Armournaut

8. Talents

a guide to talents for players

Talents

Talents can give special abilities, bonuses to skills or ways a character uses a skill or action differently. They are persistent transformative additions to your character that open up new avenues for roleplay or mechanical options. They largely do not require tests or die rolls to work and instead are more likely to alter or influence your character skills, attributes, actions, narrative bonuses. 

TalentXP CostAttribute RequirementsSkill RequirementsTalent RequirementsDescription
Ace15  Piloting 3 When you are targeted by a ranged attack while piloting a vehicle you may evade as a free action instead of a reflex.
Adept10   You may learn a number of abilities equal to half of an attribute (grit, technique, reason, cunning, diligence) of your choosing, following normal restrictions. 
Advocate10  Demand 3 When you assist someone making a demand skill test they gain + double rank bonus die in addition to the normal assist bonus die.  
Akimbo30 Small Arms 4 If making an attack with a weapon that has the light weapon trait you may attack with another weapon with the light weapon trait as a brief action.
Alchemist30 

Knowledge 3

Deceive 5

 

You learn a number of the following unique knowledge abilities equal to your rank value from the list bellow. 

  • Panacea: immediately Make a deceive test against a target. If you are successful they are temporised .
  • Chrysopoiea:  immediately make a deceive test against a target. If you are successful they can apply superior construction to a weapon of their choice, reinforced to a piece of armour of the choice and double their selected weapon or armour's Criptoscrip value.
  • Mercurial Exilir: make an immediate deceive test against a target, if successful give target rank bonus die to reason based test for next 24 hours.
  • Sulfurous Elixir: make an immediate deceive test against a target, if successful give target rank bonus die to Diligence based tests for the next 24 hours.
  • Saline Elixir: make an immediate deceive test against a target, if successful give target rank bonus die to Grit based tests for the next 24 hours.
  • Jingdan: make an immediate deceive test against a target, if successful give target rank bonus die to fortitude tests for next 24 hour
  • Agathodaemon: make an immediate knowledge test, you produce a poison that removes rank vigour per round until vigour is exhausted then rank wounds per round. Poison only works if ingested and can only be resisted with an endurance test equal to your original knowledge roll.
Alter5   

Your appearance differs subtly from that of others either through inherited or deliberate anatomical variation. Pick a number of benefits listed below equal to your rank. 

  • Suffer no penalties from darkness
  • Suffer no penalties to detect tests that target the AO
  • +1 bonus die to detect tests against targets that are in darkness
  • Gain haemorrhage (4) or poison (4) on your unarmed attacks
  • +1 bonus die to athletics tests when grappling
  • When you vault, climb or jump you may move a number of additional spaces equal to half your base speed.
  • You double die used in endurance tests to resist the effects of poisons or substances.
  • You half recovery time from physical conditions.
  • Gain +1 bonus die to social skill tests against targets you are touching.
  • You only need to sleep for 1 hour.
  • You gain 1 bonus die to social skill tests against marked targets.
Android30  

Can only be taken at character creation. 

Incompatible: Alter.

Incompatible: Grafter.

Androids are widely treated with wariness in the cluster. Whenever your nature as an android is discovered your reputation decreases by 1 level. If you choose not to conceal your android nature you do not suffer this penalty but androids are treated as hated by certain, individuals, groups or factions.  

  • You may grapple as a free action once per round.
  • You can freely squeeze through any gap that you can fit you hand through.
  • You have clear blood and are immune to bleeding out.
  • Conditions are never considered permanent for you. When you acquire the cardiac damage condition you also acquire the respiratory damage, weakened body, brain injury, internal bleeding and organ trauma conditions, but you are immune to these conditions if you had not first acquired the cardiac damage condition.
  • Knowledge is used for diagnosis and treatment of conditions you have acquired.
Assassin30 

Small Arms 3

Stealth 3

Subterfuge 3

Melee 3

 Marked targets count as exposed (1) when you take called shots against them. 
Bandito5Grit 2Demand 2 In certain areas you are known and feared, choose a region. You gain + Double Rank bonus die to demand rolls if you are in this region or against targets that are from that region. But you are wanted by the authorities in that region.  you also gain + Rank bonus die to any rolls to conceal weapons.
Beastmaster30  Starter Pet

You gain a pet. You may pick one of the following creatures from the wildlife section:

  • Gluzzard
  • Prowler
  • Vaad

You may spend exp that you gain from the session to improve your pets attributes.  You control your pet on your turn.

