BWOMB!
Spring Attack(Passive)
Can attack after sprinting
Charge(Active)
The player can attack on same turn that he sprints.
Bull Rush(Active)
Charges directly into an opponent, attacking them and gaining a bonus to attack and damage
Fast(Passive)
Additional AGI+ to evade checks. Forward speed: +1/2 AGI
Dash(Passive)
Can move an extra tile when sprinting.
---
Dexterous(Passive)
Gains an additional bonus to hit an opponent.
Flurry(Attack)
Fast attack that strikes twice in a single melee round.
Blitz(Attack)
Lightning-fast attacks that strike an opponent three times in a single melee round.
Critical Strike(Attack)
Well-aimed attack that hits an opponent's weak spot. Opponent must have a discernible anatomy.
Piercethrough(Attack)
Fast attack that penetrates through armor, ignoring a percentage of their physical resistance if it hits.
Phase Blade(Attack)
Attack that phases directly through an opponent's armor, ignoring it completely.
-----
Aggressive(Passive)
Player gains a small bonus to attack.
Strikedown(Attack)
Powerful attack that does extra damage if it hits an opponent.
Heavy Strike(Attack)
Very powerful attack that does heavy damage if it hits an opponent.
Colossal Strike(Attack)
Extremely powerful attack that does extracritical damage if it hits an opponent, but has slight accuracy penalties.
Frenzy(Activated Mode)
Ability that grants a +1 bonus to attack and a +1 bonus to damage when activated, but the player suffers a -1 penalty to dodge.
Lacerate(Passive)
Attacks are aimed to inflict heavy wounds on the target, giving a chance to cause bleeding wounds with each attack
Rend(Active)
Fueled by rage, the creature/character inflicts critical wounds on the target, causing heavy damage and bleeding.
Rage(Passive)
Gives an additional +1 bonus to attack and +1 bonus to damage when the player is in a frenzied state.
Ignore Pain(Passive)
When in a frenzied state, the character ignores any negative effects from pain.
Revelry(Passive)
The player has learned to savor combat and the pain that comes with it. Gains bonuses to attack when wounded.
---
Tough(Passive)
The player gains a +1 bonus to physical resistance.
Resilient(Passive)
The player gains another +1 to physical resistance and can better resist poison and disease.
Strong Skeleton(Passive)
The player has a reduced chance to suffer fractures or broken bones.
Taunt(Active)
The player goads a single enemy into attacking them instead of their current target.
Provoke(Active)
The player infuriates multiple targets, goading them into attacking the player instead of others.
Porter(Passive)
The player is strong enough to carry 50% more weight without being encumbered.
---
Cautious(Passive)
The player is wary of their surroundings and gains a +1 bonus to dodge attacks.
Defensive Fighter(Passive)
The player is skilled at dodging attacks, and gains another +1 bonus to dodging.
Dodger(Passive)
The player has become a master at avoiding attacks, and gains an extra +2 bonus to dodging attacks.
Coward(Mode)
The player has self-preservation in mind, and can flee from battle with +1 movement and +2 dodge. The player can not attack in this mode.
---
Strong Will(Passive)
The player has a strong mind and gains a +1 bonus to willpower checks.
Concentrate(Passive)
The player can resist distractions of all kinds, and gains another +1 bonus to willpower and a +1 investigative bonus.
Delay Warp(Active)
The player can focus his thoughts to slow the advance of a warp.
Telekinesis(Active)
The player's concentration is so strong that he can move objects just by thinking about it.
Force Wave(Active)
The player's telekinesis is so powerful, he can knock opponents backwards.
Confusion(Active)
The player's mental state is superior to most creatures, and he can enter their mind and confuse them. If this fails against a stronger foe, he suffers psychic backlash.
Control(Active)
The player can temporarily manipulate a target's mental state so they do what he wants them to. Strong targets can fight back.
Dominate(Active)
The player forcibly rearranges the target's thoughts to permanently sway them to his side.
________________________________________________
I'm working on rearranging them into a skill tree now. If any are objectionable, they may be thrown out. Note that the earlier ones in each 'section' are tier I, while that later ones are tier III or even tier IV. Some talents require multiple prerequisites, which is why I'm working on the tree.