During Step 4 of character creation, you choose two Talents and one Perk from the lists below. These choices round out your character's identity beyond their Trait and Technique.
- Talents: Grant +2 effective value within a specific domain
- Perks: Modify core mechanics (always active, no cost)
- Start with 2 Talents + 1 Perk
- Can acquire more through Advancement (Talents: 1 AP, Perks: 2 AP)
- Maximum of 4 Perks total per character
Talents
Talents are minor proficiencies that grant +2 effective value on checks within their defined scope. Talents are broad enough to apply regularly but narrow enough that they don't stack with everything. A character with Blade Dancer gets +2 on attack checks with swords and bladed weaponsânot on all melee attacks, not on all Body checks, just the specific domain.
Combat Talents
These Talents apply to attack checks and combat-adjacent actions.
| Talent | Applies To |
|---|---|
| Blade Dancer | Attack checks with swords and bladed weapons |
| Sharpshooter | Attack checks with bows and crossbows |
| Brawler | Attack checks while unarmed or using improvised weapons |
| Gunhand | Attack checks with firearms |
| War Scholar | Checks to recall or apply military tactics |
Social Talents
These Talents govern interpersonal checks and social maneuvering.
| Talent | Applies To |
|---|---|
| Silver Tongue | Persuasion and negotiation checks |
| Performer | Checks to entertain, distract, or inspire through art |
| Diplomat | Checks to mediate, de-escalate, or negotiate treaties |
| Commander | Checks to coordinate group actions or issue tactical orders |
| Beast Tongue | Calming, commanding, or reading animals |
Exploration Talents
These Talents cover physical tasks, navigation, and fieldwork.
| Talent | Applies To |
|---|---|
| Hard Marcher | Endurance checks during travel and forced marches |
| Mountaineer | Checks to climb, traverse difficult terrain, or resist environmental hazards |
| Sea Dog | Checks related to sailing, swimming, and navigation on water |
| Shadow Step | Stealth checks in dim light or darkness |
| Keen Ear | Perception checks involving sound or eavesdropping |
| Vaultbreaker | Picking locks and disabling traps |
| Trapper | Checks to set, detect, and disarm traps |
| Field Medic | Healing checks outside of combat Techniques |
Knowledge Talents
These Talents cover study, analysis, and specialized expertise.
| Talent | Applies To |
|---|---|
| Arcane Reader | Checks to identify or analyze magic |
| Occultist | Checks to recall or research forbidden or ancient lore |
| Herbalist | Identifying and using plants and poisons |
| Ironmonger | Crafting and repairing metal equipment |
Players and GMs can create custom Talents. A good Talent should be specific to a domain (not "+2 to all Body checks"), applicable in roughly 1 in 4 checks, and thematically interesting. The GM has final approval.
Perks
Perks change how core mechanics work for your character. You start with one Perk and can acquire up to 4 total through Advancement (at 2 AP each). Perks are always activeâno activation cost.
Effect: Once per rest, shuffle 3 cards from your fatigue pile back into your deck.
Rulings:
- You choose which 3 cards
- Can be done on your turn as a free action (no action cost)
- Cannot use Second Wind while Broken
- "Once per rest" means it refreshes on a Full Rest only; Short Rests and Breathers do not refresh it
Effect: When your deck has 10 or fewer cards, +1 to all effective values.
Rulings:
- Applies to all checks including initiative, attacks, Active Guard defenses, and Technique activation
- Count your deck before each draw
- If a rest or card-return brings you above 10, the bonus deactivates immediately
- At exactly 10 cards, the bonus applies
Effect: Draw 2 cards for the opening initiative draw (play 1, return the other to deck bottom). Additionally, once per combat, you may spend 1 card from your hand to redraw initiative and change your position in the turn order for one round.
Rulings:
- For the opening draw, only the played card goes to fatigue; the other returns to deck bottom
- The mid-combat reposition costs 1 card to fatigue but lets you act earlier or later as needed
- If you also have a Heavy weapon (â1 initiative), the penalty applies to whichever card you play
Effect: On a Resonance play, draw the top card of your deck and place it on the bottom unseen. Your deck doesn't shrink for that play.
Rulings:
- This Perk compensates by cycling one card from top to bottom, keeping deck size stable
- Triggers on any Resonance play: attacks, Techniques, skill checks, even Active Guard defenses
- Does not trigger on initiative (no Resonance check)
- The cycled card is placed unseenâyou don't look at it
Effect: Reduce all damage taken by 1 (minimum 1 damage).
