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.
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.
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
