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Talents

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.

Offensive Talents

  •     Burst (Passive): When you attack an enemy who is Exposed or Stunned, they gain Echo.

  •     Brawler (Passive): When unarmed or unarmoured, treat yourself as if you had Common, Rune of Protection equipment.

  •     Pugilist (Passive, Req: Brawler): When unarmed or unarmoured, treat yourself as if you had Fine, Rune of Power equipment.

  •     Cleave (Passive): After rolling an attack, you may spend ▲▲ to deal 1 damage to a different target.

  •     Duellist (Passive): While in combat, if you have no allies, add ◼ to your rolls. Otherwise, add ◻ to your rolls.

  •     Bloodletter (Passive, Req: Duellist): After rolling an attack, you may spend ▲▲ to give your target Echo.

  •     Executioner (Passive, Req: Bloodletter or Pugilist): When attacking a target, gain ◼ equal to half their wounds (rounded up).

  •     Elemental Channelling (Standard Action): Become Exposed and attack your target. You may spend ▲ to add additional            effects from below.

    • ▲: Target becomes Exposed.

    • ▲▲: Target becomes Slowed.

    • ▲▲▲: Target gains a wound.

    • ▲▲▲▲: Target becomes Stunned.​

  •     Sickening Blow (Standard Action): Attack your target. You may spend ▲ to add additional effects from below. If you roll ▽▽      you become Slowed.

    • ▲: If the target has 1+ condition, they become Exposed.

    • ▲: If the target has 2+ conditions, they gain Echo.

    • ▲: If the target has 3+ conditions, they become Slowed.

    • ▲: If the target has 4+ conditions, they become Stunned.​

  •     Vicious (Passive): Whenever you deal 1 damage with an attack, inflict a wound on your target. In addition, you apply poisons even when your attack misses.

Defensive Talents

  •     Penance (Quick Action): Choose another character. They lose all negative conditions and you gain them.

  •     Push Through (Passive): If you would take 2 or more damage from an attack, you instead take 2 damage and 1 wound (in       addition to any wounds the attack would already inflict).

  •     Redress (Passive): Add ◼◼ to your rolls if you have two or more negative Conditions.

  •     Retaliate (Passive): Add ◼ to your attack rolls if you took damage from another character last round.

  •     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. 

  •     Focused (Passive, Req: Sheltered): At the end of your turn, if you did not attack, you become Roused and lose Exposed.

  •     Tenacious (Passive): Ignore the first wound you receive each combat.

  •     Vanguard (Quick Action): Choose another character. They become Protected.

  •     Warden (Passive, Req: Vanguard): If an enemy successfully attacks a Protected ally, they become Frightened and Dismayed

  •     Steadfast (Passive): The first time more than one damage would take you below 4 HP, that damage is reduced to 1 (you still      take any wounds the attack would inflict).

Support Talents

  •     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.

  •     Quick Witted (Quick Action, Req: Inspire): Make an Assist check and add at least one ⬡. For each ✦, up to a maximum of      the number of the ⬡ you added, choose a target. Those targets become Roused.

  •     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.

  •     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.

  •     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.

  •     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.

  •     Quick Temper (Quick Action, Req: Unnerve): Make an Influence check and add at least one ⬡. For each ✦, up to a                     maximum of the number of the ⬡ you added, choose a target. Those targets become Dismayed.

Utility Talents

  •     Economical (Passive): When receiving the benefits of Poisons, they apply to your next two attacks instead of one. 

  •     Fortune Seeker (Passive): You receive better random rewards from Nodes, NPCs, and Skill Checks. 

  •     Gluttonous (Passive): You may receive the benefits of Potions twice per combat. (You still need to consume both potions)

  •     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.

  •     Malleable (Passive): After rolling a check in combat, you may spend ▲▲▲ to gain ✦.

  •     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.

  •     Purge (Passive): After rolling a check, you may spend ▲▲ to remove a Condition from yourself or a target of your action.

  •     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. 

  •     Well Prepared (Passive): The first consumable you use during each combat is used as a Free action.

  •     Armourer (Passive): You may craft Weapon and Armour items. 

  •     Tinkerer (Passive): You may craft Trinket items.

  •     Wright (Passive): You may craft Consumable items.

  •     Artisan (Passive, Req: Armourer or Tinkerer or Wright): You may craft items with Advanced tags.

  •     Inventor (Passive, Req: Artisan): You may craft items with Master tags. In addition, you may equip three Trinkets.

Additional Rulings

  • You can not take any talent that has a prerequisite at level 1, as both level 1 talents are taken at the same time.

  • 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.

  • Fortune Seeker (Utility) changes the loot roll from 1d100 to 1d80+20. 

  • Soulshift (Utility) does not allow you to shift into people, just animals. "Local" refers to an analogue for central European. For further lore about Soulshift, please reference the Specialized Magic section of the Supplemental Lore page. In addition,  Soulshifted characters who are in horse, bear, deer, or elk form count as mounted for the purposes of travel time, and may have a single rider, conscious or unconscious.

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Talent.23.Vanguard.png
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Talent.53.Pack Light.png
Talent.54.Purge.png
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Talent.56.Well Prepared.png
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Talent.58.Tinkerer.png
Talent.59.Wright.png
Talent.60.Artisan.png
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Orcrest Website by Phiona Mercy. Last Edit: May 11th, 2026

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