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Talents

     Talents are the trained skills and knowledge that each character may learn.  There are some talents available that can be used untrained, however purchasing them may reduce the time and/or materials needed to perform them.

     For each Talent tier there will be a point pool from which you draw, in order to activate Talents in that tier, that a character is trained in.  Each Talent tier’s pool can be raised with the cost of XP expenditures at the rate of [x]XP per 10 Talent tier pool points.  Point pools completely refresh at the start of each half day (high noon and low midnight).  Each Talent will be marked with its point cost.

     Level 0 tier Talents are those that nearly anyone can learn without difficulty and do not require an unlock cost.

Each subsequently higher tier will have a point and time cost required to unlock it.  One may have enough XP points to unlock a tier, but they may still be required to have participated in a certain amount of games prior to being allowed to do so.  Once a tier is unlocked it will allow the character to purchase any talent available to them of that tier.  Each tier is marked with the requirement necessary to unlock it.

     There are (P)assive and (A)ctive talents, each is denoted with either a “P” or “A” next to it. Passive talents come at a higher XP cost because the character permanently benefits from them as they are always in effect and do not need to be activated.  Active talents require activation through pool point expenditures and only benefit the character for a short time and as such, are cheaper to purchase with XP.

Cost to unlock XP/ # Games Attended

Main Trade

Cost

Secondary Trade Cost

Tier Unlock and Individual Talent Costs

Tier 0

0/0

2

2

3

Tier 1

10/0

2

4

6

Tier 2

15/6

5

6

8

Tier 3

20/12

8

12

16

+2  to  Passive  Talents

Non - Trade

Cost

Combat

Duplicitous

Garnering

Craft

Executive

Magi

Restorative

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General Talents

General Talents are considered open and purchased at the rate of a main Trade, even for those choosing not to pick a starting Trade.

Aether Aptitude (T0): Allows a character to learn 3 Tier 0 spells without having to take an Aether based Trade.

     Aether Propensity (T1): requires Aether Aptitude. allows a character to learn 3 Tier 1 spells without having to take an Aether based Trade.

     Aether Proclivity (T2): requires Aether Propensity. Allows a character to learn 3 Tier 2 spells without having to take an Aether based Trade.

     Aether Gifted (T3): requires Aether Proclivity. Allows a character to learn 3 Tier 3 spells without having to take an Aether based Trade.

Aetherine Gleaning: Harvesting Aetherine shards while the lay line is prime. Everyone is capable of gleaning aetherine without having the talent for it, but all they're able to recover is 1 basic shard after searching and removing the shard for 1 minute. (if you see a hidden card you can collect it) Being trained in Aetherine Gleaning removes the required search and removal time, as you've become adept at spotting and yanking the shard from its growth point.

 

     Aetherine Harvest (T1): Spend 15 minutes searching an active fete zone and receive 1 random Aetherine shard. Harvesting can be done while Gleaning.

     Aetherine Reaping (T2): You have become adept at knowing where to look for Aetherine. Spend 10 minutes searching an active fete zone and receive 1 random Aetherine shard.

     Aetherine Yield (T3): You are especially talented in knowing where to look for specific types of Aetherine. Spend 10 minutes searching an active fete zone and receive 1 Aetherine shard of a specific Aether Dominion of choice (if it's available, if not you can specify a secondary preference and receive 1 of that Dominion)

Alertness (A): requires two shining marks in Sagacity. A demonstration of your keen senses. Used to counter the tiers of Shadow Slip (0-3)

Armor Proficiency - Light (P): this talent demonstrates the training it takes to wear advanced fabric armor and maintain normal movement. Allows for the use of tier 3 & 4 fabric armor, everyone can use tier 1 & 2.

Botany (A): spend 15 minutes searching through forest or plants and receive 1 plant based resource at random.

Cuisine: requires receipt and supplies. The ability to prepare the most basic meal of choice. Prepare a simple 1-5 ingredient meal. The receipt prepared determines the effects of the meal. (tange rep is required)

Delineate (P): Most can read and write in this era, however this talent displays a particular aptitude and understanding of the written word. Allows one to make copies of Schema. This talent is needed in order to learn a new language, script or decipher contracts, and more. (Cost to purchase is double if a character is unable to read/write Common)

     Aethellumination (A)(P)[T1]: A form of writing which imbues aether into the script. Similar in appearance to old manuscript illuminations. Create aether imbued scrolls or pages (A), or read anything written in magical script(P). When creating scrolls it requires the expenditure of the spell being scribed in order to store it in the process. (The use of glow in the dark ink is needed while creating any Aethellumination tange reps. Please do your best to make it decorative

     Cartography (A) [T2]: Create accurate maps of an area with an aether compass that points the reader to either true North or to a particular point on the map.

Escape: requires 1 shining mark in Adroitness. can be used in mass combat, removes aggro towards you from a single target for 10 seconds. The aggressor will instead focus on the next closest target available.

​​

Fishing: spend 15 minutes casting a line or net in water and receive 1 water based resource at random.

Haul: adds a shadow mark per tier to the Strength Aptitude when activated. This demonstrates the ability to lift large amounts for a short period of time, but the character may only move at a slow pace. (lasts one minute) (0-3)

Hireling: +1 income per event. Requires the player to carry out a small task during the event to earn the extra income. (Such as delivering a message or supplies, small chores, acting as a town crier, tavern tasks, etc.)

     Hired Hand (T1): +1 income per event. Requires the player to carry out a more time consuming task to earn the extra income. (Such as more involved chores, working the tavern, running communications back and forth, et al) (stacks with Hireling)

Hunting (A): must have Weapon - Bows talent or Use Device - Trap talent. Using Bows or traps to catch edible beasts. Spend 15 minutes actively hunting OR set a basic trap up and check it after 30 minutes. Catch 1 small sized random meat.

Jewelsmithing (A): requires raw aetherine shard and lvl 0 tools. Apprentice - can make one honed Aetherine per event.​

Language (P): (pre-requisite 1 shadow mark in Intellect, after entering play requires Delineate to learn new languages) 

 

     Lettered (P): Read/Write Language that uses an alphabet outside of the one used for common (only needed if learning a language after entering play, otherwise this is free with any extra languages purchased during character creation)

  • Common

  • Foreign - Xico, Anad, Over Ocean (choose one)

  • Outland

  • Pre-Cataclysm - Choose One

  • Floating Isle​

  • Beast Speak - Choose One

Lore (P): This knowledge based Talent has multiple topics to choose from and can be taken multiple times for different topics.

  • Beasts

  • Awakened

  • Aetherine

  • Cataclysm

  • Regional (home Realm)

  • Relic Sites

  • Outlands

​​​

Meditate: very slow process of self-heal 1hp/10 minutes. Can make no other actions during this time. You can however, seat yourself near a performer to garner the benefit of their abilities. Will not repair wounds that leave a scar or damaged limbs.

Probe (A): Thoroughly checking a prone or dead body for lootable items. This will uncover objects that may normally be overlooked by Frisk. Spend 30 seconds going through clothing and bags checking for loot.

