This is a list of all of the talents available for both the Yellow and White birthrights, as those are the two provided by the dwarven or elven backgrounds in the character creation section of the primer. Every Elf with the White Birthright begins knowing Clarity, and every Dwarf with the Yellow Bithright begins knowing Earth Sense. In the actual descriptions, a truncated offering will be presented for both.
Danger Sense (White, Yellow)
Earth Sense (Yellow-Automatic)
Pathfinding (White, Yellow)
Elemental Infusion (All)
Gather Power (All)
Light of Truth (White)
Sculpting (White, Yellow)
AC: 0 TN: 0
Requirements: White Birthright
The character possesses incredible visual acumen bolstered by his tie to the white element. The character adds a cumulative +1D bonus to all vision based perception tests, including both Notice checks to see further away, and Search checks to discern details around him. As an AC 0 action the character may make a Resolve + Discipline roll to focus on his senses. The TN is related to the stimuli: 1 for Vision, 2 for Sound, 3 for smell or taste, 4 for touch. The character who succeeds at a push gains a cumulative +1D to whatever sense he or she focused upon.
Danger Sense (Passive)
AC: 0 TN: 0
Requirements: Green, Red, White or Yellow Birthright
Whenever the character is threatened with bodily harm within long distance they gain a cumulative +1D to avoid surprise or danger. The character is alerted to the danger, but may not be fast enough to respond. As an AC 0 action the character may make a Resolve + Discipline roll to push this gift when it activates. They must beat a TN based on the severity of the danger: 1 for certain death, 2 for great harm or hardship, 3 for normal attacks and 5 for inconveniences. The character who succeeds at a push gains full warning earlier and receives a sense of the source of the danger.
Earth Sense (Passive)
AC: 0 TN: 0
Requirements: Yellow Birthright
The character is able to sense the shape of stone and rock in his immediate vicinity. This has the side effect of giving the character a bonus success to find doors and gaps when he touches walls, judge soil quality and determine how deep a vein of metal goes. As an AC 0 action the character may make a Resolve + Discipline roll to push this gift to a more active mode. The TN is based on how far away they intend to extend their senses, but with a TN of 1 they feel the stone within Close distance, with a TN of 2 they feel the stone within Short distance, and with a TN of 3 they feel the stone within a Long distance. If they fail, their stonesight leaves them for the remainder of the scene, although the standard effects are still possible when directly handling the stone in question. When stonesight works, the character senses a three-dimensional representation of the stone’s form, laying bare all gaps, doors, slots for mechanisms, and will show dead ends under the current elevation and even provide a sense of whether air or something thicker like water fills the space where the stone is not.
Elemental Infusion (Active)
AC: 20+ TN: Varies
Requirements: Gather Power
The character funnels elemental power into an inanimate object at hand. This can have varying degrees of power, although it lasts for only a scene by default. The character sets the effect by the TN he chooses to overcome, the object acquires a corresponding rank of power from the infusion. Each rank of power has fairly unsubtle effect, and normally this lasts the duration of the scene. As an option this talent may be used to permanently infuse an object with power. This requires the character to make the Resolve + Discipline test as a Diminished action, and requires a ritual length activation. Unlike a temporary infusion, permanently infused items or structures only glow when the object is used for its intended or amended purpose.
|1||The item is considered magical, and glows lightly with the power. A passive effect may be interwoven.|
|2||A character using this item gains +1D. Armor and shields provide a bonus success to Dodge or Parry while the item is worn/used. Portions of structured are strengthened by Armor 1. A passive effect may be interwoven.|
|3||A character using this object gains 1 bonus success, or it’s material is fortified such that it provides an Armor bonus of 1. Portions of structures are strengthened by Armor 2. A passive effect may be interwoven, and an active effect may be chosen instead of the base benefit.|
|4||A character using this object gains 2 bonus successes, or it’s material is fortified such that it provides an Armor bonus of 2. Portions of structures are strengthened by Armor 4. A passive effect may be interwoven, and an active effect may be chosen instead of the base benefit.|
|5||A character using this object gains 2 bonus successes, or it’s material is fortified such that it provides an Armor bonus of 2. Portions of structures are strengthened by Armor 4. A passive effect and an active effect may be interwoven, or two active effects may be chosen instead of the base benefit.|
Passive and active effects outside the normal domain of natural magic are allowed. For example, one could create a seamless surface to hide a fortified door in a stone wall by infusing Sculpting as a passive effect. However, to create a magical lock which only responds to a pattern of touches using Stability takes an intuitive leap. Stability freezes and preserves things, it doesn’t ward gateways, but it could be construed to empower the lock not to move except in certain circumstances. Furthermore, you can include the effects of talents from the element submissive to yours, although the elemental manifestation remains the same.
AC: 0 TN: 0
Requirements: Blue or Yellow Birthright
The character is highly resistant to fatigue and harmful climate conditions. This includes dehydration, freezing, heatstroke and other conditions which cause fatigue. When the character is required to make a fatigue check he gains a bonus success to his roll. If the character is overcome by the environment or attacks which mimic the current one, he gains 2 Armor versus the damage as well. As an AC 0 action the character may make a Resolve + Discipline roll to push this talent when it activates to shield him from harm. The TN is dependent upon how dangerous the attack is. The TN is 2 for damage less than 6, TN 3 for 7-11 Damage, TN 4 for 12-17 Damage, TN 5 for 18+ Damage. If the character succeeds he is unaffected by the condition for the rest of the scene or takes no damage from that particular attack.
