Talents

Note: Supernatural talents for learning new prayers, conjurations, alchemical recipes, or uses for shapechanging or astrology are found in The Supernatural.

Talents have requirements. You may select a talent that you do not currently meet the requirements for, but it does not take effect until you satisfy the requirements.

Calm

Your limit increases by 3. You may select this talent multiple times.

Tough

Your HP increases by 1. You may select this talent multiple times.

Handy

You may carry an extra item at hand.

Bloodrage

Requirements: Any melee weapon skill 1
When you take a Wound you go into a frenzy. You gain an extra D6 damage on all melee weapon attacks and suffer all damage as stress instead. You must attack the nearest creature every round. Your rage ends once you become broken.

Crafters Kit

Requirements: Crafting 1
You've always got the right thing on hand. You can carry up to 3 provisions on your person (each counts as a bulky item). You can exchange a provision you carry for food or equipment at any time.

Soporific Medicines

Requirements: Medicine 1
During a night's sleep, you may spend a dose of healing herbs and succeed on a Medicine test, you may induce a deep, trance-like slumber in an ally. While so sleeping, the target cannot be woken by any means. The target regains their HP regardless of disease or poison, and restores D4 to all of their damaged attributes.

Mighty Throw

Requirements: Any melee weapon 1
You may exert to throw any melee weapon as though it had a range of 10m and deal an extra D6 damage.

Whirling Defender

Requirements: Spears and Staves 1
While wielding a spear or staff, add 2 to your Armor when you parry. You may exert to parry ranged attacks with spears and staves.

Thundering Charge

Requirements: Any melee weapon 1
You may exert to move your Speed and attack as a single action.

Timber-Toppler

Requirements: Spears and Staves 3
You do not roll with disadvantage against larger opponents when using the entangle or topple gambit.

Bargain Hunter

Requirements: Bartering 3
You can find an incredible bargain from any merchant. Once per merchant per week you may test Bartering. On a success, you reduce the price of one item of your choice from their shop by an additional 25% (to 50% of its normal price).

Wrestler

Requirements: Brawling 3
When you entangle an opponent while unarmed, you deal your fist's damage to them (typically D6). You may continue to entangle them each subsequent turn without spending an action, until they spend an action and make a test to break free.

Bloodletter

Requirements: Knives and Swords 3
The bleeding you inflict with the Vicious gambit is UD6. You have advantage when attacking bleeding opponents.

Horsebreaker

Requirements: Horsemanship 3
If your rank in Horsemanship is equal to a rideable beasts Difficulty (see The Opposition), you may test Horsemanship to break it into a mount given a week's time and appropriate tools.

Seadog

Requirements: Boating 3
If you exert to re-roll any test relating to boats or ships, you exert with advantage. Activities such as fighting, hunting, fishing, piloting, navigating, crafting or repairing all count.

Hunter's Shot

Requirements: Guns and Bows 1
You don't lose ammunition if you roll a 1. You may exert and spend an ammunition for an extra D6 of damage on any ranged attack.

Blooded

Gain advantage on all tests and exertion against fear.

Shattering Blow

Requirements: Axes and Clubs 3
When you use the Smash gambit, you deal damage as normal.

Ring the Bell

Requirements: Axes and Clubs 1
You may perform a stunning blow as a gambit while wielding an axe or club. If you hit, you roll damage at disadvantage and the target loses one action from their next turn. Does not work on monsters.

Thunder-fists

Requirements: Brawling 1
Your fists deal D8 damage.

Wrangler

Requirements: Horsemanship 1
Exert to lasso a target with a Horsemanship test. On a success, the target is entangled until they break free with a Grit test which takes an action or someone helps them cut the rope. You can move them up to 3 meters on your turn.

Implacable

Requirements: Athletics 3
When you become broken and have at least one Wound, you may test Grit. On a success, you lose D10 stress. You still take any HP damage you would have from being broken.

Masterwork

Requirements: Crafting 3
When you repair or create an item, you may test Crafting. On a success, the item becomes Sturdy; the next time it would break or become damaged, it remains intact instead. Sturdy items sell for an 50%.

Dustblade

Requirements: Sneaking 1
When you attack a target who is unaware of you, you may exert to choose a Gambit and automatically deal maximum damage on the attack.

