\setcounter{page}{1}
\section{Character Creation}
\begin{minipage}[t]{0.46\textwidth}
    \subsection{Step 1: Select a Character Archetype}
    Select an archetype and note the abilities on your character sheet.

    \subsubsection{Average Human}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        2 & 2 & 2 & 2 & 2 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 10 + Brawn
        \item \textbf{Starting Strain Threshold:} 10 + Brawn
        \item \textbf{Starting Experience:} 210
        \item \textbf{Starting Skills:} One rank in two non-career skills.
        \item \textbf{Ready for Anything:} Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the players' pool.
    \end{itemize}

    \subsubsection{Laborer}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        3 & 2 & 2 & 2 & 1 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 12 + Brawn
        \item \textbf{Starting Strain Threshold:} 8 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank in \textit{Athletics}.
        \item \textbf{Tough as Nails:} Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as “01”.
    \end{itemize}

    \subsubsection{Intellectual}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        2 & 1 & 3 & 2 & 2 & 2 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 8 + Brawn
        \item \textbf{Starting Strain Threshold:} 12 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank \textit{Knowledge}.
        \item \textbf{Brilliant!:} Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.
    \end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Aristocrat}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}{|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|P{0.1\textwidth}|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{BR}} & {\color[HTML]{FFFFFF} \textbf{AG}} & {\color[HTML]{FFFFFF} \textbf{INT}} & {\color[HTML]{FFFFFF} \textbf{CUN}} & {\color[HTML]{FFFFFF} \textbf{WILL}} & {\color[HTML]{FFFFFF} \textbf{PR}} \\ \hline
        1 & 2 & 2 & 2 & 2 & 3 \\ \hline
    \end{tabular}
    \newline

    \begin{itemize}
        \item \textbf{Starting Wound Threshold:} 10 + Brawn
        \item \textbf{Starting Strain Threshold:} 10 + Brawn
        \item \textbf{Starting Experience:} 200
        \item \textbf{Starting Skills:} One rank in \textit{Cool}.
        \item \textbf{Forceful Personality:} Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
    \end{itemize}
    \subsection{Step 2: Choose Career Skills}
    Select \textbf{4} skills that relate to you IRL, and \textbf{4} additional skills that relate to your QuestWorld character.

    \subsection{Step 3: Invest Experience Points}
    You may use your starting experience in the following ways:
    \begin{itemize}
        \item \textbf{Improving Characteristics:} Improving a characteristic by 1 costs an amount of experience equal to 10 times the new value for the characteristic. So, improving a characteristic from 3 to 4 costs $4*10=40$ experience points. This must be done sequentially, so the cost of improving a characteristic from 3 to 5 is $4*10+5*10=90$ experience points. You may not increase a characteristic above 5, and you may not spend more than 100 experience points improving characteristics.
        \item \textbf{Skill Training:} Increasing a career skill is similar to improving characteristics, but it costs 5 times the new value instead of 10 times. Improving non-career skills costs an additional 10 experience per level.
        \item \textbf{Aquire Talents:} Talents cost 5 times their tier level in experience points. In order to buy a talent above tier 1, you must already have more talents in the tier below. So you need 2 talents in tier 1 before you buy a talent in tier 2, and to buy a tier 3 talent, you must have 3 tier 1 talents and 1 tier 2 talent.

        If purchasing multiple levels of a ranked talent, every level counts as a seperate talent, which goes one tier up each time. So purchasing another level of a tier 1 ranked talent costs 10 experience points, and requires at least 1 other tier 1 talent than the original one.
    \end{itemize}

