StrongHero
Penetration Talent Tree
The Strong Hero knows an armour's weak points and how use them in order topenetrate its protection.
Penetration: By taking a -1 penalty to his attack roll, the Strong Hero canignore 1 point of Hardness or resistance from the armour the target is wearing.The Strong Hero ignores the resistance that matches the damage type of theweapon he's using.
Improved Penetration: By taking a -2 penalty to his attack roll, the StrongHero can ignore 2 points of hardness or resistance from the armour his opponentis wearing. The Strong Hero ignores the resistance that matches the damage typeof the weapon he's using.
Prerequisites: Penetration
Advanced Penetration: By taking a -4 penalty to his attack roll, the StrongHero can ignore 4 points of resistance or hardness from the armour his opponentis wearing.
Prerequisites: Penetration, Improved Penetration
Fast Hero
Armoured Maneuvers Talent Tree
The Fast Hero retains his natural grace and flexibility even in restrictingarmour.
Armoured Maneuvers: Any light or medium armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points and Armour Penaltyhalved
Improved Armour Maneuvers: Any heavy armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points, and its Armour Penaltyhalved.
Prerequisites: Armoured Maneuvers
Advanced Armoured Maneuvers: The improved brought about by Armoured Maneuversand Improved Armoured Maneuvers are furthermore increased by 2 additionalpoints of Maximum Dexterity Bonus.
Prerequisites: Armoured Maneuvers, Improved ArmouredManeuvers.
Tough Hero
Supra Armour Talent Tree
The Tough Hero knows how to move and position himself when wearing armour toincrease its effectiveness.
Supra Armour: The Though hero's Defense bonus from armour he's wearingincreases by one point.
Improved Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour, for a total of 2 points ofincrease.
Advanced Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour and Improved Supra Armour, for a totalincrease of 3 points.
Prerequisites: Supra Armour, Improved Supra Armour.
Smart Hero
Fast Learning Talent Tree
The Smart Hero learns new things very fast.
Fast Learning: You gain an extra skill point at each new level you attain as aSmart Hero
Improved Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning, for a total of twoextra skill points.
Prerequisites: Fast Learning
Advanced Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning and Improved FastLearning, for a total of three extra skill points.
Prerequisites: Fast Learning, Improved Fast Learning
Skill Mastery Talent Tree
The Smart Hero is quick at learning and perfecting newknowledge.
Jack of All Trades: The Smart Hero gains 2 ranks in every Intelligence-basedclass skill that currently has a number of ranks less than one-half his classskill max ranks and 1 rank in every Intelligence-based cross-class skill thatcurrently has a number of ranks less than one-half his cross-class skill maxranks. This talent can be taken up to 3 times.
Versatile Knowledge: The Smart Hero selects a number of cross-class skillsequal to his Intelligence bonus. These skills become permanent class skills.This talent can be taken up to 3 times.
Cyborg Talents
Combat cyborgs arefrightening to fight, but once a hero truly learns to make the metal a part ofhim, he becomes a posthuman warrior with awesome capabilities.
Metal Fist Talent Tree (Strong Hero)
A Strong hero learnsthat his or her prosthetic arm can be used to strike devastating unarmed blows.The hero uses technique and sheer bravery to turn his or her artificial limbsinto maces and clubs. Unlike other talent trees, these require that characterspossess one or more cybernetic attachments.
Prerequisite for alltalents: Prosthetic Arm
Metal Fist: TheStrong heroʼs strikes with his or her unyielding cybernetic limb inflict 1d3points of normal damage instead of unarmed damage (Crit: 20/x2).
Improved Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d4 points ofnormal damage (Crit: 20/x2).
Prerequisite: MetalFist.
Advanced Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d6 points ofnormal damage (Crit: 20/x2).
Prerequisites: MetalFist, Improved Metal Fist.
Boost Talent Tree (Strong Hero)
Once a Strong heroʼsadapted to his or her powerful new limbs, he can use a combination of technicalknow-how and biomechanical technique to improve his running and leaping farbeyond the specs of his or her limbs. Wear, tear and fatigue prevent the herofrom boosting his power all the time.
Prerequisite for alltalents: Both the characterʼs legs must have prosthetic replacements.
