Positive Quirks

Acute Sense

One of the character’s senses is sharper than usual. Add 2 points to PER when making rolls using that sense only.

Aeriad Precision Archery

Primarily practiced among the Blue Aeriad of Vardune, practitioners use the Tri-bow almost to the exclusion of all else, making the weapon a part of themselves. The archer can reload a Tri-bow in a single round. Prerequisite: Aeriad race only (available to other races only at GM’s discretion) Training Period: 20 weeks

Aerial Combat

This Quirk allows the character to fight while airborne without penalty, a skill learned by avian folk such as Gryphs, Blue Aeriad, and Stryx and those cultures familiar with flying mounts. Characters using Aerial Combat may make charging attacks, adding their STR and SPD as modifiers to Damage Rating. They may, alternatively, make diving attacks, allowing them to make one attack and one evade maneuver in the same round, without penalty. Training Period: 40 weeks (half for Avian races)

Alcohol Tolerance

The character receives a +2 bonus to CON for the purposes of resisting the effects of alcohol. Training Period: 20 weeks

Ambidextrous

The character can use either hand with equal proficiency and does not suffer a penalty for attempting anything with her off-hand. This does not mean she can fight with two weapons without penalty. Training Period: 40 weeks

Amphibious / Semi-aquatic

The character may live both on land and in the water and may breathe freely underwater for up to 24 hours. Amphibious characters will suffer a cumulative -1 penalty to all Action Table rolls for every 2 days they are unable to submerse themselves in water for at least an hour. Restrictions: Imrian, Moorg Wan, Sunra and Sun Ra San only. Training Period: 20 weeks

Animal Empathy

The character receives a +2 bonus to CHA when making reaction rolls involving animals. This Quirk only affects those creatures with an INT between -11 and -6.

Arimite Knife-fighting

Proficiency in the Arimite style of combat, using one or more throwing knives. This Quirk allows the character to make two ranged attacks with throwing knives per round without suffering a multiple action penalty. In addition, a result of a Partial Success is all that is required to succeed on an Aimed Shot stunt (see page 56 - Aimed Shots). Restrictions: Arimite race only (available to other races only at GM’s discretion) Training Period: 20 weeks

Attractive

The character is a good-looking member of his race. They receive a +1 bonus to CHA when making a good first impression on those likely to find the character attractive, and a +1 bonus to any attempts to charm or seduce such individuals.

Battle Magic

Trained and practiced all throughout Cymril and sometimes in Zandu, Battlemagic is usually learned at a young age and only improved upon with age and practice in combat and magic. This Quirk allows the caster to take defensive actions while trying to cast spells while in combat without suffering a multiple action penalty or affecting their spell casting. Restrictions: Cymrilian or Zandir races only (available to other races only at GM’s discretion). Training Period: 20 weeks

Beguile by Scent

The female character was born of the union between a Batrean female and a male of another race, and she possesses some of her mother’s ability to beguile by scent. The character receives a +2 bonus to all reaction rolls with those of the opposite sex. Restrictions: Female characters only.

Benefactor

A powerful individual or notable organization has taken an interest in the character’s continued well-being for some reason, and the benefactor often provides the character with aid, be it the provision of information, equipment, rescue, or monetary funds. The character may not necessarily know who her benefactor is.

Blind Fighting

This rare skill enables a character to fight effectively in reduced visibility conditions, including complete darkness. All penalties to Attack or Defend from visibility are effectively nullified. Training in this skill is a lengthy process, and practitioners of this Talent are exceptionally rare, save among certain masters of Mandaquan. Training Period: 40 weeks

Charioteer

Popular among the Rajan tribes and the Crimson Legions of the Quan Empire, the heavy war chariot can be a devastating weapon when under the command of a skilled charioteer. Charioteers are adept at steering their conveyance while engaged in combat, and add +2 to hit and damage while riding in a chariot. Restrictions: Kang or Rajan race only (available to other races only at GM’s discretion). Training Period: 20 weeks

Commanding Voice

The character’s voice is powerful and authoritative. The character receives a +2 bonus to CHA or Command when making vocal attempts to command or inspire others.

