JOURNEYMAN OPTIONAL TALENT LIST

Assuring Touch

WIL + Rank

This talent allows a character to increase a target's Social Defense against fear or intimidation attacks. While touching the target, the character makes an Assuring Touch Test. The results of this test replace the target's normal Social Defense for the duration of the talent; unless the test result is lower than the target's normal Social Defense.

Resist FEAR

Touch

(Rank) Rounds

YES

NO

1

Journeyman

Bargain w/ Summoned Creature

Rank

This talent allows a character to bargain with a creature or entity which the character has previously summoned. Characters add their talent rank to their Charisma step whenever attempting to persuade the target to perform some task or favor. If the creature is not able to complete the task within the duration of the talent, the summoned creature does not have to complete the task despite the bargain it made with the character.

(+) CHA Test Effectiveness

(Rank) Hexes

(Rank) Hours

YES

NO

NO

Journeyman

Blood Guilt Weapon

PER + Rank

Blood Guilt Weapon uses the blood from a crime victim to determine the guilt or innocence of a suspect. The character takes a drop of blood from the victim and places it on the striking surface of a weapon. The character then makes a Blood Guilt Weapon Test vs.the Spell Defense of the target. If the test is successful, and if the suspect is guilty, the weapon leaps to attack the guilty party, achieving an automatic armor-defeating hit. Damage is determined as normal.

INFORMATION

Weapon Range

1 Round

YES

NO

NO

Journeyman

Body Weapon

Rank

The Body Weapon talent allows a character to turn one forelimb into a weapon of their choice. Unarmed, or Close, Combat is used to hit an opponent when attacking with a Body Weapon. Though this weapon appendage has a damage step equal to a normal of weapon of that type, characters cannot transform their bodies into weapons with Damage Steps which exceed their talent rank. A character with a Body Weapon may use any of the special attacks allowed by that weapon, if desired (e.g., a hand turned into a whip may be used to grasp an object).

(+) DAMAGE

Self

1 Round

NO

NO

1

Journeyman

Detect Disease

PER + Rank

A character with this talent is automatically able to detect the presence of disease if the character is able to make a successful Detect Disease Test vs. the Disease Step of any and all diseases within range. If successful, the character knows exactly where each disease detected is located; whether that be in a carrier/host body or in another form which is dangerous to the character or the character's companions.

DETECTION

(Rank) Hexes

1 Round

YES

NO

1

Journeyman

Detect Poison

PER + Rank

A character with this talent is automatically able to detect the presence of poison if the character is able to make a successful Detect Poison Test vs. the Poison Step of any and all poisonous substances within range. If successful, the character knows exactly where each detected poisonous substance is located; whether that be in a carrier/host body or in another form which is dangerous to the character or the character's companions.

DETECTION

(Rank) Hexes

1 Round

YES

NO

1

Journeyman

Dominate Beast

CHA + Rank

The Dominate Beast talent allows a character to temporarily subdue and control animals, wild or trained. The character makes a Dominate Beast Test against the aniaml with the highest Spell Defense in the group + 1 for each additional target. If successful, the character can establish dominance over the group of animals. Animals under the influence of Dominate Beast will not take any hostile action against the character and the character may command them to perform one simple task that requires less time than the talent duration. In addition, the task cannot pose more danger to the animals than to the character.

ANIMAL Control

(Rank) Hexes

(Rank) Minutes

YES

NO

2

Journeyman

Enduring Art

PER + Rank

A character may paint or tatoo an animal symbol on himself or others that acts like a blood charm. The animal symbol a character chooses determines the Attribute which the subject may temporarily improve by using Enduring Art. For example, a symbol of a monkey would allow the character to temporarily improve the character's Dexterity Attribute while a symbol of a cat would do the same for Willpower. The character must spend at least 36 hours - not necessarily consecutive - creating the art, during which time the character and the subject may not engage in other strenuous or distracting activities. At the beginning of the 36 hours, the character makes and Enduring Art Test vs. the subject's Spell Defense, which cannot be voluntarily lowered for the procedure. If the test is unsuccessful, the character cannot find a suitable spot upon which to begin creating the art. After a failed attempt, the character may not try again for a week. If the test is successful, the process begins and the subject takes 2 points of permanent damage. A character may not have more Enduring Art symbols active than the character has ranks in the talent.

