Talents


Race Talents & Traits

Humans


Greenlander
Projected Calm: Greenlanders exude a certain confidence which in times of peril can bring reassurance to those around them. When making a PERFORMANCE "Recovery" roll Greenlanders may spend Willpower points for immediate successes. These points may be spent after the roll is made and replace failed dice.

Frozen North: A Greenlander doesn't fall, he digs in. When making a Survival or Endurance roll in harsh, deep cold environments gain a +1 bonus.
Scorchlander
Hard to Catch: Scorchlanders are notoriously hard to get a grip on, and they can easily evade even the most persistant of pursuers. You can spend Willpower Points in combat to avoid being hit by physical attacks. Every WP spent eliminates one hit the attacker rolls.

Sun Scorched: Born of Sun and Sand. When making a Survival or Endurance roll in harsh, overheated environments gain a +1 bonus.
Ashlander
Sneaky: Ashlanders are often considered sneaky and untrustworthy by other races, and many do their best to live up their infamy. When rolling for STEALTH, you can spend Willpower Points which are automatically turned into extra successes. These points may be spent after the roll is made.

Child of Ash: You thrive where others choke. Suffer no penalties in darkness or smoke, suffer a -1 to all rolls under direct sunlight.

Tainted Blood: Poison runs through your veins like old memory. You gain a +2 bonus when resisting poison, disease, or toxic environments.

Hivers


Hive-Gut: If not food, why food shaped? Can consume raw or spoiled food without risk of disease.

Hard Headed-(Soldier): Why wear a helmet when the Queen gave me one I can bash a door down with? You can not wear helmets, however receive +1 Natural Armor.

Western Hivers

Drone
Adaptive: Hivers are new to the Moon of Kenshi and are seen as intruders by some other races. No other race can adapt to new situations and living conditions the way the hivers can. If you spend a Willpower Point when you are about to roll for a skill, you can roll for any skill of your choice to achieve the same result. You must be able to describe how you use the chosen skill. The GM has final say on what is reasonable.

Soldier
Unbreakable: The Soldiers are crafted to protect, their bodies are strong, and they are very resilient when it comes to pain and punishment. When you are Broken by any kind of physical damage, you can spend Willpower Points to immediately get back on your feet. For every point you spend, you recover 1 point of the Broken attribute. You cannot use this talent unless you are Broken. The talent does not affect critical injuries.

Prince
Fortified Will: Hive Princes have an uncanny ability to shrug off the horrors of this world. When casting magic a Willpower Point may be spent to reroll a failed roll. This may only be done once per spell and the results must be kept.
Southern Hivers

Drone
Relentless Drive: The Drone does not pause. It does not plan. It adapts mid-motion, striking as it moves, and moving as it strikes. When you spend 1 Willpower Point before making a melee attack, you may immediately perform a second Fast Action after the attack, even if you have already acted this round.


Soldier
Hive Frenzy: The Warrior bleeds, then bites. Wounded, it fights harder, fearless, frenzied, and already halfway to death. Spend 1 Willpower Point when you take damage from an enemy in melee. Until the end of your next turn, you gain +1 to Melee and +1 to Armor.


Prince
Unfettered Will: Known for their often extreme use of magic, Southern Hive Princes make up some of the most powerful spellcasters on the moon. Everytime you spend one or more Willpower Points to activate a talent or cast a spell, the first WP counts as two. If you spend two WP it counts as three, and so on. Note that this also increases the risk of magic mishaps.

Shek


Scarred: Each time the character suffers a physical Critical Injury, they gain a cumulative bonus to toughness. Every Critical Injury grants the Shek one more SCAR,
when rolling for a received physical Critical Injury the Shek may roll one d6 per accumulated SCAR. The severity of the injury is decreased by one step per rolled success.
At 3 SCARS gain +1 natural armor
At 6 SCARS permanently reduce Empathy by 1
6 is the cap for SCARS, any over this amount have no effect, just cool points.

Northern Shek
Shek Hospitality: Known for their giving personality, Northern Shek are exceptional at assisting the actions of others. When assisting an ally, Northern Shek count as two people and the maximum bonus allowed is increased from 3 to 4.
Southern Shek
Hunting Instincts: The Shek have a powerful sense of smell and can track their prey for days once they have caught their scent. You can spend Willpower Points to designate a person or a creature as your prey. Your prey must be within line of sight, or there must be a scent to follow. The number of WP you spend equals the number of days that you can follow your prey’s scent. In combat, all your attacks against your prey get a +1 bonus per WP spent, until the creature is Broken or until you choose to let your prey go.

Skeletons


Unyielding: Immune to starvation, dehydration, and exhaustion. Skeletons do not require food or drink to survive and cannot receive benefits from them.
They do not require Sleep, are immune to sleep effects, and cannot benefit from Restful Recovery.

Mechanized: Mechanized beings do not recover with time, They require to be repaired through Tinkering.

Echo of Madness: The Madness that plagues Skeletons may not always be active, but its echo lingers. Roll Empathy when witnessing unjust death or extreme illogic.
On failure, roll for Madness Critical Injury. Widebrims receive a +1 bonus on this Empathy roll.

Stompy Clompers: Skeletons are not made to float and cannot swim, immediately sinking in liquid. However, they also do not breath and may traverse the bottom of waterways.

Loghead
Ageless Wisdom: Logheads know more than they think they do. When choosing to push a LORE role you may spend a Willpower Point to include a failed die in that push role.
Trine
True Grit: Trine are far more stubborn than others, and can fight on when other races have no strength left. You can push a die roll multiple times by spending Willpower Points. Every point spent allows you to push the roll one more time.
Widebrim
Field Tech: Widebrims have a built in knowledge of mechanics especially when dealing with Skeletons. When making a CRAFTING role to "repair" a Skeleton Willpower points may be spent for immediate successes. These points may be spent after the role is made and replace failed dice.

Profession Talents

Every profession has four Talent Paths to choose from. The center two displayed in light grey are mutually exclusive with one another and only one may be chosen.

Arbalister

Path of the Bolt
Master the art of precision shooting and delivering devastating bolts that pierce armor and morale alike.

RANK 1: When you aim before firing, you gain an additional +1 bonus to your ranged attack roll.
RANK 2: Your shots ignore 1 point of armor and any damage that penetrates deals double damage to armor.
RANK 3: For 1 WP you may unleash a rapid volley, firing two bolts in a single action at one target.
Path of Flight
Perfect your ability to reposition quickly, evade danger, and strike from unexpected angles.

