it as a reaction). If dealt a Spade you do not suffer the -2 penalty for this attack. -
Flashing Blades Light Weapon Fighting When wielding a melee weapon with the Finesse property the penalty for making quick attacks is reduced to -1. -
Improved Dodge Dodge Your dodge pool of dice increases to 4. -
Light Weapon Fighting - When wielding a Light melee weapon, the weapon also has the Finesse property. -
Lightning Strikes Flashing Blades When wielding a melee weapon with the Finesse property the penalty for making quick attacks is reduced to 0. -
Mobile Fighter Rapid Pursuit On any round that you move more than a Close distance you gain +1 Fight/Melee Attack. -
Rapid Pursuit - If an enemy within Close range moves away from you, you can spend a reaction (1 AP) to move up to your speed, following that target. You can do this once per turn without the cost of 1 AP on any round you are dealt a Spade. -

FIGHTING STYLE - WEAPON SPECIALTY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Gearhead (Mutant:YZ), Jedi (Star Wars), Operative (Star Wars), Soldier (Star Wars), Tech (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Weapon Bond
Talent Prerequisites Description Reference
Accurate Attack - Select 1 weapon group. When using weapons in that group that deal piercing damage the weapon gains the Armor Penetration 1 property. (You can select this talent multiple times. Each time you select a different weapon group). -
Double Defensive - Any weapon you wield with the Double property also gains the Defensive 1 property. (You can take this talent a second time increasing Defensive to 2). -
Easy Target Machinegunner When using making a single burst attack with a weapon with the Auto-Fire property against a large target, you double the initial damage of your weapon on a hit. Ultramodern 5E p44
Expert Machinegunner Machinegunner You can choose to use all ammo/empty clip when using Auto-fire to deal 1 extra point of damage to all targets hit. Coriolis p73.
Pole Fighter - Weapons from the Polearms and Spears weapon groups gain the Double property when you wield them. The hafted end deals damage as a quarterstaff and is considered Light when wielded as a Double weapon. -
Licensed - You have the proper licenses to buy restricted gear and weapons. Coriolis p73.
Lunge - Weapons with the Two-Handed property also gain the Reach/Long property whilst you wield them. If they already have the Reach property add another 2 sqs/5ft to their reach. You cannot use the benefits of this talent with others that grant extra attacks (including making fast attacks). -
Machinegunner - Ignore the first 1 when rolling for automatic fire. Coriolis p73.
Rapid Reload - You reduce the cost of the Loading value by 1 (to a minimum of one). Reloads can be done as a fast action. Coriolis p73.
Shrapnel Machinegunner When using a weapon with the Auto-Fire property, you can use the single fire feature vs 2 targets (that must be Close to each other). You roll separate attacks for each target. Ultramodern 5 p45
Throwing Arm - You can use Strength instead of Agility when throwing all weapons (not just those without the Finesse property). M:YZ Genlab Alpha p59.
Improved Spray Shot - When using a weapon with the Spray property you affect 1 extra target (at normal range and beyond). All targets must still be within Close range of one another). -
Wall of Fire Maschinegunner You can use all Auto-Fire property features out to long range. When using Auto-Fire to perform an area burst attack you choose a target and all targets within close range to that target are now part of your burst. (basically this increases area burst from 2x2 sqs to 3x3 sqs). -
Weapon Focus - Choose one weapon group. You gain +1 to Melee and Ranged Attacks made with weapons from that group. (You can choose this talent multiple times, but each time must apply to a new weapon group). Mutant: Year Zero (as Weapon Specialist) p67.
Weapon Master Weapon Focus Choose one weapon group. You gain +1 to damage made with weapons from that group. (You can choose this talent multiple times, but each time must apply to a new weapon group). Mutant: Genlab Alpha p57.
Weapon Maker - +2 to create or repair weapons. Mutant: Genlab Alpha (uses Measure Enemy skill) p57.

