Chapter 05

Talents

Optional techniques and abilities purchased with Improvement Points after meeting their prerequisites.

Talents hold the specialised options omitted from the core rules, from combat techniques to Shaping itself. Pay the listed Improvement Point cost once and record the Talent. Skill and Characteristic prerequisites must be met when it is bought; listed equipment is a use requirement, not something that must be held during purchase.

Passive Talents apply whenever their conditions are met. An action Talent spends the Combat Action; a reaction Talent spends the Reaction named in its text. Only one action Talent can modify an attack, and an attack made by an action Talent is not a standard attack for extra off-hand attacks. Passive Talents still apply when relevant.

When a Talent forfeits all Reactions, that includes the base Reaction and every extra Reaction. A declared Talent replaces normal attack damage or critical effects wherever its text says so.

When a Talent works only if its hit is not stopped, use the combat result matrix. On an ordinary hit, a successful Dodge or a Parry that would block all damage stops the Talent; a partial or ineffective Parry does not. A critical Talent hit is stopped only by a critical Reaction. If the Talent deals damage, apply any partial Parry before armour.

Purchase catalogue

All Talents

51 Talents available

3IP

passive talent

Battle Awareness

Flanking and attacks from behind grant no bonus while you remain aware of an enemy.

Cost
3 Improvement Points
Requires
Perception 51%
Use
passive

Effect

While you are aware of at least one enemy, attacks against you gain no +1B merely for flanking or attacking from behind. Genuine surprise still applies, including being unable to React.

3IP

passive talent

Quick Reflexes

Add 2 to Combat Order.

Cost
3 Improvement Points
Requires
DEX 13 and Dodge 51%
Use
passive

Effect

Add 2 to Combat Order before rolling to determine acting order.

2IP

passive talent

Missile Guard

Remove the Active Guard penalty against missiles and Projected Shapings when using a shield.

Cost
2 Improvement Points
Requires
Close Combat 51%
Use
passive

Effect

With a ready shield, ignore Active Guard’s -1P against bows, crossbows, slings, and Projected Shapings.

3IP

passive talent

Shield Cover

A ready medium or large shield imposes -1P on ranged attacks and individually targeted Projected Shapings.

Cost
3 Improvement Points
Requires
Close Combat 51%
Use
passive

Effect

While aware and holding a ready medium or large shield, impose -1P on ranged attacks and any individually targeted Projected Shaping. This spends no Reaction and applies before Active Guard. Use only the best Shield Cover or terrain penalty. Dodge and Active Guard remain available; areas and Direct Harm gain no benefit.

5IP

passive talent

Off-Hand Mastery

Remove the -1P from either core off-hand option when fighting with two ready one-handed items.

Cost
5 Improvement Points
Requires
Close Combat 76% or Unarmed Combat 76%
Use
passive

Effect

Remove the -1P from both core off-hand options: the extra off-hand attack and the extra off-hand Parry or Opportunity Reaction.

This does not grant another use, allow both options in one round, enable an extra Dodge or Protector Reaction, or make a two-handed item qualify.

3IP

passive talent

Favoured Weapon

Choose one exact weapon type; its damaging attacks add 1 damage before Parry and armour.

Cost
3 Improvement Points
Requires
Close Combat 51% or Ranged Combat 51%, as used by the chosen weapon
Use
passive

Effect

Choose one named weapon from the Close Combat or Ranged weapons table, other than Unarmed or Improvised rock. You must have at least 51% in one combat skill used to attack with it. Record the choice with the Talent, such as Favoured Weapon (Arming Sword). Shields qualify.

Every damaging Close Combat or Ranged Combat attack made with the chosen weapon adds 1 damage before Parry and armour. The bonus applies to every matching hit. If the weapon has both Close and Ranged profiles, the Talent applies to both. A primitive version of the chosen weapon qualifies. An attack that uses any weapon as an improvised club does not.

The Talent adds nothing when another rule replaces normal weapon damage, including Disarm, Trip, Shield Rush, Subdue, or an unopposed Critical. A Critical opposed by an ordinary Reaction still rolls normal damage, so the bonus applies.

Buy this Talent again to choose a different weapon, but never more than once for the same weapon. It does not apply to unarmed attacks, natural weapons, or Shaping.

