YZE Talents

Last 3 Edits

21st June, 2017> Finished grouping the talents we already had on list.

  • Added the Star Wars Concepts to the trees.
  • Added the Star Wars Species to the trees.

20th & 19th June, 2017. Started the dividing up of Talents into Trees & Edges.
8th May, 2017. Added: Two-Weapon Fighting, Quick Trigger, Analyse Foe, Hunter's Mark.

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ENTRY EDGES

These edges are another way to get 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 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
Animal Affinity - 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.
Aquatic - You do not suffer any combat or movement penalties due to water. Element - Water -
Armor Wearer - If dealt a Club whilst wearing armor, your Armor rating is +1 for this round. Armor Specialisation -
Body Guard - You can take the hit by jumping in to defend another creature Near you or closer. Must roll a successful Dexterity/Move roll. Fighting Style - Defender Mutant: Year Zero p65.
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 You can also use your Melee Combat skill dice to determine initiative throwbacks. Combat Training -
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.
Device Insight Technology 1 If dealt a Diamond you gain +1 Technology for this round. 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 benefits with 1 other creature you can see. 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 -
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 -
Force Sensitive (For Star Wars only). You can put dice into the Use Force skill' Alter Force, Control Force, Sense 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 -
Hidden Talent - At the start of a session, select one specific card. That card is treated as a Joker for you. Adaptable -
Injury Insight Medicurgy/Medicine 1 If dealt a Diamond you gain +1 Medicurgy/Medicine for this round. Medical -
Inner Reserve Endure 1 If dealt the Ace of Clubs, you get 1 temporary hit point. Toughness -
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). 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 -
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 -
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 -
Sneaky Infiltration/Stealth 1 When dealt a Spade you add +1 to all Infiltration/Stealth rolls made this round. Stealthy -
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 -
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 -
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), Scoundrel (Star Wars), 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). -

ARMOR SPECIALIST

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Soldier (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Armor Wearer
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 Specialist 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: Force Adept (Star Wars), Jedi (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Keen Senses
Talent Prerequisites Description Reference
Alert (For our Card Initiative system only). You use Wits (Observation) to determine initiative throwback cards instead of Agility (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. -
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:
Concept - Optional: Force Adept (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Animal Affinity
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'. -
Awakened Companion Animal Companion Your companion is intelligent and gains a Wits score of 1 -

CHARISMA

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Entertainer (Star Wars), Leader (Star Wars), Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species: Zeltron (Star Wars)
Entry Edge: Charming
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. -
Inspire - Make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Close 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. -
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)
Concept - Optional: Jedi (Star Wars), Leader (Star Wars), Operative (Star Wars), Pilot (Star Wars), Scoundrel (Star Wars), Tech (Star Wars), Tough (Star Wars), Trailblazer (Star Wars)
Race/Species: Gank (Star Wars)
Entry Edge: Combat Ready
Talent Prerequisites Description Reference
Combat Veteran - Roll 2 dice for initiative. Can also spend maneuver to increase initiative by 2. (For our card Initiative you get an extra card every round and another next round if you spend your maneuver.) Coriolis p72; Mutant: Year Zero p66.
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.
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:
Concept - Optional: Leader (Star Wars)
Race/Species:
Entry Edge: Natural 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.
Inspire - Make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Close 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.
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. -

CONTACTS

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Academic (Star Wars), Entertainer (Star Wars), Leader (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Well Connected
Talent Prerequisites Description Reference
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.

DELVER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Operative (Star Wars), Tech (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Finder
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.
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.

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.

ELEMENT - WATER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars)
Race/Species: Nautolan (Star Wars)
Entry Edge: Aquatic
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: Pilot (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Gunner
Talent Prerequisites Description Reference
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. -

FIGHTING STYLE - BRAWLER

How to get access to this Talent Tree:
Concept - Assigned: Tough (Star Wars)
Concept - Optional: Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars)
Race/Species:
Entry Edge: Unarmed Fighter
Talent Prerequisites Description Reference
Close Quarter Fighter - 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.' -
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. -
Hard Hitter - +2 Fight/Melee Combat if you give up your maneuver (or attack as a slow action). Mutant: Year Zero p66.
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.

FIGHTING STYLE - DEFENDER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Jedi (Star Wars), Soldier (Star Wars)
Race/Species:
Entry Edge: Body Guard
Talent Prerequisites Description Reference

FIGHTING STYLE - MARKSMANSHIP

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Far Shot
Talent Prerequisites Description Reference
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.
Hunter's Mark - 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.
Sharpshooter - If you shoot a target at Long or further range, the target takes +1 damage. Mutant: Year Zero p67.
Sniper - If you shoot at a target with cover, you reduce the cover's Armor rating by 2. -

FIGHTING STYLE - SLAYER

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Operative (Star Wars), Soldier (Star Wars), Tough (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Mark Enemy
Talent Prerequisites Description Reference
Analyse Foe - You carefully watch your target for 1 minute out of combat or by taking a slow action (3 AP) in combat and making an Observation check. For every 6 rolled you get +1 on all attack rolls made against that target for the next minute. -
Executioner/Slayer - You can switch the two d6 rolls when you inflict a critical hit. Coriolis p72; M:YZ Genlab Alpha p58.
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. -

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)
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.
Light Weapon Fighting - When wielding a Light weapon, the weapon also has the Finesse property. -

FIGHTING STYLE - WEAPON SPECIALTY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Jedi (Star Wars), Operative (Star Wars), Soldier (Star Wars), Tech (Star Wars)
Race/Species:
Entry Edge: Weapon Bond
Talent Prerequisites Description Reference
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
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.
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.
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 held in another hand. -
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.

