Adventuring Talents
These talents are likely to be of use within an adventure, and most adventurers will want to invest in them to a degree.
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Table of Contents
Perception Survival Disarm Devices Stealth Knowledge - Magic - Religion - Natural World - Society Focused Skill |
Perception
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The ability to observe and locate that which may not be obvious.
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Perception - Gain +5% to all Perception tests.
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Rank 2
Highly Perceptive - Gain +5% to tests relating to one sense.
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Rank 3
More Highly Perceptive - Gain +10% to all Perception tests.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Perception - Gain +5% to all Perception tests.
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Rank 2
Highly Perceptive - Gain +5% to tests relating to one sense.
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Rank 3
More Highly Perceptive - Gain +10% to all Perception tests.
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Rank 4
(Level 5 and higher)
-- Or --
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Invisible - Gain a +10% bonus to locate invisible enemies.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Ambush - Gain a +10% to spot an ambush, and the GM should automatically make this roll to see if you sport it.
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-- Or --
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Skilled in Perception - Gain +10% on all Perception tests and once per day roll twice, taking the better result.
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-- Or --
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Eagle Eyed
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Survival
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The ability to track, find a path and provide food and shelter.
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Survival - Use Intelligence to find paths, hunt, track and the like without penalty.
You can also find food and water for the day. Each degree of success will add an additional day's worth of one or the other. If you do not have this talent then take a -10% penalty.
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Rank 2
Track - Gain a 10% bonus on tests to track targets.
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Rank 3
Find Food - Gain a 10% bonus on tests to locate enough food to feed yourself
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Survival - Use Intelligence to find paths, hunt, track and the like without penalty.
You can also find food and water for the day. Each degree of success will add an additional day's worth of one or the other. If you do not have this talent then take a -10% penalty.
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Rank 2
Track - Gain a 10% bonus on tests to track targets.
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Rank 3
Find Food - Gain a 10% bonus on tests to locate enough food to feed yourself
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Rank 4
(Level 5 and higher)
Gather - When locating food and Water gain an additional supply of one, both or a mix equal to your Intelligence modifier.
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-- Or --
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Traps - Make simple traps with a successful Intelligence check.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Shelter - Locate a defensible shelter, that has water or food. Each degree of success adds an additional attribute to your camp.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Master of the Hunt - Gain +10% on Survival tests and you can tracks marks even after heavy rain or up to a week has passed.
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-- Or --
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Skilled in Survival - Gain +10% to all Survival tests and once per day roll twice, taking the better result.
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Disarm Devices
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Moving with silence can be a truly deadly art.
Attribute: Agility
Type: Passive
Requirements: None
Duration: As the trap
Action Points: 5AP
Cool Down: None
Rank 1
Disarm Devices - When faced with possibly lethal devices it is often of benefit to know how to deactivate it. This may be traps or locks, although other unusual devices may fall under its purview. This Talent allows the user to use their full Agility score when attempting to perform this action. If they do not have this talent they suffer a -10% on tests.
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Rank 2
Backplate - Add +5% to Disarm Devices tests.
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Rank 3
Nightlatch - Reduce the cost of using Disarm Devices while using the Sneak talent by 1.
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Rank 4
(Level 5 and higher)
Attribute: Agility
Type: Passive
Requirements: None
Duration: As the trap
Action Points: 5AP
Cool Down: None
Rank 1
Disarm Devices - When faced with possibly lethal devices it is often of benefit to know how to deactivate it. This may be traps or locks, although other unusual devices may fall under its purview. This Talent allows the user to use their full Agility score when attempting to perform this action. If they do not have this talent they suffer a -10% on tests.
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Rank 2
Backplate - Add +5% to Disarm Devices tests.
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Rank 3
Nightlatch - Reduce the cost of using Disarm Devices while using the Sneak talent by 1.