FORTUNE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Scoundrel (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species:
Entry Edge: Lucky Break
Talent Prerequisites Description Reference
Always Lucky Fortune's Favour You have a Luck Pool of 3 dice. Every session you can add these dice to any Skill check, even after the skill roll has been made. You can use and add these dice 1 at a time until allotment is spent. (You can take this talent again for a total of 6 Luck Points). -
Bad Omens - You can use Empathy instead of Wits for all Observation/Scout rolls. Mutant: Year Zero p65.
Expert Gamer - Select a relevant group of games (card, board, RPG, video, holographic, sleight of hand, dice, etc.). When taking part in these types of games you add +2 to any skill rolls (or gain 2 extra cards or 2 extra dice rolls). -
Fortune's Favour - Once during any skill Push inc. Praying to the Icons or Trusting to the Force), you can reroll one die showing a 1. -
Gambler - For any games of chance you compete in you get an extra dice roll or extra card per round. If it is a game of Wits, then you get a +1 modifier to your skill check. -
Nine Lives - When you suffer a critical injury, you can switch the dice. Coriolis p73; M:YZ Genlab Alpha p58.
Sorry. Not Sorry! Bad Omen, Fortune's Favour If dealt a Heart, you can swap your card with any one foe. -

FURY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Tough (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species: Wookiee (Star Wars)
Entry Edge: Wild Attack
Talent Prerequisites Description Reference
Backlash Rage Whilst under the effects of Rage, you can make a quick attack as a reaction against a foe that hits you. (This attack follows all the rules for quick attacks, requiring a fast action and is made at -2 modifier: this talent just allows you to make it as a reaction). If dealt a Club you do not suffer the -2 penalty for this attack. -
Barbaric Blood Rage, 2 other talents from this tree When your rage ends you only take 1 stress point (instead of the normal 2). -
Berserker Rage You can choose to voluntarily enter a rage. -
Brutal Ferocity Ferocity, 1 other talent from this tree. When dealt a Club, you gain +1 Fight/Melee if the attack makes use of any talent requiring Ferocity as a prerequisite. -
Ferocious Backlash Backlash, Ferocity You do not have to be under the effects of Rage to make use of the Backlash talent. -
Ferocious Critical Ferocity, 2 other talents from this tree. If you do deal a critical with a Fight/Melee Combat attack, you gain +2 on your next Fight/Melee attack. This bonus is lost if not used by the end of your next turn. -
Ferocity - When an enemy reduces you to 0 hit points, you can make a quick attack as a reaction against any foe within reach before the effects of being broken are applied. (This attack follows all the rules for quick attacks, requiring a fast action and is made at -2 modifier: this talent just allows you to make it as a reaction). If dealt a Club you can make this as a free action with no penalty. -
Forceful Ferocity Ferocity When dealt a club you can use the Push stunt for free against any target you hit. -
Furious Assault Ferocity Once per combat/encounter when you are dealt a Club you gain +4 Fight/Melee Combat for one attack only. -
Mighty Throw Strong Arm Any melee weapon wielded by you can be thrown and gains the Thrown (Near) property. -
Payback Any 2 talents from this tree. Whenever a foe deals damage or stress to you, you gain +2 Fight/Melee Combat on your next attack against that foe. To gain this advantage you must attack the target by the end of your next turn. -
Strength from Pain Ferocity, 1 other talent from this tree. When dealt a Club you gain bonus to Fight/Melee Combat equal to the damage you take that round. This bonus applies until you receive your next card. -
Strong Arm - You use Strength for all thrown weapon attacks. Increase all thrown weapon Ranges by one increment. -
Rage - When you take damage, you must make a Wits roll or you enter a frenzy gaining +4 bonus to all Strength rolls. Whilst in a rage you must attack any enemies present or destroy any items that caused the damage and you automatically fail all Wits or Empathy tasks you attempt. (You can still use Wits as a defense when required). Your rage can last for a number of rounds equal to your (modified) Strength score. When the rage ends you take 1 fatigue (M:YZ) or 2 stress points (Coriolis). -
Revenge - If an allied character that you can see is reduced to 0 hit points by another creature, you gain +2 to all attacks made against that creature until the end of the encounter or until your ally recovers hit points. -

GISH

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species:
Entry Edge: Armored Caster
Talent Prerequisites Description Reference