Forage (A): spend 15 minutes searching and receive 1 random edible plant resource. Chance of it being poisonous.

Sea Legs (A): The ability to keep yourself upright and stable when aboard a ship in choppy waters or when the ground is upheaving.

Shield (P): proficiency with shields. Allows a player to wield both a shield and a one handed weapon.

Stabilize (P): requires bandages. Spend 60 seconds to stabilize someone and stop their death clock

Tracking: track creatures through natural landscape.​​

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Combat Talents

All players begin play proficient in any craft level 0 martial weapon and shield, but cannot wield a shield AND a weapon at the same time, nor are they proficient in bows or hand to hand combat. They deal 1 dmg. All players are also proficient in tier 0 & 1 light armor (fabric armor).

Aim (A)[T0]: pre-requisite of Weapon Proficiency - Casters. called shot. Take 3 seconds to focus your fire. Numbs a limb on a successful attack hit. Targeted limb can not be used during the remainder of the combat. Call "Aim - Rend Limb"

     Focus (A)[T1]: called shot. Take 3 seconds to focus. Breaks a limb if using a burst shot and succeeding on a successful attack. Targeted limb can not be used until healed. Call "Focus - Break Limb"

     Target (A): called shot. Take 3 seconds to focus. Breaks a limb if using piercing rounds on a single successful attack. Targeted limb can not be used until healed. Call "Target - Snap Limb"

Arc Strike (A)[T1]: (must use a large sized weapon or larger) Does damage to up to 3 players within the weapon's reach, dealing 1 less damage to each successive target.

          ex. attacking 3 targets with a 5 dmg weapon. The first target would take 5 damage, the second in line would take 4 damage, and the third in line would take 3 damage. You must point to each one and announce the damage they've taken. Minimum of 1 damage to each.

     Double Arc (A)[T2]: (pre-requisite is Arc Strike) acts as Arc Strike, but with up to 5 targets.

Armor Proficiency - Medium (P): this talent demonstrates the training it takes to wear leather armor and maintain normal movement.

Armor Proficiency - Heavy (P): this talent demonstrates the training it takes to wear metal armor and maintain normal movement.

Burst Shot (A)[T1]: acts as Arc Strike, but with Caster Guns. (must have a gun capable of this ability)

Charge (A)[T1]: must have a direct path to target and target must be at least 5' away. Player must run to their target and swing to the side of the target. +5 damage to a single attack.

Cleave (A)[T0]: Make sure your target stays down. Once an opponent is downed, this move assures they won't be getting back up. Immediately causes a target to end their death count.

Counter (A)[T1]: On a successful melee attack against you can seize the opportunity to use their momentum against them and also cause them harm. Automatically deal 2 damage

 

     Greater Counter (A)[T2]: On a successful melee attack against you can seize the opportunity to use their momentum against them and also cause them harm. Automatically enact a close combat tactic you're trained in. You must announce Counter followed by your choice of the close combat tactic name you're using.

Disarm (A): called shot. On a successful attack causes target to drop an item they are holding in one hand. No effect to item if the item is being held with both hands. Target must throw the item they are holding with a single hand a short distance.

Florentine (P): (pre-requisite is being proficient in the weapon being used) Being able to wield a one handed weapon in either hand. Off hand weapon must be size Medium or smaller unless you are a large sized creature.

Martial Arts (P)[T0]: trained in hand to hand combat

     Trigger Points (A)[T1]: (pre-requisite of Martial Arts) knowing where it really hurts when in combat with a humanoid.

     Trigger Beast Points (A)[T2]: (pre-requisite of Martial Arts) knowing where it really hurts when in combat with a beast.

     Advanced Ki (P)[T3]: (pre-requisite of Martial Arts & 2 Shining Stars in Sagacity) opens power infused hand to hand combat abilities.

Parry (A): While in melee combat negates a single blow or arrow. You can not Parry a caster bullet.

Rend Limb (A): called shot. Numbs a limb on a successful attack hit. Targeted limb can not be used during the remainder of the combat

     Break Limb (A): (pre-requisite of Rend Limb) called shot. Breaks a limb if 3 successful attacks land on it. Targeted limb can not be used until healed.

     Snap Limb (A): (pre-requisite of Break Limb) called shot. Breaks a limb on a single successful attack. Targeted limb can not be used until healed.

Sightless Combat (P):  the ability to continue combat through Blinding or Magical Darkness.

Silent Shot (A): (pre-requisite Weapon Proficiency - Caster) Demonstrates the knowledge of how to muzzle your caster from making noise as it fires. Takes 10 seconds of prep time and can be pre-prepped on a caster. A green ribbon or tie hanging from the caster demonstrates that this effect is active on your caster.

Shatter Wooden Weapon (A)[T0]: (requires 2 shining marks in Force) On a successful attack, you are able to break a non-aether imbued wooden weapon into pieces, rendering it useless. Has no effect on master level weapons. Weapon can no longer be Salvaged.

     Shatter Metal Weapon (A)[T1]: (requires 2 shining and 1 shadow marks in Force) On a successful attack, you are able to break a non-aether imbued metal weapon into pieces, rendering it useless. Has no effect on master level weapons. Weapon can no longer be Salvaged.

     Shatter Master Weapon (A)[T2]: (requires 3 shining marks in Force) On a successful attack, you are able to break a non-aether imbued Master level weapon into pieces, rendering it useless. Weapon can no longer be Salvaged.

     Shatter Aether Weapon (A)[T3]: (requires 3 shining marks in Force and 1 shining mark in Kismet) On a successful attack, you are able to break an aether imbued weapon, rendering it useless. Weapon can no longer be Salvaged other than 1 basic aetherine. 

Shield (P)[T0]: proficiency with shields. Allows a player to wield both a shield and a one handed weapon.

     Tower Shield (P)[T1]: (pre-req Shield) ability to use over sized shields

     Shield Maneuvers [T2]:

          Shield Bash (A) - player must call out "Shield Bash" and stomp a foot to cause any creature they are in combat with, in the same size category or smaller, to take a 3 foot step back. If they are incapable of making the full 3 steps they are effectively stunned for 5 seconds. (Never push someone with your shield irl)

          Shield Lob (A)- (requires size M wooden shield or any kind of S shield) With enough training even your shield can become a weapon. "Throw" your shield at an opponent within 10' to deal 3 damage to them. You must physically drop your shield on the ground and wait 10 seconds to pick it back up.

     Shield Slide (A)[T2]: (pre-req Charge, if you're a large sized creature Tower Shield will also be required) doubles the distance for Charge as you slide at your opponent on top of your shield. Acts as Knock Back and Stuns opponent. Requires the player to throw their shield at the foot of their targeted enemy and drop to their knees on top of it while making the "Shield Slide, Knock Back, Stun" call.

