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Stacked Talents & Specializations

Typically, if more than one talent or specialization provides a bonus to the same test, these benefits stack.

One exception is when such advancements provide multiple opportunities to re-roll a test and keep the second result. If you have more than one opportunity to re-roll, each opportunity beyond the first adds +1 to the result on the Drama Die to your second roll. This both increases your roll (you count this as part of your total) and provides additional stunt points in the event that you roll doubles. 

Another exception is when stacked talents and specializations would reduce the cost of a stunt to 0 stunt points. If that happens, the stunt’s cost is still 1 SP, but you gain +1 SP to use as you see fit, provided you can perform a stunt in the first place.

 

Talent

Synergies

Requirements

Effects

Academic

An Academic-Hacker has the skills to find data anywhere, even in places where others might be unable to go.

An Academic-Star might be a celebrity scientist, or a pop star with a secret PhD.

An Academic-Executive might be the head of a government agency with access to all the information in he world.

Intelligence 2+ 

Intelligence (Research)

I: If you fail at Intelligence (Research), you can re-roll it, but must keep the result of the second roll. 

II: When you perform the A-Ha! stunt, you gain one free extra use of it; that is, if you spend 1 SP, you can perform the stunt twice, if you spend 2 SP, you can use it three times, and so on. 

III: When you make an Intelligence (Research) test as part of an advanced test, you gain a +1 bonus to the result of each Drama Die. 

Ace

An Ace-Agent could be an undercover spy or an agent skilled in transportation of valuable cargo (or passengers).

An Ace-Performer might be a showboat stunt performer

An Ace-Executive might be a naval officer or ship captain, especially one promoted from the pilot’s seat. ACE

Dexterity 3+

Dexterity (Piloting)

I: When you perform the Punch It chase stunt, you gain an extra +1 bonus on your next chase test, above the bonus gained for the stunt (so the bonus is +2 when you spend 1 SP, +3 when you spend 2 SP and so on). 

II: Add +2 to the Drama Die for Dexterity (Piloting). 

III: Add +1 to Dexterity (Piloting) and you may re-roll a failed test, although you don’t get the bonus on the re-roll and must take the result of the second roll. 

Agent 

An Agent-Sniper is a peerless assassin. 

An Agent-Socialite is the suave sophisticate, as much at home in a casino or ballroom as in the field.

An Agent-Ace is a great getaway artist, while an Agent Investigator is the classic spy-catcher, or a delver into mysteries the police cannot touch.

An Agent-Thief is a shadowy chameleon who avoids detection. 

Perception 2+

Perception (Empathy)

Communication (Deception) 

I: If you fail at Communication (Deception), you can re-roll it, but must keep the result of the second roll. 

II: When you use the Read the Room stunt, add +3 to Perception (Empathy) when the stunt is opposed.

III: You gain two of the following focuses if you don’t have them already:

  • Communication (Disguise)
  • Communication Investigation)
  • Dexterity (Stealth)
  • Intelligence (Cryptography)
  • and Intelligence (Security)

If you already have all of these, pick two and add +1 to all rolls made using them. 

Commando

A Commando-Executive might be a commanding officer.

A Commando-Gunfighter or Commando-Sniper is probably a weapon specialist.

A Commando-Thief might be a trained infiltration expert; the same for a Commando-Agent. 

Constitution 2+

Willpower (Self-Discipline) 

I: If you fail at Constitution or Willpower (Self-Discipline), you can re-roll, but must keep the result of the second roll. 

II: You gain an intensity 1 Relationship with your team, whoever that may be, and you keep the relationship even if the membership of your team changes. You can increase the intensity of this Relationship normally.

III: When you acquire the exhausted, fatigued, injured, or wounded Conditions, attempt Constitution (Stamina) or Willpower (Self-Discipline) at TN 13; if you succeed, you ignore the effects of the condition for the remainder of the encounter, although the condition itself remains. 

Executive

An Executive-Academic might be he head of a faculty.

An Executive-Sniper or Executive-Gunfighter could be the leader of a crack commando unit.

An Executive-Performer or Executive Socialite might be a polished politician who knows how to work a crowd. 

Communication 2+

Communication (Persuasion) 

I: You acquire a Membership in a new organization or advance to the next rank with an existing Membership (see the rewards chapter for details on Memberships).

You can re-roll any test to access privileges from, or influence members of, the organization behind this acquired or improved Membership, but must keep the results of the second roll. 

II: Once per day you may attempt Communication (Persuasion). If you succeed, you can call in a subordinate from the organization you chose at the Novice rank to aid you.

  • If your character is level 5-8, this subordinate can be no more than a Minor threat, called at a test TN of 11.
  • If your character is level 9-12, you may choose a Moderate-threat subordinate instead, at a test TN of 13.
  • If your character is level 13 or above, you have the option of a subordinate who’s a Major threat in their own right, if you succeed at a TN 15 test. You do not gain the novice re-roll benefit on this test. 

III: Add your Membership rank in the organization to your Income whenever you can call upon your organization.

Furthermore, if your Income score decreases, you regain the lost point during the next interlude when you interact with the organization. 

Gunfighter

A Gunfighter-Sniper is deadly, taking quiet, patient aim from afar.

A Gunfighter-Socialite could be a level-headed duelist or a real show-off.

A Gunfighter-Investigator matches keen insight with perfect aim. 

Dexterity 2+

Accuracy 2+ 

I: Your accuracy is instinctive. Pick Accuracy (Pistols) or Accuracy (Rifles). You gain a +1 to attack and damage rolls for attacks made using your chosen focus.

II: You’re fast and precise. You may pick the other focus from the Novice degree and apply the Novice benefit to it, or improve the bonus for the focus you picked at Novice rank to +2 to your attack and damage rolls. 

