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KIN TALENTS
Your kin gives you a special talent. You have the
talent from birth, and it cannot be traded for
another. You can never learn a kin talent from
another kin. Kin talents only have one rank.
THE HUMAN TALENT: ADAPTIVE
Humans are new to the Forbidden Lands and are
seen as intruders by the other kin. But no other
kin can adapt to new situations and living conditions
the way the humans can. If you spend a
Willpower Point when you are about to roll for
a skill, you can roll for any skill of your choice
to achieve the same result. You must be able to
motivate how you use the chosen skill. The GM
has final say, but should give you some leeway.
THE ELF TALENT: INNER PEACE
Elves have a connection to the inner nature of
their own, far beyond that of any of the other kin.
Their immortality makes them less susceptible
to the trials of the world compared to the other
kin. By spending a Willpower Point, you can
enter a state of deep meditation. This lasts for
a Quarter of a day (see page 144) during which
you must remain undisturbed. When you emerge
from the meditation, you have healed all damage
to all attributes as well as any critical injuries.
THE HALF-ELF TALENT:
PSYCHIC POWER
The dual heritage of the half-elves makes them
particularly suited to channel their force of
will to achieve feats beyond the natural. Every
time you spend one or more Willpower Points
to activate a talent or cast a spell, the first WP
count as two. If you spend two WP it counts as
three, and so on. Note that this also increases
the risk of magic mishaps (see page 118).
THE DWARF TALENT: TRUE GRIT
Dwarves are far more stubborn than others,
and can fight on when other kin have no
strength left. You can push a dice roll multiple
times (see page 44) by spending Willpower
Points. Every point spent allows you to push
the roll one more time.
THE HALFLING TALENT:
HARD TO CATCH
Halflings are notoriously hard to get a grip on,
and they can easily evade even the most tena-
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chapter 4