Revenant's End Skills and Talents

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Revenant's End
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Skill Use in Revenant's End

Skill draws are an important part of Revenant's End. These draws will help determine the outcomes at critical moments for both the characters and the town in their struggle for survival out in the West. This section provides the details for each skill, highlighting the roles within the game. It is important to note that some skills have specific additional abilities attached that can only be accessed when a player has invested at least one level in the skill, but any character can make a draw for information and understanding regardless of levels purchased.


Astoundin’

For making yourself a spectacle


This skill is the one that represents the character’s charisma, and/or skills (like music or theatre) to draw the eyes of assembled characters and NPCs. The skill is used when characters want to do performances (acting, musical, etc). It is also the skill to use for attracting attention and/or being a distraction. Astoundin’ is not a quiet or subtle skill.

Talents

Make an Entrance
Once per session declare to a GM that you wish to make an entrance. The GM will make a call of "EVERYBODY LOOK" and all characters will look at you for the next 5 seconds.

Baffle & Confound
Your fast talking can confound an NPC for a time, convincing them you’re someone of authority or importance. Once per session you may use the phrase “I really, really am _____” in combination with a name and/or title to automatically convince an NPC that you are that person.

The Best There's Ever Been
Choose an artistic endeavour. You may always make an Astoundin’ draw to perform your chosen specialty. Once per session, before you make a draw for your speciality you may choose to automatically succeed, at the risk of drawing the ire of dark forces.

Never Let 'em See You Sweat
Once per session you may ignore Revelations equal to your Astoundin' level for a single draw. Additionally, while you are conscious your condition cannot be accurately judged. The Doctorin' skill cannot determine your level of starvation or injury. Nor can the amount of Revelations you are holding be determined by any means.

Takes One to Know One
Once per session, you may ask if someone is lying to you and get a truthful answer. If they were not lying to you, take a Revelation off them. If they were lying to you, they take a Revelation off you.




Barterin’

For buying and selling and getting a good deal.


This skill will be drawn to determine the value of an item or resource. It can also be drawn by a character to reduce or raise quoted prices with NPCs. Money is not the only way to exchange goods and services in the West. Characters with Barterin’ have an understanding of trade and commerce beyond just the exchange of legal tender.

This skill will be useful for players involved in town building and resource gathering.

Talents

The Finest Snake Oil
Once per session you can make grandiose claims about miraculous properties to sell an item to an NPC for an exorbitant markup. If you do, make a Barterin' draw - on a failure the NPC will remember you sold the bad goods and seek you out at a later session.

I Know a Fella
Once per session, you can send for a trader of the resource of your choosing. (Each particular trader can only be called once per session) The number of resources available will be equal to your Barterin’ level.

Fetch That For Me
You have a budget for funding expeditions. You may elect to sponsor a single expedition each downtime, negating the monetary costs of the endeavor. In addition your involvement makes the process more efficient. Depending on success additional resources on top of the expedition rewards will be secured, ostensibly to bring back for you. This talent does not require or prohibit you from taking part in the expedition.

Eye for Bargain
When you make a Barterin' draw and draw a Blackjack, the GMs will refund money equal to your Barterin' Level in dollars or half your purchase price whichever is lower.






Brawlin’

For hurting things that are close to you.


A character with Brawlin’ knows how to handle themselves in a bar fight, or when something unnatural tries to tackle them. The Brawlin’ skill will be drawn when there is a close-quarters fight and characters/NPCs want to harm another by punching, stabbing, wrestling, or using improvised weapons.

Any damage dealt by Brawlin' may be dealt non-lethally: the flat of the blade, the butt of a knife, or just a well-timed right hook can knock someone unconscious instead of killing (To avoid confusion, before you make a Brawlin' draw, inform the ST of your intention: lethal vs non-lethal.)

Talents

Go Down Swinging
Once per session when damage would take you out of a fight, you may make one final melee attack at an enemy within range. Resolve this attack as though you had drawn Blackjack.