     Shield Tactics [T3]: (pre-requisite Shield Bash)

          Shield Wall (A): (Must work in tandem with at least 2 other players with this talent) Can act as a barricade in small spaces. (More tactics to be expanded upon in the field)

          Shield Lob (A): (requires size M wooden shield or any kind of S shield) With enough training even your shield can become a weapon. "Throw" your shield at an opponent within 10' to deal 3 damage and cause the effect of Stunned to them. You must physically drop your shield on the ground and wait 10 seconds to pick it back up.

     Sword Shield Tactics(A)(P)[T3]: (pre-requisite of Shield and Weapon Proficiency - Exotic & Shield Tactics) can use Shield Tactics with Sword Shield. Additional Shield tactic maneuvers will be expanded upon. 

          Tower Wall(A): (pre-req Tower Shield) Using a Sword Tower Shield you are capable of slamming the sword end of the shield into the ground to create a solitary barrier in which you can maneuver around and use as defense.

          Sword Buckler(P)(A): You are so well trained in shield use that you can use a Sword buckler, allowing you the benefits of a shield and weapon, freeing up your other hand for casting or two weapon fighting. (P) Gives one free use of Parry per combat scene. (A)

     Bow Shield Tactics(P)[T3]: (pre-requisite of Shield and Weapon Proficiency - Exotic & Shield Tactics) can use Shield Tactics with a Bow Shield. Additional Shield tactic maneuvers will be expanded upon.​ Your shield is also your weapon and you're capable of retaining shield bonuses while launching arrows at your foes. If you use shield lob you will not be able to fire until you have picked up your shield. You also can not fire while using Shield Wall unless you are forming part of a roof contingency.

​Taunt (A): pulls aggro from a single target within 10' distance

     Provoke (A): (pre-requisite of Taunt) same as taunt, but up to 20' away

     Brickbat (A): (pre-requisite of Provoke) same as taunt, but within line of sight.

Weapon Proficiency (P)[T0]: Proficiency in a single weapon type of your choosing. Short, Medium, Long, XL/Two-Handed, Casters, Archery, Thrown, Improvised, Exotic

     Trained Weapon Proficiency (P)[T1]: (pre-requisite Weapon Proficiency in the same weapon type) +1 to damage, but does not effect an off-hand weapon, such as the case with Florentine.

     Skilled Weapon Proficiency (P)[T2]: (pre-requisite Trained Weapon Proficiency in the same weapon type) +1 to damage, but does not effect an off-hand weapon, such as the case with Florentine. Stacks with Trained Weapon Proficiency.

     Advanced Weapon Proficiency (P)[T3]: (pre-requisite Skilled Weapon Proficiency in the same weapon type) +1 to damage, stacks with Skilled Proficiency bonus, but does not effect an off-hand weapon, such as the case with Florentine. Stacks with Skilled Weapon Proficiency and Trained Weapon Proficiency.

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Craft Talents

*Schema is required to craft an object. The supplies needed and the length of time it takes to craft something will vary for each object and will be detailed on the schema.

Repairs

Repair is a free Talent you receive any time you purchase a craft Talent. Repairs are only able to be made up to the tier of the item you know how to craft. Repair is a Passive talent.

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Using a HQ component while crafting may be a waste. However, if an item is created with all HQ component parts and is made with Tier 3 talent, it is immune to break attacks and receives the item quality “HQ”.

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Goods 0-3

Displayed are the items that can be constructed from Tier 0 - 4 in each category.

Brewing

     Cider

     Beer

     Mead

     Wine

Objects

     Flags & Devices

     Pouches & Bags

     Furniture & Books

     Fine Goods

Explosives

     Simple Bombs

     Caster Bullets

     Advanced Bombs/ Casters

     Cannons/ Siege Engines

Potions/Compounding

     Simple 

     Intermediate  

     Advanced 

     Purify 

Buildings & Objects

     1 room structure (S)

     3 room structure (M)

     5 room structure (L)

     Escape routes & Secrets

Metallurgy

     Arms

          Small Weapons 

          Medium Weapons 

          Large Weapons 

          XL Weapons 

     Armour 0-3

​          Arm Armor

          Leg Armor

          Torso Armor

          Helms

Cooking

     Cuisine

          Apprentice

          Grill Master

          Top Chef

          Gourmet

     Poisons

          Injestable

          Injectable

          Topical

          Airborn

Textiles

     Clothing

          Bandages & Cut Sew

          Peasant & Traveler's raiments

          Merchant & Adventurer raiments

          Fine Garments

     Armor

          Silken 

          Padded

          Linothrax

          Brigandine

Gadgeteering

     Machina

          Locks

          Household Goods

          Clocks & Augments

          Windmills & Structures

     Traps

          Simple

          Gas/Poison

          Complex

          Diminutive

Hearthcraft

     Talismans 

          Buffs

          Hexes

          Blessings

          Curses

     Foci

          Wands

          Staves

          Scepters

          Reliquaries/Zemi

Woodworking

     Offense & Defense

          Shields & Scrolls

          Bows/Arrows/Spears

          Crossbows/Complex Weapons

          Trebuchet & Catapults

     Vehicles

          Rafts/Wheelbarrows

          Fishing Boat/Sloop/Cart

          Sailboat/Camper

          Warship/Armored Cart

Leathercraft

     Armour

          Arms

          Legs

          Body

          Helms

Gemsmithing

Pre-requisite for Gemsmith is to have Appraisal and Jewelsmith - Apprentice. Gemsmith stacks with Jewelsmith, so you are able to hone one Aetherine in addition to any cut gems.

     Beginner [T1]: requires lvl 1 tools. Can cut 2 gems per event.

     Intermediate [T2]: requires lvl 2 tools. Can cut 5 gems per event.

     Advanced [T3]: requires lvl 3 tools. Can cut 8 gems per event.

Appraisal - Craft (A): You can appraise an item of a type that you can create. Can be taken for an item type that you can't create at double the cost per item type.

Delineate (P): Most can read and write in this era, however this talent displays a particular aptitude and understanding of the written word. Allows one to make copies of Schema. This talent is needed in order to learn a new language, script or decipher contracts, and more. (Cost to purchase is double if a character is unable to read/write Common)

     Aethellumination (A)(P)[T1]: A form of writing which imbues aether into the script. Similar in appearance to old manuscript illuminations. Create aether imbued scrolls or pages (A), or read anything written in magical script(P). When creating scrolls it requires the expenditure of the spell being scribed in order to store it in the process. (The use of glow in the dark ink is needed while creating any Aethellumination tange reps. Please do your best to make it decorative

     Drafting (A)[T2]: requires item that the schema is being drafted from to be expended. Create schema of something you are capable of reverse engineering. In order to reverse engineer something you must have the talent to craft the item at two tiers higher than the object you're creating schema for and you must Salvage the object you're using as a reference in the process. 

Focus (A): Being able to multitask has its advantages. Even if you are interrupted, you can continue your work crafting an item, so long as you do not move from your crafting position. Continue where you left off.

     Concentration (A): You are determined to finish your project and even if you have to dodge an attack, you can return to your work, so long as you do not move more than 5 feet from your work space.