Beggar5  

Incompatible: Rich Family

Incompatible: Cluster Gengry

While wearing poor apparel you gain d6 cryptoscrip per hour that you spend begging. Additionally you gain rank bonus die to subterfuge tests and insight, and detect tests made against you have a 2DS penalty.
Born on the Battlefield15Technique 3  The first time you take a reflex action in a round it is not expended. 
Bullet Sponge5Grit 3Melee 3Power GripIf you are attacked whilst you have another target grappled, you may spend a reflex action to redirect the attack to the grappled target instead.
Chirurgeon10 

Aid 5

Knowledge 3

 You increase the damage, AP and DD value of weapons that possess the Aid tool weapon trait by aid tool value. You gain rank bonus die for aid tests.
Clinical Coordinator15   You may half the criptoscrip cost or treatment time associated with treating mental and physical conditions when you assist or are assisted in aid or resolve tests.
Cluster Gentry10   You gain exceptional apparel, a 1 ton Personal Vehicle token and a large house narrative item in a location of your choice.
Commander30   You may grant your actions to other players that can hear your voice, if you do so you lose that action and they are able to use their action as well as yours. Eligible actions that you give others in this fashion are automatically assisted by your resolve skill value as a free action. If you give away all of your actions in this fashion you count as exposed and reduce your defence by 2.
Comrade5Diligence 2  You may elect a number of characters equal to half your resolve to be your comrades, you may assist your comrades as a brief action.
Countrymen10   Choose a region, you reduce the DS of social skill tests against targets of that hail from that region by 2. 
Corporate Account15   

You have access to a corporate account that is accessible for negligible purchases as defined by your current tier provided you pass an organization skill test to justify the expense.

 

Tier 1. 100cs DS 3

Tier 2. 1.000cs DS 6

Tier 3. 10.000cs DS 9

Tier 5. 100.000cs DS 12

Tier 6 1.000.000cs DS 15

 

You may use the negligible purchase threshold for lower tiers without rolling. You may roll an organisation skill test where the DS is equal to 3 multiplied by current tier. If you are successful you ignore 100 cs of the transaction cost. This increases by 10 times per tier.

Corporate Killer5   Once per session you can ask the GM to designate a target for you to assassinate, if you kill this target you gain Organization skill value x 10000 cryptoscrip.
CQC Specialist15Grit 3

Melee 3

Stealth 3

 You may perform takedowns as a tactical action even if you are not hidden.
Curie15 

Knowledge 3

Gunnery 3

Incompatible:  Nobel

Incompatible: Rubin

You gain rank bonus DD to small arms and gunnery skill tests for ranged weapon that deal Energy damage. You ignore the energy resistant armour trait of targets that you attack and your critical hits inflict the burning status.
Devoted Compatriots30   Incompatible: No Friends.

You may pick to have a number of followers equal to your tier plus double your rank.

You may pick to have a number of followers equal to your tier plus double your rank. Followers' attributes and skills are equal to 1 plus double your rank, but they cannot exceed your own unmodified skills and attributes. Followers are treated as a mob and start with identical equipment. Followers begin with standard apparel and 2 pieces of pieces of personal equipment (excluding modifications, tokens and narrative items) selected from one background, the combined value of these 2 assets cannot exceed 5000cs.  Dead followers can be replaced for free when you reach a populated area. 

