New Talent List

for The Fantasy Trip

Combat Talents

Other Talents

Note: The point cost of talents is in parenthesis after the name of the talent. All languages cost 1/2 point. Spells cost 1 point, unless you have the Magic talent. In that case, spells cost 1/4 point each.

Combat Talents

Notes: A weapon talent lets you use any weapon from that weapon class, subject to ST requirements. If you lack the talent for a particular weapon, you can use it at -4 DX (except for clubs; anyone can use a club). If you have the talent for a weapon that can be thrown, then you can throw the weapon.

Knife (1/2): Ability to use all knives, daggers, etc.

Sword (1): Ability to use all swords. This talent includes Knife, and costs only ˝ point if you already have Knife.

Expert Swordsman (1). Prerequisite: Sword, IQ10+, and AdjDX 13+. You’re a superb swordsman and can fight well. You increase your damage by 1 point for every die of damage the weapon does. An expert swordsman with a cutlass does 2 dice damage for instance. Opponents must roll 4d6 to hit you in melee combat – if you’re using a sword.

Master Swordsman (1). Prerequisite: Expert Swordsman, IQ10, AdjDX 16+. You’re a legendary swordsmaster. You increase your damage by 2 points per die of damage that your weapon does. For instance, a master swordsman armed with a cutlass will do 2+2 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a sword.

Hafted Weapons (1): Ability to use all axes, maces, and hammers on the Weapons Table. But note that anyone can use a club at no DX penalty.

Expert Hafted Weapon (1). Prerequisite: Hafted Weapons, IQ10+, and AdjDX 13+. You’re a superb fighter and can fight well with hafted weapons. You increase your damage by 1 point for every die of damage the weapon does. For instance, an expert with a battleaxe will do 3+3 damage. Opponents must roll 4d6 to hit you in melee combat – if you’re using a hafted weapon.

Master Swordsman (1). Prerequisite: Expert Hafted Weapons, IQ10+, AdjDX 16+. You’re a legendary master of hafted weapons. You increase your damage by 2 points per die of damage that his weapon does. For instance, a master with a battleaxe will do 3+6 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a hafted weapon.

Polearm (1): Ability to fight with all polearms except the naginata.

Expert Polearm (1). Prerequisite: Polearm, IQ10+, and AdjDX 13+. You’re a superb fighter and can fight well with polearms (and naginatas if you have the naginata talent). You increase your damage by 1 point for every die of damage the weapon does. For instance, an expert with a pikeaxe will do 2+2 damage. Opponents must roll 4d6 to hit you in melee combat – if you’re using a polearm/naginata.

Master Polearm (1). Prerequisite: Expert Polearm, IQ10+, AdjDX 16+. You’re a legendary master of polearms (and naginatas if you have the naginata talent). You increase your damage by 2 points per die of damage that his weapon does. For instance, a master with a pikeaxe will do 2+4 damage. Opponents must roll 5d6 to hit you in melee combat – if you’re using a polearm or naginata.

Bow (1): Ability to use all bows and slings (but not crossbows).

Expert Bowman (1): Prerequisite: Bow, IQ10+. You are good with bows. You get a +2 DX to hit with bows/slings and your DX adjustment for range is –1 per 9 hexes rather than –1 per 6 hexes. You can use the long range marksmanship rules. You can also fire your bow twice per turn as long as your AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).

Master Bowman (1): Prerequisite: Expert Bowman, IQ10+. You are very good with bows. You get a +4 DX to hit with bows/slings and your DX adjustment is –1 per 12 hexes. You can use the long range marksmanship rules.

Crossbow (1/2): Ability to use the heavy and light crossbow.

Expert Crossbowman (1/2): Prerequisite: Crossbow, IQ10+. You are good with crossbows. You get a +2 DX to hit with crossbows and your DX adjustment for range is –1 per 9 hexes rather than –1 per 6 hexes. You can use the long range marksmanship rules. You can also fire your crossbow every turn as long as your AdjDX is at least 14 (not including ‘to hit’ bonuses or penalties).

Master Crossbowman (1/2): Prerequisite: Expert Crossbowman, IQ10+. You are very good with crossbows. You get a +4 DX to hit with bows/slings and your DX adjustment is –1 per 12 hexes. You can use the long range marksmanship rules.

