You are on page 1of 9

Talents

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)

Eagle Eye Prerequisites: Eagle Eye, Archery or


Those who learn this Talent are Crossbow Skill Rank 4 (6 for Rank 2)
experienced in shooting further than others
and are better able to judge the ballistics of Called shot to-hit modifiers are reduced
their weapons. by 2 points per rank. This cannot exceed -0.

Novice (10 IP) Critical Shot (M)


Archers with this Talent are trained to
Prerequisites: Overdraw (Rank 1), aim for vulnerable areas and are more likely
Archery or Crossbow Skill Rank 3 to cause grievous injury with their attacks.
Rank 1: Novice (10 IP)
Rank 2: Journeyman (15 IP)
Rank 3: Master (20 IP)
One-handed Weapon Talents
These Talents apply only to one-
Prerequisites: Overdraw (Rank 1), handed weapons using the Melee or
Archery or Crossbow Skill Rank 3 (6/9 Swordsmanship skills. They are not
for higher ranks) exclusive, however, and once purchased,
may be used with any weapon type if the
A shot with a bow that, if a hit occurs, character has the required minimum skill
will cause Critical Hits at a -1 (per rank) to rank in the weapon skill.
the threshold numbers. This means that
with Rank 1, a Simple Critical will occur if Armsman
the target is hit by 6 instead of 7, a Those who learn this Talent can get the
Complex Critical on a 9 instead of 10, etc. (5 most out of their weapons, hitting harder or
STA) twisting blades and hafts to open more
damaging wounds.
Hunter’s Discipline
Those with this Talent are more Rank 1: Basic (5 IP)
proficient at safely removing their arrows Rank 2: Novice (10 IP)
from targets. Rank 3: Journeyman (15 IP)
Rank 4: Master (20 IP)
Journeyman (15 IP) Rank 5: Grandmaster (25 IP)

Prerequisites: Critical Shot (Rank 1), Prerequisites: Weapon Skill 2


Archery or Crossbows Skill Rank 5 (4/6/8/10 for higher ranks)

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.

Master (20 IP) Hack and Slash (M)


The combatant with this Talent can
Prerequisites: Hunter’s Discipline, cause deep, bleeding wounds with his Axe.
Archery or Crossbows Skill Rank 6
Rank 1: Novice (10 IP)
The archer may use this maneuver Rank 2: Journeyman (15 IP)
following a movement action to move up to Rank 3: Master (20 IP)
his SPD again and fire his bow or crossbow.
(6 STA) Prerequisites: Armsman Rank 1, Melee
Skill Rank 3 (6/9 for higher ranks)
Bullseye (M) A strike which can only be made with
The archer’s shot placement and force an axe, causes Bleed 2 (4/6 for higher
are crippling to targets. ranks) if the attack’s damage penetrates the
target’s SP. (5 STA)
Grandmaster (25 IP)

Prerequisites: Quick Draw, Ranger, Bone Breaker (M)


Archery or Crossbows Skill Rank 10 A combatant with this Talent and
armed with a Mace or Hammer is a threat
A shot which adds Stun (-0) to the to even the most heavily-armored
arrow’s damage (5 STA). opponents.
Prerequisites: Fighting Stance, Weapon
Rank 1: Novice (10 IP) Skill Rank 5
Rank 2: Journeyman (15 IP)
Rank 3: Master (20 IP) Increases the damage of Strong Attacks
by +2d6
Prerequisites: Armsman Rank 1, Melee
Skill Rank 3 (6/9 for higher ranks) Critical Charge (M)
Charges from characters with this
Strike with a Mace or Hammer that Talent are like a locomotive. It’s best to
ignores 25% (50%/75% for higher ranks) of avoid them.
the target’s SP if it hits. (5 STA)
Journeyman (15 IP)
Bladesman (M)
Those with this Talent are masters of Prerequisites: Fighting Stance, Weapon
the blade, slicing deep into their opponents Skill Rank 5
for crippling injuries.
When a character with this Talent
Rank 1: Novice (10 IP) executes a Charge Special Attack, he may
Rank 2: Journeyman (15 IP) choose (before rolling to hit) to spend 5
Rank 3: Master (20 IP) STA and, if the Charge is successful, may
add his SPD to is to-hit margin for
Prerequisites: Armsman Rank 1, determining if the wound is a critical hit.
Swordsmanship Skill Rank 3 (6/9 for This Maneuver must be declared, and the
higher ranks) STA spent before rolling to hit. (5 STA)