A person decorated by Enduring Art can raise the Attribute associated with the animal symbols below by 1 step for 1 round. Each time the bearer increases the Attribute, he takes a point of Strain. Furthermore, a bearer may only have one dedicated Enduring Art symbol per attribute.

(+) ATTRIBUTE Step

Touch

Permanent

YES

NO

NO

Journeyman

Evaluate

PER + Rank

The Evaluate talent gives characters a shrewd sense for the true market value of an object. A character may make an Evaluate Test against the Spell Defense of the item to detect whether an object has hidden value that is not readily apparent to the casual observer. If successful, the character knows the value of the item within +/- (10 - (Rank)) percent. An Excellent success is required to determine the true value of a magic item, and even then, the value may only be determined to within +/- (20- (Rank)) percent.

INFORMATION

Touch

Permanent

YES

NO

NO

Journeyman

Evidence Analysis

PER + Rank

A character uses the Evidence Analysis talent to examine physical evidence regarding an object, figure or place. As a general rule, the talent will only reveal what happened to the target, how something happened to the target and when something happened to the target within a range of time equal to the character's talent rank in hours. The character makes an Evidence Analysis Test against the Spell Defense of the person responsible for creating the physical evidence, and if successful determines what, how and when the physical evidence was created. However, successful use of Evidence Analysis cannot determine who created the evidence or why the evidence was created.

INFORMATION

Touch

1 Round

YES

NO

NO

Journeyman

Impossible Lock

PER + Rank

A character with this talent may make locks more difficult to open. The character makes an Impossible Lock Test vs. the lock's Difficulty Number. If successful, the result of the Impossible Lock Test is added to the normal Difficulty Number to create a new Difficulty Number for the duration of the talent.

(+) LOCK Pick Difficulty

Touch

(Rank) Hours

YES

NO

NO

Journeyman

Item History

PER + Rank

The Item History Talent allows a character to learn the history of an enchanted or mundane item. Characters must carry the item on their person for at least one week, studying it carefully for one hour each night. As soon as the character completes seven nights of study, the character makes an Item History Test vs. the Spell Defense of the item. The success level determines the number of Key Knowledges learned by the character. On an Average Success the character learns 1 Key Knowledge, on a Good Success 2 and on an Excellent Success 3. The Item History talent can be used multiple times on an item, each time after a week of study. Additional successful uses of Item History on the same item always reveals new Key Knowledges previously unlearned by the character. The character's rank in Item History is the maximum number of Key Knowledges that a character may learn about any given item as well as the maximum thread rank of any Key Knowledge discovered. A character may only learn additional Key Knowledges by increasing the character's Item History rank.

INFORMATION

Touch

Permanent

YES

YES

NO

Journeyman

Leave No Trace

DEX + Rank

This talent allows characters to move over any surface or in the air without leaving trace of their passing. This lack of a trace includes the absence of visual, aural, olfactory or heat signatures. The result of the test is the Difficulty Number which anyone attempting to detect the character must overcome. Because the absence of movement traces is so complete, a detecting character must achieve a Good Success in order to detect traces of the character's passage.

