NOVICE OPTIONAL TALENT LIST
Air Sailing |
WIL + Rank |
With this talent characters know how to use their magic to propel an air sailing vessel using oars. Air sailing vessels can manuever using sails, but must resort to the use of oars when becalmed or when the vessel desires to travel in a direction contrary to prevailing winds. To help row a ship, a character must make a successful Air Sailing Test vs. a difficulty of 4 in calm weather. This difficulty number may be modified under more extreme conditions. At any given time a vessel must be crewed by its minimum number of rowers, regardless of their skill or results of their Air Sailing Tests, or it cannot be propelled by oars. For a ship to be propelled by oars in a straight line forward, at least one-fourth of its rowers must make successful Air Sailing Tests. If at least half the rowers make successful tests, the ship can manuever at its current altitude or dive or climb slowly in a straight line. If three-fourths of the rowers are successful, the ship can speed up, maneuver while climbing, or perform acrobatics. Any time at least one-fourth of the rowers make successful tests, the ship is propelled for 1 minute following the round in which the test is made. Rowers on a ship wishing to improve its manuever options may make a test in any subsequent round, but must take 1 point of Strain for each test made until the 1 minute duration of the first test expires and must accept the results of the latest new test even though it may not be as good as the first test. With the Air Sailing talent a character also knows how to work the rigging and/or tiller of an air ship. For the rigging and/or tiller of a ship to work in the manner desired (for a period of 1 minute), a number of characters equal to the minimum crew necessary to sail the vessel must be fully engaged in trying to work the rigging and/or tiller. When this requirement is met, each crewmember must attempt an Air Sailing Test vs. a difficulty of 6 in calm weather. The difficulty of this test may be modified under more extreme conditions. If at least one-fourth of its crew makes a successful Air Sailing Test, the ship may move in a straight line determined by the prevailing winds. If at least half the rowers make successful tests, the ship can manuever at its current altitude or dive or climb slowly in a straight line. If three-fourths of the rowers are successful, the ship can speed up, maneuver while climbing, or perform acrobatics. When making Air Sailing Tests, a Good Success allows a rower/crew member to be counted as two rowers/crew members for purposes of determining the ship's ability to manuever. An Excellent Success allows a rower/crew member to be counted as 3 rowers/crew members while an Extraordinary Success allows a rower/crew member to be counted as 4 rowers/crew members. |
(+) AIR SAILING Effectiveness |
Self |
Varies |
YES |
NO |
Varies |
Novice |
Astral Pocket |
PER + Rank |
This talent allows a character to create a small enclosed area in astral space in which to store items. This enclosed space, once created, is attached to the character's pattern and moves with that pattern until dispelled or the until the talent duration expires. Any equipment stored in a Pocket when it ceases to exist is automatically destroyed and may not be retrieved using any means. The astral pocket can hold a number of items equal to the character's talent rank, and no item can exceed a volume in cubic feet equal to the character's talent rank. Equipment and items stored in an Astral Pocket do not count against the character's own Carrying Capacity. A character may not have more than one Astral Pocket in existence at any one time. The Dispel Difficulty of the Pocket is equal to the results of the Astral Pocket Test. Each time an item is successfully placed into a Pocket, or retrieved from it, the character takes 1 point of Strain. In addition, to accomplish either task, the character must make a successful Astral Pocket Test vs. a difficulty number of 10. |
(+) CARRYING Capacity |
Self |
Year and a Day |
YES |
NO |
NO |
Novice |
Behind Eye |
PER + Rank |
Characters using this talent is able to cause an eye to appear on the back of their own heads. This eye has a Perception step equal to the character's talent rank, but which may not exceed the character's own Perception step. The character is able to see whatever the eye sees. In combat, Behind Eye prevents a character from being blindsided. If an attacker is using a skill or talent to make themselves harder to see, the character must make a successful Perception Test with the Behind Eye vs. the result of the attackers concealing talent or skill or the attacker will be able to make a blindside attack. |
Protect vs. BLINDSIDE Attack |
Self |
(Rank) Rounds |
NO |
NO |
1 |
Novice |
Calm Air |
WIL + Rank |
