Sunday, 21 July 2024

Tales from the Loop Talents

So I’ve put together some Talents for the Player Characters for my Tales from the Loop campaign.

I thought that gifting them with Talents that help reinforce their Archetype and role in the group would work out better than just giving them increases to Skills all the time at the end of each Chapter that would broaden their roles somewhat. The player characters can start to get points in the same skills, not just their Key Skills, so that they can all do similar actions to get out of Trouble.

I showed them to the players of my Tales from the Loop campaign as we start our eighth chapter this week, and they loved them.

I gave them a choice of two Talents; one from their respective Archetype (or two if they so desired) and one from the General Talents. They couldn’t pick any from the other Archetypes… yet.

The players were struck with too much choice.

I've based some of them from the Year Zero Engine Standard Reference Document v1.0, drawn a few others from the other Fria Ligan properties, and made up a few of my own.

Let me know what you think of them, if there are any mistakes, or if you see any that I might of missed or any that you can think of.

Tales from the Loop Talents

Troublemaker

LOCK PICK

You can open any locked door or padlock without rolling SNEAK at any time. You need to have both hands free to achieve it.

DARK NINJA

Ignore penalties from Conditions when making SNEAK tests.

FIGHT BACK

Gain +2 to FORCE when you are attacked, bullied, or slighted first.

Bookworm

KNOW IT ALL

You can recall any obscure fact, knowledge or tit bit of truth without having to roll COMPREHEND. Some of the facts could be inappropriate for the current situation at hand.

BOOKS ARE COMFORTING

Ignore penalties from Conditions when making COMPREHEND tests.

BOOK SAVANT

Gain +2 to INVESTIGATE when looking for clues in books, documents, schoolrooms, or libraries.

Computer Geek

ACCESS DENIED

You can bypass any computer locked screen or get by any encryption password without having to roll PROGRAM. You just need a means of gaining input (via a keyboard, mouse or other related device) to that computer system or motherboard.

NUMBERS

Ignore penalties from Conditions when making CALCULATE tests.

BOOT UP AND PUNCH OUT

Gain +2 to PROGRAM when accessing unfamiliar computers, artificial intelligences, or robots.

Jock

SWING AND A MISS

You can throw or hit any ball to hit its intended target without having to roll MOVE or FORCE.

PHYSICALLY TRAINED

Ignore penalties from Conditions when making MOVE tests.

SWING AND A HIT

Gain +2 to FORCE when using sports equipment or sporting tactics.

Weirdo

DEVIL’S IN THE DETAILS

You can spot any clue or detail in a scene without having to roll INVESTIGATE. You also have the uncanny ability to recall all those details too at a later date.

EMPATHETIC

Ignore penalties from Conditions when making EMPATHY tests.

GO UNNOTICED

Gain +2 to SNEAK when avoiding Trouble in a crowd, or in familiar territory like school, library, or local streets.

Young Farmer

MAIN GASKET’S GONE!

You can diagnose any malfunction, fault, or issue with any engine, gadget or machine without having to roll TINKER. Whether a combustion engine in a truck, power distribution of a computer system, or the balance gyro of a robot, you know it inside out.

GOTTA FIX IT

Ignore penalties from Conditions when making TINKER tests.

HOW IT WORKS

Gain +2 to TINKER when repairing any device or engine you are familiar with.

Popular Kid

RULE OF COOL

You are so cool and inspirational that friends and family will do anything for you without you rolling CHARM. You’ll still have to roll CHARM for strangers, rivals, and enemies.

FOLLOW ME!

Ignore penalties from Conditions when making LEAD tests.

CHARM OFFENSIVE

Gain +2 to CHARM when dealing with a hostile or reluctant people.

Rocker

NAME THAT TUNE

You can recall and play any song, tune, or musical arrangement you have heard just once and play it perfectly on any instrument.

SWEET TALKER

Ignore penalties from Conditions when making CHARM tests.

STANDING OVATION

Gain +2 to EMPATHISE when performing or working a crowd or an audience.

General Talents

BMX BANDIT

You can evade any search or pursuit whilst you remain on your bike.

BODYGUARD

If someone within close range of you is hit by any attack, you can dive in to take the hit automatically.

BRAVE

Gain +2 to FORCE when outnumbered by enemies.

COMPASSION

You can push any skill roll based on HEART twice, not just once like other characters.

DEDICATED

Once per session you can ignore any Conditions for any skill test.

DODGE

When attacked in a fight you can dodge any attack using MOVE with a +2 bonus.

ESCAPE ARTIST

Ignore penalties from Conditions when using MOVE to flee or escape any Trouble.

EVERYBODY WAS KUNG FU FIGHTING

When in a fight, you gain a +2 to FORCE when your opponents are children of similar age to you or are child-sized.

FAST REFLEXES

You can act twice, taking two actions during any part of a scene.

FIVE FINGER DISCOUNT

Gain +2 to SNEAK when trying to hide yourself or an item from an authority figure like a shop keeper, teacher, or police officer.

FOCUSED

Ignore penalties from Conditions when making INVESTIGATE tests.

GUT FEELING

You have a knack for sensing when trouble is coming your way. You can roll for INVESTIGATION using HEART instead of MIND to detect an approaching threat.

HARDENED

You can recover any Condition automatically by the start of the next scene.

HARD HITTER

You get a +2 modification to FORCE in a fight or aggressive situation.

HEALER

You are very resilient and recover quickly from injuries. The INJURED condition will recover by the start of the next scene.

HIDDEN STASH

You begin each session with an extra item of your choice, hidden on your person or stowed somewhere safe. The item must be something you could reasonably have. The GM has final say about what items are available to you.

If the GM allows it, you may wait until a dramatic moment during the session to choose what type of item you are hiding.

INQUISITIVE

You can push any skill roll based on MIND twice, not just once like other characters.

KILLER

You know where to strike to make your enemy fall and not get up. Ever.

LUCKY

No matter what horrible situations you end up in, you always seem to make it out unscathed. You can’t be BROKEN first time around.

MENACING

You have a scary physical presence that makes it easy to intimidate people. You can roll for CHARM using BODY instead of HEART when you threaten someone.

MERCILESS

You can hurt another enemy (either physically, socially, or mentally) with no remorse.

MUSICIAN

You get a +1 modifier to all CHARM rolls in situations where singing or playing an instrument is helpful. The GM has final say.

PACK MULE

You can carry a surprising amount of gear and items.

QUICK DRAW

You can draw your item so quickly it doesn’t cost you an action.

RECKLESS

You can push any skill roll based on BODY twice, not just once like other characters.

SECOND WIND

When you are broken, you can get back on your feet immediately.

SKATEBOADER/SKATER

You can pull off near-impossible stunts on your skateboard (or roller skates) to get out of any trouble without rolling for it. You either wow the crowd, leap over obstacles, charge into the fray, or escape pursuit.

SPRINTER

Gain +2 to MOVE when trying to outrun or chase down someone.

TECH SAVY

You can push any skill roll based on TECH twice, not just once like other characters.

TOUGH

You don’t take a CONDITION first time when you fail any Trouble in a scene (You still take a CONDITION if you Push a Roll). Any further failures in the same scene will gain you a CONDITION.

TRACKER

You gain a +2 to INVESTIGATE when searching for tracks or trails.

TRUE GRIT

You can push any skill roll based on BODY twice, not just once like other characters.

WATCHFUL

The hairs on the back of your neck stand up when any danger lurks nearby. You get a +2 modification to INVESTIGATE when trying to spot danger, rivals, or enemies nearby.

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