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''You can accuractely position your foes to catch them in the blasts of your grenades. When targetting two foes with an area explosive effect, you may spend a point of Breath to ignore the accuracy and damage penalties. You may spend more Breath to target more foes without penalty (two points for three foes, three points for four, and so on).''
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''You can accurately position your foes to catch them in the blasts of your grenades. When targeting two foes with an area explosive effect, you may spend a point of Breath to ignore the accuracy and damage penalties. You may spend more Breath to target more foes without penalty (two points for three foes, three points for four, and so on).''
   
 
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Revision as of 07:22, 8 February 2016

Talents

Talents are special tricks and abilities that characters have learned. Almost all of them tie back to a particular skill, allowing them to do accomplish exceptional feats (for example, shooting two target's simultaneously, or paralyzing a foe with acupressure strikes).

Many talents require spending Breath to activate, taxing the character's reserves of internal energy to accomplish exceptional feats.

Many talents can be used untrained (even though a character does not have the Sneak Attack talent, they may still attempt to strike a foe unawares). Frequently, talents may be used untrained by spending an extra point of Breath. This will be elaborated on in the talent itself. A character has Eight talents at creation. To take a talent, he must meet the minimum skill requirements (thus, to take a Talent that requires Hand to Hand 3, he must have spent at least three skill points on his hand to hand skill). Bonuses from attributes, class level, and temperament do not count for talent requirements.

Martial Talents:

Name

Requirements

Boxing Style

Hand to Hand 1

Learn a style of unarmed combat.

Warrior Opens the Gate

Hand to Hand 1

Use hand to hand to to open locked doors.

Dog Bites The Master's Hand

Hand to Hand 2

Disarm weapon from foe's hand and strike him with it

Sealing the Life's Breath

Hand to Hand 2

Choke foes unconscious.

Binding and Tearing the Limbs

Hand to Hand 3

Break limbs in hand to hand combat.

Entering the Spider's Web

Hand to Hand 4

Counter with grappling maneuvers.

Storm of a Thousand Blows

Hand to Hand 4

Make multiple unarmed attacks.

Fortune's Sword

Melee 1

Always have a weapon at hand.

Sword and Cannon Strike Together

Melee 1

Make point blank shot with sword-pistols or bayonets.

Fisherman Casts His Net

Melee 2

Use flexible weapon for grappling and tripping maneuvers.

Snake Bites the Tiger

Melee 2

Ignore armor by spending Breath.

Trap the Sword and Shatter the Blade

Melee 3

Trap foes weapon to disarm or break.

Whirlwind of a Thousand Blows

Melee 4

Two attacks with two weapons.

Cut the Arrows from the Sky

Melee 4

Parry arrows and crossbow bolts.

Fortune's Arrow

Sharpshooting 1

Always have a ranged weapon at hand.

Warrior's Diplomacy

Sharpshooting 1

Intimidate via sharpshooting.

Piercing the Dragon's Skin

Sharpshooting 2

Ignore armor by spending Breath.

Falcon Pins It's Prey

Sharpshooting 2

Pin foe to wall with arrow or crossbow bolt.

Hungry Ghost Steals the Sword

Sharpshooting 3

Shoot weapon out of foes hand.

Officer Returns the Favor

Sharpshooting 3

Catch and throw back projectiles.

Rain of a Thousand Arrows

Sharpshooting 4

Fire two guns simultaneously.

Two Birds with One Stone

Sharpshooting 4

Shoot one target through another.

Alchemist Opens the Gate

Explosives 1

Use explosives to open locked doors.

Two Rabbits with One Snare

Explosives 2

Target multiple foes without penalty.

Gentleman Returns the Gift

Explosives 3

Hurl back explosives before they detonate.

Rain of a Thousand Mortars

Explosives 4

Throw grenades by the cluster.

Face the Galloping Horde Reflex 2 Make first action when opponent charges.
Leopard Corners It's Prey Reflex 3 Cut off opponent who is trying to leave close combat.
Valorous Bodyguard Reflex 2 Take damage for an ally.

Stealing the Enemy's Fire

Reflex 4

Make missed attack hit an enemy.

Face of a Demon

Fortitude 1

Add Fortitude ranks to Bravado.

Indefatigable Iron Champion Fortitude 2 Reduce movement penalty for wearing armor.

Black Whirlwind

Fortitude 3

Enter a berserk rage.



Hand to Hand

Boxing Style!

Requirements: Hand to Hand 1

You have trained in one of the myriad distinctive styles of unarmed combat that have arisen throughout China. When selecting this talent, choose a style of boxing from the list below. When fighting unarmed, you gain the attack/damage benefits of that style. For gameplay purposes, we have broken boxing styles into four types:


Classification

Attack Bonus

Damage Bonus

Example Styles

“Hard” style

3

0

Xing Yi, Pigua

“Soft” style

0

3

Tai Chi, Shuai Jiao

“Hard-soft” styles

2

1

Long Fist, Five Animal

“Soft-hard” styles

1

2

Praying Mantis, Eight Trigram

A character can take this talent multiple times, learning a new style each time. The effects do not stack, though the character may switch between styles as a free action on his round (usually with an impressive display of martial arts posturing). Thus, a character trained in both a Hard style and Soft style could have either +3 to his attack rolls or +3 to his damage rolls on any given round, but not both.

Untrained: No.


Sidebar: Chinese Boxing
Chinese martial arts are renowned throughout the world for their distinctive and colorful systems of boxing. “Boxing” in this case is a translation of the Chinese term
quanfa, literally “fist method.” The name is somewhat misleading, as boxing refers not only to systems of punching techniques, but also kicking, grappling, and any other forms of unarmed combat. Below we have listed some of the more prominent styles of Hard Styles:

Xing Yi Quan: Literally “Mind-form boxing”, Xing Yi Quan (often called Xing Yi) emphasizes punching techniques and complex power generation methods.

Bajiquan: Literally “Eight Extremities Boxing”, Bajiquan is most renowned for it's use of elbow strikes and explosive, stomping footwork.

Piguaquan: Literally “Splitting-Hooking Boxing”, Piguaquan emphasizes wide arcing overhand strikes with the fists and forearms.

Shaolin Quan: The famous boxing style of the Shaolin Temple. Shaolin emphasizes rigorous physical conditioning to allow for devastating strikes.

Muay Thai: A style of boxing from Thailand, Muay Thai is famous for it's powerful kicking and kneeing techniques.

Soft Styles:

Taijiquan: Literally “Grand Ultimate Boxing”, Taijiquan is the quintessential soft martial art, redirecting the strength of an opponent's blows to redirect and off-balance.

Shuai Jiao: Shuai Jiao refers to Chinese folk wrestling, a practice that goes back into ancient history. Shuai Jiao consists of a wide variety of throwing and tripping techniques for hurling an opponent off of his feet.

Jujutsu: Jujutsu is a catch-all term for a wide variety of Japanese unarmed combat techniques, most of which emphasize some combination of throwing, grappling, strangulation, and joint locking.

Hard-soft styles:

Chang Quan: Literally “Long Fist,” Chang Quan is famous for it's acrobatic jumping and kicking techniques.

Wu Xing Quan: The famous Chinese “Five Animal Boxing”, Wu Xing Quan techniques are inspired by the movements of the Crane, Snake, Leopard, Dragon, and Tiger. Many of the techniques involve striking with the fingertips in various configurations, requiring intense conditioning of the practicioner.

Ryukyu Kenpo: Ryukyu Kenpo refers to the boxing techniques of Okinawa and the Ryukyu Islands, which would eventually evolve into the martial art of Karate. Ryukyu Kenpo emphasizes powerful punching techniques mixed with joint locking and grappling maneuvers.