A character uses the Calm Air talent to prevent the unnatural movement of air within the area of effect of the talent. After designating one hex as the center of the cylindrical area of effect, with a radius and height equal to the character's rank in hexes, the character makes a Calm Air Test and records the result. Any talent or magical effect which could result in causing the air within the area of effect to move about unnaturally must first achieve a test result higher than that of the character's Calm Air Test. Only after overcoming the effects of the Calm Air talent may an air-altering talent take effect. Thus, a foe attempting to use the Missile Twister talent within the area of effect would first have to achieve a Missile Twister Talent Test result higher than the results of the Calm Air talent before determining whether or not Missile Twister could deflect an arrow aimed its user. Once the area of effect of Calm Air has been designated, it cannot be moved. |
Prevent AIR Motion |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Novice |
Chosen Path |
WIL + Rank |
This talent allows a character to control an opponent's movement. The character first makes a Chosen Path Test vs. the opponent's Spell Defense. If successful, the character may force the target to move into a number of contiguous hexes equal to the success level achieved (i.e., Average Success = 1 hex and Extraordinary Success = 4 hexes). An opponent affected by Chosen Path must move into the hexes designated by the character as long as those hexes are within the opponent's combat movement range. If the opponent has additional combat movement remaining after stepping into each of the Chosen Path hexes, the opponent may then move as desired. |
CONTROL Opponent |
(Rank) Megahexes |
1 Round |
YES |
NO |
1 |
Novice |
Climbing |
DEX + Step |
This talent allows a character to climb up the sides of various surfaces and objects. A character makes a Climbing Test against the climb's difficulty. If the test is successful, the character does not fall that round. A character can climb at a rate of (3 + Rank) yards per round. |
(+) CLIMBING Effectiveness |
Self |
1 Round |
YES |
NO |
NO |
Novice |
Creature Analysis |
PER + Rank |
The Creature Analysis talent enables a character to use scholarship and divination magic to gain information about a creature the character is observing. If the character makes a successful test against the creature's Spell Defense rating, he may ask the gamemaster one specific question about the creature. For purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. |
INFORMATION |
Line of Sight |
Permanent |
YES |
NO |
NO |
Novice |
Dead Fall |
CHA + Rank |
A character uses the Dead Fall talent to feign death. As the character collapses, a Dead Fall Test is made and the results recorded. Thereafter, any opponent viewing the character must make a successful Perception Test vs. the Dead Fall Test result to realize that the character is not dead, but alive. |
CONFUSE Opponent |
Self |
(Rank) Minutes |
YES |
NO |
1 |
Novice |
Detect Gold |
PER + Rank |
A character with this talent is automatically able to detect the presence of gold if the character is able to make a successful Detect Gold Test. This test is made vs. the Detection Difficulty of all gold caches within range. For any and all gold caches which the character successfully detects, the character knows exactly where each cache is located, though not the amount of gold contained therein. |
DETECTION |
(Rank) Hexes |
1 Round |
YES |
NO |
1 |
Novice |
Detect Magic |
PER + Rank |
A character with this talent is automatically able to discern that a target (object, figure or place) is magical in nature if the character is able to make a Detect Magic Test vs. the Spell Defense of the target. For example, an adept would not be detected as being magical in nature despite being able to use magic, but the magical sword carried by the name-giver could be detected if the sword was designated as the target instead of the name-giver. Only one object, figure or place may be designated as a target for each use of the Detect Magic Talent. A successful Detect Magic Test will only reveal that the target is magical in nature, but will not reveal the nature of that magic. |
DETECTION |
(Rank) Hexes |
1 Round |
YES |
NO |
1 |
Novice |
Detect Undead |
PER + Rank |
A character with this talent is automatically able to detect the presence of undead creatures. The character makes a Detect Undead Test and compares the result to the Spell Defense of any undead within talent range. All undead with Spell Defenses less than the test result are detected. If successful, the character knows exactly where each detected undead creature is located. |
DETECTION |
(Rank) Megahexes |
1 Round |
YES |
NO |
1 |
Novice |
Detect Weapon |
PER + Rank |
A character with this talent is automatically able to detect the presence of a concealed weapon The character makes a Detect Weapon Test and compares the result to the Detection Difficulty of any concealed weapon within talent range. All concealed weapons with Detection Difficulties equal to, or less than the test result are detected. If successful, the character knows exactly where each detected weapon is located. |
DETECTION |
(Rank) Hexes |
1 Round |
YES |
NO |
1 |
Novice |
Dispel Magic |
WIL + Rank |