4IP

passive talent

Signature Weapon

Raise Favoured Weapon's damage bonus from 1 to 2 for the same chosen weapon.

Cost
4 Improvement Points
Requires
Favoured Weapon for the chosen weapon and Close Combat 76% or Ranged Combat 76%, as used by that weapon
Use
passive

Effect

Choose one weapon for which you have Favoured Weapon. You must have at least 76% in one combat skill used to attack with it. Record the choice with the Talent, such as Signature Weapon (Arming Sword).

Increase Favoured Weapon’s bonus for that weapon from 1 to 2 damage. This replaces the +1 bonus; it does not add to it for +3. All Favoured Weapon limits still apply.

Buy this Talent again for a different Favoured Weapon choice, but never more than once for the same weapon.

2IP

action talent

Wrestler

Win an opposed Unarmed Combat test while grappling to hurt, disarm, or throw the target.

Cost
2 Improvement Points
Requires
Unarmed Combat 51%
Use
action

Effect

While already grappling, spend a Combat Action and make an opposed Unarmed Combat test. On a win, choose one:

  • deal normal unarmed damage; armour applies;
  • force one held item to be dropped at the target’s feet; or
  • throw the target to an adjacent space, leave them prone, and end the grapple.

The Gamemaster may bar an outcome against impossible Size or anatomy.

2IP

action talent

Disarm

Attack to knock a chosen held item 1D6 metres away instead of dealing damage.

Cost
2 Improvement Points
Requires
Close Combat 51%
Use
action

Effect

Declare Disarm before a Close Combat attack. If the hit is not stopped by a Reaction, deal no damage; one chosen item held by the target lands 1D6 metres away.

The item cannot be fused, fixed, securely fastened, or anatomically impossible to release.

3IP

action talent

Trip

Attack to leave the target prone instead of dealing damage.

Cost
3 Improvement Points
Requires
Close Combat 51% or Unarmed Combat 51%
Use
action

Effect

Declare Trip before a Close Combat or Unarmed Combat attack. If the hit is not stopped by a Reaction, deal no damage and leave the target prone. The Gamemaster may bar Trip against impossible Size or anatomy.

3IP

action talent

Subdue

A blunt attack can render a target unconscious without inflicting a Major Wound.

Cost
3 Improvement Points
Requires
Close Combat 51% or Unarmed Combat 51%
Use
action

Effect

Make one blunt Close Combat or Unarmed Combat attack. If the hit is not stopped, roll its listed weapon or unarmed damage plus Damage Modifier, then apply any partial Parry and armour. If the result reaches the target’s Major Wound Level, the target becomes unconscious but stable and loses no HP. They wake when the scene ends; any damage wakes them immediately, and a successful Healing test used as a Combat Action wakes them early.

Otherwise, the target remains conscious and loses only the weapon’s minimum listed damage, reduced by any partial Parry and armour. Talent damage bonuses do not modify the threshold or fallback damage.

3IP

action talent

Shield Rush

A shield attack pushes the target 2 metres and may knock them prone instead of dealing damage.

Cost
3 Improvement Points
Requires
Close Combat 51%
Use
action

Effect

Declare Shield Rush before a Close Combat attack with a ready shield. If the hit is not stopped, deal no damage and push the target 2 metres. The target then tests Athletics at -1P or falls prone. The Gamemaster may bar Shield Rush against impossible Size or anatomy.

4IP

action talent

Rapid Shot

Forfeit all Reactions to make two attacks at -1P each.

Cost
4 Improvement Points
Requires
Ranged Combat 76%
Use
action

Effect

Forfeit all Reactions for the round, then make two Ranged Combat attacks with a bow or sling at -1P each. The weapon must be ready for the first attack; the Talent includes drawing or loading the second missile. Resolve the attacks one at a time; they may have different targets. Rapid Shot cannot be used after taking a Reaction that round and never works with a crossbow.

3IP

passive talent

Iron Fist

Your unarmed attacks deal 1D4 and count as Medium rather than Light.

Cost
3 Improvement Points
Requires
Unarmed Combat 51%
Use
passive

Effect

Your unarmed attacks deal 1D4 damage instead of 1D3, and count as Medium rather than Light.