RANK 1: After making a Ranged Attack, you may make a Move action as a free action.
RANK 2: When you successfully dodge an attack, you can make an immediate ranged attack as a fast action or ready weapon as a free action.
RANK 3: When taking a RETREAT action you gain +1 to your MOVE roll and you may make a ranged attack or ready a weapon as a free action.
Path of Awareness
Through whispers in the wind and the shimmer of unseen threads, you pierce the veil of the world.

RANK 1: You can cast rank 1 spells from the Awareness discipline.
RANK 2: You can cast rank 2 spells from the Awareness discipline.
RANK 3: You can cast rank 3 spells from the Awareness discipline.
Path of Readiness
Hone the art of swift, instinctive action, ensuring your crossbow is always loaded, aim steady, and fire before the enemy can react.

RANK 1: Once readied, your crossbow remains ready until fired, even if other actions are taken.
RANK 2: At the beginning of combat and after any sneak attacks, you may make a ranged attack as a free action, regardless of initiative.
RANK 3: If an enemy enters short range while your crossbow is readied, you can make an immediate ranged attack as a reaction.

Arborist

Path of the Wind
Some Arborists claim to hear whispers on the air itself, interpreting the voices carried on the breeze, and calling upon the wind to guide their steps.

RANK 1: You can cast rank 1 spells from the Wind discipline.
RANK 2: You can cast rank 2 spells from the Wind discipline.
RANK 3: You can cast rank 3 spells from the Wind discipline.
Path of Shifting
One with feral creatures of the moon you can assume their attributes or even take their form.

RANK 1: You can cast rank 1 spells from the Shifting discipline.
RANK 2: You can cast rank 2 spells from the Shifting discipline.
RANK 3: You can cast rank 3 spells from the Shifting discipline.
Path of the Root
The Arborist embodies unshakable resilience, grounding themself in strength and stability, shaping the land into a living tool.

RANK 1: You can cast rank 1 spells from the Root discipline.
RANK 2: You can cast rank 2 spells from the Root discipline.
RANK 3: You can cast rank 3 spells from the Root discipline.
Path of Plenty
Harvest nature’s bounty beyond the veil, and provide nourishment in even the harshest lands.

RANK 1: With a simple touch, you can coax plants to sprout and grow. Once per day, you can produce D6 rations of food or D6 doses of herbs from any fertile patch of soil or wild plant life. This takes one quarter day.
RANK 2: You can create a temporary haven from the wilderness. Spend one quarter day to grow a thicket, canopy, or sheltering vines that provide +2 SURVIVAL bonus for finding shelter. The shelter can house 4 people and lasts D6 days under normal circumstances.
RANK 3: Your magic can summon nature’s full abundance. Once per day, you can touch the ground and create a small oasis within a 10-meter radius. For the next day, the area provides fresh water for up to ten people and a +2 HEALING bonus.

Apothecary

Path of the Brewer
Refining the art of fermentation and alchemy, craft potent brews that heal, embolden warriors, or unravel the minds.

RANK 1: When rolling CRAFT in the Makers Pot, you may spend a WP to reroll a failed die. This may be done after the roll is made.
RANK 2: When rolling CRAFT in the Makers Pot, extra successes increase the quantity produced by 1. In addition, the duration of brew effects are doubled.
RANK 3: You can create powerful Brews in the Makers Pot, you may now use three ingredients instead of two.
Path of Poison
An Apothecary’s hand can heal the dying or deliver death in silence. The difference is just intent.

RANK 1: When rolling CRAFT in the Makers Pot to produce Poison, each additional success increases Potency by 1.
RANK 2: You may add poisons to the Makers Pot as an ingredient, these baked-in poisons are nearly undetectable. In addition, poisons applied to weapons last for twice as long.
RANK 3: You can add a D8 artifact die to all CRAFT rolls to concoct poison.
Path of Steady Hands
Skill, speed, and reliability, aligning with the high-stakes, precision-focused nature of their craft.

RANK 1: You can reroll a single failed die when attempting to heal critical injuries or stabilize a dying ally.
RANK 2: When treating a critical injury, all successes count as double.
RANK 3: You can perform surgical procedures during combat as a fast action, allowing you to treat allies more quickly under pressure.
Path of the Herbalist
You know your flora and can see the difference between edible plants, medicines and noxious weeds.

RANK 1: Your SURVIVAL roll is modified by +1 when you FORAGE during journeys.
RANK 2: Walking the lands sets you at ease. A Quarter Day spent FORAGING counts as RESTING for you.
RANK 3: The amount of VEGETABLES you find when FORAGING is doubled. In addition, whenever VEGETABLES are found you will find a local plant as well.

Berserker

Path of Rage
Embrace the raw power of Rage to deliver overwhelming attacks and inspire fear on the battlefield.

RANK 1: Once per combat, you may induce a Rage without being Broken. You must immediately attack the nearest opponent in close combat, and keep fighting until you are Broken or until all opponents within sight have been Broken. During your rage, you are immune to any attempts to Manipulate you and all your close combat attacks do one extra point of damage.
RANK 2: While raging, if you deal damage to an opponent, you can make an immediate second attack against the same target or a different target within arms reach.
RANK 3: When Broken while raging, you can continue to fight for one more round before collapsing to injury. Critical injuries received while Raging are reduced by 2 stages.
Path of Resilience
Channel unwavering endurance, allowing you to fight through pain, shrug off wounds, and rise again.

RANK 1: Once per combat, reduce damage from a single attack by 2 points.
RANK 2: When taking damage that would inflict a critical injury, roll a D6. On a 6, the critical injury is negated.
RANK 3: While raging, you gain +2 to ENDURANCE rolls and can ignore penalties from injuries until the rage ends with the exception of severed limbs.
Path of Reckless Hate
Abandon defense for sheer offensive devastation, risking everything to destroy your foes.

RANK 1: If you make a RUN fast action before making a melee attack, you may take a -1 penalty to Defense to gain a +2 bonus to your melee attack roll untill the start of your next turn.
RANK 2: If an enemy strikes you in melee and you did not attempt to dodge, parry or block you can immediately make a melee attack against them as a reaction. Roll this attack after your opponents attack is finished.
RANK 3: When your Strength is at half or lower, for one WP you may choose to double your damage for an attack. However, if you miss, you suffer 1 point of damage.
Path of Bloodlust
A savage life has taught you to channel the thrill of combat into a savage, life-sustaining frenzy.