HONOR

How to get access to this Talent Tree:
Concept - Assigned:
Race/Species:
Entry Edge: Honorable
Talent Prerequisites Description Reference
Cavalier's Challenge - As a normal action you challenge one enemy with a Wits score that can hear you. You must then endeavor to engage the target in melee combat. You and the target of your challenge are -2 on all attacks and skill rolls made to affect other targets. The challenge ends when: you do not engage the target by the end of the round following the one in which you initiated the challenge; you or the target are broken or killed; you challenge a different target; the target flees beyond long range. -
Fast Challenge Cavalier's Challenge You can initiate your challenge as a fast action (1 AP). -
Multiple Challenge Cavalier's Challenge You can have two challenged targets simultaneously (though each must still be initiated and ends independently). -
Reprisal - If an allied character that you can see is reduced to 0 hit points by another creature, you gain +2 to all attacks made against that creature until the end of the encounter or until your ally recovers hit points. -

INTIMIDATION

How to get access to this Talent Tree:
Concept - Assigned: Enforcer (Mutant: YZ);
Concept - Optional: Boss (Mutant: YZ), Dog Handler (Mutant: YZ), Fixer (Mutant:YZ), Leader (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars), Tough (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species: Wookiee (Star Wars)
Entry Edges: Intimidating, Poker Face, Threatening Presence
Talent Prerequisites Description Reference
Malicious/Mean Streak/Vicious Creep - If you inflict at least 1 stress/doubt through Manipulation/Intimidation, the target takes another point of stress/doubt. Coriolis p73; Mutant: Year Zero p63.
Overbearing - You can use Strength in place of Empathy for Manipulation checks made to intimidate others. (This also applies to the Intimidation & Dominate skills if you have attained them). -
Weaken Resolve - You accompany a hit with a Ranged Attack/Shoot with a few choice words. You can add the Strike Fear bonus effect from the Melee Bonus Effect options to your Ranged Bonus Effect options. -
Unsettle Malicious With a few choice words you can rattle a target within Short range that can hear and understand you. Make a Manipulation check (or Intimidation if you have that skill) opposed by the target's Will. If you win, the target is -2 to all skill checks until the start of your next turn. -
Taunt Unsettle With vile insults, you increase a target's anger towards you. The target must be within Short range and be able to hear and understand you. You make a Manipulation check (or Intimidation if you have that skill) opposed by the target's Will. On a success the target must move towards you and engage you on its next turn. (In a fight, the target will fight you; in an intrigue the target does not have to get physical, but will target you with verbal abuse). For every extra 6 you roll on the opposed roll, the target is -1 to all skill checks until the start of your next turn. -

LEARNED

How to get access to this Talent Tree:
Concept - Assigned: Academic (Star Wars)
Concept - Optional: Chronicler (Mutant: YZ), Fixer (Mutant:YZ), Healer (Mutant: Genlab Alpha), Jedi (Star Wars), Seer (Mutant: Genlab Alpha)
Race/Species: Cerean (Star Wars)
Entry Edge: Extra Language, Memory Bank
Talent Prerequisites Description Reference
Assistant - You get an NPC side-kick. (Attributes all 3, though you can lower one to 2 and raise one to 4. Skill dice 4. If you wish to develop further you can roll random Flaws and spend your own Advancements on the NPC). Mutant: Year Zero (as Admirer) p65.
Biologist - +2 to Survival & Science when dealing with anything plant-related. This also applies to Command and Manipulation when dealing with intelligent plant life. -
Eidetic Memory - You gain +2 to any Wits roll to recall anything you have experienced. Furthermore, if you repeat the same action from the same position in consecutive rounds, you gain a +1 modifier to that action. -
Intuitive (For our Card Initiative system only). You use Wits (Observation) to determine initiative throwback cards instead of Agility (Dexterity). -
Judge of Character - After 1 minute you can tell if someone if telling the truth. Coriolis p73.
Linguist/Polyglot - You can speak, read and write a number of extra languages equal to your Wits score. -
Personal Arithmetic - You can use Sense Emotion with Wits instead of Empathy. Mutant: Year Zero p67.
Social Cunning - You can use Wits in the place of Empathy for Manipulation checks in a friendly social setting. -
Tactician - You can use Wits instead of Empathy for skill checks using Command or Manipulation when directing and helping allies in combat, including ship combat. -