    \subsection{Step 4: Determine Derived Attributes}
    \begin{itemize}
        \item \textbf{Wound Threshold:} Calculate based on archetype.
        \item \textbf{Strain Threshold:} Calculate based on archetype.
        \item \textbf{Defense:} Melee and ranged defense are by default 0.
        \item \textbf{Soak:} Soak is equal to your character's Brawn value.
    \end{itemize}
\end{minipage}
\newpage
\subsection{Step 5: Choose Gear}
Every character starts with 1000 Doubloons ($\mathcal{D}$), which they can buy gear for. They may keep the rest to spend on the adventure.
\subsubsection{Weapons}
\begin{center}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}[ht]{|l|l|l|l|l|l|l|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{NAME}} & {\color[HTML]{FFFFFF} \textbf{SKILL}} & {\color[HTML]{FFFFFF} \textbf{DAM}} & {\color[HTML]{FFFFFF} \textbf{CRIT}} & {\color[HTML]{FFFFFF} \textbf{RANGE}} & {\color[HTML]{FFFFFF} \textbf{PRICE}} & {\color[HTML]{FFFFFF} \textbf{SPECIAL}} \\ \hline
        \multicolumn{7}{|l|}{{\cellcolor[HTML]{326DA1} \color[HTML]{FFFFFF} \textbf{MELEE WEAPONS}}} \\ \hline
        Axe & Melee (Light) & +3 & 3 & Engaged & 150$\mathcal{D}$ & Vicious 1 \\ \hline
        Dagger & Melee (Light) & +1 & 3 & Engaged & 25$\mathcal{D}$ & \\ \hline
        Greataxe & Melee (Heavy) & +4 & 3 & Engaged & 300$\mathcal{D}$ & Cumbersome 3, Pierce 2, Vicious 1 \\ \hline
        Greatsword & Melee (Heavy) & +4 & 2 & Engaged & 300$\mathcal{D}$ & Defensive 1, Pierce 1, Unwieldy 3 \\ \hline
        Halberd & Melee (Light) & +3 & 3 & Engaged & 250$\mathcal{D}$ & Defensive 1, Pierce 3 \\ \hline
        Light Spear & Melee (Light) & +2 & 4 & Engaged & 90$\mathcal{D}$ & Accurate 1, Defensive 1 \\ \hline
        Mace & Melee (Light) & +3 & 4 & Engaged & 75$\mathcal{D}$ & \\ \hline
        Shield & Melee (Light) & +0 & 6 & Engaged & 80$\mathcal{D}$ & Defensive 1, Deflection 1, Inaccurate 1, Knockdown \\ \hline
        Sword & Melee (Light) & +3 & 2 & Engaged & 200$\mathcal{D}$ & Defensive 1 \\ \hline
        Wizard's Staff & Melee (Light) & +0 & 6 & Engaged & 800$\mathcal{D}$ & (Required for spellcasting) \\ \hline
        \multicolumn{7}{|l|}{{\cellcolor[HTML]{326DA1} \color[HTML]{FFFFFF} \textbf{RANGED WEAPONS}}} \\ \hline
        Bow & Ranged & 7 & 3 & Medium & 275$\mathcal{D}$ & Unwieldy 2 \\ \hline
        Crossbow & Ranged & 7 & 2 & Medium & 600$\mathcal{D}$ & Pierce 2, Prepare 1 \\ \hline
        Longbow & Ranged & 8 & 3 & Long & 450$\mathcal{D}$ & Unwieldy 3 \\ \hline
    \end{tabular}
\end{center}

\subsubsection{Armor}
\begin{center}
    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabular}[ht]{|l|l|l|l|l|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{TYPE}} & {\color[HTML]{FFFFFF} \textbf{DEFENSE}} & {\color[HTML]{FFFFFF} \textbf{SOAK}} & {\color[HTML]{FFFFFF} \textbf{PRICE}} & {\color[HTML]{FFFFFF} \textbf{SPECIAL}} \\ \hline
        Chain Mail & 0 & +2 & 500$\mathcal{D}$ & \setback to stealth checks \\ \hline
        Heavy Robes & 1 & +0 & 50$\mathcal{D}$ & \\ \hline
        Leather & 0 & +1 & 200$\mathcal{D}$ & \\ \hline
        Plate Armor & 1 & +2 & 700$\mathcal{D}$ & \setback\setback to stealth checks \\ \hline
    \end{tabular}
\end{center}

\newpage
\setcounter{page}{1}
\section{Talents}
\begin{minipage}[t]{0.46\textwidth}
    \subsection{Tier 1}
    \textbf{Bought Info} \\
    \textit{Tier 1, Active (Action)} \\
    When making any knowledge skill check, your character can instead use this talent to spend an amount of Doubloons equal to fifty times the difficulty of the check and automatically succeed on the knowledge check with one uncanceled \success (instead of rolling). At your GM's discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn't make narrative sense.

    \vspace{10pt}
    \textbf{Clever Retort} \\
    \textit{Tier 1, Active (Incidental, out of turn)} \\
    Once per encounter, your character may use this talent to add automatic \threat\threat to another character's social skill check.