This applies only to ordinary fists, kicks, and comparable bodily strikes. It never replaces the damage or Size of a listed natural weapon.

The Size matters as much as the die: a Light parrying item is now one Size smaller than your strike and blocks only half the damage, where before it blocked all of it.

4IP

passive talent

Master Brawler

Your unarmed attacks deal 1D6 and count as Heavy.

Cost
4 Improvement Points
Requires
Unarmed Combat 76% and Iron Fist
Use
passive

Effect

Your unarmed attacks deal 1D6 damage and count as Heavy.

This applies only to ordinary fists, kicks, and comparable bodily strikes. It never replaces the damage or Size of a listed natural weapon.

A Light parrying item is now two Sizes smaller and reduces nothing at all, and a Medium one blocks only half. Speed and placement put your strikes where an ordinary sidearm cannot turn them aside.

2IP

action talent

Defensive Stance

Give up attacks and limit movement to gain +2 Armour Points while holding a ready shield.

Cost
2 Improvement Points
Requires
Close Combat 51%
Use
action

Effect

Spend the Combat Action while holding a ready shield. Until the start of your next turn, gain 2 Armour Points, make no attacks, and move no more than half Movement. You retain defensive Reactions, including Parry, Dodge, Active Guard, and Protector.

Defensive Stance cannot be declared after attacking or moving more than half Movement that round.

2IP

reaction talent

Protector

Spend the base Reaction to Parry an attack that hit an adjacent ally with your ready shield.

Cost
2 Improvement Points
Requires
Close Combat 51%
Use
reaction

Effect

When an adjacent ally is hit by an attack you are aware of, spend your base Reaction to Parry for them with a ready shield using Close Combat. On success, reduce the incoming damage against your shield normally; on failure, the ally remains hit. Against a ranged attack, apply Active Guard’s eligibility and modifiers. The ally keeps their own Reaction for another trigger but cannot also React to this attack.

Protector can never use the extra off-hand Reaction.

5IP

passive talent

Mighty Shot

Add a positive Damage Modifier to one bow or sling attack each round.

Cost
5 Improvement Points
Requires
Ranged Combat 76%
Use
passive

Effect

Once per round, add a positive Damage Modifier to one bow or sling attack.

If Rapid Shot makes two attacks, Mighty Shot applies to only one. A zero or negative Damage Modifier grants no benefit, and the Talent never applies to crossbows.

3IP

passive talent

Point-Blank Shot

Ignore the engagement penalty from one enemy when making a ranged attack at Close range.

Cost
3 Improvement Points
Requires
Ranged Combat 51%
Use
passive

Effect

At the time of each attack, let N be the number of enemies engaging you. Before ordinary cancellation and the final cap, those N enemies impose -2P × max(0, N − 1): ignore one enemy’s entire -2P, while every additional enemy still applies -2P.

Nothing else changes: cover, movement, and every other situational Penalty die apply normally.

2IP

passive talent

Steady Aim

Keep the benefit of Aim even after taking a Reaction.

Cost
2 Improvement Points
Requires
Ranged Combat 51%
Use
passive

Effect

Keep the benefit of Aim after taking a Reaction.

You still lose it by losing sight of the target, or by not making that attack with your next Combat Action.

20IP

passive talent

Shaping

Gain the Shaping skill, one Technique or Form specialty, two cells containing it, and the universal magical actions.

Cost
20 Improvement Points
Requires
A supernatural initiation or discovery
Use
passive

Effect

Buying this Talent makes the character a Shaper and grants:

  • Shaping, a Knowledge skill starting at its base INT + POW;
  • one specialty: a Technique or a Form;
  • two known cells containing that specialty; and
  • Sense Magic and Dispel.

A character without this Talent has no Shaping skill and cannot cast.

Shaping then improves as a normal skill and caps at 100%. Further cells have their own IP costs; see Becoming a Shaper.

4IP

reaction talent

Counter

Spend your base Reaction to oppose a Shaping as it is cast and stop it outright.

Cost
4 Improvement Points
Requires
Shaping 51%
Use
reaction

Effect

After perceiving a successful Shaping being cast within 15 metres, or its projected effect entering within 15 metres, spend the base Reaction before defence or effect. Current PP must at least equal its Magnitude.