Shield (1/2): Ability to use a shield properly. If you lack this talent, using a shield will adjust your DX by –4, in addition to any other adjustments for the shield itself.

Quickdraw (1/2): Allows character to ready a weapon and strike in the same turn. If the character makes a 3/DX roll, then he can strike in his normal DX order. If the roll is missed, he strikes at the end of the melee phase. If he rolls a 16, the weapon is not readied. On a 17 or 18, the weapon is dropped. Quickdraw must be taken separately for each class of melee weapon: sword or ax/mace. Quickdraw is unavailable for pole weapons, thrown weapons (but see the thrown weapons talent) or missile weapons (except for the modern talent Pistol).

Gunner (1): Ability to use and maintain known types of gunpowder weapons, such as the arquebus, blunderbuss and wheelock pistol.

Expert Gunner (1): Prerequisite: Gunner, IQ10+. You are good with guns. You get a +2 DX to hit with gunpowder weapons and your DX adjustment for range is –1 per 9 hexes rather than –1 per 6 hexes. With pistols, it’s –1 per 6 hexes. You can use the long range marksmanship rules (but not with pistols). It takes you half as long to reload your gun.

Master Gunner (1): Prerequisite: Expert Gunner, IQ10+. You are very good with guns. You get a +4 DX to hit with gunpowder weapons and your DX adjustment is –1 per 12 hexes. With pistols, it’s –1 per 9 hexes. You can use the long range marksmanship rules (but not with pistols).

Thrown Weapons (1). Ability to throw things hard and accurately. You can throw any weapon on the same turn you ready it. This also allows you to throw spears, javelins or daggers, even if you lack the talent (Sword/Knife, Polearms) for them. You can also throw darts, and any other normal thrown weapons.

Expert Thrown Weapons (1): Prerequisite: Thrown Weapons, IQ10+. You are good with thrown weapons (normal thrown weapons and any peculiar ones that you have the talent for). You get a +2 DX to hit with thrown weapons and your DX adjustment for range is –1 per 2 hexes rather than –1 per hex. You can use the dagger marksmanship rules.

Master Thrown Weapons (1): Prerequisite: Expert Thrown Weapons, IQ10+. You are very good with thrown weapons (normal ones and any peculiar ones that you have the talent for). You get a +4 DX to hit with thrown weapons and your DX adjustment is –1 per 3 hexes. You can use the dagger marksmanship rules.

Two Weapons (1). Prerequisite: AdjDX 13+; talents for weapons that you use. You can use two one-handed weapons at the same time. You can, on any turn you attack, to do any one of the following:

(a) attack with both weapons (against the same or different foes), normally for the first attack and +1 die on Dx for the second one;

(b) make a normal attack with one weapon and parry with the other, absorbing 2 hits of damage; or

(c) parry with both weapons, stopping 4 hits of damage, but not threatening the enemy.

Warrior (1): You subtract one hit from any attack made against you. Prerequisite: ST 14+.

Veteran (1): You subtract another hit from any attack made against you. Prerequisite: ST 16+ and the Warrior talent. So if you have Warrior and Veteran, you'll stop two hits.

Unarmed Combat I (1). Prerequisite: IQ 8, DX 13+, cloth armor or less. Basic martial arts knowledge. You do one extra hit of damage whenever you fight bare-handed in either HTH or regular combat. You must be wearing cloth armor or no armor to use the Unarmed Combat talents.

Unarmed Combat II (1). Prerequisite: IQ10, U.C. I and DX of 14+. You do a total of two extra hits of damage bare-handed. You can also "shield-rush" without a shield. This simulates a throw or take-down.

Unarmed Combat III (1). Prerequisite: IQ10, DX 14+, U.C. II. You’re a master of martial arts. You do 3 extra hits of damage with your bare hands, and can knock a foe down as described under U.C. II. But because of your great skill, the opponent must make a 5/DX to avoid falling (4 dice if he has more than twice your ST). You can attempt to "throw" any foe whose ST is less than 3 times yours. You can also choose the "defend" option barehanded.

Unarmed Combat IV (1). Prerequisite: IQ10, DX 15+, U.C. U.C. III. Your side hexes count as front hexes, and your rear hex counts as a side hex. If you take the "defend" option bare-handed, your opponent must roll five dice to hit you.

