Talents

Talents are a special type of feat or ability which sets your character apart from the others. These are special abilities that your character is born with, and thus must be acquired during character creation . Talents are unique because you can acquire them without having to spend any skill points. Below is how you can get talents:

  • You are able to choose 1 talent without any handicaps during character creation.
  • What you roll during Character Origins might also give you additional talents. Those talents come without handicaps.
  • Your race might also come with a talent. That talent comes without any handicaps.
  • For any additional talent you desire, you will also acquire its matching handicap.

Talents are something that you do not have to have for your character, which sets them apart from abilities and skills. Talents can give you a certain edge over other characters and help to ensure that your character can handle better the dangers that face him or her.

Talents: List of talents that you can have for your character, only available during character creation.

Talent Effects Requirements Handicap Cost
Acquired Immunity

After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When effected make a Hard Immunity check. If you pass after you are infected, then your character will develop an immunity to that particular infliction. This must be done for every new infliction of any new health affecting status ailment.

N/A

You also develop immunity to positive status effects in the same way and must make immunity checks to them. 

Acting

This talent allows you to act, fooling others into thinking that your performance is real. This increases your Perform by +2 and Deception by +1.

N/A

Actors only act strong, but never really are. The handicap with this talent is a -2 to Strength and Athletics. 

Cat Like Agility

This talent gives you +2 to Acrobatics and +1 to Initiative and React. 

Your character must not have any handicaps that can affect mobility.

Having this talent makes you clumsy, causing you to need to make a normal grip check each time you attack that you will drop your weapon. 

Empathy

This talent gives the character strong empathetic senses, being able to sense the feelings around him or her. This is handy for allowing the character to sense nervousness, sarcasm, anger, or any other emotion. However the character may experience emotional breakdown should the emotions be very high. This talent also gives your character an Initiative bonus of +2. This is a permanent effect. With this talent you can simply go in rage when you feel a lot of anger around you, or suffer loss of self if you feel a lot of depression around you. The rage however won't prevent you from using your skills while still doubling your Offensive or Bow Power and Runic Power, but could cause you to need to make will checks not to attack your allies. 

N/A

This talent by its definition makes it more likely that you will break. Therefore you have a penalty of -2 to Spiritual Balance and Mental Balance.

Faster Reflexes

This talent increases your React by +2 and Initiative by +1.

Your character cannot have any handicaps that affect React.

You are faster to react, and also impulsive. You must make a Mental Balance check whenever encountering a foe or a threat to not just rashly react. 

Faster Than Most

This talent increases your Speed by +2 and all speed traits except Bow Power by +1.

You must not have any handicap that affects speed.

You are clumsier than normal. You have a  -2 to Grip and Brace.

Ghost Hunter

This is a good talent to have with Spirit Sight. With this talent, you are naturally more aware of spirits around you. You have a bonus of +2 to Perceive when looking for spirits. If you have Spiritual Communication, you have a chance to befriend spirits before they become your foes or learn where traps and dangers are. If you have the Spirit Sight talent, you get an extra round in before the battle against a spirit begins. 

N/A

You are more easily possessed, having a -2 to Spiritual Balance. 

Great Orator

You have a +2 to Influence when speaking.

You must be able to speak.

It is easier for you to get sick. -2 to Immunity and Health.

Healthy as a Dragon

This talent grants you an additional +1d10 to Vitality initial Gen Dice and +1d6 to Vitality secondary Gen Dice.

N/A

Your Magic potential is decreased. -2 to Arcana, -1 to Runic Casting Speed.

Heartier and Healthier

This talent increased your Fortitude by 2 and all fortitude traits by +1.

You cannot have any handicap that affects fortitude.

You are unlucky. You have a -3 to Luck.

Higher Perception

This talent gives you a bonus of +3 to Perceive and +1 to initiative as well as Hit Chance.

N/A

You are more easily intoxicated, with alcoholic drinks affecting you twice as much as a normal person. 

Human Ingenuity

As a human you learn things faster than your peers. You are considered highly intelligent. You gain 25% more EXP.

must be a human

The handicap with this talent is a -2 to Strength and all strength traits. 

Luckier Than Most

This talent increases your Luck by +2.

You must not have any handicap that affects luck.

Being so lucky you don't have to try as hard so you do not learn as quickly. You gain 20% less EXP.

Natural Mage

This talent gives you a +1 to Runic Speed, +1d4 to Runic Power, and +2 to Arcana.

N/A

This talent decreases your Offensive Power by 1d4. You also have -2 to Athletics.