Thrill of the Fight
Once per session when you deal damage with a melee attack discard 1 Revelation from you for each point of damage you inflicted.

Unleash the Beast
Once per session, double the damage of a melee attack. If this removes your target from the fight, you may double the damage of your next melee attack. Continue to do so until you fail to knock somebody out of the fight, or you stop attacking. At the end of combat, take a Revelation for each character knocked out of the fight.

It's Personal
Once per session when you successfully strike an opponent with a Brawlin’ draw, this triggers: Each time the struck opponent tries to act against a character other than you in that scene they must take a Revelation. This occurs before they draw for the round. This effect ends if you are taken out.

Prize Fighter
While unarmed, you may make an additional attack per round at the same target at no penalty. You may not use any weapon in this manner.




Communin’

For speaking with the land or the things that are buried in it.


Communin’ draws are done when a character wants to understand a little more about the strange looking purple clouds, or the prickly sensation that they are being watched by something with no eyes. When you need to listen to the land and understand its condition, its history, and the nature of the strange things that exist and inhabit the West, that's Communin'.

The skill is used when checking the vibe of a location, is the area haunted, is it peaceful, is there a spiritual entity nearby. It is also used for checking incoming weather events and figuring out if something is supernatural in the landscape. This skill will not be used for finding mineral resources, living through a storm or doing magic.

Talents

Protected Ground
You may spend 1 minute to ward an area of ground against Supernatural incursions. Supernatural creatures cannot harm or otherwise physically interact with a number of characters, up to your Communin’ level + 1 that are standing within the area you describe. If a living human being crosses the border of the Protected Ground (or fires projectiles across it) the effect immediately ends.

Ear to the Ground
You may use Communin’ in place of Quick-Footin.’ If you succeed take 1 Revelation.

What Was
Once per session if you spend at least a minute in meditation in a place you can make a Communin' draw to learn the emotional resonance of the most significant event to have happened there. On a Blackjack you may receive a short vision from the GMs giving hints as to what happened.

Home Field Advantage
Once per session, if you are in a place you have been before and fail a card draw, you may immediately re-draw without the deck being shuffled. You can elect to use this on someone else's failed draw.

Communin...ity
You may opt to not take a regular downtime action. If you choose not to, you may be guided into assisting someone else, or discovering trouble at the whims of the wretched gods that control fate (The GMs)




Doctorin’

For fixing what ails others.


Doctorin’ is used to determine how hurt and damaged another character is as well as assessing any illnesses or venoms that may be impacting them.

If the player has invested levels in Doctorin’, a successful draw can be used to heal injured folks with the help of resources like medicine, bandages, and/or Doctors' tools. It also represents the character's ability to make medicine from the natural and unnatural resources and identify useful medicinal properties of the new and unknown resources found in the west.

See Doctorin’ in the Special Mechanics section for additional information.

Talents

Sawbones
You may use Doctorin’ in place of Brawlin.’ If you succeed take 1 Revelation.

This Might Not Taste Good
A number of times per session equal to your Doctorin’ level you may discard a resource with the [Medicinal] tag to immediately heal a character by 1. No draw required.

Placebo Effect
Once per session you may forgo a Doctorin’ draw to temporarily restore a character to full health. At the end of a combat, or other narratively appropriate moment as determined by the GMs the effect will wear off and the character will take all of the damage that was healed immediately. If the subject dies from this effect; take Revelations equal to your Doctorin’ level.

Nothing Wasted
Once per session you can extract a number of resources with the [Weird] tag from a human or human-like corpse up to your Doctorin' level. Take Revelations equal to the number of resources taken.

I Read About That
Once per session you can take a Revelation to recall something helpful and relevant to a character's health & survival in the current situation.

Experimental Medicine
Anytime you would be required to use the [Medicinal] tag you may instead freely substitute the [Weird] tag. There may be side effects.