Da Shi15 

Melee 3

Athletics 3

Endurance 3

Resolve 3

 You gain rank damage to unarmed attacks and your unarmed attacks gain Mob Killer weapon trait with a value that is equal to your Rank + Tier.
Discus10 Athletics 3Shot PutWeapons you use with the mine trait gain the thrown weapon trait, 15 range and can be deployed at that range as a part of their normal attack actions with subterfuge. 
Drone Master30  Droner

You may pick to have a number of Drones equal to your tier plus double your rank. Drones' attributes and skills are equal to 1 plus double your rank, but they cannot exceed your own unmodified skills and attributes. Drones are treated as a mob and start with identical equipment. Drones begin with standard apparel and 2 pieces of pieces of personal equipment excluding (modifications, tokens and narrative items) selected from one background, the combined value of these 2 assets cannot exceed 5000cs. Destroyed Drones can be replaced for free when you reach a populated area. 

  • They become viable targets for the pervade action.
  • They count as vehicles for determining effects of weapon traits on weapons that target them.
  • They automatically succeed endurance and resolve tests.
  • They must be charged every 48 hours or become inactive.
  • They cannot make, be influenced by or assist in knowledge, survival, organisation, deceive or persuasion tests.
  • You may count any personal weapons, armour or equipment they take as being integrated into them.
  • You may give grant the effects any vehicle equipment under mobility configurations or propulsion sections by paying double the listed criptoscrip value.
Droner10   You can apply the dronification weapon upgrade to any personal weapon and not just those with the grenade or mine weapon traits. Drones you create that don't have the grenade or mine weapon trait are not destroyed after they make an attack test.
Dualist30  AkimboYou take a tactical to attack with two weapons that do not have the heavy trait. Roll each attack separately. 
Duellist30 Melee 5 When you fight you adopt a duellists form, while you are within melee weapon range of only one target you can inflict the exposed (1) status on them. If you are in melee range of multiple targets they inflict exposed (1) on you.
Engineer15 Engineering 5 You gain the sever weapon trait with a value equal to a weapons engineer tool value. You gain rank bonus die to engineering tests.
Defalcator10   Anytime you make an organisation skill test that involves CS you gain 1% of CS value per success rolled in organisation skill test.
Extremophile5Grit 3  AlterYou gain double rank die for endurance tests involving hunger, thirst and environmental conditions while wearing armour with the living trait. You may also enter a hibernation state where you may sleep without food, air or water for a number of months equal to successes on an endurance skill test. 
Fake ID5Cunning 2Subterfuge 3 You may create a fake ID that is indistinguishable from a real ID. If looked into, It takes 3 weeks of investigation to determine that the ID is false. Creating these IDs costs 5000 cryptoscrip and 24 hours to make.
Fanatical15  PiousYou gain 2 bonus die to resolve and fortitude tests, additionally you add +1 to the die results of these tests.
Featherweight10   You gain +1 to die result on evade tests against attacks originating from targets that are larger than you. 
Fly Swatter15 

Piloting 5

Gunnery 3

 You gain rank damage when targeting aerial targets.  
Follower15   Whenever you assist on a skill test they gain double the normal benefit.
Full Metal Jacket15Technique 3  When aiming with a weapon that deals kinetic damage,  you may increase its AP value by your rank. 
Gene Flagellant Pandit15   You may treat a number of severity 2 physical conditions equal to your grit as if they were severity 1 instead.
Gene Flagellant Acharya15Grit 2 Gene Flagellant PanditYou may add half your diligence value as bonus die for grit based skill tests. 
Gene Flagellant Guru15Grit 3 Gene Flagellant AcharyaYou do not suffer the Bleeding out when you drop to 0 wounds, though you still go unconscious at 0 wounds. The Internal bleeding condition counts as one severity lower.
Golden Handcuffs10   You always count as having backing. Once per session your backer asks you to break a charter rule, if your refuse the GM gains 2 chronicle points,  if you accept you gain 1 backer point. 
Gorelord15   At the end of your turn if you have killed targets with toss, ram, trample or melee attack all combatants in same zone must pass resolve skill test equal to 3+number of casualties inflicted this round or suffer terrified equal to the amount of casualties this round.
Gravity Resilient 5Grit 2  You ignore the effects highG status equal to your unmodified grit value. 
Grafter5   

Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. Those that discover this will regard you as a monster and you will be hunted by the authorities with extreme prejudice if you do not carefully conceal your nature.  