Oppose Shaping with the original result; Counter must succeed and win. Spend full Magnitude either way; a fumble also causes Backlash at that Magnitude.

Only one Counter may answer a Shaping, and Counter cannot be Countered.

3IP

passive talent

Veiled

Add the Veiled adjustment to a Shaping to conceal its Tell.

Cost
3 Improvement Points
Requires
Shaping 51%
Use
passive

Effect

You may build a Shaping with the Veiled adjustment: +1 Magnitude and -1P to the Shaping test conceal its Tell.

Noticing a Veiled Tell requires Perception opposed by Shaping. The Practice remains interruptible, and anyone detecting the Tell in time may Counter. A Shaper without this Talent cannot conceal a Tell at all.

3IP

passive talent

Selective

Build a Shaping that excludes chosen subjects from its area for +1 Magnitude.

Cost
3 Improvement Points
Requires
Shaping 51%
Use
passive

Effect

Add the Selective adjustment to a Shaping for +1 Magnitude: name subjects within the area and the effect passes them by.

Without this Talent an area includes everyone in it, allies included.

3IP

passive talent

Indirect

Build a Shaping that crosses a solid barrier for +1 Magnitude per barrier.

Cost
3 Improvement Points
Requires
Shaping 51%
Use
passive

Effect

Add the Indirect adjustment to a Shaping for +1 Magnitude per barrier crossed, where the Form permits.

Indirect satisfies the unobstructed route that Range 1–3 needs, provides the route for a concentrated or controlled subject, and offers a way past complete cover.

4IP

passive talent

Trigger

Build a Shaping that waits for one observable event before it fires.

Cost
4 Improvement Points
Requires
Shaping 76%
Use
passive

Effect

Add the Trigger adjustment to a Shaping for +1 Magnitude plus a second Duration rating covering the wait.

Declare the observable event when the Shaping is built. A Trigger uses one Duration for its effect and another for its wait, and fires once; hidden qualities require Scry. A later event on a Fate vow needs this Talent.

3IP

passive talent

Steady Casting

Ignore the Penalty die from Wounded or a grapple on Shaping tests.

Cost
3 Improvement Points
Requires
Shaping 76%
Use
passive

Effect

Before ordinary Bonus and Penalty dice cancellation, ignore one total Penalty die caused by being Wounded or grappled on Shaping tests. If both conditions apply, only one Penalty die is ignored.

Every other Penalty die applies normally, and the Practice remains interruptible.

10IP

passive talent

Enchanter

Bind enchantments up to your permanent unmodified POW without occupying PP or active Magnitude; every item remains charged to its original creator's capacity.

Cost
10 Improvement Points
Requires
Shaping 51%
Use
passive

Effect

Gain Enchantment Capacity equal to your permanent, unmodified POW. A temporary change to POW does not affect this capacity; a permanent change to POW recalculates Enchantment Capacity.

Whether you bind at Duration 4 or Mythic Duration 5, a bound enchantment occupies neither your PP commitment nor active total. Its full Magnitude moves into Enchantment Capacity, and it persists without you. You may also make charged and consumable items, paying their PP as you make them.

Every extant bound Shaping and every unused consumable or charge counts its full final Magnitude against its original creator’s capacity. It remains there if the item is sold, stolen, or given away; a transfer never resets attribution.

Each bound Shaping or enchantment layer counts separately. When multiple Enchanters work on one object, each accounts for the Shapings they completed. Ritual helpers never inherit another creator’s capacity cost.

Every creation, restoration, or Magnitude increase must fit the resulting total within capacity, including changes to an existing item. A Mythic enchantment counts; there is no exemption.

Capacity frees only when an enchantment permanently ends: it is Dispelled, its anchor is destroyed, or its consumable or charge is used. Temporary suppression continues to count.

If permanent POW loss puts a creator over capacity, their extant enchantments persist. They can make no new enchantment, restore none, and increase no Magnitude until the total fits again.

Without this Talent, a Duration 4 enchantment commits maximum PP and counts toward the maker’s active total. A Mythic Duration 5 enchantment remains in that total unless its lasting price explicitly frees it.

