General Masteries

Action General Skills

Requirements

Agility, Mental, or Might 8, Skills in Combat

Price

7 talents

On your turn, during combat, you can use two general skills as a free action.

All Around Boost

Requirements

Two statistics at 6, Two skills at 10

Price

5 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
Requirements

Athletics 3, Might 3

Price

3 talents (CC)

You gain the ability to run faster. Your run speed is tripled.

Rank 2
Requirements

Athletics 7, Might 7

Price

3 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
Requirements

Mental 3, Animal Empathy 5

Price

3 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
Requirements

Mental 5, Animal Empathy 7

Price

4 talents

Cost

3 essence

Duration

20 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

Requirements

Might 5, Athletics 7

Price

3 talents

Cost

+1 might per 1 essence (max = might)

Duration

10 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
Requirements

Agility 4, Reaction 4

Price

3 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
Requirements

Agility 6, Reaction 6

Price

3 talents

Two more additional damage die are ignored. The distance required to break bones is increased by ten feet.

Druidic Speak

Requirements

Mental 4, Channeling 4, Survival 5

Price

3 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

Requirements

Mental 3, Perception 5

Price

3 talents (CC)

Cost

1 essence for every 2 hours

Duration

based 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

Requirements

Vitality 5, 18+ years old

Price

3 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

Requirements

Agility 3, Mental 3

Price

3 talents (CC)

You know how to pilot vehicles, gain a +1 to pilot skill when piloting vehicles.

Gymnastics

Requirements

Agility 4, Might 4

Price

3 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

Requirements

Agility 5, Perception 6

Price

3 talents

Gain +2 to your initiative. This mastery can be taken up to two times.

Instinct Chain

Requirements

Ability associated to the instinct 6, One skill point in the instinct

Price

3 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.

Cost

1 essence for every 2 hours

Duration

based on cost of the mastery

Rank 1
Requirement

Mental, 3 Perception 3

Price

3 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
Requirement

Mental 8, Perception 10

Price

5 talents

When active, your night vision allows you to see in magical darkness and you can see clearly the entire 120ft. range.

Quicken Ability

Requirements

Three statistics at 5

Price

4 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

Requirements

Three statistics at 5

Price

3 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

Requirements

Mental 4, Apothecary 4, Stamina 4

Price

3 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

Requirements

Agility 5+

Price

3 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

Requirement

Mental 5, Active Enhanced Vision

Price

3 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

Requirements

Mental 8, Perception 10, Two other vision masteries (cannot be visions that add to another vision, i.e. underwater vision).

Price

3 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

Requirements

Agility 3, Mental 3

Price

3 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

Requirements

Mental 6, must have at least 1 skill point in the skill

Price

5 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

Requirements

Mental 6, Vitality 5, Psyche 7

Cost

5 talents

Although you have trouble sleeping at night, you have also developed an immunity to the sleep condition.

Sound Vision

Requirements

Perception 6

Price

3 talents (CC)

Cost

1 essence for every 2 hours

Duration

based 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

Requirements

Agility 3, Athletics 4

Price

3 talents (CC)

Cost

2 essence

Duration

20 seconds

Your movement is doubled for the duration.

Underwater Vision

Requirements

Enhanced Vision

Price

4 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.



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