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Frenzy, Invulnerable, and Swiftness | New Talents | Fantasy Setting

Frenzy

When your character is subject to an enemy Melee or Ranged Skill roll, he or she may spend 1 Action Point to fly into a “frenzy.”

While frenzied, your character gains the following benefits:

  • His or her Physique Group Skill rolls cannot be reduced to fewer dice than his or her Skill Level for those Skills (even with penalties).
  • He or she does not suffer any penalties to Speed due to lost Wound or Fatigue.
  • He or she counts all results of 2 on the dice for his or her Stamina and Willpower Skill rolls as successes.

While frenzied, the character cannot undertake any action that requires concentration or finesse.

The frenzy lasts until the start of the next scene or until all enemies within the character’s sight have been defeated or have withdrawn (whichever occurs first).

Invulnerable

Once per game session, if your character would die from Wound damage, he or she survives with 1 Wound point remaining instead.

This ability cannot save the character from death if the cause of death would be impossible to survive (e.g. beheading, fall from 100 feet, etc.).

Swiftness

Once per scene, after Initiative is determined, your character may expend 1 Action Point to take one Partial Action before any other character is permitted to act.

If more than one character would use this Talent, characters on the winning side of the Initiative act out their bonus Partial Actions before characters on the losing side of the Initiative do.