4IP

passive talent

Weapon Expertise

Once per round, remove one remaining Penalty die from an eligible test with a chosen weapon type.

Cost
4 Improvement Points
Requires
Close Combat or Ranged Combat at 76%, as used by the chosen weapon
Use
passive

Effect

Choose one exact weapon type from the weapon table, not one physical item. You must have at least 76% in one combat skill used to attack with it. Declare Weapon Expertise for one normal attack, Parry, Active Guard, or Opportunity Attack with that weapon before you roll. After ordinary Bonus and Penalty dice cancellation, but before the final dice cap, remove one remaining Penalty die. This never creates a Bonus die.

You may use Weapon Expertise once per character per round across all your Weapon Expertise purchases. One test can benefit only once. You may buy the Talent again only for different weapon types.

The actual unmodified base combat skill rolled for that use must be 76% or higher; temporary modifiers do not qualify. For a dual-profile weapon, use the relevant Close Combat or Ranged Combat skill. Shields and primitive versions of the chosen type qualify. The Talent does not apply to Unarmed Combat, natural weapons, or Shaping, nor when the chosen weapon is used as an improvised weapon.

Rapid Shot is ineligible. Every test generated by an off-hand option is also ineligible, including both its extra attack and its extra Reaction.

4IP

passive talent

Killing Angle

Add 1D4 damage to one attack per round against a flanked, rear, or unaware target.

Cost
4 Improvement Points
Requires
Deception 51%
Use
passive

Effect

Add 1D4 damage to one Close Combat or Unarmed Combat attack each round against a target you flank, strike from behind, or that is unaware of you.

A Critical replaces normal damage, so this adds nothing to a critical hit, including one made with Ambusher.

4IP

action talent

Ambusher

Your first strike from concealment against an unaware target turns an ordinary hit into a Critical.

Cost
4 Improvement Points
Requires
Deception 76%
Use
action

Effect

A concealed scout hangs from a warehouse rafter above an unaware sentry, poised to drop behind him.

Declare Ambusher before your first attack of a scene, made from concealment against a target unaware of you. An ordinary hit counts as a Critical. A hit that already rolled Critical gains nothing further.

The attack must use Close Combat, Ranged Combat, or Unarmed Combat, not Shaping.

The target must be genuinely unaware, not merely surprised, outnumbered, or distracted.

5IP

passive talent

Master Assassin

Add a further 1D4 wherever Killing Angle applies, for 2D4 in total.

Cost
5 Improvement Points
Requires
Deception 76% and Killing Angle
Use
passive

Effect

Add a further 1D4 damage whenever Killing Angle applies, for 2D4 in total.

Its limits still hold: one attack each round, and nothing is added to a Critical.

3IP

passive talent

Silent Step

Moving at half Movement or less imposes a Penalty die on anyone trying to notice you.

Cost
3 Improvement Points
Requires
Deception 51%
Use
passive

Effect

While you move no faster than half Movement, Perception tests to notice you suffer -1P.

This applies whether Perception opposes your Deception or is rolled to spot you unprompted. It conceals neither your companions nor a light you carry.

2IP

action talent

Cutpurse

Pick a pocket or plant an object as a single Action rather than an extended attempt.

Cost
2 Improvement Points
Requires
Deception 51%
Use
action

Effect

Pick a pocket, cut a purse, or plant a small object on a person as one Combat Action instead of the usual one minute of sustained access. Resolve it with Deception opposed by the target’s Perception.

A failure passes unnoticed unless you fumble, or the Gamemaster rules the missing item too large to overlook.

2IP

passive talent

Deception Expertise

Choose one Deception application and remove one remaining Penalty die from its tests.

Cost
2 Improvement Points
Requires
Deception 51%
Use
passive

Effect

Choose one Deception application: disguise, hiding objects, picking pockets, stealth, or misdirection. Record the choice with the Talent, such as Deception Expertise (Disguise).

After ordinary Bonus and Penalty cancellation, but before the final dice cap, remove up to 1 remaining Penalty die from Deception tests using the chosen application. This never creates Bonus dice and applies to no other use of Deception.

Buy this Talent again for a different application, but never more than once for the same one.

2IP

action talent

Lockbreaker

Open a lock or disable a trap as a single Action rather than an extended attempt.

