This is my first post in this forum, so I hope I don't break the rules. I have had the opportunity to play several sessions of Forbidden Lands (and earlier Coriolis) and I liked the system so much that I took part in the latest Kickstarter. Because I played a dwarf-blacksmith (jeweler)-assassin (we created our characters randomly), looking at the Talent list, I thought I would like to expand it.
Although the Artisan class is not ready yet, I came up with some useful Talents (not just for craftsmen), usually based on other Talents' mechanics.
I would be grateful for any suggestions and opinions if something like that is needed at all (or if it would debalance the game).
RANK 1: You can CRAFT an item with an additional +1 Gear Bonus to MANIPULATION rolls made to impress someone (which includes selling it). This takes twice as long and your roll is modified by -2.
RANK 2: You can CRAFT a non-utilitarian piece of art (such as a sculpture, a painting, or a piece of jewelry) using Rank 1 of this Talent (or Rank 3, if it is available to you). In order to do it, you need the right amount of materials (which depends on the item's size: tiny = 1, small = 2, normal = 4, heavy = 8). GM determines what kind of materials are needed. The time needed to CRAFT an artwork equals twice the amount of materials counted in Quarter Days for Rank 1 Talent (and four times for Rank 3) and your roll is modified by -2 (or -4).
The artwork gives a +1 (or +2) Gear Bonus to MANIPULATION rolls made to impress someone (which includes selling it) and it's price equals two times (or four times) the cost of used materials.
RANK 3: You can CRAFT an item with an additional +2 Gear Bonus to MANIPULATION rolls made to impress someone (which includes selling it). This takes four times as long and your roll is modified by -4.
COMMENT: The Gear Bonus to MANIPULATION is added on top of a Gear Bonus normally provided by the item (so, the master-crafted Dagger created with Rank 3 Artist Talent would provide a +1 MELEE and +2 MANIPULATION <impression, if visible> Gear Bonus).
My comment: So now my dwarf can be a real jeweler.
RANK 1: Your STEALTH rolls are modified by +1.
RANK 2: When you hit an enemy with a SNEAK attack or during AMBUSH and inflict at least 1 point of damage, you automatically inflict a critical injury. The critical injury itself doesn’t break your opponent – unless it kills him of course. No effect against monsters.
RANK 3: You can add a D8 Artifact Die to all STEALTH rolls.
My comment: Rank 2 Talent is based on Rank 2 Axe Fighter. It lets you use any weapon (not just an axe), ranged included, but only during Sneak Attack/Ambush, so I hope it's not too strong.
RANK 1: Your MOVE rolls made to jump, climb, move fast, or perform any other action that requires speed or motor control, are modified by +1.
RANK 2: You don’t get a -2 penalty to DODGE when you choose to remain standing.
RANK 3: You can add a D8 Artifact Die to MOVE rolls made to jump, climb, move fast, or perform any other action that requires speed or motor control.
COMMENT: Rank 1 and Rank 3 of this Talent do not apply to DODGE action.
My comment: I'm not sure if such a boost to general movement checks wouldn't make someone nearly impossible to catch (or escape from). Isn't Rank 2 too strong?
RANK 1: Your MIGHT rolls are modified by +1.
RANK 2: Your Encumbrance is increased by your MIGHT value.
RANK 3: You can add a D8 Artifact Die to all MIGHT rolls.
My comment: some people (kin) are stronger than they appear.
TALENT: MIND FORTRESS
RANK 1: Once per check, if you roll 1 when casting a spell, you may spend 3 Willpower Points to ignore this result as if the result was 2-5.
RANK 2: Up to twice per check, if you roll 1 when casting a spell, you may spend 2 Willpower Points to ignore each one of these results as if the result was 2-5.
RANK 3: You may reroll the dice affected by Rank 2 of this Talent. The second roll counts.
TALENT: MAGIC BINDER
RANK 1: Once a Quarter Day, when you roll on a Magic Mishaps table, you can reroll the result. The lowest roll counts.
RANK 2: Once every Quarter Day, you may reverse the D66 roll for the Magic Mishap – a roll of 61 becomes 16, for example.
RANK 3: Once a Quarter Day, when you roll on a Magic Mishaps table, you may choose freely from the relevant list.
COMMENT: Those three Ranks are treated separately, which means that they may affect three Magic Mishap rolls. However, you can combine them (first reroll, and then choose another result for example), but it counts as multiple use.
My comment: those two magic-related Talents would be for those who don't want their Sorcerer/Druid dead too soon. It makes casting spells much safer (unless you are really unlucky or out of WP).
Let me know if there is anything to modify or throw away. Feel free to comment