Talents

Players have more than just combat skills at their disposal.  There are times out of battle where a character’s talents can mean the difference between life and death.  There are twenty different talents to aid players in their travels and even in combat!

Those with high agility and sharp coordination can make the most of their nimble features through this talent. With Acrobatics, you are able to hop up on objects, over obstacles, and maintain your balance. (Agility increases this talent’s effectiveness.)

Animal Handling is a vital skill for those who choose to engage in mounted combat or those who rely on animal companions to aid them in battle.  With this, you can calm or tame animals, relay commands for your pet as a Hunter, train an animal, or discern an animal’s mood.  (Wisdom increases this talent’s effectiveness.)

Those who are strong and hardy can get the most mileage out of this talent. Athletic checks are used for pulling yourself up, climbing, and holding on for dear life if things take a turn for the worse. It is also used for pushing, pulling, throwing, or carrying heavier objects. (Strength increases this talent’s effectiveness.)

Those who are spiritually attuned or well-versed in religion tend to have high scores in this skill.  Belief checks allow people to recognize spirits, know the difference between Unbound and living races, and detect spiritual energy or distortions within the land.  Additionally, you are knowledgeable when it comes to religions and deities; you are the first to recognize religious symbols, prayer, ceremonies, and rituals.  (Spirituality increases this talent’s effectiveness.)

Whether it’s a white lie, an exaggerated boast, an intricate false story, or forging signatures, the Bluff Skill allows you to fool or deceive others.  Those who are naive or trusting find themselves as easy prey to those who Bluff, but even the sharpest mind is not always prepared for a smooth talker’s silver tongue.  (Charisma increases this talent’s effectiveness.)

Showing a strength of dominance over a person can induce a Coercion Check.  By threatening a creature, you can force them to part with information or potentially even scare them out of fighting or even turn themselves in.  After all, they know you’re not messing around.  (Strength increases this talent’s effectiveness.)

An Elemental Check is your ticket to learning about all things magic in Outerah.  Initiate an Elemental Check to identify a scroll, magical item, know what magic spell was cast, understand the type of element used for an attack, and check or even disable magical traps.  You may use an Elemental Check to find out the duration of a magical effect which is affecting a creature, and to determine what Element a creature is.  An Elemental check may also be used to bend Elemental energy at will and even allows players to use certain items at higher levels.  (Intelligence increases this talent’s effectiveness.)

Holding your breath, continuing to carry a heavy load, fighting through exhaustion, and pushing your body to its limits without spraining yourself all constitute Endurance Checks.  Failed Endurance Checks can potentially worsen your injuries, which may require a follow up Vitality Save to lessen the severity of your wounds.  (Vitality increases this talent’s effectiveness.)

Stories of Outerah have been told from generation to generation.  Dragons, who often outlive the other races, are often thought of as the race most knowledgeable with history, as they can verify (or even alter) events that have transpired.  A History Check is used to recall past important events, public relations, knowledge of ancient artifacts, important figures, the foundation and/or ruination of an empire, and much more!  (Intelligence increases this talent’s effectiveness.)

If someone’s actions or body language don’t line up with their words or you notice something out of place in a social gathering, you can make use of your Insight.  You may be able to read a humanoid’s body language, discern their fact and fiction, or verify that a person is telling the truth.  Insight can also be used when something has happened to you before, and your deja vu senses are tingling.  Lastly, you may be able to see through a disguise or a shapeshift depending on how well or poorly crafted their cover-up is.  This is determined by a Difficulty Rating check.  (Wisdom increases this talent’s effectiveness.)

Whether you are searching for some clues in the big city, trying to figure out cryptic messages of a mystery you’re trying to solve, looking for someone in the wilderness, or trying to identify an item or other gear, you will roll an Investigation check.  An Investigation Check can also be used when solving puzzles, researching data, and discerning the properties of a crafted [non-magical] trap.  You may be able to understand how mechanical gadgets work, and could even potentially find a hidden passage or secret exit in the dungeon you’re adventuring through!  (Intelligence increases this talent’s effectiveness.)

When someone is injured, feeling ill or unwell, or on their deathbed, a medical check is just what the doctor ordered.  On a successful medical check, you can diagnose a disease, poison, or other ailments, stabilize a victim, heal the Bleeding ailment, or help bring someone from the brink of death.  You may also be able to tell how long someone has been a fragment, identify and create drugs or medicine.  Lastly, you may use your anatomy knowledge with a successful check to aim for pressure points.  (Wisdom increases this talent’s effectiveness.)

You are able to understand the normality of different biomes, and can tell if something is amiss in the environment.  With a Nature Check, you can spot growth and decay within the area and are able to tell where energy is flourishing or waning respectively.  You may also use a nature check if spirit wolves are present to try to get them to aid you.  Last but not least, a successful Nature check can be a monumental aid when navigating through woodland, mountainous terrain, or caves; if you have been through the area you’re traversing already, then a successful check means that you can navigate without issue and potentially speed up your backtracking!  (Spirituality increases this talent’s effectiveness.)

Nimble Fingers allow you to pickpocket, lockpick doors or chests, and perform a whole host of other fine motor tasks such as sowing and exploiting mechanical gadgets.  (Agility increases this talent’s effectiveness.)