Boost: The Stronghero adds 5 feet to his or her running speed and +1 to Jump checks. After anumber of rounds equal to his Strength bonus, he or she loses this benefit forone minute.
Improved Boost: TheStrong hero adds 10 feet to his or her running speed and +2 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisite: Boost.
Advanced Boost: TheStrong hero adds 15 feet to his or her running speed and +3 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisites:Boost, Improved Boost.
Dodge Bullets Talent Tree (Fast Hero)
Fast heroes can usecybernetically enhanced reflexes to dodge gunfire. They can't move faster thana bullet, but they can think fast enough to see where the barrelʼs pointing.
Prerequisite for alltalents: any cybernetic device that improves Initiative, Reflexes, Dex orSpeed.
Dodge Bullets: TheFast hero gains a +1 dodge bonus to Defense against gunfire from a singleattacker. The character must designate the attacker at the beginning of theround.
Improved DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from atwo attackers. The character must designate the attackers at the beginning ofthe round.
Prerequisite: DodgeBullets.
Advanced DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from athree attackers. The character must designate the attacker at the beginning ofthe round.
Prerequisites: DodgeBullets, Improved Dodge Bullets.
Interrupting Shot:On any round where the Fast hero goes before his or her opponent, he or she mayhold her attack until the moment the opponent uses a ranged attack. The Fasthero attacks at the same time, depriving the opponent of his or her Dexterity bonusto Defense.
Prerequisite: DodgeBullets.
Close With theEnemy: By spending an action point, the Fast hero can move to melee range of anopponent before than opponent uses a ranged attack -- even if the opponentwould move before the hero. The Fast hero must be able to move to the opponentand cannot move beforehand. The player declares that he or she is using thistalent when the opponent declares he or she is going to attack. The opponentmay not change his or her action.
Prerequisites: DodgeBullets, Interrupting Shot.
Penetration Talent Tree
The Strong Hero knows an armour's weak points and how use them in order topenetrate its protection.
Penetration: By taking a -1 penalty to his attack roll, the Strong Hero canignore 1 point of Hardness or resistance from the armour the target is wearing.The Strong Hero ignores the resistance that matches the damage type of theweapon he's using.
Improved Penetration: By taking a -2 penalty to his attack roll, the StrongHero can ignore 2 points of hardness or resistance from the armour his opponentis wearing. The Strong Hero ignores the resistance that matches the damage typeof the weapon he's using.
Prerequisites: Penetration
Advanced Penetration: By taking a -4 penalty to his attack roll, the StrongHero can ignore 4 points of resistance or hardness from the armour his opponentis wearing.
Prerequisites: Penetration, Improved Penetration
Fast Hero
Armoured Maneuvers Talent Tree
The Fast Hero retains his natural grace and flexibility even in restrictingarmour.
Armoured Maneuvers: Any light or medium armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points and Armour Penaltyhalved
Improved Armour Maneuvers: Any heavy armour worn by the Fast Hero has itsMaximum Dexterity bonus increased by 2 points, and its Armour Penaltyhalved.
Prerequisites: Armoured Maneuvers
Advanced Armoured Maneuvers: The improved brought about by Armoured Maneuversand Improved Armoured Maneuvers are furthermore increased by 2 additionalpoints of Maximum Dexterity Bonus.
Prerequisites: Armoured Maneuvers, Improved ArmouredManeuvers.
Tough Hero
Supra Armour Talent Tree
The Tough Hero knows how to move and position himself when wearing armour toincrease its effectiveness.
Supra Armour: The Though hero's Defense bonus from armour he's wearingincreases by one point.
Improved Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour, for a total of 2 points ofincrease.
Advanced Supra Armour: The Tough Hero's Defense bonus from armour increases byone point. This stacks with Supra Armour and Improved Supra Armour, for a totalincrease of 3 points.
Prerequisites: Supra Armour, Improved Supra Armour.
Smart Hero
Fast Learning Talent Tree
The Smart Hero learns new things very fast.
Fast Learning: You gain an extra skill point at each new level you attain as aSmart Hero
Improved Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning, for a total of twoextra skill points.