RANK 1: When you reduce an enemy to 0 Strength, recover 1 point of Strength.
RANK 2: While raging, if you deal damage to an enemy, you can heal 1 point of damage to either Strength or Agility once per round.
RANK 3: Once per day, when reduced to 0 Strength, you can immediately regain D3 points of Strength and continue fighting.

Busker

Path of the Warcry
Your voice becomes a weapon, booming shouts rallying allies, breaking enemies, and turning the tide of combat.

RANK 1: You can emit a warcry that grants all your comrades within SHORT range a bonus to all attacks during the round, until you perform another action. Their rolls are modified by +1 for every WP you spend.
RANK 2: You can emit a roar that modifies the close combat attacks of all opponents within SHORT range until it’s your turn to act again in the next round. Their rolls are modified by –1 for every WP you spend. Note this has no effect against most monsters.
RANK 3: You let out an ear shattering cry inflicting 1 point of damage to Wits in a single opponent within SHORT range for every WP you spend. The target may attempt to resist the effect by rolling for INSIGHT each Success rolled negates 1 point of damage. No effect against most monsters.

When used in combat this talent requires a SLOW action.

Path of Faces
You are a master of disguise,
easily assuming the appearance and speech of others.

RANK 1: By spending a Willpower Point and preparing for a moment, you can assume the appearance of another person, but not their voice or demeanor. The person must be of the same sex and kin as you are. Anyone who knows the person and sees you at NEAR range can discover your ruse by rolling INSIGHT. Every extra WP you spend when you create your disguise modifies any roll to see through it by –1.
RANK 2: As per rank 1, but you can also mimic voices and demeanors. If you talk to someone who knows the person you are imitating, he can see through your disguise as per rank 1 above.
RANK 3: You can assume another person’s appearance completely, even if they are of the opposite sex or another kin. In other respects, treat this the same as per rank 2.
Path of the Song
Your beautiful voice can captivate any audience, and can even torment the listeners if you so choose.

RANK 1: By spending Willpower Points and singing, you can draw the attention of everyone in NEAR range to yourself for a few minutes. They stop what they are doing, and any SCOUTING roll they make is modified negatively by the number of WP you spend. This has no effect in combat.
RANK 2: As per rank 1, but you can also persuade your audience to pay for your singing. They will pay what they can, up to a number of Lons equal to the number of WP you spend.
RANK 3: You can sing so powerfully that your song cuts into the ears of any listeners within SHORT range. Your song causes 1 point of damage to Strength per WP you spend. You can distribute the damage across as many opponents as you want. The targets may attempt to resist the effect by rolling for INSIGHT – each success rolled negates 1 point of damage. No effect against most monsters.
Path of the Hymn
Through melody and verse, weave songs that soothe weary souls, mend wounds, and instill an unshakable resolve.

RANK 1: You can help a Broken comrade within SHORT range to get up on her feet. For every WP you spend, your comrade recovers one point of the attribute that has been reduced to zero.
RANK 2: A number of your comrades, equal to the number of WP you spend and within SHORT range, each recover 1 point of damage to an attribute. You decide which attribute they all recover.
RANK 3: Your song grants WP to one of your comrades within LONG distance while costing you an equal amount.

When used in combat this talent requires a SLOW action.

Mortalist

Path of Blood
Blood magic derives itself from life itself and its liquid essence. A Mortalist can both benefit and bleed their target.

RANK 1: You can now cast Rank 1 spells from the Blood discipline.
RANK 2: You can now cast Rank 2 spells from the Blood discipline.
RANK 3: You can now cast Rank 3 spells from the Blood discipline.
Path of Life
To heal is to defy death, to nurture is to shape the future.
You are a master of both.

RANK 1: You can now cast Rank 1 spells from the Life discipline.
RANK 2: You can now cast Rank 2 spells from the Life discipline.
RANK 3: You can now cast Rank 3 spells from the Life discipline.
Path of Death
You draw power from rot and decay.
Never ending life,
merely giving it new form.

RANK 1: You can now cast Rank 1 spells from the Death discipline.
RANK 2: You can now cast Rank 2 spells from the Death discipline.
RANK 3: You can now cast Rank 3 spells from the Death discipline.
Path of Sacrifice
Power demands a price, your own vitality, or that of others, fueling potent magic, turning pain into strength and blood into spellcraft.

RANK 1: When casting a spell, you may choose to sacrifice 1 point of Strength or Wits instead of spending Willpower.
RANK 2: Once per quarter day, you may transfer your own life force to another. By sacrificing D3 Strength or Agility, you may restore an equal amount of Strength or Agility to a willing, conscious ally.
RANK 3: If an ally within sight falls below 0 strength you may sacrifice D6 Strength to immediately restore the ally to 1 Strength.
Alternatively, if an enemy is to fall below 0 strength within the same or previous round you may perform a Coup De Grace to immediately restore your ally to 1 Strength.

Outrider

Path of the Companion
Your mount is your closest friend and companion, they will assist you
to the end.

RANK 1: If you are Broken your mount will stay by your side and defend you, attacking any opponents who attempt to attack or move you.
RANK 2: If you, or your mount become Broken you may transfer one attribute point per WP spent until the target is stabilized. If your mount is attempting to stabilize you, the positive affect is doubled.
RANK 3: If you spend a WP while mounted, your mount may make an attack immediately after yours, potentially knocking the opponent PRONE.
Path of the Skirmisher
A master of mobility and precision, striking fast before vanishing into the dust,
always one step ahead.

RANK 1: When making a RUN action as a fast action while mounted, you may READY a ranged weapon during the movement as a free action.
RANK 2: While mounted, you may make RETREAT actions as a reactive action when an opponent moves into arms reach. Use the ANIMAL HANDLING skill when rolling to avoid attacks of opportunity, failing this roll results in a free attack against the mount.
RANK 3: If an opponent attempts to RETREAT and you spend a WP you may make an immediate free ranged or melee attack against them with a +1 bonus. Your ranged weapon must already be readied for this attack.
Using a Ranged Weapon while mounted still requires Mounted Fighter Rank 1.
Path of the Raider
Hit hard, hit fast,
and be gone before they know what happened.

RANK 1: If you break an opponents strength while mounted you may make an immediate RUN action, ignoring all zones of control.
RANK 2: While mounted, if you make a RUN fast action before making a melee attack, that attack gains a +1 bonus and if successful, knocks the opponent PRONE.
RANK 3: You may fight with 2-handed weapons while mounted, with a -2 penalty to ANIMAL HANDLING.
Path of the Beastmaster
To ride is to trust.
To fight is to listen.
To survive is to understand.

