Characters are more than just their Roles and Attributes, and simply listing them out doesn’t give you a full picture of what the characters are capable of. Everyone in this business has one or two unique aspects that set him or her apart from the rest, and reducing someone to a “smart Grifter” or “strong Hitter” doesn’t capture that kind of nuance. When the Mark makes a mistake, Hardison always makes him pay. Eliot doesn’t let being outnumbered stop him. Sophie has a way of making the Mark give up information he otherwise wouldn’t. These abilities are represented by Talents. Talents are tricks a character knows—special knowledge or a knack for something that not everyone has.
Mechanically, Talents grant you advantages in particular situations. Every player character starts play with two Talents; he might pick up more and change existing ones as his career progresses. Most are directly related to your character’s primary Role and enhance your abilities under it, but some act regardless of your Role on the Crew. Talents have three important aspects to them: Primary Role, Activation, and Effect.
Most Talents are related to specific Roles. At any given time, at least half your Talents must be associated with the Role that you have a d10 rating in. Some Talents have “Open” as their associated primary Role. These are called Open Talents (creative, no?) and they are associated with no particular Role. Open Talents count as non-associated Talents, for purposes of needing half associated with your primary Role.
Before you use a Talent, it must be activated—which is really just a fancy way of saying that there are only specific occasions, or sets of circumstances, that make using the Talent possible.
Some Talents are activated by narrative details. Examples of these details might include: other characters are in the same scene as you are; the action you’re undertaking depends on precise timing; you’re in direct and uninterrupted communication with the Crew.
Some Talents are activated by using a certain Role die in an action or by taking a certain type of action (such as a Notice action). These are very cut-and-dried, so it should be crystal clear when they’re in play. Some Talents are activated by an Opportunity, which is when the Fixer rolls a 1 on his own dice. And finally, some of the more powerful Talents require spending a Plot Point to activate. Many of these have other requirements, too.
The effects of Talents vary, but they fall into a few general categories. Some allow dice manipulation: adding dice to the player’s hand, subtracting them from the Fixer’s, or negating rolled 1s. Some allow (or force) rerolls. Others allow Crewmembers to spend Plot Points on another Crewmember’s behalf. Some change or add to the effects of particular actions. Some allow substituting one Role or Attribute for another in certain situations.
A lot of the effects tell you that you can add a die to your roll or include another die in your result. It’s important to see the difference between adding an extra die to your roll (which means add another die to the pool but you still only add the top two to get the result), and including an extra die in your result (which means including a third die when adding up your result, but keeping the size of your pool the same).
Note: Any time you get to add or include dice to your roll, this remains in effect for the whole of your action—including rerolls and escalating reactions. Once you’ve determined success or failure, the effect ends.
Here’s a list of example Grifter Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
You’re really good at seduction, but be careful—you never know how someone’s going to react. Flirting can backfire.
Role: Grifter
Activation: You’re trying a Face Action against someone who’s attracted to your gender in a flirtatious or seductive manner.
Effect: If you wish, add an extra d10 to your roll—but if you do, you must also add a d4.
Role: Grifter
Activation: You’ve interacted with a character (either the Mark or a Supporting Character) in the past, possibly while wearing a disguise, posing as one identity. You then interact with him again, posing as a different identity.
Effect: First, you always gain an extra d6 to your roll to pass as someone you’re not when wearing a disguise. Second, provided you were disguised one time or the other (or both), the Fixer may not invoke any Complications or other bonuses against you to see through the disguise the second time.
You use the Mark’s words against him like a judo master.
Role: Grifter
Activation: You’re rolling your Grifter die in a Face Action that involves speaking to the Mark or Supporting Character, and the Fixer gives you one or more Opportunities.
Effect: You may ask the Fixer a question about the character you’re rolling against, which the Fixer must answer truthfully. The Fixer may answer vaguely, especially if the question requests finely detailed information (“What’s his Swiss bank account number?”).
In social situations, things always seem to revolve around you. You know how to play that to your advantage.
Role: Grifter
Activation: You’re in the same scene as another Crewmember.
Effect: You may share (give or accept) Plot Points with that other Crewmember. No more than 3 Plot Points may change hands through the use of this Talent per scene.
You can spot a liar better than anyone. Mostly because you’re pretty good at lying yourself.
Role: Grifter
Activation: You’re trying a Notice Action to judge whether someone is lying to you.
Effect: Add a d8 to your Notice Action to sense a lie.
