Some talents give characters the ability to perform great deeds - this allows them to do a number of things related to a theme specified by a talent using their adventure points.
When the player to attempt a great deed, the GM and player should first come to a mutual understanding of what success would look like to the player and what the nature of their plan for bringing that success about.
Once that understanding is reached, the GM must determine whether that great deed is possible given the theme which the player is using. So for example, a player who may perform great deeds of ‘fire magic’ (the theme) may attempt to throw a huge fireball to start a forest fire, that should be possible, but using the ‘fire magic’ theme to redirect a stream or to teleport will not work.
Provided the great deed is possible, the GM should determine its adventure point cost, which should be 1-3 depending on the magnitude of the deed in question, and the amount of time it will take to prepare and execute the ritual, which should ordinarily be at least ten minutes and no more than ten hours.
After determining the cost in adventure points, if the player wants to move forward, they may make a skill check through the procedure described in the previous section. They may have backgrounds relevant to the great deed depending on the nature of the great deed and the background. On success, their plan goes off without a hitch. On a failure, they achieve at least a part of what they planned, and ordinarily what they achieve is accompanied by a complication that creates a new problem for them. For example, a wizard performing a great deed to teleport may teleport to a nearby but more dangerous place than their intended destination. A druid attempting to get a tree to instantly produce harvestable fruit may cause the tree to produce fruit, but then shrivel and die immediately afterwards.