------------------------------------------------------------------------------- Talents (Can only be raised by direct experience, such as from an adventure) ------------------------------------------------------------------------------- Arcane Talents (Only Magi can have these Talents) Finesse (grace, precision, any one Form) Penetration (any one Technique or Form) Awareness Talents Alertness (bodyguarding, traps, ambushes, hunters, sounds) Scan (keeping watch, quick scan, sea, woods, prey) Search (in the dark, sounds, plants) Exceptional Talents (Can only be taken if bought as a Virtue) Alchemy +1 (potions related to any one Technique) Animal Ken +1 (wolves, falcons, horses) Contortions +1 (ropes, breaking people's holds, crawl, squeeze) Direction Sense +1 (underground, in towns, in woods, at sea) Divination +4 (astrology, pryomancy, crystal gazing, haruspication, prophetic dreams, rune casting, examing cracks in bones) Dousing +1 (silver, water, coal, gold) Empathy +1 (warriors, those in need, anger) Enchanting Music +2 (love, anger, pride, sadness) Entrancement +4 (seduction, domineering, with the prideful) Healer +1 (disease, childbirth, broken bones) Herbalism +1 (substances related to one Technique) Hex +1 (revenge, fear, crops, children) Magic Sensitivity +1 (any one Technique or Form) Mimicry +1 (wolf howl, specific person, sounds of pain) Perfect Balance +1 (ropes, ledges, high winds) Premonitions +1 (cities, caverns, natural disasters, ambush) Read Lips +1 (conversations, whispers, speeches) Second Sight +1 (ghosts, demons, at night, while concentrating) Sense Holiness & Unholiness +1 () Visions +2 (past, future, over a distance, grief, death) Weather Sense +1 (storms, sea, temperature) Physical Talents Athletics (grace, long jump, long distance run, sprint, leaping) Climb (cliffs, trees, walls) Dodge (reaction to surprise attack, versus one thrown/thrusting/unarmed) Social Talents (Must usually start with these to improve/acquire them) Charisma (demagoguery, war, politics, inspirational, religion) Charm (love, first impression, being brash/sly/witty) Guile (lying to authority, elaborate lies, quick lies) Folk Ken (peasants, townsfolk, nobles, clergy, wizards, the opposite sex) Pretend (tears, anger, friendliness, passion) Subterfuge (bluff, cajole, whine, con, arguments) ------------------------------------------------------------------------------- Skills (Can be increased by training or direct experience) ------------------------------------------------------------------------------- Arcane Skills (Only Magi may have these skills) Certamen (any one Technique or Form) Parma Magica (protection from any one Technique or Form) Forester Skills Animal Handling (falcons, dogs, horses, veterinary) Survival (woodlands, grasslands, mountains, leading groups) Track (woodlands, mountains, swamps, tracking humans, hiding tracks) Mental Skills Concentration (ignoring pain, ignoring sounds, for long periods) Debate (philosophy, Hermetic Law, conversation) Meditation (prayer, composing your thoughts, resting the body, controlling emotions) Performance Skills Acting (improvisation, tragedy, soaring passions, a specific role) Storytelling (poems, romances, tributes, improvisations) Jongleur (antics, jesting, pranks, juggling) Sing (solo, choral, ballads, lullabies, war songs) Play [Specific Instrument] (solos, group, improvisation, vast repertoire) [lyre] Physical Skills Brawl (tackling, pinning & holding, punching, ambushing) Ride (performance, speed, in battle) Swim (rough water, diving, swimming deep, long distance, underwater) Rogue Skills Disguise (men, women, nobles, Magi, one person in particular) Forgery (ecclesiastical documents, signatures, wax seals) Legerdemain (filch, pick pockets, prestidigitation) Pick Locks (traps, speed, in darkness) Stealth (hide, sneak, tail, forest, towns, stalking, tunnels) Social Skills Bargain (textiles, dealing with Flambeau Magi, dealing with superiors) Diplomacy (negotiation, politics, etiquette, tact) Drinking (guzzle, drinking songs, vulgarity, keeping your head about you) Etiquette (nobility, the court, peasants, faeries, the Church) Intimidation (overt, subtle, threats, violence, intellectual) Intrigue (gossip, plotting, rumormongering, alliances) Leadership (giving orders, engendering loyalty, combat, inspiring bravery) Weapon Skills (Usage explained in Combat chapter) [Specific Melee Weapon] Attack [Specific Melee Weapon] Parry (charging, tournaments, bodyguarding, fighting beasts, formation fighting, wild melees, night fighting) [Specific Missile/Thrown Weapon] Attack (tournaments, moving target, still target, rapid fire) [Melee, Missile, and Thrown weapons on Weapons chart] Work Skills Boating (directing others, handling storms, repairs) Chirurgy (bind wounds, cauterization, diagnose, set bones, poison, maidens) Craft [Specify] (as appropriate for craft) [baking, blacksmithing, bowmaking, carpentry, chandelry, clothiery, cooperage, engineering, embalming, fishing, glassworking, goldsmithing, hide-working, jewel-working, leather-crafting, locksmithing, masonry, millery, portrait painting, perfumery, pottery, sculpting, silversmithing, shipbuilding, smelting, woodcrafting, weaponry, winemaking] Evaluate [Specific Items] (as appropriate for category) [arms and armor, distances, artwork, foodstuffs, machines, animals, clothing] Wagoneering (avoiding accidents, rough terrain, repairs) ------------------------------------------------------------------------------- Knowledges (May be increased by study unless otherwise specified) ------------------------------------------------------------------------------- Arcane Knowledges (Only Magi and those with Arcane Lore may have these) Enigmatic Wisdom (faeries, interpreting dreams, explaining the Enigma, writing verse) Hermes History (tomes, Houses, legal processes) Hermetic Law (apprentices, dealings with mundanes, Tribunal etiquette) Hermes Lore (history, politics) Magic Theory (potions, enchanting items, inventing spells) Casual Knowledges (Can also pick these up by direct experience) [Area] Lore (geography, history, politics, personalities) [Provencal, ] Church Lore (saints, clergy, history, corruption) Faerie Lore (faerie forests, the Unseelie Court, faerie mounds, faerie festivals) Fantastic Beast Lore (giants, werewolves, dragonkind, weaknesses, motivations, habitats) Legend Lore (beasts, heroes, faeries, a particular place) Occult Lore (demons, undead, curses) Speak [Specific Language] (class, expansive vocabulary, colorful phrases) [Provencal/Catalan, Castilian, Leonese, Aragonese, French, Lombard, Norman French, Frankish, Tuscan, Visigothic, German, Old English, Celtic, Gaelic, Welsh, Irish, Scottish, Old Norse, Norwegian, Scandanavian, Finnish, Icelandic, Swedish, Latin, Imperial Latin, Greek, Hebrew, Arabic, Egyptian, Giant, ] Formal Knowledges (Only Magi and Educated may have, trained/studied only) Church Knowledge (doctrine, history, politics, exegesis, heresy, theology) Humanities (arts, science, philosophy) Medicine (anatomy, apothecary, physicianry) Scribe [Specific Alphabet] (type of document, writing conditions, for a purpose) [Latin, Imperial Latin, Greek, Hebrew, Arabic, Egyptian, Norse Runes, Provencal, ] -------------------------------------------------------------------------------