Dispel Magic rids the target (object, figure or place) of the effects of magic. The character makes a Dispel Magic Test vs. the Dispel Difficulty of the magical effect. If successful, one magical effect which has been placed on the target (that with the lowest Dispel Difficulty) is negated for the duration of the talent. If more than one magical effect is affecting the target, subsequent succesful uses of Dispel Magic would be required to negate them all. If the character achieves an Extraordinary Success on the Dispel Magic Test, that magical effect is removed from the target for a year and a day. However, Dispel Magic is not effective against magical effects whose duration is permanent (e.g., the Durability talent). |
DISPEL Magic |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Novice |
Divine Aura |
PER + Rank |
This talent allows a character to sense changes in the aura of living beings. If the Divine Aura Test is successful vs. the Spell Defense of the target, the character chooses one change in the being's aura is to be divined. This change might be anything from anger to damage to fatigue, but the character may only divine a change in one aspect of the opponent's aura at any given time. |
INFORMATION |
(Rank) Hexes |
(Rank) Rounds |
NO |
NO |
NO |
Novice |
Empathic Sense |
PER + Rank |
The Empathic Sense talent allows a character to sense the feelings or emotions of another name-giver. To use Empathic Sense, the character must "attune" the talent to a target figure. This attuning remains in effect for a year and a day, or until the character changes the attunement. A character may attune to one character per rank of Empathic Sense. To attune with a target character, the character must spend three minutes of quiet meditation with that character. To use Empathic Sense, the character makes an Empathic Sense Test vs. the target's Spell Defense; which cannot be reduced for purposes of this test. If succesful, the character senses the target's emotions or feelings as well as the direction of the target from the character, but does not reveal distance. |
INFORMATION |
(Rank) Miles |
1 Round |
YES |
NO |
NO |
Novice |
Fast Grab |
DEX + Rank |
The Fast Grab talent allows a character to seize an item out of an opponent's hand and move away quickly. The character makes a Fast Grab Test vs. the target's Physical Defense. If the target is holding onto the object, increase the Difficulty Number by 5, and if the item is strapped onto the target, the Difficulty Number is increased by 10. These modifiers are cumulative. If the character is successful, the item is grabbed and the character may move away a distance equal to half his Combat Movement away from the target. |
(+) DEX Test Effectiveness |
Touch |
1 Round |
YES |
NO |
NO |
Novice |
Fence |
CHA + Rank |
The Fence talent helps a character get a better price for stolen or illegal goods. Shady merchants usually buy stolen or illegal goods for 10 percent of their cost. If the character can make a successful Fence Test vs. the Social Defense of the Social Defense of the merchant, the merchant will raise the price by 5 percent of the cost. The character may continue to make additional Fence Tests until one fails. If this happens, the merchant drops the last negotiated price by 5 percent and negotiations are over. The Fence talent can only be used for one transaction per day with the same target. |
(+) CHA Test Effectiveness |
1 Hex |
1 Round |
YES |
NO |
NO |
Novice |
Finding Glow |
PER + Rank |
Targets affected by this talent find it more difficult to hide or be stealthy. The character first designates an area of effect whose maximum size is equal to the character's talent rank in hexes. The character then makes a Finding Glow Test. All targets within the area of effect with a Spell Defense lower than the test result are immediately outlined with a softly glowing light. This light effectively reduces the Detection Difficulty of all targets by a number equal to the character's talent rank. |
(-) Opponent's DETECTION Difficulty |
(Rank) Megahexes |
(Rank) Rounds |
YES |
NO |
NO |
Novice |
First Impression |
CHA + Rank |
This talent helps a character to favorably impress characters the character has just met in a social situation. The character makes a First Impression Test vs. the target's Social Defense. If successful, the character gains bonus equal to the First Impression talent rank for all Charisma Tests made against the target for the duration of the talent. This talent cannot be used in combat. |
(+) CHA Test Effectiveness |
(Rank) Hexes |
(Rank) Days |
YES |
NO |
NO |
Novice |
Graceful Exit |
CHA + Rank |
A character can escape combat by making an enchanted, Graceful Exit. To determine the Difficulty Number for the Talent Test, use the highest Social Defense Rating of the group +1 for every target in the group. Each targeted opponent in the group must understand what the character says or else Graceful Exit has no effect. If the Graceful Exit Test is successful, the character may move away from the combat, but may take no other action. The affected targets may take no action against the character for the duration of the talent. If the character using Graceful Exit returns to the combat after successfully using this talent, the targets become enraged. Each affected target trys to attack the character and are immune to all test made against their Social Defense by the character. Their anger adds +1 step to all their tests. |
HOLD Opponent |
(Rank) Hexes |
(Rank) Rounds |
YES |
NO |