Gunslingin’

For hurting things that are far away.


This skill will be drawn when there is a ranged fight with weapons like guns or throwing knives where characters/NPCs want to harm another. It will also be used when a character is attempting to throw an item accurately.
Note: This skill cannot be used for explosives of any sort – that’s the purview of Minin’

Talents

Winged 'em
You know where to shoot things that won't kill them. You may always use regular firearms non-lethally.

Quickdraw
On your first Gunslingin’ draw of a combat scene, draw 3 cards and discard 1 - before drawing any extra cards from Revelations.

Deadeye
When you make a Gunslingin' draw and you draw a Blackjack; your attack deals double damage.

Covering Fire
Make a Gunslingin' draw, on a success you force a number of targets up to your Gunslingin' level to draw an extra card on their next action.

I'm Callin’ You Out
Once per session when you successfully strike an opponent with a Gunslingin' draw, this triggers: Each time the struck opponent tries to act against a character other than you in that scene they must take a Revelation. This occurs before they draw for the round. This effect ends if you are taken out.

Trick Shot
After making a successful Gunslingin' Draw, you may choose to make an Astoundin' draw at the same difficulty.
While making this Astoundin' draw, you do not draw additional cards for your Revelations, no matter the number you hold.
If you succeed in the draw, you may choose to discard any number of your Revelations.
If you discard any Revelations in this manner, you may not use this talent again this session.





Investigatin'

For knowing what happened here.


This skill is used to find clues, hints, and leads about an event that took place in a location. It can be used to uncover the truth of a situation when the words of witnesses may be unreliable. The skill can identify if something supernatural or unusual has occurred but additional details into divine, magical, or supernatural elements of a scene will also require a draw using skills like Witchcraftin’, Preachin’, or Communin’.

Talents

One Eye Open
You cannot be surprised by deliberate ambushes from NPCs be they from predatory animals or humans. This does not offer any protection against spur of the moment violence.

I Got a Hunch
Once per session you can take a Revelation to gain a clue about a specified mystery, a bounty or crime being investigated.

Appointment With The Judge
When a character that is in your custody attempts to escape you may elect to instantly give them a number of Revelation cards equal to your Investigatin’ level.

Where You Been, Friend?
Once per Session when you spend a minute in conversation with a character you may make an Investigatin' draw. On a success; NPCs must reveal their recent history, PCs must at minimum truthfully reveal the location and one of the skill or talent they used for their regular downtime.

Somethin' Ain't Right
You may use Investigatin' in place of Communin'. If you succeed take 1 Revelation.




Lawyerin’

For knowing the law, making contracts and talking to government types.


Lawyerin’ skill will be used in the game for all manner of legal disputes that inevitably arise in the ‘lawless west’. The skill will be useful for players when dealing with matters of land claims and any conflicts that arise. Other times the skill will be used is when characters attempt to establish precedents and want to know the laws of Revenant and the rest of the Federated States of Arc. It might be useful when the company men or government officials arrive in town.

Talents

Filibuster
By declaring a Filibuster Government NPCs are compelled to hear you out, for as long as you can keep talking. Any interruptions - including overt preparations for hostile actions - breaks the effect. The NPC can only be compelled to listen to one Filibuster per session.

A Little Off The Top
When you successfully use Lawyerin’ to notarise or witness a contract or land claim, your knowledge of legal processes allows you to extract a finder’s fee from the GMs. The specifics of the fee will depend on the scale and nature of the agreement. You may use this talent once per session.

Devil’s in the Details
Once per session you may take 2 Revelations to succeed on a Lawyerin’ draw. The effect of this talent will be applied at the conclusion of any negotiation and may attract the attention of dark forces.

Rule of Law
If you negotiate or broker a deal that ends or prevents a significant conflict between two parties you can cause Revelations up to your Lawyerin' level to be discarded. These may come from yourself or any party directly involved in the deal.

