Cruxmas Time: Talents

 

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It’s behi…oh never mind…

So, the festive period is beginning to die down, we find ourselves running low on leftovers, and realise that perhaps we ought to be doing something, whether this is the case or not. With this in mind, I present to you a quick look at how we intent to be managing Talents, which determine all the wonderful and unusual tricks that your character can do; the things that make you special.

The Talents are organised into three categories, so you can choose to favour one of these three character archetypes, although in play, you won’t be tied to any particular bias in this case; they just provide a rough guide to your character’s initial calling.

They are:

SAGE: Knowledge and technical ability

SWINDLER: Social ability and finesse, as well as the shadier side of things

SOLDIER: Martial and physical supremacy.

The various Talent Trees within these categories are divided into three levels of proficiency, each of a greater power than the one before. Within each of these levels, we have individual Talents, which are special tricks (Or Feats, if you will, if you’ve been playing D&D for ages, like I have). Many higher level Talents have prerequisites, which will be listed in their description. Frequently you’ll need to learn a couple of lower-level Talents, before you can progress to a higher level one. It follows, after all, that you’d have to learn the basics, before you start picking up the deeper mysteries.

I’m going to assume that you have been through the previous article, so the system shouldn’t be too arcane. So, without very much further ado, here’s an example of one Talent Tree from each of the archetypes, plus a handy flowchart so you can see how one could progress through the trees.

The flavour text is meant to be evocative of what the Talent does, and not a canonical explanation of its sole application. If, like me, you are a fan of describing awesome stunts, try and think about cool variants on this…

SAGE

Arcane Theory

This deals with the understanding of the workings of magical devices, auras and magical phenomena, and how they interact with the world.

jayce-mtg

Jayce from Magic: The Gathering – probably quite good at theory

Arcane Theory Flowchart

arcanetheoryflowchart

Proficiency Level 1

Discern Enchantment

Your understanding of the ebb and flow of magical energies allows you to intuitively understand the nature of any enchantments present on any device you are in physical contact with, and how to use them. No roll is required.

Attune Any Item

Prerequisites: Discern Enchantment

Normally, the process of attuning an item so that  you can harness its arcane properties requires a ritual so that the energies of the item and your aura may harmonise with each other. With enough training and understanding, you are able to extend your etheric sense into the item and integrate with it instantaneously. To do so requires the expenditure of one point of Conviction. You may unbond items from yourself with equal ease.

Witchfinder

You are able to recognise the telltale marks of different magical guilds, allowing you to determine what powers a practitioner possesses. Make an Analysis+Arcane Theory roll against a difficulty equal to the obscurity of the magical guild upon meeting them, each success reveals one fact about the nature of the guild’s powers, or tricks they are likely to possess.

Seal Enchantment

Prerequisites: Discern Enchantment

Just as you are able to implicitly understand the workings of a magical device, you are able to put measures in place such that they are prevented from functioning. By spending a point of conviction while in contact with an item, and making an Arcane Theory roll, a number of magical enhancements equal to your successes the device are disabled, such that a user, apart from the seal’s caster must spend a point of  their own Conviction to gain access to them again. After this, the device functions as normal; the seal is broken.

 

Proficiency Level 2

Control enchantment

Prerequisites: Seal Enchantment

By spending a point of Conviction, and committing an Aura Slot, while in contact  with a device, you are able to establish a connection to the enchantment placed on an item or device. After you have done this, you may cause the device to activate its enchantments, shut them down as per Seal Enchantment, or use any other Arcane Theory talent that would affect the enchantment specifically, provided it’s within your line of sight.

Talismanic Gesture

Prerequisites: Attune Any Item

You make a disruptive sign infused with your Will and Aura to protect you against hostile magic. Spend a point of Conviction and make an Arcane Theory roll against standard difficulty. The number of successes gained are used as a penalty against any magical attacks made against you, in the same manner as cover, with a value equal to your Integrity.

Binding Gesture

Prerequisites: Seal Enchantment, Talismanic Gesture

Reaching out towards a target, you create a binding ward that impedes the use of any magical items in use, although not innate abilities (summoned and created entities count as items for the purposes of this Talent). The affected items are unable to function for the rest of the round. This costs 1 point of Conviction to use and requires an Arcane Theory roll against standard difficulty, or the target’s Integrity, whichever is greater.

 

Proficiency Level 3

Empowered Focus

Prerequisites: Control Enchantment

By spending a point of Conviction, and committing an additional aura slot to a device, you drastically increase the arcane power available to a magical device. The next time it’s used, double the amount of net successes rolled. The device cannot be used the following round. Especially fragile items may become damaged through use of this power.

Shatter Enchantment:

Prerequisites: Binding Gesture

You are able to unweave the magical structure of enchantments, causing them to become unstable and collapse. This includes the removal of simple curses, shattering wards or barriers and other sustained effects. Imbued items, and severe curses  are often more difficult in terms of the degree of success required, so disenchanting an item is often the subject of a downtime action, with in-game activities to support it – particularly powerful curses and wards may require a sidequest to shatter, but with this Talent you will always know what is needed to do so. As with its prerequisite, this costs a point of Conviction to perform.

Talismanic Barrier

Prerequisites: Talismanic Gesture

You are able to sustain the ward created through Talismanic Gesture for a number of rounds equal to your Endurance. While the barrier is active, you may not use any other Arcane Theory talents or magical devices.