Commune With Nature

The mystical Ariane possess this ability, which allows them to converse with all things in nature, including creatures, plants, and even stones, within a 10-foot radius. Things they speak to will generally talk about things important to them; creatures will explain how hungry they are; plants will talk about sunlight, and their favorite nutrients; stones aren’t terribly interesting to talk to at all. To successfully use this Quirk, the character must first make a successful Meditation roll. Restrictions: Ariane characters only.

Concoct Explosives

This Quirk allows a character with the Alchemy skill to use that skill to craft various explosive substances. Using Alchemy for this purpose could have dire consequences in the event of a failure or Mishap on the Action Table roll. Restrictions: Alchemy +10 Training Period: 30 weeks

Concoct Powders

This Quirk allows a character with the Alchemy skill to use that skill to create alchemical powders and similar substances. Training Period: 20 weeks

Craft Alchemical Materials

Character with this Quirk may use their Alchemy skill to create various types of alchemical substances such as alcahest, alchemical solvents, vitriol, amberglass and even substances such as adamant. Training Period: 20 weeks

Derive Distillation

Character with this Quirk and the Thaumaturgy skill can use that skill to distill various distillations using an essence accumulator. Distillations are thaumaturgically concentrated essences of otherwise elusive substances such as colors, scents, tastes and even sentiments. These exotic wares were once popular during the Archaen Age, and were used to enhance the ambience of gardens, pleasuredromes and so forth. Training Period: 20 weeks

Derive Dream Essence

With this Quirk, a character with the Thaumaturgy skill may use an essence accumulator to distill dream essence. (more information on Dream Essences can be found in the Gamemaster’s Guide to Talislanta.) Restrictions: Phantasian race only. Training Period: 20 weeks

Derive Elemental Essence

Character with this Quirk and the Thaumaturgy skill can use that skill and an essence accumulator to create elemental essences like Red Menace, Blue Havoc and Storm Crystals. (more information on Elemental Essences can be found in the Gamemaster’s Guide to Talislanta.) Restrictions: Dracartan race only. Training Period: 20 weeks

Danuvian Riding

This style of mounted combat was developed and perfected by the warrior-women of Danuvia. Danuvian riding involves great flourishes of the most favored of Danuvian weapons: the klaive. As the rider charges a group of opponents, she swings her klaive in wide arcs, able to attack two adjacent opponents in a round with no multiple action penalty. Restrictions: Danuvian race only (available to other races only at GM’s discretion). Training Period: 20 weeks

Dilute Telempathy

The character has Muse in his family; either a parent or grandparent and has inherited dilute telempathy. He has the Natural Telempathy Special Ability possessed by her Muse relative, with a Skill Level of +1 and half the usual effective range. This diluted form of Telempathy is restricted to detecting strong emotions and living beings within a range of 20 feet.

Disease Immunity

The character is resistant to one specific disease, such as Gange or Spinning Sickness. The character receives a +2 bonus to CON for all rolls to resist that disease.

Distill Elixirs

This Quirk allows a character to use their Alchemy skill (or Botanomancy or Herb Lore skill for plant-based elixirs only) to create various types of elixirs, potions and medicinal mixtures. Training Period: 20 weeks

Distill Poison

With this Quirk a character may use their Alchemy skill (or Botanomancy or Herb Lore skill for plant-based poisons only) to create various types of poisons. Training Period: 20 weeks

Dhuna Kiss

Dhuna witchwomen can capture a man’s heart with a single kiss; victims must make a WIL roll (with the Dhuna’s CHA as a negative modifier) or fall under her charms. Once charmed, the victim may make another WIL roll at a cumulative -1 penalty once per day to escape. If the victim succeeds in breaking the spell, he gets a +3 to resist all future attempts by the Dhuna to recapture him. Restrictions: Female Dhuna characters only.

Dual-encephalon

The Sindaran are dual-encephalons who possess the ability to use both sides of their brains independently and can concentrate on two different subjects at the same time. They are ambidextrous and can avert the need for sleep by resting one brain at a time. When one brain is resting, subtract four from the Sindaran’s effective INT Rating. Dual-encephalons are allowed two chances to resist any spell or substance that affects thought, brain function, or emotions. Restrictions: Sindaran characters only.

Eye for Magic

Because of their heritage, some characters are able to detect magic by sight at a range of five feet. A successful PER roll is required to detect magic. Restrictions: Relevant races only.