MAGIC

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species:
Entry Edge: Arcane Bloodline

Talent Pre-Requisite Description Reference
Further Magic Training Magic Training You add one more Power to your suite of known powers. (You can only choose these powers from the Magic Talents Trees you have access to. Spells/Powers have keywords matching talent tree names, such as Fire, Divination, Healing, etc.) This talent can be taken multiple times. -
Magic Training - You choose and can use a number of Powers equal to your Wits. (You can only choose these powers from the Magic Talents Trees you have access to. Spells/Powers have keywords matching talent tree names, such as Fire, Divination, Healing, etc.) -
Power Focus - Choose one power you know. When using this power you gain a +1 modifier. -
Power Resistance - Select one Power group to which you have access. When resisting powers from this group you make all rolls at +2 and if the spell causes damage you have an Armor rating 5 against such attacks. -
Ritual Caster - You can cast any power you know as a ritual. This takes time and requires components. 13th Age p192.
Strong Magic - You get 2 additional Spell Points (SP). This talent can be taken multiple times. -

MEDICAL/HEALING

How to get access to this Talent Tree:
Concept - Assigned: Healer (Mutant: Genlab Alpha)
Concept - Optional: Academic (Star Wars), Chronicler (Mutant: YZ), Force Adept (Star Wars), Jedi (Star Wars), Soldier (Star Wars)
Race/Species:
Entry Edge: Injury Insight
Talent Prerequisites Description Reference
Field Medicurg/Medic/Bonesaw - +2 Heal/Medicurg when treating someone about to die from critical injury. Coriolis p73; Mutant: Year Zero p65.
Soothing/Therapist - +2 Heal/Medicurgy to treat someone broken by stress (or confusion or doubt). Coriolis p73; Mutant: Year Zero p67; Mutant: Genlab Alpha p55.
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Surgeon - +2 Heal/Medicurgy to treat someone broken by damage. Mutant: Genlab Alpha p55.

MENTAL TOUGHNESS

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Academic (Star Wars), Chronicler (Mutant: YZ), Enforcer (Mutant: YZ), Fixer (Mutant:YZ), Force Adept (Star Wars), Jedi (Star Wars), Leader (Star Wars), Slave (Mutant: YZ), Soldier (Star Wars)
Race/Species: Dresellian (Star Wars)
Entry Edge: Brave, Cool Head
Talent Prerequisites Description Reference
Courageous - +2 to oppose attempts to intimidate you (such as using Manipulation or Intimidation) or to oppose fear-based Powers. Furthermore you can switch the dice on the Fear/Mental trauma chart. -
Cynic - +2 to Shake It Off or other rolls made to resist Doubt or Stress. Mutant: Year Zero p65.
Fast Recovery - You heal stress at half the normal duration (1 per 1/2 hour). -
Iron Will - Whenever you get to roll a Wits roll to resist mental trauma, you roll twice as many Wits attribute dice. -
Level-Headed - You gain an extra card for initiative during combat and interaction encounters. -
No Fear Courageous and at least 1 other talent from this tree. You are immune to the effects of fear and Intimidation (including uses of Manipulation made to intimidate). -
Stoic - You can Endure using Wits instead of Strength. Mutant: Year Zero p67.
Tenacious - You can push a dice roll twice. (Still cannot reroll 1's). (In Star Wars or Coriolis games this second 'push' does not count as 'Trusting to the Force' or 'Praying to the Icons', so the GM never gains DPs). M:YZ Genlab Alpha p58.
Unflappable At least 3 other talents from this tree. You are immune to the effects of being charmed. Positive uses of Manipulation have no effect on you. -
Well-Adjusted - +2 mind points. -
Workhorse (For Mutant: Year Zero PCs only) +2 when working on projects (in the Arc). Mutant: Year Zero p66.