Soft-Hard styles: These are primarily soft styles that also contain striking maneuvers. Examples include Praying Mantis Boxing, Wing Chun, and Eight Trigram Palm. Using such styles grants a +1 to damage and +2 to attack/parry rolls.

Tanglangquan: Literally “Praying Mantis Boxing,” Tanglangquan imitates the movements of the praying mantis to execute a variety of trapping, striking, and joint locking techniques.

Wing Chun: Literally “beautiful springtime”, Wing Chun is a Southern Chinese boxing style famous for it's elaborate hand-trapping techniques and rapid fire punches.

Zuiquan: Literally, “Drunken Boxing,” Zuiquan imitates the movements of a drunkard to misdirect foes while setting up various striking and grappling techniques.

Baguazhang: Literally “Eight Trigram Palm,” Baguazhang emphasizes evasive circular footwork and with the open hand and forearms.

The exact martial arts tradition the character has learned is largely for flavor text; given the myriad numbers of Chinese boxing styles, players should feel free to choose whatever feels appropriate, or even make up their own style.


Warrior Open's the Gate!

Requirements: Hand to Hand 1

Locked doors are no match for your steel fists and iron feet. When confronted with a locked door, you may roll your Hand to Hand damage in place of a Larceny check. Doors opened in such a way show obvious evidence of tempering, such as fist-sized holes or being kicked off of their hinges.

Untrained: No.

Dog Bites it's Master!

Requirements: Hand to Hand 2

You can strip your foe's weapons from their grasps and strike them with it in the same motion. Spend a point of Breath and make an opposed Hand to Hand roll, as per a normal disarmament check; if successful, you both disarm your foe and deal damage against them. To calculate damage, use your base Hand to Hand damage (unmodified by Boxing styles, equipment, or talents), plus the damage value of the weapon disarmed. (thus if your base damage was 6 and you disarmed a saber with a damage value of +3, you would deal a total of nine coins of damage).

Untrained: No.

Binding and Tearing the Limbs!

Requirements: Hand to Hand 3

You can break a foe's limbs with devious hand to hand to techniques. Spend a point of Breath, and make a Hand to Hand attack as normal, but do not roll damage. If you succeed, your target is automatically suffers a light wound and disabled arm or leg. For rules on disabled limbs, see Mechanics .

Untrained: No.

Sealing the Life's Breath!

Requirements: Hand to Hand 3

You can cut off the blood flow to your foe's brain, rendering even the toughest foes unconscious. To use this Talent, you must have either already pinned your foe via Hand to Hand in the previous round, or be approaching them unawares via the Stealth skill. Spend a point of Breath and make a Hand to Hand check opposed by your foes Fortitude or Hand to Hand (whichever is higher); if you succeed, they are rendered unconscious. If you fail, nothing happens, but you may try again on the next round.

Entering the Spider's Web!

Requirements: Hand to Hand 4

You can exploit your opponent's attacks to launch your own. Whenever you successfully parry an attack with your Hand to Hand skill, you may spend a point of Breath to immediately counter with either a throw, disarm, or pin.

Untrained: No.

Storm of a Thousand Blows!

Requirements: Hand to Hand 4

You can strike foes with a storm of rapid fire punches and kicks. When completely unarmed (or using Hand to Hand weapons, such as punching daggers), you may spend a point of Breath to make two unarmed attacks on your attack action.

Melee

Fortune's Sword!

Requirement: Melee 1

You always seem to have a weapon at hand, and you know how to use improvised weapons to maximum effect. As a free action, you can procure a part of the scenery and re-purpose it as a melee weapon. The improvised weapon has a total accuracy and damage of three coins, distributed as you see fit; a pair of barbeque skewers might be +2 accuracy and +1 damage, whereas a bench might be +0 accuracy and +3 damage.

Untrained: Yes; but you gain no accuracy or damage bonus for you improvised weapon.

Sword and Cannon Strike Together!

Requirements: Melee 1

When wielding a sword pistol, bayonet, or other combined melee/sharpshooting weapon, you may make a combined attack, shooting your foe from point blank range. Spend a point of Breath, and attack as normal with the Melee skill; if successful, add the damage of your firearm to the damage roll for your weapon.

Untrained: Normally, you may only fire a sword pistol in melee when you score a critical hit.

Fisherman Casts his Net!

Requirements: Melee: 2

You can bind foes limbs with flexible weapons. When using a flexible weapon such as a rope dart or chain whip, you may attempt to trip, disarm, pin, or strangle (as per the Chokehold talent) with an opposed Melee check in place of dealing damage, just as you would with a Hand to Hand attack.

Untrained: No.

Serpent Bites the Tiger!

Requirements: Melee 2

You target the weak points in your foes armor, sliding your blade through gaps and weak points. By spending a point of Breath, you may ignore a foes armor rating with a melee attack.

Untrained: No.

Trap the Sword and Shatter the Blade!

Requirements: Melee: 3

You can bind a foe's weapon in combat, leaving them unarmed. Make an opposed melee roll; if successful, you may either disarm your foe, sending their weapon falling to the ground, or sunder their weapon, leaving it broken and useless. By spending a point of Breath, you may use this talent as a counter attack, disarming or sundering your foes weapon immediately after successfully parrying a melee attack.

Untrained: No.

Whirlwind of a Thousand Cuts!

Requirements: Melee: 4

You can engage multiple foes at swordplay simultaneously. By spending a point of Breath, you may make two simultaneous Melee attacks when wielding a weapon in each hand

Untrained: No.

Cut Arrows from the Sky!

Requirements: Melee 4

You can cut arrows, crossbow bolts, and thrown weapons out of the sky. You can use your Melee to parry instead of your Evasion to dodge against sharpshooting attacks against bows, crossbows, and thrown weapons. By spending a point of Breath, you may use this talent against firearms, cutting bullets out of the air.

Untrained: No.

Sharpshooting

Fortune's Arrow!

Requirements: Sharpshooting 1

You always have something at hand to throw, and you throw it with great precision. As a free action, you may re-purpose part of the scenery into a deadly missile weapon. The improvised projectile has a total accuracy and damage of three coins, distributed as you see fit; a barrage of copper coins might be +3 accuracy and +0 damage, whereas a chair might be +3 damage and +0 accuracy.

Untrained: Yes; but you gain no accuracy or damage bonus for you improvised weapon.

Warrior's Diplomacy!

Requirements: Sharpshooting 1

You fire an arrow or bullet that nicks a creature’s ear, knocks his hat off of his head, or otherwise demonstrates your uncanny accuracy. Make a Sharpshooting check; for every success, you gain an extra coin to Bravado checks made against that target during that scene.

Untrained: No.

Piercing the Dragon's Skin!

Requirements; Sharpshooting: 2

You target the weak points in your foes armor, placing a bullet through gaps and weak points. By spending a point of Breath, you may ignore a foes armor rating with a ranged attack.

Untrained: No.

Falcon Pins it's Prey!

Requirements: Sharpshooting 2

You can pin an opponent using a ranged weapon to nail a bit of clothing to a nearby surface. You must be using bow, crossbow, or similar weapon, and the target must be adjacent to a wall, tree, or similar surface. Make a normal attack roll against the target. If your attack is successful, the target is pinned. To break free, the victim must take a move action and make a successful Sleight of Hand or Athletics check, opposed by the damage of your attack.

Hungry Ghost Steals the Sword!

Requirements: Sharpshooting 3

You can shoot a foe's weapon out his hands. Make a Sharpshooting roll as normal; if you succeed, instead of dealing damage, your foe is disarmed.

Officer Returns the Favor!

Requirements Sharpshooting 3

You can send an opponent's weapon right back at them. Whenever you successfully evade a Sharpshooting attack with a throwing weapon, you may spend a point of Breath to snatch the weapon from the air and immediately hurl it back. If you have a bow handy, you may also use this talent when being shot with an arrow. Return Fire does not work on firearms.

