Chapter IV: Skills & Talents
n aTural w eapons Description: You have claws or vicious teeth that can rend apart your foes in combat. When attacking without a weapon, you count as being armed with a hand weapon. You cannot parry with your natural weapons. You cannot, for obvious reasons, be disarmed. n IghT V IsIon Description: You can see extremely well in natural darkness at distances up to 30 yards. This talent doesn’t work in total darkness, requiring illumination equivalent to starlight to function. o rIenTaTIon Description: You have an instinctive feel for direction. You rarely get lost and always know the direction of north. You gain a +10% bonus on Navigation Skill Tests. p eTTy m agIC Description: You know the most basic of magical techniques. Like Arcane Lore, it not one talent but many. Each Petty Magic talent is a separate magical proficiency, with the specialty noted in parenthesis. For example, Petty Magic (Arcane) is a different talent than Petty Magic (Divine). The most common Petty Magic talents are Arcane, Divine, and Hedge. If you know a Petty Magic talent and you have a Magic Characteristic of at least 1, you can attempt to cast any spell from that talent. See Chapter 7: Magic for spell lists and further details. p ublIC s peakIng Description: You know how to work a crowd. You can affect 10 times the normal number of people when using the Charm skill. q uICk d raw Description: Your speedy reflexes allow you to quickly draw weapons and other items. Once per round, you can use the ready action as a free action. r apId r eload Description: You can reload ranged weapons with practiced ease. You reduce the reload times of all missile weapons by a half action. You could reload a crossbow in a half action, for example, whereas it is normally a full action. If the weapon already had a reload time of a half action, it becomes a free action. It takes you virtually no time to reload such weapons, which allows you to make swift attacks with them. See Chapter 6: Combat, Movement, and Damage for more information on swift attacks. r esIsTanCe To C haos Description: You are naturally resistant to the power of Chaos. You gain a +10% bonus on Will Power Tests to resist magic and other Chaos effects, and you are immune to Chaos mutation. However, you can never become a spellcaster of any type.
r esIsTanCe To d Isease Description: Your constitution allows you to shrug off many diseases. You gain a +10% bonus on Toughness Tests to resist disease. r esIsTanCe To m agIC Description: You are naturally resistant to the effects of magic. You gain a +10% bonus on Will Power Tests to resist magic. r esIsTanCe To p oIson Description: Your hardiness allows you to ignore the effects of many poisons. You gain a +10% bonus on Toughness Tests to resist poison. r oVer Description: You are at home in the wild. You gain a +10% bonus on Concealment and Silent Move Skill Tests when in rural locations. s aVVy Description: You gain a permanent +5% bonus to your Intelligence Characteristic. Modify your starting profile to reflect this bonus. s Chemer Description: You are a master of personal politics. You gain a +10% bonus on intrigue-related Charm Tests and on WP Tests to resist the Charm of others. s easoned T raVeller Description: You have extensive travel experience. You gain a +10% bonus on Common Knowledge and Speak Language Skill Tests. s harpshooTer Description: You can make aimed shots with exceptional accuracy. When you use the aim action, your next ranged attack gains a +20% Ballistic Skill bonus instead of the normal +10%. s IXTh s ense Description: You get a strange feeling when you are in grave danger, and this sometimes alerts you to trouble before it happens. When danger is afoot, the GM may secretly roll a test on your Will Power. If successful, the GM may tell you that you have a bad feeling about your situation or that you feel like you’re being watched. This talent may enable to you to avoid being surprised when the rest of your allies succumb. s peCIalIsT w eapon g roup (V arIous ) Description: You know how to use a group of weapons that require special training. Specialist Weapon Group is unusual in that it is not one talent, but many and each must be acquired individually. Each Specialist Weapon Group talent is a separate proficiency, with the specialty noted in parenthesis. For example, Specialist Weapon Group (Two-handed) is a different talent than Specialist Weapon Group (Throwing). The most common Specialist
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