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Path of Guile
Arsenal - As long as you have a few minutes to suit up before an encounter, you can stash as many light or one-handed weapons as you want on your person. It’s borderline magical. You still have to draw the weapons to use them, though.
Crippling Blow - You gain the following option in physical combat: Cripple your Opponent. (Only when you inflict damage) For the rest of the encounter, anyone attacking that opponent gains Advantage against hir.
Experienced Hunter - Choose a specific creature type or kin. Any time you attack enemies of that type, you deal +1 Wound.
Gambler’s Luck - Increase your Luck by 1.
Light Foot - As long as you’re not carrying a heavy burden or wearing heavy armor, you can always perch on or cross over precarious ledges, beams, or tightropes without having to make a check.
Master of Distraction - Any time you use a general check to distract a target or draw hir attention, you gain Advantage.
Pressure Points - Any time you make a full or partial success on a combat check, you can Trade Damage for Effect in order to weaken your opponent as a free option. On the opponent’s next attack, hir damage is reduced by 1 Wound.
Quick Draw - As long as you have a weapon on your person and can move, you’re never considered unarmed.
Sapper - Any time you choose Fail to Inflict Harm in melee combat, inflict 1 Wound instead.
Sexy - Any time you use a general check to seduce or attract someone, you gain Advantage.
Shadowy Step - You never suffer Disadvantage for using stealth while encumbered or wearing armor.
Sneak Attack - Whenever you attack a target unaware, add +2 Wounds. If the target is a minor NPC, take hir out instead.
Advanced Talents: (These talents require an advanced raise.)
Bypass Armour - Any time you gain a full success on a combat check, you can add the Gets Around Armor option for free.
Grace under Pressure - You never suffer Disadvantage in a general check for time pressure or distraction.
Greater Luck - Increase your Luck by 1. This stacks with the bonus granted by Gambler’s Luck.
Master Sapper (requires Sapper) - Any time you inflict harm in melee combat, including that granted by the Sapper talent, treat 1 Wound of the damage as Armor-piercing.
Last edited by ionathas, June 09 2022 22:13:03. Secured game article. You most log in to contribute.