    \vspace{10pt}
    \textbf{Desperate Recovery} \\
    \textit{Tier 1, Passive} \\
    Before your character heals strain at the end of an encounter, if their strain is more than half of their strain threshold, they heal two additional strain.

    \vspace{10pt}
    \textbf{Duelist} \\
    \textit{Tier 1, Passive} \\
    Your character adds \boost to their melee combat checks while engaged with a single opponent. Your character adds \setback to their melee combat checks while engaged with three or more opponents.

    \vspace{10pt}
    \textbf{Durable} \\
    \textit{Tier 1, Passive, Ranked} \\
    Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

    \vspace{10pt}
    \textbf{Forager} \\
    \textit{Tier 1, Passive} \\
    Your character removes up to \setback\setback from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they would normally.

    \vspace{10pt}
    \textbf{Grit} \\
    \textit{Tier 1, Passive, Ranked} \\
    Each rank of Grit increases your character's strain threshold by one.

    \vspace{10pt}
    \textbf{Hamstring Shot} \\
    \textit{Tier 1, Active (Action)} \\
    Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target's soak). The target is immobilized until the end of its next turn.

    \vspace{10pt}
    \textbf{Jump Up} \\
    \textit{Tier 1, Active (Incidental)} \\
    Once per round during your character's turn, your character may use this talent to stand from a prone or seated position as an incidental.

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}

    \vspace{10pt}
    \textbf{Knack for It} \\
    \textit{Tier 1, Passive, Ranked} \\
    When you purchase this talent for your character, select one skill. Your character removes \setback\setback from any checks they make using this skill.

    Each additional time you purchase this talent for your character, select two additional skills. Your character also removes \setback\setback from any checks they make using these skills. You cannot select combat or magic skills when choosing skills for this talent.

    \vspace{10pt}
    \textbf{Know Somebody} \\
    \textit{Tier 1, Active (Incidental), Ranked} \\
    Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.

    \vspace{10pt}
    \textbf{Let's Ride} \\
    \textit{Tier 1, Active (Incidental)} \\
    Once per round during your character's turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an incidental. In addition, if your character suffers a short-range fall (see page 112) from a vehicle or animal, they suffer no damage and land on their feet.

    \vspace{10pt}
    \textbf{One with Nature} \\
    \textit{Tier 1, Active (Incidental)} \\
    When in the wilderness, your character may make a Simple (-) Survival check, instead of Discipline or Cool, to recover strain at the end of an encounter (see page 117).

    \vspace{10pt}
    \textbf{Parry} \\
    \textit{Tier 1, Active (Incidental, out of turn), Ranked} \\
    When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied, your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.

    \vspace{10pt}
    \textbf{Proper Upbringing} \\
    \textit{Tier 1, Active (Incidental), Ranked} \\
    When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of strain to use this talent to add an equal number of \advantage to the check. The number may not exceed your character's ranks in Proper Upbringing.

    \vspace{10pt}
    \textbf{Quick Draw} \\
    \textit{Tier 1, Active (Incidental)} \\
    Once per round on your character's turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon's Prepare rating by one, to a minimum of one.

\end{minipage}
\newpage

\begin{minipage}[t]{0.46\textwidth}
    \vspace{10pt}
    \textbf{Quick Strike} \\
    \textit{Tier 1, Passive, Ranked} \\
    Your character adds \boost for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

    \vspace{10pt}
    \textbf{Rapid Reaction} \\
    \textit{Tier 1, Active (Incidental, out of turn), Ranked} \\
    Your character may suffer a number of strain to use this talent to add an equal number of \success to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character's ranks in Rapid Reaction.

    \vspace{10pt}
    \textbf{Second Wind} \\
    \textit{Tier 1, Active (Incidental), Ranked} \\
    Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.

    \vspace{10pt}
    \textbf{Surgeon} \\
    \textit{Tier 1, Active (Incidental), Ranked} \\
    When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon.

    \vspace{10pt}
    \textbf{Swift} \\
    \textit{Tier 1, Passive} \\
    Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers).

    \vspace{10pt}
    \textbf{Toughened} \\
    \textit{Tier 1, Passive, Ranked} \\
    Each rank of Toughened increases your character's wound threshold by two.

    \vspace{10pt}
    \textbf{Unremarkable} \\
    \textit{Tier 1, Passive} \\
    Other characters add \failure to any checks made to find or identify your character in a crowd.