MOBILITY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Dog Handler (Mutant: YZ), Enforcer (Mutant: YZ); Entertainer (Star Wars), Hunter (Mutant: Genlab Alpha), Jedi (Star Wars), Operative (Star Wars), Scavenger (Mutant: Genlab Alpha), Scoundrel (Star Wars), Slave (Mutant: YZ), Stalker (Mutant: YZ)
Race/Species:
Entry Edge: Nimble
Talent Prerequisites Description Reference
Climber - +2 to all Move/Dexterity checks made to climb. You also climb twice as fast as normal. -
Coward - You can try to leap behind a willing person Near to you or closer when shot at. Mutant: Year Zero p66.
Evasion - 1/round you may make a free defensive roll versus any area attack (such as a grenade) or auto-fire attack that includes you. For any 6's rolled you cannot choose options that affect the attacker. -
Evasive Movement - On any round that you move a Near distance or more you can make Defensive roll versus any ranged attack as a reaction (1 AP). For any 6's rolled you cannot choose options that affect the attacker. -
Expert Withdrawal Withdraw Opponents must spend a normal action (2 APs) to make an attack of opportunity against you. -
Fast Draw - You can draw one item/weapon as a free action. Mutant: Year Zero p66.
Parkour Surefooted, Sprinter & Climber If you are wearing light or no armor and move at least 2 sqs/4 meters whilst moving towards a solid vertical surface, the rest of you movement that round can be in any direction, as long as you follow a surface (vertical, horizontal, or anywhere in between). -
Quick - Whilst able to move you gain an extra initiative card each round in combat or other physical situations. -
Roll with the Punches - When you take damage from an attack in melee combat, you can spend a reaction (1 AP) to move up to your speed. Movement away or past foes still promotes attacks of opportunity as normal. On any round you are dealt a Spade you can perform this talent once per round without expending APs. -
Sprinter - +2 meters (1 Square) to your movement. (This can be taken up to 3 times). Coriolis p73.
Superspeed Quick and at least 2 other talents from this of the Fighting Style - Unfettered trees. As long as you are wearing light or no armor, you gain +1 AP every round. -
Surefooted - You gain +2 to any Move/Dexterity check to maintain balance and ignore movement penalties due to difficult terrain. -
Withdraw - Opponents do not gain the normal +2 bonus when making attacks of opportunity against you. -

PHYSICAL - SMALL

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species: Chadra-Fan (Star Wars)
Entry Edge: None (requires small physiology to take).
Talent Prerequisites Description Reference
Flyweight - When defending in close combat, you can use Agility instead of Strength. Mutant: Year Zero p66.

PHYSICAL - RESISTANCE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional:
Race/Species:
Entry Edge: None (requires specific physiology to take).
Talent Prerequisites Description Reference
Resistant Appropriate race/species. Body resists natural hazards/weather, granting Armor Rating 6. Coriolis p74.
Thick Fur Appropriate race/species. Your fur acts as 'armor' with an Armor Rating of 3 against cold damage. -
Tough Hide Appropriate race/species. You have a natural armor rating of 3. (Species/races with really tough hides, such as thick scales can take this talent twice). -

PLANT

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Healer (Mutant: Genlab Alpha), Hunter (Mutant: Genlab Alpha), Seer (Mutant: Genlab Alpha), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Plant Affinity
Talent Prerequisites Description Reference
Biologist - +2 to Survival & Science when dealing with anything plant-related. This also applies to Command and Manipulation when dealing with intelligent plant life. -
Tough Hide Appropriate race/species or 3 Powers with the Plant keyword. You have a natural armor rating of 3. -

STEALTHY

How to get access to this Talent Tree:
Concept - Assigned: Operative (Star Wars)
Concept - Optional: Hunter (Mutant: Genlab Alpha), Scoundrel (Star Wars), Stalker (Mutant: YZ), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Sneaky
Talent Prerequisites Description Reference
Foot Pad - +2 Stealth/Infiltration when trying to move quietly. -
The Hassassin's Thrust - +2 Fight/Melee Combat when you make a sneak attack with a Light weapon. Coriolis p73.
Hidden Killer - +1 on all sneak attack rolls. -
Sniper - +2 Ranged Combat/Shoot when you make a sneak attack. -