Unarmed Combat V (1). Prerequisite: IQ10, DX 16+, U.C. IV. An attacker must roll four dice to hit you in normal combat – six if you’re dodging a missile attack, seven if you’re defending. If you strike an armed foe and do more than 3 hits of damage (after armor), he’s hit on a nerve and automatically drops his weapon.

Unarmed Combat VI (2). IQ 14, Prerequisite: UC I-V. The highest level of unarmed combat skill. You do four points of extra damage bare-handed. It also takes five dice to hit you in normal combat -- six if you’re dodging a missile attack, seven if you’re defending. You can also channel your Chi into a Great Blow. For every ST that you put into the blow, you do an extra die of damage. You can put a maximum of 4 ST into this blow. You may also expend Chi to make yourself more skillful. For every ST you expend, you will increase your DX by 1. ST expended this way is exactly like fatigue expended by a wizard.

Miscellaneous Weapon Talents

The following talents allow you to use certain peculiar weapons:

Naginata (1/2). Prerequisite: Polearms.

Boomerang (1/2). Prerequisite: Thrown Weapons.

Bola (1/2). Prerequisite: Thrown Weapons

Net and Trident (1/2). Prerequisite: Polearms.

Shuriken(1/2). Prerequisite: Thrown Weapons.

Cestus (1/2)

Quarterstaff (1/2)

Lasso (1)

Whip (1/2)

Nunchaku (1/2)

Blowgun (1/2)

Other Talents

Note that rolls against IQ are made by the GM, not the player. And if you fail an IQ roll, you don't necessarily know that you failed it. Plus, the GM is free to lie to you.

Acrobatics (1). Prerequisite: IQ 10+, DX 12+. You get to roll 1 die less on DX whenever a saving roll is called for to avoid some type of fall, clumsiness, or to avoid falling objects. You can also jump over your opponent on a 5/DX roll during the movement phase, after he has moved. If you fail, you fall down in your hex and he gets to hit you at the normal DX bonus for attacking a prone figure. If you succeed, you get an attack in his rear. You can also climb up a rope at the rate of 2 yards per turn with no risk of falling. A non-acrobat climbs at 1 meter per turn, and make a 2/DX saving roll to avoid falling.

Acute Hearing (1): Prerequisite: IQ 10+. You can sense walls, obstructions, and living beings by sound and pressure waves in the air. You can hear approaching beings before they hear you, unless your party is making too much noise (GM's discretion). You can also travel in the dark at only half normal speed, (though you have no chance of noticing hidden doors, traps, etc.). If your own party is silent, you can detect invisible or hidden creatures within 10 hexes on a 4/IQ roll. Finally, you can fight in the dark at -4 DX instead of -8 DX. On any roll to hear something, you roll 1 die less. This is cumulative with Alertness, above.

Alchemy (1). Prerequisite: IQ 12+. You know all the formulas on the Alchemist Table and, with access to the proper materials and facilities, can make them. You can also identify any alchemical potion on a 3/IQ roll. You only get one try. If the potion is a chemical one, you will learn that, and that only, if you succeed. On a barely-missed IQ roll, you’ll be uncertain what the potion is; on a badly-missed roll, you’ll be mistaken and/or suffer the effects, if any, of the potion you tried to identify.

Alertness (1). Prerequisite: IQ 10+. You're alert and perceptive. You roll 1 less die when looking for anything hidden or when noticing something. You also get a 3/IQ roll to detect most ambushes before being attacked. The GM can add a die for particularly well-planned ambushes, or for distractions (the party's talking loudly, etc.).

Animal Handling (1). You can make friends with and train "normal" animals. To make friends with an animal, you must be at least 3 hexes away from other people or animals in your party. You must also act friendly. If you make a 3/IQ roll, the animal won't attack, and may befriend you for a while (make a reaction roll). If you miss the 3/IQ roll, the animal will behave normally, which means he might attack you. This works only on "normal" animals - not monsters, undead, bugs, dragons, octopi, reptiles, slimes, etc.

Architect (1). Prerequisite: IQ 10+. You can design and build buildings, castles, labyrinths, etc. You can also direct mining operations in sieges; read plans and maps and spot weak points. The GM should give you a few extra hints when you're presented with mysterious labyrinth or building maps. You also roll 1 less die to see a hidden trap, door, or similar item (not cumulative with Alertness or Detect Traps).