Fame

The character has achieved a measure of fame. The majority of individuals are far more willing to aid, employ, trust, or associate with famous characters. Famous characters may find it difficult to avoid attention, favorable or otherwise. Famous characters receive a +2 bonus on most reaction rolls (GM’s discretion).

Familiar

The character starts with a personal, magical servitor. The character may choose from the following: monitor imp, minor elemental, or sardonicus. The entity starts at its lowest possible Ability Level. Training Period: 30 weeks

Fearless

Although not immune to fear like a Thrall is, the character is very stout-hearted. Add a +2 bonus to WIL when resisting the effects of fear, magical or otherwise.

Glide

When the Aeriad aren’t wearing their levitation bracers, their small wings only allow them to glide. When gliding, they can’t gain altitude but can travel at SPD +4 for a total of 5 rounds before needing to land. Aeriad characters also never suffer falling damage if they are able to use their glide ability. Restrictions: Aeriad characters only.

Good Balance

The character has an excellent sense of balance. They receive a +2 bonus to DEX when making any roll to remain standing.

Highborn

The character is a member of an influential or powerful family or lineage, specific to a single area. She can command respect and wield influence when her standing is known. Being Highborn does not guarantee wealth; some Highborn families and individuals are actually poor. Highborn characters receive a +1 bonus on all reaction rolls.

Hobby

The character may select one of the following skills and add it to their preferred skills list. When this Quirk is selected the character starts with the skill at rank +1. Available skills include: Cook, Fashion, Swim, Language (select one), Art, Dance, Music, Astrology, Cultures (select one), History, Meditation, Naturalism, Gambling, Agriculture, Artificer or Brewer/Vintner. Training Period: 10 weeks

Immune to Cold

The character is completely unaffected by cold, and may operate for extended periods in sub-zero temperatures. This does not provide any special DR from cold based attacks however. This Quirk diminishes whenever the character spends more than 3 weeks in temperate or warmer climes. Restrictions: Mirin and Rasmirin characters only.

Immune to Fear

Thralls are veritable rocks; calm and collected in the face of danger, sometimes to the point of foolishness. The character need never roll against the effects of fear. Restrictions: Thrall characters only.

Kanquan

Proficiency in the vicious Kang style of weaponless combat. All Kang are taught this ability from their first days of sentience. Basic moves include claw strikes, snap kicks, double leaping-kick (employed versus two opponents at close range, with no penalty for two attacks), head-butt, throw, and various disabling blows. Kanquan emphasizes offense and attack at the expense of defense, achieving lethal results. A Kanquan stylist inflicts a Damage Rating of 4 while unarmed (+STR). Targets struck with a successful Kanquan attack must make a CON roll (minus the attacker’s STR) or be stunned for 3 rounds. Stunned characters act with a -3 penalty to all skill rolls. While utilizing Kanquan, characters receive a +2 modifier to all attacks; however, they receive a -2 modifier to all defensive maneuvers. Kanquan uses the Brawling skill. Restrictions: Kang race only (available to other races only at GM’s discretion). Training Period: 20 weeks

Light Sleeper

The character awakens with even the slightest disturbance. The character receives a +2 bonus to PER when making rolls to see if she notices anything in her sleep, and awakens as a result.

Literate

The character can read and write all of the languages in which she has at least a Fluent level. Training Period: 20 weeks

Mandaquan

Proficiency in the Mandalan art of weaponless, defensive combat. The basic principle of Mandaquan is passive resistance—in effect turning an opponent’s offensive energy back upon him and avoiding harm by dodging or eluding attacks. Mandaquan cannot be used offensively. Mandaquan uses the Evade skills and successful use of Mandaquan allows the stylist to avoid an attack while disarming, throwing, or grappling the attacker. Those with the Mandaquan Quirk may also substitute their Evade rating for STR while in grappling combat. Mandaquan always inflicts Subdual Damage, rather than normal, lethal damage. Mandaquan uses the Brawling skill. Prerequisite: Mandalan race only (available to other races only at GM’s discretion). Training Period: 20 weeks

Magical Item

The character starts with a single magical item (the type is at the GM’s discretion).