SUPPORT

How to get access to this Talent Tree:
Concept - Assigned: Chronicler (Mutant: YZ)
Concept - Optional: Academic (Star Wars), Boss (Mutant: YZ), Dog Handler (Mutant: YZ), Force Adept (Star Wars), Healer (Mutant: Genlab Alpha), Leader (Star Wars)
Race/Species:
Entry Edge: Counselor, Help or Hinder
Talent Prerequisites Description Reference
After You Cool Under Pressure You can swap your card with any willing ally within Near range. -
Agitator - +2 when you Inspire (as skill or use Inspiring Speech) others to Fight or Shoot. Mutant: Year Zero p65.
All Together Now After You Any number of allies within Near range can choose to use your card in the place of theirs. -
Comrade In Arms - If an allied character that you can see within Near range is dealt a critical hit by another creature, you gain +2 to all attacks made against that creature until the end of your next turn. Ultramodern 5E p38.
Cool Under Pressure - When you roll extra 6's for an action in an encounter, you can choose not to use them and set them aside. You can later grant these to an ally within Near range that can hear and understand you. Any dice set aside and unused by the end of the encounter are lost. You cannot use your first 6 to set aside and allies must first roll at least one 6 before they can benefit from your extra 6's. -
Inspiring Speech - Make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Near range that can hear you. Distribute them as you like. Allies must use them before the start of your next turn or they are lost. -
Soothing/Therapist - +2 Medicurgy to treat someone broken by stress (inc confusion and doubt). Coriolis p73; Mutant: Year Zero p67.
Sound Advice Soothing and at least 1 other talent from this tree or the Medicine/Healing trees. If you spend the whole hour within Near range of an ally that has suffered stress, they regain 2 MPs for that hour. -

SURVIVOR

How to get access to this Talent Tree:
Concept - Assigned: Hunter (Mutant: Genlab Alpha), Stalker (Mutant: YZ)
Concept - Optional: Dog Handler (Mutant: YZ), Enforcer (Mutant: YZ), Scavenger (Mutant: Genlab Alpha), Seer (Mutant: Genlab Alpha), Slave (Mutant: YZ), Soldier (Star Wars), Tough (Star Wars), Trailblazer (Star Wars), Warrior (Mutant: Genlab Alpha)
Race/Species: Nelvaanian (Star Wars)
Entry Edge: Adept Hunter, Butcher, Path Finder, Zone Cook
Talent Prerequisites Description Reference
Comfort Eater (for Mutant:YZ only) You can recover Empathy/Instinct and Strength with food. M:YZ Genlab Alpha p58.
Gorger Appropriate race/species or Endure 3 When you drink and eat you are able to gorge yourself and retain food and water for times of need. Perhaps you have extra stomachs. You double the duration before you suffer any ill effects from hunger or thirst. -
Light Eater - Only need 1 ration of food every other day to avoid losing Strength. Mutant: Year Zero p67.
Monster Hunter - +2 when you Scout (or to Observation rolls) a beast of any kind. Mutant: Year Zero p64.
Loner (For Mutant: Year Zero only) You can recover lost Empathy without the company of others. Mutant: Year Zero p67.
Naturalist (For Genlab PCs) +1 Sneak & Move if naked and carrying half items. M:YZ Genlab Alpha p58.
Pack Mule - You can carry twice as many objects. Mutant: Year Zero p67.
Rot Finder (For Mutant: Year Zero only) Adds new stunt to Find the Path checks, treating sector as 1 Rot level lower. Mutant: Year Zero p64.
Rugged - Gain an Armor Rating of 3 against natural damage. Coriolis p73.
Skinner - You can make armor from the beasts you kill. Mutant: Genlab Alpha p56.
Sleepless (For Mutant: Year Zero only) You can recover Wits through activity instead of sleep. Mutant: Year Zero p67.
Surefooted - You gain +2 to any Move/Dexterity check to maintain balance and ignore movement penalties due to difficult terrain. -
Tenacious - You can push a dice roll twice. (Still cannot reroll 1's). (In Star Wars or Coriolis games this second 'push' does not count as 'Trusting to the Force' or 'Praying to the Icons', so the GM never gains DPs). M:YZ Genlab Alpha p58.
Trapper - You use the Hunt skill to trap game. Mutant: Genlab Alpha p56.
Wanderer - +2 Endure for forced marches and long treks. M:YZ Genlab Alpha p59.

