Talents

Alchemy
Classes: Mage, Rogue, and Warrior
Requirements: Intelligence 2 or higher.
Novice: You know the basics of alchemy (novice formulations). You can make blast vials and thunder vials.
Journeyman: You are at home in a laboratory (journeyman alchemical formulations). You can make fire vials and ice vials.
Master: Your alchemical knowledge is vast (master alchemical formulations). You can make acid and lightning vials.
Animal Training
Classes: Mage, Rogue, Warrior
Requirements: None
Novice: Teach an animal a # one word commands equal to Communication.
Journeyman: Teach an animal complex, multi-word commands; # of commands equals Communication +2.
Master: With a month of training grant +1 Dexterity or Strength to an animal. Grants Willpower (Morale) focus to an animal.
Armor Training
Classes: Warrior
Requirements: None
Novice: Wear Light Leather, Heavy Leather, or Light Mail without a Dexterity penalty. Armor Penalty for Heavy Mail is halved (rounded down).
Journeyman: Wear Heavy Mail or Light Plate without a Dexterity penalty. Armor Penalty for Heavy Plate is halved (rounded down).
Master: Suffer no Armor Penalties from any armor. Gain 1/2 Armor Rating versus any penetrating damage.
Archery Style
Classes: Rogue, Warrior
Requirements: Trained in Bows or Crossbows weapon group.
Novice: + 1 to damage to foes within 6 yards.
Journeyman: Reload bow as free action. Reload light crossbow as minor action. Reload heavy crossbow as a major action.
Master: Perform “lightning attack” stunt for 2 SP (need to use “rapid reload” stunt for crossbow). Reload heavy crossbow as a minor action. Reload arbalest crossbow as a major action.
Carousing
Classes: Mage, Rogue, Warrior
Requirements: Communication and Constitution 1 or higher.
Novice: Constitution (Drinking) tests: +1 bonus to Dragon Die results.
Journeyman: Choose to re-roll Communications (Gambling or Seduction) tests.
Master: Perform either “flirt” or “tower of will” stunts for 3 SP, +1 bonus to opposed roll for that stunt.
Chirurgy
Classes: Mage, Rogue, Warrior
Requirements: Intelligence (Healing) Focus
Novice: Heal as a minor action.
Journeyman: With a heal action, Health restored = (Stunt Die x 2) + Intelligence.
Master: With a heal action, Health restored = (Stunt Die x 3) + Intelligence.
Command
Classes: Mage, Warrior
Requirements: Communications 2 or higher.
Novice: Heroic Gesture as major action, allies get +1 bonus to Willpower (Courage).
Journeyman: Any NPCs that you lead get a +1 Initiative.
Master: Any NPCs that you lead don’t have to take Willpower (Morale) test until 2/3 of your side are out of the fight.
Contacts
Classes: Mage, Rogue, Warrior
Requirements: Communications 1 or higher
Novice: Can attempt to make a Contact out of an NPC with Communication (Persuasion) test.
Journeyman: Get favor from Contact with Communication (Persuasion) test.
Master: If you do a significant favor for a contact, he will treat you as a friend.
Dual Weapon Style
Classes: Rogue, Warrior
Requirements: Dexterity 2 or higher.
Novice: Attack action: +1 Attack or +1 Defense.
Journeyman: Perform “lightning attack” stunt for 2 SP.
Master: Make second attack with secondary weapon as a minor action (no SP generated), add 1/2 Strength to damage.
Herbalist
Classes: Mage, Rogue, Warrior
Requirements: Intelligence (Herb Lore) Focus
Novice: Learn how to prepare novice recipes.
Journeyman: May prepare Journeyman recipes.
Master: May prepare Master recipes.
Horsemanship
Classes: Mage, Rogue, Warrior
Requirements: Dexterity (Riding) Focus
Novice: Mounting is a free action.
Journeyman: Speed +2 when riding.
Master: Defense +1 when mounted. Re-roll failed Dexterity (Riding) test.
Intrigue
Classes: Mage, Rogue, Warrior
Requirements: Communication 2 or higher.
Novice: Choose Communication focus Etiquette, Deception, or Seduction; re-roll failed test.
Journeyman: Perform “and another thing” stunt for 1 SP, +1 bonus on any further tests the stunt allows.
Master: Perform “stunned silence” stunt for 2 SP, can change immediately into a combat encounter – you and one extra ally per SP can act in first round – everyone else is surprised.
Linguistics
Classes: Mage, Rogue, Warrior
Requirements: Intelligence 1 or higher.
Novice: Learn an additional language. Additionally you can read and write any new language you learn if you have the Communication (Literacy) Focus. Ability to comprehend similar languages with a Intelligence (Cultural Lore) test.
Journeyman: Learn an additional language, imitate a specific dialect with Communication (Performance) test. Ability to decipher unfamiliar scripts with a Intelligence (Cultural Lore) test. Re-roll any failed attempt to comprehend a language.
Master: Learn two more languages. Pick one language you speak like a native. Re-roll failed decipher script tests.
Special: A character with the Linguist talent may spend a HERO POINT to acquire proficiency with a language to which they have been exposed.
Lore
Classes: Mage, Rogue, Warrior
Requirements: Intelligence 2 or higher
Novice: Get extra information with Intelligence (Lore*) Focus tests. Specialize any 3 lore focuses for an additional +1 on ability tests.
Journeyman: Intelligence (Research) +1 on Stunt Die results. Specialize any 3 lore focuses for an additional +1 on ability tests.
Master: Re-roll failed Lore test for 2 of your lore focuses. Specialize any 3 lore focuses for an additional +1 on ability tests.
