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Talents

Talent Generation

AX.C.04.01

Character creation continues with a pool of dice used to establish a character's Talents.

Power Packages

Three power levels are available for character generation:

6D Package: Maximum starting Talent value of 3D, No Talent Foci at generation

  • Best for gritty, low-power campaigns
  • Characters are competent but mortal

9D Package: Maximum starting Talent value of 4D, up to 1D Talent Foci at generation

  • Standard power level for most campaigns
  • Characters are capable heroes

12D Package: Maximum starting Talent value of 5D, up to 2D Talent Foci at generation

  • High-powered, cinematic campaigns
  • Characters are exceptional from the start

Distribution: Distribute the dice from your chosen package across all Talents. No single Talent can exceed the package maximum at character creation.

Standard Maximum

The standard maximum Talent value is 5D. This ceiling applies at both generation and advancement, no Talent may exceed 5D under any circumstances unless a Lineage or Genre Catalog explicitly states otherwise.

Talent Focus

The basic Talent list consists of broad, generic titles that encompass a similarly broad application to actions taken by a character. If a character wants to improve beyond the general scope of a Talent, they must establish a Talent Focus, or simply a Focus.

  • A Talent Focus is a very specific application of the otherwise general Talent
  • A Talent Focus is limited to a maximum value of 3D
  • Talent Foci can be trained and improved through XP spending (see [[12 Advancement#Talent Focus Advancement|AX.C.12.02]] for costs and advancement)

Example

The Talent "Athletics" applies to any generally physical activities, jumping, running, climbing, and balanced movement on narrow or unstable surfaces. A character can focus on a single aspect like "Running," investing in training that narrows application to gain additional dice when that Focus applies. If a character has Body 3D, Athletics 2D, and Focus: Running 1D, they roll 6D for challenges involving running, sprinting, distance running, or outrunning an opponent.

Talent Foci are less expensive to improve through XP than broadTalents but only apply to a specifically narrow application of the parent Talent.

Focus Generation Conversion (9D and 12D Packages Only)

At generation, characters using the 9D or 12D package may convert Talent dice into Talent Foci at a 3:1 ratio, one Talent die from the package converts to three Talent Foci at 1D each.

This conversion represents early specialization: the character trades broad Talent investment for concentrated expertise in specific applications.

Example

A 9D package character converts 1 Talent die into three 1D Foci, Climbing, Swimming, and Sprinting, rather than adding 1D to Athletics directly.

The 6D package does not include Focus generation, all dice must be placed in Talents directly.

Body Talents

AX.C.04.02

Athletics

  • Movement, climbing, swimming, and basic physical coordination.
  • Parent Attribute: Body
  • Untrained: Yes (anyone can try)

Uses:

  • Running and sprinting
  • Jumping (long jump, high jump)
  • Climbing (walls, cliffs, trees, ropes)
  • Swimming and diving
  • Breaking falls
  • Maintaining balance on unstable surfaces

Common Foci:

  • Climbing (vertical surfaces)
  • Swimming, Diving (aquatic movement)
  • Running, Sprinting (foot speed and burst movement)
  • Jumping, Parkour (dynamic movement)
  • Balance (narrow surfaces, moving platforms)

Craft

  • Creating, repairing, and understanding physical objects and components.
  • Parent Attribute: Body
  • Untrained: Yes (crude repairs only)

Uses:

  • Building and repairing items
  • Fabricating individual components and parts
  • Blacksmithing, carpentry, basic mechanics
  • Jury-rigging and field improvisation
  • Appraising crafted goods

Common Foci:

  • Weapon Smithing, Armor Smithing (fantasy)
  • Carpentry, Masonry
  • Mechanics, Electronics (modern/sci-fi)
  • Jury-Rigging, Field Repair
  • Clockwork, Artifice (steampunk)
  • Starship Repair, Robotics (sci-fi)

Craft vs. Technical

Craft (Body) covers the fabrication of individual physical components and objects. Technical (Wit) covers the design and integration of those components into functioning systems.

The dividing line is complexity and interdependence:

  • Fabricating individual pistons and an engine block = Craft
  • Designing and assembling a functioning race car engine from those parts = Technical
  • Carving a wooden box = Craft
  • Building a mechanical lock with tumblers, springs, and a key mechanism = Technical

When a task involves making a single thing, use Craft. When a task involves making many things work together as a system, use Technical. In ambiguous cases the GM determines which Talent applies, or may call for both if the task genuinely requires fabrication and integration in sequence.


