Talents:
Flee: Flee allows you to double your movement when running away from battle; You must be running in the direction to leave the map.
Intimidate: With a successful INT roll, You can Intimidate NPCs or players into fearing you.
Disarm:
Melee:Contested roll on your STR to disarm your enemy of his/her weapon, If your enemy also rolls successful STR the weapon is drop by both.
Traps: Roll on INT to disarms man set traps. +1 to disarm trap rolls.
Explosives: Roll on INT to disarm man set explosives
Dodge Blow!: Upon successful AG test, User dodges any one melee attack. (Once per turn)
Excellent Night Vision:User can see better at night under natural moon light.
Distract!: Roll on INT, If successful the enemy is now annoyed and will focus for 1 turn on this skill user only.
Excellent Strength: +2 to STR
Nimble Feet:+2 to AG when rolling for running or Jumping.
Iron Will: +1 to Toughness when contesting against fear rolls.
Tumble: Upon Successful AG test, User can tumble 10 ft. in any direction or Attempt to tumble out of a 20ft fall or less.
RESIST:
Charm: Enemy takes a -3 mod roll to Charm you.
Fear: Enemy takes a -3 roll to cast Fear on user.
Suduction: Enemy takes a -3 roll to Suduce user.
Pioson: Enemy takes a -3 roll to pioson user.
Magic/Fire/Ice/Light/Death/Life/Shadow/Earth/Wind: Enemy takes a -3 roll
to cast Magic or Element on or Against user.
Second Wind:Upon entering the Bleeding out stage, You may roll once on
Toughness to regenerate 1 Wound. This would place you in Critically wounded instead of bleeding out.
Move Silently: Upon successful AG test User moves without making any noise.
Super Numerate: accurate distance evaluation skills, (Up to 30 Yards)
Conceal Weapon: roll AG to successfully hide a small weapon Example would be a Dagger or the like on your person without detection.
Shadow Step:Upon successful AG test, User hides in shadows, -5 roll against enemy preception rolls.
Natural Drinker: Talent allows user to consume mass amounts of alcohol without getting drunk.
Cook: Successful INT test, results in well cooked food.
First aid: Successful INT Test, results in treating 1 wound when Bleeding out to be Critically wounded instead. In contest the target must make a toughness test to stay conscious.
Sleight of hand: Successful AG test results in successful pickpocket, or like thieving actions.
6th Sense:
Traps: Upon Successful INT test, You'll be made aware of traps ahead.
Undead: Upon Successful INT test, You'll be made aware of near-by undead
or necromancy
Animal Apathy: Upon successful INT test, Animals are slightly comfortable around User.
Sense Motive:Upon Successful INT test, User can understand motives of some targets.
Flourish weapon:Upon successful AG test, User confuses target. Target takes -2 to his/her next WS/BS test. User fails AG test; Weapon is dropped in front of user.
Climb:Upon successful S test, User can climb up trees, rope, etc
Phase:Upon successful Toughness test, User may phase out and pass through solid objects (Immune to melee while Phased)
CRAFTING
Black Smith: Upon successful Strength test you may repair weapons and craft weapons with the correct supply.
Chief: Upon Successful AG test, You can cook excellent meals and boost health.
Tinker:Upon successful INT You can craft simply and strange item with left overs and scraps.
Taylor: Upon Successful AG test, You can repair clothing and even create your own fashions.
Musician:Upon successful AG test, Make beautiful music and melodies. Failure results in terrible garbage. Like, Amy Whinehouse.