TALENTS in Gehane | World Anvil
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TALENTS

Your character has areas of natural aptitude and/or special training called talents. They provide a way to customize your character that goes beyond background and class. Choosing talents is thus an important part of developing your character. Each talent is divided into three degrees: Novice, Journeyman, and Master. Each of these provides a game system benefit.
You have to be a Novice in a talent before you can become a Journeyman, and a Journeyman before you can become a Master. You gain new talents and new degrees through your class, which also limits the talents you have access to. Each talent lists the classes it is available to; you cannot take talents that are not open to your class.  
Most talents also have requirements, like specific focuses or weapon groups.
  If you don’t have the requirement, you cannot take the talent. When talents are listed for a character, the standard format is talent first, followed by the degree achieved in parentheses. Command (Journeyman), for example, or Music (Novice). A catalog of the talents available follows. They use the following format:
TALENT NAME
Classes: CLASSES THAT CAN TAKE THIS TALENT ARE LISTED HERE
Requires: YOU CANNOT TAKE THIS TALENT UNLESS YOU HAVE THE SPECIFIED REQUIREMENT(S)
DESCRIPTION
Novice:
Benefits from Novice level
Journeyman:
Benefits from the Journeyman level
Master:
Benefits from when you become a MASTER.
Alchemy
Classes: Mage, Monk, Rogue, and Warrior
Requires: Intelligence of 2 or higher
You know how to create grenades using alchemical formulas. These vials are not magic, though some may treat them that way. If you have the ingredients, you can make a vial in an hour.  
Novice:
You know the basics of alchemy. You can make blast vials and thunder vials
Journeyman:
You are at home in a laboratory. You can make fire vials and ice vials.
Master:
Your alchemical knowledge is vast. You can make acid vials and lighting vials
Animal Training
Classes: Mage, Monk, and Warrior
Requires: NONE
You know how to train animals
Novice:
You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like “heel,” “follow,” or “attack.” You can teach a single animal a number of commands equal to your Communication.
Journeyman:
You can train animals to follow more complex commands, like “guard this place” or “return to me when strangers approach.” Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication +2.
Master:
Your training can turn animals into prime examples of their kind. With a month of training, you can increase an animal’s Dexterity or Strength by 1. It also gains the Willpower (Morale) focus. An animal can only receive such training once.
Armor Training
Classes: Warrior
Requires:None
You have learned to fight while wearing armor. You only take the armor’s penalty to your Speed, while those without this talent suffer the penalty to all Dexterity-based tests and calculations (including Speed).
Novice:
You can wear leather and mail armor without suffering a penalty to Dexterity.
Journeyman:
You can wear plate armor without suffering a penalty to Dexterity.
Master:
You can get the most out of your armor. You gain the benefit of half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.
Arcane Adept
Classes:Mage, Monk, Rogue, Warrior
Requires:Intelligence 2 or higher, Willpower 2 or higher
You've hit the books, and paid your toll, now reap the blissful reward of a hard month's work.
Novice:
Gain 1 Arcane Specialty of your choice. Further, gain the Arcane Device ability if you do not possess it. If you already have the Arcane Device ability gain + 5 Magic Points instead. You can now attune a new arcane device by spending 5 health levels instead of magic points if you wish.
Journeyman:
Gain 1 Arcane Specialty of your choice. Gain the Intelligence (Minor Magic) focus, adding your focus to spellpower in context to Minor Magic spells.
Master:
Gain 1 Arcane Specialty of your choice.
Archery Styles
Classes: Monk, Rogue, and Warrior
Requires: Trained in the Bows Group
You are experienced with bows and crossbows
Novice:
You know how to punish enemies who get too close. When shooting a bow or crossbow at an enemy within 6 yards of you, you inflict +1 damage.
Journeyman:
Due to long hours of practice, you can reload faster than common bowmen. You can Reload a bow as a free action and a crossbow as a minor action.
Master:
When shooting a bow or crossbow, you can perform the Lightning Attack stunt for 2 stunt points instead of the usual 3. (If you are using a crossbow you’ll also need to perform a Rapid Reload stunt to take advantage of this benefit, since you must have a loaded weapon to use Lightning Attack.)
Axe Fighter
Classes: Warrior
Requires: Strength of 3 or higher, Trained in the Axes Group
An axe is built for chopping and destroying all that it strikes. You have learned to use its devastating power in combat
Novice:
You have learned to put all of your weight behind each blow with an axe. When using an All Out Attack action, do +2 damage instead of +1.
