"Skill beats talent when talent doesn't practice."

Listed here are talents and the required xp to acquire them. Some are passive benefits, some are new actions you will be able to use. Since I know who will be reading this I'll directly point out: there are no proficiencies for armor or weapons with a point and click interface so don't worry about those.

Name Req Description Cost
Accurate Dex 10 Change hit location die by +/- 1 100
--Precise Aim Dex 11 Change hit location by up to +/- 2 150
--Marksman Dex 12 Take -2 to ranged skill to make a called shot, allowing you to pick the hit location if the attack succeeds. Block actions can still change the hit location. 200
Adept: Psychic Will 10 Enables the use of human's psychic powers 100
--Advanced: Psychic Will 13 Enables the use of advanced psychic powers. 200
Adept: Pyromancy Will 10 Enables the use of daezra's pyromancies 100
--Advanced: Pyromancy Will 13 Enables the use of advanced pyromancies 200
Adept: Shadowmancy Will 10 Enables the use of naraxas' shadowmancies 100
--Advanced: Shadowmancy will 13 Enables the use of advanced shadowmancies. 200
Ambush Power Dex 11 Attacking with a spell from behind at a range of 4 meters or less causes an automatic crit for the power. 100
--Hidden Power Dex 12 As ambush, but now no defense action can be taken against the power. 150
Backstab Dex 12 If you make a melee attack into an opponent's back its an automatic crit 100
--Assassinate Dex 13 If you backstab an unaware opponent they are instantly dead 150
Calculated madness Will 11 Powers cost 1 less sanity to use 100
--Controlled Madness Will 12 Powers cost an additional 1 less sanity to use. 250
Charging Strike Melee 10 You may make a melee attack after taking two consecutive move actions. 100
--Flowing Strike Melee 12 You may use the "flowing strike" action, which allows you to move up to your movespeed -1 and attack as a single action. 150
--Zankist Flow Melee 14 You may use both of your actions to move in a straight line up to your movespeed. Melee attack everyone within striking range of the line from nearest to furthest of the origin point, parry reactions halt the line. 200
Clean Shot Dex 11 Reroll 1 damage die of your choice each time you roll damage. 100
Critical Killer Dex 12 Increase your crit range by +1 150
--Critical Killer 2 Dex 13 Increase your crit range by an additional +1 200
--Critical Killer 3 Dex 14 Increase your crit range by an additional +1 200
Depth Perception Dex 11 Increase your personal max range by 10m 100
--Depth Perception 2 Dex 13 Increase your personal max range by another 10m 100
Dual Wield Dex 10 You may use two pistols at once at -2 ranged skill. You may fire both as one action. You may also swap one pistol with a one handed melee weapon. Reloading takes 2 actions while dual wielding. Rapid reload switches from free action to one action while dual wielding. 150
--Gunslinger Dex 12 You no longer take any penalty for dual wielding 200
Iaido Dex 10 You can draw and attack with a sword or machete in one action. 100
Jack of All Trades none +1 to all skills 250
Martial Arts Melee 9 Your melee attacks do not roll for hit location, you may simply pick. 100
--Technique Martial Arts Your melee attacks may add half (rounded down) your str or dex to their damage depending on the weapon. See melee weapons list for which one can use which stat. 100
--Striker Martial Arts Your fist melee weapon damage is changed to 1d4+str or dex 150
--Deathfist Striker Your fist melee weapon damage is changed to 1d6+str or dex 200
--Precise Strikes Martial Arts Your melee attacks ignore armor DR unless blocked successfully 100
--Black Belt Precise Strikes Your melee attack crit range is increased by +4 150
Nimble Dex 11 Dodge actions only incur a -2 penalty to your next turns attacks. 100
--Agile Dex 12 Dodge action penalties do not stack beyond 2 penalties. 200
--Moving Blur Dex 13 When moving, opponents who take a reaction attack at you suffer an additional -2 to their ranged skill 150
--Bullet Ballet Dex 14 If you succeed a dodge roll, you may move up to three meters or choose to not move at all. You do not have to go prone if you move toward or away from the attack. 200
Projection Adept: Any Can only be applied to one magic at a time. Increase range of all powers of that type by 10 meters. 150
Quickdraw Dex 10 You can draw and fire a pistol in one action. 100
Quick Reflexes Speed 6 Upon taking a block or dodge reaction, regardless of success or failure you may change the hit location of the attack to one of your choice. 100
--Opportunist Speed 7 You may take one reaction per encounter even if you have not readied an action. 150
--Master Planner   When attacking as a reaction, you do not suffer penalties against the target's speed. 200
--Checkmate   When attacking as a reaction specifically to movement, your attack automatically crits. 250
Spray and Pray Ranged firearm (that fires quickly) Ranged attack at -1 per 2 meters away they are. Attack everyone twice in a 10 meter cone. Costs 2 actions. 200
Sprinter none Increase speed attribute by 1 100
--Sprinter 2   Increase Speed Attribute by 1 200
--Sprinter 3   Increase Speed Attribute by 1 400
Stalwart Con 11 Block flinch penalty reduced to -1 100
--Sturdy Con 12 Block penalties do not stack beyond 2. 150
--Unflinching Con 13 You may declare defense actions after seeing the attacker's roll. 200
--Juggernaut Con 14 If you critically succeed a block roll, you negate the damage entirely and your armor durability is unaffected. Your critical range for block actions specifically have a +2 bonus. DM's discretion still if you can block some attacks, even with this talent you aren't tanking a charging elephant. 200
Rapid Chamber Dex 12 Put a bullet into your weapon's chamber as a free action instead of a standard action. 150
Rapid Reload Dex 10 Reload your weapon as a free action instead of standard action 150
Twin Cast 10 dex, spells Cast the same power at the same target twice for one standard action with -2 to hit. Costs 3 sanity to use (plus the cost of the power twice) 200
Ward Will 11 Rebuke flinch penalty changed to -1 100
--Ward Other Will 12 You may rebuke on behalf of others, but the penalty is increased by +1 150
--Anti-mage Will 13 Rebuke has no penalties unless used on behalf of others. 200
--Deflect Will 14 If you critically succeed a rebuke action, you may instead change its target. Your critical range for rebuke actions specifically have a +2 bonus. 200
Ultra Immune System Con 11 +3 to con check against disease, poison, and radiation checks. 150