Mounted Combat Style
Classes: Warrior
Requirements: Dexterity (Riding) Focus
Novice: When mounting and making a move action, move part of the distance then use major action to make a melee or ranged attack – then move the rest of your allowed distance.
Journeyman: Move mounts full Speed when making a charge action: +1 damage when attacking while mounted.
Master: The “knock prone” stunt cannot dismount you.
Music
Classes: Mage, Rogue, Warrior
Requirements: Communications (Performance) or Intelligence (Musical Lore) Focus
Novice: Can play an instrument, sing, and write and read musical notation
Journeyman: Play # instruments equal to Communication
Master: Play all common instruments. Learn an exotic instrument with 1d6 weeks of practice.
Observation
Classes: Mage, Rogue, Warrior
Requirements: Perception 2 or higher
Novice: Choose a Perception focus for which you can re-roll a failed test.
Journeyman: Perform “That Makes Me Wonder” exploration stunt for 2 SP.
Master: Perform “Object of Your Attention” stunt for 2 SP, in addition the stunt gives you a + 2 bonus instead of + 1.
Oratory
Classes: Mage, Rogue, Warrior
Requirements: Communication (Persuasion) focus.
Novice: Re-roll Communication (Persuasion) test – cannot re-roll in an intimate setting or when trying to persuade an individual.
Journeyman: When performing “sway the crowd” stunt you affect 3 additional people instead of one.
Master: Communication (Persuade) test to agitate a crowd, if Stunt Die is 5 or 6 you rouse them to immediate action.
Poison-Making
Classes: Mage, Rogue, Warrior
Requirements: Intelligence (Poison Lore) Focus.
Novice: Can make two novice poisons from memory. Brew novice poisons with recipe.
Journeyman: Learn to make one journeyman poison or one grenade from memory. Brew journeyman poisons or grenades with recipe.
Master: Make one master poison from memory. Brew master poisons with recipe.
Pole Weapon Style
Classes: Warrior
Requirements: Trained in Polearms or Spears weapon groups.
Novice: Treat enemies up to 4 yards away as if they were adjacent, still attack if an ally is between you and your opponent.
Journeyman: Activate action to set yourself – any attempt to use “skirmish” stunt must make an opposed attack roll.
Master: Perform “pierce armor” stunt with military fork or 2-handed spear for 1 SP. Perform “knock prone” stunt with glaive or halberd for 1 SP. Mounted foes do not gain +1 bonus vs. you on foot.
Quick Reflexes
Classes: Mage, Rogue, Warrior
Requirements: Dexterity 2 or higher.
Novice: Use Ready as a free action once per round.
Journeyman: Go prone or stand as free action.
Master: Re-roll initiative at start of combat encounter.
Scouting
Classes: Rogue
Requirements: Dexterity 2 or higher.
Novice: Re-roll Dexterity (Stealth) test.
Journeyman: Perform “seize the initiative” stunt for 2 SP.
Master: Re-roll failed Perception (Seeing) test.
Single Weapon Style
Classes: Rogue, Warrior
Requirements: Perception 2 or higher.
Novice: With Activate Action +1 Defense.
Journeyman: Defense +2.
Master: Melee opponents don’t get bonus to attack rolls for outnumbering you.
Thievery
Classes: Rogue
Requirements: Dexterity 3 or higher.
Novice: Re-roll Dexterity (Lock Picking) test.
Journeyman: Re-roll Dexterity (Traps) test.
Master: Re-roll failed Perception (Searching) test.
Thrown Weapon Style
Classes: Rogue, Warrior
Requirements: Trained in Axes, Light Blades, Spears, or Thrown weapon groups.
Novice: Attack +1 with thrown weapons.
Journeyman: Reload thrown weapon as a free action.
Master: All “piercing armor” stunt damage is penetrating.
Trap-Making
Classes: Mage, Rogue, Warrior
Requirements: Dexterity (Crafting) focus.
Novice: Set and disarm simple traps (2d6 damage + one additional effect). +1 bonus to disarm traps.
Journeyman: Set and disarm dangerous traps (4d6 damage + two additional effects). +2 bonus to disarm traps.
Master: Set and disarm fiendish traps (6d6 damage + as many additional effects as you wish). +3 bonus to disarm traps.
True Faith
Classes: Mage, Rogue, Warrior
Requirements: Will (Faith) Focus. Intelligence (Religious Lore) Focus.
Novice: +1 on Intelligence (Religious Lore) tests for generating PP; +1 on Willpower (Faith) tests for Divine Intervention.
Journeyman: Re-roll 1’s when Generating Piety. The Divine Intervention stunts: Shield Of Faith, Faith Is My Armor, and Faith Is My Sword cost one less stunt point each.
Master: Re-roll a failed Divine Intervention Willpower (Faith) test.
Two-Hander Style
Classes: Warrior
Requirements: Strength 3 or higher AND training in Axes, Bludgeons, Heavy Blades, Polearms, or Spears weapon groups.
Novice: Successful hit moves target 2 yards in any direction.
Journeyman: Perform “mighty blow” stunt for 1 SP.
Master: Re-roll damage rolls with two-handed weapon.
Unarmed Style
Classes: Mage, Rogue, Warrior
Requirements: Training in Brawling weapon group.
Novice: Fists do 1d6 damage.
Journeyman: Perform “knock prone” stunt for 1 SP.
Master: Perform “disarm” stunt at +2 bonus to your attack roll in an opposed test.
Weapon & Shield Style
Classes: Warrior
Requirements: Strength 2 or higher.
Novice: Get full Defense bonus from shield.
Journeyman: Perform “defensive stance” stunt for 1 SP.
Master: Shield Defensive bonus +1.

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Talents

Annals of Aldamere thelesuit