Journeyman:
Your vicious attacks can destroy the enemy’s armor and shields. When you attack an enemy who is wearing armor or holding a shield, you can perform a special Sunder Armor stunt. For 2 SP, you can permanently reduce your opponent’s armor or shield by 1, or for 4 SP, you can permanently reduce your opponent’s armor or shield by 2. If the armor or shield is reduced to 0, it is destroyed. Magical armor and shields cannot be sundered except with magical weapons.
Master:
You know how to hack an enemy to pieces. When rolling damage, you may reroll up to one die that comes up 1. You must take the second roll. (Note, this benefit can stack with the Two-Hander Style Master benefit if using a Two-Handed Axe. So an Axe Fighter with Two-Handed Style could roll 3d6 for damage, choose to reroll, and then reroll a single 1 if there are any. Each benefit can only be used once.)
Black Powder Mastery
Classes: Mage, Monk, Rogue, Warrior
Requires: Have the Black Powder Weapons Group
You are experienced with black powder weapons, rounds, & powder.
Novice:
Aim maneuver gives a +2 rather than its normal +1.
Journeyman:
Due to practice and familiarity you are able to load your weapons faster. Reloading black powder weapons is a minor action for you. If you also have the Alchemy talent you have the knowledge to make your own powder. Materials cost 1/3 what the rounds would normally cost.
Master:
When firing black powder weapons pierce armor costs only 1 SP.
Blocking
Classes: Monk, Warrior, Rogue
Requires: Dexterity of 2 or Higher
DESCRIPTION
Novice:
When you take a Defensive Stance Action, you gain a +2 bonus to DEF instead of the normal +1
Journeyman:
When you successfully defend against an opponent’s attack, you can counter-strike but at a -2 on the attack roll
Master:
You can roll with the attack, moving yourself up to 2 yards behind your target if you successfully defend against an attack
Bludgeon Style
Classes: Warrior
Requires: Trained in the Bludgeon or Staves Group, and Strength of 2 or Higher
There is nothing subtle about your approach to combat. You want to smash your enemies.
Novice:
Armor is no protection against your crushing blows. You may ignore 2 points of your opponent’s armor in combat.
Journeyman:
The impact of your weapon hurls your enemies back. When performing the Skirmish stunt, you may move the enemy 4 yards in a straight line instead of 2.
Master:
The ferocity of your attack causes contusions. For 2 SP, you can perform the Bruising Blow attack. You strike your enemy so hard, until the beginning of your next turn, subtract their Dexterity from their Defense score.
Carousing
Classes: Mage, Monk, Rogue, and Warrior
Requires: Communication and Constitution 1 or higher
You take your fun seriously
Novice:
You can drink other people under the table. When making Constitution (Drinking) tests as part of an advanced test, you gain a +1 bonus to the result of each Stunt Die. This allows you to reach the success threshold faster.
Journeyman:
The tavern is your second home. Choose one of the following Communication focuses: Gambling or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll.
Master:
When you’re having a good time, (you think) you’re invincible! Choose one of the following roleplaying stunts: Flirt or Tower of Will. You can perform that stunt for 3 SP instead of the usual 4 SP and you gain a +1 bonus to the opposed test for that stunt. Thus, if you choose Tower of Will, your bonus on opposed tests is +2 instead of the usual +1.
Chirurgy
Classes: Mage, Monk, Rogue, and Warrior
Requires: Intelligence of 2 or higher
You can treat wounds and illnesses
Novice:
You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you.
Journeyman:
You have the hands of a healer. When you use the Heal action, your ally gets back an amount of Health equal to (Stunt Die × 2) + Intelligence
Master:
Your healing ability is legendary. When you use the Heal action, your ally gets back an amount of Health equal to (Stunt Die × 3) + Intelligence.
Clarity
Classes: Mage
Requires: Have a Willpower of 2 or higher
You are completely in tune with the magical forces that surround you.
Novice:
You gain a permanent +2 to your Magic Point Pool
Journeyman:
Once per encounter, you may choose to re-roll any failed Casting Roll unless the Dragon Die was 1. You must keep the results of the second roll.
Master:
Gain another permanent +2 to your Magic Point Pool. Also, you can choose 1 Magic Stunt and you can use it for 1SP less for any spell from any Arcana.
Combat Tactics
Classes: Mage, Monk, Rogue, Warrior
Requires: Intelligence of 2 or higher, Any Fighting Style at the Novice level
You have trained in the art of war, seeping yourself in the blood, sweat, and tears of effort; it's been paying off beautifully. Enjoy the additional combat stunts to boost your repertoire of pain.