     Centre (A): This project will get completed come hell or high water! You can engage in combat at your work space to fight off any incoming enemies that try to thwart your crafting attempt, so long as you do not move more than 5 feet from your work space.

     Zen (A): The unstoppable crafter. If you are interrupted in any manner you are able to put down your project and attend to other business, even leaving your work space, so long as you return within a half hour to pick up where you left off.

Masterwork Item (A)[T3]: character must be in play for 12 games prior to taking this talent and must have a Tier 3 crafting talent in which to specialize in. You may only choose one kind of item to specialize in crafting and this talent may only be taken once. In addition to all HQ items listed on a schema, you may spend character XP (specified per schema) to make a permanent item. (May only take this for one craftable item type and must perform the unlearn Ritual before taking it for another craftable item type)

Rig (A): requires Tinkerer trade. If it has moving parts you can make an attempt at repairing it. Your advanced mechanical knowledge helps give you an edge to understanding the ins and outs of an object, even if it isn't something you can craft. So long as the object is at or below your highest crafting tier, you can patch it with makeshift resources, but it's only a temporary fix. The rigged item will function for a half hour at -1 effectiveness, with a minimum of 1. After an item is rigged it will need to be repaired by someone with a trade capable of crafting the item. If someone has taken a crafting skill out of class, they will not be able to repair a rigged item. Can rig the same item more than once.

          ex. If you are repairing hinged arm armor with a bonus of +3, it would only benefit the wearer +2 until it wears out or is repaired by a Metalsmith .

Salvage (A)[T0]: requires workbench. Break down a weapon or piece of armor into reusable resources.

     Recover (A)[T1]: requires workbench. Break down a weapon or piece of armor into more reusable resources.

     Reclaim (A)[T2]: requires workbench. Break down an aether imbued weapon or piece of armor and extract the aetherine shard powering it.

     Field Salvage (A)[T3]: requires tools. Break down a weapon or piece of armor into reusable resources while in the field.

Sunder (A): requires the ability to craft the particular item at the tier of crafts that it is created at. The ability to target the imbuing mechanism of an imbued item. Removes the imbuement from an object. Aetherine can not be recovered after. If an attempt to sunder an item of higher tier than one can craft at is made, the aether of the object will react expolisively, causing the person trying to Sunder it 3 dmg per tier higher that it is.

Substitution (P): Cuisine receipts list the specific ingredients needed to craft a dish, but you know your way around a cook pot well enough to use an alternative for one ingredient if you're missing one that is listed. Replacement ingredient would have to make logical sense.

          ex. Cooking direction calls for fresh white onion, you could instead use yellow onion or scallions.

Tools, Jewelry & Fine Goods 0-3

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Duplicitous Talents

Argot (P): Know ye the language of the Black Market. Communicate with others through a particular dialect only known to those of nefarious background. A form of speech riddled with rhyming slang that varies by realm. Being able to do so allows a player opportunities for discovering new details, making dark trades, and access to joining certain guilds or gangs. Or simply have a private conversation in a public area. 

Back Stab (A): The ability to identify and target critical points on the body. Damage ignores armor and is dealt straight to body.

     Knockout (T2): requires Back Stab. Non-lethal damage, target must have 5 HP or less OR weapon must be able to inflict 10 DMG. If successful, target is rendered unconscious and prone for one minute.

     Quietus (T3): requires Back Stab. Target player must be prone or have 5 hp or less for this to work. Targeted player immediately goes into bleed if successful.

Blear: Temporarily blind a target for 10 seconds by "throwing" blinding powder at them. If target has blind fighting they spend 2 seconds brushing the dust from their eyes. Must use the hand motion of a closed fist opening quickly. If a character's hands are bound or unable to be used, they can not enact this talent.

Close the Distance: sneak attack with a ranged weapon​​

Convince (A)(T1): (pre-req Racketeer Trade) counters one level of 'Detect Lie' or adds an additional tier level to Lie in challenges against Detect Lie.

Dark Lore (P): Knowledge of nefarious topics, secret things, and underground wisdom.

  • Fence: allows you to sell & purchase stolen goods 

  • Garden of the Golden Moths

  • Legion (induction pre-requisite)

  • Local Marks​

  • Poison: This person will notice if something they are consuming has been poisoned, unless disguise contents has been used.

  • Relic traps​

  • Syndicate (choose a group)

Disable Device (A): must have disarm at the same level as the device being bypassed. If Disarm is a higher level than the device, the player may choose to leave the device active. (0-3)

     Dismantle Device (A)[T3]: The ability to recover resources by taking apart a device. (adds time to the disable device will no longer function)

 

     Master Level (A): the player may choose to remove any poison, bomb, or stored scroll from traps and pocket it instead.

Disguise: may be taken multiple times, each additional purchase of this Talent allows the character to add a new identity that they may impersonate, so long as it is the same kind of Awakened that the character is. (must actually change into a different costume and wear a Disguise badge)

 

     T2: may be taken multiple times for additional identities. Allows you to bypass non-magical means of detection

 

     T3: may be taken multiple times for additional identities. Have established yourself as this identity over time and have built connections as this identity.

 

     Master Level: you have donned this identity so much that it has become another aspect of your persona. Bypass most magical means of detection. 

Dislodge (A): When targeting any humanoid figure, you're able to pinpoint their valuables and knock them loose instead of dealing damage. When a target Regens or Perms, an item they are carrying will be loosened enough to drop instead of vanishing into the nothing with their body. If they are not carrying any valuables nothing will happen and the effort will spent.

EscamotageOne who is skilled with sleight of hand, quick hand motions, and tricks of the eye. This is a skill that can be used in many ways, one of which is to unburden others of those things taking up space in their pockets or bags. You must be able to sneak a black clothespin onto another player without them or anyone else noticing. You may have a Skald watching or report it to a Skald shortly after for them to verify. The Skald will remove an item card that the target player is carrying at random and turn it in at the tavern for pick up. (pick pocket cards will be required for this. They should include your player number and character name on them. They are to be given to the Skald when reporting the theft so that they may be kept with the item card and clothespin for retrieval at the tavern)​​​

Forgery (A): Forge a document, signature, or other written missive. Requires a sample of the original to forge from.

     T0: Signatures 

     T1: Simple Document

     T2: Complex Document

     T3: Official Documents or Seals

Gossip (A)[T0]: Possessing a keen knack for finding out the dirty around town. By hanging out at the tavern for 15 minutes and engaging in conversation with others you are either able to discern gossip from them or overhear it from other tables. Learn about 3 current or recent random rumors. 

     Scuttlebutt (A)[T1]: Rubbing elbows with the right people has put you in the know. By hanging out at the tavern for 15 minutes and engaging in conversation with others you can learn about rumors of a specific topic. Up to two about the topic and one random one.

     Hearsay (A)[T2]: You know which of the employees of the tavern to trust about certain info. Chat with the staff at the tavern to find out if one rumor you heard is true or not. If they themselves don't know, they can tell you who to talk to.