(-) Opponent's TRACKING Effectiveness

Self

(Rank) Hours

YES

NO

NO

Journeyman

Levitate

WIL + Rank

When using the Levitate talent a character may rise straight into the air. The maximum height a character may rise is equal to the result of the Levitate Test in yards (measured from the ground to the bottom of the character's feet). The character may ascend or descend at a maximum speed of 3 yards per round. Furthermore, a character may only propel themselves horizontally by being pushed or pulled by an outside motive force, or by providing that motive force themselves using their hands to pull or push themselves along a stationary object such as a wall. If at any time the character chooses not to, or is unable to, remain in a standing position, the talent immediately expires and the character begins falling to the ground. A character who is airborne at the time the talent normally expires suffers a similar fate. Characters unable to halt their own descent before reaching the ground must take falling damage as appropriate. The maximum weight characters may lift, in addition to their own person, is equal to the character's Carrying Capacity.

LEVITATE

Self

(Rank) Rounds

YES

NO

NO

Journeyman

Light

PER + Rank

A character using the Light Spell is able to tap into the astral plane and release a small of energy to create light. The Light talent creates a floating, glowing sphere about the size of an orange which illuminates a spherical area of 5 megahex diameter with a light the strength of torchlight. Once created, the glowing sphere hovers directly above the head of the character and moves with the character. Alternately, the character may choose to attach the glowing light sphere to an object if the character makes a successful Light Test vs. the object's Spell Defense. Once the sphere has been attached in this manner, it remains attached to the object until dispelled, or until the talent duration expires. The magician may extend the duration of this talent with blood magic. For the cost of 1 permanent point of damage, the light sphere may remain in existence for a year and a day.

Create LIGHT

(Rank) Hexes

(Rank) Minutes

NO

NO

1

Journeyman

QUESTOR

Rank

The Questor talent allows characters to tap into the powers of the Passions of Barsaive. Questors are characters who exemplify the qualitities of one of the worshipped Passions.

Access QUESTOR Powers

Self

Permanent

NO

NO

NO

Journeyman

Resist Disease

TOU + Rank

This talent allows a character to resist the effects of disease. When resisting disease, characters use their Resist Disease step rather than their Toughness Step. A character may also make a Resist Disease Test in place of one Recovery Test when attempting to heal any damage caused by disease. Reduce the Difficulty Number by -1 for each successive test to resist that same disease.

(+) DISEASE Resistance

Self

(Rank) Minutes

YES

NO

NO

Journeyman

Resist Poison

TOU + Rank

This talent allows a character to resist the effects of poison. When resisting poison, characters use their Resist Poison step rather than their Toughness Step. A character may also make a Resist Poison Test in place of one Recovery Test when attempting to heal any damage caused by poison. Reduce the Difficulty Number by -1 for each successive test to resist that same dose of poison.

(+) POISON Resistance

Self

(Rank) Minutes

YES

NO

NO

Journeyman

Safe Opening

Rank

Characters protected by Safe Opening are able to reduce the effects of traps or wards which might otherwise hurt them. If the character is located within range of the adverse effects caused by a triggered trap or ward, the Effect Test Step of that trap or ward is reduced by a number of steps equal to the character’s Safe Opening talent rank.

(-) TRAP Effectiveness

Self

(Rank) Rounds

NO

NO

1

Journeyman

Shrewd Bargain

WIL + Rank

This talent allows a character to reduce a target's Social Defense against Fencing or Haggling talents or skills. If the Shrewd Bargain Test is successful vs. the target's Social Defense, the target's Social Defense is reduces according to the success level of the test. An Average Success reduces the target's Social Defense by 2, a Good Success by 3, an Excellent Success by 4 and an Extraordinary Success by 5. The effects of Shrewd Bargain last until the negotiations for a single item are complete. If the character wishes to Fence or Haggle over another item, the target's Social Defense returns to normal until affected again by Shrewd Bargain.

(-) Opponent's Soc DEF

(Rank) Hexes

Varies

YES

YES

NO

Journeyman

Spirit Hold

WIL + Rank + 5

This talent allows a character to root a spirit to one spot, preventing it from moving or taking any action except communicating. Spirit Hold works only on spirits from astral space. The character makes a Spirit Hold Test vs. the spirit's Spell Defense. If successful, the spirit is held for the duration of the talent as long as the character concentrates on holding that spirit in place. If the character chooses not to concentrate, the spirit may escape by making a successful Willpower Test vs. the result of the Spirit Hold Test. The spirit may make one such Test each round until the talent expires or until it escapes. Once a spirit has escaped, it may not be held by the character again until 24 hours have passed. A character cannot Hold more than one spirit at a time.