As a full action you may roll a contested endurance test against a target suffering the bleeding out status. If you are successful the target dies, you acquire any conditions the target has at severity 2 and you gain rank bonus die to a skill of your choice until next down time. 

You may nominate only 1 skill  to receive a bonus in this fashion at a time. 

Grafter Fiend10   Grafter,

Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. You unsettle and disturb those around, they sense your maligned form unless you take extreme care to conceal your appearance and nature. If discovered you will be hunted by the authorities with extreme prejudice. 

As a full action you may roll a contested endurance test against a target suffering the bleeding out status. If you are successful the target dies, you acquire any conditions the target has at severity 2 and you gain rank bonus die to an attribute of your choice until next down time. 

You may nominate only 1 attribute to receive a bonus in this fashion at a time. 

You automatically roll a complication on social skill tests regardless of the rest of the results. 

Grafter Tormentor 15    Grafter, Grafter Fiend.

Through your innate or acquired mastery of splicing or genetic augmentation you are able to graft parts of your victims onto yourself. Cultivating strength or simply satiating you for a time. You are recognisably monstrous, nothing  can hide your wracked writhing mass, say for shadows. If discovered you will be hunted by the authorities with extreme prejudice. 

As a full action you may roll a contested endurance test against a target suffering the bleeding out status. If you are successful the target dies, you acquire any conditions the target has at severity 2 and you gain rank bonus die to a statistic of your choice until next down time. 

You may nominate only 1 statistic to receive a bonus in this fashion at a time. 

You automatically a complication  on social skill tests regardless of the rest of the results. 

Additionally you remove the Salvaged weapon trait and apply the reliable, cruel and concealable weapon traits to any wildlife weapons you use. You cannot be disarmed while wielding these weapons. Your size also increases by 1. 

Grenadier15   You may throw a grenade as a Brief Action when you take the attack tactical action.
Guerilla15 Stealth 2 You may move at half your speed and hide in plain sight as a free action after you hit with an attack. 
Herbalist5 

Deceive 3

Knowledge 1

 You can roll a contested deceive against target's insight instead of a normal aid test for the treatment of a target's physical condition. If you fail this can never be attempted on the same target again. 
Hunter Killer15   When an enemy is scanned you may use your reflex action to immediately to attack with a ranged weapon that deals explosive damage. 
I Shouldn't Be Alive!15   You may take the persist option without expending a chronicle point once between downtimes.
I Will Never Fall!15Grit 4 I Shouldn't Be Alive!You remain conscious even if bleeding out and the internal bleeding condition is automatically temporised the first time you acquire it. You may take 1 tactical action around until you are restored to full wounds. 
Javelin30 Athletics 4 You may double the range and DD of weapons you use that have the thrown trait,  these weapons also gain the exceptional weapon trait when wielded by you.
Juggernaut30 Endurance 5 Incompatible: Kern.While wearing power armour, only critical attacks against you may boost die to activate weapon traits. 
Kern15 

Endurance 3

Athletics 3

Incompatible: Juggernaut.While wearing exosuits you gain rank successes to the evade action when taken. Melee attacks while wearing exosuits gain cleave (1).
Last Man Standing30 Endurance 4 If all but one in player character is either unconscious or bleeding out in a encounter then the remaining player gains +1 to die results on any test they make. 
Legendary Pilot15 Piloting 5 You may add rank bonus die to piloting skill tests and double rank additional successes to a pilot test if you roll a 6 on the chronicle die.
Lifetime of Hurt15   Conditions you have cannot benefit from treatment but automatically temporise at the end of each scene or encounter, you also replenish up to half of your vigour pool. You gain a number of Vigour equal to the amount of conditions you have.
Local Legend5   People in a nominated region or that hail from said region hold you up as a person of renown, you rarely pay for drinks and people are willing to help you out within reason.
Lunar Beret15

