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All Talents have a point cost of 0 to +25 points. Points that are spent on Talents must first come from any points gained by taking Complications. If there aren't enough points from Complications to foot the bill, the remaining cost must be paid out of the character's Attribute or Discipline building point pools (or both).

Contacts

Characters with the Contacts Talent know people who either owe them a favor or who are useful to know (For example, knowing a Firekkan trader on a first name basis may help get the character better prices or allow them access to particular kinds of goods while trading with them). The strength of the Talent depends on the "quality" of contacts the character has; contacts with a great deal of influence in their area will tend to lend themselves to a higher score. The Contacts Trait may be taken multiple times by a character, each time reflecting a different person or group. A character’s Contacts scores are highly flexible and it is possible for them to lose this particular Talent if the contact dies, becomes unavailable or fulfills the conditions of any obligation they owe to the character. When a contact is attempting to do anything the character has asked them to do, the GM may add the number of points in the character’s Contact score to the DC of any Check that's required.

Ambidexterity

Characters with the Ambidexterity Talent are capable of using more than one motor appendage with a high degree of skill. This offsets any "off-hand" penalties the character may face when wielding multiple weapons (see Chapter 9.2 for more details). For every five points (round down) spent on Ambidexterity, the GM may subtract one point from the amount of the character's off-hand penalty.

Math Expert

Characters with the Math Expert Talent are particularly skilled in mathematics. When a situation arises in which the character’s knowledge of mathematics or the ability to calculate mathematical solutions quickly is required, the GM may add the number of points in the character’s Math Expert score to the DC of whatever Check is involved.

Quick Draw

Characters with the Quick Draw Talent are able to draw and aim a weapon very quickly. Ordinarily, a character in combat draws a weapon as a standard action (see Chapter 9.2); this Talent enables them to draw any single weapon per round as a free action instead, provided their Quick Draw score is greater than or equal to their current total encumbrance class (for more on encumbrance, see Chapter 5.4).

Scientific Sense

Characters with the Scientific Sense Talent are unusually gifted in their understanding and knowledge of applications of science for a member of their species. Characters who have the Scientific Sense Talent gain a number of significant bonuses. First, they may add their Scientific Sense score to the DC of all Science Checks they make. Secondly, the character gains an additional number of building points equal to their Scientific Sense during the character creation process, which must be spent specifically on Skills under their Science Discipline. Finally, for every ten points (rounded down) they have in Scientific Sense, a character gets an arbitrary "freebie" per day on any Science Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.

Navigational Sense

Characters with the Navigational Sense Talent are unusually gifted in their ability to pilot craft without getting lost for a member of their species. Characters who have the Navigational Sense Talent gain a number of significant bonuses. First, they may add their Navigational Sense score to the DC of all Navigation Checks they make. Secondly, the character gains an additional number of building points equal to their Navigational Sense during the character creation process, which must be spent specifically on Skills under their Navigation Discipline. Finally, for every ten points (rounded down) they have in Navigational Sense, a character gets an arbitrary "freebie" per day on any Navigation Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.

Mechanical Sense

Characters with the Mechanical Sense Talent are unusually gifted in their ability to apply technical knowledge for practical purposes for a member of their species. Characters who have the Mechanical Sense Talent gain a number of significant bonuses. First, they may add their Mechanical Sense score to the DC of all Engineering Checks they make. Secondly, the character gains an additional number of building points equal to their Mechanical Sense during the character creation process, which must be spent specifically on Skills under their Engineering Discipline. Finally, for every ten points (rounded down) they have in Mechanical Sense, a character gets an arbitrary "freebie" per day on any Engineering Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.

Linguistic Sense

Characters with the Linguistic Sense Talent are unusually gifted in their ability to exchange information with others for a member of their species. Characters who have the Linguistic Sense Talent gain a number of significant bonuses. First, they may add their Linguistic Sense score to the DC of all Communications Checks they make. Secondly, the character gains an additional number of building points equal to their Linguistic Sense during the character creation process, which must be spent specifically on Skills under their Communications Discipline. Finally, for every ten points (rounded down) they have in Linguistic Sense, a character gets an arbitrary "freebie" per day on any Communications Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.

Empathic Sense

Characters with the Empathic Sense Talent are unusually gifted in their understanding and knowledge of applications of the medical arts for a member of their species. Characters who have the Empathic Sense Talent gain a number of significant bonuses. First, they may add their Empathic Sense score to the DC of all Medicine Checks they make. Secondly, the character gains an additional number of building points equal to their Empathic Sense during the character creation process, which must be spent specifically on Skills under their Medicine Discipline. Finally, for every ten points (rounded down) they have in Empathic Sense, a character gets an arbitrary "freebie" per day on any Medicine Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.

Tactical Sense

Characters with the Tactical Sense Talent are unusually gifted in their understanding and knowledge of applications of military tactics for a member of their species. Characters who have the Tactical Sense Talent gain a number of significant bonuses. First, they may add their Tactical Sense score to the DC of all Tactical Checks they make. Secondly, the character gains an additional number of building points equal to their Tactical Sense during the character creation process, which must be spent specifically on Skills under their Tactical Discipline. Finally, for every ten points (rounded down) they have in Tactical Sense, a character gets an arbitrary "freebie" per day on any Tactical Check; they automatically succeed without having to roll. If applicable to a Check, the player must declare whether or not their character will use a freebie before rolling. NOTE: If the player tries to use a freebie in a circumstance wherein the plot requires the character to fail, the GM must inform the player of that fact and count the freebie as unused.


NEXT: 4.3 Complications
PREVIOUS: 4.1-Variable Traits
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