SP Stunt Effect
1 Counter-Strike After attacking you set yourself up for a counter against your target. Once they attack, you make an opposed ACC or FGT test with an appropriate weapon focus against their attack roll. if you succeed, you block their attack and strike against them. the following strike is a separate attack roll that will not generate stunt points
2 Riposte Riposte works the same as Counter-strike but you force your opponent to attack themselves. if they fail the opposed Test, they instead hit themselves and must roll for their own weapon damage
3 Bleed Your target will take 2 points penetrating damage for a number of rounds equal to your STR. You must successfully hit for this to apply
3 Stagger Your target can only move 2 yards their next turn, any more and they will fall prone if they fail a DC 13 STR (Might) test
3 Sunder Your target takes a -2 AR. if they are not wearing armor, then it is invalid. This can reduce armor to 0, but no lower and can be used multiple times on the same target
4 Cripple For one round, your target takes a -2 to their DEF and Speed and a -3 on their next attack
4 Pommel Strike You attack with the butt of your weapon, not dealing damage but the target is stunned and cannot only take a minor action for two rounds
6 Cleave You deal the maximum available damage for your weapon, including STR/PER modifiers
Novice:
You can take up to a -3 on your attack roll to gain up to that amount to your DEF on your next turn and vice versa
Journeyman:
You can make a DC 12 INT (Tactics) Test to find higher ground. If you do, you can move to that position as a Move Action. Higher ground can provide bonuses to attack. You also can now use the Stunts listed under Advanced Combat
Master:
You can take up to a -3 on your attack roll to gain that much damage on that attack and vice versa. Pick one Stunt from the Normal Combat Stunt table; you can use it for 1 sp less (Minimum of 1).
Command Classes: Mage, and Warrior
Requires: Communication of 2 or higher You are a natural leader.
Novice:
Your presence inspires your allies. If you take a major action to make a heroic gesture (raise your sword, shout a battle cry, wave a flag, etc.), your allies gain a +1 bonus to Willpower (Courage) tests for the rest of the encounter.
Journeyman:
Your allies follow your lead. Any NPCs that you lead gain a +1 bonus when rolling for initiative.
Master:
When you stand firm, your allies stand with you. When you lead NPCs in an encounter, they do not have to take a Willpower (Morale) test until more than two-thirds of your side’s combatants are out of the fight (dead or incapacitated). If you leave the fight or fall in battle, this benefit is lost.
Contacts
Classes: Mage, Monk, Rogue, and Warrior
Requires: Communication of 1 or higher
You know people, sometimes in the unlikeliest places.
Novice:
You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.
Journeyman:
Once you’ve established a contact, you can try to get a favor with another successful Communication (Persuasion) test. The target number is based on the nature of the favor and whether it puts the contact in any danger.
Master:
You can turn an acquaintance into an ally with a show of loyalty. If you do a significant favor for a contact, he will treat you as a friend when you ask him for favors. He will go out of his way to help you and will be willing to put himself in danger for you. dual weapon style
Enchantment
Classes: Mage
Requires: Intelligence 3 or higher
Crafting magical items requires magical materials, either gathered from magical locations or obtained from a magical foundation. Creating a permanent magical item requires the mage to know an arcana that could logically be associated with the powers of the item (so a shadow cloak requires the mage to know the shadow arcana while the adept's wand would likely require the power arcana).
Novice:
The mage can create common magical items. At this level the mage can only create temporary magical items. Creating a temporary magical item takes 1 day and 25sp.
Journeyman:
At this level the mage can create. magical items of uncommon level. The mage can now make permanent magical items. Creating a common permanent magical item costs 100sp and takes 1 week. Creating an uncommon permanent costs 250sp and takes 1 month.
Master:
At this level the mage can craft rare magical items. Creating a rare magical item costs 500gp and takes 3 months. The mage cannot normally create legendary items. The mage may be able to create a legendary item under specific circumstances with gm permission.
Dual Weapon Style
Classes: Monk, Rogue, and Warrior
Requires: Dexterity of 2 or higher
You can fight with a weapon in your main hand (your primary weapon) and another in your off-hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (you’d need Strength 1 to use a short sword as a secondary weapon, for example). Unless otherwise stated, your attacks come from the primary weapon.
Novice:
Wielding two weapons can aid you in attack or defense. If you take the Activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another Activate action.
Journeyman:
You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 but the extra attack must come from your secondary weapon.
Master:
You can overwhelm opponents with blows from both weapons. If you make a Melee Attack with your primary weapon and you are not charging, you can make another attack with your secondary weapon as a minor action. The second attack cannot generate stunt points, and you only add half of your Strength (rounded down) to damage.