FORTUNE

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Force Adept (Star Wars), Scoundrel (Star Wars)
Race/Species:
Entry Edge: Lucky Break
Talent Prerequisites Description Reference
Bad Omens - You can use Empathy instead of Wits for all Observation/Scout rolls. Mutant: Year Zero p65.
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 +2 modifier to your skill check. -
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). -
Nine Lives - When you suffer a critical injury, you can switch the dice. Coriolis p73; M:YZ Genlab Alpha p58.

FURY

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Tough (Star Wars)
Race/Species: Wookiee (Star Wars)
Entry Edge: Wild Attack
Talent Prerequisites Description Reference
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 or 2 stress points. -
Berserker Rage You can choose to voluntarily enter a rage. -

INTIMIDATION

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Leader (Star Wars), Operative (Star Wars), Scoundrel (Star Wars), Soldier (Star Wars), Tough (Star Wars)
Race/Species: Wookiee (Star Wars)
Entry Edge: Threatening Presence
Talent Prerequisites Description Reference
Intimidating - Test Muscle/Force instead of Manipulation when threatening someone. Coriolis p73.
Malicious - If you inflict at least 1 stress through Manipulation, the target takes another point of stress. Coriolis p73.
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. -

LEARNED

How to get access to this Talent Tree:
Concept - Assigned: Academic (Star Wars)
Concept - Optional: Jedi (Star Wars)
Race/Species: Cerean (Star Wars)
Entry Edge: 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. -
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.
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. -

MEDICAL

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

MENTAL TOUGHNESS

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Academic (Star Wars), Force Adept (Star Wars), Jedi (Star Wars), Leader (Star Wars), Soldier (Star Wars)
Race/Species: Dresellian (Star Wars)
Entry Edge: Cool Head
Talent Prerequisites Description Reference
Iron Will - Whenever you get to roll a Wits roll to resist mental trauma, you roll twice as many Wits attribute dice. -
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.
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: Entertainer (Star Wars), Jedi (Star Wars), Operative (Star Wars), Scoundrel (Star Wars)
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. -
Fast Draw - You can draw one weapon as a free action. Mutant: Year Zero p66.
Sprinter - +2 meters (1 Square) to your movement. (This can be taken up to 3 times). Coriolis p73.
Surefooted - You gain +2 to any Move/Dexterity check to maintain balance and ignore movement penalties due to difficult terrain. -

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 small 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), 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: Scoundrel (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Sneaky
Talent Prerequisites Description Reference
The Hassassin's Thrust - +2 Fight/Melee Combat when you make a sneak attack with a Light weapon. Coriolis p73.

SUPPORT

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Academic (Star Wars), Force Adept (Star Wars), Leader (Star Wars)
Race/Species:
Entry Edge: Counselor
Talent Prerequisites Description Reference
Inspire - Make a Command or Manipulation roll. On a success and for every extra 6 rolled, you generate extra action points (APs) for allies within Close 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. Coriolis p73; Mutant: Year Zero p67.

SURVIVOR

How to get access to this Talent Tree:
Concept - Assigned:
Concept - Optional: Soldier (Star Wars), Tough (Star Wars), Trailblazer (Star Wars)
Race/Species:
Entry Edge: Butcher, 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.
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.
Rugged - Gain an Armor Rating of 3 against natural damage. Coriolis p73.
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.
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: Scoundrel (Star Wars)
Race/Species:
Entry Edge: Street Thief
Talent Prerequisites Description Reference
Guild Thief 2 Relationship dice with a noted theives' guild. +2 Manipulation when using your faction standing to threaten or scare someone. Coriolis p72.
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:
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 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 Comprehend/Technology to repair an item or jury-rig a 1 use item. Coriolis p73.
Licensed - You have the proper license to buy and carry restricted gear. Coriolis p73.
Mechanic - +2 Technology to make mechanical repairs -

TOUGHNESS

How to get access to this Talent Tree:
Concept - Assigned: Tough (Star Wars)
Concept - Optional: Soldier (Star Wars)
Race/Species: Trandoshan (Star Wars)
Entry Edge: Inner Reserve
Talent Prerequisites Description Reference
Extraordinary Recuperation Hard to Kill, Tough You halve the Healing time of all critical injuries. This talent could represent slow regeneration. -
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.
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), Scoundrel (Star Wars)
Race/Species:
Entry Edge: Charlatan
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: 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 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.
Exo Specialist - +2 Dexterity or Muscle/Force when handling exos. Coriolis p72.
Full Throttle - You get a +1 to Pilot checks when taking the Advance/Retreat or Ramming actions. -
Licensed - You have the proper license to buy and carry restricted gear. 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). -
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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