You’re good at crude, street-level cons. Inelegant, but petty criminals pull this stuff for a reason—it works.
Role: Grifter
Activation: You’re pulling a basic scam on someone: false-injury, 3-card-monte, pig-in-a-poke type cons. Pulling the functional equivalent as part of a more elaborate Job on a Mark counts.
Effect: You gain an extra d6 on the roll, assuming you’re targeting an allegedly sophisticated and savvy Mark not in a street setting. If it is a straight-up street con, it’s a d8 rather than d6.
Here’s a list of example Hacker Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
You’re a 104-key-slingin’ cowboy, and it’s high noon. Draw.
Role: Hacker
Activation: You’re making a roll including your :trait:`Hacker` die, and your opposition is another human computer expert rather than an automated security system or computer network.
Effect: Your expertise at real-time dueling with other Hackers gives you an additional d8 in your roll.
You’re an expert at cracking communication systems.
Role: Hacker
Activation: You’re making a roll including your :trait:`Hacker` die, and the roll involves hacking the Mark’s communications: eavesdropping on phone calls and encrypted radio traffic, intercepting emails, etc.
Effect: You gain an extra d8 on the roll.
You’re a gadgeteer, and you share the wealth.
Role: Hacker
Activation: Spend a Plot Point
Effect: Give another member of the team an extra d8 on any roll by reminding them of the sweet piece of gadgetry you gave them. You must describe how the gadget will help in the current situation. If you use this for somebody during their Flashback Action (see Flashbacks, page 76), increase the die to a d10.
You have a knack for learning phone numbers, PINs, and passwords just by casually watching someone manipulate a phone or keyboard.
Role: Hacker
Activation: You’re in the same scene as the Mark or a Supporting Character when he dials a phone, logs into a computer terminal, uses an ATM, or anything like that.
Effect: You automatically succeed when you attempt to access the same system that you watched the Mark or Supporting Character access (unless they change their password, of course). If they dialed a phone, you memorize the number and can easily look it up next time you get the chance. Either way, the Mark doesn’t notice you observe him.
You have an artist’s eye, and you’re quick about it.
Role: Hacker
Activation: Use your :trait:`Hacker` die in a roll involving creation of forged artwork, documents, or photographs, including ID cards.
Effect: You complete the task in a fraction of the usual time: hours rather than days, or minutes rather than hours.
You’re an ace at manipulating the physical environment.
Role: Hacker
Activation: The Fixer includes a Location Trait die in his roll against a Crewmember you’re in contact with. You must spend a Plot Point to activate this Talent.
Effect: You permanently negate that Location Trait, removing it from play for the remainder of the Job.
Here’s a list of example Hitter Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
No help? No problem—you know how to fight when you’re outnumbered.
Role: Hitter
Activation: You’re engaging in a Fight Action, you’re outnumbered, and the Fixer gives you an Opportunity.
Effect: Remove one of the dice the Fixer gains from outnumbering you.
You can use anything that isn’t bolted down, and some things that are, as weapons.
Role: Hitter
Activation: You’re engaged in a Fight Action, and you’ve spent a Plot Point to gain an improvised weapon Asset.
Effect: Step up the Asset die rating by one (d12 maximum).
You drop your guard and swing for the fences. Be careful—even if you connect, you might be off balance.
Role: Hitter
Activation: You’re engaged in a Fight Action. You need to announce that you’re activating the Talent before you roll dice to set or raise the stakes.
Effect: For the next beat in this Fight Action, step back your :trait:`Hitter` die rating by one and add a d4 to your roll. If you successfully raise the stakes, it counts as an Extraordinary Success even if you didn’t raise the stakes by 5 or more.
You’re not just tough; you’re smart, and you fight that way.
Role: Hitter
Activation: You’re in a Fight Action, rolling :trait:`Hitter` as one of your dice. You must spend a Plot Point to activate this Talent.
Effect: Add your :trait:`Intelligence` die to your roll, and include a third die in your result.
You’re not above launching ambushes, throwing sucker punches, and kicking guys when they’re down.
Role: Hitter
Activation: It’s the first roll in a Fight Action. Spend a Plot Point to activate this Talent.
Effect: Add a d8 to your roll. If the Fixer gives you an Opportunity when he tries to raise the stakes, step the die up to a d10 on your next roll; otherwise, step it down to a d6 for the rest of the Fight Action.
Heavily armed opponents don’t scare you.
