

Talents
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Overview
Characters get two talents upon character creation, and then one talent every level thereafter, up to a maximum of six talents at level five. Talents shape your character's progression, giving them baseline capabilities and new tactical decisions to make. However, if you want to keep things simple, there are also a slew of good talents that are completely passive to choose from.
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Offensive Talents
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Burst (Passive): When you attack an enemy who is Exposed or Stunned, they gain Echo.
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Brawler (Passive): When unarmed and unarmoured, treat yourself as if you had Common weapons and armour.
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Pugilist (Passive, Req: Brawler): When unarmed and unarmoured, treat yourself as if you had Fine weapons and armour.
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Cleave (Passive): After rolling an attack, you may spend ▲▲ to deal 1 damage to a different target.
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Duellist (Passive): Add â—¼ to your rolls when there are exactly two people in combat. Add â—» to your rolls when there are more than two people in combat.
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Bloodletter (Passive, Req: Duellist): After rolling an attack, you may spend ▲▲ to give your target Echo.
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Executioner (Passive, Req: Bloodletter): When attacking a target, gain â—¼ equal to half their wounds (rounded up).
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Elemental Channelling (Standard Action): Become Exposed, then attack your target. You may spend â–² to add additional effects from below.
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â–²: Target becomes Exposed.
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▲▲: Target becomes Slowed.
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▲▲▲: Target gains Echo and a wound.
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▲▲▲▲: Target becomes Stunned.​
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Sickening Blow (Standard Action): Attack your target. You may spend ▲ to add additional effects from below. If you roll ▽▽ you become Slowed.
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â–²: If the target is Dismayed, they become Exposed.
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▲▲: If the target is Exposed, they gain Echo.
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▲▲▲: If the target has Echo, they become Slowed.
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▲▲▲▲: If the target has 4+ conditions, they become Stunned.​
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Vicious (Passive): Whenever you deal 1 damage with an attack, inflict a wound on your target.
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Defensive Talents
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Penance (Quick Action): Choose another character. They lose all negative conditions and you gain them.
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Push Through (Passive): If you would take more than 2 damage from an attack, you instead take 2 damage and 1 wound (in addition to any wounds the attack would already inflict).
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Redress (Passive): Add ◼◼ to your rolls if you have two or more negative Conditions.
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Retaliate (Passive): Add â—¼ to rolls against any target that dealt you damage last round.
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Sheltered (Passive): At the end of your turn, if you did not attack, you become Protected. You may use Communal to govern your Defence skill.
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Focused (Passive, Req: Sheltered): At the end of your turn, if you did not attack, you become Roused.
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Tenacious (Passive): Ignore the first wound you receive each combat.
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Vanguard (Quick Action): Choose another character. They become Protected.
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Warden (Passive, Req: Vanguard): If an enemy successfully attacks an ally who is Protected, they become Frightened.
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Support Talents
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Inspire (Standard Action): Make an Assist check and add any number of ◇. For each ✦, up to a maximum of the number of the ◇ you added, choose a target. Those targets become Roused.
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Quick Witted (Quick Action, Req: Inspire): Make an Assist check and add any number of ⬡. For each ✦, up to a maximum of the number of the ⬡ you added, choose a target. Those targets become Roused.
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Intimidate (Standard Action): Make an Insight check and add any number of ⬡. For each ✦, up to a maximum of the number of the ⬡ you added, choose a target. Those targets become Frightened.
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Mend (Standard Action): Make a Healing check and add any number of ◇. Heal your target equal to your ✦, up to a maximum of the number of the ◇ you added.
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Restore (Passive, Req: Mend): When using Mend, add one to your maximum healing. In addition, you may spend ▲▲ to heal 1 damage from a different target.
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Unnerve (Standard Action): Make an Influence check and add any number of ◇. For each ✦, up to a maximum of the number of the ◇ you added, choose a target. Those targets become Dismayed.
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Quick Temper (Quick Action, Req: Unnerve): Make an Influence check and add any number of ⬡. For each ✦, up to a maximum of the number of the ⬡ you added, choose a target. Those targets become Dismayed.
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Utility Talents
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Economical (Passive): When receiving the benefits of Poisons, they apply to your next two attacks instead of one.
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Fortune Seeker (Passive): You receive better rewards from nodes you succeed at harvesting.
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Gluttonous (Passive): You may receive the benefits of Potions twice per combat. (You still need to consume both potions)
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Local (Passive): When rolling an Influence check and making a claim of fact, if another player backs up your claim, gain ◼◼ no matter how ridiculous the claim is - even if they don’t believe the claim, if you succeed they believe you believe it.
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Malleable (Passive): After rolling a check in combat, you may spend ▲▲▲ to gain ✦.
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Pack Light (Passive): Gain ◼◼ per turn of fleeing instead of ◼. In addition, you do not need to roll ▲ to bring a defeated ally with you when you flee.
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Purge (Passive): After rolling a check, you may spend ▲▲ to remove a Condition from yourself or a target of your action.
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Soulshift (Passive): You may use Spiritual to govern your Attack and Defence skills. In addition, you gain the ability to transform yourself into a mundane local land mammal, so long as you are not physically attached to or held by something or someone else.
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Well Prepared (Passive): The first consumable you use during each combat is used as a Free action.
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Armourer (Passive): You may craft Weapon and Armour items.
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Tinkerer (Passive): You may craft Trinket items.
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Wright (Passive): You may craft Consumable items.
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Artisan (Passive, Req: Armourer or Tinkerer or Wright): You may craft items with Advanced tags.
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Inventor (Passive, Req: Artisan): You may craft items with Master tags. In addition, you may equip three Trinkets.
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Additional Rulings
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Soulshift (Utility) does not allow you to shift into people, just animals.
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Executioner (Offensive) calculates from 6 HP. This is only relevant if NPCs have more (or less) base HP (ex. An enemy with 8 base HP will only start giving extra dice when they are below 6. An enemy with 4 base HP will start giving dice immediately.







