Shooting Rockets from the Air!

You are a swift and adroit sharpshooter, capable of shooting grenades and rockets from the air before they reach you, causing them to detonate harmlessly in midair. You may make sharpshooting attacks as a defense roll against bombs, rockets, and other explosives.

Rain of a Thousand Cannons!

Requirements Sharpshooting 4

You can take aim and fire at multiple targets simultaneously. By spending a point of Breath, you may make two simultaneous ranged attacks when wielding two single-handed ranged weapons. When using thrown weapons (such as throwing knives or chakrams), you may spend as many points of Breath as you have weapons to throw; thus, you could spend four points of Breath to throw four knives in a single round.

Killing Two Birds with one Bullet!

Requirements Sharpshooting 4

You can line up shots so that a bullet pierces one foe through another. Spend a point of a Breath; you can target two foes with a single attack, provided one is directly behind the other. The sharpshooter rolls a single attack and damage roll, and the defenders make their Evasion and Fortitude separately.

Explosives

Alchemist Opens the Gate!

Requirements: Explosives 1

You know how to open doors with small explosives in place of keys. When attempting to bypass a locked door or similar obstacle, you may use an Explosives check.

Catching Two Rabbits with One Trap!

Requirements: Alchemistry 2

You can accurately position your foes to catch them in the blasts of your grenades. When targeting two foes with an area explosive effect, you may spend a point of Breath to ignore the accuracy and damage penalties. You may spend more Breath to target more foes without penalty (two points for three foes, three points for four, and so on).

Gentleman Returns the Gift!

Requirements: Explosives: 3

You can hurl live grenades back at their senders before they go off. When you are the central target of an Explosives attack made with a grenade and you pass your Evasion check to dodge, you may spend a point of Breath to hurl the grenade back before it goes off, making a free Explosives check with that weapon.

Hail of a Thousand of Mortars!

Requirements: Explosives 4

You can hurl grenades with each hand, laying waste to the battlefield. When you have both hands free, you may spend a point of Breath to make two simultaneous Explosives checks with grenades or single-handed explosive weaponry against two seperate sets of opponents.

Untrained: No.

Reflex

Novice: Rank One

Face the Galloping Horde!

You can take aim and fire at charging foes before they arrive. Whenever you are wielding a ranged weapon, and an opponent is charging into close quarters combat, you take your attack action before theirs, regardless of who has the higher initiative. This is not an extra attack action, only a change in action order.

Journeyman: Rank Two

Valorous Bodyguard!

You are a true friend and ally, willing to take a bullet for your comrades. When standing near an ally who is about to take damage, you may make a Reflex check opposed by the initial attack roll to dive in the line of fire, taking damage in their stead.

Expert: Rank Three

Leopard Corners it's Prey!

You can keep your foe from fleeing in close combat, cutting them off at every corner. Whenever an opponent tries to disengage from you, roll opposed initiative; if yours is higher, they cannot make a movement action.

Master: Rank Four

Redirect the Enemy's Fire!

In a firefight, you can use nearby foes as defense against far away foes. Whenever targeted and missed by a ranged attack while also in close quarters combat with another foe, you may spend a point of Breath to use them as a human shield, causing them to take damage in your place.

Fortitude

Face of a Demon!

Requirements: Fortitude 1

You both look tough and are tough. You may add your Fortitude skill ranks to your Bravado total.

Indefatigable Iron Champion!

Requirements: Fortitude 2

Armor does not slow you. When wearing armor, the movement penalty is decreased by one point.

Black Whirlwind!

Requirements: Fortitude 3

By spending a point of Breath, you may enter a fearsome battle rage. You gain +1 coin to all attack, damage, and Fortitude throws, but suffer a -1 coin to all Defense and Awareness rolls.

Subtle Talents

Mantis Strikes From Shadows

Stealth 1

Ambush unwary foes.

Leopard Runs Through Grass

Stealth 2

Run while sneaking.

Snake Hides in Shadows

Stealth 3

Hide without cover.

Fleeting Ghost

Stealth 4

Disappear with the smallest distraction.

Hidden Blade Strikes the Heart

Sleight of Hand 2

Surprise attack when drawing a concealed weapon.

Monkey Steals the Dagger

Sleight of Hand 3

Disarm foe of sheathed weapon.

Swooping Crane Falls from Heaven

Acrobatics 1

Surprise attack after acrobatics check.

Flea on a Drum

Acrobatics 2

Use acrobatics to chase foes.

Spider Climb

Acrobatics 3

Climb as fast as you can walk.

Sparrow Evades the Hunter

Acrobatics 4

Use acrobatics in place of Evasion.

Bull Rushes the Gates

Athletics 1

Bonus to damage when charging.

Shark in the Depths

Athletics 3

Sneak attacks when fighting in water.

Reading the Hidden Letters

Awareness 1

Add Awareness ranks to Empathy checks.

Eagle Sees the Hunter

Awareness 2

Use awareness in place of initiative.

Sight Without Vision Awareness 4 No penalty for being blinded.

General Charges Through Battle

Survival 2

Use Survival for defense when mounted.

Horse Tramples the Snake

Survival 3

Run over foes on horseback.


Stealth

Mantis Strikes from Shadows!

Requirements: Stealth 1

You can take foes unawares with deadly sneak attacks. When sneaking up on and attacking a foe, make a stealth check opposed to their Awareness; every success you make over theirs is subtracted from their evasion pool (Thus, if you get six success and your opponent get's four, they suffer -2 to their evasion).

Untrained: No. Normally, a target still uses his full evasion pool from sneak attacks.

Leopard Runs Through Grass!

Requirements: Stealth: 2

You can run without making a sound! You may make Stealth checks while making Acrobatics and Athletics checks. Allowing you to run, climb, and otherwise change position on the battlefield while staying hidden.

Untrained; Normally, running and climbing require one to break cover.

Snake Hides in Shadows!

Requirements: Stealth 3

You always have a place to hide. Even in the most seemingly barren environments, you can make Stealth checks to conceal yourself.

Untrained: Normally, one requires reasonable cover or concealment to hide.

Fleeting Ghost!

Requirements: Stealth 4

You can disappear with nary a trace, using the slightest distraction to make your getaway. You can make Stealth checks even when under direct observation, so long as there is even a moment's distraction from your presence.

Sleight of Hand

Hidden Blade Strikes the Heart!

Requirements: Sleight of Hand 2

You can catch foes unawares by producing weapons they never saw. When drawing and attacking with an unnoticed concealed weapon, make a Sleight of Hand check opposed by Awareness; every success you make over theirs is subtracted from their evasion pool. By spending a point of Breath, you subtract the entirety of your Sleight of Hand check from their defense.

Untrained: By spending a point of Breath, an untrained attacker may subtract the difference in the Sleight of Hand/Awareness roll from their target's Evasion.

Monkey Steals the Dagger!

Requirements: Sleight of Hand 3

You can lift a foe's weapon right off of him, even in the midst of battle. Make a Sleight of Hand check as an attack action, opposed by your target's Awareness; if successful, you disarm him of one weapon, either holstered or wielded.

Acrobatics

Swooping Crane Falls from Heaven!

Requirements: Acrobatics 1

You can use the acrobatics skill to attack foes from unexpected angles, vaulting over obstacles and jumping off of walls. Spend a point of Breath; add your Acrobatics Rank to your next attack roll.

Flea on a Drum!

Requirements: Acrobatics 2

You can run across precarious surfaces without penalty, running on tightropes and vaulting over obstacles. When engaged in a foot chase, you may make both an Athletics and an Acrobatics check, and then take the higher of the two results.

Sparrow Evades the Hunter!

