General Masteries
Action General Skills
Agility, Mental, or Might 8, Skills in Combat
Price7 talents
On your turn, during combat, you can use two general skills as a free action.
All Around Boost
Two statistics at 6, Two skills at 10
Price5 talents
You gain:
- +15 maximum and absolute health.
- +5 maximum and absolute essence.
- +5 maximum and absolute mental health.
- +1 to one instinct.
This mastery can only be taken once.
Athlete
Rank 1
RequirementsAthletics 3, Might 3
Price3 talents (CC)
You gain the ability to run faster. Your run speed is tripled.
Rank 2
RequirementsAthletics 7, Might 7
Price3 talents
Using the run action no longer costs one turn, but costs three actions.
Beast Master
This mastery must be verified with your game master before it can be taken. Gaining an animal companion is not an automatic ability, as the animal will need to learn to trust you before becoming a full companion. The game master should determine how this is played out based on your character’s backstory and possibly their campaigns timeline.
You have learned how to connect with animals and convince them to become your companion.
Rank 1
RequirementsMental 3, Animal Empathy 5
Price3 talents
You have a special connection with animals. You can befriend one animal that is level one (if you are level one) or half your current total talents (if you have over zero talents). You and the animal create a special connection, allowing you to communicate through mannerisms. It is as if each of you know what each other are thinking and your minds have become one.
To befriend the animal, it must be physically in front of you. It is assumed that when purchasing this mastery, you successfully influenced the animal to be your companion. The animal you choose now gains talents when you gain talents. However, they only gain half the number of talents you gain, rounded up.
Rank 2
RequirementsMental 5, Animal Empathy 7
Price4 talents
Cost3 essence
Duration20 seconds/1 hour
You can control other animals for short periods of time. Using your essence, you can attempt to command animals equal to or lower than your animal companions’ level. The command can only use up to two actions and cannot be anything that would cause the animal to harm itself or those it cares about. In combat, the animal will listen to your commands for the indicated duration. Out of combat, the duration increases to one hour.
Body Builder
Might 5, Athletics 7
Price3 talents
Cost+1 might per 1 essence (max = might)
Duration10 seconds
You can spend essence to increase your chance of success when performing tasks that require physical strength. Spend one essence to increase your might statistic by one to a maximum equal to your might statistic before this ability was activated. This ability cannot be used to deal extra damage while in combat.
Cat-Like Reflexes
Rank 1
RequirementsAgility 4, Reaction 4
Price3 talents (CC)
Whenever you would normally take fall damage, you roll one less damage die. The distance required to break bones is increased by ten feet.
Rank 2
RequirementsAgility 6, Reaction 6
Price3 talents
Two more additional damage die are ignored. The distance required to break bones is increased by ten feet.
Druidic Speak
Mental 4, Channeling 4, Survival 5
Price3 talents (CC)
You can communicate with tiny animals, such as, but not limited to, squirrels, rabbits, and frogs to gain basic information about the area. Communication can be done with or without speaking as it is a special connection you have with the animals. The connection is not telepathic but more so done through mannerisms.
Enhanced Vision
Mental 3, Perception 5
Price3 talents (CC)
Cost1 essence for every 2 hours
Durationbased on cost of the mastery
You have developed the ability to see better during the day. Your normal vision distance is doubled for the duration. For every one essence you spend, your vision stays active for two hours. The vision ends if you become unconscious (i.e. sleeping), are dying, or choose to end it willingly. Only one vision type can be active at a time.
Evolution
Vitality 5, 18+ years old
Price3 talents
Over time, your genetic makeup has altered, unlocking more mutation of your species. The cost of the mutation must be paid besides purchasing this mastery. This mastery only unlocks the ability to gain new mutations of your species. This mastery only needs to be taken once. Once taken, you can gain one mutation that is indicated with a “(CC)” for free. However, the requirements must be met. Future mutations must be purchased. Any physical changes because of mutation (such as Reptilia serrated teeth) will cause 1d10 plus your vitality in damage during modification. You must make a stamina check of DR 12 to not pass out from the physical alteration.
Expert Pilot
Agility 3, Mental 3
Price3 talents (CC)
You know how to pilot vehicles, gain a +1 to pilot skill when piloting vehicles.