Natural Marksman

This talent gives you a +2 to Hit Chance and +1d4 to Bow Power.

N/A

This talent give you a -2 to Brace and Endure.

Natural Sprinter

This talent increase your move by +1d6.

N/A

This talent decreased your Hit Chance by -1 and your Critical by -2.

Naturally Calm

This talent increases your character's ability to resist psychological affecting status effects, such as fear, depression, loss of will, and berserk. It does so by giving your character a bonus of +2 to Mental Balance to guard against any psychological affecting status effects and attacks.

You must not have any handicaps that affect Mental Balance.

This talent gives a penalty of -2 to Spiritual Balance.

Night Vision

This talent gives the character night vision, allowing the character to see as well in the dark as he or she can in daylight. This talent removes any perception penalties due to lack of light. 

N/A

It takes longer to adjust your eye sight when leaving dark environments and entering into bright environments. You will suffer blindness for 5 minutes following by visual instability for 10 minutes as your eyesight adjusts. 

Potion Sensitive

This talent causes you to be extra sensitive to potions, causing their effects to be doubled for you.

N/A

This talent also applies for negative effect potions, such as poisons, doubling their effect on you as well. Furthermore you will need to make a Medicine Check with each potion use against becoming addicted to the potion.

 

Psychic

This talent gives you a +2 to insight for an intuition check, and for also having prophetic dreams.

N/A

This talent makes you more easy to possess, giving you a -2 to Spiritual Balance.

Quick On Your Feet

This talent allows you to be quick on your feet, giving you a +1 to Initiative and +2 to React.

N/A

Having this talent causes any and all skills and spells to always cost 10% more than the stat cost that you have for that skill or spell. This increase applies to your listed stat cost, even when you have the stat cost decreased.

Second Chance Charlie

You can reroll any failed check, skill, or spell.

N/A

You receive 25% less EXP.

Spirit Sight

This talent allows you to see spirits. This skill won’t show you all of the spirit world, or even all spirits. What it does is shows you spirits who are still strongly tied to this world. This talent is always in effect and the GM will describe any spirits that you might see.

N/A

You are easily paranoid and suffer from anxiety. You must always make perceive checks, and if you fail a perceive check you must determine that something dangerous is there. 

Strong Willed

This talent makes it more difficult for others to con you, trick you, influence you, charm you, or seduce you in any way. It does so by giving your character a bonus of +3 to Mental Balance to guard against any effect that would take away the control of your character. 

This talent cannot be used if you have any handicap that lowers your character's Mental Balance against being controlled or influenced.

Having this talent lowers your Mental Balance when resisting mindmental, or psychological affecting status effects and attacks, such as fear, by 2 points.

Survivor

Having this talent gives you a +2 to Vitality Save.

N/A

Often you are a survivor of your own mistakes and misfortunes. Because of this you have a penalty of -2 to Luck and Perceive.

The Barbarian

 Your character is a natural barbarian. As such you are not keen on using wimpy projectile weapons or flashy spells. Give the barbarian an axe or a hammer any day. Due to this ability, your character will increase their damage power with chopping or bashing weapons by an extra 1d4.  

This talent only works with chopping or bashing weapons.

Your character's damage power with other weapons that are not chopping or bashing is decreased by 1d4. 

The Deft

You are one slippery fool. You have a 10% chance to completely evade an attack.

N/A

You must also roll a 1d6 with the evasion check, with 6 meaning you'll take double damage and not evade even if you rolled below 10%.

The Genius

This talent will increase both Intellect and Wisdom. It will give one a +2 with +1 to all traits and the other a +1 with +2 to all traits. You must decide which gets the +2 with + 1 and which gets the +1 with +2.

You must have no handicaps that affect wisdom or intellect.

Your strength is decreased by -5 and all strength traits -2. 

Tough Skin

This talent permanently reduces all damage done to Vitality. It does so by giving you a + 2 to Defense. The defense given will reduce any felt physical damage, and the spirit will reduce any felt magical damage. This would be a reduction of any damage that would actually be felt by Vitality, after any absorption or blocking done by armor. This does not protect against damaging status effects, such as poisons or burns. This does protect against piercing attacks. 

N/A

Having such thick skin makes your character less agile, giving you a penalty of -2 to Acrobatics.

Unnatural Luck

With this talent your character has unnatural luck. This talent allows you to spend Soul to gain a temporary boost to your character's luck. Every 2 Soul spent with activating this talent gives your character a boost of + 1 to Luck. The maximum increase allowed is +10 points. This talent can be activated whenever desired.

You must have no handicaps that affect luck.

You receive 30% less EXP.