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Rank 4
(Level 5 and higher)
Striking Plate - Instead of picking a lock or deactivating a mechanism the adventurer can, instead, destroy it. This can only be tried once and requires a Disarm Device test with a bonus equal to the weapon's damage.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Cylinder Rose - Add +5% to each Disarm Device test by adding 2AP to the cost.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Master Key - The user can, once a day, automatically disable or unlock a single target for double the AP cost.
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-- Or --
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Stealth
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Moving with silence can be a truly deadly art. When using Agility for stealth you do not take a penalty. You must move at half your normal speed or be noticed, however, and can't use this if you can be seen by a hostile. To remain in Stealth you must add 3 AP to the action you're performing.
Attribute: Agility
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Stealth - Add +5% to Stealth.
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Rank 2
Darkness' Embrace - In an area of darkness or a deep shadow you can attempt Stealth, but your Attribute Score is halved for this test.
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Rank 3
Sneak - Gain +5% to Stealth tests. Reduce the cost of acting while Sneaking by 1AP.
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Rank 4
(Level 5 and higher)
Attribute: Agility
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Stealth - Add +5% to Stealth.
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Rank 2
Darkness' Embrace - In an area of darkness or a deep shadow you can attempt Stealth, but your Attribute Score is halved for this test.
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Rank 3
Sneak - Gain +5% to Stealth tests. Reduce the cost of acting while Sneaking by 1AP.
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Rank 4
(Level 5 and higher)
Padding - When barefoot, in foot wraps or other soft souled shoes gain +5% 5o stealth.
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-- Or --
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Skilled Camouflage - Make Stealth checks in plane view, but your Attribute Score is halved. The penalty from Darkness' Embrace is changed to a -10%
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Nearly Invisible - Gain +10% to Stealth tests.
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-- Or --
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Subtle Fingers - Reduce the cost of acting while using Stealth by 1AP
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Stealthily Skilled - Gain +10% to all Stealth tests and once per day roll twice, taking the better result.
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-- Or --
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Unseen
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Knowledge - Magic
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The capacity to identify and understand the art of magic.
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Magic - Gain a 5% bonus to tests on Magic Knowledge.
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Rank 2
Ritual Knowledge - Add +10% when performing or deciphering arcane rituals.
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Rank 3
Magical Creatures - Gain a 10% bonus to tests on Magic Knowledge relating to Magical Creatures.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Magic - Gain a 5% bonus to tests on Magic Knowledge.
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Rank 2
Ritual Knowledge - Add +10% when performing or deciphering arcane rituals.
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Rank 3
Magical Creatures - Gain a 10% bonus to tests on Magic Knowledge relating to Magical Creatures.
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Rank 4
(Level 5 and higher)
Elemental - Gain a 10% bonus to tests on Magic Knowledge relating to Elemental Magic talents.
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-- Or --
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Enhancement - Gain a 10% bonus to tests on Magic Knowledge relating to Enhancement Magic talents.
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Rank 5
(Level 10 or higher)
(Level 10 or higher)
Destruction - Gain a 10% bonus to tests on Magic Knowledge relating to Offensive Magic talents.
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-- Or --
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Styles - Gain a 10% bonus to tests on Magic Knowledge relating to Magic Style talents.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Arcanely Skilled - Gain +10% to all Knowledge - Magic tests and once per day roll twice, taking the better result.
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-- Or --
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Knowledge - Religion
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Knowledge of Religions and the Divine
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Religion - Gain a 5% bonus on all Religion tests.
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Rank 2
Gods - Gain a 10% bonus to tests on Religion tests relating to Divine and Semi-Divine beings.
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Rank 3
Knowledge of Rites - Add+10% to understand and perform religious rites and rituals.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Religion - Gain a 5% bonus on all Religion tests.
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Rank 2
Gods - Gain a 10% bonus to tests on Religion tests relating to Divine and Semi-Divine beings.
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Rank 3
Knowledge of Rites - Add+10% to understand and perform religious rites and rituals.
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Rank 4
(Level 5 and higher)
Ritual - Gain a 10% bonus to tests on Religion tests relating to religious rituals.
