Intelligence Talents

Ninjutsu Talent Tree:

By selecting a talent from this talent tree, the Smart Hero gains a bonus to identify and perform Ninjutsu techniques.

Ninjutsu:

The Smart Hero gains a +1 bonus to Ninjutsu to perform a technique, and a +2 bonus to identify techniques. His chakra reserve increases by 10.

Improved Ninjutsu:

The bonuses increase to +2 to perform and +4 to identify techniques, and his chakra reserve increases by 20..

Prerequisite: Ninjutsu.

Advanced Ninjutsu:

The Smart Hero’s bonuses increase to +3 to perform and +6 to Ninjutsu to identify, and his chakra reserve increases by 30.

In addition, the Hero gains a +2 bonus to his Learn checks to learn ninjutsu techniques and a +1 enhancement bonus to his effective skill threshold with Ninjutsu techniques.

Prerequisite: Ninjutsu, Improved Ninjutsu.

Research Talent Tree:

The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.

Savant:

Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.

Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device,Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.

The Smart hero may not apply this bonus to Chakra Control, Genjutsu, Ninjutsu or Taijutsu.

Linguist:

With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he does not know the Smart hero can make an Intelligence check to determine if he can grasp a basic understanding of it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.

The DC for the check depends on the situation:

DC 20
if the language is in the same group as one the hero already has mastered;

DC 25
if the language is unrelated to any other languages the hero knows; and

DC 30
if the language is ancient or unique.

With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.A single check covers roughly one minute of a spoken language or one page of a written language.

Prerequisite: 4 or more languages.

Strategy Talent Tree:

The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he must have previously selected at least one talent from the Research Talent Tree.

Exploit Weakness:

After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.

Prerequisite: One talent from the Research Talent Tree.

Plan:

Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation.

After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.

Check result Bonus

9 or lower= +0 (check failed)
10–14= +1
15–24= +2
25 or higher= +3

This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

Prerequisite: One talent from the Research Talent Tree.

Trick:

The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick.

The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.

Prerequisite: One talent from the Research Talent Tree.

Tech Expert Talent Tree
[Intelligence 16 Required]

This talent tree is available to Omni-tool users.

Deployable expertise:

You may choose an additional upgrade for any Drone or turret you have, you may have up to two mines active at a time instead of one.

Dual omni-tool: Requires 18 Intelligence

You can equip two omni-tools instead of one and use tech modules from them both. You are still limited to a single [armor] and [ammo] module at a time, but you can have two different [persistent] or Drone modules active at a time.

Tech Armor Master:

You no longer take a penalty to recharge times while you have an active [armor] module.

Requires: Tech Armor Adept

Melee tech: You can apply your ammo powers to any melee weapon you wield.

Ammo mastery:

Your ammo powers can affect weapons that have a damage type other than Kinetic.

Tech Mastery: Choose a number of tech modules equal to your Intelligence modifier. Reduce the recharge times of those modules by 1 round. You can take this talent multiple times, and each module can only be selected twice total [-2 rounds].

Tech Armor Adept

You only take -1 Penalty to recharge times while you have an active [armor] module.

Prerequisites: Tech mastery with an [armor] power.

Miscellaneous Talents

Sense Chakra:

The Smart Hero gains the ability to Sense Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Intelligence talent tree.

Suppress Chakra:

The Smart Hero gains the ability to Suppress Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Intelligence talent tree.

Primal Rage:

A rager with this Talent has the ability to become 'Spell Rage' by consuming 1 Meta Chakra Charge. While in 'Spell Rage' you are allowed to able to cast your Primal Spells while Enraged. The number of spells able to be cast during that Primal Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.

If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Chakra Charge.

Ritual Rage:

A rager with this Talent has the ability to become 'Ritual Rage' by consuming 1 Meta Chakra Charge. While in 'Ritual Rage' you are allowed to able to cast your Ritual Spells of reasonable duration while Enraged. The number of spells able to be cast during that Ritual Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.

If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Chakra Charge.

Nei Rage:

Prerequisites: Force rage & Fuinjutsu

A rager with this Talent has the ability to become 'Nei Rage' by consuming 1 Meta Chakra Charge. While in 'Nei Rage' you are allowed to able to cast your Nei Spells while Enraged. The number of spells able to be cast during that Nei Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.

If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Chakra Charge.

Force Rage:

Prerequisites: Chakra Control and Ninjutsu Rage Talents.

A rager with this Talent has the ability to become 'Force Rage' by consuming 1 Meta Chakra Charge. While in 'Force Rage' you are allowed to able to cast your Psionic Spells while Enraged. The number of spells able to be cast during that Force Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.

If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Chakra Charge.

Double Cast:

Prerequisites: Nei Reservoir [Intelligence] and Metachakra Charges.

By Consuming your movement action and a Meta-chakra charge you can cast two spells in a round instead of one,

you take non-lethal HP damage equal to the second spell's rank due to overloading your chakra network.

Normal: By Consuming your movement action you can cast a regular spell[Any Level] and a Cantrip spell [Rank 1]