Prerequisites: Fast Learning
Advanced Fast Learning: You gain an extra skill point at each new level youattain as a Smart Hero. This stacks with Fast Learning and Improved FastLearning, for a total of three extra skill points.
Prerequisites: Fast Learning, Improved Fast Learning
Skill Mastery Talent Tree
The Smart Hero is quick at learning and perfecting newknowledge.
Jack of All Trades: The Smart Hero gains 2 ranks in every Intelligence-basedclass skill that currently has a number of ranks less than one-half his classskill max ranks and 1 rank in every Intelligence-based cross-class skill thatcurrently has a number of ranks less than one-half his cross-class skill maxranks. This talent can be taken up to 3 times.
Versatile Knowledge: The Smart Hero selects a number of cross-class skillsequal to his Intelligence bonus. These skills become permanent class skills.This talent can be taken up to 3 times.
Cyborg Talents
Combat cyborgs arefrightening to fight, but once a hero truly learns to make the metal a part ofhim, he becomes a posthuman warrior with awesome capabilities.
Metal Fist Talent Tree (Strong Hero)
A Strong hero learnsthat his or her prosthetic arm can be used to strike devastating unarmed blows.The hero uses technique and sheer bravery to turn his or her artificial limbsinto maces and clubs. Unlike other talent trees, these require that characterspossess one or more cybernetic attachments.
Prerequisite for alltalents: Prosthetic Arm
Metal Fist: TheStrong heroʼs strikes with his or her unyielding cybernetic limb inflict 1d3points of normal damage instead of unarmed damage (Crit: 20/x2).
Improved Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d4 points ofnormal damage (Crit: 20/x2).
Prerequisite: MetalFist.
Advanced Metal Fist:The Strong heroʼs strikes with his or her prosthetic inflict 1d6 points ofnormal damage (Crit: 20/x2).
Prerequisites: MetalFist, Improved Metal Fist.
Boost Talent Tree (Strong Hero)
Once a Strong heroʼsadapted to his or her powerful new limbs, he can use a combination of technicalknow-how and biomechanical technique to improve his running and leaping farbeyond the specs of his or her limbs. Wear, tear and fatigue prevent the herofrom boosting his power all the time.
Prerequisite for alltalents: Both the characterʼs legs must have prosthetic replacements.
Boost: The Stronghero adds 5 feet to his or her running speed and +1 to Jump checks. After anumber of rounds equal to his Strength bonus, he or she loses this benefit forone minute.
Improved Boost: TheStrong hero adds 10 feet to his or her running speed and +2 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisite: Boost.
Advanced Boost: TheStrong hero adds 15 feet to his or her running speed and +3 to Jump checks.After a number of rounds equal to his Strength bonus, he or she loses thisbenefit for one minute.
Prerequisites:Boost, Improved Boost.
Dodge Bullets Talent Tree (Fast Hero)
Fast heroes can usecybernetically enhanced reflexes to dodge gunfire. They can't move faster thana bullet, but they can think fast enough to see where the barrelʼs pointing.
Prerequisite for alltalents: any cybernetic device that improves Initiative, Reflexes, Dex orSpeed.
Dodge Bullets: TheFast hero gains a +1 dodge bonus to Defense against gunfire from a singleattacker. The character must designate the attacker at the beginning of theround.
Improved DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from atwo attackers. The character must designate the attackers at the beginning ofthe round.
Prerequisite: DodgeBullets.
Advanced DodgeBullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from athree attackers. The character must designate the attacker at the beginning ofthe round.
Prerequisites: DodgeBullets, Improved Dodge Bullets.
Interrupting Shot:On any round where the Fast hero goes before his or her opponent, he or she mayhold her attack until the moment the opponent uses a ranged attack. The Fasthero attacks at the same time, depriving the opponent of his or her Dexterity bonusto Defense.
Prerequisite: DodgeBullets.
Close With theEnemy: By spending an action point, the Fast hero can move to melee range of anopponent before than opponent uses a ranged attack -- even if the opponentwould move before the hero. The Fast hero must be able to move to the opponentand cannot move beforehand. The player declares that he or she is using thistalent when the opponent declares he or she is going to attack. The opponentmay not change his or her action.
Prerequisites: DodgeBullets, Interrupting Shot.