RANK 1: You may give a simple, one word command to a tamed animal in combat as a free action. When rolling ANIMAL HANDLING to tame an animal, gain a +1 bonus.
RANK 2: When rolling SURVIVAL to find prey while hunting, you gain a +1 bonus. If you are assisted by a tamed animal this bonus is increased to +2.
RANK 3: You may make the HUNT and HIKE actions at the same time if hunting with a ranged weapon.

Paladin

Path of the Knight
A master of mounted combat, charging into battle with unwavering precision, using speed and steel to break enemy lines.

RANK 1: Grants Rank 1 of the Lightning Fast general talent. In addition, gain one extra fast action during the first round of an encounter.
RANK 2: When mounted, you can spend WP to defend against attacks. Every WP eliminates one success your enemy has rolled. You spend your WP before rolling for armor.
RANK 3: When attacking from a mount in close combat you may spend WP to increase damage. Every point increases damage by 1 and must be commited before armor is rolled.
Path of the Ironclad
An unbreakable bulwark of faith and steel, clad in heavy armor and enduring any assault to protect their allies and crush their foes.

RANK 1: When wearing heavy armor, reduce Armor Rating damage from incoming attacks by 1.
RANK 2: When using a weapon to PARRY, you may roll two additional gear dice. You cannot be SHOVED by creatures of your size or smaller.
RANK 3: Once per day, when reduced to 0 Strength, you may roll Endurance. On a success, you remain standing for D3 rounds before collapsing. If healed during this time the healing effect ignores all damage below 0.
Path of the Charger
A Paladin without their steed
is half a warrior. Together,
We are Thunder and Ruin.

RANK 1: Gain a +2 bonus to riding-related rolls and cannot be DISARMED or THROWN while mounted unless by unusual circumstances.
RANK 2: When attacking from your mount after moving, your melee attack gains +1 damage and knocks enemies PRONE if they fail an Agility roll.
RANK 3: You gain the ability to use 2-handed weapons while mounted. In addition, enemies damaged by you in melee must make an ENDURANCE roll or suffer being stunned for 1 round.
Path of Iron Will
Pain is a lesson.
Wounds are reminders. Until my duty is done, I do not fall.

RANK 1: Once per day, when at half Strength or lower, you may recover D3 Strength as a free action.
RANK 2: Once per day, when receiving a critical injury you may spend a WP to reroll the results. The new roll must be kept.
RANK 3: For D3 rounds after suffering a critical injury, gain 2 bonus dice for all attack and defense rolls.

Peddler

Path of the Wanderer
The road is long, the dangers are many, but a prepared merchant always reaches their destination.

RANK 1: You gain a +1 bonus to Survival rolls when finding shelter, or making camp.
RANK 2: Gain +2 Strength when determining Encumbrance. In addition all HEAVY trade goods are treated as NORMAL.
RANK 3: You pay half price for all lodging and meals. In addition, coin encumbrance is per 1000 instead of 100.
Path of Gold
A shrewd merchant who turns every deal to their advantage, spinning coin into fortune through wit, and relentless negotiation.

RANK 1: When purchasing trade goods you may spend WP to reduce the price by 1/5th per WP spent, up to a maximum of 4.
RANK 2: When being searched your gold will always remain hidden as long as you are conscious. In addition, you gain a +1 to MANIPULATE rolls when lying about your wealth.
RANK 3: You are drawn to wealth like a moth to flame. You may spend WP to detect any valuables in your immediate surroundings. This does not apply to unique artifacts.
Path of the Black
A shadowy trader who thrives in the underworld, dealing in the goods no honest merchant would dare touch.

RANK 1: You gain a +2 bonus to Sleight of Hand rolls when hiding or smuggling items through checkpoints or inspections.
RANK 2: Whenever you sell stolen, illegal, or rare goods, you usually avoid suspicion and receive full value instead. Additionally, you can identify the best fences in any city with a successful Manipulation or Insight roll.
RANK 3: When attempting to bribe or blackmail someone you receive +2 to your MANIPULATE roll. You may spend WP after the roll to reroll critical failures.
Path of Lies
A master deceiver,
skilled at both seeing through lies and telling them yourself.

RANK 1: You may spend a WP to reveal whether someone is lying or not. You do not necessarily know what they are lying about.
RANK 2: When you MANIPULATE someone to make them believe what you are saying, regardless of truth, you may spend WP to automatically succeed. You may roll first and use this talent if you fail. If the target is faced with the obvious truth they will immediately realise the lie.
RANK 3: You instinctively know the true value of any common item and can spot forgeries with a +2 bonus to Insight rolls.

Ronin

Path of the Ronin
The sword does not rule alone.
A true warrior commands with wisdom and leads with strength.

RANK 1: If no Ally is within Arms Reach
or
You are outnumbered within Arms Reach range, gain a +1 bonus on rolls made to PARRY.
In addition, after a successful PARRY you may choose to SHOVE the parried opponent if they are within Arms Reach as a free action, at the cost of one WP.
RANK 2: If you successfully PARRY an attack you may make a second PARRY this turn as a free action.
RANK 3: After making a successful PARRY you may choose to spend one WP to make an immediate close combat attack as a fast action. This attack can be against a different opponent within range.
Path of the Daishō
Two blades, one soul.
Together we are one,
and yet... many.

RANK 1: Gain Rank 1 of the Ambidextrous Talent. In addition, after successfully parrying an attack you may spend a WP to make an immediate attack with your secondary weapon. This requires your secondary be LIGHT and is susceptable to the normal -2 penalty.
RANK 2: When wielding a LIGHT secondary weapon you may PARRY ranged attacks. In addition, you gain a +2 bonus when making a PARRY action against ranged and piercing attacks.
RANK 3: When attacking with your secondary weapon after attacking with your primary, the attack treats the opponents armor as 2 levels lower.
Path of the Shōgun
A wandering warlord who commands with unmatched presence, rallying allies and striking fear into foes.

RANK 1: If only one opponent is within Arms Length, gain a +1 bonus on melee attacks against them.
RANK 2: For every extra success rolled during an attack with a 2-Handed weapon you may spend a WP to choose to have a point of damage ignore armor rather than increasing the damage by 1.
RANK 3: When you hit with a melee attack you may increase the damage by 1 for every WP spent. WP must be spent before armor is rolled.
Path of the Warlord
A sword is only as strong as the one who wields it. A warrior is only as strong as the one who leads them.

