| Name | Freq |
| Attractive | U |
| Black Marketeering | U |
| Camouflage, Dynamic | V |
| Camouflage, Static | R |
| Champion | R |
| Charmer | R |
| Dark Sense | R |
| Eye of the Tiger | R |
| Fight on All Sides | R |
| Hunts By Smell | E |
| Infravision | R |
| Inspire | R |
| Keen Senses | R |
| Leadership | R |
| Multiple Attacks | U |
| Nightvision | U |
| Rapid Regeneration | E |
| Resistance, Toxic | R |
| Resolve | U |
| Second Wind | U |
| Sense Danger | R |
| Sleep Anywhere | U |
| Slippery People | R |
| Thieves Cant | R |
| Unshakeable | U |
You are naturally beautiful/handsome. Possibly more importantly you know how to use it to your advantage. This eases any Charisma check you make that could benefit from your looks.
You are no stranger to the underworld and gain your class bonus towards any attempt to fence or buy stolen goods without the authorities learning about it. You can also use this talent to gain information about what less than legal activities have been going on in the neighborhood.
Like a chameleon, you were born with the ability to change your appearance to fit any background no matter how colorful or unnatural. The transformation takes 1 round of time to make. Once changed, you can hide in plain sight by standing still; however, you need to be naked. Wearing or carrying anything you cannot quickly hide behind yourself will make you stand out like a sore thumb. Gamewise, when trying to hide, you make Easy Wisdom checks.
Evolution has optimized your appearance to disappear when set against a certain background, typically the one you are native to such as the arctic realm of a snowshoe hare. In that environment you may hide in plain sight by simply standing still. Of course you need to be naked to pull this off. Wearing armor or clothing or carrying anything too large to hide behind yourself will give you away. Gamewise you get an Easy Wisdom check when trying to hide.
Before a battle begins you pick someone other than yourself to be the group's champion. This character gets inspired (they make easier checks of whatever they are doing) every round in which their side wins initiative. The champion can only be inspired once (sorry, no double inspiration) and if somehow incapacitated another champion cannot be chosen to take their place until the current encounter is over.
By being generally friendly and out-going you gain your class bonus when making Reaction Rolls and dealing with Hirelings.
Dark Sense comes from being trained to work in the dark. While it does not let a character see in the dark, when it comes to vision they make normal checks in dim light and only hard checks in pure darkness.
Once per encounter you get to pick out a single enemy and add an extra 1d6 to every hit roll you make against them. The catch is that you become so focused you defend with DC against everything else.
You move like a whirling dervish able to defend yourself with AC in every direction against normal attacks, but you cannot use this talent with any other talents. It does nothing against a surprise attack.
Creatures with this talent hunt by sniffing the air and homing in on whatever smells like something it wants to eat. This allows it to fight in the darkness without penalty, but like echolocation it can only know where things are in relation to itself and cannot actually see them. Another drawback is that strong scents, especially those spread out over a wide area will render it blind. Typically it will retreat from this and wait until the stink dissipates.
Infravision is heat vision. It allows you to see into the infrared light spectrum. To learn more about it look up Vision in the Adventure section of the Core Rulebook.
Instead of attacking you spend the round cheering people on or razzing out your enemies. Make a Charisma + Class Bonus check. Succeed and for that round, everyone on your side gets to make an Easier check of whatever they were doing.
You were born with sharper senses than most. The talent eases any Wisdom check you make to perceive your surroundings.
When leading a force into battle, instead of rolling 1d6 for Initiative, you get to make a Charisma Save + Class Bonus. If it succeeds your side goes first. With a half fail, you go first if your strength is an even number. When facing off against a foe who also has the Leadership talent you both make a roll and the side producing the greatest strength goes first.
Leadership also helps with the morale of followers. Anyone acknowledging the character as their leader gains the leaders Class Bonus to any morale check they make.
Depending on your class level you may make more than one attack per round. One & One Hard means you get to make a normal attack and follow it with a hard attack.
| Level | Attacks |
| 1 to 3 | One |
| 4 to 6 | One & One Hard |
| 7 to 9 | Two |
| 10 to 12 | Two & One Hard |
| 13 and up | Three |
Nightvision is normal vision that has adapted to low light conditions. Contrary to popular beliefs it does not let you to see in the dark. Instead it lets you see without problem in normal and dim light conditions. Doing anything by the bright light of day takes a hard check.
Not only can you spend a combat round doing nothing and recover damage as if you had rested for a minute, but the damage you recover heals an equal amount of Tear damage and Wear damage.
The trade-off is that you are especially susceptible to fire damage and any fire-based attack will do Scar damage instead of Tear damage.
You have a liver made of stone. Poison, disease and other toxins can still harm you, just not as easily as they do others. Gamewise, you make Easy saves when dealing with poisons and intoxication.
Any class with the Resolve talent gets to add its Class Bonus to morale and fear checks. If a class doesn't have it they don't get it. If the talent starts at a level other than first, subtract from the Class Bonus the Starts At level and add 1. The Halfling gets Resolve at 3rd level so Halflings get a +1 at 3rd level, a +2 at 4th, a +3 at 5th, and so on.
Spend a round doing nothing but psyching yourself up and you heal damage as if you had rested for a minute. Make a Con Save and erase its strength from your Wear damage. This does count as a rest and will increase your rest count.
You get a tingling sensation when danger is afoot. Gamewise you get to add your class bonus to Wisdom checks when detecting surprise attacks.
You can sleep anywhere and in anything, including armor. This talent does not protect you while you sleep, but whether deep in dungeon or in the middle of a battlefield with a war raging around you all you need is an empty space to lie down in and you are out like a light.
You are quite adept at being hard to catch and even harder to hold onto. You get a full class bonus when attempting to escape a grapple or perform a slip-thru. When manacled you get one Dexterity check plus class bonus to slip out of them.
This is a way of talking that sounds like gibberish but lets thieves talk to one another without anyone else being able to figure out what they are actually saying. Using it requires a Charisma check plus class bonus.
You take a licken and keep on ticken! Gamewise, this talent adds your class bonus to your stun point.
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