Strike with a Sword that, if a hit Paralyzing Strike (M)


occurs, will cause Critical Hits at a -1 (per Blows from a character with this
rank) to the threshold numbers. This means Talent can leave an opponent senseless.
that with Rank 1, a Simple Critical will
occur if the target is hit by 6 instead of 7, a Grandmaster (25 IP)
Complex Critical on a 9 instead of 10, etc. (5
STA) Prerequisites: Savage Strike, Critical
Charge, Weapon Skill Rank 10
Fighting Stance
Combatants with this Talent A strike with a weapon that, if the
understand that conservation of motion damage penetrates, causes Stun(-2). 7 STA.
makes it easier to stay the course of the
battle. Dual Flurry
To characters with this Talent, two
Novice (10 IP) weapons are like one, and they wield them
with equal ease.
Prerequisites: Armsman Rank 1,
Swordsmanship Skill Rank 4 Rank 1: Novice (10 IP)
Rank 2: Journeyman (15 IP)
Reduces the STA cost of additional
attack actions and Maneuvers by 1. Prerequisites: Melee Skill 3 (6 for Rank
2)
Savage Strike
When a combatant with this Talent Reduces the penalty for joint attacks
hits hard, they really hit hard. (dual wielding two weapons) by -1 per rank.

Journeyman (15 IP)


Dual Savagery (M) Prerequisites: Barbarian Rank 1, Melee
Combatants with this Talent strike or Staff/Spear Skill Rank 3 (6/9 for
with vicious ferocity, even with two higher ranks)
weapons.
A strike which can only be made with
Master (20 IP) an axe, causes Bleed 2 (4/6 for higher
ranks) if the attack’s damage penetrates the
Prerequisites: Dual Flurry (Rank 1) target’s SP. (7 STA)

Joint attacks may be Strong attacks Deep Wounds (M)


(per the normal rules for such, but Those with this Talent are masters of
applicable to both weapons). (5 STA) the blade, slicing deep into their opponents
for crippling injuries.
Two-Handed Weapon Talents
Rank 1: Novice (10 IP)
These Talents apply only to two- Rank 2: Journeyman (15 IP)
handed weapons using the Melee, Rank 3: Master (20 IP)
Swordsmanship, or Staff/Spear skills.
They are not exclusive, however, and once Prerequisites: Barbarian Rank 1,
purchased, may be used with any weapon Swordsmanship Skill Rank 3 (6/9 for
type if the character has the required higher ranks)
minimum skill rank in the weapon skill.
Strike with a Sword that, if a hit
Barbarian occurs, will cause Critical Hits at a -1 (per
Those who learn this Talent can get the rank) to the threshold numbers. This means
most out of their weapons, hitting harder or that with Rank 1, a Simple Critical will
twisting blades and hafts to open more occur if the target is hit by 6 instead of 7, a
damaging wounds. Complex Critical on a 9 instead of 10, etc. (7
STA)
Rank 1: Basic (5 IP)
Rank 2: Novice (10 IP) Skull Crusher (M)
Rank 3: Journeyman (15 IP) A combatant with this Talent and
Rank 4: Master (20 IP) armed with a Mace or Hammer is a threat
Rank 5: Grandmaster (25 IP) to even the most heavily armored
opponents.
Prerequisites: Weapon Skill 2
(4/6/8/10 for higher ranks) Rank 1: Novice (10 IP)
Rank 2: Journeyman (15 IP)
Each rank of this Talent adds +1d6 to Rank 3: Master (20 IP)
damage with two-handed weapons. This
damage applies with Strong or Fast attacks Prerequisites: Barbarian Rank 1, Melee
as normal, but the additional damage is not or Staff/Spear Skill Rank 3 (6/9 for
modified, i.e. only the weapon’s damage is higher ranks)
doubled.
Strike with a Mace or Hammer that
Limbsplitter (M) ignores 25% (50%/75% for higher ranks) of
The combatant with this Talent can the target’s SP if it hits. (7 STA)
cause deep, bleeding wounds with his Axe.
Champion’s Stance
Rank 1: Novice (10 IP) Warriors with this Talent are centers
Rank 2: Journeyman (15 IP) of the storm, lashing out with their
Rank 3: Master (20 IP) weapons efficiently.

