Some time ago, I
alluded to enriching characters with what I call linked talents:
talents bundled together and discounted to present some form of archetype or
role that isn't immediately evident in the rules. Basically, the intent is to
take a little of the legwork out of fleshing out a character and/or giving a
bit of inspiration when a player isn't quite sure which direction their
character might take.
As an example, here are some options for my Desert Dwarf culture.
These particular talents don't step too far from the core rules, although they
may make reference to various options detailed in articles from the - sadly now
defunct - Guild Companion. Note that references to alignment below
are indicative only, and don't require a formal alignment mechanic. Also, the
scope of the Power Talent has been widened to include a wider
range of lists. This does not - unless specified elsewhere - alter the DP cost
of a particular list. Thus, Rangers and Outriders who take up the Sand
Stalker talent gain 10 ranks in the Magician Base List Sand
Law (from the Guild Companion). However, any further development is
impossible, given the tremendously high cost of 120 DP per rank.
DESERT DWARF ESSENCE USER
TALENT OPTIONS
BASE TALENTS for any
Essence user (Essence User Talent Pack cost: 34)
The cost listed is the slightly discounted cost for purchasing the
individual talent. The cost in brackets is the further discounted cost for
purchase as part of the entire base Essence user talent pack.
Cost Talent
9(8) Desert
Blades (Directed Weapons Master (Minor))
Almost all Desert Dwarves gain training with the blade: given
their harsh environment, and their somewhat hostile nature, this must be so.
Mages are no exception to this, and thus you may nominate one of the following
One-Handed Edged weapons to develop as an Everyman skill: Falchion, Hand
Axe, Sabre or Scimitar.
9(8) Increased
Potential (Aura (Minor))
Dwarf-kin struggle to access the flows of the Essence to any great
degree, but you are possessed of considerable might compared to most of your
kind, gaining two extra power points per rank of Power Point
Development.
18(16) Survivor
(Skilled (Major) x2)
There
has been no Dwarf of the sands born that does not learn some of the secrets to
surviving in their arid homeland. You gain +20 to Foraging and Survival
(Desert).
PROFESSION-SPECIFIC TALENTS
(may only be purchased if buying at least two of the talents in the
Essence User Talent Pack)
MAGICIAN There are very few Dwarf Magicians, and those who dwell in the
desert are no exception: but there are some who gain the necessary knowledge
(and possess the necessary power) to entertain such rare ambition. Desert
Dwarf Magicians may select the following talent at the listed cost:
24 Local
Knowledge (Innate Magician x2 + Aggression x2)
The
power of their homeland informs all those Desert Dwarves who take up the art of
the Magician: you gain +20 to all Spell Casting Static Maneuvers
pertaining to the spell lists Wind Law and Sand Law. In addition
your native hostility grants you +10 to both your
Elemental Attack and Base Attack rolls.
RUNEMAGE The art of the Runemage is honoured among the Dwarves of the
desert, and their rarity increases their great value to their people.
Desert Dwarf Runemages may select the following talent at the listed cost:
36 Purist
Runemage (Power (Major) + Magical Affinity + Runic Lore)
Desert
Dwarf Runemages are intensely conservative, believing that fierce adherence to
the practices of tradition are essential to true mastery. Thus they explore the
lore of words with great devotion and set themselves to master this, the root
of their power. You gain 10 ranks in the Commanding Will spell
list and 5 ranks in each of the following lists: Inscriptions,
Nomenclature Mastery and Symbolism. In addition you may nominate one
Magical Ritual skill, the Commanding Will spell list and one of Nomenclature
Mastery or Symbolism as Everyman. You also gain a special +25
bonus to your Read Runes skill.