Note: This protects against the effects of too much sun, not extreme heat directly. The ability to ignore extreme heat is part of Energy Resistance.
Gather Power (Active)
AC: 5 TN: Varies
The character can summon a quantity of their element into the environment. This can be enough to fill their hand, or enough to block a gateway. The volume determines the TN. An acorn sized amount of element is TN 1, a fist sized gathering is TN 2, a hauberk sized bubble of power is TN 3, a man sized gathering is TN 4, and a sphere of power big enough to cross a boulevard or bar a gate is TN 5. It is -1D penalty to gather power in a hostile environment (plants or water in an arid environment, earth in a watery one) and a -3D penalty to summon your element in an environment where it would not naturally exist (water in a volcano, fire beneath the sea). Furthermore, to summon the elemental force further away is +1 TN for short range, +2 TN or medium range, and +3 TN for long range. Anything summoned in this manner lasts as long as it ordinarily would in the environment.
White and Black gather light and darkness specifically, and while the former can blind and the latter obscure, neither does anything harmful beyond that when gathered in small quantities. At TN 3 or higher, they generate a bit of physical force by their presence and can be shaped into geometric forms for light, or amorphous organisms similar to tentacles for darkness. Red can summon fire or lightning, which does 3x the TN in damage if set upon a target. Green summons the odor of plants first, then shoots, until plant growth will burst into being and cover everything present at the higher TNs. Blue and Yellow summon water or ice and earth, rock or sand respectively, floating in mid-air. These last two elements are best used as distractions, but they can deal damage as well.
Light of Truth (Active)
AC: 6 TN: 2
Requirements: Gather Power, White Birthright
The character has the ability to generate a bright ball of light which throws illumination on everything within short range of his position. Unlike with Gather Power, the light from this talent erodes physical illusions, shows the falseness of disguises and highlights the location of secrets, including hidden levers and traps, recessed hiding spots, and so forth. It also highlights tainted food, because the purpose of the Light of Truth is to show false things for what they are. It doesn’t cover lies, deceptions or trickery, because words are abstract and actions can be interpreted in multiple ways. It will however show fake coinage as false, and false contracts covered with illusion or careful layering of paper show their edits. The amount of extra successes the user attains on his Discipline + Resolve test determines the strength of the effect. It is treated as Resistance versus sorcery, a defense roll versus rites, and it cancels the illusions of natural magic with effect values equal to or less than this total.
AC: 0 TN: 0
Requirements: Black, Blue, White or Yellow Birthright
The character is drawn by threads he cannot see towards his quarry when he attempt a tracking roll. The effect of this is a +1D cumulative bonus to Acuity + Tracking rolls. As an AC 0 action the character may make a Resolve + Discipline roll to push this ability when it manifests. The TN for this is equal to the TN of the trail or how well hidden an item type is. This latter use is called dowsing, and requires a push to succeed but can find materials either by their type or absence. For example, Yellow Birthrights can detect gem and minerals or detect gaps in the earth at distance, which might hold water or caverns. Blue detects liquids and plants, while white and black detect life and once living things when pathfinding is pushed.
AC: 4 TN: Varies
Requirements: Gather Power, Black, Blue, White or Yellow Birthright)
The character fashions temporary or permanent shapes out of his element, or the nearest thing to it. The TN to shape a quantity of darkness, light, water or ice, earth or sand is the same TN plus 1 to “create” half as much volume using the Gather Power talent. Solid objects can be formed into structures or objects which last indefinitely, however they cannot be moved through the air at will. Constructs created from particles of solid objects or fluids are impermanent and will only retain their shape while the character concentrates on them, however they can be quite mobile. Sculpted energy is the most mobile, and the most versatile as it cannot maintain form after concentration ceases but it can go from a blanket field to a focused beam of light or darkness to a concentrated bolt of force if the mage desires.
Objects created using this talent are created as if constructed by mundane skills, but uses Resolve + Discipline instead. Extra successes on the roll yield finer sculpture, with details matching the master’s imagination. Even the meanest sculpture created using this talent can be considered aesthetically pleasing and impressive. (1 bonus success over what is rolled to determine quality). Freeform manipulation as an attack, prison, or set of arms is a comparison between the mage and the target’s Dodge. It does Strength plus 3 in base Damage for a force bolt or sliver of ice or rock.
Natural Magic is the second subsystem for Alloy. It represents a series of mystical gifts which are fueled by the mage’s own body, but made possible only by Nature. Natural (or Instinctual) Magic is only available to those with the right background, it isn’t something which can be taught to everyone. This means that for humans, it is a rare trait garnered from growing up in heavily magically saturated places or for those who have non-human ancestors, while many non-human races have a bond with one of the six natural forces of the world. Read the rest of this entry
The rites which every channeler learns when they take the Initiate trait one to three times are listed below, and are referred to as the Book of Basic Rites. Advanced channelers can learn a limited number of advanced rites as well later on. Many of these are designed to round out the unique powers attributed to one cult or religion, or to fit a specific deity. Read the rest of this entry