Novice (10 IP)


Dual Savagery (M) Prerequisites: Barbarian Rank 1, Melee
Combatants with this Talent strike or Staff/Spear Skill Rank 3 (6/9 for
with vicious ferocity, even with two higher ranks)
weapons.
A strike which can only be made with
Master (20 IP) an axe, causes Bleed 2 (4/6 for higher
ranks) if the attack’s damage penetrates the
Prerequisites: Dual Flurry (Rank 1) target’s SP. (7 STA)

Joint attacks may be Strong attacks Deep Wounds (M)


(per the normal rules for such, but Those with this Talent are masters of
applicable to both weapons). (5 STA) the blade, slicing deep into their opponents
for crippling injuries.
Two-Handed Weapon Talents
Rank 1: Novice (10 IP)
These Talents apply only to two- Rank 2: Journeyman (15 IP)
handed weapons using the Melee, Rank 3: Master (20 IP)
Swordsmanship, or Staff/Spear skills.
They are not exclusive, however, and once Prerequisites: Barbarian Rank 1,
purchased, may be used with any weapon Swordsmanship Skill Rank 3 (6/9 for
type if the character has the required higher ranks)
minimum skill rank in the weapon skill.
Strike with a Sword that, if a hit
Barbarian occurs, will cause Critical Hits at a -1 (per
Those who learn this Talent can get the rank) to the threshold numbers. This means
most out of their weapons, hitting harder or that with Rank 1, a Simple Critical will
twisting blades and hafts to open more occur if the target is hit by 6 instead of 7, a
damaging wounds. Complex Critical on a 9 instead of 10, etc. (7
STA)
Rank 1: Basic (5 IP)
Rank 2: Novice (10 IP) Skull Crusher (M)
Rank 3: Journeyman (15 IP) A combatant with this Talent and
Rank 4: Master (20 IP) armed with a Mace or Hammer is a threat
Rank 5: Grandmaster (25 IP) to even the most heavily armored
opponents.
Prerequisites: Weapon Skill 2
(4/6/8/10 for higher ranks) Rank 1: Novice (10 IP)
Rank 2: Journeyman (15 IP)
Each rank of this Talent adds +1d6 to Rank 3: Master (20 IP)
damage with two-handed weapons. This
damage applies with Strong or Fast attacks Prerequisites: Barbarian Rank 1, Melee
as normal, but the additional damage is not or Staff/Spear Skill Rank 3 (6/9 for
modified, i.e. only the weapon’s damage is higher ranks)
doubled.
Strike with a Mace or Hammer that
Limbsplitter (M) ignores 25% (50%/75% for higher ranks) of
The combatant with this Talent can the target’s SP if it hits. (7 STA)
cause deep, bleeding wounds with his Axe.
Champion’s Stance
Rank 1: Novice (10 IP) Warriors with this Talent are centers
Rank 2: Journeyman (15 IP) of the storm, lashing out with their
Rank 3: Master (20 IP) weapons efficiently.

Novice (10 IP)


Block or Parry the attack, it ends with
Prerequisites: Barbarian Rank 1, them, otherwise continue to the next target,
Weapon Skill Rank 4 rolling damage (for a Fast Attack) as
normal.
Reduces the STA cost of additional
attack actions and Maneuvers by 1. Warmaster (M)
Characters with this Talent are in
Great Critical Charge (M) complete control of their weapons, using
Charges from characters with this the head or haft to strike their foes
Talent are like a locomotive. It’s best to senseless.
avoid them.
Grandmaster (25 IP)
Journeyman (15 IP)
Prerequisites: Sweep, Weapon Skill
Prerequisites: Fighting Stance, Weapon Rank 10
Skill Rank 5
A strike with a 2h weapon which
When a character with this Talent causes Stun (-3) in addition to normal
executes a Charge Special Attack, he may damage. (10 STA)
choose (before rolling to hit) to spend 7
STA and, if the Charge is successful, may
add his SPD to is to-hit margin for
Shield Talents
determining if the wound is a critical hit. These Talents may only be used while
This Maneuver must be declared, and the a shield is equipped, using the Melee skill.
STA spent before rolling to hit. (7 STA)
Shield Wall
Devastating Blow Combatants with this Talent are better
When a combatant with this Talent able to protect themselves with their
hits hard, they really hit hard. shields.