Cost
2 Improvement Points
Requires
Mechanisms 51%
Use
action

Effect

Open a lock or disable a trap as one Action rather than an extended attempt.

A device built to resist interference still opposes with its creator’s Mechanisms, and a fumble against a trap springs it.

3IP

passive talent

Silver Tongue

Reroll one failed Influence test per scene when you have time to talk rather than press.

Cost
3 Improvement Points
Requires
Influence 76%
Use
passive

Effect

Once per scene, reroll a failed Influence test and use the new result.

You must have time to talk rather than press, and the audience must still be willing to listen. This never applies to Influence used as a threat.

4IP

action talent

Rally

Spend the Combat Action to grant two allies a Bonus die on each one's next test.

Cost
4 Improvement Points
Requires
Influence 51%
Use
action

Effect

A warrior calls directions from fallen masonry as a scout and mage surge together through a breached gate.

Spend the Combat Action to choose two allies within earshot who can hear and understand you. Each ally’s next single test before the end of that ally’s next turn gains +1B; the benefit is then consumed. An unused benefit expires at that deadline.

An ally can hold a maximum of one Rally benefit. A new Rally replaces an unused one rather than queuing. Only one Rally may apply to a test, and you cannot Rally yourself.

3IP

passive talent

Merchant's Eye

Know an item's true worth on sight, and find in any settlement the selection of one size larger.

Cost
3 Improvement Points
Requires
Trade 51%
Use
passive

Effect

You know the true worth of an ordinary item on sight, whatever the seller claims of it.

Wherever you trade, the settlement offers the selection of one size larger: a village stocks as a town, a town as a city. A city improves no further, and this never makes genuinely unavailable goods appear.

4IP

passive talent

Master Craftsman

Your materials cost a quarter of the finished value, and what you make is one point lighter.

Cost
4 Improvement Points
Requires
Craft 76%
Use
passive

Effect

Materials for your work cost a quarter of the finished value rather than half.

Anything you craft is exceptionally made: its ENC is 1 lower than listed, to a minimum of 1. Armour made this way raises its wearer’s Combat Order by 1.

3IP

passive talent

Weak Point

Examine a structure, pass Engineering, and direct attacks against an exposed load-bearing join that ignores object AP.

Cost
3 Improvement Points
Requires
Engineering 51%
Use
passive

Effect

Spend 10 minutes examining a structure or large work with access and quiet, then make an Engineering test. A successful Engineering test lets you direct allies to an accessible load-bearing join. Attacks against it use the object rules but ignore the object’s AP until the work is repaired or materially changed.

On a Failure, gain no benefit. No retry is allowed until material circumstances change.

4IP

passive talent

Practised Hands

Your after-encounter treatment restores more, and a failed attempt may be tried once more.

Cost
4 Improvement Points
Requires
Healing 51%
Use
passive

Effect

Your after-encounter treatment restores 1D4 + 2 HP instead of 1D4.

If that attempt fails, you may make one more on the same patient before their next full rest. No patient ever takes more than one success from it.

3IP

passive talent

Field Surgeon

Perform Surgery anywhere, and end Wounded the moment the Surgery succeeds.

Cost
3 Improvement Points
Requires
Healing 76%
Use
passive

Effect

A dwarf field surgeon treats a conscious wounded warrior from an open medical satchel behind an overturned cart.

Attempt Surgery wherever you can stop and work; it needs no prepared place. It still cannot be attempted during combat, still needs a Healing Kit, and still restores 1 HP on a success.

Your successful Surgery ends Wounded at once, rather than making the patient wait until their current HP rises above their Major Wound Level.

3IP

passive talent

Physician

Your treatment grants two Bonus dice against poison and disease, and buys a second try against poison.

Cost
3 Improvement Points
Requires
Healing 76%
Use
passive

Effect

Your successful Healing test grants +2B rather than +1B against a poison or disease.

A patient you have treated may also make one further resistance test against a poison that beat them, which the poison rules otherwise never allow.

2IP

passive talent

Athletics Expertise

Choose one Athletics application and remove one remaining Penalty die from its tests.

