Talents

His Majesty the Worm · p.33

Open source p.33

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Talents are the special abilities that set you apart from the rest of the filthy peasants and help you survive delves into the Underworld. A talent can either be unknown, mastered, in training, or mentored.

Unknown talents

All talents from paths other than your own are unknown. You can, however, train these talents using the mentoring rules below.

Talents from other kith and kin are always unknown. They cannot be trained.

Mastered talents

You begin play with two mastered talents. When you create your adventurer, select one of your path’s talents to master. Your kin talent is also automatically mastered.

You may use mastered talents at any point as long as they’re not Wounded and you can pay costs associated with them (such as Resolve).

In-training path talents

All talents from your path that you have not mastered are automatically in training.

You may only use in-training path talents if you spend XP to power them. You must spend 1XP every time you wish to use one of these talents.

Once you have spent 7XP powering an in-training path talent, it becomes mastered.

Mentored talents from other paths

To train a talent from another path, you must find a willing trainer who has mastered that talent. Both the trainer and the adventurer must use the Train Camp Action or the Train City Action.

During this action, the adventurer in training invests XP into the mentored talent. The adventurer in training may then use the new talent a number of times equal to the XP invested.

Note that this differs from training talents from your own path. You choose to spend XP to power an unmastered path talent on a per-use basis, whereas you invest XP into a cross-path talent during training. You do not need an instructor to mentor talents from your path.

Once you have spent 7XP on training a talent with a mentor, it becomes mastered.