Aegis
If you are carrying an intact shield and would suffer an effect from a physical source (an attack, a trap, etc.), you may elect to Notch your shield instead of taking the effect.
Doom Eye
When wielding a missile weapon during a Challenge, you may spend a Sword card on your turn to perform a perfect shot. This Attack automatically hits, regardless of the target’s Initiative.
Heavy Metal Machine
During Challenges, if you are wearing iron or steel armor, you may use a miscellaneous action (discarding any card) to add your Swords to your Initiative as an interrupt against a single action. You may only use this talent once per round.
Monster Hunter
When you master or train this talent, choose both a hated foe and a specialization of that enemy.
- You gain a motif called “[Foe] Hunter.” You can use this motif to bid lore about these creatures or to gain favor in tests of fate related to them, as normal.
- You make Attacks with favor against foes of your specialization.
Choose a foe and a specialization from the following list—you can change your foe as a City Action if some new type of creature really gives you reason to be pissed off.
Beast Hunter
You specialize in hunting, tracking, and trapping beasts of all shapes and sizes. What qualifies as a “beast”? Well, if it’s in a medieval bestiary, it’s probably a beast. Beasts are native to the realm of Flesh—they feast, fight, flee, and fuck.
Specializations: Any specific species (e.g., bats, centipedes, chimeras, cockatrices, dinosaurs, tigers)
Elemental Hunter
Your focus is dealing with supernatural embodiments of nature.
Specializations: Any specific creature (e.g., undine, salamander, siren, dryad, tree giants)
Man Hunter
You specialize in the most dangerous game. The term “man” is a bit of a misnomer. This category covers all kith, kin, and genders.
Specializations: Any specific kith: fay, humans, underfolk, orcs
Spirit Hunter
Your focus is on alien intelligences from the far realms. You can deal with incorporeal spirits, manifested spirits, and possessing spirits.
Specializations: Spirits from one of the far realms (i.e., Wastes, Weald, Weird, Welkin)
Undead Hunter
You have experience pacifying the unquiet dead.
Specializations: A specific undead type (e.g., skeleton, zombie, wraith)
Witch Hunter
If the answer to the question “what is that thing?” is “a wizard did it,” you can deal with it.
Specializations: Any specific type of magical manifestation (e.g., beastmen, golems, oozes)
GM’s note
It’s possible that the Monster Hunter categories can overlap. For example, a giant beetle might be a specialty for both a beast hunter and a witch hunter. That’s fine. There’s no reason to get into taxonomical minutiae.
Reaver
When you Attack during Challenges, you may also move one zone (Set the scene) as you charge towards your foe.
Two-handed Focus
If you are wielding a melee weapon with both hands during a Challenge, you may Attack as a minor action with either a Pentacles or a Swords card.
War Stories
As a Camp Action, tell your guild the story of some of your past adventures. Maybe this was an adventure you've played out in-character, or maybe one in your backstory. You—and everyone who listens and role-plays with you a little— gets to choose one of the following benefits:
- They may charge an uncharged Bond.
- They gain an extra point of Resolve; this can bring their Resolve up to 5.
A reminder
During adventurer creation, you will prioritize your attributes—Swords, Pentacles, Cups, or Wands—from 1-4. Whichever attribute is rated 4, the highest rating possible, becomes your path.
Your path determines the initial talents that you have access to. You will begin the game with one of your path’s talents mastered and the rest of your path’s talents in training. More information on learning, training, and mastering talents can be found in chapter 2.