I am The Man
Governmental agents and other forces will treat you as one of their own until given cause not to.
You can potentially lose this talent and have it refunded.

Planning Permission
You can nominate a single plot of land to tie up in red tape and conflicted claims. While you keep this effect in place construction cannot be commenced on that plot.





Learnin’

For bein' well-read and educated in various fields.


Learnin’ skill draws occur when a character’s academic knowledge and understanding of the world are required. Learnin’ can be used to teach others useful facts and remember obscure information. The Learnin’ skill represents a theoretical expertise, while Sciencin’, Doctorin’, Wranglin’, etc. are practical hands-on skills.

Talents

Librarian
Once per session another character of your choice can use your Learnin' skill level in place of any other skill.

Ex Libris
Nominate one specific branch of academics, you gain a +1 to your Learnin’ level within your chosen branch. Further, once per session when you fail or bust on a draw related to your specialty you may take a revelation to instead succeed.

Compelling Lecturer
You may use Learnin' in place of Astoundin'. If you succeed take 1 Revelation.

Extremely Sane & Very Stubborn™
With everything you've learned, there's a lot that you can fit into your world view. Anytime you would discard Revelations, you may discard one extra.

Hands-on Education
Once per session, you may reduce the costs of a town project that you are contributing to. The GMs will detail the savings you can make on a given project.

Academic Circles
You gain an additional downtime action each month that can only be used to ask a single question of your academic peers back in civilisation.





Meddlin’

For playing with forces beyond your comprehension.


This skill is about reacting to and drawing on primordial elements of the universe beyond human comprehension. It includes making deals with devils, curses, and generally learning dread secrets. Such things are often dangerous and never without cost.

Talents

That Looks Useful
Once a session, take a number of Revelations up to your Meddlin’ level to extract the same value of special resources from something supernatural.

Forbidden Knowledge
???

Better the Devil you know
Nominate one category of supernatural creatures from the list available HERE, you gain an additional +1 to your Meddlin’ skill for dealing with your selected category. In addition, once per session, you may take a Revelation to use Meddlin’ in place of other skills to track, identify or otherwise gather information about creatures in that category.

Blank Cheque
Once per session you can take 5 Revelations to gain a single use of any other talent. This will almost certainly draw the attention of dark forces.

The Wild Card
Use Meddlin’ in place of any other skill if you correctly nominate a suit that appears in the draw. Otherwise, gain a Revelation.

The Whims of Fate
You may opt to not take a regular downtime action. If you choose not to, you may be guided into assisting someone else, or discovering trouble at the whims of the wretched gods that control fate (The GMs).





Minin’

For digging up what is buried deep.


Minin’ is not just the art of digging a big long hole, it is also about knowing how to dig the hole so it doesn’t collapse on your character and for figuring out the value of what came out of that hole. Another important part of the Minin’ skill is that it’s the draw when characters are using explosives.

The skill will be useful in downtime actions for finding and collecting resources as part of the town building and trade aspects of the game. A cheat sheet for Mining as a profession is available Here.

Talents

That was Buried for a Reason
When you receive resources for a successful Minin’ draw you may take a Revelation to get an additional resource or item with the [Weird] tag chosen by the GMs

My Own Canary
You cannot be surprised by terrestrial natural environmental dangers such as gas leaks, collapses or floods. Unnatural or supernatural dangers can still surprise you, as can storms and other weather effects.

Cut the Wick
Once per session you can choose to automatically succeed at a Minin’ draw to defuse an explosive device, provided you can reach the fuse mechanism with something.

Eureka!
Once per downtime, when you visit a Minin' Site you find a single non-weird, non-food resource of your choice.

Cave Dweller
You gain an additional downtime action each month that can only be used for going on a Minin' expedition. You may only ever gain one additional downtime for expeditions.