Rider [Horse, Loqweh,etc]
Classes: Mage, Monk, Rogue, and Warrior
Requires: Dexterity [Riding] Focus
You are a skilled rider and can handle horses and other beasts of burden with ease
Novice:
You can jump into the saddle quickly. Mounting a steed is a free action for you.
Journeyman:
You can ride like the wind. When you ride a mount, it gains a +6 bonus to its Speed
Master:
You were born in the saddle. You add +1 to your Defense while mounted. You may also re-roll a failed Dexterity (Riding) test, but you must keep the result of the second roll.
Firearms Style
Classes: Rogue/Warrior
Requires: Must be trained in the Black Powder Weapons group
Whether throw extensive training with Hecklin or native skill, you know how to shoot accurately and quickly with firearms.
Novice:
Careful aim with your guns pays great dividends. The Aim action when using firearms grants you a +2 bonus on attack rolls instead of the usual +1.
Journeyman:
You can reload your weapons with unbelievable speed. Any firearms normally taking a Major Action to reload now take a Minor one. All firearms normally taking a Minor Action to reload now take a free action.
Master:
You can score a bullseye beyond the normal ranges of your guns. You may double the effective long and short ranges of your guns. The exception to this is blunderbusses and other scattershot weapons, they gain a flat 2 additional yards to their range.
Flail Style
Classes: Monk, Rogue, and Warrior
Requires: Trained in the Flails Group, and Fighting of 2 or higher.
You have mastered the use of the ball and chain in combat. Also gain the Fighting (Flails) Focus.
Novice:
Flails work best when they are spinning at high speed. If you take the Activate action, you gain a +1 Fighting bonus until the end of the encounter. (Note, this cannot be combined with other weapon styles, such as Single Weapon Style.)
Journeyman:
You have learned to tangle up your opponent’s shield and weapons. You can perform the Disarm stunt for 1 SP instead of 2. You can also perform a special Shield Snare stunt for 2 SP. When performing Shield Snare, you ignore the opponent’s shield bonus to armor when dealing damage. You may then make an opposed check using your Fighting (Flail Weapons) vs. the enemy’s Strength (Might) to pull the shield from their arm.
Master:
For 4 SP, you can perform the Chain Garrote stunt by wrapping the chain of your weapon around your enemy’s neck. (Note, the enemy must have a neck and cannot be Big, Clockwork, or Many Headed.) This prevents your opponent from breathing or speaking, and your opponent will have a -2 to hit you as long as it is garroted. On its turn, the enemy may attempt to escape the garrote with a Major Action, using its Dexterity (Initiative) vs. your Fighting (Flail). Every round that you maintain the garrote, you do 1d6 Penetrating Damage to the target. A Minor Action is required to maintain the garrote.
Golem Crafting
Classes: Mage
Requires: Intelligence of 3 or Higher
Golem crafting costs an amount equal to golem's ARx200sp and takes 1 week per point of AR.
Novice:
Craft golems of rope, straw or wood.
Journeyman:
Craft golems of Earth, Clay or stone.
Master:
Craft golems of iron.
Great Endurance
Classes: Mage, Monk, Rogue, Warrior
Requires: Constitution of 2 or higher
While it may or may not be apparent from your external appearance, you have incredible stamina and endurance.
Novice:
You can reroll any Constitution (Stamina) test and take the better result.
Journeyman:
You can go without rest for much longer than others. You gain a +2 circumstantial bonus to any tests based on resisting fatigue, staying awake for long periods, and other similar tasks.
Master:
You have become highly resistant to pain, gaining a natural Armor rating of 1. This Armor rating also reduces to damage from poisons and drugs
Grenadier
Classes: Mage, Monk, Rogue, and Warrior
Requires: Accuracy of 2 or Higher
You know hot to throw grenades with devestating results.
Novice:
You can throw grenades longer distances. You double the range you can throw any grenade to 8 yards for short range and 16 yards for long range.
Journeyman:
You prepare grenades faster. You may perform the Ready action as a free action when preparing grenades to be thrown.
Master:
You can throw multiple grenades at your opponents. When throwing a grenade, you can perform the Lightning Attack stunt for 2 stunt points instead of the usual 3.
Improvised Weapon Fighting
Classes: Mage, Monk, Rogue, Warrior
Requires: Trained in the Brawling Group
You're never unarmed. 1d6-1+X, Str requirement X IMPROVISED WEAPONS can be anything, from a broken bottle (X=0) to a bench (X=4). The GM sets the MINIMUM STRENGTH requirement and adjusts the DAMAGE accordingly. The STRENGTH requirement represent the object's general structure.
