You begin with 2 points to spend on perks. (*Racial Legacy)
Perks are innate special abilities possessed by the character that cannot be adequately expressed as a learned skill. Talents cost 1 point each.
Talents that can be purchased in cumulative levels are indicated by [X]. These Talents provide some bonus to skills or characteristics. Each additional level has a cost per level, up to level 5. This is cumulative.
Rank [X] Cost
1 1
2 2
3 4
4 6
5 8
Acute Sense: One of the character’s senses is particularly sensitive. The character receives a +10% bonus to Perception skill tests when using that sense. For example, Acute Smell provides +10% to Perception skill tests to notice particular odours, while Acute Hearing provides +10% to Perception skill tests to notice sounds. Each sense can be taken.
Alcohol Tolerance [X]: a character is particularly tolerant to alcohol, after much practice and/or abuse the character gains +5% per level when making an Endurance test to resist the effects of alcohol. Max of 5 ranks.
Ambidexterity [X]: The character can reduce the penalty for using both hands by -5% per level bought Bear in mind you are at -25% on all attacks when dual wielding. Max of 5 ranks.
Animal Empathy: The character has a natural affinity with animals. Animals will never harm or attack the character unless severely provoked.
Armour Training [X]: Requirements: The Hero has been trained to move and fight in armour, the appropriate category of armour should be selected and must progressively advance from Leather to Mail to Plate. Cloth armour can be worn without training and is considered as the first rank.
Rank Value Armour Type Body Req
2 Leather 12+
3 Mail 14+
4 Plate 16+
*Beautiful/ Handsome: The character is especially good looking, receiving a +10% bonus to all skill tests involving social interaction where the character’s appearance is important.
Blind Fighting [X]: The character may counter-attack in hand-to-hand combat in total darkness or blindness and reducing the penalty by -5% per level (normal penalty is -50%). Max of 5 ranks.
Combat Sense [X]: The character’s senses and reflexes are sensitive to subtle clues of possible danger. The character receives a +1 bonus per level to their Initiative, Max of 5 ranks.
Conditioned [X]: The character is in great shape! They receive +5% per level to their Endurance.
Direction Sense: The character can quickly orient themselves.
Double Jointed: The character may fit into tight spaces or escape bonds.
*Eidetic Memory: The character can easily recall anything he has seen or heard and gets a +20% chance on a General Knowledge test to recall that information.
Empathy [X]: The character loves and respects life and mankind. Each level adds +3 to the character’s Psyche. Max of 5 ranks.
Fast Draw: The character may draw their weapon and attack as one action with no penalty.
Fast Healer
Requirements: Body 15+, The Hero heals at an increased doubling the normal recovery rate and even gains +1D6 on all spells, potions and healings performed.
Hard to Kill [X]: Each level adds +5 to the character’s Health. Max of 5 ranks.
Holy: Requirements: Spirit 15+, Divine Spells only. Once per day the effects of a spell cast is doubled. Twice the range, double the damage, twice as many targets, twice as long, etc.
Immunity*: The character is immune to a specific poison or disease. This must be selected at the beginning of play.
Lightning Calculator*: The character can perform complicated math instantly without a computer or calculator.
Longevity*: The character has lived or will live a remarkably long time with little detriment and only become infirm at the very last moment...
Lucky [X]: The character is unusually lucky. Each level of this Talent adds +5% to the character’s Luck. Max of 5 ranks.
Night Vision*: The character can see up to 90’ in all but total darkness.
Perfect Pitch [X]: The character receives a +5% bonus per rank to any Music related skill test.
Racial Legacy*: Costs 2 to be non-human. In order to play another race there is a Perk cost to play anything but human; this can only be purchased at character creation.
Rapid Healing: The character’s receives a +5 bonus to his Recovery.
Simulate Death: The character can simulate his own death. Those trying to determine the validity of the character’s death must pass a difficult (-40%) First Aid test to tell he’s faking it.
Speed Reader: The character can read 1 page of normal text in 1 minute.
Time Sense: The character always knows the correct time and how much has elapsed since a specific moment.
Vital [X]: Each level adds +5 to the Power of the character. Max of 5 ranks.
* This can only be purchased at character creation.
Advanced Talents
Attuned
Requirements: Mind 16+, Spellcraft +90%, Class: Mage or Bard
Cost: 8
The Hero is able to identify the main properties of a charm by handling them. Typically 1-2 minutes is required for lesser items, 10-15 for minor, an hour for major and a day for Greater. Cursed items cannot be identified this way.
Born to the Saddle
Requirements: Social 16+, Riding 90%+.
Cost: 8
While riding, the following effects take place: Any penalty to your Riding skill is reduced by –20%. For instance, if the driving rains and slippery ground would normally apply a –40% penalty to your Riding test, the penalty is reduced to -20%. You may use 2H Weapons. You may treat all animals you ride as trained for combat. You use your Riding skill instead of your Evade skill when dodging.
Dead Eye
Requirements: Prowess 16+, any ranged Weapon skill at 90%+, Class: Ranger
Cost: 12
Pick any single ranged weapon (with which you must have at least +16 ranks). While using this weapon, the following effects take place:
• Increase the weapon’s Range by 50%.
• Increase the weapon’s damage by +2 (only to targets within Range).
• Precise attacks with the weapon only suffer a –4 penalty.