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-- Or --
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Clergy - Gain a 10% bonus to tests on Religion tests relating to Clergy structure, rules, ranks and the like.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Garments and symbols - Gain a 10% bonus to tests on Religion tests relating to religious garments and symbols.
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-- Or --
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Religiously Skilled - Gain +10% to all Religion tests and once per day roll twice, taking the better result.
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-- Or --
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Riddle of Divinity - Gain a 10% bonus to tests on Religion tests relating to methods of becoming divine.
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Knowledge - Natural World
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To understand nature is to understand the world.
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Natural World - +5% to Nature tests.
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Rank 2
Mimicry - Gain a +5% to mimic an animal call, or +10% if you've heard it within a day.
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Rank 3
Nature's Gifts - Use 5 Luck to reroll a failed Knowledge Nature Test.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Natural World - +5% to Nature tests.
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Rank 2
Mimicry - Gain a +5% to mimic an animal call, or +10% if you've heard it within a day.
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Rank 3
Nature's Gifts - Use 5 Luck to reroll a failed Knowledge Nature Test.
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Rank 4
(Level 5 and higher)
Animals - Gain a 10% bonus to tests on Nature tests relating to animals and fauna.
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-- Or --
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Plants - Gain a 10% bonus to tests on Nature tests relating to plants and other flora.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Rituals - Gain a 10% bonus to tests on Nature tests relating to rituals, circles of power and the like.
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-- Or --
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Naturally Skilled - Gain +10% to all Nature tests and once per day roll twice, taking the better result.
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-- Or --
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Knowledge - Society
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The understanding of society and people can be useful in many ways.
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Society - Gain +5% to all Society tests.
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Rank 2
Traditions - Gain +10% on tests relating to traditions of the local area.
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Rank 3
Local Customs - Gain +5% to all Society tests to understand and join in local customs and rituals.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Knowledge - Society - Gain +5% to all Society tests.
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Rank 2
Traditions - Gain +10% on tests relating to traditions of the local area.
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Rank 3
Local Customs - Gain +5% to all Society tests to understand and join in local customs and rituals.
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Rank 4
(Level 5 and higher)
Laws - Gain +10% on tests relating to laws of the local area.
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-- Or --
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Rulers - Gain +10% on tests relating to rules of the local area.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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History - Gain +10% on tests relating to the history of the local area.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Socially Skilled - Gain +10% to all Society tests and once per day roll twice, taking the better result.
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-- Or --
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Focused Skill
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We can't predict every skill a character might wish to use - it might be essential to a character that they're skilled at art, for example, dance, or history. This talent serves as a catch-all for anything that might not be featured elsewhere. Generally speaking, if this more focused skill would also cover another skill test then it should be allowed - such as using a Focused Skill (Art) instead of a History Test to realise that a piece of art might be cursed.
Attribute: Varies
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Basic - Gain +5% to this skill's tests
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Rank 2
Apprentice - Use half your luck to reroll one test result
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Rank 3
Gifted - Choose to take the base +5% or roll 1d10.
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Rank 4
(Level 5 and higher)
Journeyman - Change the Luck needed to reroll to 1 Luck every two levels.
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Rank 5
(Level 10 and higher)
Skilled - Add+10% to a roll or 1d10+5.
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Rank 6
(Level 15 or higher)
Master - Automatically succeed on a test once per day.
Attribute: Varies
Type: Passive
Requirements: None
Duration: Constant
Action Points: None
Cool Down: None
Rank 1
Basic - Gain +5% to this skill's tests
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Rank 2
Apprentice - Use half your luck to reroll one test result
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Rank 3
Gifted - Choose to take the base +5% or roll 1d10.
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Rank 4
(Level 5 and higher)
Journeyman - Change the Luck needed to reroll to 1 Luck every two levels.
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Rank 5
(Level 10 and higher)
Skilled - Add+10% to a roll or 1d10+5.
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Rank 6
(Level 15 or higher)
Master - Automatically succeed on a test once per day.