TALENTS
In addition to your skills, you have certain tricks and traits that might come in handy. These are called talents, and they are described in this wiki. First we list the talents that are specific to the various archetypes, then the general ones. A newly-created player character has one talent, chosen from among the three talents specific to her archetype. Over the course of the game you will be able to purchase more of them by spending Experience Points. You may then choose any talent you want - including those from other archetypes. Some talents add bonuses to skill or Fear tests, affecting the number of extra dice you get to roll. The effects of different talents are added to the total.
THE ACADEMIC’S TALENTS
BOOKWORM
Gain +2 to LEARNING when looking for clues in books or libraries.
ERUDITE
You can pass a LEARNING test to establish truths about places and phenomena in the game. You may know that a certain location is renowned for its glassblowers, or that a gang of criminals operates in the area. The Gamemaster judges what is appropriate, and what is reasonable for you to know. You should not be allowed to make up things about vaesen.
KNOWLEDGE IS REASSURING
Ignore Conditions when making LEARNING tests.
THE DOCTOR’S TALENTS
ARMY MEDIC
Gain +2 to Fear tests when frightened by dead or damaged human bodies.
CHIEF PHYSICIAN
When you use MEDICINE to treat the other player characters, they can heal a total of four Conditions instead of three. The same applies to extra successes.
EMERGENCY MEDICINE
Ignore mental Conditions when using MEDICINE.
THE HUNTER’STALENTS
BLOODHOUND
Gain +2 to VIGILANCE when tracking your prey.
HERBALIST
By utilizing wild herbs, you can use MEDICINE without having access to medical supplies.
MARKSMAN
Gain +2 to RANGED COMBAT on your first turn when successfully ambushing or attacking your enemy.
THE OCCULTIST’S TALENTS
CONJURING TRICKS
You can use STEALTH instead of MANIPULATION when performing conjuring tricks to influence people.
MEDIUM
You can use OBSERVATION to perform seances where you predict people’s futures and contact the dead. Extra successes provide more information, prolong the contact, or cause spirits to materialize. On failure you are given inaccurate information, attacked, or suffer a Condition.
STRIKE FEAR
You can strike fear with Fear 1. It counts as a slow action and does not work against vaesen. Choose a victim in your zone. Targeted NPCs must pass a Logic or Empathy test. Their roll gains bonus dice equal to the number of friendly individuals in the same zone.
THE OFFICER’S TALENTS
BATTLE-HARDENED
You are used to battle. When drawing for initiative, roll two dices and pick one of them.
GENTLEMAN
You were raised to control your emotions and behavior in social situations, even under pressure. Ignore penalties from mental Conditions when making MANIPULATION tests.
TACTICIAN
When you pass a RANGED COMBAT test during combat and get extra successes, you may - in addition to the usual alternatives - issue an order to a friend. Doing so costs one success. If she follows your order, she gains +2 to her next test (can be chosen multiple times to give orders to different people).
THE PRIEST’S TALENTS
ABSOLUTION
A player characters who confesses to you as an activity heal three Conditions instead of two.
BLESSING
Once per session you can bless an object or another player character. The player character, or anyone using the object, gains the Blessed Advantage, adding +2 to a test of their choice. The
Advantage expires upon use or when the mystery is over. You can only bless the same character or object once per mystery.
CONFESSOR
You may use OBSERVATION instead of MANIPULATION when having a confidential conversation.
THE PRIVATE DETECTIVE’S TALENTS
EAGLE EYE
You gain +2 to VIGILANCE when trying to interpret a situation you are not involved in.
ELEMENTARY
Once per session you can ask the Gamemaster to explain how clues are connected.
FOCUSED
Ignore penalties from Conditions when making INVESTIGATION tests.
THE SERVANT’S TALENTS
LOYAL
Gain +2 on Fear tests in the presence of someone you have sworn to protect.
TOUGH AS NAILS
Gain +2 to FORCE when fighting unarmed.
ROBUST
You may ignore penalties for physical Conditions on one roll per gaming session.
THE VAGABOND’S TALENTS
HOBO TRICKS
Gain +2 to STEALTH when trying to hide yourself or an object from a wealthy human.
SUSPICIOUS
Ignore mental Conditions when making VIGILANCE tests.
WELL-TRAVELED
Once per mystery you can make a MANIPULATION test to create an NPC who is situated in the area, and who you have met before. The Gamemaster decides how she has changed since you last met, and what she thinks of you now. If the test fails, she is either hostile or in great need of your help.
THE WRITER’S TALENTS
AUTOMATIC WRITING
When channeling spirits through automatic writing you can use INSPIRATION to gain clues. The Gamemaster provides more or less vague clues, predictions about the future, or momentary insights into the thoughts and experiences of your enemies. Extra successes reveal more clues. On failure the Gamemaster decides whether you suffer a Condition, become possessed, or undergo a personality change (you decide what kind) that lasts for 1D6 hours. You can use Automatic Writing once per gaming session.
JOURNALIST
You may use INSPIRATION instead of MANIPULATION when charming or deceiving someone to gain information.
WORDSMITH
Ignore penalties from Conditions when making INSPIRATION tests.
Last edited by tommydan72!, July 08 2024 13:16:39. Open game article. You can edit it once you log in.