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Unrestricted Talents
This talent allows to you to convince a stranger of a lie or falsehood- often challenged by the Charm or Mind dice.
Choose a target you can touch- if this talent rolls higher than or equal to their Mind trait, the target looses all special statuses.
You can "see" with your ears by admitting a very high-pitch and almost inaudible squeaking. You can maneuver in, and sense creatures in, total darkness or light. You can also hear very faint noises. Roll Echolocation to hear/sense creatures and noises, versus either a GM-set difficulty or relevant Talent or Body Trait.
Once per session, your character can transform into some kind of wild beast! The transformation lasts for as many rolls as the outcome of an intial roll of the Werebeast Curse dice. (For example, you're character has Werebeast Curse (d6) and rolls a 3. They transform into a beast for 3 rolls.)
In this form, your body dice is upgraded 2x, and your mind and charm dice are downgraded 1x each (minimum d4.) You gain the "Animal" quirk, and you can not transform back to your regular form early. You may use talents in this form, which are neither upgraded nor downgraded.
The ability to discern emotions, feelings, and thoughts of another party. (Versus Mind Trait to keep feelings private/hidden.)
Fatebreaker Crystal versus Target's Mind Trait. If Fatebreaker Cyrstal wins, the target looses 2 Stamina and gains the "DAZED" status.
If Fatebreaker Crystal wins by double or more, the target looses 2 Stamina and gains the "Controlled" quirk. The Controlled quirk can only be removed by spending a Token of Friendship. If Fatebreaker Crystal looses, the user looses 1 Stamina.
This Talent is not affected by the "Insubstantial" talent. A ghostly attack that challenges the Body Trait of a target for Damage.
Once per session, if this talent dice rolls higher than your character's Mind/Body trait dice (whichever is higher), the Mind and Body traits of this character are swapped for three dice rolls!
Once per session, after your character has failed a roll, you can choose to activate thist talent. Your character looses 2 Stamina and then immediatley tries the action again, this time adding the "Underdog Spirit" dice roll to the action's relevant talent or trait roll.
Once per session, when you try a type of action you have never tried before, you can add the Beginner's Luck dice roll to that action's relevant talent or trait roll.
You can communicate with plants, and they can tell you what they've felt or heard.
You unleash an incredibly loud scream, powerful enought to break glass and hurt other creatures who can hear it!!
1x Upgrade on any roll made to hide one's body, footsteps, voice, or any part of your physical presence.
1x Downgrade on Body Rolls that involve bulk or brute strength.
Additionally, once per session, you may add the Stealthy Talent roll to any Charm Roll where you are trying to distract, lie to, or confuse another character.
1x Upgrade on Body Rolls that involve bulk or brute strength.
1x Downgrade on any roll made to hide your body, footsteps, voice, or any part of your physical presence.
Additionally, once per session, you may add the Massive talent roll to any Charm roll where you are trying to intimidate or scare another character.
You can choose to, insead of rolling a talent or trait dice, use exactly one-half of that dice's value as your roll. You may use this talent a number of times per session equal to this talent's value. (If this roll fails, do not add a Chip to the Communal Pile.)
1x Upgrade on Charm Rolls where you try to scare somebody.
1x Downgrade on Charm Rolls where you try to endear yourself to somebody.
You may also add the Intimidating Talent Dice to a relevant Charm Roll once per session.
You can enter the dreams of other living creatures, if this talent dice rolls higher than the dreamer's mind-trait dice.
If you roll more than double, you have the ability to control/manipulate aspects of the dreamer's dream.
(You can only enter the dreams of a specific creature your know, if they are current dreaming.)
1x Upgrade on Charm Rolls where you try to endear yourself to somebody.
1x Downgrade on Charm Rolls where you try to scare or intimidate somebody.
You may also add the Cutie-Patootie Talent Dice to a relevant Charm Roll once per session.
Once per session, when another character attempts a talent or trait roll that succeeds, you may decide to interfere with their success with the Mischeif Maker Talent. If this talent rolls higher than the character's succeeding talent or trait roll, the success is hindered humourously and this character gains the Awakened status (1x Charm upgrade for 3 Rolls).
You can roll the "Above it All" talent dice (instead of a trait dice) to resist being influenced, convinced, or even mind-controlled. If this talent rolls higher, you are not affected at all.