Melding

It is the custom among the Mirin to undertake a ritual “bonding of spirits” with a chosen mate or close friend. The procedure, known as “melding”, creates a type of innate psychic link between the two individuals. While melded individuals cannot actually communicate via this ability, each will instinctively know if the other is in danger or in great distress. In addition, when the two are near one another (close enough to interact) and in combat, each receives +1 to all rolls as the two seem to compliment each other’s movements, almost as if they are in continual, silent communication. Restrictions: Mirin characters only.

Mighty Blows

Specialization in fighting with large weapons, this fighting style is practiced across Talislanta, from Harak to Taz. It focuses on heavy, cleaving attacks at the expense of finesse. The warrior using this style suffer a -2 penalty to defense but automatically knock their opponent to the ground on a successful Attack roll. Prerequisite: STR +3 Training Period: 20 weeks

Mind Shield

The character is completely immune to spells of the Influence Mode. Restrictions: Ariane characters only.

Mirin Formation Fighting

For each ally (who also possesses this Quirk) adjacent to you, opponents receive a -1 to hit you due to your overlapping defensive style. Example: If you have three allies (all possessing this Quirk) in formation with you, opponents have -3 to hit you. Restrictions: Mirin characters only (available to other races only at GM’s discretion). Training Period: 20 weeks

Mounted Combat

Ability to fight from the back of a steed or mount without penalty. Mounted Combat enables a character to direct a mount to take action in combat without incurring a multiple action penalty to the character’s own actions. Steeds can be directed to move at their normal SPD or to attack or evade attacks at their Ability Level. Characters can, alternatively, engage in a charging attack, adding the mount’s STR and SPD as damage modifiers in place of the character’s own STR. Prerequisite: Ride skill at +4 or higher. Training Period: 20 weeks

Multiple Limbs

The character has more than the standard two arms or legs. Characters with more than 2 arms receive one extra attack or parry per round without incurring a multiple action penalty. Characters with more than two legs receive a +5 bonus to resist being tripped, forced back or otherwise knocked off balance. Multiple legged characters also may also quadruple their normal encumbrance allowance. Restrictions: Characters with more than two arms or legs only.

Narcotic Tolerance

The character receives a +2 bonus to WIL for the purposes of resisting the negative effects of narcotics.

Natural Climber

Characters with this Quirk receive a +2 bonus on any Climb roll. For some characters, this is due to their claws, for others, it’s due to their small size and weight while for others it may be experience or training. Training Period: 20 weeks

Night Vision

The ability to see clearly in the dark is a natural ability of certain Talislantan races, such as Gnomekin and Vajra. Characters with Night Vision take no penalties to PER from non-magical darkness.

Nimble Fingers

The character has an exceptional manual dexterity and receives a +2 bonus to DEX as it pertains to manual manipulation of objects (such as technomancy, picking pockets, or playing musical instruments.)

No Stutter

The character’s vocal capabilities are more evolved than most Aeriad, enabling him to speak Talislan without stuttering. Restrictions: Aeriad characters only. Training Period: 40 weeks

Order: Astromancy

The character has studied the mysteries and methods of the Astromancy Order and may cast spells from this Order. Training Period: 50 weeks

Order: Cartomancy

The character has studied the mysteries and methods of the Cartomancy Order and may cast spells from this Order. Restrictions: Rahastran race only (available to other races only at GM’s discretion). Training Period: 50 weeks

Order: Cryptomancy

The character has studied the mysteries and methods of the Cryptomancy Order and may cast spells from this Order. Training Period: 50 weeks

Order: Crystalomancy

The character has studied the mysteries and methods of the Crystalomancy Order and may cast spells from this Order. Restrictions: Gnomekin race only (available to other races only at GM’s discretion). Training Period: 50 weeks

Order: Elemental Magic

The character has studied the mysteries and methods of the Elementalism Order and may cast spells from this Order. Training Period: 50 weeks

Order: Invocation

The character has studied the mysteries and methods of the Invocation Order and may cast spells from this Order. Training Period: 50 weeks

Order: Mysticism

The character has studied the mysteries and methods of the Mysticism Order and may cast spells from this Order. Training Period: 50 weeks

Order: Natural Magic

The character has studied the mysteries and methods of the Natural Magic Order and may cast spells from this Order. Training Period: 50 weeks

Order: Necromancy

The character has studied the mysteries and methods of the Necromancy Order and may cast spells from this Order. Training Period: 50 weeks

