#import "../templates/interior_template.typ": *
#show: chapter.with(chapter_name: "Talents")

= Talents

#show: columns.with(2, gutter: 1em)

In addition to Hinder each character has a handful of SFX, reflecting special capabilities associated with their many different abilities, these are called talents. These A PC also has at least one Limit. A Limit is a special type of SFX that imposes a disadvantage on your character in order to earn them #spec_c.pp or another reward. Whenever you gain a Talent or Limit, you can rename it to better suit your character.


#block(breakable: false)[
  == Sample Talents
  When you create a new character, they gain two of the following SFX of your choice (in addition to the _Hinder_ SFX all characters receive):
  // TODO write descriptions
]

/ Adaptable: Step down and double one die of your choice in your pool.

/ All-Out Attack: Spend a #spec_c.pp to target multiple opponents when you roll to inflict #smallcaps[Hurt]. For each additional target, add #spec_c.d6 and keep an extra effect die.

/ Brilliant Under Pressure: Spend a #spec_c.pp to add your #smallcaps[Rattled] or #smallcaps[Tired] to your roll to create an asset. If the action succeeds, step down the stress you used.

/ Combat Veteran: When your roll to inflict #smallcaps[Hurt] or #smallcaps[Rattled] during a battle includes #smallcaps[Firearms] or #smallcaps[Weaponry], step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Distracting Presence: When you roll to inflict #smallcaps[Unsound] by distracting someone, add #spec_c.d6 and step up your effect die.

/ Strong Empathy: Step up #smallcaps[Empathy] on a roll to create an asset related to trust, reading people, or reassurance.

/ Energetic: When you would take #smallcaps[Tired] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Flash of Insight: When you fail a test to obtain information, you may spend a #spec_c.pp or take #smallcaps[Unsound] #spec_c.d6 to obtain that information by other means.

/ Have a Little Faith: When you would take #smallcaps[Rattled] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Hinder: Roll #spec_c.d4 instead of #spec_c.d8 for a distinction to earn a #spec_c.pp.

/ In Harm's Way: When another character near you takes stress, you can step down the stress they would take, then take #spec_c.d6 stress of the same type yourself.

/ Impossible to Ignore: Spend a #spec_c.pp to target multiple opponents when you roll to inflict #smallcaps[Unsound]. For each additional target, add #spec_c.d6 and keep an extra effect die.

/ Inspiring Leadership: Add a #spec_c.d6 and step up your effect die when you roll #smallcaps[Social] skills to create assets for allies.

/ Keen Intellect: Add a #spec_c.d6 and step up your effect die when you roll #smallcaps[Mental] skills to create an asset related to recalling or researching information.

/ Master Plan: Spend a #spec_c.pp to add a die to your pool equal to the largest complication anyone has in the scene. After the roll fails or succeeds, step down that complication.

/ Misdirection: When you use #smallcaps[Social] skills on a roll related to escape, deception, or stealth, step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Outmaneuver: When your roll to inflict #smallcaps[Hurt] or #smallcaps[Tired] while outdoors includes #smallcaps[Athletics], step down the largest die in your pool to add #spec_c.d8. If your roll succeeds, step up your effect die.

/ Peacemaker: If you have #smallcaps[Hurt] stress inflicted by another character in the scene when you roll to de-escalate a conflict, double #smallcaps[Empathy] in your dice pool. If the roll still fails, take #smallcaps[Rattled] #spec_c.d6.

/ Push Through It: Before you roll a dice pool including a #smallcaps[Physical] skill, spend a #spec_c.pp to recover #smallcaps[Hurt] and step up a #smallcaps[Physical] attribute for that roll. Take #smallcaps[Tired] #spec_c.d6 stress if the roll succeeds, or #spec_c.d8 if it fails.

/ Reassuring Comrade: Step up or double #smallcaps[Empathy] in your dice pool when helping others recover #smallcaps[Rattled]. You can also spend a #spec_c.pp to step down your own or a nearby character's #smallcaps[Rattled].

/ Reckless Gambit: When you roll dice, add a die to your pool equal to the largest stress or complication anyone has in the scene. Take a complication at #spec_c.d6 if the roll succeeds, or #spec_c.d8 if it fails.

/ Reliable Memory: Spend a #spec_c.pp to reroll a dice pool focused on memory or recall that included #smallcaps[Intelligence].

/ Skill Focus: When your pool includes a specialty, you can replace two dice of equal size with one die one step larger.

/ Sudden Yet Inevitable: When someone betrays you or deceives you, or you betray or deceive someone, spend a #spec_c.pp to create a #spec_c.d8 asset related to having planned for it.

/ Team Player: When you witness an ally rolling a heroic success, you can step down your own or another witness's #smallcaps[Rattled].

/ Tough: When you would take #smallcaps[Hurt] stress, spend a #spec_c.pp to step down the stress you take. If this steps the stress down below #spec_c.d6, you take no stress at all.