THIEVERY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Scavenger (Mutant: Genlab Alpha), Scoundrel (Star Wars), Slave (Mutant: YZ)
Race/Species:
Entry Edge: Scavenge, Street Thief
Talent Prerequisites Description Reference
Burglar - +1 Infiltration. +2 Technical when picking locks. -
Guild Thief 2 Relationship dice with a noted thieves' guild. +2 Manipulation when using your faction standing to threaten or scare someone or to gather information on the streets. Coriolis p72.
Hideout - +2 to Scavenge skill rolls at hideout. Can also replace a lost hoard. Mutant: Genlab Alpha p58.
Pickpocket - +1 Infiltration. +2 Dexterity to pick pockets or steal small items. -
Street Smart - You know where to find information on the streets, especially regarding illegal goods and how to access or fence them. You get a +2 Observation to find what you are looking for and to Manipulation when dealing with people on this level. -

TINKER

How to get access to this Talent Tree:
Concept - Assigned: Gearhead (Mutant:YZ)
Concept - Optional: Pilot (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Device Insight
Talent Prerequisites Description Reference
Apprentice - You get an NPC side-kick. (Attributes all 3, though you can lower one to 2 and raise one to 4. Skill dice 4. If you wish to develop further you can roll random Flaws and spend your own Advancements on the NPC). Mutant: Year Zero (as Admirer) p65.
Demolitionist - When using explosives and grenades (Coriolis p129) you can choose 1 of the following: increase the blast power by 2; increase the damage by 1; increase or reduce the radius by 1 range category (this can only be used for explosives you set, not grenades). -
Electrician - +2 Jury-Rig/Technology when working with electronics -
Gadgeteer - +2 Comprehend/Technology to try and understand items/artefacts. Mutant: Year Zero p66; M:YZ Genlab Alpha p58.
Gearhead - Use Technology to repair an item or jury-rig a 1 use item. If the Technology skill is not used, you gain the Jury-Rig skill from Mutant: Year Zero p54. (Also use this skill for ideas on what can be made). Coriolis p73; Mutant: Year Zero p63.
Inventor - +2 to Jury-Rig/Technology to create a new device - not to repair something. Mutant: Year Zero p63
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Mechanic - +2 Jury-Rig/Technology to make mechanical repairs -
Mechanical Companion - You gain a single drone, robot, droid, automaton, clockwork creation appropriate to the setting. Commands and programming for this companion can be given in half the time as usual. (The GM will give you the stats for your companion). -
Quick Fix 1 other talent from this tree You halve the time taken for all repairs you perform or assist in. -
Tinkerer - +2 Jury-Rig/Technology to repair a piece of gear - but not vehicles or to build something new. Mutant: Year Zero p64.
Weapon Maker - +2 Jury-Rig/Technology to create or repair weapons. Mutant: Genlab Alpha (uses Measure Enemy skill) p57.

