Conceal
When you would make a Stealth Skill roll to conceal an object no larger than a knife or dagger and weighing no more than 1/2 lb., you may choose to achieve a number of successes equal to your Stealth Skill Level +1 (instead of rolling dice for the Stealth Skill). You can still expend Action Points to add successes to this action, normally.
| Example: Elnowan wishes to hide a small vial of poison on her person. She has Stealth 4. Instead of rolling the dice for the Stealth Skill, Elnowan chooses to use the Conceal Talent’s ability. Her Stealth Skill result to hide the vial of poison is 5 successes (i.e., 1 for each Level in Stealth + 1 success). |
Cosmopolitan
When dealing with foreigners (people not from your own homeland), you may treat up to one result of a 2 on the dice you roll for any Charisma Group Skill as a success.
Gunman
When using a firearm, you gain the following benefits:
- Reduce the number of Full Actions required to reload the firearm by 2 (to a minimum of 1 Full Action).
- If you would roll a “complication” with the firearm, roll 1D: if the result is 2 or higher, no “complication” takes place instead.
- If your Ranged Skill roll results in two or more results of 6 on the dice, add +1 damage (this stacks with the firearm’s normal extra damage ability).
Leadership
Once per game session, you may attempt to make a rousing speech before a group of co-adventurers and/or allies. The speech must last at least 5 minutes and you must have been appointed—or be considered by those that hear you—the leader of the group you speak before. After the speech is over, make a Command Skill roll.
During the next scene, all the co-adventurers and/or allies that heard your speech (not including you), gain the following benefits based on the number of successes your Command roll achieved:
| Successes | Effects |
| 1 | Add 1 to your side’s Initiative roll. |
| 2 | Add 1 to your side’s Initiative roll, plus each co-adventurer/ally gains 1 Action Point. (If this action point is not used during the next scene, it is lost.) |
| 3 | Add 2 to your side’s Initiative roll, plus each co-adventurer/ally gains 1 Action Point. (If this action point is not used during the next scene, it is lost.) |
| 4+ | Add 2 to your side’s Initiative roll, plus each co-adventurer/ally gains 2 Action Points. (If these action points are not used during the next scene, they are lost.) |
These effects last until the conclusion of the next scene (even if that next scene is in the next game session). You cannot use this ability if you already have its effects active.
Learned Mind
Once per game session, you may read a large amount of text in a short period of time. When you use this ability, you can read up to one page (about 250 words) of text per Skill Level you possess in the Academics Skill within the space of 1 minute (thus, if you have Academics 3 you can read up to 3 pages, or up to 750 words, in just one minute). Any information you gain from the use of this ability is committed perfectly to your memory. This ability also allows you to retain the information from tables and illustrations on the pages you read.

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