Breaker of Stone
If you can shatter a rock you can shatter a wall. You may always use Minin’ to attack inanimate objects and deal an additional 2 damage when you do so.





Preachin’

For spreading faith and hope.


Players will draw this skill when wanting to understand divine effects in the game and which of the Gods of the Civilised Lands might be granting or using their power.

If the player has invested levels in Preachin’, a successful draw can be used to do things like remove Revelations, Bless, banish restless spirits, or make Holy Material (i.e. Holy Water). The skill can be used to inspire and help other characters. Their abilities come from power or knowledge granted by the Gods of the Civilised Lands.

Without Preachin’ levels a successful outcome will give a character information about which God of Civilised Lands may be granting their power to the Preacher, or the effect granted by a Preacher on another character. An unskilled Preachin’ draw may also, on very rare occasions, gain the attention of a God.

Characters with levels in Preachin' may choose to have a specific God of the Civilised Lands they adhere to most closely - but are able to invoke the others if they wish.

See Preachin’ in the Special Mechanics section for additional information.

Talents

Divine Guidance
You may expend Revelations to give a sermon to inspire your congregation. For each Revelation you expend, a character of your choice may use your Preachin’ level in place of any one skill on a single draw.

Words of Fire and Brimstone
Once per session you may recite dread scripture at a character. If you do; you may transfer a number of Revelations from you to that character, up to your Preachin’ level.

Shepherd of the Lost
Spend a Revelation to see the influence of otherworldly forces on a soul. You may do so a number of times up to your Preachin’ level per session.

State of the Flock
If you talk to someone for at least one minute, you may determine how many Revelations they currently have.

The Other Cheek
Upon taking damage, you may transfer a number of Revelations equal to the damage taken to the attacker.





Prospectin’

For finding what’s valuable in The Wild.


Drawing Prospectin’ occurs when characters are searching for minerals, metals, and anything else that might be of value on, or in the top few inches of the land. The skill will also be drawn when characters are searching for places where these mineral and metal resources might occur in greater abundance. It is an important skill for players who wish to explore the lands surrounding Revenant.

The skill will have a place in downtime actions for finding resources and exploring the wild lands around Revenant.

Talents

A Nose For
You have a knack for finding trouble & treasure in equal measure. Once per session you may speak to a GM to find out where your gut tells you there will be something interesting & likely dangerous.

A Gen-u-ine Dousing Rod
You may spend 1 minute to make a Dousing Rod - with uses equal to your Prospectin’ level - out of a Forked Stick and 1 Resource of the kind you wish the rod to locate. When used by you the Rod will point towards the nearest unharvested source of the chosen Resource. For anyone else it is just a stick.

A “Lucky” Find
Once per session, when you are outside of town, you may choose to find buried treasure. If you do, draw Prospectin’; on a failure the owner of the treasure will come looking for their lost valuables sooner or later.

No Foolin' Me
You may always use Prospectin' to check for counterfeits. If you successfully identify a legitimate artefact, take 1 Revelation.

Always on the Look Out
You gain an additional downtime action each month that can only be used for going on a Prospectin' expedition. You may only ever gain one additional downtime for expeditions.




Quick-Footin’

For being athletic and nimble.


Out in the west, the characters encounter challenging terrain and moments when a quick wit needs to be followed by quick actions. The Quick-Footin’ skill covers any physical activity that a character would like to do which isn’t fighting or riding. This includes feats of running, jumping, climbing & dodging.

Talents

Run 'em Down
Once per session you may automatically catch up to a fleeing target.

I Said Dance
Once per session you can ignore all damage from a single attack that would injure you.

Crag Tamer
You climb at the same speed as others run. Once per session when you OR a character you can see would fail to climb an obstacle you can elect to have the draw be considered a success instead.

Get Down!
Once per session, you may grab an ally, within arm's reach, and pull them out of harm's way negating all damage done to them.