Grit 4

Technique 3

Melee 3

Small Arms 3

Stealth 3

 You gain +2 wounds, +2 bonus die to fortitude tests and +2 resilience.
Malicious30   When you take the aim action attacks you make with personal weapons gain the cruel weapon trait.
Martyr30  Fanatical.You may no longer roll fortitude tests, if you gain a physical condition in a scene or encounter allies in a scene or encounter gain rank bonus die on their next skill test. If you suffer bleeding out you may elect to make an attack as free before you fall unconscious. If you die all allies refill their Vigour pools and gain 10 XP.
Medical Expertise15 

Knowledge 3

Aid 2

 You a number of bonus die equal your knowledge skill value to aid skill tests for the treatment of conditions. 
Monster Hunter30 Survival 4TrapperYou can apply the Exposed status to wildlife by exceeding their highest attribute value with a detect test. You can automatically pass survival tests relating to the safe consumption of wildlife. Any weapons or armour that you remove from wildlife with a successful survival test doubles its criptoscrip value.
No Loyalties5   If you are targeted by melee attack you may use a reflex action to changes places with a non hostile character within half your speed value and have that attack target them instead of you.
No Friends10  

No Loyalties

Incompatible: Devoted Compatriots

+2 bonus die to Demand skill tests. 

If you are targeted by ranged attack you may use a reflex action to place yourself behind them with an allied within your speed value and have that attack target them instead of you.
No Honour15  No FriendsYou gain +2 bonus die to resolve and Insight rolls.

If you are targeted by an attack you may use a free action to move adjacent with an player character within double your speed value and have that attack target them instead of you.
Nobel15 

Gunnery 3

Subterfuge 3

Incompatible: Curie

Incompatible: Rubin

You gain rank bonus DD to small arms and gunnery skill tests for ranged weapon that deal Explosive damage, You Ignore the Impact resistant armour trait of targets that you attack and your critical hits inflict the dazed status.
Occultist10 

Knowledge 1

Deceive 3

 Targets you mark must pass a contested deceive vs resolve test or suffer terrified status equal to the difference in successes between your and them. 
Olympian30   You increase your speed by 3 and vigour by 5, receive 2 bonus die on athletics and endurance tests. While in power armour, you ignore the encumbered armour trait and increase your unarmed damage by your armour value. 
On the Shoulders of Giants15   If you are using GELF armour, an exosuit or power armour and grappling a vehicle or creature that is larger than you you may spend a Brief Action to make any attacks for the rest of the round with haywire (equal to your AV).
Pankration10Grit 2Melee 2Powerful GripYour unarmed attacks gain stopping power.
Parasitised30  

Extremophile

Symbiosis

While wearing armour with the living trait you ignore all severity 1 conditions, you ignore the exhausted and paralysed statuses. You are conscious while bleeding out  though you suffer the frenzy status which can only be removed by treating bleeding out. Weapons with the living trait gain exceptional, accurate traits.
Peeping Tom5   Gain rank bonus die to interfacing skill test If you have compromised at least one system of a vehicle you can spend a brief action to hear and see all the occupants of that vehicle. This lasts until the vehicle is restarted or destroyed.
Peltast15   While wearing exosuits or power armour, ranged weapons that have the heavy trait or a size value ignore the limited and reload traits.
Pitiable5   If you are at zero wounds an enemy will only finish you off if they pass a DS 3 plus the number of conditions you have, resolve skill test. If they fail they spare your life believing you are not worth or already done for. If they roll a complication and fail then you are stabilized immediately as they feel so bad they help you.
Pious5 

