Subscribe for updates on new game settings, Skills, Talents, Equipment, Spells, and more.

Hard March, Oath Keeper, Pack Rat, Short Hand, Sure-Footed, and Unremarkable | New Talents | Fantasy Setting

Hard March

When your character would be given Fatigue damage due to long, continued, or strenuous activity (such as marching, running, working, etc.), reduce that damage by 1 (to a minimum of 0).

Oath Keeper

You may make an “oath” with a single non-player character. When you make an oath you clearly spell out what your character promises to do or not do. The non-player character with whom you make this oath takes you at your word and believes you without fail.

This oath is active until you either fulfill the terms of the oath or break it. If you fulfill the terms of the oath, no additional effect takes place. If you break the terms of the oath, you risk harming your reputation and immediately lose 1 Action Point (if you cannot lose 1 Action Point, lose 2 Experience Points instead; if you can do neither, you cannot play during the next game session).

You may have only one oath active at a time.

Pack Rat

Once per game session, you may “remember” that your character has with him or her some small object (fist sized or smaller) worth 10 silver pennies or less on his or her person that solves or assists with some present problem your character faces. With the gamemaster’s approval, your character has the object safely stowed in a bag, pocket, belt, etc. (Add the object to your character sheet.)

Short Hand

Your character has his or her own shorthand form of writing. Writing in this short hand takes twice as long as writing normally and twice as long to read.

Only your character can read his or her own shorthand and no other being can ever learn to write in or read it.

Sure-Footed

When your character would receive penalties for being unbalanced (standing/walking in a moving wagon, onboard a ship during a storm, moving across a slipper surface) reduce any penalties you receive by 2D (to a minimum of 0D).

Unremarkable

Once per game session, your character can “blend into the background” of a social scene. During the scene your character is completely unnoticed by non-members of the adventuring party and is not remembered as having been present during the scene by them.

This cover is broken if you act in an obtrusive, offensive, or violent manner.

 

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.