Requirements: Acrobatics 4

You can move with such speed and unpredictability that foes simply cannot target you. So long as you are capable of moving each round, you may use your Acrobatics in place of Reflex to defend against attacks.

Athletics

Bull Rushes the Gates!

Requirements: Athletics 1

You can charge at your foes at high speeds, barreling them over with crushing force. Spend a point of Breath; when moving and attacking a foe with a melee or hand to hand attack, you add your Athletics skill to your damage.

Shark in the Depths!

Requirements: Athletics 3

You can ambush your foes in the water, like a shark rising form the depths. When attacking a foe in the water, make an opposed Athletics check; every success you make over theirs is subtracted from their defense. By spending a point of Breath, you subtract the entirety of your Athletics check from their defense.

Awareness

Eagle Sees the Hunter!

Requirements: Awareness 2

No one gets the drop on you. You may make Awareness checks in in place of initiative checks in combat.

Sight without Vision!

Requirement: Awareness 4

You have trained your senses such that when deprived of one, you can use others to compensate. Even when blinded, you suffer no penalties to Awareness checks, and can still locate targets through slight tells in your hearing. This ability ceases to function if you are both blinded and deafened.

Survival

General Charges Through Battle!

Requirements: Survival 2

When riding on horseback, you may use your Survival skill in place of Evasion to avoid attacks.

Stallion Tramples the Serpent!

Requirements: Survival 3

Your mount is a weapon as well as a vehicle. As a combined movement and attack action,make a Survival check against an unmounted foe, opposed by their Evasion; if you are successful, they take damage equal to your Survival skill rank plus four.

Social Talents

Because social interaction is the most open-ended and least rulesbound aspect of gameplay, social talents are relatively few. This section is still under construction.

Leadership

See text

Gain followers.

General Terrifies the Enemy

Bravado 2

Soften foe's resolve.

General Inspires the Troops

Bravado 3

Bolster ally's resolve.

Furious Bluster

Bravado 1

Use Bravado after failed Deception check.

Snaring the Mind

Persuasion 1

Draw a single target's attention.

Poisoning the Waters Persuasion 2 Instigate conflict between others.
Hard and Soft Diplomacy Persuasion 3 Make combined Bravado and Persuasion checks.

Pacifying the Demon

Persuasion 4

De-escalate combat after it's started.

Sly Thief

Deception 1

Add Deception ranks to Sleight of Hand checks.

Many Faces, Many Names

Deception 2

Create false identities.

Cunning Rhetoritician Deception 3 Backtrack after failed Persuasion or Bravado.

Master of Disguise

Deception 4

Alter appearance for others.

Read the Body Empathy 2 Get sense of foes combat skills.

Emotional Analyst

Empathy 1

Gain bonuses against targets by figuring out how they operate.

Danger Sense Empathy 4 Use Empathy for defense rolls.

Legal Compulsion

Law 1

Add Law ranks to some social skills.

Friends in High Places

Law 2

Important people owe you favors.

Forging the Official Seal

Law 3

Fake documents and seals you don't actually possess.

Urban Tracking

Streetwise 3

Find people who don't want to be found.

Friends in Low Places Streetwise 2 Have a network of unseemingly contacts.

Leadership!

You have a small number of loyal but ineffectual lackeys. Choose one either Persuasion, Bravado, or Deception; for every point in your total for this skill, you have one henchmen. Henchmen have a default of six total coins for all martial, subtle, and civil skills, and not talents.They are generally best kept to the sidelines of direct confrontations.

Bravado

Furious Bluster!

Requirements: Bravado 1

When others call you on your deception, you are quick to shout them down. Whenever you fail a Deception check, you may immediately spend a point of Breath to make a Bravado to keep your target from calling you on your lies.

General Terrifies the Enemy!

Bravado: 2

You can make Bravado checks in combat to startle foes, weakening their defenses. Spend a point of Breath, and make an opposed Bravado against your target as a free action; for every success you have over them, subtract one coin from all rolls they make on the following round.

General Inspires the Troops!

Bravado: 3

You can use your Bravado to inspire allies to action. Spend a point of Breath, and choose an ally; that ally gains a bonus to all checks made next round equal to your Bravado skill ranks.

Rebel Incites Riot!

Bravado: 4

You can incite a crowd to rioting with inflamatory rhetoric. When you have the attention of a crowd, spend a point of Breath and make a Bravado check. For every success, you get ten percent of the listeners to begin rioting, committing wanton acts of violence.

Persuasion

Snaring the Mind!

Requirements: Persuasion 1
You have an easy time gathering the attention of others, taking said attention away from those who might not want it. Make a Persuasion check on a target with whom you are talking; for every success you get, they suffer a -1 penalty on Awareness checks to notice anyone other than you.

This talent can be used on groups of targets, but your successes are divided among the number of targets. Thus, if you scored five successes trying to captivate a group of three guards, two would suffer a -2 and one would suffer a -1.

Untrained: No.

Poison the Waters!

Requirements: Persuasion 2

When dealing with multiple targets in a social situation, you may subtly implant hostility between them. Make a Persuasion check opposed by their Empathy; if you are successful on each count, your targets' attitudes towards each other will start to show hostility.

Hard and Soft Diplomacy!

Requirements: Persuasion 3

You take two-pronged approaches to diplomacy, offering incentives and threats together. When trying to convince an NPC to change their mind, you may make both a Bravado and a Persuasion check, and use the higher of the two.

Pacifying the Demon!

Requirements: Persuasion 4

You can convince foes to stay their hand, even in the midst of combat. In lieu of an attack action during combat, you can make a Persuasion check opposed by your target's Bravado to convince them not to attack you. 

Deception

Sly Thief

Requirements: Deception 1

You know how to play people. You may add your Deception ranks to Sleight of Hand checks.

Many Faces, Many Names!

Deception: 2
You are known by many names to many people. For every skill rank in Deception you possess, you have one extra identity that you may assume, complete with it's own contacts and social standing.

Cunning Rhetoritician!

Deception: 3

You know how to backtrack quickly. After a failed Persuasion or Bravado check, you may make a Deception check to backtrack, resetting your target's attitude to where it was before the failed check.

Master of Disguise!

Deception: 4

You can not only disguise yourself, but also others. When adopting a disguise, you make deception checks on behalf of other members of your group.

Empathy

Emotional Analyst!

Requirements: Empathy 1

You can tell exactly where someone's heartstrings are and how to read them. After observing someone in conversation, spend a point of Breath and roll an Empathy check against their Deception. For every success you make over theirs, add an extra coin to all Deception, Bravado, and Diplomacy rolls made against them for the rest of the scene.

Danger Sense!

Requirements: Empathy 4

You can read a foe's every movement, seeing attacks coming long before your foe strikes. In combat, you may use your Empathy in place of Reflex for Defense rolls.

Law

Legal Compulsion!

Requirements: Law 1

You know the law well enough to manipulate others with it. If a person cares about their legal standing (ie, is not a criminal or outlaw), you may add your Law ranks to Persuasion, Deception, or Bravado checks to convince them to help you.

Friends in High Places!

Requirements: Law 2
You are exceptionally well connected in the government. Whenever you need a clerk, detective, bureaucrat, or similar ally, you know a guy who you are on reasonably good terms with.

Forging the Official Seal!

Requirement: Law 4

You are well enough versed in law and bureaucracy that you can easily fake official seals, paperwork, passports, and so on. When faking a form, make a Law check to determine it's apparent authenticity; anyone who examines it must make an opposed Law check to see the forgery for what it is.

Streetwise

Friends in Low Places!

Streetwise: 2

You are exceptionally well connected when it comes to the underworld. Whenever you need a smuggler, drug dealer, or similar unseemly ally, you know a guy who you are on reasonably good terms with.