Lightning Reflexes
Take 1 Revelation and 1 Damage to act first in a scene. You take them after your action. If multiple people use this, a simple highest card draw goes first.

Skedaddle
Once per scene, if you feel trapped or threatened, you may discard a resource card or take 1 Revelation to throw an obstacle behind yourself and attempt to run away. Anyone attempting to chase you will be at a disadvantage to clear the obstacle.





Ridin’

For letting something else do the walking.


This skill will be drawn when a character is attempting to ride all sorts of beasts, supernatural entities, or even wondrous creations from the minds of the Sciencin’ folk - in a strenuous manner or stressful situation. (Calmly ridin’ from place to place is an everyday skill for most folks in The West.)

Talents

Whoa There
Once per session you may automatically succeed on a Ridin’ draw to bring any creature or device to a complete stop (providing you can reach an intact set of reins/controls etc).

Giddy-up!
Once per session you and one other character may use your mount to immediately join another scene regardless of in-world distance (that you are aware of).

Bonded Steed
Once per session, while Ridin' or standing within reach of your mount, you may redirect a successful attack against your steed to hit you instead. You may take a Revelation to instead redirect an attack from you to your steed.

Beast of Burden
Increases the amount of Bulk Resources you retrieve from an expedition by 1, while traveling with your mount.

Hi Ho Silver
After making a successful Ridin' Draw, you may choose to make an Astoundin' draw at the same difficulty.
While making this Astoundin' draw, you do not draw additional cards for your Revelations, no matter the number you hold.
If you succeed in the draw, you may choose to discard any number of your Revelations.
If you discard any Revelations in this manner, you may not use this talent again this session.





Sciencin’

For bending the laws of nature to your will.


Sciencin’ is drawn when the character wants to understand which of the mechanical, chemical, and physical sciences have been used to create or make an invention that they have seen or heard about.

Sciencin’ is a practical skill and when a character has 1 or more levels they can use the skill to invent and build new and exciting creations to help make life in Revenant “better” for its inhabitants.

See Sciencin’ in the Special Mechanics section for additional information.

Talents

Maddeningly Simple
Once per session, when you would fail (but do not go Bust) on a Sciencin' draw you may take Revelations equal to your Sciencin' level to succeed instead. Additionally, you must maniacally cackle about how it is all 'so simple' and your technobabble reasoning behind your success.

Simply Maddening
Once per session destroy a currently working machine you made with Sciencin’ to recover all resources used in its construction, including Revelations.

Subject Matter Expert
Nominate one specific branch of science, you gain a +1 to your Sciencin’ level when performing that type of science. Further, once per session, when you fail or bust on a draw related to your specialty, you may take a revelation to instead succeed.

Efficiency
You've got an eye for building things smarter, not harder. When any town project is completed with your assistance, receive 1 basic resource of your choosing from those spent - this represents the leftover resources you saved for the project through your assistance.

Combat Engineering
You may spend your action in combat assisting someone with the Gunslingin' skill. The person you assist may subtract 1 from their card total if they go over 21 (ie. a 22 would be a success) Any 21 earned by the gunslinger while assisting is treated as a Blackjack.

If It Can Fix An Oven, It Can Fix Me
Once per session you may discard a resource card with the [Medicinal] tag to gain a number of Temporary HP equal to your Sciencin' level for the scene. Side effects may vary.





Survivin’

For knowing the dangers of The Wild.


Encounters with animals, monsters, storms, and treacherous terrain are all things that characters will need to draw Survivn’ for. The skill will be used to identify, understand, & overcome the environmental challenges of the West. It is also drawn when looking for the non-mineral or metal resources in the wild, when a character is exploring the unknown lands of the West. It is an important skill for players who wish to explore the lands surrounding Revenant.

The skill will have a place in downtime actions, including exploring and going on resource-gathering expeditions. It will be important in resource gathering for things like lumber, pelts, medicinal plants, and wild foods.