You may roll this talent dice when any other creature in your vicinity tries to use a talent that is limited to one use per session or scene. If "Absolute Terror" rolls higher than the attempted limited-use talent, the limited-use talent automatically fails and can not be used again for the rest of the session.
Restricted Talents
If this talent dice rolls equal or higher than a target creature's body dice, the target creature obtains the POISON status.
Bog Witch Class, Lv. 1
Once per session, if this talent dice rolls equal or higher than a target's creature's body dice, the target creature's current special status will last twice as long, or until a Token of Friendship is spent (or the creature is knocked out.)
Bog Witch Class, Lv. 5
If this talent dice rolls equal or higher than a target creature's body dice, the target creature gains 4 stamina and loses any curent special status.
Cleric Class, Lv. 1
If this talent dice rolls equal or higher than a target creature's body dice, the target creature gains 4 stamina and loses any curent special status.
Once per session, if this talent dice rolls larger than a GM-set difficulty, the place where the Cleric is currently standing is considered magical and sacred. Anybody with good intentions who stands in that same, small space in the next hour will gain +2 Stamina, once. Anybody with evil intentions who stands in that same, small space in the next hour will lose 2 Stamina, once. (The larger the space to make sacred, the more difficult this will be!)
Cleric Class, Lv. 5
If this talent dice rolls equal or higher than a target creature's body dice, the target creature gains the EMPOWERED status.
Cheerleader Class, Lv. 1
Once per session, if this talent dice rolls equal or higher than a target creature's mind dice, the target creature tempoarirly gains any of the Cheerleader's current talents (at their dice current value) for 2 usages. After those two usages, the other creature is no longer able to use that "borrowed" talent.
Cheerleader Class, Lv. 5
If this talent dice rolls equal or higher than a target creature's mind dice, the target creature gains the ENLIGHTENED status.
Scholar Class, Lv. 1
Once per session, when an opponent uses a talent on you, you can roll this dice to challenge the opponet's talent. If this dice rolls eqaul or higher than the opponet's talent, you temporarily gain the ability to use that talent for 2 usages. After those two usages, you are no longer able to use that "borrowed" talent.
Scholar Class, Lv. 5
If this talent dice rolls equal or higher than a target creature's charm dice, the target creature gains the AWAKENED status.
Bard Class, Lv. 1
Once per session, you can allow an ally to use a talent that is normally limited to a single use per session again- if this talent dice rolls higher than or equal to the dice of the talent that wants to be used again.
Bard Class, Lv. 5
If successful (higher roll than difficulty set by GM), an animal-friend local to your current environment will come to aide you. The animal-friend will not leave their current environment, but will help you inside it. You can only have one summoned animal-friend at a time.
Druid Summoner Class, Lv. 1
Once per session, you can transform into a specific, non-magical animal for about an hour (or shorter if you so choose.) You keep all your current talents, except Animal-Form, as well as gain a new talent (at the dice-level of Animal-Form) based on the animal you become. (Example: If you transform into a bird, you migth gain the "Fly" talent as long as you are transformed.)
Druid Summoner Class, Lv. 5
If successful (higher roll than difficulty set by GM), you will magically see a piece of the history of an object you touch.
Enchanter Class, Lv. 1
Once per session, if your talent dice rolls higher than a GM-set difficulty, a non-magical object you can touch is given a magical effect that is activated when it's held by another living creature for about an hour. The more complex or potent the effect, the more difficult it is to cast.
Examples of Effects: Hot/Cold Sensation (difficulty 4), Repeating a Message (difficulty 4), Glowing (difficulty 4), Catching on Fire (difficulty 6), Levitating or Moves In a Direction (difficulty 6), Heals 2 Stamina Once (difficulty 8)...
Enchanter Class, Lv. 5
If your ally takes damage from a creature, you can use this talent- if the roll is equal or higher than the creature's attacking dice, you take the damage instead of the ally and damage the target creature for 1 Stamina.
Paladin Class, Lv. 1
Once per session, you may use Holy Shield to summon magical protection for a single ally for one hour. Anytime this ally would take damage, subtract a Holy Shield roll from that potential damage- with a minimum of 0.
Paladin Class, Lv. 5
description
X Class, Lv. Y
You can pull shadows closer to you or a target to hide, or away from a target to make it more visible.
Once per sesssion, you can flatten yourself into a living shadow for about one hour (or shorter, if you want)! As a shadow, you can still manipulate solid objects you come in contact with, use your talents, as well as move freely and quickly wherever there is darkness and a surface. You can not loose stamina as a shadow. You look like the shadow of your regular self.