Quarry

Requirements: Woodcraft 3
Spend a moment observing tracks or signs. You may exert to know the exact direction, distance, and health of the creature you are tracking.

Captivate

Requirements: Music and Dance or Oration 1
You gain advantage on all Shine tests against anyone who watches you perform for at least 10 minutes.

Steady

Requirements: Boating 1
You ignore slippery, uneven, or treacherous terrain. You may exert to avoid getting knocked over, shoved, grappled, or restrained.

Long-Strider

Requirements: Athletics 1
You add an additional 5 to your Speed. If you would become exhausted, you may exert to avoid it. You do not become exhausted from travel.

Animal-Speaker

Requirements: Woodcraft 1
You can speak in the tongue of birds and beasts. You have advantage on any tests to calm, communicate with, or command a wild animal.

Materials Chemist

Requirements: Science 1
Given a batch of alchemical reagents and at least 15 minutes of time, you may test Science to perform one of the following effects: refine ore (increasing its value by 50%), create glue, acid, or grease, or purify water.

Expert Navigator

Requirements: Astrology 1
You gain the benefits of a critical success every time you succeed at a roll to navigate, learning all relevant information.

Dream-watcher

Requirements: Astrology 1
By watching over a person, place, or object at rest under the stars, you can tell whether it is under the influence of any form of magic with a successful Astrology test. If the magic originates from the Upper or Lower World, you know which, and get a clue to how it might be broken.

Seer

Requirements: Astrology 3
The movements of the Great Constellations reflect the happenings in all Three Worlds. After spending a night's rest under a clear sky, you may ask the GM one "Yes or No" question about the current state of the world.

The GM will make an Astrology test for you in secret with the following modifiers:

  • Advantage if you possess an item of focus relating to the question - such as a tuft of fur from a beast you are tracking, a reed from a house in the village you wish an answer about, or a memento from a loved one.
  • Disadvantage if the question relates to the Upper or Lower World.

On a success, the GM answers accurately. On a failure, the GM does not answer. On a critical failure, the GM answers falsely. On a critical success, the GM gives additional detail in the answer.

Prophet

Requirements: Astrology 6
You read the future in the stars when you take a night's rest under a clear sky. Make an Astrology test. On a success, you create a portent of things to come. Roll a D20 and note it's result, then make a vague prediction of the future. To make the portent come to pass, you may replace the result of your D20 roll in circumstances that align with your prediction.

On a critical success, you may choose the number of your portent. On a critical failure, the GM gets the portent instead!

Portents should be open-ended - you do not need to define the exact rolls ahead of time.

You may only have one portent at a time.

Example Portents

  • By a hair's breadth, one of us will escape a mortal blow - Grant a low roll to Dodge, or a high one to an enemy attack.
  • When all hope is lost, heart will prevail - Make a failing Spirit roll against fear succeed.
  • A distraction will come at the most unlikely time - Make an enemy spellcaster fail their test to cast a spell.

TODO

Goldfinder

Requirements: Bartering 1
You can intuit the direction towards the greatest treasures.

Rivertongue

Requirements: Oration 1

Ancestor's Command

Requirements: Oration 3

Savvy Cook

Requirements: Carousing 1

Life of the Party

Requirements: Carousing 3

Emissary of Three Worlds

Requirements: Cultures 3

Pact-bearer

Requirements: Cultures 1

Living Legends

Requirements: History 1

Swordmaster

Requirements: Knives and Swords 3

Sage

Requirements: History 3

Wave Strength

Requirements: Boating 1

Rope Master

Requirements: Sneaking 1

Quick Draw

Requirements: Any weapon skill 1

Campfire Song

Requirements: Music and Dance 1

Storyweaver

Requirements: Music and Dance or Oration 1

Thick Hide

Requirements: Athletics 3

Well-Connected

Requirements: Carousing 1

Bodyguard

Requirements: Any melee weapon skill 3

Purified

Requirements: Medicine 3

Ritual Dance

Requirements: Music and Dance 3

War Cry

Requirements: Oration 3

Eagle's Sight

Requirements: Guns and Bows 1

Wraith

Requirements: Sneaking 3