Resolve 2

Knowledge 2

 You gain 1 bonus die for knowledge tests and 2 bonus die to resolve tests.
Poacher10 Survival 3 When you scavenge a wildlife weapon successfully, you increase the value of any wildlife weapons, armour or modifications by ten times when you sell them. 
Powerful Grip5Grit 2Melee 2 You gain +rank bonus dice to rolls (attacking or opposing) with grapple, pin, toss.
Prepper5 Survival 2 You increase the damage of weapons that have Survival Tool weapon trait by their survival tool value, you gain rank bonus die to survival skill tests. You gain a safe dwelling in a place of your choosing. It has enough food for and space for you to live comfortably for 1 year.
Psychotherapist10   When treating mental conditions you can elect to double the treatment difficulty and ignore cost and time requirements. 
Radical Acceptance5   You gain 1 XP for every severity 2 condition that your character acquires.
Resonant5 Detect 2 You gain +1 to the die result of detect tests that involve sound, if you are critically hit by a weapon that deals explosive damage you gain severity 2 ear condition in addition to the other effects.
Revelation5  PiousWhen you take this talent, remove one mental condition if you have one or ignore the first mental condition you acquire. You gain 2 bonus die to insight tests and increase your vigour by 1 permanently.
Rich Family15   When you take this talent, roll your backgrounds’ cryptoscrip again and then double it. You also gain + 1 bonus die to persuasion and organisation skill tests made. 
Rider15 Survival 2 You gain riding gear, you may break a creature in the wildlife section that you can place riding gear on by rolling a survival test against its resolve. If you're successful the creature becomes your mount, is not hostile towards you and allows you to ride it.
Rubin15 

Gunnery 3

Engineering 3

Incompatible: Noble

Incompatible: Curie

You gain rank bonus DD to small arms & gunnery skill tests for ranged weapon that deal Kinetic damage, You Ignore the Bullet proof armour trait of targets that you attack and your critical hits inflict the Stunned status.
Scavenger5 

Engineering 1

Survival 1

 You gain rank bonus die to engineering tests to salvage equipment from vehicles.
Seamster10   

You may make and alter apparel, with a successful DS 3 diligence test you may:

  • Improve its quality by 1
  • Add an additional +1 bonus for  to a skill of your choice
  • Increase its value by a number of times equal to your diligence attribute value
  • Increase its faction bonus by 1
  • Gain an additional narrative declaration
  • Give one of the following armour traits to the apparel with any value being equal to your half diligence:
    • Insulated (high or low)
    • Alluring
    • Inspiring
    • Intimidating

Each one of these options may only be taken once.

Shot Put5 Athletics 2 You add 10 range to weapons with the grenade trait, additionally weapons with the grenade trait gain the striker (2) weapon trait.
Sleight of Hand5 

Subterfuge 1

Stealth 1

 You gain + 2 bonus die to subterfuge tests related to removing or placing items on people without being noticed.
Sophontologist10 Knowledge 4 You gain + rank bonus successes to persuasion, knowledge and resolve test relating to AI, the pillars, GELF and androids.
Spacer 15   Zero G incurs no penalties for you . You may add half technique to movement value in zero G. 
Speciation Entity15  Zoomorph

Your appearance differs drastically from that of others either through inherited or deliberate anatomical variation. You suffer a 2 DS penalty to all social skill tests. Pick a number of benefits listed below equal to your rank.

  • If you are not wearing armour you may expend a Vigour  to make all movement for the round counts a flying.
  • While submerged in water your defence increases by 2 in addition to any cover or obscuring bonuses. Additionally your speed increases by 2 while in water.
  • Your resilience increases by 1.
  • You increase an attribute by 1.
  • You are immune to the rad weapon trait and cannot be damaged or suffer conditions from other radiological hazards.
  • Your unarmed attacks increase their range by 1.
  • Your unarmed attacks have shock (4).
  • You unarmed attacks have overcharge (1).
  • You may make a special unarmed attack with cone (3) and corrosive (3). this is a brief action and no other traits can be added to this attack.
  • You receive +2 bonus die to stealth tests while in darkness.
  • You may ignore the effects of vacuum for a number of minutes equal to your grit.
  • You may alter your physical appearance, voice and mannerisms to be that of any target that you marked. This takes 2 days and you are exhausted for the first 24 hours after altering your appearance. So long as you look like this target you ignore DS penalties for all social tests.
Spycraft10 DeceiveFake ID+1 bonus die to Deceive skill tests, You may reroll dice up to your Deceive skill value on any Subterfuge based skill test.
Starter Pet15 Survival 1 

You gain a pet. You may pick one of the following creatures from the wildlife section of the book:

  • Selex
  • Bark pig
  • Zalm

You may spend xp that you gain from the session to improve your pets attributes or any its skills that started above zero. You control your pet on your turn.

If the pet dies then xp spent on it and talent are refunded. 

