TEXT: TALENT
  ACCURATE
  The figure may re-roll a 
  missed attacks, but must
  settle with the results of the 
  second roll.
  TALENT
  ACCURATE
  The figure may re-roll a 
  missed attacks, but must
  settle with the results of the 
  second roll.
  TALENT
  ACROBAT
  Figure takes no damage and 
  remains standing (Diff 6)
  after knockback. May in-
  crease the chance to hit a
  target based on the positive 
  difference of an Ability
  Check (Diff 6).
  TALENT
  ACROBAT
  Figure takes no damage and 
  remains standing (Diff 6)
  after knockback. May in-
  crease the chance to hit a
  target based on the positive 
  difference of an Ability
  Check (Diff 6).
  TALENT
  AMBUSH
  Figure may be on-guard 
  and hidden in
  the same GT.
  TALENT
  AMBUSH
  Figure may be on-guard 
  and hidden in
  the same GT.
  TALENT
  AWARENESS
   Figure is at +1 with 
  Ability Checks
  required to notice 
  something.
  TALENT
  AWARENESS
   Figure is at +1 with 
  Ability Checks
  required to notice 
  something.
  TALENT
  BRAWLING
  Figure may 
  counterattack in HtH
  combat even if they are 
  unarmed (requires the
  Counter Attack Talent).
  TALENT
  BRAWLING
  Figure may 
  counterattack in HtH
  combat even if they are 
  unarmed (requires the
  Counter Attack Talent).
  TALENT
  CATFALL
  Figure may fall 2x the 
  distance of a regular
  fall before taking 
  damage.
  TALENT
  CATFALL
  Figure may fall 2x the 
  distance of a regular
  fall before taking 
  damage.
  TALENT
  CHARMING
   This figure gets a +1 
  on all social and
  reaction rolls.
  TALENT
  CHARMING
   This figure gets a +1 
  on all social and
  reaction rolls.
  TALENT
  CLIMBING
  Figure can use half of their 
  movement to scale sheer 
  surfaces without obvious
  hand-holds or assistance. 
  This requires a successful
  Ability Check (6).
  
  CLIMBING
  Figure can use half of their 
  movement to scale sheer 
  surfaces without obvious
  hand-holds or assistance. 
  This requires a successful
  Ability Check (6).
  COMBAT MASTERY
  +1 to hit on all HtH 
  attack rolls.
  COMBAT MASTERY
  +1 to hit on all HtH 
  attack rolls.
  COUNTERATTACK
  A successful defense roll 
  counts as a free attack of 
  opportunity on the attacker.
  This does not apply for 
  Ranged Combat.
  COUNTERATTACK
  A successful defense roll 
  counts as a free attack of 
  opportunity on the attacker.
  This does not apply for 
  Ranged Combat.
  DISARM 
  A successful attack removes a 
  weapon or a hand-held piece 
  of gear from the target. The
  item or weapon is knocked to 
  the ground one square away 
  from the disarmed target.
  DISARM 
  A successful attack removes a 
  weapon or a hand-held piece 
  of gear from the target. The
  item or weapon is knocked to 
  the ground one square away 
  from the disarmed target.
  DIVE
  You may end your GT 
  movement in a hiding
  position.
  DIVE
  You may end your GT 
  movement in a hiding
  position.
  ELUSIVE
  This figure is difficult 
  to hit. Gaining a +1 on 
  all Defensive Rolls. 
  ELUSIVE
  This figure is difficult 
  to hit. Gaining a +1 on 
  all Defensive Rolls. 
  FAVOURED WEAPON
  +1 to attack with one 
  specific weapon type 
  (swords, knives, long-
  bow, etc.).
  FAVOURED WEAPON
  +1 to attack with one 
  specific weapon type 
  (swords, knives, long-
  bow, etc.).
  FLEET FEET
  FIGURE MAY TRIPLE 
  MOVEMENT WHEN 
  RUNNING. 
  FLEET FEET
  FIGURE MAY TRIPLE 
  MOVEMENT WHEN 
  RUNNING. 
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  
  GEAR
  Choose one rank 1 
  Gear item. 
  At Rank 2 choose two 
  Rank 1 items or one 
  Rank 2 item, etc. 
  GEAR
  Choose one rank 1 
  Gear item. 
  At Rank 2 choose two 
  Rank 1 items or one 
  Rank 2 item, etc. 
