Cups talents

Alchemy

This talent gives you a new Camp Action: Brew Alchemy. When you Brew Alchemy, you use an alchemy kit to turn any number of reagents you have into alchemical substances. Reagents are harvested from the bodies of Underworld monsters. Alchemical substances are kept in hermetic bottles and divided into three categories: potions, oils, and bombs. See Appendix B for more information on alchemy.

Beast Master

This talent allows you to train and issue commands to your animal companions. As a Camp Action, you may teach one animal companion one command. Normal trained animals may learn up to three commands. It is possible to retrain an animal with a new command, replacing one of their previously mastered commands.

Pick from this list of commands (or new ones that the GM approves):

  • Sic ‘Em
  • Hunt
  • Get Help
  • Do a Trick
  • Heel
  • Guard
  • Fetch
  • Stay
  • Track

If you have mastered this talent, one animal you own is considered your familiar. Familiars can learn five different commands. Furthermore, if your familiar would take a Wound that would kill them, you may spend a Resolve to declare that they’re only at Death’s Door and not actually dead.

More information about animal companions can be found in War pigs.

Bookworm

You have an almost encyclopedic knowledge of everything you have read. Once you have used the Read a Book Camp Action (Camp Actions), you may thereafter bid lore to ask a question about the subject of that text. Keep a list of books that you’ve read. These are treated like motifs for the purpose of bidding lore, but don’t aid you in tests of fate.

Chirurgeon

You may provide healing to your companions. You can expend a poultice to Heal someone (Effects). This effect cannot be used to clear the Stressed condition.

Additionally, this talent gives you a new Camp Action: Chirurgery. When you use Chirurgery on a non-Stressed guild-mate using the Rest and Recover Camp Action, you may Heal all of their Wounds.

Counsel

Any time during a Challenge, you may yell advice to another adventurer and hand the player a card from your hand. The card’s suit must match the action you counsel them to take. The other player may play that card as long as they use it to take your advice. In all other ways, it is treated as a normal Challenge card (Draw Challenge cards).

If you spend a Resolve when you use this talent, the other player may play this card as an interrupt. Otherwise, the standard one-card-per-turn rule remains in effect (Take turns).

You may use this talent once per round.

High Chant

This talent gives you a new Camp Action: Perform the High Chant. When you Perform the High Chant, speak at least two stanzas of epic poetry for the table. If you do so, you may select a number of cards from the minor arcana discard pile equal to your Cups. These are called inspiration cards. Distribute the cards to other players—you may keep one for yourself. No player can ever have more than one inspiration card. Inspiration cards may be spent as actions during a Challenge. Alternatively, you may spend your inspiration card instead of drawing from the deck when you test fate or push fate. Inspiration cards last until used or until the end of the session, whichever comes first.

Loremaster

You are a student of ancient languages and lore. This talent confers three advantages:

  • You have knowledge of many languages and tongues. You are assumed to be passingly fluent in any spoken language that you might encounter.

  • You can translate ancient scripts and runes. Translating a short ancient runic passage that you encounter while delving takes a watch or two. Translating a longer text (such as a book) requires a City Action.

  • When you bid lore, you may spend a Resolve instead of spending a lore bid.

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