1 |
Novice |
Insect Repellent |
WIL + Rank |
The Insect Repellent talent enables a character to repel insects of all sizes. The character makes an Insect Repellent Test and records the result. Any insect with a Spell Defense lower than the recorded result may not enter the area of effect until the talent expires. The area of effect is spherical in shape, is centered upon the character and has a diameter of 1 megahex. The area is mobile and moves with the character. Insects already located within the area when it is created must move directly away from the character at the greatest movement rate possible. |
Create BARRIER |
Self |
(Rank) Rounds |
YES |
NO |
1 |
Novice |
Lighten Load |
Rank |
A character with Lighten Load may carry more weight without exceeding their carrying capacity. The character adds their Lighten Load rank to their Strength Attribute when determining their Carrying Capacity. |
(+) CARRYING Capacity |
Self |
Permanent |
NO |
NO |
NO |
Novice |
Matrix Strike |
WIL + Rank |
This talent allows a character to attack a magician's spell matrix using a normal, physical attack. The character makes a Matrix Strike Test vs. the opponent's Spell Defense (this replaces the character's normal Attack Test). If successful, the matrix takes damage equal to the results of the character's normal Damage Test. Mystic Armor, and/or the armor of an Armored Matrix protects. |
MATRIX Attack |
Self |
1 Round |
YES |
NO |
NO |
Novice |
Mimic Voice |
CHA + Rank |
When using this talent, characters are able to change their own voice to sound like the voice of someone else. To change their voice, the character chooses the voice of another person to emulate, makes a Mimic Voice Test and records the result. For the duration of the talent, whenever the character speaks, the character’s voice sounds exactly like the voice of this other person. Anyone hearing the character speak with this other voice must make a Perception Test vs. the result of the Mimic Voice Test. If a Good Success is achieved the listener knows immediately that the voice they hear is a fake. Listeners who are very familiar with the person whose voice is being mimicked need only achieve an Average Success to discern the truth. |
Alter VOICE |
Self |
(Rank) Minutes |
YES |
NO |
NO |
Novice |
Perimeter Alarm |
PER + Rank |
Characters using this talent can be warned of intruders entering a designated area. A character first designates the perimeter of the area they desire to be protected by physically walking that perimeter until a complete circuit is made. The maximum length of the perimeter is equal to the character's talent rank x 25 yards, and the perimeter extends upward a distance of 1 mile. Once a perimeter has been designated, the character may then set any trigger condition desired (e.g., “sound the alarm if any orks pass over the perimeter boundary”). If this trigger condition occurs, the Spell Defense of the intruder is compared to the results of the Perimeter Alarm Test. If the intruder’s Spell Defense is lower than the Perimeter Alarm Test result a loud, piercing wail sounds just above the character’s head. This alarm is only audible to figures already inside the designated perimeter and does not indicate where along the perimeter the intruder has passed. |
Create WARD |
Varies |
(Rank) Hours |
YES |
YES |
NO |
Novice |
Pick Pockets |
DEX + Rank |
A character uses this talent to surreptitiously remove objects from the pockets of a target. The character makes a Pick Pockets Test vs. the Perception Step of the target. If successful, the character may remove the entire contents of one of the target’s pockets. Alternatively, the character may choose to cut one pouch or purse from the belt of the target. A character who attempts to pick the pockets of a target more than once in a day suffers a cumulative -2 step penalty to their Pick Pockets Step for each attempt after the first they make against the target. |
(+) DEX Test Effectiveness |
Touch |
1 Round |
YES |
NO |
NO |
Novice |
Quicken Pace |
Rank |
A character walking great distances uses this talent to increase their rate of speed. The number of additional miles a character may travel in a day, regardless of terrain, is equal to the character's talent rank. |
(+) MOVEMENT |
Self |
24 Hours |
NO |
NO |
NO |
Novice |
Read/Write Language |
Rank |
This talent allows a character to read and write one language for each talent rank the character possesses. Once a character identifies a language which they know, knowledge of that language may not later be exchanged for knowledge of any other language. Knowledge of different languages may only be earned by increasing the character’s talent rank. Any language which the character knows is learned at a level of mastery equal to that which the character has in their native language. |
(+) LANGUAGE |
Self |
Permanent |
NO |
NO |
NO |
Novice |
Resist Cold |
Rank |
This talent reduces the damage a character takes due to the effects of cold-based attacks. While the character is protected by Resist Cold, reduce the damage result of all cold-based attacks by the character’s talent rank. However, if the character is attacked by a heat-based attack while protected by Resist Cold, treat the heat-based attack as if were an armor defeating hit. A character cannot be protected by both Resist Cold and Resist Heat in the same round. In addition to protecting a character from cold-based attacks, Resist Cold also makes a character immune to the adverse effects of naturally cold weather for the duration of the talent. |
