Talents
Alertness
Over the years, you have become practiced in noticing all that happens
around you, even if you are not actively concentrating upon the
surroundings. You may be a capable bodyguard; for you have learned to stay
alert over a long period of time. Alertness simply indicates your awareness
of the world around you. It describes how much attention you pay to things
other than the rumblings in your belly or the doubts in your mind.
Athletics
This Ability describes your general athletic prowess and assumes a familiarity
with most sports. It is used to see if you can jump across a chasm, swim
through a storm, vault a fence or climb a tree.
Athletics concerns quite complex motor actions; physical actions requiring
only one type of motor action, such as lifting, do not use the Athletics
rating, nor do athletic actions already subsumed by another Ability.
Awareness
This Talent reflects a character's ability to detect things that
are not of the physical world, like the presence of magic. However,
the range of detection is still limited by realworld parameters.
A character cannot sense magic cast on the other side of a city (unless
it was very potent and very successful), although he might be able
to sense it through a wall.
A sucessful Awareness roll allows a character to ascertain the location
and approximate power of a nearby magical item, a being's Karmic balance,
mental state and more. A character with three or more dots in Awareness
can also detect the auras that surround objects and people. This allows
her to analyse the general disposition of a person, or to glean other
information, such as whether the 'person' is in fact some non-human creature.
This Talent may also be used to help a character relate to spirits and
animals, as Awareness enables the character to sense the disposition of
such creatures.
Brawl
You know how to fight bare-handed. This Ability includes such maneuvers as
punching, kicking, grappling, throttling, throwing, gouging and biting.
Brawling can get quite ruthless, but generally is a nonlethal form of combat -
however accidents do happen.
Citywise
The cities are a major source of information and money, as well as big-time
trouble. The Citywise Talent has a variety of uses. First and foremost,
Citywise allows you to blend in with the local scene without drawing attention
to yourself. Gossip, felony, theft and street slang are also imparted by
using this Talent.
Dodge
The most efficient way to win a fight is not to be struck. Becoming
proficient in the Dodge Talent is a very wise choice. Your rating in
this area describes your ability to avoid both melee and missile attacks;
this includes diving for cover and docking punches.
Empathy
You understand and can sympathise with the emotions of others, and are
thus able to respond to them appropriately. Oftentimes you can discern
the motives behind a person's actions simply by listening to him. You can
also detect when you are being told lies. Empathy has a down side, however -
because you are so open to the feelings of others, you often fell the same
emotions as those around you.
Expression
Expression covers your ability to get your point across, whether by writing
a book or debating social issues. Characters with high Expression are
unforgettable, but only in their ability to convey their feelings; intelligent
or meaningful expression is the purview of other Traits. Expression at its
highest form is art.
Intimidation
The art of intimidation takes many forms, ranging from a subtle suggestion
to outright physical damage. Each method of intimidation has its time and
place. You understand the science of being overbearing and know how to use it
to get what you want. People with high Intimidation ratings seem to radiate
an aura of authority.
Intuition
The Talent of Intuition reflects a character's ability to guess correctly,
and follow her "gut feelings". Intuition is a kind of safety net for
characters, and it is up to the StoryTeller to prevent it from being abused.
High levels of this Talent also indicate some aptitude in certain areas
of ESP, like precognition. A rating in Intuition means the character can
probably guess the result of a coin toss more often than not. She might also
have a sense of when someone is lying to her.
Primal Urge
This describes your native instincts and connection to your ancestral past.
Primal-Urge functions differently for each race. Those beings skilled in
Primal-Urge are very attuned to their inner, beastial side of the their
nature. Primal-Urge is used for tracking, overland navigation and detecting
hidden dangers about which only age-old instincts would be able to warn (such
as the distinctive odour of a predator, the subtle shift of thin ice or
if you were being watched).
Subterfuge
You know how to conceal your own motives; moreover, you know
how to decipher the motives of others and how to use those motives
against them. The secrets and intrigues of others interest you, and you
work at understanding their weaknesses. A command of this skill makes you
the ultimate conversationalist or the ultimate spy.
Skills
Animal Ken
Animals do not behave as humans do, even when confronted with identical
circumstances. The ability to understand the actions of animals can thus
prove quite handy. Characters skilled in Animal Ken can not only
predict the actions of animals, but can calm or enrage them. Animal Ken
is also the skill required to train animals.
