Talents & Perks

Step 4: Choose your proficiencies and mechanical advantages

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.

Quick Reference
  • 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 weapons—not 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
Custom Talents

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 active—no activation cost.

Second Wind

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
Iron Will

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
Quick Draw

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 (−1 initiative), the penalty applies to whichever card you play
Resonant Soul

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 unseen—you don't look at it
Thick Skin

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 bonus—Guard prevents hits, Thick Skin reduces hit damage
Opportunist

Effect: Once per round, when an adjacent enemy fails a check, make a free Strike against them.

Rulings:

  • This is not a Reaction—it'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 apply—it's not your turn)
Mentor's Eye

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 regardless—this gives a second chance, not a free card
  • Refreshes on Full Rest only
  • Works in or out of combat
  • Cannot target yourself
Last Stand

Effect: At 25% Vitality or below, your Resonance bonus doubles (stat value × 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
Efficient Fighter

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 turn—Brace Reactions and Opportunist Strikes don't count (not your turn)
  • If the Strike is also a crit, effects are redundant—card returns either way
  • If the Strike misses, the card still returns to deck bottom (doesn't require a hit)
Arcane Battery

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 3♠ 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
Bulwark

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)—a rapier-wielding Bulwark character gets +3 total on their Active Guard value
Fleet Foot

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 Synergies
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.

Advancement Reminder

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)