(+) Phys ARMOR |
Self |
1 Round |
NO |
NO |
1 |
Novice |
Resist Heat |
Rank |
This talent reduces the damage a character takes due to the effects of heat-based attacks. While the character is protected by Resist Heat, reduce the damage result of all heat-based attacks by the character’s talent rank. However, if the character is attacked by a cold-based attack while protected by Resist Heat, treat the cold-based attack as if were an armor defeating hit. A character cannot be protected by both Resist Cold and Resist Heat in the same round. In addition to protecting a character from heat-based attacks, Resist Heat also makes a character immune to the adverse effects of naturally hot weather for the duration of the talent. |
(+) Phys ARMOR |
Self |
1 Round |
NO |
NO |
1 |
Novice |
Resist Taunt |
Rank |
This talent enables a character to withstand the taunting of an opponent. Add the character’s Resist Taunt rank to the character’s Social Defense whenever an opponent attacks the character with a Taunt. |
(+) Soc DEFENSE |
Self |
1 Round |
NO |
NO |
1 |
Novice |
Scent Identifier |
PER + Rank |
The Scent Identifier talent enables the character to identify a target on the basis of scent alone. This talent does not give the character any special bonuses to track the target, only to distinguish its species. To identify a target, the character makes a Scent Identifier Test against the target's Spell Defense. Each level of success reveals something different about the target's identity. A target may be identified who has passed within 2 megahexes of the character within a number of hours equal to the character's talent rank. An Average Success discloses the target's race or species. A Good or Excellent result reveals the target's gender and age. An Extraordinary result reveals the target's general health and emotional state at the time the scent was left. If the target is someone the character knows, an Extraordinary result also reveals the target's identity. |
INFORMATION |
Self |
1 Round |
YES |
NO |
NO |
Novice |
Sense Curse |
PER + Rank |
To detect the presence of curses on any objects or places within sight for the duration of the talent, the character makes a Sense Curse Test and records the result. All curses on objects or places with Spell Defenses lower than the test result are detected. An Extraordinary success grants the character knowledge of the exact nature of the curse. |
Manipulate CURSE |
Self |
(Rank) Rounds |
YES |
NO |
NO |
Novice |
Shatterlock |
WIL + Rank |
To Shatter a lock, the character makes a Shatterlock Test vs. the Spell Defense of the lock. If successful, the character applies the test result as damage to the lock. Most ordinary locks have a Shatter Rating ranging from 8 to 12. A solid wood bar might have a Shatter Rating of 20 or more. Metal bars start at 18. |
(+) LOCK Pick Effectiveness |
(Rank) Hexes |
1 Round |
YES |
NO |
NO |
Novice |
Silence Metal |
Rank |
Silence Metal enables a character to prevent any metal which the character is carrying from making a sound. This absence of sound may help the character hide or move silently. Add the character’s rank in Silence Metal to the Detection Difficulty of any opponent attempting to detect the character using aural senses. |
SILENT Movement |
Self |
(Rank) Minutes |
YES |
NO |
NO |
Novice |
Slough Blame |
CHA + Rank |
The Slough Blame talent allows a character to temporarily divert suspicion and blame from one character to another. The character using the talent must concoct a plausible explanation that shifts blame to another character, then make a Slough Blame Test against the Social Defense of the accuser. If successful, the character successful convinces that accuser of the guilt of the designated scapegoat. However, once the talent duration expires, the accuser is immediately aware of the deception perpetrated by the character using Slough Blame and is free to act accordingly. |
(+) CHA Test Effectiveness |
Self |
(Rank) Minutes |
YES |
NO |
NO |
Novice |
Speak Language |
Rank |
This talent allows a character to speak one additional language for each talent rank the character possesses. Once a character identifies a language which they know, knowledge of that language may not later be exchanged for knowledge of any other language. Knowledge of different languages may only be earned by increasing the character’s talent rank. Any language which the character knows is learned a level of mastery equal to that which the character has in their native language. |
(+) LANGUAGE |
Self |
Permanent |
NO |
NO |
NO |
Novice |
True Sight |
PER + Rank |
The True Sight talent allows a character to penetrate illusions. Characters make a True Sight Test instead of their normal Disbelief Test when attempting to determine whether or not the scene they are viewing is illusory or not. |
(+) DISBELIEF Success |
Self |
1 Round |
NO |
NO |
NO |
Novice |
Denotes a COMBAT related talent