Crafts
Craft Skills are simply the professional skills most people have, which they
use to make a living and survive. Some people may have two Crafts (ie a
farmer who is also a carpenter) but most specialise in one.
Such Skills often include various petty abilities. So, Farming does not just
cover sowing and reapon,; it includes handling sheep and domestic animals,
repairing buildings and driving carts. Goldsmithing allows a character to
evaluate gems and metals, and to speculate on the age of jewelry, etc.
Examples of Craft Skills include Farming (the most common), Carpentry,
Blacksmithing, Glazing, Stonemasonry, Wheelwright, Tanner, Brewing, Goldsmithing,
Dyeing, etc.
Etiquette
You understand the small nuances of social life, and are able to conduct
yourself in a manner that is both unobtrusive and gracious. You understand
how to make your way through society. Your speciality is the culture with
which you are most familiar. You use Etiquette during actions such as
dancing, seduction and haggling. Etiquette is also used when engaged in
diplomacy.
Leadership
You can get people to follow your lead and obey your orders by exerting
authority and by example. Leadership isn't so much knowing the techniques
of getting people to follow you as it is being the type of person people
will follow. Leadership is often used in conjunction with Charisma.
Meditation
You are able to enter a trance-like state at will, focusing your mind
inward and dealing with a range or mental and physical problems. A
successful Willpower roll is necessary to enter meditation; the difficulty
depends on the surroundings, but is generally an eight. After a full hour
in a trance, the character rolls Meditation skill alone against a difficulty
of 9. Dice from the character's dice pool are subtracted if there are
any distractions during that time. Each success on the second roll
restores one point of Willpower - each botch result subtracts a Willpower
point. If the meditation is interrupted and concentration is lost before
the hour is up, no benefits are gained.
Melee
The ability is fight with a weapon is a valuable skill in the Darokin
wilderness. Proficiency in this skill allows you to use hand-held weapons.
Melee covers everything from simple knives, blackjacks, maces, swords, staves and axes to
wooden stakes and 20-foot pikes. Although not everyone will posess a great
deal of this ability, it is common for people to able to defend themselves.
Missile Weapons
You know how to fire a bow, hurl a sling stone or throw a spear, and may
do so with great proficiency. This Skill applies to any missile weapon,
whether the kinetic motion comes from the character themselves or from a
taunt string. You can also string a bow, and care for and make minor repairs
to bows, crossbows, arrows and quarrels.
Research
Every good student or seeker of knowledge knows how to find information
that he needs or desires. In the cities, information is available through
libraries, but this Skill also reflects a character's ability to discern
information through experimentation and observation.
Ride
You can climb onto a riding animal and stand a good chance of getting where
you want to go without falling off, being thrown or having anything else
unpleasant happen to you, and with practice might be able to fight from
horseback. When attempting something difficult, or when danger
threatens, the ST may require a Dex + Ride roll to avoid trouble. This Skill
can also be combined with Mental Attributes to reflect your working knowledge
of the relevant trappings and equipment, such as telling the rough value
of a horse, spotting obvious ailments and defects in tack and harness.
Security
You know the techniques and are proficient with the tools used
for such activities such as picking locks and opening up safes and
vaults, as well as many other forms of breaking and entering. You also
have a knowledge of the common methods of hiding items, for security,
smuggling or other reasons. Many individuals who possess the Security
Skill do not use it to conduct criminal activities,but rather use it
to prevent such from occuring or to deduce how they were accomplished
after the fact.
Stealth
Stealth is the ability to sneak about or hide without being seen or heard;
it is often rolled against another character's Perception.
Survival
The wilderness is a dangerous place, at least for those that do not
understand it. The Skill of Survival includes seeking shelter, finding
a direct route through and relative safety in the wilderness, and tracking.
When you use Stealth in the wilderness, you cannot roll more dice for
your Stealth Dice Pool than you have in Survival.
Knowledges
Area Knowledge
You are familiar with an area - it's landscape, history, politics and
inhabitants. This Knowledge provides a basic "who's who" of the areas
around the area chosen.
Cosmology
The unseen worlds of the Multiverse hold many secrets. This Trait reflects
how many of these secrets you understand. The Multiverse is unknowably
vast, so no one can ever know all its secrets (besides, it has a frustrating
tendency to change, especially in the Astral Realms). Possession of this
Knowledge indicates that a character knows something of the forces that
shape, and dwell within, the Multiverse. The "geography" and
myriad realms of this invisible world can also be learned.
