Professional Documents
Culture Documents
Talents Layout
Talents Layout
Talents? Talents let you customize your character, granting special abilities or bonuses to existing
abilities or skills. Characters may spend IP on Talents to boost their combat abilities, in much
These talents were the same way as learning a spell provides a Magic User with additional abilities. Some Talents
designed to fill the IP gap provide access to new maneuvers or ways to use weapons, while others improve the damage or
that appears between
magic-users and non-casters hit chance with weapons.
when the casters are required Talents must be learned from someone who already knows them, and many may be found
to purchase spells and at military academies, guilds, or in small mercenary training grounds known as Kobars. Some
expensive skills while the of the more advanced techniques will not be easy to come by, as the individuals who know
melee combatants are static them are jealous of their knowledge and must be convinced that the character is worthy of it.
in their abilities outside the
skill tree and finding that
These Masters will take only the most deserving students (in their eyes) and will swear them
cool new sword. to secrecy once they have passed the knowledge on.
While intended for melee The process of learning a Talent is the same as a Mage learning a spell. Once the
and ranged focus characters, character has located a source of the Talent and has the required skill minimums and
the talents should be prerequisite Talents to learn it, he must spend time in training. While engaging in the
available to anyone who training, the character must make several skill checks (using the appropriate skill) per week,
wants to spend the time and
I.P. to purchase them, but with failure of any rolls requiring a re-roll the following day and adding an additional day to
they have been put together the training time. Since most teachers are paid by the day, this can add additional cost to
to limit their effect on learning the skill, however, the instructor is able to divide their Teaching skill among their
magical combat. students as a bonus to these learning rolls.
Effort was also made to Once the required skill rolls have been made and the student has spent the required time
ensure that the Talents do
not touch directly on the to learn it, the student spends their IP (based on the difficulty of the Talent, see the table) and
realms of Defining Skills or is able to use (and train others in) the Talent. Note that each rank of a Talent is considered a
Skill Trees, but there was separate Talent and must be trained and studied separately to learn.
some overlap (specifically in There are two types of Talents, Passive Talents and Maneuvers. If the Talent is a
the Stealth area). Maneuver (identified by an (M) after the name in the description), it will list the STA cost to
No warrantee is offered if
other homebrew professions
execute the maneuver. Unless otherwise noted, these maneuvers are considered Special
are used. These Talents may Actions and cannot be combined with Strong or Fast attacks. Maneuvers that case a special
be overpowered if your effect or condition (such as Bleed or Stun) cause these effects in addition to any weapon
group's Armsman isn't effects, and if the conditions have a % chance of applying, the checks are made separately. For
complaining about only example, a master of 2h hammer with the Warmaster Talent (Stun (-3)), using a Highland
doing 12d6 on a strong Mauler (Stun (-2)) would, on a successful hit with the Warmaster maneuver, cause her target
attack.
Anyone who's played to make two separate Stun saves, one at -3 and the other at -2. These would not combine for a
Skyrim should have a total of -5.
passing familiarity with the Passive Talents apply to all instances of the weapon’s use, including with Strong or Fast
Talents and their general attacks, Special Attacks and Maneuvers, unless otherwise noted in the Talent description.
effects. The names remain
the same but the specifics
may be different.
Talent I.P. Time to Learning Learning
Level Required Learn DC Checks per
Week
Basic 5 2 Days 10 1
Novice 10 4 Days 14 2
Journeyman 15 1 Week 18 4
Master 20 3 Weeks 22 6
Grandmaster 25 5 Weeks 26 8
Legendary 30 7 Weeks 30 10
This is a fan-made not for profit homebrew supplement to The Witcher TRPG. The document was authoried by Rick S. (Discord @Panzerkraken). The Witcher and
The Witcher TRPG are copyright R. Talsorian Games and CD Projekt Red. No intent to impringe on these copyrights was intended. The Eldar Scrolls: Skyrim is a
copyright of Bethesda Softworks. The excellent background of this document was created by Leon M. (Discord @Leothedino) and was used with permission.
Talent Descriptions This Talent adds +25% to the Long
Range of the weapon and recalculates all
Each Talent has a general description other range categories based on the
of an interpretation of the logic behind the modified number.
Talent, a notation of the number of ranks in
the Talent and the IP cost for each rank.
The Talent also lists the skill requirement Power Shot (M)
to learn it, and its game effects. Once a character has learned to focus
out further, he can also focus on hitting
where it counts, including knocking a target
Archery and Crossbow Talents off-balance or out of position.
These Talents are restricted to Archery
and Crossbow weapons. They are not Journeyman (15 IP)
exclusive, however, and once purchased,
may be used with either weapon type if the Prerequisites: Eagle Eye, Archery or
character has the required minimum skill Crossbow Skill Rank 5
rank in the weapon skill.
This shot adds Stagger (50%) to the
Overdraw damage applied if it hits. (5 STA)
Those who learn this Talent can get the
most out of their weapons, drawing bows Quick Draw
back further than normal or using blocks or Archers with this Talent are more
pullies to increase the strength of their proficient at readying their weapons.
crossbows.
Master (20 IP)
Rank 1: Basic (5 IP)
Rank 2: Novice (10 IP) Prerequisites: Power Shot, Archery or
Rank 3: Journeyman (15 IP) Crossbow Skill Rank 7
Rank 4: Master (20 IP)
Rank 5: Grandmaster (25 IP) An archer may draw and string a bow
or ready a crossbow in a single action. This
Prerequisites: Archery or Crossbow is identical to the Elf racial ability, and
Skill Rank 2 (4/6/8/10 for higher Elves are considered to have this Talent
ranks) (with Bows only) for the purposes of
prerequisites.
This Talent adds +1d6 damage to
attacks with Archery or Crossbows Steady Hand
weapons. This damage applies with Strong An Archer with this Talent is used to
or Fast attacks as normal, but the additional making fine adjustments to her aim and can
damage is not modified, i.e. only the shoot the wings off a mosquito.
weapon’s damage is doubled for a Strong
attack from a bow. Rank 1: Journeyman (15 IP)
Rank 2: Master (20 IP)
Arrows may be recovered 75% of the Each rank of this Talent adds +1d6 to
time. damage with one-handed weapons. This
damage applies with Strong or Fast attacks
as normal, but the additional damage is not
Ranger(M) modified, i.e. only the weapon’s damage is
Archers with this Talent have learned doubled.
the lesson that mobility is key in a battle.