Talents

Ain’t From Round These Parts
Once per Session, when you spend a minute examining a creature, a plant, or the signs thereof, you can determine if the subject is native to your current environment and if it could supply you with a Food Card. You may make a Survivin’ draw to perform a study on the creature or plant. You gain insight into the target that can be used in a downtime action to assist an expedition (this can be a solo affair) to harvest or capture.

Don’t Need No Map
You cannot get lost in the Wilds and always know the most direct (if not the safest) route back to Revenant.

Self Sufficient
You do not need to procure a Food card each session to prevent starvation. In addition, once per session you can also exchange a Revelation with a GM in exchange for a Bad Seed card.

It'll Take More Than That
Once per session, if you are dropped to zero hit points outside of a combat you may remain on 1 HP instead.

Giftin' Your Wisdom
You have a knack for giving the right advice at the right time. You may nominate a character participating in an expedition and allow them to use your survivin’ instead of their own. You can choose to nominate additional characters also taking part in that expedition by taking a revelation for each target after the first. You may use this talent once per session/downtime. This ends when the expeditions return.

Fortunate Sort
You gain an additional downtime action each month that can only be used for going on a Survivin' expedition. You may only ever gain one additional downtime for expeditions.





Thievin’

For sneaking and stealing.


This skill is drawn when a player would like to have their character perform some nefarious, stealthy, devious, or downright illegal activity. Players who take this skill might also find the Obscuring Identity rules useful.

Talents

Pocket Fishing
Your mastery of sleight-of-hand is unparalleled. Once per session, you may choose to do one of the following actions.
Steal a RANDOM small pocket-sized item from another character.
Plant a SPECIFIC small pocket-sized item onto another character.
Inform an ST of your intention, and at an appropriate time, they will gather the item and hand it to you, or plant it on the target.

Leave No Trace
Once per Session, as long as you are unrestrained, you may vanish from a scene, leaving no sign of where you went. You must step OOC and speak to a GM who will direct you to where in town you will reappear.

Escapologist
Once per session you may automatically unlock or escape from an object that is restraining you. Your escape is noiseless & you may choose to appear as though you are still restrained until you make an overt movement.

Steal The Mind
A Blackjack on any Thievin' draw you make allows you to discard a number of Revelations up to your Thievin' level.

Heistin’
You gain an additional downtime action for nefarious purposes.
You plan and attempt a heist, nominating a Small, Medium or Large target.
The larger the target, the higher the chances of being noticed by someone.
These actions are assumed to target NPCs and not players.
This is incompatible with other talents that provide an additional downtime action for expeditions.

That's How I'd Do It
You may use Thievin' in place of Investigatin'. If you succeed take 1 Revelation.





Witchcraftin’

For spellcasting, enchanting, and hexing.


Witchcraftin’ is drawn when a character wants to know about the effects of spells and hexes that they see in the everyday west. Successful draws may discover information such as the purpose of a spell or hex, and which of the Gods of Wild Places lent their power to make it happen.

Characters with levels in Witchcraftin’ will be able to create recipes that have supernatural effects. The form of these recipes depends on the character’s flavour of Witchcraftin’ and could be things like potions, sigils, or talismans. They will also have an ability to hex and hinder. Their workings come with knowledge or aid from the Gods of Wild Places.

Characters with levels in Witchcraftin' may choose to have a specific God of Wild Places they adhere to most closely - but are able to invoke the others if they wish.

See the Witchcraftin’ section in the Special Mechanics section for additional information.

Talents

Wisdom of the Crossroads
You may spill your own blood to empower others. For each Wound you take, a character of your choice may use your Witchcraftin’ level in place of any one skill on a single draw.

Haruspexy
A number of times per session equal to your Witchcraftin' level you may divine the emotions of a god in the entrails of the dead, gaining a sense of how they are feeling in the moment of your insight. You must correctly state a title of the god you wish to read.

