06 - Talents
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Priest
Mercenary
Spy
Mage
In addition to your Actions, you have certain tricks and traits called Talents that might come in handy. They affect your die rolls, or give you access to powers or resources.
A newly-created player character gets one Talent chosen from among the talents specific to their Trade. As you play and gain Experience Points, you can get more talents.
Whenever you gain a Talent you may replace one Talent that you have with one from the General Talents.
Gaining Talents should make sense for your character within the fiction.
Talents by Profession and Trade
Priest Healer
Field Medic, Mend, Blessing
FIELD MEDIC
Gain +2 to Endure and Read tests when dead or wounded people are nearby.
MEND
When you use Medicine to treat the other player characters, they can heal a total of 4 levels of Harm instead of 3. The same applies to extra successes.
BLESSING
Once per day you can bless an object or another player character. The player character, or anyone using the object, gains a Blessing, adding +2 to a test of their choice. The Blessing expires upon use or when the adventure is over. You can only bless the same character or object once per adventure.
Priest Occultist
Mark of the Gods, Medium, Absolution
MARK OF THE GODS
Once per day you may use Strength as the Attribute for a Persuade, Charm, or Intimidate test.
MEDIUM
Once per day you can make a Read test to perform seances where you predict people’s futures and contact the dead. Extra successes provide more information, prolong the contact, or cause the divine to materialize. On failure you are given inaccurate information, attacked, or suffer a Harm.
ABSOLUTION
Player characters who allow you to pray or perform a spiritual ritual with them as an Activity heal three levels of Harm instead of two.
Mercenary Hunter
Bloodhound, Herbalist, Marksman
BLOODHOUND
Gain +2 to Track when hunting your prey. When you get extra successes from a Track test, you may heal a Lesser Mental Harm.
HERBALIST
By utilizing wild herbs and your environment, you can use Medicine without having access to medical supplies, or make a Weak Poison.
MARKSMAN
Gain +2 to Shoot tests on your first turn when successfully ambushing or attacking your enemy.
Mercenary Soldier
Battle-hardened, Tactician, Well-Traveled
BATTLE‐HARDENED
When drawing for initiative, draw two cards and pick one of them.
TOUGH
Once per combat, you may ignore a Physical Harm, as long as it is not Severe Harm.
WELL‐TRAVELED
Once per adventure you can make a Read test to create an NPC who is situated in the area, and who you have met before. The Director decides how they have changed since you last met, and what they think of you now. If the test fails, they are either hostile or in great need of your help.
Spy Scout
Focused, Steady-Handed, Tough as Nails, Field Experience
FOCUSED
Ignore Harm when making Track or Read tests.
STEADY-HANDED
Once per day when you fail a Dexterity test, you may reroll it.
TOUGH AS NAILS
Gain +2 to Force tests when fighting unarmed or with an improvised weapon.
FIELD EXPERIENCE
You take no Finesse penalty from using Light Armor.
Spy Minstrel
Gossip Monger, Wordsmith, Well-Traveled
GOSSIP MONGER
You gain +2 to Read tests when trying to interpret a situation you are not involved in.
WORDSMITH
Ignore Harm when making Charm tests.
WELL‐TRAVELED
Once per adventure you can make a Read test to create an NPC who is situated in the area, and who you have met before. The Director decides how they have changed since you last met, and what they think of you now. If the test fails, they are either hostile or in great need of your help.
Mage Academic
Erudite, Knowledge is Reassuring, Dedicated Researcher, Quick Learner
ERUDITE
Once per day, you can pass a Study test to establish truths about places and phenomena in the game without needing to roll. You may know that a certain location is renowned for its glassblowers, or that a gang of criminals operates in the area. The Director judges what is appropriate, and what is reasonable for you to know.
KNOWLEDGE IS REASSURING
Ignore Harm when making Study tests.
DEDICATED RESEARCHER
Once per day when you make a Persuade or Read test using Knowledge, you may Push without suffering Harm.
QUICK LEARNER
Your character only needs to spend a half day of practice using new Arcane Words to learn them. (It still requires 10 XP and a successful Study test, see Experience Points.)
Mage Thaumaturge
Clarity of Purpose, Famous, Heart of Stone, Thaumic Sight
CLARITY OF PURPOSE
Ignore Harm when making Endure or Persuade tests.
FAMOUS
Gain +2 to Persuade or Charm tests when trying to influence someone who has heard of you.
HEART OF STONE
When you would take Slippage, you may make a Endure (Strength) test and reduce the Slippage by the number of successes.
THAUMIC SIGHT
You can tell by looking if Thaumaturgy was used.
General Talents
BATTLE EXPERIENCE
Gain +2 to Medicine when treating a Severe or Moderate Physical Harm.
BIG
Ignore Harm when making Intimidation tests.
BRAVE
Gain +1 to all Resistance tests.
COMBAT‐TRAINED
Gain +2 to Strike and Force tests when parrying.
CONTACTS
Once per day you can decide that you already know a certain NPC, and that your relationship is a generally positive one. (Director's discretion)
DECEPTIVE
Gain +2 to Persuade tests when cheating or deceiving.
DEFENSIVE
Each combat turn you get one extra action that may only be used to dodge or parry.
ESCAPE ARTIST
Ignore Harm when making an Endure, Finesse, or Sneak test to flee.
FLEET‐FOOTED
During combat you may move within your own zone without using actions.
GODS' WILL
When Healing, you can use Divination to treat a mental Harm.
HOLY SYMBOL
You have a religious relic that allows you to make Intimidate tests to attack monsters in close combat, dealing 1 damage.
LIGHTNING REFLEXES
You can draw weapons without using an action.
PET
You have a pet that you can use once per day to gain +1 to a test of your choice in a situation where your pet is clearly of use.
PUGILIST
Deal 1 extra damage when fighting unarmed or with a Knuckle Duster.
SHARP SHOOTER
Gain +2 to Shoot tests when at Range 2.
SIXTH SENSE
When making a Read test you may spend extra successes to learn if a monster has been in the area, gain more or less vague impressions of what the monster is, and find out if Thaumaturgy has been used.
SOUND OF BODY
Once per day, when you would take a Level 1 Physical Harm, you can ignore it instead.
SOUND OF MIND
Once per day, when you would take a Level 1 Mental Harm, you can ignore it instead.
SPRINTER
Gain +3 to Track tests when trying to chase down someone.
WEALTHY
Increase Resources by 1 (can be purchased multiple times).
Suggested Talents
If you have a Talent idea, pitch it to the Director! If they like it and agree, you can take that as a Talent.