Novice:
You grab the first weapon you lay your eyes on. At the start of the fight, when you roll initiative, you can ready a generic improvised weapon with a Str requirement of 2 as a free action.
Journeyman:
You can sacrifice your weapon to save yourself. You can add your IMPROVISED WEAPON's STRENGHT requirement to your armor against one attack. If you do so, your weapon breaks and you cant use it anymore.
Master:
You can break your weapon on your enemy. When using the ALL-OUT ATTACK action, you can add your weapon's STRENGHT requirement to damage instead of +1. If If you do so, your weapon breaks (even if the attack do not connect) and you cant use it anymore. You still get the penalty to defense.
Inspire
Classes: Mage, Monk, Rogue, Warrior
Requires: Communication of 2 or higher
You are inspiring to others. You may be a great speaker or leader, but this talent is more about being an exemplar and source of trust, dependability, and stability, than overt interaction skills.
Novice:
You inspire calm and courage in your friends and allies. As long as you are conscious and they are within sight of you, any allies gain a +1 bonus to all Willpower tests. Any ally directly defending you from harm when you are unconscious or incapacitated receives the same bonus.
Journeyman:
You can inspire greatness in others. As long as you are conscious and they are within sight of you, any ally generating stunt points generates +1 SP. Any ally directly defending you from harm when you are unconscious or incapacitated receives the same bonus.
Master:
With you around, things don’t seem as bad. Once per encounter, you can spend two minor actions to offer words of inspiration to your allies. All who hear these words heal 1d6 + your Communication in Health and gain a +2 bonus on their next test.
Intrigue
Classes: Mage, Monk, Rogue, and Warrior
Requires: Communication of 2 or higher
You are a master of secrets.
Novice:
You understand how to navigate the waters of social situations. Choose one of the following Communication focuses: Etiquette, Deception, or Seduction. If you fail a Communication test with your chosen focus, you can re-roll it but you must keep the result of the second roll.
Journeyman:
You always gain more information than you give out. You can perform the And Another Thing roleplaying stunt for 1 SP instead of the usual 2. In addition, you gain a +1 bonus on any further tests the stunt allows.
Master:
You know how to end a conversation. You can perform the Stunned Silence roleplaying stunt for 2 SP instead of the usual 3. In addition, you have the opportunity to change this immediately into a combat encounter. If you do so, you and one ally per extra stunt point you spend can act in the first round of combat. Everyone else is surprised.
Linguistics
Classes: Mage, Monk, Rogue, and Warrior
Requires: Intelligence of 1 or higher
You can learn new languages easily. When you learn a new language, you learn to both speak and read it.
Novice:
You learn an additional language from the following list: Galasa, Hikeen, Sapine, [Additional Languages will be added in time]
Journeyman:
ou learn an additional language from the previous list. You can also imitate a specific dialect with a successful Communication (Performance) test.
Master:
You learn two more languages from the previous list. You can also pick any one language you know and speak it like a native—that is, without an accent.
Lore
Classes: Mage, Monk, Rogue, and Warrior
Requires: Intelligence of 2 or higher
You have an inquisitive mind and absorb facts easily
Novice:
You have studied hard. When you make a successful Intelligence test with a lore focus, the GM should give you an extra piece of information on the topic. A lore focus is any Intelligence focus with the word “lore” in it, such as Cultural Lore and Historical Lore. The GM determines the additional information and it may or may not be pertinent to the main question at hand
Journeyman:
You are an accomplished researcher. When making Intelligence (Research) tests as part of an advanced test, you gain a +1 bonus to the result of each Stunt Die. This allows you to reach the success threshold faster.
Master:
While your knowledge is vast, you have two areas of particular specialization. Pick any two of your lore focuses. When making tests using those focuses, you can re-roll a failed test but you must keep the result of the second roll.
Magic Mastery
Classes: Mage
Requires: Intelligence of 2 or higher, Willpower of 2 or higher, any arcane focus
You have trained in the houses above, seeping yourself in the stress of sleepless nights of study or meditation, and probably an addiction to a substance of sorts; it's been paying off beautifully. Enjoy the additional spell stunts to bolster your magical might.