Decapitating Swing
Requirements: Body 16+, either 2H Weapons skill at 90%+, Class: Warrior or Berserker.
Cost: 16
You may only use Decapitating Swing with a 2H Axe or 2H Sword and only against an opponent whose Body score is within ten of your Body score. Decapitating Swing is declared before a precise attack, targeting your opponent’s head, is started. Any attempt to evade or parry this precise attack gains a +20% bonus. As long as the attack inflicts at least a Wound, a resisted Endurance check against the attack is made by the target. If the attack is successful then the attack is converted to a Critical Wound that decapitates the target.
Disease Resistance
Requirements: Body 16+, Endurance 90%+.
Cost: 12
You are gain +50% to resist all normal diseases. Magical diseases you gain a +20% bonus to tests to resist them.
Duellist
Requirements: Slash or Thrust weapon skill at 90%+, Class: Warrior
Cost: 10
While using a selected weapon the following effects take place:
• You gain a +10% bonus to your Weapon skill when parrying.
• Increase the weapon’s damage by +3.
Empathic Wound
Requirements: Spirit 16+, Healing skill at 90%+, Class: Cleric
Cost: 12
With Empathic Wound, you may offset the injuries a companion has sustained by transferring the wound damage to yourself. A wound appears on your body at the same location as your companion. One wound may be transferred each Combat Round, during which the healer may not move or perform other Combat Actions. Each Combat Round, you must make an Endurance test with a -40% penalty or take one level of Fatigue. Empathic Wound is incapable of re-growing or re-attaching severed limbs or resurrecting a Character.
Heroic Aura
Requirements: Social 16+, Persuasion skill at 90%+. Class: Paladin or Bard
Cost: 18
All allies within your Social in metres will be heartened by your presence, gaining your Social modifier as a bonus to any Concentration or Endurance tests they are called upon to make. In addition, you may make take a Combat Action to encourage your nearby allies, requiring a Persuasion test. If this is successful, they gain your Social modifier as a bonus to all Weapon skills for the remainder of the Combat Round.
Knife Fighter
Requirements: Pierce or Slash at 90%, Prowess of 16, Class Rogue
Cost: 18
When wielding either a dagger or a knife in each hand the Knife Fighter treats the weapons as a single attack, damage is increased to 5D6.
Poison Resistance
Requirements: Body 16+, Endurance 14+, or Racial: Dwarf.
Cost: 10
You are resistant to all normal poisons gain a +50% to resist. Magical poisons gain a +20% bonus to resist them.
Skin of the Bear
Requirements: Body 18+, Endurance 90%+, Class: Berserker
Cost: 12
Skin of the Bear gives you +1D6 of natural armour on all hit locations. This stacks with equipped cloth or leather armour.
Slaying Touch
Requirements: Spirit 18+, Martial Arts 90%+. Class: Adept
Cost: 20
Slaying Touch is declared before a precise attack is started (the type of precise attack is up to you, though if the target is wearing armour, it will have to be bypassed). As long as the attack inflicts at least a Wound, a resisted Endurance check against the attack is made by the target. If the attack is successful then the attack is converted to a Critical Wound that slays the target.
Swashbuckling
Rating Cost/Tier Armour Rating Requirement
Lesser 8 1D6 Prowess 16+, Seamanship 70%+
Minor 8 1D6+2 Lesser
Major 8 2D6 Minor
Greater 8 2D6+2 Major
Trained to fight without armour by evading, ducking and weaving the Hero slips past and reduces the damage they take in combat. If armour or a shield is used they are thrown off balance and gain no benefit from this Talent.
*Each tier must be purchased at full cost to progress to the next level of ability.
Tireless
Requirements: Body 16+, Athletics 90%+.
Cost: 12
You may engage in medium activity for a number of minutes equal to your Body × 5 before risking Fatigue. The time between subsequent Fatigue tests for continuing to engage in medium activity is likewise your Body × 5 in minutes. You may engage in heavy activity for a number of Combat Rounds equal to half your Body score before risking Fatigue. The time between subsequent Fatigue tests for continuing to engage in heavy activity is likewise your Body score in Combat Rounds. You also recover from each level of Fatigue in half the normal time (one level for every two hours of light activity or one hour of complete rest).
Wall Leaping
Requirements: Prowess 16+, Acrobatics 70%+, Class: Adept
Cost: 12
You may only use Wall Leaping if not Overloaded, Exhausted or Debilitated. The entirety of your movement in a Combat Action may be made along a vertical surface, allowing you to bypass an obstruction that might otherwise block your path or even climb a wall at lightning speed. This can result in you running up a wall with your movement action, attacking an enemy with a Combat Action, and then returning to the floor with a remainder of your movement action. However, you cannot continue moving along a vertical surface from Combat Round to Combat Round – you must reach level ground (or a suitable perch) by the end of your last action in a round or fall.
Weapon Specialist*
Requirements: Body + Prowess combined total of 24, Weapon skill of 90%+
Cost 8
Choose one specific weapon i.e. long sword; the weapon specialist can at the cost of 3 power either gain a bonus of +10% to attack or do an additional 1D6 damage per round.
Weapon Master*
Requirements: Body + Prowess combined total of 30 or higher, Weapon skill of 90%+, Class: Warrior
Cost: 12
This talent allows the Hero to pick up almost any weapon without training; they can use any weapon at half of their highest weapon skill. * This must be selected separately for Melee Weapons and Missile Weapons.