Fortitude

  • Physical resilience and resistance to acute harm.
  • Parent Attribute: Body
  • Untrained: Yes (limited to raw constitution)

Uses:

  • Resisting disease, poison, and toxins
  • Enduring environmental hazards (heat, cold, radiation, vacuum)
  • Stabilizing when at zero Health
  • Pain tolerance and concentration under duress
  • Resisting effects that would incapacitate or kill

Common Foci:

  • Resist Poison, Resist Disease, Resist Elements
  • Pain Tolerance
  • Environmental Survival (specific hazard types)
  • Combat Stamina (maintaining function through injury)

Note: Fortitude governs resistance to acute harm, sudden, potentially lethal threats to the body. Sustained effort and cumulative exhaustion are governed by Endurance.


Endurance

  • Sustained physical effort, cumulative pressure, and resistance to exhaustion.
  • Parent Attribute: Body
  • Untrained: Yes (basic physical labor)

Uses:

  • Forced marches and extended overland travel
  • Carrying heavy loads across distance
  • Working or fighting through fatigue and hunger
  • Prolonged physical tasks requiring hours of sustained effort
  • Resource gathering, construction, and manual labor
  • Basic shelter construction and camp establishment

Common Foci:

  • Load Bearing (sustained heavy carry)
  • Marathon (extended travel and forced march)
  • Labor (mining, logging, construction, harvesting)
  • Wilderness Survival (camp craft, exposure management)

Extended Athletics Synergy:

When a character makes an Athletics roll that spans multiple consecutive Turns (extended climbing, sustained swimming, hauling across distance), they may add their Endurance dice to the Athletics pool on the second roll and each subsequent roll in that same extended action.

  • First roll of an extended action: Use Athletics alone (establish the attempt)
  • Subsequent rolls (Turns 2, 3, etc. of the same action): Use Athletics + Endurance (sustain the effort)

Single-action Athletics checks (a single Turn jump, one-time wall climb, short dash) use Athletics alone. Only challenges explicitly spanning multiple Turns qualify for the Endurance synergy.

The GM determines whether a given Athletics challenge qualifies as extended effort based on duration and cumulative physical demand.

Example: A character climbs a 100-foot cliff (5 Turns of climbing). Turn 1 roll uses Athletics. Turns 2–5 each add Endurance dice to the Athletics pool, representing the character drawing on reserves of endurance as fatigue sets in.

Armor Penalty Offset:

Armor imposes a penalty to Athletics, Acrobatics, and Odd Talent action pools equal to the armor's modifier value. Endurance training allows a character to work within that restriction more effectively. For every 2D in Endurance, reduce the Armor Penalty on these pools by 1 (minimum 0).

Endurance Penalty Reduction
1D 0
2D −1
3D −1
4D −2
5D −2
6D −3

The penalty reduction applies passively at all times, no action required.

Exhausted Condition Mitigation:

The Exhausted combat condition imposes −1D to all action pools. A character with 3D or more in Endurance has trained to function under accumulated fatigue, this penalty is reduced to 0 while Exhausted. The Exhausted condition still applies normally in all other respects (movement halved, recovery requirements). Endurance does not prevent Exhaustion, it reduces its mechanical cost for those who have invested in sustained effort training.


Strike

  • Physical power, close combat, and forceful actions.
  • Parent Attribute: Body
  • Untrained: Yes (raw strength and instinct)

Uses:

  • Melee weapon attacks
  • Unarmed combat
  • Breaking objects and forcing doors
  • Lifting, pushing, and pulling heavy objects
  • Feats of strength
  • Physical intimidation through presence

Common Foci:

  • Longswords, Axes, Hammers, Spears (weapon-specific)
  • Grappling, Boxing, Martial Arts (unarmed styles)
  • Breaking & Forcing (destroying obstacles)
  • Intimidation (threatening through physical presence)

Speed Talents

AX.C.04.03

Acrobatics

  • Dynamic movement, tumbling, dodging, and performance.
  • Parent Attribute: Speed
  • Untrained: Yes (awkward attempts)

Uses:

  • Tumbling through combat
  • Dodging attacks and hazards
  • Maintaining balance on difficult surfaces
  • Breaking falls from heights
  • Performance arts (gymnastics, dance)
  • Escaping from bonds and grapples

Common Foci:

  • Tumbling, Evasion (combat movement)
  • Balance (tightropes, narrow ledges)
  • Dance, Performance (entertainment)
  • Escape Artist (bonds and restraints)
  • Contortion (squeezing through gaps)
  • Free Running, Parkour (urban acrobatics)