Rulings:
- Applies per instance of damage: Strikes, Techniques, Burning ticks, Bleed ticks, Poison ticks, and environmental hazards each reduced separately
- Burning (1 dmg) stays at minimum 1. Bleed (2 dmg) becomes 1
- Stacks with armor's Guard bonusâGuard prevents hits, Thick Skin reduces hit damage
Effect: Once per round, when an adjacent enemy fails a check, make a free Strike against them.
Rulings:
- This is not a Reactionâit's a separate free action
- You can use Opportunist and your Reaction (e.g., Brace) in the same round
- The failed check can be anything: a missed attack, a failed Technique, a skill check
- The free Strike uses your normal stat and weapon with no multi-Strike penalty
- The played card goes to fatigue normally (Efficient Fighter does not applyâit's not your turn)
Effect: Once per rest, after an ally within Near range fails a check, let them redraw 1 card and choose again.
Rulings:
- The ally draws 1 new card from their deck and may play it instead
- The original played card goes to fatigue regardlessâthis gives a second chance, not a free card
- Refreshes on Full Rest only
- Works in or out of combat
- Cannot target yourself
Effect: At 25% Vitality or below, your Resonance bonus doubles (stat value Ă 2 instead of stat value).
Rulings:
- Calculate 25% from maximum Vitality, rounded down. For 28 max Vitality, threshold is 7 or fewer
- Activates immediately when you cross the threshold (even mid-round) and deactivates if healing brings you above
- Doubles only the Resonance bonus, not Talents, Star Signs, or other EV modifiers
- At Body 4, a resonating Club adds +8 instead of +4
Effect: Your first Strike each turn: the played card returns to the bottom of your deck instead of going to fatigue.
Rulings:
- Only basic Strikes, not Techniques
- Only the first Strike on your turnâBrace Reactions and Opportunist Strikes don't count (not your turn)
- If the Strike is also a crit, effects are redundantâcard returns either way
- If the Strike misses, the card still returns to deck bottom (doesn't require a hit)
Effect: When you use a Technique and the played card's base value is 4 or less, the card returns to your deck instead of going to fatigue.
Rulings:
- Base value means the card's printed number before Resonance
- A 3â on a Spirit Technique has base 3 (qualifies) even if its EV is 7
- Aces are base 14 and never qualify
- Works whether the Technique hits or misses
- Does not apply to basic Strikes or non-Technique checks
Effect: +2 Guard on your Active Guard defense value.
Rulings:
- Adds +2 to the effective value you set when entering Active Guard, not to passive Guard
- Does not apply outside Active Guard stance
- Stacks with the Parrying weapon property (+1 Guard in Active Guard)âa rapier-wielding Bulwark character gets +3 total on their Active Guard value
Effect: Once per round, move 1 zone as a free action (no action cost). This does not provoke Brace reactions.
Rulings:
- This is a Perk, not a Trait. Any character can take it
- It stacks with Cloudcraft's Windstep (Windstep upgrades your Stride to 2 zones; Fleet Foot gives an additional free 1-zone move)
Choosing Talents & Perks
When selecting your starting Talents and Perk, consider how they complement your Template, Background, and Star Sign:
| Build Focus | Recommended Talents | Recommended Perks |
|---|---|---|
| Melee Warrior | Blade Dancer, Hard Marcher | Efficient Fighter, Thick Skin |
| Ranged Striker | Sharpshooter/Gunhand, Keen Ear | Quick Draw, Fleet Foot |
| Spellcaster | Arcane Reader, Occultist | Arcane Battery, Resonant Soul |
| Tank/Defender | War Scholar, Hard Marcher | Bulwark, Thick Skin |
| Support/Healer | Field Medic, Diplomat | Mentor's Eye, Second Wind |
| Scout/Infiltrator | Shadow Step, Vaultbreaker | Fleet Foot, Quick Draw |
| Social Face | Silver Tongue, Performer | Iron Will, Mentor's Eye |
| High-Risk Combatant | Blade Dancer/Brawler, War Scholar | Last Stand, Iron Will |
Talent & Perk Stacking
Talents, Perks, Star Signs, Traits, and Resonance all stack additively. If you have:
- Blade Dancer (+2 EV with swords)
- The Blade Star Sign (+1 EV on first Strike)
- Steady Grip Trait (+1 EV on melee attacks)
- Body 4 with a matching Club card (Resonance +4)
Your first sword Strike of combat would have: +2 +1 +1 +4 = +8 effective value in total bonuses.
You start with 2 Talents and 1 Perk. Through Advancement, you can acquire:
- Additional Talents: 1 AP each (no limit)
- Additional Perks: 2 AP each (maximum 4 total)