ESSENCE ALCHEMIST Unsurprisingly, the Desert Dwarves, like their kin elsewhere excel
at all forms of Alchemy. Although most Desert Dwarf Alchemists are of the
Channelling realm, some pursue mastery of the Essence, bending it to meet the
requirements of the land and its people. Desert Dwarf Essence Alchemists
may select the following talent:
40 Raiding Factotum (Power (Minor) + Trained Regular Footman + Agile Casting)
Raiding
– and defending against raiders – is a way of life for Desert Dwarves. Some
Essence Alchemists accompany raiding parties, serving as providers of potions
to aid in surviving the desert environment. They also learn a little useful
offensive magic and develop – primarily defensive – combat capabilities in the
event they get caught in melee. You gain 5 ranks in both Earth Mastery
and Sustain Body. In addition you treat Blocking, Boxing, Tackling and
Wrestling as if they were Everyman skills. You also develop Adrenal
Defence (Lesser) at 4 DP per rank and may use it as a 20% action.
WARRIOR MAGE Extremely scarce, those Desert Dwarves who combine the Realms of
Essence and Arms are notable for their fortitude, control over the desert
environment and their ability to summon creatures of the sands. Desert
Dwarf Warrior Mages may select one or more of the following talents:
32 Sandrunner (Power (Minor) + Racial Training (Familiar) + Unnatural Stamina + Blazing Speed)
There
are times when communications between the far-flung clans are badly disrupted –
by weather or enemies – and magical means are insufficient to surmount the
difficulties. When this occurs – or when widely dispersed raiding parties must
coordinate their manoeuvres – the Sandrunner comes into their own. Individuals
remarkable for their endurance and speed, they are trained to traverse the wide
desert at speed, bearing messages that they have committed to memory or
packages of vital herbs and other such supplies. You gain 10 ranks in
the spell list Will of the Warrior and +10 to Distance Running,
Mnemonics, Orienteering, Sense Ambush, Sprinting and Tumbling. You also add 10
feet to your Base Movement Rate and +100 to your Exhaustion Point total.
TAOIST MONK Even among the fiery Desert Dwarves there are those who prefer a quiet life – and indeed, the wild solitudes of the deserts lend themselves to such a life. The Taoist Monk is an ideal fit for such eremitic Dwarf-kin, blending as it does contemplation, discipline and harmony with the natural world. Desert Dwarf Taoist Monks may select the following talent:
23 Contemplative (Mind over Matter + Stat Bonus (Minor) + Instinctive Spell Learner + Animal Empathy)
Long,
lonely years spent in silent meditation and communing with the harsh – yet very
much alive – desert has given Contemplatives great control over their own
minds, bodies and magical abilities. They also develop an affinity with certain
creatures of the desert. You gain a special +3 bonus to one of
Empathy, Memory or Self-Discipline. You also receive a +20 to the Self
Control skill category. In addition, you have empathy with a particular desert-dwelling
animal. You may select one creature from the following list: Coyote, Gazelle,
Goat, Hare, Hawk, Jackal, Lizard, Shrew, Snake (non-poisonous) and Vulture. You
gain +25 to all manoeuvres involving your chosen animal, and, if you
associate with a particular individual of this species for a month, you develop
empathic communication with it (The range is equivalent to 1’ x your
level). Finally, your contemplative lifestyle has strengthened your
ability to understand and learn magic: you learn magic more easily than other
semi-spell users (using the S+ column of the Spell Development Cost table).
DESERT DWARF CHANNELING
USER TALENT OPTIONS
BASE TALENTS for Channeling
spell users (Channeling User Talent Pack cost: 32)
The cost listed is the slightly discounted cost for purchasing the
individual talent. The cost in brackets is the further discounted cost for
purchase as part of the entire base Channeler user talent pack.
Cost Talent
9(8) Desert
Blades (Directed Weapons Master (Minor))
Almost all Desert Dwarves gain training with the blade: given
their harsh environment, and their somewhat hostile nature, this must be so.
Channeling users are no exception to this, and thus you may nominate one of the
following One-Handed Edged weapons to develop as an Everyman skill:
Falchion, Hand Axe, Sabre or Scimitar.
9(8) Sustenance
and Succour (Power (Minor))
Even with their formidable ability and experience, there are times
when Desert Dwarves are caught up in periods of famine and disease. At this
time, the people turn to the divine for aid. You gain 5 ranks in both
the Creations and Purifications spell lists.