/ Trained Physician: Step up or double #smallcaps[Medicine] in your dice pool when helping others recover #smallcaps[Hurt]. You can also spend a #spec_c.pp to step down your own or a nearby character's #smallcaps[Hurt].

/ Undaunted Determination: Step up or double #smallcaps[Stamina] for one roll. If the roll fails, take #smallcaps[Tired] stress equal to the largest die in your pool.

/ Vicious Contempt: When you roll to inflict #smallcaps[Rattled] with mockery or contempt, add #spec_c.d6 and step up your effect die.

/ Vigilant Eye: Spend a #spec_c.pp to double #smallcaps[Investigation] in a pool related to following a trail, aiming at a distant target, or spotting something far off.

/ Watch It All Burn: Add a die to your pool equal to the largest stress or complication anyone has in the scene and step up your effect die. Succeed or fail, take #smallcaps[Unsound] #spec_c.d6.

You can spend points to take one or more of these SFX at character creation or later


#block(breakable: false)[
  === Magick Talents (Supernatural Talents)
  These are the examples of magick-related and supernatural SFX available to mages to inspire the players and Storytellers.
]

/ Advanced Necromancy: Spend a #spec_c.pp to use both Matter and Life when your action is related to animating the dead.

/ Area Effect: When your effect targets an area or a number of creatures, spend a #spec_c.pp to add a #spec_c.d6 and keep an additional effect die for each additional target past the first.

/ Conjunctional Effects Mastery: When performing a conjunctional effect add two or more Spheres to a dice pool and step each Sphere down by one for each additional Sphere beyond the first.

/ Destructive Proclivities: When you include a Sphere to destroy an object, spend a #spec_c.pp to step up your effect die.

/ Enchant Patterns: When your effect includes Prime #spec_c.d6 or higher spend Quintessence to inflict #spec_c.d6 Hurt stress.

/ Fast Casting: When your action includes a Sphere, you can gain a #spec_c.d6 complication to inflict #spec_c.d6 Hurt stress.

/ Instrument Arsenal: Spend a #spec_c.pp to create a #spec_c.d8 Instrument asset for a particular type of magick.

/ Paradox Contaminating: When your action includes Prime #spec_c.d12 or higher, you can inflict Paradox on a target besides yourself.

/ Paradox Transmitting: When your action includes Prime #spec_c.d12 or higher and you have the Paradox Contaminating SFX you can recover one Paradox die level for each Paradox die inflicted.

/ Primal Channeling: When your action includes Prime #spec_c.d10 or higher you can recover one Quintessence die for each step of Stress you inflict.

/ Pushing Through: Whenever you take stress caused by a Sphere, spend a #spec_c.pp to step it down. At the end of the session, if you still have stress on that Sphere, step it up.

/ Quick Curse: When your action includes a Sphere, you can gain a #spec_c.d6 to keep a second effect die as a complication on a nearby character.

/ Reckless Casting: Step up or double any Sphere for one roll. If the roll fails, add your Sphere die to the Paradox pool.

/ Rein In: When you include a #spec_c.d10 or #spec_c.d8 Sphere, gain a #spec_c.pp and step it down. You can recover it by activating an opportunity rolled by the GM.

/ Swift Warding: When your action includes a Sphere, you can gain a #spec_c.d6 Moving Too Fast complication to keep a second effect die as a Magical Aegis asset.

/ Talent for Growth: When you succeed at a test including a Sphere, spend a #spec_c.pp to create a Watch And Learn #spec_c.d8 asset. Anyone can use this asset alongside a #spec_c.d4 or #spec_c.d6 Sphere.


#block(breakable: false)[
  ==== Sphere Talents
  Sphere talents are a special case of supernatural talents that are unlocked automatically as you advance your understanding of magick.
]

/ Sphere Perception: Step up your lowest die on any roll to perceive any phenomena under the purview of Sphere or create a related asset.

  You unlock this talent at Sphere rating #spec_c.d4 for that Sphere.

/ Sphere Manipulation: On rolls to create an asset that can be produced by a #spec_c.d6 or lower Sphere rating, add #spec_c.d6 and step up your effect die.

  You unlock this talent at Sphere rating #spec_c.d6 for that Sphere.

/ Sphere Control: Spend a #spec_c.pp to create a #spec_c.d8 asset that can be produced by a #spec_c.d8 or lower Sphere rating.

  You unlock this talent at Sphere rating #spec_c.d8 for that Sphere.

/ Sphere Command: Spend a #spec_c.pp to step up or double your Sphere die on a roll for an effect that can be accomplished by a #spec_c.d10 or lower Sphere rating.

  You unlock this talent at Sphere rating #spec_c.d10 for that Sphere.

/ Sphere Mastery: Take #spec_c.d6 appropriate stress or complication to double your Sphere die for for a roll. On a failure, step up the same stress or complication you took to activate.

  You unlock this talent at Sphere rating #spec_c.d12 for that Sphere.
