In Grimdark West, the Learned represents the archetypes of the doctor, Engineer, and Investigator. Just as the Gunslinger allows a player to be a leader of the group who is handy with a rifle, a pistol-wielding walking tank, or any other combination, the Learned allows you to pick and choose abilities to make a customized character who is more brain than brawn.
The first two talents we will examine are the Tier One talents: the Healers Hand and the Analytical Mind.
Healers Hand: Increase the number of injuries healed when treating injuries by one (1) and reduce the TR (Turns Required) by one (1) to a minimum of 1 turn!
Healers Hand allows the Learned to be a more efficient healer right from the start. As all players can utilize the basic healing items, this Talent gives them an advantage while not being such an advantage that it encourages giving them all the healing supplies.
Analytical Mind: The Character can spend 1 Risk Dice to gain a hint about a puzzle or problem the Character is facing! The Character can do this as many times as the number of Hints provided to the Director. Each use of this Talent takes two turns as the Character Analyzes the information.
In game terms, all puzzles and riddles have a short list of hints given to them that the Director can access. This Talent allows the player to access one of the hints for the solution. More complex puzzles may require the player to use this ability multiple times if stuck.
Our next two Talents are from Tier Two: Apothecary and Munitions!
Apothecary: Characters can create basic Medications and Chemical Compounds as long as they have access to a proper workstation and the supplies to do so. Items that can be made are listed as Basic in the Medical & Compounds list, and the ingredients needed.
This Talent allows the Learned to create Items that will enable healing, such as Chocking Powder, which prevents a target hit by them from using verbal Talents and abilities for two rounds if they fail a physical check!
Munitionist: Characters may create basic ammunition as long as they have access to a proper workstation and the supplies to do so. Items that are able to be made are listed as Basic in the Ammunition list as well as the parts needed.
Munitionists like Apothecary are all about creating basic supplies, but this time, the munitions that you need for your firearms. Why is this beneficial? Well, the stack limit for the supplies for making the ammunition is higher than the stack limit for the ammo itself. This allows the Characters to carry more ammo if they have a place to fabricate it. Don’t worry. Some items allow fabrication while on the move! It also means that a Munitionist can create more ammo for themselves and their party for much less than just buying it or relying on finding it.
The last Talent we will look at is the Tier Three Talent Netherists!
Netherists: The Character spends 3 Risk Dice and can perform an exploratory autopsy on the body of an unnatural creature to deduce information related to the creature, including weakness, diet, and any potential strengths. In addition, after studying the creature and performing the autopsy, the Character makes a Panic Check, and if passed, they are considered Resolute to that creature type from then on!
The Netherist’s ability is a combination of Talent that bleeds into the healer and investigator parts of the path. It can be an excellent resource for learning about potentially new and dangerous entities. It also has the potential to make the Learned a source of Resolute for the rest of their party, making future encounters easier for the whole posse!
Next week, we will examine both the Faithful and the Spellbinder Paths in a double-sized article. The following article will then discuss some of the setting’s monsters. We will then release an article celebrating the release of the Alpha Rule set, which will go live the same day! After that, all articles will dive into aspects of game-play and be places for conversation on rules and mechanics.
Soon, everyone will enter this world.
Till then, happy gaming!