18(16) Survivor (Skilled (Major) x2)
There
has been no Dwarf-kin of the sands born that does not learn some of the secrets
to surviving in their arid homeland. You gain +20 to Foraging and
Survival (Desert).
PROFESSION-SPECIFIC TALENTS
(may only be purchased if buying at least one of the talents in the Channeling
User Talent Pack)
CLERIC (Lawful) In the desert, there is a taut
balance between retaining the traditions that enable survival and improvising
or developing new strategies for success. Lawful Channelers are viewed with
some ambivalence as they can sometimes stifle innovation – a harsh conservatism
that can lead to stasis and ultimately being overrun by external factors. But
Lawful Clerics and others of their ilk retain tremendous prestige as
representatives of the long-enduring and hard-won success of the Desert Dwarves
in not only surviving, but thriving. Lawful Desert Dwarf Clerics may
select the following talent:
20 Kingmaker
(Racial Training (Expert))
The
Clan-Chiefs know that they must satisfy the stringent requirements of the
ancient laws and their representatives, the clergy. Certain Clerics are trained
from a young age to observe and assess the worthiness of those who would lead
the clans, judging them in the light of history and myth. Although the
Kingmaker’s opinions are not binding, they are highly significant: rare is the clan
that goes against the wisdom of the Kingmaker. You gain +20 to
Divination, History, Interrogation, Lie Perception, Public Speaking and
Religion.
PALADIN/SHAO-LIN MONK (Lawful) Defeating threats to order and stability are essential to the
survival of the clan. Desert Dwarf Paladins and Shao-Lin Monks of a Lawful
disposition are the paramount defence against such threats, and they are
particularly potent against threats of diabolical and elemental variety.
Lawful Desert Dwarf Paladins and Shao-Lin Monks may select the following
talent:
33 Banisher (Power (Lesser) + Skilled (Lesser) x2 + Additional Closed List + Mastered Spell List + Innate Magician)
One
of the great dangers of the deserts are the elementals and genies that prowl
the wastes, spreading devastation in their wake. Often released by rogue or
evil Summoners and Magicians, they represent a rare but potent threat to the
Desert Dwarves. Thus certain Paladins or Shao-Lin Monks are trained for mastery
over such forces. You gain 3 ranks in the Priest Base List Banishments.
You must select either elementals or genies as the target creature for
this list. You learn this list as Closed Channeling list, at a development cost
of 6/6/6, and are treated as a Pure user for the purposes of modifiers.
You also gain a +20 bonus to all Spell Casting Static Maneuvers when
casting spells from this list and you receive a +10 bonus to Power
Perception and Reality Awareness.
ANIMIST In the desert, the Animist’s usual focus on plant and herb life
increases in value due to the scarcity of such boons in the sandy and rocky
wastes. Such skills are vital, but some Desert Dwarf Animists go beyond this to
understand the flow of magic and attempt to harmonise and harness it for the
benefit of their people. Desert Dwarf Animists may select the following talent:
28 Harmonist (Arcane Discovery (Major) + Arcane Discovery (Minor) + Additional Closed List)
Some
Animists enhance their power over nature by seeking to comprehend and control
the flow of magic as it manifests in Ley Lines and Earthnodes. They then tap that
power to strengthen themselves and direct the power towards constructive
purposes in the name of their people. They also develop their spiritual senses,
using them to pierce deceptions, locate sources of disharmony and even to leave
their bodies and walk the world in spiritual form. They also possess the
ability to calm those who are aggressive and dangerous. You may develop the
Open Arcane list Power Manipulation as an Open Channeling list. You can
also develop the Closed Arcane list Power Mastery and the Priest Base
List Spiritual Vision as Closed Channeling lists. You may allocate 10
ranks between the preceding three lists and the Closed Channeling List Calm
Spirits.
ANIMIST (Evil only) Some Animists dwelling in the harsh solitudes of the desert wastes
surrender to the bleak cruelty of the land and its occupants. Desert Dwarf
Animists of an Evil disposition may select the following talent:
21 Forked Tongue (Power (Minor) + Golden Throat + Additional Closed List)
Drawn,
perhaps, against their will, some Animists come to identify themselves with the
danger and viciousness of the creatures of the desert, particularly the snake.