Order: Shamanism

The character has studied the mysteries and methods of the Shamanism Order and may cast spells from this Order. Restrictions: Character must have Tribal or Nomad Background Path. Training Period: 50 weeks

Order: Witchcraft

The character has studied the mysteries and methods of the Witchcraft Order and may cast spells from this Order. Training Period: 50 weeks

Order: Wizardry

The character has studied the mysteries and methods of the Wizardry Order and may cast spells from this Order. Training Period: 50 weeks

Pet

The character has a loyal and devoted pet. She may choose from the following: Catdrac, Death’s Head Viper, Feather Dractyl, Gruffan, L’latha, Quaal, Rayk, Rictus, Smokk, Sniper Bug, Tarkus, or Nighthawk.

Pain Tolerance

The character can resist pain better than most. The character receives a +2 bonus to WIL when resisting pain and torture. Training Period: 40 weeks

Poison Immunity

The character has acquired limited immunity to a single toxin, such as venomwood resin or Rajan scorpion venom. They receive a +2 bonus to CON for all rolls to resist that poison, and treat doses of that toxin as only being half as effective. Training Period: 40 weeks

Quick Reflexes

The character reacts to stimuli and unexpected situations far more quickly than usual. Add 1 to SPD when calculating reactions and Initiative.

Rich

The character receives 10,000 gold lumens. Only 2,500 of this wealth is in the form of coin, the remainder consisting of investments, property, a business venture or the like. The player should work with the GM to determine the exact source of wealth.

Sandfighting

A style of combat taught to elite Rajan warriors, Sandfighting is a combination of stealth techniques and an understanding of how to use the terrain to the best advantage. Those with this training may lie in the sand, motionless for hours in a semi-hypnotic state, and erupt from the ground and attack with complete surprise (+8 to Stealth checks in the desert, only when motionless.) In addition, Sandfighters are not impaired by the reduced visibility from sandstorms, and in fact will often kick up a whirling spray of sand around themselves while in combat, to reduce their opponent’s ability to see (-2 to all rolls). Restrictions: Rajan (or allied) race only (available to other races only at GM’s discretion). Training Period: 40 weeks

Scent

The character has a superior sense of smell (more so than even the Acute Sense Quirk). They receive a +5 bonus to Action Table rolls that involve the olfactory sense (PER rolls, Tracking by scent, etc.).

Sensual Voice

The character has a sexy voice, affecting those attracted to the character’s race and gender. They receive a +1 bonus to CHA on attempts to charm and seduce those who might be affected by the character’s voice.

Shan-ya (Battle Madness)

During combat, Ahazu occasionally succumb to a form of madness, which they refer to as shan-ya. In that state of frenzy, they will attack everyone in sight for a random period of time. This state is viewed by the Ahazu as a blessing of their god, and they make no attempt to restrain an individual who is so affected. Ahazu characters have a 1-in-20 chance of shan-ya any time they go into combat. To simulate this have the person playing the Ahazu character pick a number between one and twenty. Should the Ahazu player roll that number in any combat situation, the Ahazu goes into shan-ya for 1-10 rounds. Ahazu in a state of shan-ya attack at a bonus of +5, but will never parry or take evasive or defensive action of any sort while the battle madness is upon them. Restrictions: Ahazu characters only.

Shape Plant

By touching special pressure points, pouring swiftly acting additives on the soil, and applying herbal extracts directly to the plant, botanomancers can reshape plants to any reasonable form. Using the Botanomancy skill, characters can transform a tree into a sheltering hut or a cluster of sturdy vines into a bridge across a nearby chasm. However, the plant remains a natural plant of its type; botanomancers cannot use this ability to alter a plant’s size or substance. When a tree is made into a hut, it bends over, forms its branches into a shelter, and tightly overlaps its leaves to keep out rain. However, it remains a tree. Similarly, when vines are made into a bridge, they remain a group of interwoven living vines. The degree of difficulty of manipulating flexible plants like vines or ferns is Routine (+0), while the degree of difficulty of controlling woody plants like trees is Tricky (-3). In all cases, the botanomancer must touch the plant to affect it and the transformation takes between 15 and 30 minutes – the more complex the transformation and the less flexible the plant, the longer the transformation takes. Normally, these transformations are temporary and last between one hour and one day; the exact duration is based upon the botanomancer’s wishes. Alternately, the botanomancer can make this transformation permanent; doing so adds +5 to the difficulty of the roll and requires the botanomancer to spend at least eight hours working with the plant. Although shape plants can be used to create elaborate snares and traps, it cannot be used as a direct attack, since the plants move far too slowly to be a danger to anyone. This Quirk requires the botanomancer to touch the plant, and can only affect a single large plant or a group of closely growing smaller plants (like a small grove of reeds) at a time.