    \vspace{10pt}
    \subsection{Tier 2}

    \textbf{Berserk} \\
    \textit{Tier 2, Active (Maneuver)} \\
    Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds \success\advantage\advantage to all melee combat checks they make. However, opponents add \success to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks.

    At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.

    \vspace{10pt}
    \textbf{Coordinated Assault} \\
    \textit{Tier 2, Active (Maneuver), Ranked} \\
    Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add \advantage to all combat checks they make until the end of your character's next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \textbf{Counteroffer} \\
    \textit{Tier 2, Active (Action)} \\
    Once per session, your character may use this talent to choose one non-nemesis adversary within medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes staggered until the end of their next turn.

    At your GM's discretion, you may spend \triumph on this check to have the adversary become an ally until the end of the encounter. However, the duration of this may be shortened or extended depending on whether your GM feels your offer is appealing to the adversary and whether your character follows through on their offer!

    \vspace{10pt}
    \textbf{Defensive Stance} \\
    \textit{Tier 2, Active (Maneuver), Ranked} \\
    Once per round, your character may suffer a number of strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character's next turn, upgrade the difficulty of all melee combat checks targeting your character a number of times equal to the strain suffered.

    \vspace{10pt}
    \textbf{Dual Wielder} \\
    \textit{Tier 2, Active (Maneuver)} \\
    Once per round, your character may use this talent to decrease the difficulty of the next combined combat check they make during the same turn by one.

    \vspace{10pt}
    \textbf{Heightened Awareness} \\
    \textit{Tier 2, Passive} \\
    Allies within short range of your character add \boost to their Perception and Vigilance checks. Allies engaged with your character add \boost\boost instead.

    \vspace{10pt}
    \textbf{Inspiring Rhetoric} \\
    \textit{Tier 2, Active (Action)} \\
    Your character may use this talent to make an Average (\difficulty\difficulty) Leadership check. For each \success the check generates, one ally within short range heals one strain. For each \advantage, one ally benefiting from Inspiring Rhetoric heals one additional strain.

    \vspace{10pt}
    \textbf{Inventor} \\
    \textit{Tier 2, Active (Incidental), Ranked} \\
    When your character makes a check to construct new items or modify existing ones, use this talent to add a number of \boost to the check equal to ranks of Inventor. In addition, your character may attempt to reconstruct devices that they have heard described but have not seen and do not have any kinds of plans or schematics for.

    \vspace{10pt}
    \textbf{Lucky Strike} \\
    \textit{Tier 2, Active (Incidental)} \\
    When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character's ranks in that characteristic to one hit of the combat check
\end{minipage}
\newpage

\begin{minipage}[t]{0.46\textwidth}
    \textbf{Scathing Tirade} \\
    \textit{Tier 2, Active (Action)} \\
    Your character may use this talent to make an Average (\difficulty\difficulty) Coercion check. For each \success the check generates, one enemy within short range suffers 1 strain. For each \advantage, one enemy affected by Scathing Tirade suffers 1 additional strain

    \vspace{10pt}
    \textbf{Side Step} \\
    \textit{Tier 2, Active (Maneuver), Ranked} \\
    Once per round, your character may suffer a number of strain no greater than their ranks in Side Step to use this talent. Until the end of your character's next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the strain suffered.

    \vspace{10pt}
    \subsection{Tier 3}
    \textbf{Dodge} \\
    \textit{Tier 3, Active (Incidental, out of turn), Ranked} \\
    When your character is targeted by a combat check (ranged or melee), they may suffer a number of strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered.

    \vspace{10pt}
    \textbf{Eagle Eyes} \\
    \textit{Tier 3, Active (Incidental)} \\
    Once per encounter before making a ranged combat check, you may use this talent to increase your weapon's range by one range band (to a maximum of extreme range). This lasts for the duration of the combat check.

    \vspace{10pt}
    \textbf{Field Commander} \\
    \textit{Tier 3, Active (Action)} \\
    Your character may use this talent to make an Average (\difficulty\difficulty) Leadership check. If successful, a number of allies equal to your character's Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter.

    \vspace{10pt}
    \textbf{Inspiring Rhetoric (Improved)} \\
    \textit{Tier 3, Passive} \\
    \textit{Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent.} Allies affected by your character's Inspiring Rhetoric add \boost to all skill checks they make for a number of rounds equal to your character's ranks in Leadership.