Pilot

  • Operating vehicles, mounts, and complex mobile systems.
  • Parent Attribute: Speed
  • Untrained: Yes (only for simple vehicles/mounts)

Uses:

  • Riding animals and mounts
  • Driving ground vehicles
  • Piloting watercraft
  • Flying aircraft and spacecraft
  • Vehicle combat and chases
  • Navigating difficult terrain or conditions

Common Foci:

  • Horses, Exotic Mounts (fantasy)
  • Ground Vehicles (cars, motorcycles, chariots)
  • Watercraft (boats, ships, submarines)
  • Aircraft, Grav-Vehicles (flying craft)
  • Spacecraft, Starfighters (sci-fi)
  • Combat Piloting (vehicle combat maneuvers)

Precision

  • Precise physical actions, ranged combat, and delicate manipulation.
  • Parent Attribute: Speed
  • Untrained: Yes (clumsy attempts)

Uses:

  • Ranged weapon attacks
  • Lock picking and disarming traps
  • Sleight of hand and pick pocketing
  • Fine manipulation and delicate work
  • Throwing weapons and objects
  • Precision tasks requiring steady hands

Common Foci:

  • Bows, Crossbows (archery weapons)
  • Firearms, Energy Weapons (modern/sci-fi ranged)
  • Thrown Weapons (knives, axes, grenades)
  • Lock picking, Trap Disarming
  • Sleight of Hand, Pick pocketing
  • Precision Surgery, Fine Tools

Reflexes

  • Quick reactions, initiative, and defensive maneuvers.
  • Parent Attribute: Speed
  • Untrained: Yes (basic reactions)

Uses:

  • Initiative in combat
  • Quick draw and fast reactions
  • Catching thrown objects
  • Defensive dodging
  • Reacting to surprise
  • Split-second decisions under pressure

Common Foci:

  • Combat Initiative
  • Quick Draw (weapons)
  • Defensive Dodging (avoiding attacks)
  • Catching, Interception
  • Reaction Time (speed-based saves)
  • Hair Trigger Reflexes

Stealth

  • Avoiding detection through concealment and quiet movement.
  • Parent Attribute: Speed
  • Untrained: Yes (obvious attempts)

Uses:

  • Moving silently
  • Hiding from observers
  • Shadowing targets undetected
  • Concealing objects on your person
  • Creating camouflage
  • Ambush and infiltration

Common Foci:

  • Urban Stealth (cities, buildings)
  • Wilderness Stealth (forests, natural terrain)
  • Shadowing (following without detection)
  • Ambush (surprise attacks)
  • Camouflage (blending with environment)
  • Concealment (hiding objects)

Wit Talents

AX.C.04.04

Attunement

  • Empathy, spiritual awareness and connection to living things and the extraordinary.
  • Parent Attribute: Wit
  • Untrained: Yes (basic emotional intuition only)

Attunement represents sensitivity to what cannot be directly observed, emotional states, intent, the presence of Odd Talent activity, and the subtle connections between living things. It is the primary Talent for characters who navigate the world through perception and feeling rather than knowledge or logic.

Uses:

  • Reading the emotional state or intent of a person or creature
  • Sensing the presence or recent use of Odd Talents in an area
  • Calming frightened or hostile animals and non-sapient creatures
  • Detecting whether a statement is made with genuine belief (sincerity, not objective truth)
  • Meditating to recover clarity or resist mental disturbance
  • Recognizing when something is wrong in a social or environmental situation, even without knowing why

Common Foci:

  • Empathy (reading emotional states and intent)
  • Animal Handling (calming and communicating with creatures)
  • Spiritual Awareness (sensing Odd Talent presence and resonance)
  • Meditation (mental recovery and focus)
  • Threat Sense (detecting danger through intuition rather than observation)
  • Bond (deep attunement to a specific person, creature, or place)

Note: Attunement does not grant access to Odd Talents; that requires an Extra-Normal Perk (AX.C.08.03). Attunement represents natural perceptive sensitivity. A character with high Attunement can sense that magic has been used in a room; they cannot use magic unless they have Power Access.