SP Stunt Effect
1 Arcane Acuity Your expertise in the magical arts aids you greatly. Make a DC 11 INT (Arcana of choice) Test. Success means you either become aware of some key magical detail of the current encounter or you gain a +1 bonus on your next magic related roll until the end of your next turn
2 Knock Prone You knock your target prone, just like the Combat Stunt
2 Magic Surge After casting the spell, you regain 1D6 in MP immediately
3 Penetrating Spell If the spell does damage, it becomes Penetrating, ignoring all armor worn by the target
4 Strengthening Spell The next spell you cast gets a +3 bonus on the casting roll. This stunt cannot be stacked with the Novice or Master bonuses of the Magic Mastery Talent
4 Masterful Casting Reduce the MP cost of the spell you are casting by 3 points, this can reduce it to 0
6 Cleaving Spell You deal the maximum available damage from the attack spell to the first target and an additional 1d6 to every secondary target, if any.
Novice:
You can take up to a -3 on your Casting roll to gain up to that amount to your DEF on your next turn and vice versa
Journeyman:
You can now use the Stunts listed under Advanced Magic. You can also spend 1 MP and 15 seconds to detect magical energies in your area with a DC 11 INT (Arcana of choice) Test
Master:
You can take up to a -3 on your Casting roll to gain that much damage on that spell and vice versa. Pick one Stunt from the Normal Magic Stunt table; you can use it for 1SP less (Minimum of 1).
Mighty Thews
Classes: Mage, Monk, Rogue, Warrior
Requires: Strength of 2 or higher
You have developed your physical strength to impressive levels.
Novice:
You may reroll a Strength (Might) test, taking the better result.
Journeyman:
Your grip strength has developed to the point where you receive a +1 circumstantial bonus to Strength (Climbing) tests and tests to resist the effects of the Disarm stunt.
Master:
Your strength makes both targeted blows and wild swings hit harder. When using an Aim or All-Out Attack action with a weapon that adds its Strength to damage, you gain an extra +1 damage bonus in addition to the normal effects of those actions.
Mounted Combat Style
Classes: Warrior
Requires: Dexterity (Riding) Focus
You are a trained cavalryman, adept at fighting on horseback Note: Two-handed weapons and longbows cannot be properly used on horseback (by anyone, not just those with this talent). If you attempt it, they count as improvised weapons.
Novice:
You can use the mobility of your mount to your advantage in combat. When mounted and making a Move action, you can move part of your allowed distance, then use your major action to make a Melee or Ranged Attack, and then move the rest of your allowed distance. The total distance moved cannot be more than your mount’s Speed. Normally, you’d have to finish moving before attacking.
Journeyman:
Your mounted charge is fearsome. You can move at your mount’s full Speed when making a Charge action and inflict +1 damage if your attack strikes home.
Master:
You and your mount are as one. The Knock Prone stunt cannot dismount you.
Music
Classes: Mage, Monk, Rogue, and Warrior
Requires: Communication (Performance) focus or the Intelligence (Musical Lore) focus
You have a natural talent for music.
Novice:
You know how to play an instrument, sing, and write and read music. If you fail a Communication (Performance) test, you can re-roll it but you must keep the result of the second roll.
Journeyman:
Your musical journey continues as you learn to play more instruments. You know how to play a total number of instruments equal to your Communication. Choose one of the following roleplaying stunts: Stunned Silence, Jest, or Flirt. You can perform that stunt for 1 less SP and you gain a +1 bonus to the opposed test or DC (if applicable) for that stunt.
Master:
You are a true virtuoso. You can play all the instruments common to your culture. If you come across a more exotic instrument, you can learn to play it with 1d6 weeks of practice. Each time you perform the Sway the Crowd roleplaying stunt with a Communication (Performance) test, you affect three additional people instead of one.
Observation
Classes: Mage, Monk, Rogue, and Warrior
Requires: Perception of 2 or higher
You have an eye for detail.
Novice:
You notice things others do not. Choose one of the following Perception focuses: Empathy or Seeing. If you fail a Perception test with your chosen focus, you can re-roll it but you must keep the result of the second roll.
Journeyman:
Analysis of your observation often leads to insight. You can perform the That Makes Me Wonder exploration stunt for 2 SP.
Master:
Nothing escapes your scrutiny. You can perform the Object of Your Attention exploration stunt for 2 SP. In addition, the stunt gives you a +2 bonus instead of the usual +1.
Oratory
Classes: Mage, Monk, Rogue, and Warrior
Requires: Communication (Persuassi
You are a skilled public speaker who can sway others with your words.
Novice:
You know how to work a crowd. If you fail a Communication (Persuasion) test when trying to convince a group, you can re-roll it, but you must keep the results of the second roll. You can’t take this re-roll in an intimate setting or when trying to persuade an individual.
Journeyman:
Your words are like magic. Each time you perform the Sway the Crowd roleplaying stunt, you affect three additional people instead of one.