If successful (higher roll than difficulty set by GM), you will repair any broken or damaged non-magical item.
If successful (higher roll than difficulty set by GM), you will take any artificial/crafted object and turn it into a make-shift device or other artifical/crafted object of similar size. The "re-purposed" device will only be functional for one hour, and you can only use this talent once per session.
You unlease a powerful attack that does double damage!! After you use this attack, your BODY dice is downgraded 2x (minimum d0) for the next 5 rolls.
When your character reaches 0 Stamina, you can use Final Fury to damage a near-by target for triple the damage before you are knocked out. The target doesn't need to be the creature/reason your character lost 0 Stamina, but does need to be with in range of touch to where you are.
If this talent dice rolls higher than a target creature's body trait, that creature looses 2 Stamina (minimum 1), and their next dice roll is doubled. This talent can be used on yourself, as well.
Once per session, if this talent dice rolls larger than a GM-set difficulty, the place where the Plague Cleric is currently standing is considered cursed. Any creature that stands in that same space for the next hour (besides the Plague Cleric themselves) will loose 2 Stamina, once, and gain the POISONED status. (The larger the space to make cursed, the more difficult this will be!)
Hush
"Silence Mage" Class Only
If this talent dice rolls equal or higher than a target creature's body dice, the target creature is unable to speak or vocalize (or use talents that require speaking/vocalization) for 30 minutes.
Absolute Silence
"Silence Mage" Class Only
Once per session, if this talent dice rolls higher than a GM-set difficulty, the Silence Mage can create a bubble where no noise at all can penetrate. This bubble can move with the Silence Mage, or stay in a specific location. Inside, there can be no noise (or use of talents that require noise of any sort.) This effect last for approximatly one hour (or less, if you choose!) The larger the bubble, the higher the difficulty- bubbles that move are also more difficult.
Silver-Tongue
"Swindler" Class Only
If this talent dice rolls equal or higher than a target creature's mind dice, the target creature gains the DAZED status.
Identity Theft
"Swindler" Class Only
Once per session, you can convince a character you and your party are important and influential members of thier group-- if this talent rolls higher than their mind trait. When successful, your entire party gains the "esteemed" reputation with this group and the AWAKENED status.
Numbing Hex
"Hex Witch" Class Only
If this talent dice rolls equal or higher than a target creature's target talent dice, the target creature's talent dice is downgraded 1x (minimum d4) for 30 minutes. This ability can only work on talents- not traits like body, mind, or charm!! This talent can only be used once per creature per session.
Paralyzing Hex
"Hex Witch" Class Only
Once per session, if this talent dice rolls equal or higher than a target creature's target talent dice, the target creature looses 2 stamina, and is unable to use that talent again for one hour. This ability can only work on talents- not traits like body, mind, or charm!!
Best Medicine
"Clown" Class Only
When you make a friend or ally character laugh with descriptive antics, set aside a "Best Medicine" dice for them. Later, the character can roll that dice and heal that much stamina. (There can only be one "Best Medicine" dice set-aside in a game at at time.)
Centerstage Distraction
"Clown" Class Only
Once per session, if Centerstage Distraction rolls higher than a GM-set difficulty, all enemies within ear-shot of your character can only make rolls (traits or talents) directly against your character (not your allies or anybody else) for one hour. The more enemies to influence, the higher the difficulty. This talent only affects characters who were present when Centerstage Distraction was initiated / began.
Inseperable
"Chaperone" Class Only
If the inseperable dice rolls higher than a target creatures's charm dice, that creature is unable to be forced away from your character's side, or hidden from your sight and hearing, for 30 minutes.
Friendship Lasers
"Chaperone" Class Only
Once per session, if all of your friends (party) is present, you make spend Tokens of Friendships to harm an enemy. Each Token of Friendship you spend will reduce the enemy's stamina by one roll of the Friendship Lasers talent, and you can spend up to three at once. (Enemies who are defeated through Friendship Lasers are turned to stone.)
Competitive
"Athlete" Class Only
1x Body Upgrade when performing in front of an audience of at least three others, 1x Body Downgrade (Minimum d4) when alone or not being paid attention to. Additionaly, you may add this dice roll to any roll use for an in-game competition or sport once per session.
Winning Streak
"Athlete" Class Only
Whenever your character rolls the natural maximum dice value for any trait or talent roll, add a Winning Streak dice-roll to their very next trait or talent roll.