TOUGHNESS

How to get access to this Talent Tree:
Concept - Assigned: Enforcer (Mutant: YZ), Slave (Mutant: YZ), Tough (Star Wars), Warrior (Mutant: Genlab Alpha)
Concept - Optional: Soldier (Star Wars)
Race/Species: Trandoshan (Star Wars)
Entry Edge: Inner Reserve, Shake It Off
Talent Prerequisites Description Reference
Barge Through -(Mutant: Year Zero only) You can Move using Strength instead of Agility. Mutant: Year Zero p63.
Extraordinary Recuperation Hard to Kill, Tough You halve the Healing time of all critical injuries. This talent could represent slow regeneration. -
Fast Healer - You heal damage at half the normal duration (1 per 1/2 hour). -
Hard to Kill - When you suffer a critical injury, you can switch the dice. Coriolis p73; M:YZ Genlab Alpha (as Nine Lives) p58.
Limb Regeneration Appropriate race/species. Any limb destroyed on the critical tables is restored when your healing time is up. All penalties for destroyed limbs are removed. -
Never Surrender - When broken by damage you can get back on your feet with an Endure roll. Mutant: Year Zero p67.
Pack Mule - You can carry twice as many objects. Mutant: Year Zero p67.
Rebel - When rolling to Shake It Off (unique skill) for every 6 you roll you +1 to your next action. Mutant: Year Zero p65.
Resilient (Need to have the Shake It Off skill) +2 to Shake It Off or other rolls made to resist damage. Mutant: Year Zero p65.
Tough - +2 hit points. Coriolis p74.
Workhorse (For Mutant: Year Zero PCs only) +2 when working on projects (in the Arc). Mutant: Year Zero p66.
Accelerated Regeneration Appropriate race/species; Extraordinary Recuperation Critical healing injury time is measured in minutes, not days. This represents supernatural like regeneration. -

TRICKERY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Entertainer (Star Wars), Fixer (Mutant:YZ), Scoundrel (Star Wars)
Race/Species:
Entry Edges: Charlatan, Poker Face
Talent Prerequisites Description Reference
Deceptive - You get +2 to Manipulation in situations where you are trying to achieve something through deception. -
Secret Communication - You need to determine the method of communication and only those familiar with this method can communicate with you. This could be a sign language, smoke signals, thieves' cant (where meaning is lost in jargon), or something strange such as aliens making subtle moves with their head tails. -

VEHICLE OPERATION

How to get access to this Talent Tree:
Concept - Assigned: Pilot (Star Wars)
Concept - Optional: Gearhead (Mutant:YZ), Scoundrel (Star Wars), Tech (Star Wars), Tough (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Gun Driver/Pilot
Talent Prerequisites Description Reference
Ace - +1 to Pilot when performing Position and Evasive Maneuver actions you take. You can push any Pilot test twice (see the Tenacious talent). -
Aggressive Boarder - When piloting a vehicle you do not take the -2 penalty when taking the Boarding action. If you are the one trying to open the airlock on the opposed vehicle you receive a +2 bonus. You also get this bonus to any skill roll made to physically board another vehicle such as from jumping from one to another. -
Co-Pilot - You get an NPC side-kick. (Attributes all 3, though you can lower one to 2 and raise one to 4. Skill dice 4. If you wish to develop further you can roll random Flaws and spend your own Advancements on the NPC). Mutant: Year Zero (as Admirer) p65.
Confined Fighting - You are used to fighting in the confines of a vehicle or other cramped place. On a ship you might be known as a bilge rat. You do not suffer the usual penalty for attacking with a Heavy weapon in confined spaces. -
Defensive Driver - +1 Pilot when performing Retreat and Evasive Maneuver actions. -
Exo Specialist - +2 Dexterity or Muscle/Force when handling exos. Coriolis p72.
Full Throttle/Motorhead - You get a +1 to Pilot checks when taking the Advance/Retreat or Ramming actions. You also gain +1 Jury-rig/Technology to modify or repair a vehicle. Mutant: Year Zero p63.
Kamikaze - +2 Pilot for all Ramming actions you take. You may also spend an extra 6 rolled to halve the damage to your vehicle (rather than spending them all on damage to the target. -
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Push Vehicle Full Throttle/Motorhead +1 Speed to any vehicle you pilot and drive. Coriolis p73.
Spacer - +1 to all Data Djinn/Computer Use rolls when operating ship systems. You also gain a +1 to Science and Data Djinn/Computer Use rolls to astrogate (making a total of +2 if astrogating using the ship's computer). -
Steady - You have your sea/space legs. You do not suffer the usual -2 penalty when making attacks from moving vehicle, including from the rolling deck of a ship. -
Zero-G Training - +2 Dexterity in zero gravity or when operating anti-grav (repulsorlift) personal technology such as jet packs or anti-gravity belts. Coriolis p74 with modification.

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