  LUCKY
  Figure starts the game 
  with one extra
  Hero Point.
  LUCKY
  Figure starts the game 
  with one extra
  Hero Point.
  SPELLCASTING/
  MIRACLE WORKER
  Required to cast
  spells or miracles using the 
  Magic or Miracles
  Power or cast spells or 
  miracles from scrolls or
  other magic items.
  SPELLCASTING/
  MIRACLE WORKER
  Required to cast
  spells or miracles using the 
  Magic or Miracles
  Power or cast spells or 
  miracles from scrolls or
  other magic items.
  MARTIAL ARTS
   +1 Damage in 
  unarmed HtH
  combat. 
  MARTIAL ARTS
   +1 Damage in 
  unarmed HtH
  combat. 
  MEDIC
  Heal 1d6+Ability with a 
  successful Ability Check (6) 
  This may only be used once 
  on the same wounded
  figure.
  MEDIC
  Heal 1d6+Ability with a 
  successful Ability Check (6) 
  This may only be used once 
  on the same wounded
  figure.
  MIGHTY
  +1 Damage with HtH 
  Combat.
  +1 on all Ability Checks 
  requiring strength.
  MIGHTY
  +1 Damage with HtH 
  Combat.
  +1 on all Ability Checks 
  requiring strength.
  MULTIPLE STRIKES
   Following a strike that hits,
  the figure may keep 
  attacking (including new 
  targets) at a -1 for every 
  target after the first. 
  The figure may only attack 
  up to 3 different targets..
  MULTIPLE STRIKES
   Following a strike that hits,
  the figure may keep 
  attacking (including new 
  targets) at a -1 for every 
  target after the first. 
  The figure may only attack 
  up to 3 different targets.
  SCHOLAR
  +1 to know specific 
  information about
  a specialized topic such as 
  legends, history, etc. or
  have fluency another 
  language.. 
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  
  SCHOLAR
  +1 to know specific 
  information about
  a specialized topic such as 
  legends, history, etc. or
  have fluency another 
  language.. 
  SNEAKY
  +1 with all hiding rolls. 
  Or the figure may move
  and remain hidden (but 
  not with the +1 bonus).
  SNEAKY
  +1 with all hiding rolls. 
  Or the figure may move
  and remain hidden (but 
  not with the +1 bonus).
  TACTICS
  The character may 
  choose to attack any
  target in line of sight, 
  not just the closest one.
  TACTICS
  The character may 
  choose to attack any
  target in line of sight, 
  not just the closest one.
  TOUGHNESS
   +1 added to the armour 
  value of the
  character.
  TOUGHNESS
   +1 added to the armour 
  value of the
  character.
  TRAP SAVVY
  Figures may spot and disarm 
  traps before they are activated 
  with a successful Ability 
  Check (2d6 Target). Failed 
  rolls automatically activate 
  the trap. A success deactivates 
  it for the rest of the game.
  TRAP SAVVY
  Figures may spot and disarm 
  traps before they are activated 
  with a successful Ability 
  Check (2d6 Target). Failed 
  rolls automatically activate 
  the trap. A success deactivates 
  it for the rest of the game.
  UNCANNY DODGE
  Figure gets a +4 on 
  Defense Rolls for this GT, 
  but must give up chance of 
  a counterattack as well as 
  giving up their next active 
  GT.
  UNCANNY DODGE
  Figure gets a +4 on 
  Defense Rolls for this GT, 
  but must give up chance of 
  a counterattack as well as 
  giving up their next active 
  GT.
  UNSTOPPABLE
  Figure can ignore the results 
  of being wounded for a num-
  ber of GTs equal to Ability. 
  They continue without 
  penalty until the last GT 
  when they suffer the effects
  of wounding as usual.
  UNSTOPPABLE
  Figure can ignore the results 
  of being wounded for a num-
  ber of GTs equal to Ability. 
  They continue without 
  penalty until the last GT 
  when they suffer the effects
  of wounding as usual.
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  TALENT
  DISENGAGE
  The Figure may break
   out of HtH combat safely 
  (no free attack of 
  opportunity and no need 
  for an Ability Check). 
  DISENGAGE
  The Figure may break
   out of HtH combat safely 
  (no free attack of 
  opportunity and no need 
  for an Ability Check). 
  TALENT
  TALENT
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Darkfast Dungeons/Tokens/dfd_talent_cards.pdf