HOLD Opponent

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Journeyman

Spirit Talk

PER + Rank

This talent allows a character to communicate with any spirit, tasked or allied, which is manifested on the physical plane. The character makes a Spirit Talk Test vs. the Spell Defense of the Spirit, if successful, the character is able to communicate with the spirit. However, the ability to communicate with the spirit does not mean that the spirit will necessarily be willing to converse with the character. The character may need to persuade, cajole or coerce the spirit to talk or answer questions.

(+) LANGUAGE

Self

Permanent

NO

NO

NO

Journeyman

Strengthen Magic

Rank

This talent enables characters to increase the Dispel Difficulty of any of their own talents. Whenever characters use a talent, they may choose to automatically increase the Dispel Difficulty of that talent by a number equal to their rank in Strengthen Magic. This strengthening stays in effect for the duration of the Strengthened Talent.

(+) DISPEL Difficulty

Self

Varies

NO

NO

NO

Journeyman

Summoning Circle

PER + Rank

Characters creating a Summoning Circle are able to force a Summoned being to remain within the area encompassed by the Circle. Once drawn by the character on the ground, the Circle is a megahex in diameter and is centered on any hex within range. Once the drawing of the Circle is complete, the character makes a Summoning Circle Test. The result of this test is equal to the Circle's Spell Defense. After the character successfully summons a being into the Circle, the Summoned being cannot cross the plane of the edge of the circle without first destroying the Circle by making a successful Willpower Test vs. the Circle's Spell Defense. A successful Dispel Magic Test vs. the Circle's Spell Defense also destroys the Circle.

HOLD Spirit

(Rank) Hexes

(Rank) Hours

YES

YES

NO

Journeyman

Tell Tale

PER + Rank

This talent enables the character to ask questions of inanimate objects. The character first touches the object then makes a Tell Tale Test vs. the Spell Defense of the object. If successful, the character is able to ask one yes/no question of the object. The object will answer truthfully, sensing events as if the character had actually been present to witness the event in question. The event must have occurred within a number of days equal to the character's talent rank.

INFORMATION

Touch

1 Round

YES

NO

NO

Journeyman

Twisted Tongues

PER + Rank

This talent so jumbles the target's speech that no one else is able to understand them. The character makes a Twisted Tongue Test vs. the target's Spell Defense. If successful, the target is not able to speak coherently for the duration of the talent.

Prevent SPEECH

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Journeyman

Weapons Expertise

Rank

A character with this talent chooses to specialize in one specific type of weapon such as a dwarf sword, war spurs, or battle ax. Weapons Expertise gives these characters a +2 step bonus to any Attack Test they make with this type of weapon. However, because these characters have chosen to specialize, they also receive a -4 Attack Step penalty when using any other type of weapon. Characters only gain their Weapons Expertise bonus if they maintain a rank in Weapon's Expertise equal to their rank in the basic attack talent (e.g., Melee Weapons, Close Combat, etc.) needed to use that type of weapon.

(+) ATTACK Test

Self

Permanent

NO

NO

NO

Journeyman

Weather Cloak

Rank

This talent increases a character's resistance to the effects of natural or magical weather. When protected by a Weather Cloak, the negative effects associated with any type of weather encountered by the character are decreased by the character's talent rank. Thus, if a character with Rank 3 in Weather Cloak fighting in a driving rain storm would normally suffer a -5 step penalty to their Dexterity Step because of the poor conditions, that character instead suffers only a -2 step penalty.

(+) Protection vs. WEATHER Effects

Self

Permanent

NO

NO

NO

Journeyman

Denotes a COMBAT related talent