Commentary:

This one seems quite complicated, but the ability to manipulate arcane devices is quite a prominent part of the ‘technology’ system in Crux – In some cases, devices use both mundane and magical components, so learning to manipulate this is very useful.

That having been said, the process of understanding the arcane is not meant to be simple, so many Talents require others as prerequisites. Developing a proper understanding is a process that requires some commitment, hence the path is long and a little bit winding.

 

SWINDLER

Deceit

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Lying and cheating by massaging your truth until it does what you want it to. This applies to both written and spoken communication attempts.

Deceit Flowchart

deceitflowchart

 

Proficiency Level 1

Blather-barrage

In a pinch, your quick wits and smart mouth can get you through some tight situations. Make a Deceit Roll against their Integrity to shift their attitude one step towards Neutral (if somewhat confused). (e.g. If they are hostile, doubling their Integrity score in successes moves it directly to Neutral). This normally lasts until the end of the scene.

For 1 conviction, this may be used upon the opening of hostilities if you act first, potentially averting the combat.

Flirtatious overtones

Getting into someone’s personal space, whether metaphorically, emotionally or literally, is often enough to put people off their guard. Spend a point of Conviction and make  a Presence + Deceit roll against their Integrity. Every two successes lowers their effective Integrity by one for the next social roll. If they have reason to suspect your advances as disingenuous, this roll is opposed either by an Intuition + Streetwise or Deceit roll (their choice). This doesn’t reveal your intentions, just rebuffs your attempt. Of course, if the ploy is successful, you may have to make good on your promises…*

(NB: Gender or sexual preference does not play any part in this strategy, mechanically speaking, although the details of how it functions may differ – how much you want to go into that is up to the preferences of your group)

 

Proficiency Level 2

Method Actor

Prerequisites: Blather-barrage

Your skills at deceit are so honed, even you believe them, at least temporarily. Any attempts to discern whether you are lying at that point, will automatically fail,

Outrageous display

Prerequisites: Flirtatious Overtones

Sometimes, to win a verbal exchange you don’t have to be right, you just have to make a good show of being wronged. In a situation where there are witnesses present, make a Deceit roll against their integrity, the greater number of successes you achieve, the stronger the impression your display makes, and the greater their disapproval towards your mark. A normal crowd’s collective Integrity will be 3, although this will vary depending on their attitude

 

Proficiency Level 3

Up is down

Prerequisites: Method Actor

Using your sincerity and persistent assertions to wear down your marks’ will, you may eventually convince them of nearly anything. Spend a point of Conviction and make a Deceit roll against their Integrity, as an opposed roll if they disagree with your position. Success means that they believe what you told them as true, until presented with evidence to the contrary. Blatantly false assertions or common knowledge tend to unravel rather quickly, so it is best used with an element of the truth, or kept within the bounds of plausibility.

Commentary:

While not having as many Talents as Arcane Theory, Deceit’s talents are far more universal in their application, and while the path to mastery seems straightforward, the outlying Talents provide complimentary abilities that allow the main path to come into its own.

 

SOLDIER

For direct combat skills, there are very few prerequisites, all that is required to learn a higher level Talent is to have one of the level below it. So, to learn a level 2 Talent, you need a level 1, and for a level 3, you need to know a level 2. Straightforward, yes? So straightforward, it doesn’t require a flowchart.

 

Close Combat: The Cunning Path

cunning-tree

This set of techniques is basically the opposite of fighting fair, and that’s the way its practitioners like it. It’s often not the only style someone learns, but it’s one that, after it saves their life, it’s the one they never forget.

Proficiency Level 1

Cheap Shot

Sensing a gap in your opponent’s guard, you make a swift lunge, catching them unawares in a vital, and often sensitive, spot. When attacking, you may declare to use a cheap shot instead. Instead of dealing usual damage, inflict the weapon’s base damage and inflict the Dazed status upon them.

Trip

Interrupting your opponent’s gait, while offering a little leverage and encouragement, you up-end them, sending them sprawling to the floor. Declare Trip instead of a standard attack. In place of usual damage, inflict the weapon’s base damage and your opponent suffers the Knock Prone status

 

Proficiency Level 2

Arterial Strike

You throw a rending strike through a vital area, causing a spectacular gout of blood. Spend 1 Conviction. If your attack hits, as well as normal damage, your opponent is affected by Bleed.

Human Shield  

Dodging with liquid grace around your opponent, you always manage to keep their body between you and danger. Spend 1 Conviction. This round you may add your opponent’s Defence score to yours, counting as cover. Attacks aimed at you that miss will automatically hit your opponent.

 

Proficiency Level 3

Turnabout

With perfect timing, you jar your opponent’s hand as it swings towards you, causing their weapon to drop. Catching it in the crook of your elbow as it falls, you spin it around to give them a taste of their own medicine. Spend 1 Conviction. If your attack hits, they are disarmed, and you may attempt to make a bonus strike using their weapon.

Commentary:

As with Deceit, all the Talents are part of a toolkit, and while you can reach the capstone quickly and easily, you’d benefit from the lower level ones also being in your repertoire.

 

So, there we go, another example of how the development is going. I’m currently in two minds as to whether the next excerpt will be crunch or fluff, so will probably have a chat with Matt, and see what wonders we can come up with.

 

Until then, take care and Hard Love,

 

Tom Cole.

 

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