III: You’re one with the gun. Choose one of the following stunts: Lightning Attack, Overwatch, Lethal Blow, or Wound. You can perform the chosen stunt for 1 SP less than usual when wielding a firearm. In the case of Overwatch, spending 1 SP gives you the effects of spending 2 SP, and spending 2 SP gives you the 3 SP effect. See Chapter 5 for details on these stunts. 

Hacker

A Hacker-Academic is a true master of information in all its forms.

A Hacker-Sniper supplements a keen eye and a steady hand with the technical knowledge necessary to know exactly when and where a target will be.

A Hacker-Performer might be able to make some amazing electronic music.

Intelligence 2+

Intelligence (Technology)

I: Add +1 to Intelligence (Technology) tests. 

II: You can perform the High Tech Hustle stunt for 2 SP.

On advanced tests involving computer systems, add +1 to your Drama Die roll. 

III: While using a computer system, you may perform the Cover Your Tracks stunt for 1 SP.

Add another +1 to your Drama Die result while performing advanced tests for a total of +2, otherwise the same as the Expert degree benefit.
 

Investigator

An Investigator-Executive might be a police captain, the head of an Internal Affairs Bureau, or an executive of an investigation agency.

An Investigator-Socialite could be a high-class amateur detective. 

Similarly, an Investigator-Performer might be a well known artist or performer who moonlights solving mysteries. 

Perception2+

Intelligence 2+

At least one Perception focus

I: You can always make a test to unlock a lead, even if you don’t have a primary or tangential focus relevant to the investigation, although you take a +2 increase in TN when you don’t have either.

If you do have a primary or tangential focus for the lead, you get a +1 bonus to he test with a primary focus (in addition to the focus bonus) and no increase in TN for using a tangential focus. 

II: You may use the Intuition stunt for 1 SP.

If you have the primary Focus required to unlock a lead, add another +1 to your roll to do so for a total of +2. 

III: You can use the Breakthrough stunt on an investigation for only 3 SP. 
 

Martial Artist

A Martial Artist-Thief is a graceful and skilled warrior of the night. 

A Martial Artist-Agent could be a spy trained as a living weapon or the deadliest of assassins.

A Martial Artist-Gunfighter is dangerous both close up and from afar. 

Fighting 2+

At least one close combat style 

I: When you make a Fighting-based attack roll, add +1 to damage on a successful hit. 

II: When you perform the Momentum stunt with SP gained from a Fighting attack roll, you gain a bonus to your initiative as if you spent one more SP than you have. So, if you spend 1 SP, you gain a +6 bonus to initiative; if you spend 2 SP, you gain a bonus of +9. 

III: When you perform the Stunt Attack action with a Fighting attack roll, you automatically generate 2 SP. 
 

Sniper

A Sniper-Martial Artist probably has strong opinions about who, what, and how to shoot.

A Sniper-Investigator relentlessly tracks quarry; no more peerless hunter exists. 

Accuracy 3+

Accuracy (Rifles) 

I: If you’re hidden from your target, you can re-roll your first Accuracy (Rifles) attack during an encounter, but must keep the results of the second roll.

II: If you use the Aim action for an Accuracy (Rifles) attack, add a bonus to damage equal to the attack roll bonus your aim provides. This includes any bonus from the Precision Marksmanship stunt. 

III: When you are using the Accuracy (Rifles) focus, you can perform the Called Shot stunt for 2 SP. 
 

Socialite

A Socialite-Performer could be a well-known artist or simply an arbiter of fashion. 

On the other hand, the Socialite-Sniper might be a debonair assassin. 

The Socialite-Hacker can relate to people online as easily as face to face, and can probably mobilize plenty of aid on short notice. 

Communication2+

Perception 2+ 

I: You may perform the On the Fence stunt for 1 SP. 

II: When you attempt a detailed social maneuver, you require one fewer shift (to a minimum of 1) to succeed.

If the situation only requires a simple social maneuver, add +1 to your roll. 

III: When you interact with people who would have an attitude of Neutral or worse toward you, they automatically shift it one step in your favor. This benefit disappears if subjects feel physically threatened by you or your allies, however. 
 

Star

A Star-Executive could be a politician with a knack for working a crowd.

A Star-Martial Artist performs graceful, acrobatic movements—maybe you’re a street dancer or an actor in martial arts movies. 

A Star-Gunfighter might be a trick shot, while a Star-Thief could be an expert escapologist or stage magician. 

Communication 2+

Communication (Performing) 

I: When using Communication (Performing), you may perform the Sway the Crowd stunt for 1 SP.

II: You can perform the Oozing Confidence stunt for 2 SP. 

III: When you attempt a social grand gesture, your success threshold for each shift is one less than it would normally be. 
 

Thief

A Thief-Performer might be a street entertainer with a knack for picking pockets, or a master of sleight of hand and stage illusion. 

A Thief-Academic, whether a relic hunter or a burglar with exquisite taste, knows exactly what to steal.

A Thief-Executive might run a criminal network or steal from peers.

A Thief-Socialite is the most charming of rogues, a criminal whose tracks vanish under a veneer of genteel charm.

A Thief-Gunfighter could be an armed robber or a freedom fighter.

Dexterity 2+

Dexterity (Sleight of Hand)

Dexterity (Stealth) focuses

I: Add +1 to Dexterity (Stealth) or Dexterity (Sleight of Hand). Choose which focus receives this benefit when you attain this degree.

II: When you make a Dexterity test to hide or steal an object, you can re-roll the test if you choose, but must keep the result of the second roll. You become an expert in avoiding suspicion.

You may perform the It Wasn’t Me stunt for 2 SP. 

III: Add another +1 to either Dexterity (Sleight of Hand) or Dexterity (Stealth), selecting the focus when you attain this degree.