Armorer (1). You can build and maintain ordinary weapons and armor - not including fine weapons, crossbows, gunpowder weapons, or siege engines. You know weapons very well; you'll know a fine weapon for what it is, and will recognize a magic one (as being magic, but not as to the spell type) on a 3/IQ roll.

Master Armorer (1). Prerequisite: Armorer, IQ 10+. A high degree of skill. A Master Armorer is the only one who can make fine weapons (q.v.). If he’s also a Goldsmith, he can make fine weapons out of silver. A Master Armorer can, if he turns his hand to it, make or duplicate any type of weapon available to a medieval technology except a magic one - and he is even familiar with those. He will always realize that a magic weapon is magic just by the "feel" of it (unless the spell is protected by a CONCEAL spell) On a 4/IQ roll, he will recognize the Weapon/Armor Enchantment spells, immunity to Drop and Break Weapon, and the ability to "flame" If he misses the roll, or if the spell is another type, he’ll still know the weapon is magic, but not what type.

Bard (1). Prerequisite: IQ 10+. Ability to entertain others. You also get a 3/IQ or 3/ST roll to ingratiate yourself to others. If you succeed on the roll, you get a +1 reaction from any human or humanoid creature. If you also have Courtesan, it's a 2/IQ or 2/ST roll. In non-life or death situations, you get a +l on reaction rolls automatically. The Bard talent requires that you speak the language of those you're trying to impress.

Master Bard (1). Prerequisite: Bard. You can sing very well, play all manner of musical instruments, and compose songs and poetry to please listeners. You get an automatic +2 on all reaction rolls where you speak the language, and +l on rolls made to determine reactions even when you don’t speak the language, or when animals are involved.

Boating (1/2). Ability to use a small rowboat, canoe, sailboat, raft, etc., skillfully. Roll one die less in adverse conditions.

Business Sense (1). Prerequisite: IQ 10+. You have a general knowledge of business. You get a +l on any reaction roll involving a business deal. You can also try to swindle a chance met figure by either selling him something at twice its value, or buying one thing at half its value, if (a) you're smarter than the mark and and his companions, and (b) you make a 4/IQ roll. If you meet the mark again after he's has had time to think things over, he will be hostile if he makes a 4/IQ roll. Hostility is roughly equal to a -2 on the reaction roll, but GMs may use their discretion.

Captain (1). Prerequisite: Seamanship, IQ 10+. The ability to command a sea vessel on an extended voyage. A Captain in command of your party gives you +l on initiative rolls if the combat involve boats.

Charisma (1). You get a +l on reaction rolls, except with animals, undead, monsters, and similar nasties. You also get a chance to make friends with any humanoid creature: 3/IQ in an ordinary encounter, 4/IQ if combat was about to occur, 5/IQ if attempted on or by a prisoner. If you make the roll, the beings will be friendly, or at least "neutral". Charisma works even if you can't speak the language, but your new friends can't do you much good, since you can’t tell them what you want.

Chemistry (1) Prerequisite IQ 12+. You can identify (on a 3/IQ roll) and make all chemical potions. If you miss the roll to identify a potion, you'll be uncertain; if you miss badly, you'll be mistaken (the GM gets to lie to you). You can't identify alchemical potions; you can determine that they are alchemical potions, though.

Climbing (1/2). You can climb! You can use ropes, spikes, and other climbing gear easily. You can climb a very rough rock face or decorative stone wall without equipment, but you need handholds, etc. You roll 1 die less on saving throws involving climbing.

Courtesan (1). Ability to charm the opposite sex (or the same sex if he/she goes that way). You get 3/ST (or 3/IQ, your choice) saving roll against being slain by members of the opposite sex. Instead, they'll take you away to slavery instead of killing you. A critical success means that the member of the opposite sex falls in love with you and will help you. You can also use this talent when negotiating with a member of the opposite sex. If you make you saving throw, add 1 to the reaction die roll. If you fail, subtract 1 from the reaction roll.

Detect/Remove Traps (1). Prerequisite IQ 10+. You roll 2 fewer dice when looking for a trap. You roll the printed number of dice to remove a trap. Without this talent, you'd have to roll twice as many dice.