Cost
2 Improvement Points
Requires
Athletics 51%
Use
passive

Effect

Choose one Athletics application: acrobatics, brute force, climbing, jumping, running, or swimming. Record the choice with the Talent, such as Athletics Expertise (Climbing).

After ordinary Bonus and Penalty cancellation, but before the final dice cap, remove up to 1 remaining Penalty die from Athletics tests using the chosen application. This never creates Bonus dice and applies to no other use of Athletics.

Buy this Talent again for a different application, but never more than once for the same one.

2IP

passive talent

Wayfinder

While you can see the sky or read the ground, downgrade a navigation Fumble and keep the group from becoming lost.

Cost
2 Improvement Points
Requires
Natural Lore 51%
Use
passive

Effect

While you can see the sky or read the ground, downgrade a navigation Fumble to an ordinary Failure. This prevents the group from becoming lost through that test.

Wayfinder does not prevent other travel hazards. Weather, pace, and finding food, water, or shelter still use their ordinary rules.

2IP

passive talent

Tracker

Remove a Penalty die from Natural Lore tests to find or follow a trail.

Cost
2 Improvement Points
Requires
Natural Lore 51%
Use
passive

Effect

After ordinary Bonus and Penalty cancellation, but before the final dice cap, remove up to 1 remaining Penalty die from Natural Lore tests to find or follow a trail.

This never creates Bonus dice, and applies to no other use of Natural Lore.

2IP

passive talent

Terrain Expertise

Choose one terrain and remove one remaining Penalty die from Natural Lore tests in it.

Cost
2 Improvement Points
Requires
Natural Lore 51%
Use
passive

Effect

Choose one terrain, such as forest, mountain, desert, swamp, steppe, or coast. Record the choice with the Talent, such as Terrain Expertise (Forest).

After ordinary Bonus and Penalty cancellation, but before the final dice cap, remove up to 1 remaining Penalty die from Natural Lore tests made in or about the chosen terrain. This never creates Bonus dice and applies to no other terrain.

Terrain Expertise and Tracker can both apply to one test. Buy this Talent again for a different terrain, but never more than once for the same one.

4IP

passive talent

Alchemist

Brew antidotes, alchemical fire, or healing salves a dose at a time.

Cost
4 Improvement Points
Requires
Lore (Alchemy) 51%
Use
passive

Effect

Spend a day and materials worth 50 SP to brew one dose, which keeps its strength for a month. Choose its effect as you brew:

  • Antidote: the drinker gains +2B on one resistance test against a named poison or disease.
  • Alchemical fire: a ready Light flask, thrown with Ranged Combat at Range 10 metres. A hit deals 1D6 fire damage with no DM, and the defender has normal Reactions. An ordinary miss wastes the dose; on a fumble, use the normal firing into a crowd consequence when applicable.
  • Salve: restores 1D6 HP over an hour’s rest, once per patient each day.
4IP

passive talent

Poisoner

Brew a dose of poison whose Potency is half your Lore (Alchemy).

Cost
4 Improvement Points
Requires
Lore (Alchemy) 76% and Alchemist
Use
passive

Effect

Spend a day and materials worth 50 SP to brew one dose of poison. Its Potency is half your Lore (Alchemy), and it keeps that strength for a month.

Choose one Effect as you brew: 1D6 HP damage, -2 to one characteristic, or unconsciousness. An Effect that lasts runs for 1D6 × 10 minutes.

Choose the Type as well: smeared, with a Delay of 1 round, or ingested, with a Delay of 1D6 minutes.

Spend a Combat Action to apply a smeared dose to a suitable cutting or piercing weapon. It remains until the first hit that deals HP damage or until one hour passes, whichever comes first; the dose is then spent.

An ingested poison activates when consumed. Repeated exposure to the same currently active poison does not stack and grants no extra resistance test.

Everything else follows the poison rules, including the victim’s single resistance test.

4IP

passive talent

Tactician

An army you command loses half the usual casualties, and a beaten force you lead can keep fighting on an ordinary rout success.

Cost
4 Improvement Points
Requires
Lore (Military Tactics) 51%
Use
passive

Effect

An army you command loses half the usual casualties from a battle.

When your beaten force passes its rout test, it may also keep fighting rather than withdraw, where another commander’s force needs a Critical to fight on.