RANK 1: When within Arms Reach of an Ally you may choose to PARRY an attack intended for them at a cost of one WP. Succeeding in this PARRY will refund you with one WP. If the PARRY is failed, the attack may not be reacted to again and continues to its original target.
RANK 2: If both you and an Ally are within Arms Reach of the same opponent gain a +1 bonus on all close combat rolls against them.
RANK 3: When within Arms Reach of an Ally who is being attacked in close combat, you may choose to make a close combat attack against the opponent as a reaction, at a cost of one WP. If you spend an additional WP your reaction will strike before the opponent's attack.

Seer

Path of Symbols
Where words fail, the symbol strikes,
etched thought that bends the will
and burns the mind.

RANK 1:You can now cast Rank 1 spells from the Symbols discipline.
RANK 2: You can now cast Rank 2 spells from the Symbols discipline.
RANK 3: You can now cast Rank 3 spells from the Symbols discipline.
Path of Stonesong
In the hush beneath the mountain, the stone remembers, its song is weight, its silence, wrath.

RANK 1: You can now cast Rank 1 spells from the Stonesong discipline.
RANK 2: You can now cast Rank 2 spells from the Stonesong discipline.
RANK 3: You can now cast Rank 3 spells from the Stonesong discipline.
Path of the Wind
The wind listens where men do not, whispering truths across the world to those who know its tongue.

RANK 1: You can now cast Rank 1 spells from the Wind discipline.
RANK 2: You can now cast Rank 2 spells from the Wind discipline.
RANK 3:You can now cast Rank 3 spells from the Wind discipline.
Path of the Watcher
A sharp eye,
A quiet mind,
reveal more than the loudest spell.

RANK 1: You can identify cultural symbols, ancient markings, or historical oddities with ease. Gain a +1 bonus to LORE and INSIGHT rolls.
RANK 2: You have seen the doom and do not fear it. When rolling for a Magic Mishap you may roll a number of die equal to your current WP total, each success reduces the Magic Mishap by one step.
RANK 3: If you remain in Stillness for a full round, all spells cast the following round may reroll failed Magic Mishap rolls. If the spell Overcharges, gain one WP.

Shinobi

Path of Shadow
Masters of deception and stealth, those who walk this path vanish into darkness, slipping past watchful eyes like a whisper on the wind.

RANK 1: You gain a +1 bonus to Stealth rolls, and your movement is never hindered by difficult terrain while sneaking.
RANK 2: Once per combat, if you are unseen or break line of sight, you can attempt a Stealth roll to immediately "disappear", forcing enemies to lose track of you momentarily.
RANK 3: When hidden, you may make short movements without having to reroll for STEALTH. In addition, ambush attempts gain a +1 attack roll.
Path of the Blade
You have refined your skill with precision strikes, dispatching enemies with deadly efficiency.

RANK 1: When making a successful SNEAK ATTACK gain an additional +2 damage.
RANK 2: Your attacks ignore 1 pont of armour and Light weapons may be drawn or picked up as a free action.
RANK 3: If your target attempts a reactive action against your attack you may spend a WP to gain an extra d6 on that attack.
Path of the Acrobat
Speed and agility define this path, allowing its practitioners to twist, leap, and roll through danger with effortless grace.

RANK 1: When attacked in close combat gain a +1 bonus on DODGE rolls.
RANK 2: Once per round, when an enemy misses you in melee, you may take an immediate free fast action. If this action is used to RETREAT you gain a +2 on the move roll.
RANK 3: After successfully disarming an opponent you may take an immediate free fast action. If this action is used to RETREAT you gain a +2 on the move roll.
Path of Many Steps
Mastering speed, agility, and deception, become an untouchable phantom, striking and vanishing before their foes can react.

RANK 1: You may use Sleight of Hand when making a disarm attempt. If successful you may choose to wield that weapon instead.
RANK 2: Ignore all difficult terrain penalties while not mounted.
RANK 3: You may make one DODGE action per round as a free action.

Technician

Path of the Scav
To scavenge is to speak the language of the old world, to know where secrets sing, waiting for hands that still remember how to listen.

RANK 1: When searching for valuables you may use the SURVIVAL skill instead of SCOUTING, Gain a +1 bonus on this roll.
RANK 2: When rolling LORE to identify an Old-World artifact gain a +1 bonus. In addition, a CRAFTING roll may be performed to disassemble Old-World artifacts for Spare Parts, this requires a Technician Toolkit and a quarter day.
RANK 3: Whenever you require a Tool you may instead use a Spare Part to create a temporary tool, returning to a Spare Part after use. If you fail a roll with a temporary tool, the tool is broken and the Spare Part is lost.
Path of the Circuit Scribe
To understand circuitry is to peer into the mind of the Ancients, and carve a future from their bones.

RANK 1: You have the ability to read Old-World schematics, this may occasionally provide clues and insight into Old-World tech. In addition, gain a +1 LORE bonus to rolls involving the Ancients.
RANK 2: You may perform Critical Repairs at a Skeleton Repair Bench. In addition, without a Skeleton Repair Bench present, you may use a Spare Part to extend the Lethal Time Limit of a Skeletons Critical Injury by an additional d6.
RANK 3: You may spend one WP to make a CRAFTING roll to attempt to reactivate Old-World tech. This could be anything from an automated door to a security spider. Failing this roll may come with consequences.
Path of the Gearbreaker
Every shriek of metal is a sermon, every spark, a syllable in the Old-World’s tongue, I wish only to hear them sing.

RANK 1: When you hit a mechanical creature in melee combat, you may spend 1 WP to reduce its Move by -2 for one round.
RANK 2: You may attempt to identify weak points on mechanical foes. Roll Lore against Wits, on success gain a +1 bonus on all rolls against that foe until Broken. This may only be attempted once per enemy.
RANK 3: By spending 1 WP, you may attempt to briefly override a mechanical creature (e.g. Iron Spider or Maddened Skeleton) within Close range for one round. Make a contested Lore (Wits) vs. the enemy’s Wits. On success, you may force them to move, attack, or halt entirely for a number of rounds equal to your successes.
Path of Creation
The body is a frame.
The mind is the blueprint.
The rest is yours to reforge.

RANK 1: You may install or remove a robotic limbs or enhancements with only a Technicians Toolkit, a Skeleton Repair Bench is no longer required. Additionally, you may identify the function and quality of any robotic limb or enhancement you find with a successful Lore test.
RANK 2:
RANK 3:

Warfist

Path of
hold

RANK 1:
RANK 2:
RANK 3:
Path of Open Palm
Mastery through control, turning aggression into opportunity and ending violence by unmaking the will to fight.