     Gossipmonger (A)[T3]: If you spend enough time at the tavern chatting it up with others you develop a working relationship and that's just what you've done. Slip the tavern keep one currency and they'll tell you what they know about a specific topic.

Hide Item: Hide one single small item up to the size of a dagger on your person that can not be found by Frisk or Probe. Must actually make an attempt at hiding or camouflaging the item.

     T2: hide one small pouch worth of items, carrying 10 tiny items, such as coins or jewels, on your person that can not be found by Frisk or Probe

     T3: Hide two small items up to the size of a dagger on your person that can not be found by Frisk or Probe

     Master Level: you are cunning and talented enough to hide a single, non bulky item, on your person that can not be found by Frisk or Probe. (up to the size of a short sword)

Hit Dodger (T0): allows a character to find out if they have a Hit placed on their head. 

     T1: Buy time for the hit to be active for a half day

     T2: Buy time for the hit to be active for a full day.

     Parlay: Bargain the hit off of you. Becomes null if you don't carry out your end of the bargain. Can not be repeated if the same individual files a second hit against you.

     Master level: Frame a different target for the hit out on you. (this talent has a cool down time before it can be used again)

Identify Traps [P]: be able to recognize trap devices. Each tier of this Talent allows you to identify a trap device of equal level. (0-3)

Investigate (A): You have developed a keen eye for spotting items out of the ordinary and hidden objects. At times this talent acts as a passive talent, but it may be applied to particular situations in which you're seeking out well hidden clues. Discover hidden objects, passageways, and other obscured items up to the tier you have trained in. (Tier 0 - 3)

Mithridatization (P)[T0]: After a slow and difficult process of intaking a particular toxin, you have developed a desensitization to it. (Choose one Tier 0 poison or disease to be resistant to)

     Mithridatize (P)[T1] : After further training you have built up a second resistance. (To either a tier 1 poison or disease, or to a second Tier 0)

     Mithridat (P)[T2]: You are a of sturdy stock and have trained yourself to be a pillar of desensitization. (Choose from a tier 2 or lesser poison or disease, or choose to be immune to one you've already trained in, which can only be done twice.)

     Mithri (P)[T3]: You laugh in the face of would be poisoners. (Choose from a tier 3 or lesser poison or disease to be resistant to, or choose to be immune to one you've already trained in. Can be taken a second time to become immune to a Tier 3 poison or disease, which can only be done once.)

Pick Locks: you can pick the lock of an equal tier or less. If you have a higher tier skill you can half the time it takes to pick the lock.

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Search Hidden: may be used while executing Frisk to find items hidden by Hide Item, must have an equal tier to the level of of Hide Item.

Sense Intention (A): Having become adept at reading people you are capable of picking up on subtle nuances. While talking to someone you can use this talent to sense their general state of mind (volatile, calm, curious, deceitful, flirtatious, focused, hostile, sedated, nervous, cautious, or cheerful)

Shadow Slip (A)[T0]: allows a player to hide in shadows or dark areas and slip from view. Movement will cause this talent to fail at this tier.​

     Shadow Step (A)[T1]: Same as Shadow Slip, but the player may move at a very slow pace.

     Shadow Saunter (A)[T2]: Same as Shadow Step, but the player may move at a normal walking pace.

     Shadow Run (A)[T3]: If you are in the dark of night, a relic site, or a very dimly lit room, you may blend with the shadows and move at a full run, so long as you do not step into the brightness of a light.

Slip the Fettered Bind: escape rope binds.

     Slip the Shackled Bind: escape shackles.

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Executive Talents

Academia (P): Lores related to High Society

  • Blazoning

  • High Society

  • Foreign Realms

  • Distant Lands

  • Pre-Cataclysm

Acumen (P): Not much gets past you and even the most minute of details is picked up by your shrewd senses. That gentleman with the cane doesn't seem to be limping, your host has served a delicious wine, but is strangely not partaking themself.

Appraisal - Fineries (A): You have come to be able to identify fine things, jewels, jewelry, liveries, household objects, carts, and architecture. You have a keen eye for luxury. Use of this talent tells you the tier of craftmanship of an item on inspection.

Bounty Dodger (A) You know who to speak with and where to pull strings to find out who's in hot heat and how to quench the fire.

 

     T0: allows a character to find out if there is a Bounty out on an individual.

     T1: Buy time for the Bounty to be active for a half day

     T2: Buy time for the Bounty to be active for a full day.

     T3: Negotiate the Bounty off of the individual. You will owe a favor to the municipality that filed the Bounty. Can not be repeated by you if the same individual receives a second Bounty.

     Master level: Frame a different target for the Bounty. You will owe a large favor to the ties you have in order for them to do you this solid. 

Compare Clout: at check in you may choose to see if you have more political sway in a particular area than a single other target (NPC or player character)

Delineate (P): Most can read and write in this era, however this talent displays a particular aptitude and understanding of the written word. Allows one to make copies of Schema. This talent is needed in order to learn a new language, script or decipher contracts, and more. (Cost to purchase is double if a character is unable to read/write Common)

     Aethellumination (A)(P)[T1]: A form of writing which imbues aether into the script. Similar in appearance to old manuscript illuminations. Create aether imbued scrolls or pages (A), or read anything written in magical script(P). When creating scrolls it requires the expenditure of the spell being scribed in order to store it in the process. (The use of glow in the dark ink is needed while creating any Aethellumination tange reps. Please do your best to make it decorative

     Cartography (A) [T2]: Create accurate maps of an area with an aether compass that points the reader to either true North or to a particular point on the map.

     Cipher (A) [T3]: requires 2 shining marks in Intellect. The ability to encrypt your missives or schema in an aether shrouded secret code. (please attempt to incorporate actual encryption into your schema or written missive)

Discerning Palate (A): With high status comes high risk and you have developed the sense to watch your back. In this case, your plate. Detect forms of intentional food or drink poisoning. (0-3)

Educate (A): Reduces amount of time it takes to teach another person something you have a talent in by half the amount of time required.

     Tutor: whatever skill you’re teaching can be used immediately by the individual learning it from you.

     Train: teach multiple people at once, up to 3.

Hireling: +1 income per event. Requires the player to carry out a small task during the event to earn the extra income. (Such as delivering a message or supplies, small chores, acting as a town crier, tavern tasks, etc.)

     Hired Hand (T1):  +1 income per event. (stacks with Hireling)

     Labourer (T2): +1 income per event (stacks with Hired Hand)

     Retained (T3): Income amassed per job according to the Retainer price list. Subject to availability

Influence (P): Taking a talent in a specific Influence not only gains you a free favor in that influence, but also demonstrates a basic understanding of that Influence. When the chance to earn more favor in your influence of choice arises, you would know which decision or actions would earn you that favor. 

Noblelect (P): A form of intalk distinct among those of high society, often punctuated with clearly spoken formalities and esoteric word choices. Easily distinguishes those who often spend their days in court or rubbing elbows amongst the powerful. A necessary way of communication for those wishing to find the respect of anyone of high status. 