Role: Hitter
Activation: You’re in a Fight Action where the Fixer is rolling a Complication die related to the opposition being armed with guns. You must spend a Plot Point to activate this Talent.
Effect: You disarm your opponent(s), removing the Complication die. This Complication remains out of play for the remainder of this scene, and possibly longer if there’s no narrative justification for the opposition rearming themselves.
You’re a good one to have around in a fight, even if you’re not the one doing the fighting.
Role: Hitter
Activation: You’re in the same scene as another Crewmember, and one of you is in a Fight Action.
Effect: When the opposition gives you or another Crewmember an Opportunity, whichever of you is not in the fight may lend his :trait:`Hitter` die to the one in the fight, who immediately adds it to the current roll, recalculating the result if necessary.
You can size ‘em up.
Role: Hitter
Activation: You successfully use a Notice Action against a Supporting Character; spend a Plot Point for extra effect.
Effect: You identify any of the Supporting Character’s Traits rated at d10. If you spend a Plot Point and have a bit of time to study the Supporting Character, you also identify any Traits at d4.
Here’s a list of example Mastermind Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
You keep tabs on the activity of the Crew, and like an unseen guardian angel you make sure people who need a hand get one.
Role: Mastermind
Activation: You’re in voice contact (face-to-face or electronically) with members of the Crew.
Effect: Any Crewmember you’re in contact with (including yourself) can spend Plot Points to give a die to any other member of the Crew you’re in contact with (also including yourself).
Unexpected problem? Think you didn’t plan for that? Think again.
Role: Mastermind
Activation: :trait:`Mastermind` is one of the dice in your roll, and the Fixer gives you an Opportunity.
Effect: For each Opportunity the Fixer gives you, you may turn a 1 of your own into a 2.
When everything goes to hell, that’s when you step up and pull the team together.
Role: Mastermind
Activation: Any Crewmember that you’re in contact with fails a roll that’s part of a Contested Action or a Timed Action.
Effect: The next Crewmember (that you’re in contact with) to make a roll may add your :trait:`Mastermind` die to the roll.
You encourage your Crew to ignore distractions and keep their goal in mind.
Role: Mastermind
Activation: The Fixer rolls a Complication die as part of a roll against a Crewmember you’re in contact (verbal or electronic) with. You must spend a Plot Point to activate this Talent.
Effect: You nullify that Complication, eliminating it for the duration of the Job.
Your favorite technique for getting things done is to get the Mark to do himself in, using his own strengths against him.
Role: Mastermind
Activation: The Fixer uses a Complication die in a roll against you. You must spend a Plot Point to activate this Talent.
Effect: You take that Complication die and add it to your own roll as an Asset. Step it up by one if your description of how it helps you rather than hurts you involves a quick flashback scene.
Here’s a list of example Thief Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
You can work several stories above anything you can easily stand on without breaking a sweat.
Role: Thief
Activation: You’re hanging from a windowsill, repelling from a helicopter, walking a high wire, suspended upside-down six stories over a concrete parking lot, etc. Spend a Plot Point for additional effect.
Effect: Add a d8 to any roll made under such circumstances. Also, spending a Plot Point nullifies Locationbased Traits related to being up high, swinging from a rope, etc., that work against you for the duration of the scene.
Folks set their watches to you.
Role: Thief
Activation: You’re doing something according to precise timing (this is different than “as fast as possible!”), or attempting to assess how long it will take to do something.
Effect: Gain an extra d8 to your roll. Oh, and you never need a watch to know what time it is.
No wallet, keycard, or mobile phone is safe from you.
Role: Thief
Activation: You’re making a roll including your :trait:`Thief` die attempting to pick someone’s pocket or otherwise relieve someone of an item in their possession without their knowledge.
Effect: Add a d8 to your roll.
You’re aces at opening locks and cracking safes.
Role: Thief
Activation: You’re making a roll including your :trait:`Thief` die to open a safe, locked door, key-driven engine ignition, or similar.
Effect: You gain an extra d8 on the roll.
Whether it’s because you’re a contortionist, or you’re little, or both, you have a knack for squeezing into tiny spaces in complete silence and without leaving a trace.
Role: Thief
Activation: You’re making a roll including your Thief die, and the roll involves crawling through an HVAC duct, squeezing between bars, squirming through a tiny window, or the like.
Effect: Turn every d4 in your pool into a d6, for this roll only. For each Opportunity the Fixer gives you, convert a 1 in your own roll into a 2.