You are alert to everything around you.  By rolling a Perception Check, you scan the area with your eyes, or listen in for possible threats nearby.  Even those hidden may give themselves away, unaware that the single creak they made is enough for you to get a rough idea of where they are… or even pinpoint their location!  Perception isn’t used for just finding hidden enemies; you can use this check to look for anything out of the ordinary in your environment.  [This can further prompt you to initiate an Investigation Check!] (Wisdom increases this talent’s effectiveness.)

From playing instruments, to dancing, juggling, or performing card tricks, Performance Checks is a gauge at how well you are at keep one’s attention, usually through acts of entertainment. Singing, giving speeches, and many other shenanigans are also determined by Performance Checks. (Charisma increases this talent’s effectiveness.)

Diplomacy is a valuable tool and can mean the difference between gaining or losing favor with someone, be it an individual or a faction.  Persuasion Checks are the gateway to forming relationships with others, whether it’s convincing an ally to fulfill a favor for you or trying to attempt peace with a person or faction who might not have the highest opinion of you.  Honesty is the best policy, so a Persuasion Check is rolled when your intent is genuine; if you’re trying to persuade or convince an NPC by means of trickery or lying, roll a Bluff Check instead.  (Charisma increases this talent’s effectiveness.)

Those that don’t have magic in order to hide can still go unseen by blending into their surroundings.  Whether it’s taking cover, camouflaging yourself, or sneaking, you’re employing Stealth tactics.  While hidden, you cannot be targeted by single target skills, but area of effect skills and spells can still hit you if you are within the range of said ability.  And unless your gear has enchantments that block out scrying or divination, your location can be revealed by magic, so be careful!  (Agility increases this talent’s effectiveness.)

Survival is key and out of combat, the skills at your disposal can keep you and your companions safer during your travels through the wild.  Survival Checks are used for: tracking, discerning your location, building campfires and gathering the necessary items for it, hunting, identifying edible plants from toxic ones, and more!  Furthermore, you may avoid natural hazards that you come across, know how to tell time and location using the sky; when you have +40 points in Survival, you are always able to tell which way is North.  (Wisdom increases this talent’s effectiveness.)

Programming, hacking, tinkering electronics, and exploring cyberspace all constitute a Technology Check.  Examples of these checks include: breaching firewalls, thwarting viruses and other malicious software, bolstering the defenses of a computer system, and more!  (Intelligence increases this talent’s effectiveness.)

Talent checks are divided into two classes.  If one is prompted to roll, they are rolling an Active Talent Check (ATC).  If one is not prompted to roll, their Passive Talent Check (PTC) is in effect.  Both ATC and PTC pertain to setting up the Difficulty Rating of a Check or Save.  Difficulty Ratings occur when a Check or Save is being made for a Talent-based requirement, or a unit is trying to overcome the challenge presented.  DR is often seen in skills or performing a task against non-living things such as opening a door.

There are four factors which take place to determine or challenge the baseline Difficulty Rating number in regards to ATC. The maximum value for a Difficulty Rating Check is 35.

  • Every 10 points in the needed core stat of a check grants you 1 point.  When you have 100 in the core stat, you will have a total of ten additional points added to your rating.
  • Every 5 Levels in your Primary Class increase the rating by 1.  At Level 30, you will have an additional 6 points added to the rating due to your experience.
  • Roll a D12 to determine your total result, with 1 as the lowest possible dice roll and 12 as the best.
  • Gear or a rare Soul Gem might grant you an extra point or 2 to add to your ATC for a particular Talent such as Hunter Shoes.

An example of an ATC would be a unit attempting a skill check, such as Persuasion.  For this instance, let’s say that you are attempting to convince an npc, such as a shopkeep, to buy an item you’re trying to sell.  Your character is Level 12 with a 60 Charisma and you roll an 8 on your D12.  The modifiers you add to your dice roll(8) are +6 from your Persuasion score and +2 from your Level, resulting in a total value of 16 for your ATC.  And because you are the one rolling the Persuasion check in this instance, you will succeed against the NPC if your ATC total is at least one higher than the opposing PTC.

You could think of PTC as a defensive Talent Check, as your enemies need to roll to beat your score. This stat works similar to a Difficulty Rating, but is used against living things like units.

For PTC, the following applies:

  • Your base PTC is always 4.
  • Every 10 points in the needed core stat of a check grants you 1 point.  When you have 100 in the core stat, you will have a total of ten additional points added to your rating.
  • Every 5 Levels in your Primary Class increase the rating by 1.
  • A Plus Charge in the Passive Talent grants a score of 50% bonus to your dice roll.
  • A Super Charge in the Passive Talent doubles the score of  your dice roll! 
  • A Minus Charge in the Passive Talent reduces your dice roll by 50%.
  • A Hyper Charge in the Passive Talent reduces your dice roll by 1/4th of its original total.

A common PTC is Perception.  For example, a Level 10 unit with maxed out Stealth would have +10(Stealth) +2(Level) +4(Passive); the player or unit trying to beat this check would have to roll an ATC Perception Check and get a minimum total of 17 to beat this check (since defender of a tie wins). If that unit has a Plus Charge they would have a 24 PTC Stealth Score while a SuperCharge would result in a whopping 32 PTC Stealth Score.

Regardless of ATC or PTC, if there is a tie in the roll & opposing check, the defender wins the check, whether if it is a unit or action dictated by a Difficulty Rating.  ATC and PTC checks are capped at 35.