Deceive

  • Lies, misdirection, disguise, and social manipulation through deception.
  • Parent Attribute: Wit
  • Untrained: Yes (obvious lies)

Uses:

  • Lying convincingly
  • Creating and maintaining disguises
  • Bluffing and feinting
  • Going undercover
  • Forgery and falsification
  • Misdirection and diversions

Common Foci:

  • Bluffing, Fast Talk
  • Disguise, Impersonation
  • Forgery (documents, art, signatures)
  • Acting, Role-Playing
  • Misdirection, Distraction
  • Con Artistry, Scams
  • Combat Feints

Lore

  • Information, education, and academic understanding.
  • Parent Attribute: Wit
  • Untrained: Yes (general education only)

Uses:

  • Recalling historical facts
  • Understanding cultures and societies
  • Identifying creatures and their abilities
  • Knowing legends and mythology
  • Academic research
  • Recognizing symbols and references

Common Foci:

  • History, Ancient Civilizations
  • Geography, Cartography
  • Creatures & Monsters
  • Arcana & Magic Theory (fantasy)
  • Technology & Science (sci-fi)
  • Religion, Mythology, Planes
  • Nobility & Heraldry
  • Xenology (alien species)

Medicine

  • Physical treatment of injuries, illness, and biological knowledge.
  • Parent Attribute: Wit
  • Untrained: Yes (basic first aid only)

Uses:

  • Treating injuries and restoring health
  • Diagnosing physical conditions
  • Performing surgery
  • Treating disease and poison
  • Stabilizing dying characters
  • Understanding anatomy and biology

Common Foci:

  • Field Medicine, Emergency Treatment
  • Surgery, Advanced Procedures
  • Herbalism, Natural Remedies (fantasy)
  • Toxicology (poisons and antidotes)
  • Cybernetic Repair (sci-fi)
  • Xenobiology (alien physiology)

Notice

  • Awareness, observation, and detecting hidden details.
  • Parent Attribute: Wit
  • Untrained: Yes (basic observation)

Uses:

  • Noticing danger and avoiding ambushes
  • Searching for hidden objects or people
  • Detecting lies and reading body language
  • Tracking creatures and following trails
  • Eavesdropping and gathering information
  • General situational awareness

Common Foci:

  • Combat Awareness (initiative, spotting threats)
  • Search (finding hidden things)
  • Sense Motive (detecting lies, reading intentions)
  • Tracking (following trails)
  • Eavesdropping, Surveillance
  • Lip Reading

Persuade

  • Leadership and social manipulation through honest means.
  • Parent Attribute: Wit
  • Untrained: Yes (based on personality)

Uses:

  • Diplomatic negotiations
  • Inspiring and rallying others
  • Leadership and command
  • Public speaking and oration
  • Changing minds through argument
  • Mediating disputes

Common Foci:

  • Diplomacy, Negotiation
  • Leadership, Command
  • Oration, Public Speaking
  • Inspiration, Morale
  • Debate, Argumentation
  • Seduction, Charm (honest)
  • Interrogation (psychological pressure)

Resolve

  • Mental resilience, willpower, and resisting mental influence.
  • Parent Attribute: Wit
  • Untrained: Yes (based on willpower)

Uses:

  • Resisting fear and terror
  • Enduring torture and interrogation
  • Resisting mind control and mental attacks
  • Maintaining focus under stress
  • Overcoming temptation
  • Meditation and mental discipline

Common Foci:

  • Resist Fear, Terror
  • Resist Torture, Interrogation
  • Resist Mental Influence (telepathy, mind control)
  • Concentration, Focus
  • Meditation, Mental Discipline
  • Faith, Conviction
  • Resist Temptation

Tactics

  • Logic, strategy, planning, and analytical thinking.
  • Parent Attribute: Wit
  • Untrained: Yes (basic reasoning)

Uses:

  • Combat tactics and strategy
  • Logical deduction and problem-solving
  • Planning operations
  • Analyzing patterns and data
  • Coordinating team actions
  • Predicting behavior and outcomes

Common Foci:

  • Battle Tactics, Military Strategy
  • Investigation, Deduction
  • Forensics, Crime Scene Analysis
  • Strategic Planning
  • Pattern Recognition
  • Cryptography, Code Breaking
  • Predictive Analysis

Technical

  • Designing, building, and operating complex interconnected systems.
  • Parent Attribute: Wit
  • Untrained: Yes (basic operation only)

Uses:

  • Designing systems composed of multiple integrated components
  • Operating sophisticated machinery and complex devices
  • Understanding and interpreting technical schematics
  • Hacking and bypassing security systems
  • Systems analysis and troubleshooting
  • Using advanced tools and equipment

Common Foci:

  • Computer Systems, Hacking (modern/sci-fi)
  • Starship Systems, Navigation (sci-fi)
  • Security Systems, Bypassing
  • Mechanical Systems, Machinery
  • Magic Theory & Application (fantasy)
  • Electronics, Circuitry
  • Quantum Systems (advanced sci-fi)

Odd Talents

AX.C.04.05

Odd Talents are extra-normal capabilities that exist outside the standard Talent library. Where an ordinary Talent represents a learned professional skill or physical aptitude, an Odd Talent represents access to a system of power that operates through different rules: syonic potential, magical tradition, divine attunement, technological augmentation or any other framework a Genre Catalog might define.

