Talents are purchased with Character Points, which are granted when you first create your Survivor (Humans get a few extra!), and are also accrued from gaining a level, for example. Some Talents have multiple "Ranks". These Talents can be purchased more than once, each time either stacking on top of the bonuses it already grants, or the effects will be specified by text description.
Character Points are also spent or gained from Perks, Quirks, and Habits. Many Talents also have Attribute requirements, level restrictions, must be taken at the time of creation, or other special circumstances to acquire them. Make sure you run your choices by your GM before you make any permanent changes or purchase expensive Talents.
Call of the Wild (4 CP)
Requirements: (3+ Charisma)
You gain the ability to become a fairy-tale princess! When you encounter animals (not including completely blood-thirsty critters) that are below your current level, you can spend your entire turn (meaning you MUST have full Action Points) and when complete, the target animal will be temporarily pacified and will cease attacking. The animal will still defend itself, and remaining in any area it may consider a hunting ground, home, or nest may incite it to begin attacking again after several minutes, if nothing else is done to placate or interact with the creature.
Child of Atom (6 CP) (2 Ranks)
Requirements: (5+ Endurance)
Not really! But you do get a handy +3 Gamma Protection!
Couch Potato (4 CP)
Requirements: (5+ Intellect) (Level 3+)
You understood that reference! Act as if all "Knowledge" skills are available when called to roll. (By default, NO Knowledge skill can be used and no bonuses other than SPECIAL score bonuses can be applied without at least 1 Rank in the skill.)
Eyes in the Back of your Head (10 CP)
Requirements: 6 Perception
You can never be flanked! When attacked in melee from the side or behind, your attackers NEVER gain bonuses to damage or to hit! Sneak attacks still work on you if you don't detect them first, but you also suffer no penalties to Perception checks when the scoundrels are behind you!
Fast Healer (8 CP)
Requirements: (7+ Endurance) (Must be Human or Mutant)
When you Rest for 8 hours or more, you now restore 1d6 Hit Points instead of 1d4. Any time a healing item, such as a Hypo, is used on you, you regain an additional +1d4 Hit Points as well!
Fleet Feet (5 CP) (3 Ranks)
Requirements: 6+ Finesse
Keep a-runnin', partner! Gain an additional +5 feet you can travel, any time you take a Move Action.
Freak! (3 CP) (5 Ranks)
Roll on the Minor Positive Mutation table under <u>Mutations</u>! Each time this Talent is purchased, you may roll again. If you already have the Mutation, roll again.
Friends Everywhere (4 CP)
Requirements: 5+ Charisma
Any time you encounter a new place for the first time, there's a 75% chance (rolled by the GM) that you already know someone helpful and friendly to you! The settlement/town/society cannot be aggressive towards you, but they don't have to like you, either.
Hard to Kill (11 CP) (2 ranks)
Immediately gain an extra 3 points to distribute between your Saves as you see fit!
Hax (4 CP) (3 Ranks)
Requirements: (5+ Intellect) (4+ Computer Use)
With this Talent, you'll be able to control computer systems and bypass electronic security with ease!
(Note: By default, no listed ability here can be used without this Talent, regardless of Computer Use skill rank.)
Rank 1: Gain the ability to hack terminals and basic computers that you find. (By default, no device can be hacked without this Perk.)
Rank 2: You can now hack security terminals, as well as control turrets and remotely controlled robots, such as Protectrons.
Rank 3: You can hack any electronic device or robot that has an interface, as long as you are not in combat.
Scavver (2 CP) (2 Ranks)
Requirements: 5+ Perception
Gather more things along the way! Permanent +1 to all Scrap Points found any time you perform a Search skill check that produces Scrap Points.
Strong Back (2 CP)
Requirements: 4+ Strength
Count any items being carried on slings or in pockets or bags as being 10% lighter when calculating item weight.
Bat Bushido (11 Points)
Requires: (Finesse + Perception 5+) (4+ Melee Weapon ranks) ("Big Leagues (1)" Talent)
When taking a Defensive Action while wielding a baseball bat, you can attempt a Melee Weapon attack roll against an opponent's Small Arms or Long Arms attack roll total directed at you. If it succeeds, you manage to deflect the projectile(s) and take no damage!
Note: Non-metal baseball bats take 50% of the damage dealt from the attack as damage applied to the bat itself. (Bolts from crossbows and bullets below .50 caliber.)
Big Leagues (5 CP) (3 Ranks)
Requirements: 5+ Strength
While using a two-handed melee weapon, gain the following benefits:
Rank 1: When making a Power Attack, assume the first damage die rolled is at it's maximum.
Rank 2: Deal an additional point of damage for each damage die rolled for two-handed melee attacks.
Rank 2: Use your FULL Strength score instead of half when applying melee weapon damage with a two-handed weapon.