You can use the power of song to influence (or even mind-control) other creatures. Roll a contest between Siren Song and the Mind Trait of a target who can hear you. If the Siren Song is higher, the target can be influenced in mood or emotion for as long as it hears your song. If Siren Song is more than double, the target can be directly controlled with a simple command for as long as it hears your song. You may use "Siren Song" once per creature per session. After you use Siren Song talent, your "Charm" dice is downgraded 1x (with a minimum of d4) and can only be returned to it's regular value by spending a Token of Friendship.
1x Body Dice Upgrade in Pristine Nature or Wilderness, 1x Body Dice Downgrade in Crowded Urban or Polluted Areas. The upgrade/downgrade doesn't affect your Stamina. Additionally, you may use the "Heart of the Forest" talent once per session to convince plants to grow and/or move (versus GM-set difficulty.) This ability does not allow you to create or destory plants.
When your character takes damage, you may choose to take double the damage and then set aside one Self-Sacrifice dice to be added to a future roll of either you or one of your character's ally. You can set aside multiple Self-Sacrifice dice (if you take double-damage on multiple turns), but you can only add one extra dice per roll.
Your character will declare an intended magical effect of any grandoise power or skill. If you roll a 20 (or higher?), your magic works!! If you roll anything lower than a 20, your roll is considered a critical failure and will have incredibly unfornuate side-effects as decided by the GM.
Sticky Tongue
"Banshee" Species Only
Your long, sticky tongue can grab and manipulate objects quickly from far away.
Herbal Remedy
"Barometz" Species Only
Once per session, you can give somebody one of the leaves that grow from your body. They will earn stamina equal to this talent dice's rolls, loose any current special status, and gain the "Loopy" status. (The Loopy Status causes a 1x Mind Downgrade and a 1x Charm Upgrade for 3 rolls!)
Herbal Scent-Tracker
"Pig" Species Only
When in natural environments, you can use your nose to find, and then dig up natural ingredients and remedies according to the list below. You can only use this talent once in any natural environment per session.
1 or 11: Meager Root- Eaten: Less Hungry, Regain 2 Stamina
2 or 12: Valuable Mushroom- Sold: Worth 50 Bits (or gift to party member for +1 Token of Friendship)
3 or 13: Poison Mushroom- Eaten: Gain the "POISONED" Status
4 or 14: Restorative Herb- Eaten: Loose all Special Statuses
5 or 15: Nifty Potato- Eaten: Less Hungry, Regain 5 Stamina
6 or 16: Rotten Root- Eaten: Loose 5 Stamina
7 or 17: Super Food- Eaten: Gain the "EMPOWERED" Status
8 or 18: Stinky Onion- Eaten: Immune to negative status effects for 1 session
9 or 19: Heart-Shaped Mushroom- Sold: Worth 100 Bits (or gift to a party member for +2 Tokens of Friendship)
10 or 20: Revival Root- Eaten: For one session, if you get down to 0 Stamina, you automatically revive, up to 6 stamina.
Drought Resistant
"Camel" Species Only
Subtract this dice roll from any damage you would take from fire, heat, or thirst, with a minimum result of 1.
Living Shadow
"Pertyon" Species Only
Your shadow can move and think independently from you! Your shadow can go anywhere there is darkness and a surface and within 30 feet of your physical body. Your shadow can manipulate objects it comes in contact with, but it cannot speak. Use the "Living Shadow" Talent Dice for the strength of your shadow's touch/grasp. If your shadow is broken by light, it returns to you.
Wool Coat
"Sheep" Species Only
When you have your full wool coat, you may subtract a Wool Coat talent-dice roll from any damage you receive. However, you also take a 2x Body Dice Downgrade (minimum D4.) Once per session, you may choose to shear your coat for the rest of the session, which means you don't get to subtract damage, but don't have a body-dice downgrade either. Your coat will grow back at the beginning of the next session.
Bull-Headed
"Minotaur" Species Only
Once per session, after you fail a roll, you may immediately re-roll and try again, and add the Bull-Headed dice roll to the relevant talent or trait roll.
Nightmare Fog
"Baku" Species Only
You release a cloud of nightmare-causing gas! If this talent rolls higher than a creature's mind-trait dice who breaths the gas, the creature gains the "Dazed" status.