Detect Lies (1). You can tell when people lie to you. You can use it after conversing with any character. If he's smarter than you, you need to make a 5/IQ roll. If he has the same IQ as you, the roll is 4/IQ. If he's dumber than you, the roll is 3/IQ. If you succeed, the GM tells you if the figure lied. If the roll fails, the GM gets to lie about whether the figure lied.

Diplomacy (1). You can lead a party containing members of races hostile to you or each other; you can talk to a member of a hostile race without an automatic minus on the reaction roll.

Disguise (1). Prerequisite IQ 10+. You can impersonate others. It takes about an hour to disguise oneself (less if it’s a simple disguise). Each minute (12 turns) the GM rolls against the disguised character's IQ to see if he is detected: 6 dice if he is impersonating someone wholly disimilar (like a goblin impersonating a giant) OR someone known to those he's trying to fool; 4 dice for a creature of a different species than his own or a member of the opposite sex; 3 dice for an ordinary disguise. On a very simple disguise, (like putting on old clothes and going into a tavern in an enemy city to see what rumors you can pick up) the GM need not roll at all. If you have this talent, you won't slip up on a simple job. If your disguise is penetrated, those you are attempting to fool will probably attempt to seize you - but if they are very smart they will string you along, pretending to be fooled, to see what advantage they can gain. If a wizard casts a glamor, illusion or shapeshift to perfect your physical appearance, you roll one less die. If you have the Mimic ability (and know the language!) you roll one less die.

Driver (1/2). You can drive wagons, carts, chariots, etc., or act as a mahout to control an elephant, dinosaur, or other huge animal, even in battle. You have Horseman-type abilities with respect to large riding animals.

Engineer (1). Prerequisite IQ 10+. Ability to build, maintain, and effectively use all "siege engines" and large weapons of war, including the ballista, trebuchet, catapult, bombard, siege tower, battering ram, etc. You get a 3/IQ roll to detect a mining operation against a castle.

Etiquette (1/2). You're suave, debonaire and cultured. You get +l on all reaction rolls involving nobility or similar figures. You also get +l on reaction rolls where very LOW-class figures are involved. But if you use your etiquette in an unwise, inappropriate, or obnoxious manner, though, you get a -2.

Farming (1/2). General practical knowledge of farming.

Horsemanship (1/2): The ability to deal with horses (and other similar riding animals). You understand animals, and can spot good quality animals in a buying situation. In combat, you use weapons at -1 DX while on horseback. If you lack this talent, you're at -3 DX on horseback, and must make a 3/DX saving roll each turn to avoid falling.

If an animal befriends you, it accompanies you for a time. If its reaction roll was a 6, it stays as a pet; otherwise, it stays with you until you leave the area. The animal won’t attack on your orders but it may attack to defend you.

Master Horseman (1). Prerequisite: Horsemanship. An Expert Horseman can break wild horses and other riding animals of any type with which he is familiar, and can ride an already-trained animal even if it is of a new type. He suffers no DX penalties of using weapons while riding, as long as he has the appropriate talent for the weapon he is using. An Expert Horseman can train riding animals as though he were an Animal Trainer, and doctor them as though he were a Vet.

Jeweler (1). Prerequisite IQ 10+. You can work with gold, silver, jewels, etc. You need this talent and Armorer to manufacture silver weapons and armor. Prerequisite: Value Recognition.

Literacy (1/2): Ability to read and write all the languages that you know.

Magic (4): This is a talent for magic and is necessary for being a true wizard. All spells cost 1/4 point instead of 1 point. Only individuals with the Magic talent can join the Wizard's Guild.

Mathematics (1) Prerequisite IQ 10+. This the knowledge of math below the calculus level: algebra, geometry, possibly some trigonometry, and accounting. This also includes astronomy and astrology. Mathemeticians are always in demand as ccountants, astrologers, teachers, etc. and earns an extra 10% profit due to effective cost accounting and/or cheating on taxes. Prerequisite: Literacy.

Mechanician (1). Prerequisite IQ 10+. You make and repair mechanical gadgets, including crossbows and siege engines. You can also build traps, if the materials are at hand. It takes twice as many hours as the total number of dice needed to see the trap, to dodge it when it goes off, and to remove it. Example: A trap takes 4/IQ to see it, the saving roll to dodge it is 5/DX, and it takes a 6/DX to remove it. It would take a Mechanician 30 hours of work to build that trap. A Mechanician can also work with, and try to figure out, strange technological devices. The GM determines the roll necessary.