Unexpected trouble doesn’t rattle you.
Role: Thief
Activation: :trait:`Thief` is one of the dice in your roll, and the Fixer gives you an Opportunity.
Effect: You may reroll one of your own dice for each Opportunity the Fixer gives you.
Here’s a list of example Open Talents that are not affiliated with any particular Role. You can use them asis or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43.
Role: Any
Activation: :trait:`Grifter` is a die in your roll, the roll represents your attempt to pose as someone you’re not, and :trait:`Grifter` is not your primary Role.
Effect: You may add your primary Role die to your roll.
You have the eyes of a hawk and the ears of a fox.
Role: Any
Activation: You’re making a Notice Action. Spend a Plot Point for extra effect.
Effect: Gain an extra d8 to your roll. Spend a Plot Point to make it a d10.
You’re good at pretending to be a faceless worker bee, deflecting attention from yourself.
Role: Any
Activation: You’re posing as someone of no consequence in a scene where the Mark or a Supporting Character connected to the Mark might see you; examples include posing as wait staff at a party, a random guest at a wedding, or a customer in a bank or a shop.
Effect: If you later need to pose as someone else or try a Face Action, the Mark (or anybody connected to him) won’t remember your face. If, in the original scene, something happened to remove your veil of anonymity (you’re introduced to him, you noisily spill a tray of drinks, or you, I dunno, stab him with a fork) then all bets are off.
You have a knack for being where you need to be, and bringing your A-game when you get there.
Role: Any
Activation: Spend a Plot Point to activate this.
Effect: You can place yourself in any scene that didn’t already have you there, and you give an extra d6 to the next roll that you or your Crew makes in that scene. You can’t activate this Talent if you’re heavily engaged elsewhere.
Role: Any
Activation: Your primary Role is one of the dice in your roll, and the Fixer gives you an Opportunity.
Effect: When the Fixer gives you an Opportunity, you gain an additional d6 on your roll. Recalculate your result if appropriate.
To build your own Talents, think about the four main aspects of Talents. It’s probably most useful to consider them in this order.
This is what the Talent does. Effects fall into a few broad categories.
Manipulate Dice: Allow a reroll, allow nullifying player-rolled 1s, etc.
Adding Dice to a Roll: If the effect happens frequently, make it a d6. Less frequently, a d8. Rarely, a d10 or even a d12. It might allow the addition of another Role’s die or another Attribute’s die to the roll. In rare cases, allow adding a third die to the total.
Manipulate Plot Points: Allow sharing of Plot Points among Crewmembers under certain circumstances.
Manipulate Complications: Remove or suppress Complications.
Allow Extra Benefits From Certain Actions: See the benefits of Threat Assessment, Badass, or PDQ Rembrandt as examples.
Make the effect meaningful without being overpowering; Talents with effects that make you say “You’d be crazy not to take this!” should be toned down.
This is the set of circumstances that allows the Talent to be used. It should be narrow enough that it won’t come up every time a player makes a roll on a given Role, but not so narrow that it will only come up once every few Jobs. Talents are meant to be used. The sweet spot is that players should be able to break out one of their Talents two, maybe three times per Job. Similar to effects, activation criteria fall into some broad categories.
Narrative: Someone is in the same scene as you, you’re talking with the Mark about a certain subject, you’re outnumbered, etc. Anything that depends on the circumstances of the story rather than the mechanics is a narrative criterion.
Mechanical: Mechanical criteria involve the player rolling particular dice (“The player is making a roll involving their :trait:`Grifter` die,” etc.), a type of action (“You’re in a Fight Action”) or the Fixer giving the player an Opportunity (rolling a 1).
Plot Point Spend: If the effect is a particularly powerful one that the Fixer thinks the player should not be doing over and over, requiring the expenditure of a Plot Point is a good way to limit it. Restricting the Talent to be activated only once per scene can accomplish the same thing. Talents activated by things like Fixer granting Opportunities can limit the Talent’s activation, but not as reliably as a Plot Point.
The Role should reflect the type of character that tends to do this sort of thing. Some Talents are appropriate for almost any character type (see Opportunist), and a few might be appropriate for two Roles. Resist the urge to make a bunch of generic Talents; characters take on their Roles for a reason, and it’s not as much fun when someone else can do your job almost as well as you can.
Finally, the Talent’s name is more important than it might appear on the surface. The name should be evocative and memorable. Cool names beg to be used, and Talents are created to be used.