RANK 1: You may make DISARM actions as a Reactive action.
RANK 2: After successfully Grappling an opponent, Grapple Attacks against them ignore non-natural armor, damaging Strength directly.
RANK 3: When Unarmed, all MELEE rolls receive a +2 bonus. In addition, you may Stand Up as a free action once per round.
Path of Closed Fist
A way of relentless strikes and shattered defenses, where every blow is a question answered with pain.

RANK 1: When making Unarmed attacks, opponents no longer receive a +2 Parry bonus against you.
RANK 2: You may strike with your off hand as a Fast Action, this attack has a -2 penalty unless you have already struck your opponent this round.
RANK 3: Your Unarmed attack's damage is increased by +1.
Path of Improvised War
A discipline of brutal invention, where every chain, brick, or bottle becomes a weapon in the hands of the desperate and the bold.

RANK 1: You can wield improvised items (tools, bones, chair legs) as melee or ranged weapon of Salvage quality, with +1 bonus die and 1 base damage.
RANK 2: When you successfully perform a DISARM action, you may choose to wield the opponents weapon. Gain a +2 bonus against that opponent with their own weapon.
RANK 3: When making a Melee attack with an improvised or disarmed item, and that item is Broken in the attack, you may make a Shove attack as a free action.

General Talents

Ambidextrous
You are skilled in the art of fighting with one close combat weapon in each hand. You have a primary weapon in your favored (or sword) hand and a secondary weapon in your other hand. You can draw both weapons with a single DRAW WEAPON action.

RANK 1: You can use your secondary weapon to perform one extra attack per round, as a fast action. It must be a LIGHT weapon and the attack is modified by –2.
RANK 2: Same as per rank 1, but you can use a normal weapon as your secondary weapon.
RANK 3: Same as per rank 2, and your attack with your secondary weapon is not modified.

Brawler
A path of fists, grit, and unshakable defiance, where every bruise is a lesson, and every punch a promise.

RANK 1: All your unarmed attacks are modified by +1.
RANK 2: As long as you are Unarmed, gain +1 Natural Armor.
RANK 3: You can add a D8 Artifact Die to all your unarmed attacks.

Defender
Mastery of the parry turns every incoming blow into opportunity, wearing down foes with calm and calculated defiance.

RANK 1:You may make one additional PARRY every combat round. This extra parry does not cost an action.
RANK 2: You get a +1 bonus to all PARRIES.
RANK 3: You can PARRY an unlimited number of times in the same round of combat, but only once against the same attack. Only the first PARRY counts towards your actions in the round.

Fearless
Not even the horrors that lurk in the forgotten depths of Kenshi can scare you.

RANK 1:You can roll an INSIGHT roll as “armor” against fear attacks – each success rolled eliminates one success rolled in the fear attack. The INSIGHT roll does not count as an action.
RANK 2: You can choose to have damage from a fear attack decrease your Empathy instead of your Wits.
RANK 3: You are immune to fear attacks.

Incorruptable
When others try to affect you, you are as immovable as a mighty oak in the wind.

RANK 1: Your INSIGHT roll is modified by +1 when someone attempts to MANIPULATE you.
RANK 2: You can add a D8 Artifact Die to your roll when someone MANIPULATES you.
RANK 3: You cannot be MANIPULATED.

Lucky
No matter how bad the odds are, you always get away unscathed.

RANK 1: When you suffer a critical injury, you can reroll once. The lowest roll counts.
RANK 2: As per rank 1, but you can also reverse the D66 roll for the critical injury – a roll of 16 becomes 61, for example.
RANK 3: When you suffer a critical injury, you may choose your injury freely from the relevant list.

If your opponent has the talent EXECUTIONER, these talents cancel each other out.
One rank in EXECUTIONER cancels out one rank of LUCKY.

Monsterslayer
Monsterslayer is the title given to those who seek honor and fame by killing beasts and monsters.

RANK 1: All your attacks against monsters are modified by +1.
RANK 2: Your attacks against monsters cause 1 additional point of damage.
RANK 3: You can add a D8 Artifact Die to your roll in attacks against monsters.

A pack is still required to carry more than 2 items.

Quickdraw
You draw your weapon quicker than the enemy can blink.

RANK 1: You can draw a LIGHT weapon without spending an action. This includes picking up a weapon from the ground.
RANK 2: As per rank 1, but also applicable to normal weapons.
RANK 3: As per rank 2, but also applicable to HEAVY weapons and items.

Sixth Sense
The hairs on the back of your neck stand up when enemies lurk in the bushes.

RANK 1: Your SCOUT roll is modified by +1 when an enemy tries to ambush you or performs a sneak attack.
RANK 2: When you spot an ambush or a sneak attack, you also see how many the attackers are, what kin they belong to, and what weapons they use.
RANK 3: You can add a D8 Artifact Die to your SCOUT roll when you try to spot an ambush or a sneak attack.

Sword Fighter
You have practiced with a sword in hand since you were a child.

RANK 1: Your attack and PARRY rolls are modified by +1 when you fight with a sword.
RANK 2: You can SLASH two enemies with your sword with a single action. Roll separately for the two attacks.
RANK 3: You can add a D8 Artifact Die to all attack and PARRY rolls with a sword.

Town Drunk
You aren't as drunk...
You aren't think....
You.... fuck...

RANK 1: Brews you consume have their duration doubled. In addition, when rolling for Brew Interactions, a 3 now has the same effect as 1-2.
RANK 2: Being Drunk no longer gives -1 to all skills. Instead, gain +1 natural armor while Drunk.
RANK 3: You no longer roll on the Brew Interactions Table. Instead, roll a d6 every time an additional Brew is consumed within the same 1/4 day.
1 all brews work as intended,
2-5 all brews work as intended and you become Drunk.
6 you take 1 Will damage and become Drunk.

Arbalest
A path of precision and invention, where every bolt sings from a weapon shaped by your own hands.

RANK 1: You can use the CRAFTING skill to make ranged weapons from the weapons table, with normal stats.
RANK 2: You can make ranged weapons with a Weapon Bonus that is one point higher than normal. This takes twice as long, and your roll is modified by –2.
RANK 3: You can make ranged weapons with a Weapon Bonus that is two points higher than normal. This takes four times as long and your roll is modified by –4.