They become vindictive and manipulative, delighting in deception and the pain
of others. They are often exiled when their tendencies become known, and
consume themselves in lonely spite or actively working with the enemies of the
clans to bring down that which has rejected them. You gain 5 ranks in the Evil
Channeling List Wounding and 5 ranks in the Priest Base List Serpent
Law, which you develop as a Closed Channeling List. In addition, your
mellifluous voice grants you +15 to all attempts to persuade, calm or
manipulate someone.
RANGER/OUTRIDER In such an inimical
environment, such professions as the Ranger and Outrider are ubiquitous and
vital. They are the eyes and ears of the clan at the margins of the homeland,
and the first line of defence against the many enemies of the Desert
Dwarves. Desert Dwarf Rangers and Outriders (who have selected the
Channeling realm) may select any of the following talents at the listed cost:
15 Sand
Stalker (Power (Minor) + Subtle)
Patrolling
the far-flung borders of clan lands is arduous and dangerous, but there are
many Dwarf-kin who undertake this perilous duty. Among them are those who combine
a superb facility for stealth and concealment with a sound knowledge of the
sands that constitute their environment. You gain +25 to Stalking and
Hiding manoeuvres and receive 10 ranks in the Magician Base List Sand
Law.
35 Patrol
Leader (Danger Sense + Look of Eagles + Skilled (Minor) x2)
When
the Sand Stalkers bring reports of danger, small, efficient and hardy units of
Dwarf-kin fighters are often sent out to deal with the problem. Those who lead
the patrols are talented, alert and experienced. You gain +20 to
Leadership (Small Units) and Tactics (Desert Infantry Skirmishing). In
addition, you may make an Alertness roll at the GM’s discretion to detect
danger and gain +10 to the Awareness•Perceptions skill category.
Finally, while your unit and other allies can see you (and can see that you are
well) they gain +25 to all RRs vs. Fear and Morale effects.
PRIEST OF NATURE No fools, Desert
Dwarves often seek to placate and worship the deities of nature in order to
mitigate the dangers of their homeland. Desert Dwarf Priests of Nature
may select any of the following talents at the listed cost:
43 Sphinx-Friend (Skilled (Minor) x2 + Favoured (Major) + Mental Link + Stat Bonus (Minor))
Truly
rare are those Priests of Nature who have somehow risen to the challenge of the
riddling Sphinx and gained its permanent favour. Due to their gift for enigmas
and ability to entertain the Sphinx with their talent for versification, they
have developed a bond of trust and mind such that the mighty Sphinx – in
addition to granting access its wide and varied body of knowledge – may even
consent on occasion to allow the Priest to ride the desert thermals on their
backs. You are one such Priest, and thus you gain a special +3 to your
Reasoning statistic and +20 to Poetic Improvisation and Riding (Sphinx).
You also share a mental bond with the Sphinx that has befriended you, such that
you may share thoughts and feelings. To activate this bond, you must be within
sight of one another, but once the bond is functioning, it operates over any
distance until the link is broken (usually by consent, but potentially also by
one party falling unconscious). You must then be within sight of one another to
reactivate the link.
23 Landscape Painter (Skilled (Lesser) + Power (Minor) + Arcane Discovery (Minor) + Innate Magician)
One
of the means by which Dwarf-kin survive in the desert is through the
intercession of the Priests of Nature: certain highly-trained Priests travel
throughout the clan homeland painting eldritch signs in secret locations. Those
members of the clan who need to know these locations (Sand Stalkers, Patrol
Leaders and Sandrunners in particular) can make their way to the place of the
sign and activate them, triggering the production of water or food at need.
Other signs – not so secret – are used to mark the boundaries of the clan
homeland, where they are used to demarcate borders and affect those who are
unwelcome on clan lands. You gain +10 to Painting and 10 ranks in the Open
Arcane List Arcane Signs, which you learn as an Open Channeling list.
You also gain +20 to all Spell Casting Static Maneuvers when casting spells
from this list.