Recognize Forgery (A): Scrutinize a signature, seal, document, or written missive to discern whether it is a forgery or original. Acts as a passive talent if you have two or more tiers above the forgery. (0-3)

Retainer (A)[T0]: fee required. You are of such social status that you have specialized staff on call. You may purchase this talent multiple time, each time representing a different kind of retainer. Each time you call upon their services you will be required to pay them 1 gold cumulatively per tier of service required. (T0 = 1 gold, T1 = 2 gold, T2 = 5 gold, T3 = 8 gold) (0-3)

     Guard - will guard your quarters for a 6 hr period

     Lawyer - will negotiate a legal matter for you

     Assistant - can help shorten the time it takes for certain talents

     Herald - can put you in touch with important figures

     Medic - can give you healing in time of need

     Scholar - will research a topic for you

     Guide - will help you travel in safety

     Merchant - option to purchase goods, sell goods, or sell on your behalf

     Influencer - will lend you Influence in a particular field

     Artisan - will repair an item for you, you must supply the resources to do so.

Rumor Mill (P)[T1]: player may submit up to 3 rumors by the Sunday before an event, or they may choose to remove up to 2 rumors (that they are aware of) from circulation. This stacks each time the Talent is taken.

Seemliness (A)[T0]: used to redact a social faux pas when your character would have known better, must be immediately used after the faux pas has been made. All players act as if the flub did not take place.

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Garnering Talents

Aetherine Gleaning (P): Gathering Aetherine shards while the lay line is prime. Everyone is capable of gleaning aetherine without having the talent for it, but all they're able to recover is 1 basic shard after searching and removing the shard for 1 minute. (if you see a hidden card you can collect it) Being trained in Aetherine Gleaning removes the required search and removal time, as you've become adept at spotting and yanking the shard from its growth point. If you have the Prospector or Scavenger trade the cost to unlock (T0) this talent is halved.

 

     Aetherine Harvest (A)(T1): Must have Aetherine Gleaning.. Spend 15 minutes searching an active fete zone and receive 1 random Aetherine shard. If you have the Prospector trade the time is reduced by 5 minutes.

     Aetherine Reaping (A)(T2): Must have Aetherine Harvest. You have become adept at knowing where to look for Aetherine. Spend 10 miniutes searching an active fete zone and receive 1 random Aetherine shard. If you have the Prospector trade receive 2 random Aetherine shards.

     Aetherine Yield (T3): Must have Aetherine Reaping. You are especially talented in knowing where to look for specific types of Aetherine. Spend 10 minutes searching an active fete zone and receive 1 Aetherine shard of a specific Aether Dominion of choice (if it's available, if not you can specify a secondary preference and receive 1 of that Dominion) If you have the Prospector trade receive an additional random Aetherine shard.

Botany (A): spend 15 minutes searching through forest or plants and receive 1 plant based resource at random. Graziers reduce the time Botany takes by 5 minutes once Phylology is unlocked. This talent also grants you the ability to identify the most common and poisonous plants from the Realm you hail.

     Phylology (T1): must have Scavenger or Grazier Trade. Spend 15 minutes searching through forest or plants and receive 2 plant based resources at random.​ This tier grants you the knowledge to identify all of the common plants and poisonous plants from the realm you hail. If you learn this tier or any higher tier after entering play and you are in a new realm, it grants the knowledge of plants from the level of Botany up. 

          ex. You've taken Botany at character creation and you hail from Rado. After entering play you are now located in Laguna. You then learn Phylology, which means you can now identify only the most common plants and poisonous plants of both Rado and Laguna. When you learn Herbology you would then know the most common plants and poisonous plants of Rado and all of the common plants and poisonous plants of Laguna.

     Herbology (T2): must have Scavenger or Grazier Trade. Spend 15 minutes searching through forest or plants and receive 2 random plant resources, chance of HQ item. This tier grants you the understanding of the most well known uncommon plants and poisonous plants if you're still in your home realm.

     Floristics (T3): must have Scavenger or Grazier Trade. Spend 15 minutes searching through forest or plants and harvest 3 plants choosing from the top 4 cards, chance of HQ OR 2 plants at random with one guaranteed to be HQ (Grazier option only) This Tier grants you the understanding of all of the uncommon plants and poisonous plants if you're still in your home realm.

Discerp (A)(T1): (pre-req Trapper Trade) When targeting any beast, you're able to pinpoint specific parts of them that could produce useful resources. If enough damage is dealt while using this talent parts of them will be loosened enough to drop instead of vanishing into the nothing with their body when the beast is dropped. If they do not possess resourceful parts nothing will happen and the effort will spent.

Fishing (A): spend 15 minutes casting a line or net in water and receive 1 water based resource at random. If you have the Fishing trade there is no cost to unlock this trade (T0). It returns to the normal cost when purchasing additional uses of it. Time for Fishing is reduced by 5 minutes once Angling is unlocked. 

     Angling: must have Fishing Trade. Spend 15 minutes casting a line or net in water and receive 1 water based resource of choice from top 3 cards.

     Trawling: must have Fishing Trade. Spend 15 minutes casting a line or net in water and receive 2 random water based resources.

     Piscārius: must have Fishing Trade. Spend 15 minutes casting a line or net in water and receive 2 water based resources of choice from the top 3 cards, +1 random.​

Hunting (A): must have Weapon - Bows talent or Use Device - Trap talent*. Using Bows or traps to catch edible beasts. Spend 15 minutes actively hunting OR set a basic trap up and check it after 30 minutes. Catch 1 small sized random meat. Those of the Trapper trade unlock this talent for free. (* Graziers can purchase up to Stalking [T2] of this talent. The use of bows or traps is unnecessary, but will still require the same amount of time to dispatch the beast. Options for meats are limited to what livestock are available to them. They are open to purchase the talent and hunt/trap as normal instead.)

     Trapping (A)[T1]: must have Trapper, scavenger, or Grazier* trade. 1 medium sized meat at random OR 2 small random meats

     Stalking (A)[T2]: must have Trapper or Grazier* trade. 1 large meat at random OR 2 medium meats at random OR 3 small meats chosen from the top 5 cards

     Venery (A)[T3]: must have Trapper trade. 2 large meats at random OR 1 mythical meat (mythical meats can only be caught by being hunted, traps can not be used except to lure specific beasts out)

Mining (A)[T0]: 1 basic ore

     Rockhounding (A)[T1]: 2 ore with chance of HQ

     Prospecting (A)[T2]: 2 ore chosen from the top 4 cards

     Quarrying (A)[T3]: 3 ore at random OR 1 ore at random and 1st named ore

Nature Lore (P):

  • Beasts (Choose land, air, sea, and the Realm they're from, or Relic beasts)

  • Fauna

  • Flora - (Choose a Realm) A vast knowledge of the plants of one realm. Identify all common plants and poisonous plants. (this knowledge stacks with Botany. If someone has Tier 3 Botany this Lore would grant that person the ability to identify most rare plants and poisonous plants)

  • Funga

  • Petrology - rocks

  • Stockbreeding - breeding livestock

  • Storm Surge - you have become so acclimated to being around bodies of water that you are able to predict sudden shifts such as incoming storms, tide changes, whirlpool formations, tsunamis, tidal waves, and other such phenomena. You will never be caught unaware of these circumstances and can detect whether they've formed naturally or not.

