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Path of Swords
Bodyguard - Any time you see someone take a melee, ranged, or magical attack nearby, you can choose to place yourself between hir and the attack. You take the full damage of the attack, but the target is safe.
Bow Expert - You can arc your arrows to hit targets be- hind obstacles. You never suffer Disadvantage for trying to hit a target behind cover.
Crossbow Expert - You’ve gotten the knack of firing a crossbow half-cocked. You can shoot a crossbow without taking time for Setup, but the attack only deals 1 Wound instead of 2.
Defensive Stance - Any time you make a combat check against an opponent in melee combat, you can choose before the roll to trade damage for an Advantage on the roll. For this attack only, reduce both your and your opponent’s damage by 1 Wound.
Feint - You can always apply Charm instead of Brawn when you make a combat check, regardless of the nature of the action.
Fist Fighter - Your fists deal 1 Wound instead of 0.
Flail Expert - While you’re wielding a flail, any time you have a free hand and choose to Trade Damage for Effect in order to disarm your opponent, you can choose to take the opponent’s weapon instead of simply disarming hir.
Improved Resilience - Increase your Resilience by 1.
Moving Target - Any time you include movement in a combat action that results in a success or partial success, reduce your opponent’s damage by 1. If you choose to Suffer Serious Harm, however, it cancels this effect.
Mace Expert - While you’re wielding a mace, your attacks gain the Armor-Piercing quality.
Nimble Fighter - As long as you’re not carrying a heavy burden, wearing heavy armor, or restricted from moving in some way, you can always apply your Acrobatics focus instead of your Hand-to-Hand Combat focus in a combat check.
Polearm Expert - While you’re wielding a polearm, any time you choose to Trade Damage for Effect in order to trip your opponent, you also deal damage for free. You can’t pay an extra option to deal double damage, however.
Shield Expert - Whenever you’re wielding a shield, any time you get a partial success you take only half damage from the opponent’s attack. You still take no damage any time you get a full success.
Skillful Avoidance - Whenever you’re not wearing any armor, you gain 1 Armor.
Smarter, not Stronger - You can always apply Smarts instead of Brawn when you make a combat check, regardless of the nature of the action.
Sword Expert - While you’re wielding a sword, any time you choose to trade damage for effect in order to disarm your opponent, you also deal damage for free. You can’t pay an extra option to deal double damage, however.
Throwing Expert - For you, improvised throwing weapons deal 1 Wound instead of 0.
Two Weapon Fighter - While you’re wielding two weapons, any time you gain a success or partial success on a combat check, you can spend an option to deal damage with both weapons instead of just one.
Weapon Expert - Choose one weapon as your signature weapon. Whenever you inflict damage with this weapon, add +1 Wound.
Wrestler - You’re very skilled at grappling. Any time you’re grappling with an opponent, you have Advantage against hir. If the opponent is also a skilled wrestler, the GM may rule that it cancels this bonus.
Advanced Talents: (These talents require an advanced raise.)
Deadly Aim - Every time you inflict damage with a ranged attack, add +1 Wound. This stacks with bonuses granted by other talents.
Greater Avoidance - Whenever you’re not wearing any armor, you gain 1 Armor. This stacks with the bonus granted by Skillful Avoidance.
Greater Resilience - Increase your Resilience by 1. This stacks with the bonus granted by Improved Resilience.
Heavy Hitter - Every time you inflict damage with a melee attack, add +1 Wound. This stacks with bonuses granted by other talents.
Last edited by ionathas, June 09 2022 22:02:15. Secured game article. You most log in to contribute.