Stowaway5   You do not pay for travel between the stars and are not barred by any borders. You always find someone willing to find enough room for you and your equipment aboard a freighter or transport. Additionally you may give this benefit to a number of others equal to your persuasion skill value.
Sturmnaut15   While in Power Armour, you can become the equivalent of a battering ram. When ramming objects, double the damage from spaces moved and act as a 10 ton vehicle for the purposes of damage. If target is a wall or door, and you manage to destroy it with the ram action you may make an additional free move at your speed value.
Symbiosis30  ExtremophileYou increase your vigour by 3, fortitude by 1 and double the living trait of weapons and armour you use. Your armour gains the bonded trait.
Technical Enthusiast15   You can with a Difficulty Score 4 engineering test add one and only size 1 weapon slot to a personal vehicle. This vehicle increases its EQP by your engineering skill value.
Technophobe15 1 Interfacing Increase your Interfacing Defence by 3 but reduce your die results of interfacing tests you make by 1.
Tinkerer15 Engineering 2 You can increase or decrease the value of one weapon or armour trait by 1, you can switch which trait this applies to by spending 1 hour of time. Note traits that have their values reduced to 0 are ignored confer no benefit or penalty to the weapon or armour.
Tireless15 

Endurance 1

Resolve 1

 Increase your diligence by 1 and double it takes for you to become exhausted.
Tortured Artist5   You gain +1 bonus die to insight tests per physical or mental condition you have.
Trapper5 Survival 2 Weapons you use with the trap trait gain the stopping power weapon trait, attempts to detect them suffer a 2 ds penalty. You may also use survival in place of subterfuge for attacks with weapons with the trap trait. 
Trauma Surgeon15   When treating physical conditions you can elect to double the treatment difficulty and ignore cost and time requirements. 
Traumatised5   You gain +1 mental condition, +2 on detect and Insight rolls. However, on complication you anticipate something which is not happening.
Tribal15 

Athletics 2

Melee 2

 Melee Weapons that deal kinetic damage you use gain the thrown, striker and stopping power weapon traits. Weapons you use that have the primitive trait double their range and damage values.
Velites15  PeltastWhile wearing exo suits all weapons gain the assault weapon trait. You also increase your speed by 2.
Virtuoso15  AdeptYou may learn a number of abilities equal to an attribute (grit, technique, reason, cunning, diligence) of your choosing, following normal restrictions. 
Well Connected15   You gain +2 bonus die to organization skill tests and 1 bonus die to persuasion and demand skill tests.
Wildlife Weapon 15 Survival 4PoacherYou add your survival skill value as DD to wildlife weapons. 
Wrecking Ball15   You take no damage to yourself when using the ram action in vehicles. Targets that are half your size and smaller can be trampled as a free action once per round. All targets of your rams may be knocked prone as a Brief Action.
Zoomorph10  Alter

Your appearance differs significantly from that of others either through inherited or deliberate anatomical variation. You double disposition benefits and penalties when interacting with others. Pick a number of benefits listed below equal to your rank. 

  • You may breathe underwater and suffer no speed penalty for swimming.
  • You have plus 1 to the die result of athletics tests related to climbing or traversal.
  • You receive +2 defence when not wearing armour.
  • Your resilience is equal to your speed when not wearing armour.
  • Your small arms attacks benefit from the Exceptional weapon trait when you take called shots.
  • You may reduce the severity of 1 condition a day.
  • You may double Fortitude die against incoming melee attacks.
  • Your unarmed attacks receive AP-3.
  • You double die used in endurance tests to resist the effects of temperature and weather.
  • Your base speed increases by 2.
  • Double die for detect tests made against hidden targets within flashpoint.
  • Your body counts as fine apparel though it cannot be changed or altered in anyway and does not confer narrative declarations. Its bonuses do stack with apparel.
  • As a tactical action you may climb any surface without need for athletics test, a brief action is required to remain adhered to the surface in successive rounds.
Zweihander15 Athletics 5 You may add the heavy value of your weapon to the damage value, DD value and ap value for personal weapons.

Next: Abilities