  • Erratic Earth - Working closely with the land has taught you the subtleties of its warnings. You're capable of sensing earthquakes before they begin, stampedes incoming, geysers erupting, sink holes about to give way, volcanic eruptions, forest fires that are distant, and size massive creatures traveling nearby. You will never be caught unaware of these circumstances and can detect whether the earth based scenarios were natural phenomena or not.

  • Darkened Deep - When one's days are spent in mines and underground inhabitations, one learns the ways of the inner earth. You are capable of sensing the dangers of the mountains and under earth situations such as landslides, cave ins, avalanches, underground supports giving way, large underground water sources, avoiding deadly gases and ill airs, and floods, 

Safe Passage (A): pre-requisite gathering talent. Skilled in the ways of traveling and gathering serenely, you are able to carry out a gathering task relatively unharmed. Does not work in relic sites, near mass combat, or against Sovran beasts. Target self only. Effective for the entire length of one gathering task.

Scrounging (A): spend 15 minutes searching and receive 1 random resource. Those of the Survivalist trade unlock this talent for free. Additional purchases of this talent are at normal cost. 

     Forage (A): spend 15 minutes searching and receive 1 resource of choice from the top 3 cards.

     Rummage (A): spend 15 minutes searching and receive 2 random resources.

     Scour (A): spend 15 minutes and receive 2 random resources, choice of top 3 cards.

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Magi Talents

Aether Key: Choose one. Shortens the time it takes to learn a gramarye of that Key. May additionally grant you hints to puzzles or issues dealing with that key or gramaryes in its dominion.

     Key Specialty: builds on a single Key you've already focused in. Gives the chance to recognize an unknown gramarye of a key you're focused in. Shortens ritual casting of that key.

     Key Mastery: choose one gramarye to master in your specialty key. The sakti cost to cast that charm is 1pt less every time you cast it. Can take this a maximum of 2 times/Key and may not choose the same charm twice.

Arcane Eye (A)[T0]: Identify an object as being aether imbued in the nature of its construction

     Obscure Eye (A)[T1]: determines the Domion of aether of an imbued item

     Esoteric Eye (A)[T2]: determines whether it is a cursed/hexed item, enchanted item, buffed item, or other

     Abstruse Eye (A)[T3]: you are able to correctly identify what the item is imbued with

Casting Lore

  • Afterlife

  • Artifacts

  • Alternaverse

  • Key Dominions

  • Rituals

  • Relic Sites

  • Spell Components

Focus

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Performance Talents

Classically Trained (P)[T0]: you have received a formal education in the ways of your chosen performance (you must take this for each form of performance to receive the bonus for it). Shadow heart up for any Talent checks involved with that performance.

Elocution(P)[T0]: the training, know how, and composure to give public speeches and speak in front of an audience.

     Oration(A)[T1]:

     Recitation(P)[T1]:

     Harangue(A)[T2]:

     Chronicling(P)[T2]:

     Declamation(A)[T3]:

     Wax Poetic(P)[T3]:

Entourage(A)[T0]: people of status often surround themselves with groupies, associates, good friends, and other people of renown. This particular group is usually versatile and can help them in a myriad of ways such as obtaining illicit goods, protection, gaining higher status, dealing with undesirable consequences, and much more. (certain modules will be noted with special allowances for those with Entourage) At this level you have 2 members of your entourage of low status. 

     Retinue(A)[T1]: 4 members

     Cortege(A)[T2]: 6 members, option for 1 to be for protection (coin required) at large events the guards will keep an eye out for you

     Suite(A)[T3]: 10 members, 1 of which is also famous, up to 2 can be for protection (coin required) at large events the guards will keep an eye out for you.

Intone(P)[T0]: the skill and ability to use your own voice as an instrument, Speak with a singing tone or with a particular intonation. You may sing T0 songs.

     Serenata(P)[T1]: 

     Warble(P)[T2]:

     Belt Out(P)[T3]:

Liaison(P)[T0]: You have friends in high places, you'll be notified of any rumors that begin circulating that have your name attached to them

Loyal Patrons(P)[T0-T3]: groupies that will gift you small items or favors. At check in a dice will be rolled to determine what you receive. Each tier you take is an option for a reroll, with your choice from the outcome. Fame, Entourage, and other factors may grant additional items or favors. Rerolls are finite and may be split between additional gift rolls.

Musical Instrument(P)[T0]: the ability to play one instrument of your choosing. May be taken multiple times to play different instruments. 

Sheet Music(P)[T0]: the ability to read musical notation

Sly Wink(A)[T0]: "by my gaze" effect, (3 seconds of maintained eye contact), you must wink at the target while announcing "Sly Wink next action can't be negated". The target becomes temporarily infatuated and can not negate the next non combat Talent targeted on them by the winker.

Thespian (P)[T0]: you have studied the art of drama and can perform in front of an audience

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Restorative Talents

Amendments (A)(P)[T0]: The capability to make adjustments to the body for modification or repair. Cause a wound to heal closed as it is. This allows modifications to remain in place even if effected by aether. 

     Piercings (A): requires jewelry. What is a pirate without an earring? You are able to safely give people piercings. This allows the subject to wear more aether imbued components. Takes 15 minutes.

     Scar (P): You know how to heal and how to make it hurt. Being adept at wielding the tools of the trade, you are able to use them to make it hurt when you're in a pinch. Turn scalpels, bone saws, and other medical implements into deadly tools. (Weapon proficiency (P))

     Modifications (A)[T1]: requires jewelry. This demonstrates a more advanced form of piercings where you can pierce parts of the body that are more difficult to heal, stretch lobes, implant items under the skin, and other such procedures. Takes 20 minutes.

     Deface (A)(P)[T1]: After being forced to hold your own you have learned how to become more skilled at dealing injury instead of healing it. +1 to damage with your medical tools (P). Furthermore, if you so choose to mark them and the wound is healed by a medic, it leaves a permanent scar on your target.  (A)

     Branding (A)[T2]: Modifications have reached levels in which you are able to treat heat damage, such as branding. Administer a brand for ritual or aesthetic purposes. Takes 15 minutes if you have a specific branded tool or 20 if you're copying a sigil. A branded character will have to physically display the brand from that point forward, as it is permanent.

