07 Talents

Base Talents

Fighter

Requirements: None
Your martial expertise allows you to combine improvised actions and weapon attacks. In combat, you can perform an improvised action in addition to any of your weapon attacks.

Thief

Requirement: None
You can pick locks using your Thieves Tools. To do that, roll an Agility Check. The difficulty is determined by the complexity of the lock.
On a critical failure, your tools get damaged and cannot be used again until they have been repaired (normally costs 50% of their initial price).

Sharpshooter

Requirements: None
You ignore the difficulty for attacking targets in long range.

Magic-User

Requirement: None
Pick two spells from the List of Spells. You gain the ability to cast them, as described in the section on Arcane Magic. Magic-Users keep their known Spells in a Spellbook. If they loose the Book, they loose access to the Spells within.
When picking this Talent, you get a free Spellbook.

Healer

Requirements: None
You can treat wounds when taking a long, 8 hour, rest. You need Healers Supplies to do this. Anyone treated by you doubles the amount of Health regained during the rest. Without any other modifiers, this means regaining 2 instead of 1 Health.
Alternatively, you can treat someone for a full day, allowing them to regain 1d6 Health in addition to their normal rate of healing.

Bard

Requirements: None
Pick one performative art. For example a musical instrument, dancing, singing or poetry. You gain Expertise in the selected art. You can spend 10 minutes to Inspire all nearby allies with a successful Personality Check. Inspired allies can re-roll one Check in the next hour.

Athlete

Requirements: None
As long as you are able to move, you can roll to reduce the impact of falling. Any falling damage you take is reduced by 2d6.

Retreat

Requirements: None
You can move out of melee range of an enemy without provoking an opportunity attack.

Magic-Resistance

Requirements: None
You ignore 1 damage done by magic.

Specialized Talents

Teacher

Requirement: Talent you want to teach
You can teach others. When you pick this talent, select one other talent you already know. You gain the ability to impart that knowledge on others. Doing this generally takes 2 weeks of intensive training. Alternatively, you can keep your lessons to the evenings, which prolongs the necessary time, but allows you to do other things.
You can select this talent more than once.

Knight

Requirement: Fighter
You have been trained to fight from Horseback. You ignore the Difficulty of attacking from horseback. Fighting from other mounts still incurs the Difficulty.

Pickpocket

Requirement: Thief
You learn the art of pick-pocketing. To do this, your target has to be unaware of your presence. You roll an Agility Check, the difficulty of which is determined by the targets general awareness. On a successful check, you get one item the target carries on them (and that can be reached), or some amount of coin. On a failure, the target notices what you tried to do.

Locksmith

Requirement: Thief
You are very good at picking locks. You gain Mastery in Lockpicking using Thieves Tools. Additionally, you can use improvised tools (for example Hairpins) to pick locks.

Hide in Shadows

Requirements: Thief
You gain the ability to hide in nothing but shadows. As long as you stay perfectly still and don't make any noise, people only notice you when actively searching for you. The shadow has to be large enough to fully cover you.

Accomplished Pickpocket

Requirements: Pickpocket
You can pickpocket targets that are aware of your presence.

Assassinate

Requirements: Hide in Shadows
You gain the ability to assassinate targets from the shadows. You perform an attack with a Bonus of two against a target that is not aware of your presence. If the attack hits and the target has 3 or less health, you kill it. Otherwise, you do 2d6 damage. Targets killed like this have no chance of calling for help.

Find Weakness

Requirement: Sharpshooter
You identify weaknesses in your targets protection. This takes a full combat round, during which you cannot attack or cast spells. Attacking weaknesses allows you to bypass up to 3 Armor Protection.
Note that attacking a specific part of a target increases the difficulty of the attack.

Called Shot

Requirement: Sharpshooter
You can aim at a specific part of a target (Eyes, Hands, ...) without increasing the difficulty of the attack.

Eagles Eye

Requirement: Sharpshooter
You gain an additional range increment for all ranged weapons. It covers the same distance as the long range of the weapon. Attacks at this distance have Difficulty 1.
Example: A Longbow has a long range distance of 151'-200'. With this talent, it gains another range increment of 201'-250'.

Additionally, your characters eyesight improves significantly, allowing you to make out details from farther away.

Battlemage

Requirement: Magic-User
You can cast spells while in melee range of an enemy without provoking an opportunity attack.