Technological Talents

Technological Talents are relatively few in number; the utility of technology is that it functions largely independent of it's operator. Most deal with the creation of equipment, either allowing for higher-quality items to be produced (Brilliant Engineer and Brilliant Craftsman), or allowing item creation checks to be made retroactively (Prepared Pharmacist and Prepared Alchemist), and a handful of more action-oriented talents are based around the piloting skill. Many Technological talents involve building synergy with other talents.

Forging the Legendary Cannon

Engineering 1

Create exceptional firearms.

Forging the Legendary Chariot

Engineering 2

Create exceptional vehicles.

Ingenious Deadly Machines Egineering 3 Create ranged weapons with multiple augmentations.
Dance of the Thunder God Engineering 4 Strike multiple foes with Arc Projector.
Forging the Legendary Sword Craftsmanship 1 Create exceptional melee weapons.
Forging the Legendary Armor Craftsmanship 2 Create exceptional armor.
Ingenious Deadly Blades Craftsmanship 3 Create melee weapons with multiple augmentations.

Materials Science

Alchemistry 1

Add Alchemistry ranks to craftsmanship checks.

Prepared Alchemist

Alchemistry 2

Take retroactive Alchemistry checks.

Biochemist

Medicine 1

Add medicine ranks to Alchemistry checks.

Prepared Pharmacist

Medicine 2

Take retroactive Medicine checks.

Poison Hand Technique

Medicine 4

Mimic affects of poisons with acupressure strikes.

Chariot Breaks the Ranks

Piloting 1

Bonus damage with melee attack from vehicles.

Chariot Takes the Field

Piloting 2

Use piloting for defense while driving.

Engineering

Journeyman Talents

Forging the Legendary Cannon!

You can design incredibly effective firearms, tailored to your use.  When creating personal weapons, you can add a number of points to your Damage, Accuracy, and Range values equal to your Engineering Rank. For example, a Rank 3 Engineer might forge a pistol with +2 to Damage and +1 Accuracy, or a crossbow with +1 Accuracy, Damage, and it's range extended from Medium to Long. You are still limited to a maximum of +3 Accuracy and +5 damage. The weapons are tailored to your preferences, and the bonuses only apply when you yourself wield them; if someone else wields them, the bonuses are lost.

Expert Talents

Forging the Legendary Chariot!

You can create vehicles of exceptional quality, tailored to your use. When creating personal vehicles, you can add a number of points to your Speed and Handling rank equal to your Engineering Rank. For example, a Rank 3 Engineer could create an autocycle that had an extra +2 speed and +1 Handling. The bonuses must be split as evenly as possible between Speed and Handling; the same Engineer could not make an autocycle that was +3 Handling and +0 speed. The vehicle is tailored to your driving style, and the reduced penalty only apply when you yourself pilot it; if someone else pilots it, the bonuses are lost.

Master Talents

Ingenious Deadly Machines!

You can create high-tech weaponry above and beyond the normal limits of technology. You are no longer restricted to create weapons with a single ammunition augmentation; thus, you could create a rifle that fires armor-piercing incendiary rounds, or an autocrossbow that fires capacitor shredder rounds. There is no upper limit on the number of augmentations you can add to a weapon, but penalties for multiple augmentations stack. Thus, a crossbow that fires armor-piercing incendiary shredder rounds suffers -3 penalty to accuracy. 

Dance of the Thunder God!

You know how to use an Arc Projector to it's fullest capacity, striking multiple foes with a single bolt of electricity. After successfully striking an opponent with an Arc Projector, you may spend a point of Breath to jump the bolt to another target. If you successfully strike that target, you may spend another point of Breath to jump to another target, until you either miss, run out of Breath, or run out of targets. Each time you hit a new target, the bolt suffers a -1 penalty to Power and Precision (-1 on the second target, -2 on the third, etc. etc.).

Craftsmanship.

Journeyman Talents



Forging the Legendary Sword!

You can create melee weaponry of exceptional quality, tailored to your use. When creating personal weapons, you can add a number of points to your Offense, Defense, and Damage values equal to your Craftsmanship Rank. For example, a Rank 3 Craftsman might forge a sword with +2 to Offense and +1 Defense, or a spear with +1 Offense, Defense, and Parry. You are still limited to a maximum of +4 in any given category. The weapons are tailored to your preferences, and the bonuses only apply when you yourself wield them; if someone else wields them, the bonuses are lost.

Expert Talents

Forging the Legendary Armor!

You can create armor of exceptional quality, tailored to your body. When creating personal armor, you can subtract a number of points from your Movement and Defense penalties equal to your Craftsmanship Rank. For example, a Rank 3 Craftsman could create a suit of heavy armor that only has -2 Movement and -1 Defense, instead of the usual -3 and -3. The penalty reductions must be split as evenly as possible between Movement and Defense; the same Craftsman could not make a suit of heavy armor that was -3 Movement and -0 Defense. Obviously, penalties cannot be reduced past zero. The armor is tailored to your body, and the reduced penalty only apply when you yourself wear it; if someone else wears it, full normal penalties apply.

Master Talents

Ingenious Deadly Blades!

You can create high-tech weaponry above and beyond the normal limits of technology. You are no longer restricted to create weapons with a single technological augmentation; thus, you could create an electrified thermal sword, or a flaming chainsaw glaive. There is no upper limit on the number of augmentations you can add to a weapon, but penalties for multiple augmentations stack. Thus, an electrified mechanical pistol-saber has a -3 penalty to accuracy.

Machinist!

Craftsmanship 2
You can not only build machines, you make the parts that the machines are made of. You may add your Craftsmanship skill ranks to your Engineering total.

Alchemistry

Novice Talents



Prepared Alchemist!

You can never be too safe, so you always keep dangerous chemicals on you. By paying the full price of the item, you can make retroactive craft checks for alchemical items to have the desired item on your person when you need it.

Master Talents

Fire and Smoke!

You can make explosives that mix both explosive and chemical effects, delivering clouds of poison smoke amidst their detonation. When making such a bomb, you must pay the cost of both the explosive and the chemical effect. Thus, you could create Concussion Grenades that also deliver Poison Gas, or Incendiary Rockets that also deliver Burning Smoke.


Material Science!

Requirements: Alchemistry 2

Your understanding of material sciences allow you create superior substances. You may add your Alchemistry Rank to your Craftsmanship total.

Medicine

Prepared Pharmacist!

Requirements: Medicine 1

You always keep poisons and drugs on hand. By paying the full price of the item, you can make retroactive craft checks pharmacological items to have the desired item on your person when you need it.

Poison Hand Technique!

Requirements: Medicine: 4

You're a master of dianxue, the art of using acupressure and acupuncture points to manipulate a foe's nervous functions. By spending a point of Breath, you can mimic the affect of any drug or poison via a Hand to Hand or Melee attack, without needing to have any of said drug or poison on in your possession. The attack does not deal normal damage, but instead deals Poison damage is equal to your Medicine total.

Biochemist!

Requirements: Medicine 2

Your understanding of Medicine augments your understanding of chemistry. You may add your Medicine skill ranks to your Alchemistry total.

Piloting

Chariot Takes the Field!

Requirements: Piloting 1

You're used to fighting and driving at the same time. In vehicular combat, you may make Piloting checks in place of Evasion checks to dodge attacks.

Chariot Breaks the Ranks!

Requirements: Piloting 2

You can use your vehicle for optimal damage. When charging on into melee on a bike, glider, or otherwise vehicle, add your Piloting skill ranks to damage.