Sharp Tongue

The character has a quick mind and excellent understanding of their native language and may use witty repartee during combat to their advantage. The character may attempt to stun, shock or taunt an opponent during combat. Victims must make a successful WIL roll with the character’s CHA score as a negative modifier or suffers a -2 penalty to all actions during the next round. This action does not count as a multiple action (talking is essentially a free action). For this Quirk to function, the victim of the Sharp Tongue must fully understand the native language of the sharp-tongued character.

Single Minded

The character has the ability to ignore most distractions. Halve any penalties the character might suffer due to distractions.

Sixth Sense

The ability to sense danger, or even potential danger, is an ability possessed by members of the race of Jaka. The type, location, or degree of danger cannot be apprehended by the use of Sixth Sense. A Jaka receives a -1 penalty to the Action Table roll for every foot of distance from the source of the danger. The Sixth Sense reacts strongly to magic, increasing a Jaka’s already strong sense of suspicion to a point of paranoia; without their talismans, Jaka react to magic with INT -4. A failure or mishap on this reaction roll means the Jaka is uncomfortable to the point of flight or violence. Restrictions: Jaka characters only.

Slippery

The character is particularly talented at wriggling out of tight situations. The character may substitute DEX for STR when attempting to break a grappling hold. Training Period: 20 weeks

Soft Landing

The character may fall up to 30 feet and always lands on their feet unharmed. On falls greater than 30 feet, they may make a DEX roll with a full success indicating the character suffers only half damage. Restrictions: Jaka characters only.

Speak With Plants

Skilled Botanomancers are taught to feel the subtle reactions that plants have to all forms of contact while some races (like the Green Men of the Dark Coast) have this ability innately. By carefully touching and examining a plant, the character can initiate a limited degree of communication with it. In addition to this communication being rather inexact, plants only know what their limited senses can perceive. A plant could easily tell the botanomancer about soil conditions or about how long ago and how hard the last rain was. However, asking a tree about a broken or cut branch typically reveals little more than that the branch was broken four days ago, in the morning, by three blows from a hard, sharp object like a sword or ax. Those with this Quirk can communicate freely with all intelligent or semi-intelligent plants. Restrictions: Botanomancy +6 Training Period: 20 weeks

Specialist

The character is a specialist in a particular aspect of one skill. The player should select one of the following skills and state their character’s specialty in that skill: Administrator, Agriculture, Appraiser, Art, Artificer, Artisan, History, Music. All Action Table rolls with this skill that involve the specialty receive a +4 bonus. Training Period: 20 weeks

Spiritforce

Only Xambrians have this Quirk, which manifests only when a wizard hunter has been possessed by his ancestral spirits after receiving “the Calling” — a spiritual summons to help locate and bring to justice the reincarnated form of one of their ancient enemies, the Torquarans. This type of possession, known as Spiritforce, bestows the following capabilities and corresponding disadvantages:

Stealthy

The character naturally moves noiselessly. Individuals receive a +5 bonus to their Stealth skill if perfectly still, or +3 if moving. Training Period: 20 weeks

Stench

Ferrans possess a small gland at the base of their tail, which they can use to emit a terrible stinking cloud three times per day. The cloud has a 50-foot radius, and anyone inside must make a CON roll with a -5 penalty to resist or become nauseated for 3 rounds. Nauseated victims cannot take any actions for the duration of the effect. Restrictions: Ferran characters only.

Strong Willed

The character has an unusual amount of mental toughness. They receive a +2 bonus to WIL when resisting mind-influencing magics, telempathy, and interrogation.

Stunning

The character is a stunningly attractive member of his race. They receive a +2 bonus to CHA when making a good first impression on those likely to find the character attractive, and add 2 to any attempts to charm or seduce such individuals. Note that what is considered attractive for one race or culture may be viewed entirely differently in another.