     Maim(P)(A)[T2]: Your hippocratic oath is a thing of the past and you can defend yourself when necessary. +1 to damage with your medical tools (P). Option to leave a nasty permanent scar. (A)

     Replace Limb (A)[T3]: requires replacement limb. For those who have lost a limb that wasn't healed in time, born without one, or who desire the most extreme of modifications. Attach a device where a limb was supposed to be, or add them (like a tail, wings, or horns)

     Disfigure (A)[T3]: Are you a doctor or a butcher? The medical field fears you due to your deadly use of the scalpel. You are able to make a called shot and if successful, permanently blind an eye, deafen an ear, cause someone to never talk again, remove their balance from a foot, render them unable to wield a sword in a hand, or just leave a gruesome scar. Can not be removed by a medic.

Healthcare Knowledges (P):

     Nullify: You know how to make compounds that cancel out the most common potion and drug side effects, as well as canceling out certain beneficial buffs of common potions and drugs.

     Field Surgeon: In a tight pinch you know how to scour the land for alternative items to bandages if you don't have any. Take 10 seconds to look around you for an alternative when needed. You know that may lead to infection later, but the wound will be fine if treated properly soon. Wounds will need to be healed within the half day or they will become infected and then need to be treated with Physic.

     Fast Assist: War. War never changes and you're so used to it that you've learned how to talk someone through the process of Stabilize, even if they're unfamiliar with it. They must have the required bandages. This can be done while you're performing stabilize or administering other forms of healing aside from surgery. (You must verbally walk the other person through the process the entire 60 seconds it would take them)

     Borderless: They call you Dr. Castle and you can identify rare diseases (requires Identify Disease), can figure out more esoteric causes of death (requires Necropsy), and pinpoint foreign ailments. - If you do not already have a specific required talent you can still learn this knowledge and it auto unlocks the information for you once you learn the requirement.

     Pharmaceuticals: You are familiar with less common potions and drug side effects (requires Knowledge - Nullify) as well as able to diagnose rare poisons (requires Identify Poison). You're also able to use equal substitutes as ingredients in all of your compounds. - If you do not already have a specific required talent you can still learn this knowledge and it auto unlocks the information for you once you learn the requirement.

Identify Poison (A)[T0]: You have enough training to analyze someone and determine that they are poisoned. 

     Classify Poison (A)[T1]: You are able to study someone's symptoms to determine what what they are poisoned with.

     Antivenene (A)[T2]: requires the head, stinger, or poison sack from the beast that caused the wound (Can not be prepared ahead of time, as it has unstable shelf life) Creating a counter for venomous wounds. Antivenine does not heal damage, but will stop someone from continuously taking further damage. Counters Tier 0 & 1 venoms.

     Theriaca (A)[T2]: requires specific herbs for each kind of poison. (Can not be prepared ahead of time, as it has unstable shelf life) The ability to create and administer an antidote to poisons. The ingredients vary by poison, but are generally mixed into a honey base. Theriac do not heal damage, but will stop someone from continuously taking further damage or stop the negative status that is effecting them. Counters Tier 0 & 1 poisons.

     Antivenene Class 2 (A)[T3]: requires the head, stinger, or poison sack from the beast that caused the wound (Can not be prepared ahead of time, as it has unstable shelf life) Creating a counter for venomous wounds. Antivenine does not heal damage, but will stop someone from continuously taking further damage. Counters Tier 2 & 3 venoms.

     Theriaca Class 2 (A)[T3]: requires specific herbs for each kind of poison. (Can be prepared ahead of time) Theriac do not heal damage, but will stop someone from continuously taking further damage or stop the negative status that is effecting them. Counters Tier 2 & 3 poisons.

Identify Disease (A)[T0]: You have enough training to analyze someone and determine that they are diseased. 

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     Classify Disease (A)[T1]: You are able to study someone's symptoms to determine what what they are diseased with.

     Physic (A)[T2]: Once a disease has been identified, you are capable of curing it from someone. Cures Tier 0 or 1 diseases. Spend 5 minutes mixing the proper poltice, treacle, or other unguent to administer to your patient. Stops all status ailments of one disease and heals the target for 1 hp.

     Superior Physic (A)[T3]: With enough training you've now learned how to cure Tier 2 & 3 diseases. Spend 5 minutes mixing the proper poltice, treacle, or other unguent to administer to your patient. Stops all status ailments of one disease and heals the target for 1 hp

Necropsy (A)[T0]: requires Identify Poison and Identify Disease. When a dead body is found you only have so much time to study it before it either regens or decays, but there is much information to be had if you know how to look. Spend 5 minutes studying a body, or as much time before it regens to figure out how it died and what substances that were influencing it.

Safeguard - Medic (A)[T0]: must have a medical Trade. As long as you have a medical symbol clearly displayed and do not engage in combat, humanoids will not target you for an attack. This includes in mass combat. If you make an attack against anyone, you must remove your symbol and are no longer protected for the remainder of the combat. If any enemy from that combat survives and sees you again within the next half day, they may still target you. Effect remains until broken by your engagement in combat. It may remain in effect even if targeted again by a prior enemy until you make an attack, meaning any other enemies present will disregard you aside from the one who recognizes you.

Stabilize (P): requires bandages. Spend 60 seconds to stabilize someone and stop their death clock

 

     Sustain (T1) (A)(P): requires medical Trade and a med kit. Heal up to 5 HP over 5 minutes at the rate of 1hp/minute. Healing stops if interrupted, but can be continued where you left off once you restart (A). Spend 30 Seconds to stabilize someone and stop their death clock (requires bandages) (P)

     

     Patch Job (T2)(A)(P): requires medical Trade and med kit. Spend up to five minutes working on someone to recover 2hp/minute. Healing stops if interrupted, but can be continued where you left off once you restart. Spend 20 Seconds to stabilize someone and stop their death clock (requires bandages) (P)

     Surgery (T3)(A)(P): requires medical Trade, med kit, and med bay. Repair a broken limb over 10 minutes of surgery. Healing fails if interrupted, but an additional use of Surgery can be spent to try again (A). Spend 10 Seconds to stabilize someone and stop their death clock (requires med kit) (P)

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Re-Animator (A)[T0]: When a person runs out of regens their soul leaves their body and the corpse begins to rapidly decay. In some circumstances the body can be temporarily revived, but it is a brainless ravenous thing that will attack the closest living being. You have the know how to take these creatures down or can walk someone else through the process from a safe distance.

     

     It Lives (A)[T1]: requires field kit and 1 aetherine shard. If there is a non-regenitive humanoid enemy corpse available you are able to pump a cocktail of medicines into it to animate it for 30 seconds. It will viciously attack anything in front of it and has 5hp of damage. Front end towards enemy.

     It's Alive (A)[T2]: requires field kit and 1 aetherine shard. This talent acts as It Lives, but the re-animated corpse animates for 60 seconds.

     Medic's Monster (A)[T3]: requires field kit and 2 aetherine shards. You have become adept at reviving corpses and can retain some of the brain functionality of the cadaver. Due to this effect you are able to issue it one simple command such as: attack that person, guard me/them/it, hold this, walk to that spot. They remain active for 60 seconds and follow the directions literally. It has 10hp.

© 2024 by A M Rodriguez. 

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