Journeyman (15 IP) Rank 1: Basic (5 IP)


Rank 2: Novice (10 IP)
Prerequisites: Champion’s Stance, Rank 3: Journeyman (15 IP)
Weapon Skill Rank 5 Rank 4: Master (20 IP)
Rank 5: Grandmaster (25 IP)
Increases the damage of Strong Attacks
by +3d6 Prerequisites: Melee Skill Rank 2
(4/6/8/10 for higher ranks)
Sweep (M) The character gains a +1 to block with
Combatants with this Talent can make shields per rank.
great sweeping attacks against their foes,
cleaving them in twain and continuing to
their allies. Deflect Arrows
A character with this Talent has
Master (20 IP) experience defending himself from arrows
and is better at angling his shield to glance
Prerequisites: Great Critical Charge, them away.
Devastating Blow, Weapon Skill Rank
7 Novice (10 IP)

Attacks all enemies within the Prerequisites: Shield Wall Rank 1,


character’s vision arc and weapon range Melee Skill Rank 3
with a single roll to hit. Resolve the attacks
from one side to the other; if any opponents
Sneak Characters with this Talent may move
Characters with this Talent are always up to (Leap) meters as a movement action
extremely silent, gaining a natural (2 STA).
advantage when actively avoiding
detection. Silence
Some sneaks can wear armor but seem
Rank 1: Basic (5 IP) to make no noise at all.
Rank 2: Novice (10 IP)
Rank 3: Journeyman (15 IP) Grandmaster (25 IP)
Rank 4: Master (20 IP)
Rank 5: Grandmaster (25 IP) Prerequisites: Silent Roll, Stealth Skill
Rank 7
Prerequisites: Stealth Skill Rank 2
(4/6/8/10 for higher ranks) Eliminates all EV penalties for the
purposes of making Stealth Skill rolls.
The character gains +2 to Stealth rolls
per rank. Shadow Warrior
These characters attack like the wind,
Muffled Movement ambushing then disappearing.
The character is familiar with both
how to wear armor in such a way as to Legendary (30 IP)
mute the sound of it, as well as how to
move in it more quietly than most. Prerequisites: Silence, Stealth Skill
Rank 10
Novice (10 IP)
Backstab (M)
Prerequisites: Sneak (Rank 1), Stealth Nothing like a knife in the back for
Skill Rank 3 resolving disputes to one party’s
satisfaction.
Eliminates EV modifiers for leg armor
when rolling Stealth skill rolls. Novice (10 IP)

Light Foot Prerequisites: Sneak (Rank 1), Stealth


Characters with this Talent step lightly Skill Rank 3, Small Blades Skill Rank 3
and cautiously, to avoid traps and alarms.
Ambush attack with a Small Blades
Journeyman (15 IP) weapon which deals +3d6 damage. (3 STA)

Prerequisites: Muffled Movement, Deadly Aim


Stealth Skill Rank 4
Journeyman (15 IP)
Characters may add ½ their Stealth
Skill Rank to Athletics rolls to avoid traps. Prerequisites: Backstab, Stealth Skill
Rank 4, Archery or Crossbow Skill Rank
Silent Roll (M) 4
These nimble athletes can flip forward
or sideways along the ground without Backstab may be used at up to Close
making a sound. range with ranged attacks. Does not stack
with Overdraw.
Master (20 IP)

Prerequisites: Light Foot, Stealth Skill


Rank 5
Assassin’s Blade (M)
Master (20 IP)

Prerequisites: Backstab, Stealth Skill


Rank 5, Small Blades Skill Rank 5

Backstab damage is increased by +6d6


damage (+9d6 total) (+2 STA)

You might also like