Mystical Talents

Mystic talents are by far the most diverse set of talents, as each school of mysticism has it's own plethora of unique abilities that it offers, but only to those trained in them. Whereas technology is impersonal and of benefit to any, mysticism is deeply personal and unique to the practicioner. Without appropriate talents, most mysticism skills are next to useless. However, with the investment of talents, they offer wondrous and exotic power to the mystic. As such, most Mystical characters tend to focus on one or two skill sets, investing heavily in them at the expense of others

Speed of the Wind

Internal Alchemy 1

Run at superhuman speeds

Still the Breath

Internal Alchemy 1

Cease breathing

Iron Body Technique

Internal Alchemy 2

Temporary armor bonus

Healing Trance

Internal Alchemy 2

Temporary hand to hand damage bonus

Transcend Pain Internal Alchemy 2 Ignore wounds
Shocking Fist Technique Internal Alchemy 3 Generate electricity
Poison Skin Technique Internal Alchemy 3 Secrete poison
Burning Body Technique Internal Alchemy 3 Superheat body
Untether from the Earth Internal Alchemy 4 Fly

Sense Thoughts

Mentalism 1

Bonus to Empathy checks.

Open the Third Eye

Mentalism 1

Bonus to Awareness checks.

Shape Thoughts

Mentalism 2

Bonus to Diplomacy and Deception checks.

Cloud Minds

Mentalism 2

Bonus to Stealth checks.

Slumber

Mentalism 3

Entrance someone into sleep.

Mind Trick

Mentalism 3

Alter a single recent memory.

Memory Shaping

Mentalism 4

Alter long term memories.

Empathic Link

Mentalism 4

Convey information without words.

Beast Tongue

Shamanism 1

Speak with animals.

Flying Ghost Sword Shamanism 2 Let spirit possess weapon

Walk With the Ancestors

Shamanism 3

Allow spirit to take over your body to enhance your skills.

Leave the Body

Shamanism 3

Astrally project.

Skin Walker

Shamanism 4

Possess another living being.

Faith Healing

Shamanism 4

Heal the sick and injured.

Evil Eye

Sorcery 1

Strike foe with ill luck.

Contagion

Sorcery 1

Put a pox on target.

Torment

Sorcery 2

Paralyze with intense pain.

Sealing the Senses

Sorcery 2

Render foe blind, deaf.

Steal The Breath

Sorcery 3

Steal vital energy.

Blood to Blood

Sorcery 3

Transfer own wounds to another.

Dance With the Dead

Sorcery 4

Command the undead.

Water Walking

Geomancy 1

Run on or through water.

Fire Walking

Geomancy 1

Be unharmed by fire.

Binding Earth

Geomancy 2

Roots and vines snare foes.

Thunder Within

Geomancy 2

Create electrical currents.

Awaken the Flame

Geomancy 3

Summon fire.

Summon the Wind

Geomancy 3

Summon high wind.

Invoke the Heavens

Geomancy 4

Summon rain and snow.

Roil the Earth

Geomancy 4

Create small, local earthquakes.


Internal Alchemy

Novice Talents: Rank One

Still the Breath!

Through total mastery of your body, you can temporarily suspend breathing and other vital functions. Spend a point of Breath; for the remainder of the scene, you no longer need to breathe. This renders you immune to many poisonous gasses, and allows you to stay underwater indefinitely without drowning.

Speed of the Wind!

By balancing the forces in your own body, you can push yourself to new physical limits, allowing you to run and leap at incredible speeds. Spend a point of Breath; you can now participate in mounted chase scenes, even while on foot, using your Athletics or Acrobatics in place of Piloting. 

Journeyman Talents: Rank Two

Iron Body Technique!

By spending a point of Breath, you can make your skin impervious to blows, deflecting swords and bullets while bending and tearing through iron. For the duration of the scene, you gain armor equal to your Internal Alchemy Rank, and your unarmed attacks ignore points of armor equal to your Internal Alchemy rank.

Healing Trance!

Through intense meditation, you can accelerate your body's natural healing process. By spending a point of Breath, you may make an Internal Alchemy check in place of a Medicine check to heal your own wounds. Each wound requires an hour of un-interrupted meditation to heal, but is completely recovered after that. Additionally, you may use this talent to diseases from your own body. By spending two points of Breath, you may heal your wounds in a single round, rather than over the course of hours.

Transcending Pain!

You can deaden nerves and realign the broken parts of your body, allowing you to fight through grievous injuries. Spend a point of Breath, and making an Internal Alchemy check: For the duration of the scene, You may ignore a number of wound points equal to your successes. You are still subject to being stunned or disabled from failed Fortitude checks, and still fall unconscious if you take wounds equal to your Fortitude total.

Expert Talents: Rank Three

Shocking Fist Technique!

You can separate the positive and negative energies in your own body, creating electrical discharges from your skin. Spend a point of Breath to activate this talent; for the duration of the scene, your unarmed attacks and any metal weapons you may be wielding gain the Electrical Stun affect. 

Poison Skin Technique!

By ingesting deadly poisons, you have trained your body to secrete venom through your pores like a poison toad. Spend a point of Breath to activate this talent, and choose a poison type. For the duration of the scene, anyone who comes in physical contact with you - either by attacking you unarmed, recieving an unarmed attack from you, or other means - is affected by the poison, with the damage being equal to your Internal Alchemy total.

Each time you activate this talent, you may select a different poison to secrete. 

Burning Body Technique!

You can superheat your body to extreme temperatures, to the point where objects melt and ignite at your touch. Spend a point of Breath to activate this talent; for the duration of the scene, you cannot be harmed by fire, and your unarmed attacks gain the Flaming attribute.

Master Talents: Rank Four

Untether from the Earth!

You can fly. Though many warriors and qi gong experts are able to lighten their bodies and leap incredible distances, you can all but completely ignore gravity. Spend a point of Breath to activate this talent; for the duration of the scene, you can glide through the air as gracefully as a leaf on the wind. You cannot levitate in place, but can balance on even the supplest of tree branches or the surface of a pond.  

Mentalism

Reshape the Mind!

By reaching into the mind of another, one can alter thoughts and memories, ranging from short-term memory erasure to complete mental reprogramming. The extent of this talent's abilities depend on the level of training the user has in Mentalism:

Novice (Rank One): Cloud Minds

You can erase an immediate memory; spend a point a point of Breath, and make a Mentalism check opposed by your target's Composure; if you are successful, they immediately forget a non-violent action. For example, they might forget about the powder you slipped into their tea, or the fact that they spotted you somewhere you don't belong. You can use this ability as a free action after failing a Stealth or Sleight of Hand check.

Journeyman (Rank Two): Erase Memories

You can erase or alter short term memories. spend a point a point of Breath, and make a Mentalism check opposed by your target's Composure; if you are successful, you can erase or alter one memory from the previous scene. For example, you could convince a border guard that you already showed him your paperwork, or have someone forget they ever met you after questioing. Particularly violent or vivid memories - such as being attacked or witnessing a murder - cannot be altered in this way.

Expert (Rank Three): Implant Thoughts

You can implant hypnotic suggestions deep into the mind of your target. During the course of conversation, spend a point a point of Breath, and make a Mentalism check opposed by your target's Composure; if you are successful, you implant one thought or desire into the target's mind. For example, you could convince a woman that her husband is cheating on her, or that a soldier has lost his taste for war. Violent or radical suggestions - such as convincing someone to knowingly plant a bomb or assassinate their commander - allow the target a second Composure check to restrain themself, right before committing the deed.

Master (Rank Four): Reshape the Past

You alter a target's long-term memory through deep hypnotism, completely rebuilding their identity. The process is rather involved, and requires at least half an hour of un-interrupted quiet conversion and hypnotic suggestion for each memory altered. Spend a point of Breath, and make a Mentalism check opposed by your target's Composure; if you are successful, you change or erase one long-term memory. For example, you could convince a someone that you are their brother, or that their best friend is a long-hated enemy, or forget that someone made an attempt on their life earlier that day. Over time, you can completely reconstruct a person's identity, taking away who they were before and creating someone new. For elaborate psychic conditioning involving multiple memories, multiple checks must be made, each taking a half hour and a point of Breath.