    \vspace{10pt}
    \textbf{Scathing Tirade (Improved)} \\
    \textit{Tier 3, Passive} \\
    \textit{Your character must have purchased the Scathing Tirade talent to benefit from this talent.} Enemies affected by your character's Scathing Tirade add \setback to all skill checks they make for a number of rounds equal to your character's ranks in Coercion.

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \textbf{Heroic Will} \\
    \textit{Tier 3, Active (Incidental, out of turn)} \\
    When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries)

    \vspace{10pt}
    \textbf{Natural} \\
    \textit{Tier 3, Active (Incidental)} \\
    When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.

    \vspace{10pt}
    \textbf{Rapid Archer} \\
    \textit{Tier 3, Active (Maneuver)} \\
    While your character is armed with a bow (or similar weapon, at your GM's discretion) they may suffer 2 strain to use this talent. During the next ranged combat check your character makes this turn, the bow gains the Linked quality with a value equal to their ranks in the Ranged skill.

    \vspace{10pt}
    \textbf{Parry (Improved)} \\
    \textit{Tier 3, Active (Incidental, out of turn)} \\
    \textit{Your character must have purchased the Parry talent to benefit from this talent.} When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend \despair or \threat\threat\threat from the attacker's check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon's base damage, plus any damage from applicable talents or abilities. Your character can't use this talent if the original attack incapacitates them.

    \vspace{10pt}
    \subsection{Tier 4}
    \textbf{Can't We Talk About This?} \\
    \textit{Tier 4, Active (Action)} \\
    Your character can use this talent to make an opposed Charm or Deception versus Discipline check targeting a single non-nemesis adversary within medium range. If the check succeeds, the target cannot attack your character (or perform hostile actions against your character) until the end of their next turn. You may spend \advantage\advantage to increase the length of the effect by one additional turn, and spend \triumph to extend the benefits to all of their identified allies within short range.

    The effect ends immediately if your character or a known ally attacks the target. In addition, your GM may rule that some targets are immune to this ability. An automated sentry turret, for example, has no interest in resolving a conflict through talking, nor would someone consumed by rage and the desire for revenge against your character.

\end{minipage}
\newpage

\begin{minipage}[t]{0.46\textwidth}
    \textbf{Deadeye} \\
    \textit{Tier 4, Active (Incidental)} \\
    After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.

    \vspace{10pt}
    \textbf{Defensive} \\
    \textit{Tier 4, Passive, Ranked} \\
    Each rank of Defensive increases your character's melee defense and ranged defense by one.

    \vspace{10pt}
    \textbf{Enduring} \\
    \textit{Tier 4, Passive, Ranked} \\
    Each rank of Enduring increases your character's soak by one.

    \vspace{10pt}
    \textbf{Inspiring Rhetoric (Supreme)} \\
    \textit{Tier 4, Active (Incidental)} \\
    \textit{Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent.} Your character may choose to suffer 1 strain to use the Inspiring Rhetoric talent as a maneuver, instead of as an action.

    \vspace{10pt}
    \textbf{Scathing Tirade (Supreme)} \\
    \textit{Tier 4, Active (Incidental)} \\
    \textit{Your character must have purchased the Scathing Tirade talent to benefit from this talent.} Your character may choose to suffer 1 strain to use the Scathing Tirade talent as a maneuver, instead of as an action.

    \vspace{10pt}
    \subsection{Tier 5}
    \textbf{Dedication} \\
    \textit{Tier 5, Passive, Ranked} \\
    Each rank of Dedication increases one of your character's characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.

    \vspace{10pt}
    \textbf{Indomitable} \\
    \textit{Tier 5, Acitve (Incidental, out of turn)} \\
    Once per encounter, when your character would be incapacitated due to exceeding their wound or strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their strain or wounds to below their threshold before the end of their next turn, they are not incapacitated.

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    \textbf{Master} \\
    \textit{Tier 5, Active (Incidental)} \\
    When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy (\difficulty).

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    \textbf{Ruinous Repartee} \\
    \textit{Tier 5, Active (Action)} \\
    Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range (or within earshot). If successful, the target suffers strain equal to twice your character's Presence, plus one additional strain per \success. Your character heals strain equal to the strain inflicted.

    If incapacitated due to this talent, the target could flee the scene in shame, collapse in a dejected heap, or throw themself at your character in fury, depending on your GM and the nature of your character's witty barbs.
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