Culture
Understanding the behaviour, beliefs, art, institutions and general thought
patterns of a society is part of this Knowledge. Possessing such information
allows more than just knowledge of how people act, but why as well. This
is very important if a person wishes to interact with a culture, especially
if the culture consists of another race entirely.
This Knowledge provides an understanding of past and present cultures, an
ability to pick up quickly cultural details of a new society, and indicates
a talent for blending into the local society.
Enigmas.
Puzzles and problems occupy your imagination - in fact, you may even
enjoy being perplexed. Solving riddles of all sorts is a passion, and
this interest has given a knack for piercing together and remembering
information vital to many kinds of problem solving.
The Enigmas Knowledge assists players in solving the mysteries created
by the Storyteller. It is irreplacable for divining secret pathways to
lost Realms, answering the riddles of mystical guardians, or even trying
to navigate the paper trails of guild commerce.
Finance
You are knowledgeable about the values of many different things and can
properly evaluate the worth of almost any item with a fair degree of
accuracy. Finance is often used in connection with other Abilities to
ensure a fair price.
Hearth Wisdom
Yours is the common wisdom of the peasant, what some might call 'superstition'
or 'folklore'. You may not understand the complexities of faerie Glamour or
lycanthrope behaviour, but you know that the simple items (silver, holy water,
cold iron) have some power over supernatural beings, perhaps more than those
beings would like to admit. Hearth Wisdom can also be used for simple herbal
remedies; such remedies will be for minor aches, fertility, colds and other
small things.
Hearth Wisdom carries certain corollaries with it, however. Folklore can
vary from place to place, and what a Karameikan character knows may mean
nothing to his Ylari friend. Likewise, while a great deal of folklore may
have that kernel of truth in it, the rest is chaff, and only experiementation
may prove which is which. Most truth:fiction ratios should run about 30:70
or so, depending on the ST, and the character. The Occult Ability accounts
for harder facts and the resources to aquire such facts.
Law
The Law is not a thing to trifle with, and those with knowledge of the
law are well able to use it to their advantage. If you ever need to get
out of jail, this Ability is essential. This Knowledge provides a local
knowledge of what is illegal and how severely infractions are punished.
More often, this Knowledge allows local judges, officials and rules to
settle disputes over property and the like.
Linguistics
It is assumed that you can speak your natural language, but you
must purchase any other languages that you wish your character to speak.
Some demihumans start with additional languages that they may speak without
purchasing Linguistics; however, Linguistics allows greater fluency in these
languages. each level of Linguistics allows your character to speak another
language fluently. Linguistics also gives a character an understanding of
the structure of language, which is in turn the basis of thought. With this
Ability, you can identify accents or read lips, and have a chance to be able
to figure out phrases from languages related to the languages you know.
Magic Lore
Characters possessing this Knowledge have spent time learning the known
facts about magic - not just human and elven spells, but clerical magic and
the abilities of other beings that inhabit the world. Either they have been
taught by a mentor who has much experience in the world, or they were lucky
enough to find old texts relating to magic (and knew how to read).
This Lore extends not only to magic abilities but also to legends of items
and artifacts, and can be combined with Cosmology to render knowledge of
similar information in other realms.
Medicine
The medical science known in Darokin is very primitive by modern standards,
partially due to the influence of clerical orders. Even the simplest internal
surgery has a difficulty factor of 9. In practical terms, this Knowledge is
only useful for basic "first aid" - stopping bleeding, treating burns - and
for simple procedures like treating fractures, fevers or stopping wounds
from festering.
Occult
This Knowledge is a catch-all dealing with local folklore, arcane texts,
ancient legends and most other forms of supernatural facts and hearsay. This
understanding of the more sinister side of the world includes knowledge of
curses, rituals, magic and mysticism. This knowledge is of the utmost
interest to many mages and clerics, who often pursue in in addition to the
more factual Magic Lore.
Theology
Religion is a familiar aspect of endeavor for you, and you understand its
place in the world. You have a good grasp of your own faith's (if any)
beliefs and doctrines, and at higher levels, understand and plumb other
being's faiths. Possession of this Knowledge does not require personal
belief in the tenets of any specific religion.