Master Mechanician (1) Prerequisite Mechanician, IQ 12+. You’re a natural gadgeteer, and has the best chance of figuring out a technological device. You can also build gunpowder weapons, siege engines, crossbows, etc., in the way an Armorer builds ordinary weapons. You can also build a trap in only half the time it takes a Mechanician, or a quarter of the time if you’re assembling an existing trap in a new place (i e., the trap was removed from one spot and then reassembled in identical fashion elsewhere).

Mimic (1). You can reproduce any voice, accent, or (if you're a Naturalist) animal call. The victim is fooled if he fails a 4/IQ roll. Animals get a 2/IQ roll. Roll each time you speak. You must know the language that you're attempting to mimic, or at least a few words.

Monster Followers I (1). Works the same as New Followers, but you get to bring any monster with an IQ of 6-10 into your service You make a die roll against IQ -- 2 dice for every 10 ST (round up) that the monster has AT THAT MOMENT. Each 10 ST that the monster has counts as one "regular" follower in your total number of followers.

Monster Followers II (1). Prerequisite: Monster Followers I. Works just the same way, but on monsters of IQ 11 or more. The die roll against your IQ is 2 dice for every 8 ST the monster has at that moment. Remember: this is a talent that lets the player take over one of the GM's monsters and run it as his own. The GM may decide that an intelligent monster is joining a party of it own free will - but that's not the same thing.

Mundane Talents (1/2): Beekeeper, Butcher, Carpenter, Draper, Fisherman, Tanner. 1 point to learn: Baker, Brewer, Cook, Gardener, Joiner, Leatherworker, Potter, Sculptor, Vintner, Wood-Carver, Artist/Calligrapher.

Naturalist (1). You know about about herbs, animals, etc.; you recognize most races and creatures from your environment. You get s 3/IQ roll (5/IQ if you're fighting or running) to see a slime or similar ambushing creature, just before you walk into the ambush area.

Master Naturalist (1). Prerequisite IQ 10+, Naturalist. You get a 2-die saving roll to see ambushes by slimes, etc., before they occur, or a 4-die Saving roll if he is running or fighting. He is capable of recognizing all races of intelligent creature and all types of monsters and beast, and he knows all important information about them; he can make a good guess (4-die roll against IQ) as to the general nature of new beings the GM has introduced.

Physicker (1). Prerequisite IQ 10+. You can heal up to 2 hits on any humanoid figure (wounds, - not fatigue) after any combat or accident. You must have a first-aid kit to do so. You can't combine your efforts with other Physickers on the same wounded figure to heal more than 2 hits.

Master Physicker (1) Prerequisite IQ 10+. You must already be a Physicker. You can heal 3 hits (instead of 2) if you have a first aid kit, or 1 hit even without such a kit. Either way, it takes 5 minutes. Treatment by a Master Physicker is not cumulative with treatment by a Physicker for any one mishap. In other words, if you have both a Physicker and a Master Physicker in your party, you can't use them together to cure a 5 hit wound. The Master Physicker can cure 3, and the Physicker can stand around and watch. Either a Physicker or a Master Physicker can work on his own wounds just as he can another's. A Master Physicker can also make the Healing Potion (see Alchemists Table) as though he were an Alchemist.

Priest (2). Prerequisite IQ 10+. This is the ability to act as a clergyman, of a religion. You can run temples, get donations, attract converts, perform rituals, etc. You also get one lesser miracle each day (see Clerical Magic).

High Priest (2). Prerequisite: Priest, IQ 12+. You’re a high priest of your religion. You get one greater miracle each day and two lesser miracles each day (see Clerical Magic).

Running (1): You add 2 to your MA.

Scholar (1). Prerequisite IQ 10+. You're kowledgable and well-educated. You'll recognize any language (even if you don't speak it) on a 3/IQ roll. You automatically recognize common languages. You can teach, do research, etc., and will receive respect (+1 on any reaction roll) in civilized areas. You speak well, with proper grammar, diction, etc. You know a lot about history, customs of various races and people, and can (on a 4/IQ roll) make a very good guess about the origin of most artifacts or objects Prerequisite: Literacy.

Seamanship (1/2): Ability to act as a sailor on a trading ship, fishing boat, or other medium-to-large vessel. If you lack this talent, you suffer a -2 DX adjustment (except to cast a non-missile spell) while on shipboard.