Open the Third Eye!

Requirements: Mentalism 1

By opening your mind, you become aware of what could not be known. Spend a point of Breath and make a Mentalism check; for the duration of the next scene, add your successes to all Awareness checks. Additionally, this makes it possible to accomplish seemingly inhuman feats of awareness, such as sensing an assassin on the other side of a wall, or seeing in total darkness.

Sense Thoughts!

You can look into the mind of another, reading that which they would not share. Spend a point of Breath and make a Mentalism check, opposed by your target's Composure; if you are successful, you can read their surface thoughts for the duration of the scene. A cunning foe who suspects their mind is being read may make a Deception check opposed by the reader's Mentalism to deliberately think falsehoods, feeding the reader false information.

Journeyman: Rank Two

Quiet the Heart!

By talking to a target, you can hypnotize them into a deep, tranquil sleep. Spend a point of Breath, and make a Mentalism check, opposed by your target's Composure. If successful, the target drifts into unconsciousness, and will not awaken until roused or several hours have passed. This ability cannot be used in the midst of chaotic or dangerous environments, such as combat or the middle of a burning building.

Counter: If the target is also trained in Mentalism, they make make a Mentalism check of their own in lieu of a Composure check to reverse the hypnosis. 

Probe Thoughts!

You can dig into the mind of another, searching for information they would not reveal. Make a Mentalism check opposed by your target's Composure; if you are successful, you can pull one piece of information out of the target. For example, you might learn where a corrupt governor is imprisoning your ally, or the true identity of a mysterious agent. A cunning foe who suspects their mind is being read may make a Deception check opposed by the reader's Mentalism to deliberately think falsehoods, feeding the reader false information.

Expert Talents: Rank Three

Break the Barriers!

You can break down the barriers that seperate one conciousness from another, allowing you to link your mind to that of another person's. Spend a point of Breath and select a willing target; for the duration of the scene, the two of you are mentally linked, able to hear one another's thoughts and see through one another's eyes. You cannot share skills, but you can trade knowledge and information. To extend the link into another scene, either of you may spend an additional point of breath.

Shackle the Heart!

You can forcibly take control of the mind of another, forging a mental link that strips away the target's control of their body. Spend a point of Breath, and make a Mentalism check opposed by your target's Composure; if you succeed, you gain total control of that target for one round. The mental link is difficult to maintain; for every extra round you continue to contol your target, you must spend another point of Breath, and the target may make another Composure check to break free of your control.

Shamanism

Novice Talents

Beast Tongue!

You can understand the speech of beasts, birds, and creatures of the sea. By spending a point of Breath, you may communicate with animals for the duration of a scene as easily as you would with humans. Additionally, this makes feats of horseback riding and otherwise handling animals much easier: make a Shamanism check, and add your successes to all Animal Handling checks for the duration of the scene. It should be noted that no one else can understand the animals you are speaking with, so you may look a little odd.

Journeyman Talents

Flying Ghost Sword!

You call a spirit to take control of a sword, dagger, or other weapon. Spend a point of Breath; for the duration of the scene, one or more of your weapons becomes possessed. You may make ranged attacks with said weapon at Medium range, using your Shamanism skill in place of Melee or Sharpshooting, modified as normal by your weapon's attack and damage ratings. Any number of weapon may be imbued with this quality, allowing clouds of daggers or swarms of spears to fly through the air while others float menacingly; however, the Shaman may still only make one attack per round.

Walk with the Ancestors!

Requirements: Shamanism 3

The shaman can summon a benign spirit to take control of his body and do what he can not. Though ones own ancestors are the most common benficiaries, any manner of spirit may be called. By spending a point of Breath, the shaman may add his Shamanism skill ranks to one skill he possesses for the duration of one scene. During this time, he shares control of his body with the other spirit, and may behave erratically

Leave the Body!

Requirements: Shamanism 3

You can leave your body behind, exploring the physical world as a spirit. To do so, the Shaman first enters into a deep trance. His spirit moves freely, walking through walls and barriers. The spirit is generally undetected, though someone trained in Shamanism, Mentalism, Awareness, or Empathy may be able to notice them. The spirit can sometimes enter the dreams of sleeping individuals to pass along messages. While using this talent, the physical body remains inert and vulnerable. Should the body be moved, the soul may have difficulty returning.

Counter: If the wandering spirit is in the same room as another character who has this talent, the other Shaman may roll an Awareness check to notice them. If successful, the shaman may then spend a point of Breath and roll a Shamanism roll (opposed by that of the target) to trap the spirit. A trapped spirit is unable to return to their body, usually bound to either to the place of the trapping or an object in the trapper's possession (such as a bottle or magic charm). Only by bringing the body to the place or uniting it with the object can the soul be restored.

Skin Walker!

Requirements: Shamanism 4

You can forcibly possess the body of someone else. In order to use this talent, you must first exit your own body, via the Leave the Body talent. Spend a point of Breath, and select a target whom your spirit can see. Make a Shamanism check, opposed by your target's Fortitude, Awareness, or Empathy. If successful, you take full control of the target's body. The original spirit is still present, but is rendered a silent observer in their own body. During this time, the Shaman's body is still vulnerable, and may die. Many a devious Shaman have used this ability to extend their own life, hopping from one body to another across the generations. The controlling spirit can only be removed via the Exorcism talent; at the Narrator's discretion, acts that run intensely contrary to the host's will (such as killing their own family) may allow the host a second check to regain control of their body.

Counter: If someone attempts use Possession on another Shaman trained in this ability, the target may spend a point of Breath and roll their own Shamanism check to trap the attacking spirit. If successful, then it is the attacker's soul that is trapped in the defender's body, instead of vice-versa.

Faith Healing!

Requirements: Shamanism 4

You can heal the spirit to heal the body. By spending a point of Breath, you may make a Shamanism check in place of a Medicine check to treat injuries, disease, or poison. By spending two points of Breath, the patient recovers instantly, wounds knitting shut as if they were never there.

Sorcery

Evil Eye!

Sorcery: 1

The most basic curse; ill luck. Roll Sorcery against the target's Fortitude or Composure (whichever is higher). For every success over the target's, the target suffers a -1 penalty to all throws for the remainder of the scene. If the sorcerer prepares an effigy of the target (such as a painting or a doll) and spends two points of Breath, the affect is permanent. In such cases, The curse can be removed by destroying the effigy, by killing the sorcerer, or via the Exorcism talent.

Counter: If the Evil Eye talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to redirect the curse, either back onto the caster or onto a third party, who then makes a Fortitude roll.

Contagion!

Requirements: Sorcery: 1

This curse inflicts the target with a crippling illness. To inflict the curse, the sorcerer must prepare an effigy using some of the target's own bodily fluids. Roll Sorcery against the target's Fortitude; if successful, the target contracts dysentery, smallpox, typhoid fever, or one of the other prominent illlnesses of the 19th century, developing symptoms over the coming days. Generally, such illnesses leave the target bedridden, possibly dying. Said illness can be cured via a Medicine skill check that exceeds the caster's sorcery check.

Counter: If the Contagion talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to redirect the curse, either back onto the caster or onto a third party, who then makes a Fortitude roll.

Torment!

Requirement: Sorcery 2

You can inflict horrific pain a target, without inflicting any actual damage. Spend a point of Breath, and throw Sorcery against Fortitude on a target within line of sight; if you succeed, your target is stunned for one round, paralyzed with pain and distress. Even if you fail, the target suffers a -2 penalty to all throws for the next round.
This ability is also commonly used for torture and intimidation; when using it as such, add the successes of your sorcery check to your Bravado check.