Brass Minder (4 CP) (2 Ranks)
POLICE YOUR BRASS, PRIVATE! Once per session, you may refill ammo (to the maximum capacity) to guns you are currently using in a combat scenario. Any ammo not used by the end of combat from this ability is lost.
Rank 1: You can restore 1 magazine worth of ammunition to any Small Arm weapon.
Rank 2: You can restore 1 magazine worth of ammunition to any Long Arm weapon. This ability is still only usable once per session, but may be used for Small or Long Arms.
Fencer (6 CP)
Requirements: (5+ Finesse) (4+ Melee Weapon skill Ranks)
Spend an additional 1 Action Point to gain another +5 ft. to your reach with melee weapons above 30 inches in length for you next single attack (you still only "threaten" the squares adjacent to you).
Iron Fist Technique (5 CP) (2 Ranks)
Requirements: 4+ Strength
Your Punch attacks hit a lot harder! (Default is 1d3 damage)
Rank 1: Your Punches now deal 1d4 non-lethal damage.
Rank 2: Now you deal 1d6 non-lethal damage with your Punches!
Lucky Shot (7 CP)
Whenever you spend a Luck Point to increase an attack or damage roll, the bonus received counts for double the amount spent!
Spray and Pray! (6 points)
Make 15 ft. line attacks with an automatic weapon (which consumes 10 bullets) at a -3 penalty to Attack, and +2 Damage dice. Targets may make Reflex saves to Cover without consuming Defensive Actions.
"Waste-Walker" Training (8 CP)
Requirements: (3+ Intellect) (3+ Ranks in Drive skill)
You now know enough about the Waste-Walker models that you've been around that you can now pilot suits you find in working condition.
Armorer (4 CP) (3 Ranks)
Create and modify armor. Rank 1 allows Modding of armor as well as installing Parts.
Blacksmith (5 Points) (3 Ranks)
Create and modify melee weapons. Rank 1 allows Modding and Parts for melee weapons, as well as being required for other Crafts involving metal-working. (Such as Gunsmith)
Cooker (3 points) (3 Ranks)
Gain ability to craft Chems level 1/2/3.
Gunsmith (5 Points) (3 Ranks)
Gain ability to craft and modify firearms of varying types. Rank 1 allows Modding and Parts to be installed, as well as the creation of bullets.
Lab Rat (5 points) (3 Ranks)
Gain ability to craft Meds such as Hypos.
The Talents found in this category grant access to specialized use, higher efficiency in, as well as new abilities, all for use through Combat Skills or other combat actions.
They do NOT immediately grant their listed abilities. They only determine what else is needed in order to gain it (besides the Discipline Talent itself in order to make it available in the first place). Afterwards, Skill Points must be spent to acquire the abilities made available.
Brawling (Default Skill Discipline)
Dirty fighting and moves you learned from T.V. and comic books. It's not flashy, but an experienced street fighter is no less deadly than a trained soldier.
Champion Rock Tosser (_ points)
But not just rocks! You'll be able to bounce grenades of walls, throw a knife through metal armor, or put a curve on a lobbed weapon's trajectory. Champion Rock Tossers specialize in Thrown Weapons and Explosives you can throw.
Gun-Fu (_ points)
This Discipline places the majority of it's focus on simultaneously using two Small Guns (specifically handguns-only) plus high-mobility abilities and Defensive Actions to perform a great deal of melee and ranged attacks cheaply and frequently… even during opponent's turns. What it lacks in attack range and high damage it makes up for by allowing far more attacks and movement than normal.
Thrown Weapons (Default Skill Discipline)
Throwing a stick is simple enough, but who's to say you can't still throw a perfect spiral when you play football? Learn to throw harder and further, but you probably won't learn any real special techniques without proper training in another Discipline Perk.
Feature Talents add significantly powerful or useful abilities. It should be noted that they work a little differently. They'll often require some sort of resource to use or have limited uses over a set period of time.
Additionally, Feature Talents require far more Character Points than normal! There is typically a one-time cost to acquire the Talent "as-is", and they'll grant little-to-nothing out of the box. After it is purchased, they can be expanded by spending more CP on upgrades and benefits that apply to the "original Talent" itself. Also, the upgrades and boosts that are available inside of these Features unlock as you gain levels. This mean that while you can buy Gamma Boy/Girl at level 1, you won't be able to use or purchase the vast majority of it's potential abilities until future levels, even if you have the points to afford it!
You have a friend till the end! This can be a life-long animal companion waiting at home, a travel-ready pack horse, or a childhood sweetheart who follows you on your journey.
[[Gamma Boy or Girl]]
Requirements: Must be a Mutant
Absorb Rads and spit them back out as abilities!
Lets Get Tactical!
You're a brilliant tactician, and can give bonuses to yourself and/or allies by choosing a Tactic option during combat. When you choose one, it's locked in for several rounds, making those affected more efficient when participants make use of the situational bonuses.
World of Tomorrow
Create grenades, gadgets, and gizmos out of your Scrap Points on the spot, and use them on your friends and foes alike!