Master:
You can agitate a crowd. If you make a successful Communication (Persuasion) test when addressing a group and the result of your Stunt Die is 5 or 6, you rouse them to immediate action. You can’t necessarily control what they do, though you can try with Communication (Leadership) tests, but they take your words to heart and act on them.
Performance
Classes: Mage, Monk, Rogue, Warrior
Requires: You must have the Communication (Performance) focus or the Intelligence (Musical Lore) focus.
You have a natural talent for music.
Novice:
You know how to play an instrument, sing, and write and read music. You are also an accomplished actor and performer. In addition, you may perform one of the following roleplaying stunts for 1 SP less than its normal cost: Jest, Stunned Silence, or Sway the Crowd
Journeyman:
You can get the feel of a room and adapt accordingly. If you have 15 minutes to observe a crowd before performing or speaking in front of them, you gain a +1 bonus to any Communication-based tests to persuade or entertain them. In addition, pick another roleplaying stunt from the Novice degree of this talent to perform at 1 SP less than its normal cost.
Master:
When performing, you exude confidence and style. You may perform the With a Flourish exploration stunt while entertaining an audience for 3 SP instead of its usual cost of 5, and its effects last until the end of the day.
Pole Weapon Style
Classes: Warrior
Requires: Trained in the Polearms Group or the Spears Group
Pole weapons can be cumbersome, but not in your hands. You can fight in this style with the two-handed spear or any weapon of the Polearms Group.
Novice:
You can use the length of your weapon to your advantage. You treat enemies up to 4 yards away as if they were adjacent to you, so you can make melee attacks against them (they can’t do the same unless they also have this talent). If an ally is between you and your opponent, you can still attack. In fact, this is a common tactic.
Journeyman:
Once prepared you are hard to move. You can set yourself with an Activate action. Until the end of the encounter, any opponent that attempts to use the Skirmish stunt or the Novice degree of the Two-Hander Style against you must first make an opposed attack roll. If you win, your opponent fails to move you and wastes the stunt point(s). If your opponent wins, he may perform the Skirmish stunt(s).
Master:
You get the most of your weapon’s design features. If wielding a military fork or two-handed spear, you can perform the Pierce Armor stunt for 1 SP instead of the usual 2. If wielding a glaive or halberd, you can perform the Knock Prone stunt for 1 SP instead of the usual 2. In addition, mounted combatants do not gain the +1 bonus for fighting against an opponent on foot when attacking you.
Quarterstaff Style
Classes: Mage, Monk, Rogue, and Warrior
Requires: Trained in the Staves Group and armed with a Quarterstaff as a two-handed weapon, Accuracy 2 or higher.
A long, straight piece of wood is all that you need to defeat your enemies.
Novice:
Your staff is both shield and weapon. When wearing Leather armor or no armor, you may take an Activate action to gain a +1 bonus to your Defense, and opponents gain no bonus to hit if they outnumber you. This lasts until the end of the encounter.
Journeyman:
You have learned to trip your opponents. You can perform the Knock Prone stunt for 1 SP instead of 2.
Master:
You can use your staff to gain an advantage over your opponents. When wearing leather or no armor, you may take a Minor Action to perform a Vault maneuver. Choose an enemy that is not directly adjacent to you. You may move in a straight line and vault over that enemy with a DC 13 Dexterity (Acrobatics) test, depending on circumstances. You must land in an empty space behind your opponent. The vault itself requires 2 yards of movement. If successful, you gain a +2 advantage to hit your opponent.
Quick Reflexes
Classes: Mage, Monk, Rogue, and Warrior
Requires: Dexterity of 2 or higher
You can treat wounds and illnesses
Novice:
You can prepare yourself for action in an instant. Once per round you can use Ready as a free action on your turn.
Journeyman:
You can flip yourself up or drop down with lightning speed. You can go prone or stand up as a free action. (These normally can only be done as part of a Move action.)
Master:
It is hard to get the drop on you. You may re-roll your initiative roll at the start of a combat encounter, but you must keep the results of the second roll.
Scouting
Classes: Rogue
Requires: Dexterity of 2 or higher
You are skilled at the art of reconnaissance
Novice:
You can use the lay of the land to your advantage. If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman:
You know how to get the drop on your enemies. You can perform the Seize the Initiative stunt for 2 stunt points instead of the usual 4.
Master:
You are a skilled observer. If you fail a Perception (Seeing) test, you can re-roll it, but you must keep the results of the second roll.
Single Weapon Style
Classes: Monk, Rogue, and Warrior
Requires: Perception of 2 or higher
You can fight effectively wielding only a single-handed melee weapon.