Gymnastics
Agility 4, Might 4
Price3 talents (CC)
Your jump height and standing jump distance are doubled. Your running jump distance is tripled. In addition, you ignore the first five feet of fall damage.
Head Start
Agility 5, Perception 6
Price3 talents
Gain +2 to your initiative. This mastery can be taken up to two times.
Instinct Chain
Ability associated to the instinct 6, One skill point in the instinct
Price3 talents
Increases one instinct’s chance to chain by one increment. This mastery can be taken up to four times, each time a different instinct must be taken.
Night Vision
By using essence, you can alter your vision to see in darkness. For every one essence you spend, your vision stays active for two hours. The vision ends if you become unconscious (i.e. sleeping), are dying, or choose to end it willingly. Only one vision type can be active at a time.
Cost1 essence for every 2 hours
Durationbased on cost of the mastery
Rank 1
RequirementMental, 3 Perception 3
Price3 talents (CC)
When active, you can see up to 120ft. in the dark as if seeing in normal vision. However, anything after 60ft. is blurry and hard to make out.
Rank 2
RequirementMental 8, Perception 10
Price5 talents
When active, your night vision allows you to see in magical darkness and you can see clearly the entire 120ft. range.
Quicken Ability
Three statistics at 5
Price4 talents
Choose one special ability. That ability costs one less action to activate. This mastery can be taken multiple times, but a new ability must be taken.
Quicken Skill
Three statistics at 5
Price3 talents
Choose one basic skill that is not a general skill. That skill can be used for one free action instead of two actions. This mastery can be taken multiple times, but each time it is taken, a new skill must be chosen.
Physician
Mental 4, Apothecary 4, Stamina 4
Price3 talents (CC)
When applying medical supplies in combat, the healing effect is doubled. Gain +2 to stabilizing targets. Gaining this mastery allows you to perform the surgical procedure for attaching a nerve synapse for steam mail.
Quickness
Agility 5+
Price3 talents
Through training, you have enhanced your movement beyond your sub-species limits. This mastery can be taken multiple times but only increases your movement by five feet each time. Each time this mastery is taken, the requirements increase by one. This mastery can no longer be taken when the requirements exceed ten (when it requires 11).
Search, Smell, Listen
Mental 5, Active Enhanced Vision
Price3 talents
Cost+1 essence on top of the Enhanced Vision cost
Using your Enhanced Vision, you can also enhance your hearing and smell. Gain +2 to your perception check when searching, smelling, or listening.
Seeing Double
Mental 8, Perception 10, Two other vision masteries (cannot be visions that add to another vision, i.e. underwater vision).
Price3 talents
Cost+2 essence on top of the visions being activated
You have learned how to activate two types of vision at the same time. The visions end if you become unconscious (i.e. sleeping), are dying, or choose to end it willingly.
Skilled Rider
Agility 3, Mental 3
Price3 talents (CC)
You know how to ride mounts, gain a +1 to your pilot skill when riding mounts. Your fatigue gained by mounted travel is reduced by one.
Skills in Combat
Mental 6, must have at least 1 skill point in the skill
Price5 talents
Pick one skill that is not already in the general category. That skill is now considered a general skill when in combat.
This mastery can be taken up to three times, but the requirements increase by one each additional time it is taken.
Sleep is for the Weak
Mental 6, Vitality 5, Psyche 7
Cost5 talents
Although you have trouble sleeping at night, you have also developed an immunity to the sleep condition.
Sound Vision
Perception 6
Price3 talents (CC)
Cost1 essence for every 2 hours
Durationbased on cost of the mastery
Using sound, you can identify your surroundings within a thirty-foot area. Once activated, you no longer suffer any penalties if given the blind condition. The vision ends if you become unconscious (i.e. sleeping), are dying, or choose to end it willingly. Only one vision type can be active at a time.
Sprint
Agility 3, Athletics 4
Price3 talents (CC)
Cost2 essence
Duration20 seconds
Your movement is doubled for the duration.
Underwater Vision
Enhanced Vision
Price4 talents
Cost+1 essence on top of the Enhanced Vision cost
While underwater, activating your enhanced vision allows you to have normal vision. If enhanced vision is still active when returning to land, its effect still applies. The vision ends if you become unconscious (i.e. sleeping), are dying, or choose to end it willingly. Only one vision type can be active at a time.