Builder
You are are a skilled engineer and can build advanced constructions in your stronghold.

RANK 1: You can build advanced functions in your stronghold.
RANK 2: You get a +1 modification when you build a function in a stronghold.
RANK 3: You can add a D8 Artifact Die to your roll when you build a function in your stronghold.

Executioner
You know where to strike to make sure your opponent falls and does not get up again. Ever.

RANK 1: When you inflict a critical injury on your opponent, you can reroll once. The highest roll counts.
RANK 2: As per rank 1, but you can also reverse the D66 roll for the critical injury – a roll of 16 becomes 61, for example.
RANK 3: When you inflict a critical injury on your enemy, you may choose freely from the relevant list.

If your opponent has the talent LUCKY, these talents cancel each other out.
One rank in LUCKY cancels out one rank of EXECUTIONER.

Firm Grip
It takes a lot for you to lose your grip on your weapon.

RANK 1: DISARMING you requires an extra success – that is, two successes for a one-handed weapon and three successes for a two-handed weapon.
RANK 2: DISARMING you requires two extra successes – three successes for a one-handed weapon and four successes for a two-handed weapon.
RANK 3: You cannot be DISARMED.

Knife Fighter
You are lethal with a knife in hand.

RANK 1: Your attack rolls are modified by +1 when you fight with a knife.
RANK 2: You can STAB as a fast action using a knife.
RANK 3: You can add a D8 Artifact Die to all attacks with a knife.

Master of the Hunt
You are a skilled hunter and can find prey where others cannot.

RANK 1: Your SURVIVAL roll is modified by +1 when you HUNT during journeys.
RANK 2: Hunting sets you at ease. A Quarter Day spent HUNTING counts as RESTING.
RANK 3: When HUNTING, you may roll two D6s on the animals table (see page 152) and choose which result you want to use.

Pack Rat
You know how to pack your belongings so they don’t take up much space and your gear becomes easy to carry.

RANK 1: You can carry two more items than normal without being encumbered.
RANK 2: You can carry five more items than normal without being encumbered.
RANK 3: You can carry ten more items than normal without being encumbered.

A pack is still required to carry more than 2 items.

Sailor
You know how to steer rafts and boats over unknown waters.

RANK 1: Your SURVIVAL roll is modified by +1 when you LEAD THE WAY at sea.
RANK 2: Life at sea is soothing to you. A Quarter Day spent LEADING THE WAY on a boat counts as REST for you.
RANK 3: You can add a D8 Artifact Die to your SURVIVAL rolls when you LEAD THE WAY at sea.

Smith
You know the art of hammering coarse iron into lethal blades and protective armor.

RANK 1: You can use the CRAFTING skill to make any close combat weapon, or metal armor from the weapons tables, with normal stats. You can also turn IRON ORE into IRON at a FORGE.
RANK 2: You can make weapons and metal armor with a Weapon Bonus or Armor Rating that is one point higher than normal. This takes twice as long, and your roll is modified by –2.
RANK 3: You can make weapons and metal armor with a Weapon Bonus or Armor Rating that is two points higher than normal. This takes four times as long and your roll is modified by –4.

Tailor
You know the art of turning wool into cloth, and to craft that cloth into clothes.

RANK 1: With a successful CRAFTING roll, you can turn up to D6 units of WOOL into CLOTH. If you fail, the WOOL is destroyed. If you have access to a TAILOR SHOP, you can create CLOTH faster and without rolling dice. You can also use CRAFTING to sew clothes of normal quality, similar to to what’s found in the equipment lists.
RANK 2: You can make clothes of superior quality, which can be sold at twice the normal price. Your roll is modified by –2.
RANK 3: You can make clothes of exceptional quality, which can be sold at four times the normal price. Your roll is modified by –4.

Throwing Arm
You can hit anything with a thrown rock.

RANK 1: Your attack rolls are modified by +1 when you use a thrown weapon or a sling.
RANK 2: You can throw incredibly far. All attacks with a thrown weapon or a sling have LONG range.
RANK 3: You can add a D8 Artifact Die to attacks with a thrown weapon or a sling.
Axe Fighter
With weight and will, the axe breaks through where other weapons glance cleaving wood, bone, and fear alike.

RANK 1: Your attack rolls are modified by +1 when you fight with an axe.
RANK 2: When you hit an enemy with your axe and inflict at least 1 point of damage, you automatically inflict a critical injury. The critical injury itself doesn’t break your opponent, unless it kills him of course. No effect against monsters or animals.
RANK 3: You can add a D8 Artifact Die to all attack rolls with an axe.

Chef
You know how to cook using simple things, even while you are on a journey through the wilderness.

RANK 1: You produce twice as many Bakes in the Makers Pot.
RANK 2: The food you cook is so delicious that whoever eats it immediately recovers a point of lost Empathy.
RANK 3: You produce twice as many Bakes & Brews in the Makers Pot.
(This bonus stacks with Rank 1)

Fast Footwork
You are fast and quick on your feet, and hard to hit in combat.

RANK 1: You can DODGE for free once in every round of combat. The extra DODGE doesn’t count toward your actions in the round.
RANK 2: You get a +1 bonus whenever you DODGE.
RANK 3: You can DODGE an unlimited number of times in the same round of combat, but only once against the same attack. Only the first DODGE counts towards your actions in the round.

Fisher
You have mastered the art of pulling fish from rivers and lakes. You need a net, a rod, or some other piece of fishing equipment.

RANK 1: Your roll for SURVIVAL is modified by +1 when you FISH.
RANK 2: Fishing sets you at ease. A Quarter Day spent FISHING counts as RESTING for you.
RANK 3: The amount of FISH you catch is doubled.

Lightning Fast
You react with the speed of a snake, and usually strike before your opponent.

RANK 1: You can draw two initiative cards instead of one during the initiative draw. Choose the one you want to use, and shuffle the other one back into the deck before others draw their cards.
RANK 2: You can draw three initiative cards instead of one during the initiative draw.
RANK 3: You can draw four initiative cards instead of one during the initiative draw.

Melee Charge
You throw yourself into combat without any concern for the risk involved.

RANK 1: When you move from NEAR to ARM’S LENGTH range you can, as the same action, SLASH, STAB, PUNCH, or SHOVE. This is called a CHARGE.
RANK 2: Your attack is modified by +1 when you CHARGE.
RANK 3: When you CHARGE, you can add a D8 Artifact Die to the roll.

Pathfinder
You are a master at finding the right path through woods and over mountains in the wilderness.