Unless specified otherwise, Odd Talents are not typically locked to a specific Attribute. A practitioner may channel their tradition through Wit, Body or Speed, whatever best fits the character concept and the Genre Catalog's fictional framing. In many examples the default is Wit, which fits scholarly, intuitive, and socially-adept practitioners. Body and Speed expressions are equally valid and often create compelling role opportunities at the table.

Access to an Odd Talent tradition is governed by Extra-Normal Perks (AX.C.08.03). Without being granted access, a character cannot train or use an Odd Talent tradition regardless of available XP or time. See AX.C.08.03 for the full access mechanism.

For specific named traditions, Focus lists, and power system content, refer to the Powers section of the relevant Genre Catalog.

Three Universal Categories

Every Odd Talent tradition in every Genre Catalog falls into one of three universal categories. These categories define the domain of reality the Tradition manipulates and provide a framework that keeps traditions compatible across Genre Catalogs.

Force

The manipulation of energy, information and the physical world. Force Traditions act on the world directly: they produce, direct, or transform energy; encode and decode information; alter physical cause-and-effect chains. Effects are typically visible, measurable, and immediate.

Default Attribute tendency: Wit, though Body and Speed expressions exist.

Genre Catalog Examples

  • Arcane Magic (Fantasy)
  • Psitech (Sci-Fi)
  • Tectonic Harmonics (Iron Lattice)
  • Technomancy (Modern)

Resonance

The perception of, attunement to, and influence on probability, time, consciousness, and hidden information. Resonance Traditions do not act on the world directly, they read it, bias it or communicate through layers that Force Traditions cannot reach. Effects are often subtle and deniable.

Default Attribute tendency: Wit or Speed.

Genre Catalog Examples

  • Faith Magic (Fantasy)
  • Divination (Fantasy)
  • Temporal Harmonics (Iron Lattice)
  • Quantum Sensing (Sci-Fi)
  • Spirit Communion (Horror)

Form

The transformation of physical structure: biological, material or constructed. Form Traditions alter what things are at a fundamental level, their shape, composition, living state, or category of existence.

Default Attribute tendency: Body for biological transformation; Wit for constructed or animated Form work.

Genre Catalog Examples

  • Shapeshifting (Fantasy)
  • Necromancy (Fantasy)
  • Biohacking (Modern/Sci-Fi)
  • Nanoform (Sci-Fi)
  • Parasite Cultivation (Horror)

Foci & Tradition Terminology

Like any Talent, an Odd Talent can be improved through Foci, specific concentrations within the broader tradition that shape how the practitioner works and what they do most effectively.

Genre Catalogs assign the Focus terminology that fits the tradition's flavor and cultural logic. The term used has no mechanical weight; it is a naming convention that locates the Focus within the setting's fictional frame.

Tradition Type (Talent) Example Focus Terminology (Focus)
Arcane Magic Philosophies / Schools
Faith Magic Spheres / Ethos
Syonic Powers Disciplines / Paths
Elemental Sorcery Elements / Aspects
Psitech Protocols / Frequencies
Technomancy Harmonics / Augments / Apps
Necromancy Rites / Bindings

A Genre Catalog author is not bound to these labels; they are examples. The mechanical behavior of a Focus is defined by AX.C.04 regardless of what the setting calls it.

Split-Category Traditions

Some tradition labels do not map cleanly to a single universal category. Syonics, for example: mental disciplines that involve direct physical force (telekinesis, biokinesis) are Force Traditions, while disciplines that involve perception, attunement, or consciousness influence (telepathy, empathy, psychometry) are Resonance Traditions.

When a Genre Catalog implements a tradition label that spans two categories, it should do so explicitly, defining which Disciplines or Foci belong to which category. This has a practical design consequence: a Lineage or Profession access grant for a split tradition should specify which branch (or both branches) it covers.

See the Sample Power Folios in AX.C.08 for a worked example of how the Syonics tradition handles this split in a Fantasy Genre Catalog context.

  • For access rules, see AX.C.08.03 - Extra-Normal Perks.
  • For Odd Talent advancement and Focus costs, see AX.C.12.02 - Spending Experience.
  • For Genre Catalog power system definitions, see the relevant Genre Catalog Powers section.