Water-Form
"Kelpie" Species Only
Once per session, you can transform into living water, steam, or ice for about one hour (or less if you choose.) You can still use your talents in this form, and can change shape as well. In "Water-Form," your Body-Trait rolls are replaced with your Water-Form dice.
Candy Suffering
"Pinata" Species Only
Whenever you take damage, you may choose to additionally roll the Candy Suffering talent-dice- and immediately add the roll to the damage you take. However, your ally of choice then heals an equal amount of stamina to the extra damage you took. (Example: You have been hit by a rock and would loose 2 stamina. You roll the Candy Suffering talent, and get a 2. You now loose 4 stamina, but your ally also heals 2 Stamina!)
Demonic Pact
"Baphomet" Species Only
Once per session, another character makes a demonic pact with you- roll this talent dice, and subtract that much stamina from the other character. (The stamina is not resisted by any talent or trait.) Afterward, the character chooses one talent or trait dice to upgrade by half of this dice's level (see chart) for their next roll.
d4 ==> d6 ==> d8 ==> d10 ==> d12 ==> d20 ( ==> d40 ==> d60 ==> d100 (max))
Demonic Pact d4 ==> 2x Upgrade, after Damage
Demonic Pact d6 ==> 3x Upgrade, after Damage
Demonic Pact d8 ==> 4x Upgrade, after Damage
Demonic Pact d10 ==> 5x Upgrade, after Damage
Demonic Pact d12 ==> 6x Upgrade, after Damage
Demonic Pact d20 ==> Automatically D100, after Damage
Magic Drain
"Centaur" Species Only
If this talent dice rolls higher than a living creatur's magical-talent dice, the targe's magical-talent dice becomes d0 for 5 rolls, and "Magic Drain" is upgrade 1x and this centaur's charm is downgraded 1x for 5 rolls. This talent can only be used once per creature per session.
Flashy Plumage
"Hippalectryon" Species Only
You flash your colorful and impressive tail-feathers at a creature!! If this talent dice rolls higher than a target's charm dice, you gain the "Awakened" status (1x Charm Upgrade for 3 Rolls) and the target gains the "Dazed" status (1x Mind Downgrade for 5 Rolls.) This talent can only be used once per target per session.
Trunk
"Elephant" Species Only
You can use the "Trunk" talent to manipulate, grab, and hold objects with your trunk... as well as fling objects or spray water great distances. Objects or water launched from your trunk have the capability of causing harm, decided by the "Trunk" talent roll.
Swining Neck Strike
"Giraffe" Species Only
You attack an enemy by swinging your long neck and hitting them with your horns! If this talent dice rolls its highest possible value, even if you are already successful, activate the "Exploding Hoof" rule to upgrade this dice 1x and roll again. This effect can be repeated.
Fuel For the Fire
"Abada" Species Only
If somebody tries to use your magical talent or element against you, you automatically take no damage, and are unaffected by any status or effect that it might have caused. Then, set aside one "Fuel fo the Fire" dice to add to any of your rolls in the future. You can only have one "Fuel For the Fire" dice set aside at a time.
Dimensional Slip
"Sleipnir" Species Only
Once per session, you may roll this dice to attempt to return you and your entire party to a previous point in your current session, but regain the knowledge of your adventure afterwards. (Your Stamina and Statuses remain unchanged.) You must roll at least an 8 to be successful in traveling 15 minutes back. The farther back in the session you go, or the more other parties you try to take with you, the harder the roll.
Freeze Resistant
"Moose" Species Only
Subtract this dice roll from any damage you may take from cold, ice, snow, or hunger with a minimum of 1.
Fog of Famine
"Nuckelavee" Species Only
You release a poisonous gas breath. Any creature in the room besides you, but including your allies, whose body dice rolls less than this talent dice will gain the POISONED status. This gas will also wither/destroy all plants in the area (versus GM-set difficulty for larger areas or magically grown plants)
Naughty List
"Krampus" Species Only
Once per session, when any character in your knowable vicinity acts against your virtue (regardless if they have that same virtue), set aside a Naughty List dice to add to your own roll of choice at a later time. You may only have one Naughty List dice set aside at a time, and it will expire at the end of the session.
Starlight Flash
"X'Mas Reindeer" Species Only
You unleash a bright burst of magical light for about a minute, that will illuminate any darkness and cause harm to creatures and beings of ill-intent. "Starlight Flash" is not resisted by the Insubstantial or Teeny Tiny talents!