Shipbuilder (1). Ability (given time) to construct any type of water-going vessel. Prerequisite: Seamanship.

Silent Movement (1). You can walk so quietly that beings with normal hearing can't hear you. You can be heard by someone with Acute Hearing, or a wolf, dog, etc., but only if he was actively listening for something and if you're with 10 hexes. You must be wearing leather armor or lighter, and may not be traveling faster than half your MA to use this ability.

Spying (1). Prerequisite IQ 10+. This is the ability to move so inconspicuously that people will look right through you. You must already have Silent Movement. This talent lets you open door a crack and look, or peek around corners without being seen, etc., on a 3/DX roll. On a 4/DX roll, you can escape pursuit (even close pursuit) by ducking into a room, branching tunnel, or wide point, if one is available. To spy, you must be wearing leather, cloth, or no armor.

Swimming (1/2). General swimming ability. This talent also increases your chances of surviving a fall into water when in armor (roll one die less on the saving throw).

Master Swimmer (1/2). Prerequisite: Swimming. A high level of Swimming ability. You roll one die less on all saving throws involving drowning. You also may attempt to save another figure from drowning by making a 3/DX roll. If the drowning figure is in plate or chain, no roll can be made. The attempt must be made immediately after the drowning figure fails its own DX roll to stay afloat. Only one attempt may be made and if you fail your DX roll you must make 3/DX roll or be drowned yourself. You can also attempt to resuscitate (see DEATH) any drowned figure if the body is recovered within 3 minutes (36 turns) of drowning. This requires a 4/IQ roll to save the drowned figure. Subtract one die if you're a Physicker.

Tactician (1/2). Prerequisite IQ 10+. You get a +1 on initiative rolls if you're the party leader. You can also (on a 5/IQ roll) guess what the enemy will do. If you succeed, the GM will tell you what he plans to have the enemies do in the immediate situation. Of course, if you fail badly, he can lie to you.

Master Tactician (1). Prerequisite IQ 10+. Knowledge of military history, theory, and practise; ability to command a military force in the field. If a Master Tactician is in command of a party, the party gets +2 on all initiative rolls in combat. Prerequisite: Tactician.

Thief (1). You can pick locks, pick pockets, and commit similar acts of depredation. You know how to fence stolen goods, as well as the ins and outs of smuggling, selling illegal substances, etc. To pick an ordinary lock, you must make a 3/DX saving throw. You can try once per minute until you succeed, but you subtract 1 from the roll on subsequent attempts and there's no automatic success after the first try. Magically locked doors, and better locks may add to the number of dice required. Roll 3 dice vs. DX to pick a pocket or steal a purse; failure means you're noticed. Roll only 2 dice if some distraction is arranged to fool your victim. Without this talent, roll double the number of dice that a thief would.

Master Thief (1). Prerequisites: Thief talent, IQ 10+ and DX 14+. Like THIEF, except you roll 1 less die to pick any lock or pocket. You also know the Thieves' Argot at no extra IQ cost. You’re an excellent liar; whenever you lie (even to one one with the Detect Lie talent) add one die to the other person’s IQ roll to believe or detect the lie.

Tracking (1/2). You can look at an area 10' in diamater and on a 3/IQ tell accurately what has passed within the last day (or the last thing to pass, if several have gone by). You also get a general idea of what frequents an area. If you miss the roll the GM can lie to you, or say that nothing has passed.

Value Appraisal (1). You can determine the fair market value of most objects. You can't determine the value of an enchanted item unless you know what the enchantment is. Prerequisite: Value Recognition, IQ 10+.

Value Recognition (1). You can spot valuable items. You can tell good wine from bad, real jewels from fakes, etc. You can attempt a 4/IQ roll to get an approximate value of the item. If you fail, the GM is encouraged to lie.

Ventriloquist (1). You can "throw" your voice and fool others. They get a 3/IQ roll to avoid being fooled; subtract 1 for every 3 hexes from your character to the target.

Veterinarian (1). Prerequisite IQ 10+. This is the Physicker talent (above), for use on animals. To know this talent, you must have the Animal Handler ability already.

Woodsman (1/2). Prerequisite: Naturalist. You can "live off the land." You're a camping and survival expert. You can build a camp, make a fire in the rain, find edible plants, etc.