Unpick their Weave
You may gain Revelations equal to (4 minus your Witchcraftin' level) to automatically remove a Hex from your target.

Prickin' of Your Thumbs
You cannot be surprised by deliberate ambushes from NPCs be they from predatory animals or humans. This does not offer any protection against spur of the moment violence.

Blood Calls for Blood
Once per session when you take damage you may speak words of retribution and deal the same damage back to your attacker. You may not use this ability if you attacked the target first.

Toil and Trouble
You gain an additional downtime action each month that can only be used for divining the future. You will receive hints at events that are likely to come to pass & will start the next session with 1 additional Revelation.





Workin’

For plying your trade & earning a little extra around town.


Workin’ draws occur when characters need to demonstrate exceptional expertise in their chosen roles (unless there is another relevant skill, such as Learnin’ for a teacher).

The level of working also reflects a character’s ability to participate in or support town projects occurring in Revenant. A character with higher workin’ will have greater influence on events that might happen and what things are constructed with the available resources.

The skill will have a place in downtime actions and the townbuilding and community prosperity aspects of the game - as well as impacting the income (money or resources) a character earns between sessions. For additional information on workin' in downtimes go to the Special Mechanics page. A guide to crafting items with Workin' is also available Here

Talents

Fruits of your Labours
You may use Workin' in place of Barterin' when making a deal about items or resources you obtained using the Workin' skill.

Hard as Nails
You’re a hard worker. You’ve earned your grit. You ignore the first instance of damage equal to or lower than your Workin' level that you receive in a session.

John Henry’s Iron
You may take damage to perform a feat of strength/endurance. GMs will determine the cost before the feat begins.

Sweat Off Your Brow
When you take on work for another character you can give one of your Revelations to them. You can do this directly or inform a GM who will give it to them at a later point.

A Good Work Ethic
If you succeed on a Workin' draw with a Blackjack, you may make another Workin' draw right away, this may assist others in clearing a draw, or further increase your success at the job.

Heart of the Town
In addition to your Labour Card you gain a number of single Labour tokens equal to your Workin’ skill. These tokens don’t carry any speciality you may have.

Multi Talented
You gain a second Workin’ specialty.

Crafty
You gain a second downtime action that can only be used to craft or repair objects. This is only for objects made with Workin’, and does not include larger-scale construction like buildings. This is incompatible with other talents that provide an additional downtime action for expeditions.






Wranglin’

For getting critters to behave.


The Wranglin’ skill is used when a character is interacting with the diverse variety of animals, critters, & varmints found in the west. This skill is handy for both domestic and wild critters. Wranglin’ is also the skill to use a lasso – regardless of what or who you are trying to catch.

This skill will have a role in the downtime actions, particularly in maintaining town prosperity through the local stock resources, including hides and meat.

Talents

Horse Whispering
Once per session you may automatically calm a mundane creature. It will remain calm until antagonised or spooked.

That's Friend Shaped
You may always use the Wranglin' skill on supernatural animals. If you succeed take 1 Revelation.

Whistle Upon the Eastern Wind
Take a Revelation and whistle for help. An animal you’ve made friends with will come to your aid.

Mastery of Slaughter
If you have befriended an animal and are able to make physical contact with it, you can swiftly and efficiently kill and butcher it. On top of the usual Resources that would be generated from the animal you gain extra Resources equal to your Wranglin' level. These Resources are chosen by the GMs. Some animals of emotional importance, notably pets or horses, may inflict Revelations on the user of this talent if targeted. You may use this talent once per session.

Rope n' Tie
When you make a Wranglin' draw to lasso a target and draw Blackjack the target is automatically incapacitated as though it were knocked out of the fight. Certain supernatural creatures will inflict Revelations when caught this way.

Move 'em Out, Head 'em Up
You gain an additional downtime action each month that can only be used for going on a Wranglin' expedition. You may only ever gain one additional downtime for expeditions.