Swift

The character is exceptionally fast. The character receives a +1 bonus to SPD when calculating how fast she can run, swim, or fly.

Tantara

A stylized form of combat usually performed at weddings and festivals among the Sarista of Silvanus, the Tantara involves dramatic flourishes with a sword, elaborate footwork, and acrobatic leaps, all done in time with music. The Tantara is generally done only to disarm the other dancer, as it is considered a great insult and personal shame to injure your dance partner. The master of the Tantara may add his or her Dance skill to parry and disarm rolls, and may attempt Legerdemain rolls in combat at no additional penalty beyond the normal for multiple actions. Restrictions: Sarista characters only (available to other races only at GM’s discretion). Training Period: 20 weeks

Tazian Combat

Proficiency in the Thrall art of hand-to-hand combat, a complex mixture of fighting styles utilizing the garde, a type of parry/attack armor that extends from shoulder to wrist. Basic maneuvers include parries, attacks, and grappling, as well as the body slam. Tazian Combat uses the Brawling skill and successful attacks with the latter maneuver require a victim to succeed in a CON roll against the attacker’s STR or be stunned, suffering a -3 penalty to all actions for three rounds. Characters using the body slam maneuver may not dodge or parry that round. Only characters skilled in Tazian Combat can use garde effectively as armor. It should be noted that Garde gives the character one free Parry attempt per round without suffering a multiple action penalty for the attempt. In addition, a successful parry roll with this skill, while wearing garde, disarms the attacker. Individuals with a STR rating lower than +3 and a body weight less than 150 pounds cannot acquire this Quirk. Tazian Combat uses the Brawling skill. Restrictions: Thrall race only (available to other races only at GM’s discretion). Training Period: 20 weeks

Terrain Familiarity

The character is particularly adept at moving in one specific terrain type. The player should select one of the following terrain types: alpine, desert, forest, jungle, steppes, subterranean & swamp. The character may travel in the relevant terrain at one category better than the actual conditions. That is, Very Rugged terrain becomes Rugged; Rugged terrain becomes Open and Open terrain becomes Road. This Quirk only functions while on foot or mounted on an appropriate mount for the terrain type. Training Period: 40 weeks

Thick Skin

The character’s skin is especially tough and thick and provides PR 1 protection against physical damage. Restrictions: Non-Archaen races only.

Tireless

The character may exert himself for protracted periods. They receive a +1 bonus to CON when making an Action Table roll to resist fatigue or exhaustion.

Tough

The character is unusually resistant to damage. Increase HP by five.

Virago

Virago is a Danuvian fighting style that emphasizes the use of a sword (any large blade) and the Danuvian Parrying Bracers. In fact, elite Danuvian Swordswomen are known as Viragos. Whenever a Virago practitioner scores a critical hit in combat, they may immediately make a second Attack against the same target without any multiple action penalty. In addition, their training with the Danuvian Parrying Bracers grant them one free Parry per round without incurring a multiple action penalty for the attempt and they may attempt to Parry ranged attacks using the bracers with only half the normal penalty. Restrictions: Danuvian characters only (available to other races only at GM’s discretion). Training Period: 20 weeks

Wealthy

The character receives 75,000 gold lumens. Only 7,500 of this wealth is in the form of coin, the remainder consisting of investments, property, business ventures or the like. The player should work with the GM to determine the exact source of wealth. As the existence of wealthy characters could destabilize a game, this Quirk should be considered optional by GMs.

Windfall

The character receives 500 gl; 100 in the form of coin with the remainder as equipment or other property.

Zandir Swordsmanship

This swashbuckling style of swordsmanship was first made popular by the ancient Phaedrans and later adopted by the Zandir and Gao. This Quirk places a premium on flamboyant attacks, flourishes, and acrobatic maneuvers, utilizing paired weapons such as a dueling sword and dagger. The master of Zandir Swordsmanship can perform two related actions in combat without incurring the multiple action penalty. Related actions include attacking and parrying, or attacking and performing an acrobatic move (swinging from a rope, leaping onto a table, etc.), or parrying and distracting an opponent with something thrown. Additional actions after the first incur the normal penalties. Prerequisite: Zandir and Gao races only (available to other races only at GM’s discretion). Training Period: 20 weeks