Counter: If the Torment talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to redirect the curse, either back onto the caster or onto a third party, who then makes a Fortitude roll.

Seal the Senses!

Sorcery: 2

Via black magic, you can strike down your target's senses. For the effigy, the sorcerer needs a personal possession of the target. Roll Sorcery versus Fortitude; if you are successful, the target loses either his hearing or his vision until the next sunrise, at which point his senses will gradually return. If the sorcerer spends two points of Breath and prepares an effigy of the target, then the affect is permanent. In such cases, The curse can be removed by destroying the effigy, by killing the sorcerer, or via the Exorcism talent.

Counter: If this talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to redirect the curse, either back onto the caster or onto a third party, who then makes a Fortitude roll.

Steal The Breath!

Requirements: Sorcery 3

You can steal the vital essence from another, replenishing your own. To enact this power, you must be close enough to touch them. Make a Sorcery check, opposed by their Fortitude; for every success you gain over theirs, you gain one point of Breath, and the target loses one point of Breath, up to their current total (thus, even if you scored five successes over your target, if they only had four points of Breath, you could only steal four).

Counter: If the Steal the Breath talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to reverse the direction of the flow of energy, affecting the caster instead of the target.

Blood to Blood!

Requirements: Sorcery 4

By casting this spell, the sorcerer seeks to heal their own wounds by given them to a single target in their line of sight. Spend a point of Breath, and make a Sorcery check opposed by your target's Fortitude; if you are successful, one wound you have suffered disappears from your body and appears on the targets. Thus, if you have one light wound and two moderate wounds, you could transfer one of the moderate wounds with the spell.

If you desire, the sorcerer may injure themselves as part of the spell, so long as they are sufficiently armed. In doing so, they may choose the extent of the wound delivered, including lethal ones. However, this carries risk, as should the spell fail, the sorcerer must bear the wound inflicted. Counter: If the Contagion talent is used on another Sorcerer who also possesses it, then the target may spend a point of Breath roll Sorcery instead of Fortitude to defend; if successful, then they are able to redirect the curse onto a third party, who then makes a Fortitude roll. Due to the nature of this curse, it cannot be reflected straight back at the caster.

Dance of the Dead!

Sorcery: 4

You can take command of a dead body, directing it like a puppet. Spend a point of Breath and make a sorcery check; the undead puppet's physical skill totals (Evasion, Melee, Fortitude, and so on) are equal to the results. The sorcerer's full attention is consumed by directing the undead creature, and can only take reactive actions while maintaining the spell.

When done with the creature, the Sorcerer must make another sorcery check to dismiss it, with a difficulty equal to the success of the first check. If successful, the body falls inert; if the sorcerer fails, he loses control of the creature, and it runs amok, attacking with primal hatred.

Counter: This ability may also be used to take control of an existing undead creature, such as a vampire or another sorcerer's undead minion. To do so, roll a Sorcery check, opposed by either the controller of the undead's sorcery, or in the case of free-willed undead, the target's Fortitude.

Geomancy

Harmonious Water!

Requirements: Geomancy 1

You can walk on water as easily as solid ground, or move through it without impediment or need of air. Spend a point of Breath; for the duration of the scene, you can walk on water or breathe beneath the surface. Additionally, when using this ability, make a Geomancy check; add your successes to any Athletics checks made to move in or on water.

Binding Earth!

Requirements: Geomancy 2

You can harmonize with the earth such that it impedes your foes. Spend a point of Breath, and choose a target; said target will find himself tripping over roots, vines, rocks, uneven flagstones, and so on. Make a Geomancy check when you use this ability; the target must make an Acrobatics check with a difficulty equal to your successes to move each round (in the case of mounted combat, the target must make either a Piloting or Animal Handling check, and risks crashing if he fails).

By spending additional points of Breath, the geomancer may target multiple foes with this ability. For each additional target, spend an additional point of Breath.

Thunder Within!

Requirement: Geomancy 3

You have mastered the art of separating the positive and negative polarities in your own internal energy, causing it to manifest as a powerful blast of electrical energy.

Spend a point of Breath, and select a target; The electrical discharge can be transmitted at Close range by touch, or at Medium range via a bolt of lightning.

By instead spending two points of Breath, the lightning bolt can be extended to Long range, or can be combined with a Hand to Hand or Melee attack at Close range. When making such a combined attack, roll Melee/Hand to Hand as normal, then add your Geomancy roll as a secondary damage value, calculated separately.
At the narrator's discretion, this ability may have other applications, such as recharging or overloading electrical machinery.

Counter: When targeted with a direct electrical attack (such another Geomancer's thunder or from certain high tech weaponry), you may roll spend a point of Breath to make a Geomancy check to absorb and redirect the lightning. If successful, the lightning bolt may either redirected either back at the caster or at a third party.

Harmonious Fire!

Requirements: Geomancy 3

You are attuned to the element of fire, capable of summoning or extinguishing flames. 

By exciting the dormant fire within all things, you can conjure flame via touch or incantation. By spending a point of Breath, you can heat an object you are in physical contact with to the point of ignition. Non-flammable objects – such as metal and stone – will not ignite, but may be heated to the point of melting, at the Narrator's discretion.

If used on another character, the geomancer rolls their Geomancy for both attack and damage roll, dealing fire damage to the target. The attack may be delivered via Close or Medium range, igniting foes with a touch or hurling balls of fire through the air or summoning fire from the ground.

Conversely, you may also use this ability to banish flames. By spending a point of Breath, you can banish a bonfire's worth of flames; enough to extuingish a burning ally or clear a path through a burning corridor, but not enough to extinguish a burning building. 

Counter: You can use this ability to protect yourself from fire. Whenever attacked with fire (such as by flamethrower, a phospherus grenade, or another geomancer using this power), you may spend a point of Breath and make a geomancy check opposed by the attack roll to cancel the attack.

Master of the Winds!

Requirements: Geomancy 3

You can summon high winds, buffeting your foes and interfering with movement. Spend a point of Breath, and make a Geomancy check. For every success you obtain, you conjure a 10 mile per hour wind., creating a -1 penalty to all Piloting, Sharpshooting, Explosives, Acrobatics, and any other checks the Narrator feels relevant. Thus, if the geomancer rolls 6 successes, he conjures a 60 mile per hour wind, creating a -6 penalty to all such rolls. Additionally, characters on precarious surfaces (such as high ledges) may be at risk of being blown off; in that case, they make a Reflex or Acrobatics check opposed by the geomancers geomancy roll to maintain their position. In some cases, the Narrator may decide that the winds provide a bonus rather than a penalty (such as conjuring a gust of wind behind you while riding a glider).
The winds persist as long the geomancer wishes, up to until the end of the scene.

Counter: If a geomancer is controlling the wind, another geomancer with this talent may, on his own round, make a geomancy roll of their to take control of the wind.

Roil the Earth!

Requirements: Geomancy 4

By shaking the very leylines that run through the earth, You can create small but powerful localized earthquakes. Spend a point of Breath, and roll a geomancy check to determine the strength of the tremor; Any caught in falling rubble or otherwise affected violently roll and Evasion and Fortitude against your geomancy, as per a normal attack. The tremor extends for in a ten foot radius per success rolled, with the geomancer at the center (thus, with six successes, it extends for 60 feet in every direction). By spending two points of Breath, the tremor may be extended, affecting an entire city block.

When used on water, this technique causing violent waves, upswells, and whirlpools, scuttling small boats and sending large ones tumbling. Similarly, anyone caught in the wake must roll Evasion and Fortitude against damage from crashing waves and shattering timbers.

Counter: Another Geomancer may attempt to seize control of the leylines, pacifying or redirecting the quake.