Novice:
Fighting with a single weapon demands increased awareness. If you take the Activate action, you gain a +1 Defense bonus until the end of the encounter while fighting in this style. 46
Journeyman:
You can create a web of steel with but a single weapon. Your bonus to Defense increases to +2 while fighting in this style.
Master:
You know how to fight several enemies at once. Opponents making melee attacks against you never gain a bonus on their attack rolls for outnumbering you.
Thievery Classes:Rogue
Requires: Dexterity 2 or higher
What’s yours is yours and what’s theirs is yours too.

Novice:
You don’t let locks stand in your way. If you fail a Dexterity (Lock Picking) test, you can re-roll it, but you must keep the results of the second roll.
Journeyman:
You are familiar with many types of traps. If you fail a Dexterity (Traps) test, you can re-roll it, but you must keep the results of the second roll.
Master:
You know how to find what’s hidden. If you fail a Perception (Searching) test, you can re-roll it, but you must keep the results of the second roll.
Thrown Weapon Style
Classes: Monk, Rogue, and Warrior
Requires: Trained in the Axes Group, Light Blades Group, or Spears Group
You are adept with throwing crates.
Novice:
Your accuracy is uncanny. You gain a +1 bonus on attack rolls with throwing weapons.
Journeyman:
You can ready a throwing weapon in an instant. You can Reload a throwing weapon as a free action instead of a minor action.
Master:
You know how to bypass your enemy’s armor. When you perform the Pierce Armor stunt with a throwing weapon, your damage is penetrating. (That stunt normally halves your opponent’s armor rating, but penetrating damage allows you to ignore it altogether.)
Two Hander Style
Classes: Warrior
Requires: Strength 3 or higher and training in the Axes Group, Bludgeons Group, Heavy Blades Group, Polearms Group, or Spears Group
You are deadly with two-handed melee weapons.  
Novice:
The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a Melee Attack with a two-handed weapon, you can move the target 6 feet in any direction
Journeyman:
You can strike fearsome blows with your weapon. You can perform the Mighty Blow stunt for 1 stunt point instead of the usual 2 when wielding a two-handed weapon.
Master:
You and your weapon are as one. When wielding a two-handed weapon, you can choose to re-roll your damage, but you must keep the results of the second roll.
Unarmed Style
Classes: Mage, Monk, Rogue, and Warrior
Requires: Trained in the Brawling Group
You know a thing or two about brawling
Novice:
Your hands are as tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3.
Journeyman:
Your punch can drop the toughest opponents. You can perform the Knock Prone stunt for 1 stunt point instead of the usual 2 when attacking with your fist or a gauntlet.
Master:
You can’t be disarmed, but the same can’t be said of your opponents. When performing the Disarm stunt, you gain a +2 bonus to your attack roll in the opposed test
Vitality
Classes: Mage, Monk, Rogue, Warrior
Requires: Have a Constitution of 2 or higher
You have trained to be tough, and hard to take down
Novice:
You gain a permanent +2 bonus to your Health. You also add 2 round when you are dying before you finally die.
Journeyman:
You can re-roll any failed Constitution (Stamina) test but you must keep the second result. Also, you can make a DC 15 Constitution (Stamina) test to resist the effects of a Coup de Grace.
Master:
You gain another +2 points of permanent Health. You also retain the ability to use Minor Actions when dying.
Warpriest
Classes: Mage
Requires: One of the Following arcana must have been taken at first level: Healing, Heroic, Fate, or Divination Arcana.
You have focused intently on the magic you have earned, or gained via a deity of sorts, and grow more able to cast while protected by armor.
Novice:
Add Weapon Group Bludgeons. Reduce the Strain cost for casting in armor while using Healing, Heroic, Fate, and Divination Arcana by 2.
Journeyman:
Reduce the Strain cost for casting in armor while using Healing, Heroic, Fate, and Divination Arcana by 4. Reduce the Strain cost for casting other Arcana by 1.
Master:
There is no Strain cost for casting in armor while using Healing, Heroic, Fate, and Divination Arcana. Reduce the Strain cost for casting other Arcana by 2. You are allowed to take the Armor Training Talent.
Weapon and Shield Style
Classes: Warrior
Requires: Strength of 2 or higher
You’ve been trained to fight with a single-handed melee weapon and shield.
Novice:
You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield
Journeyman:
You know how to get the most from your shield. You can perform the Defensive Stance stunt for 1 stunt point instead of the usual 2.
Master:
Opponents must work hard to get by your defenses. The shield bonus of any shield you use increases by 1.

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