RANK 1: Your SURVIVAL roll is modified by +1 when you LEAD THE WAY.
RANK 2: You’re most comfortable in the wilds. LEADING THE WAY for a Quarter Day counts as REST for you.
RANK 3: You can add a D8 Artifact Die to your SURVIVAL rolls when you LEAD THE WAY.

Sharpshooters
You are a master marksmen and your bolt almost always hits its target.

RANK 1: Your attack rolls are modified by +1 when you SHOOT a crossbow.
RANK 2: You can SHOOT a crossbow at SHORT and LONG range without any penalties.
RANK 3:You can add a D8 Artifact Die to any attack with a bow or a crossbow.

Spear Fighter
A mighty spear can slay even the biggest of monsters.

RANK 1: You get +1 when you attack with a Spear.
RANK 2: When you wield a Spear you may immediately strike an enemy who moves from NEAR range to ARM’S LENGTH from you. The attack counts towards your actions in the round, but breaks the turn order and occurs before the enemy can attack you.
RANK 3: You can add a D8 Artifact Die to attacks with a Spear.

Tanner
You know the art of turning pelts into leather, and to craft that leather into armor.

RANK 1: With a successful CRAFTING roll, you can turn up to D6 units of PELTS into LEATHER. If you fail, the PELTS are destroyed. If you have access to a TANNERY, you can create LEATHER faster and without rolling dice. You can also use the CRAFTING skill to make leather armor with normal stats according to the armor table.
RANK 2: You can make leather armor with an Armor Rating that is one point higher than normal. This takes twice as long, and your roll is modified by –2.
RANK 3: You can make leather armor with an Armor Rating that is two points higher than normal. This takes four times as long and your roll is modified by –4.

Wanderer
You can travel on foot through the wilderness for a long time without stopping for rest.

RANK 1: Your ENDURANCE roll is modified by +1 when you force march.
RANK 2: Your ENDURANCE rolls for forced marches succeed automatically.
RANK 3: HIKING for a Quarter Day counts as REST for you.
Berserker
Pain is permission,
when the body breaks,
the rage within is set free.

You immediately recover as many points in the attribute that has been decreased to zero as your rank in BERSERKER. You must immediately attack the nearest opponent in close combat, and keep fighting until you are Broken (again) or until all opponents within sight have been Broken. During your rage, you are immune to any attempts to MANIPULATE you and all your close combat attacks do one extra point of damage. If Broken during a BERSERKER rage, you cannot use this talent.

Chubby Bunny
You deserve another biscuit,
you earned this.

RANK 1: The duration of Bake effects are doubled.
RANK 2: When consuming a Bake, you may reroll one failed die from its effect (if applicable). You may now consume one additional Bake per day.
RANK 3: Your first two consumed Bakes do not require a roll on the Bake Interaction table. In addition, you may spend a WP to ignore the negative effects of a Bake, this includes spoiled or poisoned food.

Cold Blooded
You are completely callous and can kill defenseless enemies without so much as a second’s hesitation.

RANK 1: You can perform a COUP DE GRACE (see page 108) without needing to roll dice.
RANK 2: As per rank 1, and you also don’t need to spend a Willpower Point or suffer damage to Empathy.
RANK 3: As per rank 2, but you also recover a point of lost Empathy when you perform a COUP DE GRACE.

Fast Shooter
Speed over subtlety,
where the first shot fired is often not the last needed.

RANK 1: If your Ranged weapon is already in a Prepared state you may AIM and SHOOT as a single SLOW action.
RANK 2: You can SHOOT with a ranged weapon and RUN at the same time.
RANK 3: You may READY and SHOOT your ranged weapon as a single SLOW action. You may not AIM while fast shooting.

Hammer Fighter
Bashing heads in with a sturdy Warhammer is your idea of a good day.

RANK 1: You get +1 to all attack rolls with Hammer melee weapon.
RANK 2: All attacks with a Hammer weapon inflict at least 1 point of damage, even if the target’s armor absorbs all damage.
RANK 3: You can add a D8 Artifact Die to all attack rolls with a Hammer weapon.

Lockpicker
You have mastered the art of picking locks. You need some sort of tool. Lockpicks can give you a bonus.

RANK 1: Your SLEIGHT OF HAND roll is modified by +1 when you pick a lock.
RANK 2: You can roll for SLEIGHT OF HAND to get out of chains or ropes even when you are bound yourself.
RANK 3: You can add a D8 Artifact Die to your roll when you pick a lock.

Mounted Fighter
You are trained in the art of fighting from the back of a mount. All of the effects below require you to be in an OPEN zone.

RANK 1: You can fire Ranged Weapons from a mount.
RANK 2: You get a +1 bonus to all melee attacks from a mount.
RANK 3: You can make a MOUNTED CHARGE attack from a mount. This combines a full movement action by the mount (from at least SHORT range to ARM’S LENGTH) with a melee attack by you. You can add a D8 Artifact Die to the melee attack.

Quartermaster
You can find good campsites and can make sure your party are comfortable by the campfire.

RANK 1: Your SURVIVAL roll is modified by +1 when you MAKE CAMP during journeys.
RANK 2: When you have MADE CAMP, the person KEEPING WATCH gets a +2 bonus to SCOUTING.
RANK 3: You can add a D8 Artifact Die to your roll when you MAKE CAMP.

Sharp Tongue
You are a master at formulating scathing abuses that can unhinge even the most steadfast of enemies.

RANK 1: When you MANIPULATE someone, and roll more successes than you need to win the opposed roll, you can inflict 1 point of damage to Empathy on your opponent per extra success.
RANK 2: Your MANIPULATE roll is modified by +1 if you insult your opponent.
RANK 3: You can add a D8 Artifact Die to your MANIPULATE roll if you insult your opponent in some way.

Steady Feet
You have good balance and cannot be knocked over easily.

RANK 1: SHOVING you to the ground requires two successes instead of one.
RANK 2: You cannot be SHOVED to the ground.
RANK 3: You get up from a prone position without spending an action on it. It still needs to happen at your turn in the round.

Threatening
You have a scary physical presence and can threaten people to make them do what you want.

RANK 1: You can roll MIGHT instead of MANIPULATE when you threaten someone to make them do what you want. If you succeed, your opponent cannot demand anything in return from you. He can still choose to attack you.
RANK 2: As per rank 1, and your MIGHT roll is modified by +1 when you threaten someone.
RANK 3: As per rank 2, and you can add a D8 Artifact Die to your roll when you threaten someone.

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