These are all weapon talents; their IQ level is 7, because sub-humans can learn them. Each talent represents skill with a certain class of weapons.
A figure with a weapon talent can use any weapon from that class (if he has the ST to carry it). A figure who is NOT skilled with a weapon may still use it - but his DX is at -4 for his lack of skill. After all, you can chop with a sword the first time you pick it up ... but not very well. Fighting with a shield when you do not have the SHIELD talent DOES decrease your DX by 4, just as though it were a weapon.
Having a weapon skill lets you throw that weapon if it is one that can be thrown. Characters without the skin for a weapon throw it at -4 DX.
The Weapon Table shows what weapons make up the various classes.
KNIFE (1): Ability to use all types of knife.
SWORD (2): Ability to use all swords on the Weapon Table. This ability includes Knife, and costs only one point if you already have Knife.
AX/MACE (2): Ability to use all axes, maces, and hammers on the Weapon Table. NOTE: The club requires no skill. Anyone can strike with a club or torch.
POLE WEAPONS (2): Ability to fight with all pole weapons except the naginata.
BOW (2): Ability to use long bow, horse bow, short bow, and other "draw" bows, and the sling.
CROSSBOW (1): Ability to use the heavy and light crossbow.
SHIELD (1): Ability to use a shield properly.
The Peculiar Weapon Talents are IQ 8 abilities. These are talents for using the particular weapons listed under PECULIAR WEAPONS. You MUST have the proper talent to use one of these weapons, unless otherwise noted under the weapon description.
NAGINATA (1). Prerequisite: POLE WEAPONS.
BOOMERANG (1). Prerequisite: THROWN WEAPONS (see below).
BOLA (1). Prerequisite: THROWN WEAPONS (see below).
NET AND TRIDENT (1). Prerequisite: POLE WEAPONS,
SHA-KEN (1). Prerequisite: THROWN WEAPONS.
CESTUS (1).
QUARTERSTAFF (1).
LASSO (2).
WHIP (1).
NUNCHUKS (1).
SPEAR THROWER (1). Prerequisite: either POLE WEAPONS or THROWN WEAPONS.
BLOWGUN (1).
OTHER IQ 8 TALENTS
GUNS I (2): Ability to use and maintain known types of black-powder weapons, such as the muskets, pistols and shotguns. (Anyone can light a petard or grenade.) The ability to use and maintain light and medium civilian firearms.
BOATING (1). Ability to use a small rowboat, canoe, sailboat, raft, etc., skillfully. A figure without this ability must make a 4-die saving roll on DX every 5 minutes, or tip over.
FARMING (1). General practical knowledge of fanning — animals, crops, etc.
HORSEMANSHIP (1): The ability to deal with horses (and other 1- to 3-hex riding animals with which you may become familiar). Any fool can sit on a nag; this is the ability to ride a good horse. A Horseman understands animals, and will not often be cheated when buying a riding beast. In combat, he uses weapons at only -1 DX while on horseback. A figure without this talent fights at -3 DX on horseback, and must make a 3/DX saving roll each turn to avoid falling. Even when combat is NOT occurring, a non-horseman must make a 3/DX saving roll every 15 minutes to avoid a fall, unless he is riding a pack mule, old mare, or similarly docile beast. A fall from a horse does (1-2) damage.
LITERACY (1): Ability to read and write all the languages that you know. An illiterate figure can't read or draw any but the simplest maps, and an illiterate wizard can't use scrolls or magic books! This talent costs only 1 IQ point for either a hero or a wizard.
RUNNING (2): This is the "talent" representing long hours of jogging, sprinting, and other track training. A figure with this ability adds 2 to his/her MA at all times.
SEAMANSHIP (1): Ability to act as an ordinary seaman on a trading ship, fishing boat, or other medium-to-large vessel. A figure without this talent suffers a -2 DX adjustment (except to cast a non-missile spell) while on shipboard.
SEX APPEAL (1). Ability to charm the opposite sex. Gives you a saving roll of 3 dice against your ST or IQ (whichever is higher) against being slain by members of the opposite sex and a similar race. If they have you helpless and you make the saving roll, they win take you away to slavery (from which you may someday escape or be freed) instead of killing you. Also: you may use this talent when negotiating with a member of the opposite sex. Make the same saving roll as above. If you make it, the GM adds 1 to the reaction die roll for his character. If you fail, the GM subtracts 1 for your clumsiness.
SWIMMING (1). General swimming ability. This talent also increases your chances of surviving a fall into water, even in armor. If you fall into water make a saving roll vs. adjDX: 4 dice for a non-swimmer, 2 for a swimmer. A figure with the Diving talent (see below) succeeds automatically.
THROWN WEAPONS (2). Ability to throw things hard and accurately. This talent is a prerequisite for peculiar weapons that must be thrown, like Bola and Sha-Ken. A figure with this talent gets a +2 DX add WHENEVER he throws something. He can also throw any weapon on the same turn he readies it.
ACUTE HEARING (3): This is the ability that the blind develop - being able to sense walls, obstructions, and living beings by sound and pressure waves in the air. A figure with Acute Hearing can (1) hear approaching beings before they hear him, unless his own party is making too much noise (GM's discretion); (2) travel in the dark at only half his normal speed, though with no chance of noticing hidden doors, traps, etc.; (3) detect invisible or hidden creatures within 3 MH on a 4-die roll against IQ, IF his own party is silent (he listens for breathing); (4) fight in the dark at -4 DX instead of -8. A figure with this ability CANNOT be taken by surprise from behind - his "sixth sense" will warn him.
ALERTNESS (2). The talent of being keen-eyed, watchful, alert A figure with this talent rolls 1 less die when looking for anything hidden or when "noticing" something. He also has a 3-die roll against IQ to detect any ambush before being attacked.
ANIMAL HANDLER (2). (The ability to make friends with (and, in time, train) all "normal" animals. To make friends with an animal, you must be at least 1 MH away from other people/animals in your party, and ACT as though you are trying to be friendly. If you make your roll (3 dice vs. IQ), the animal will not attack, and may even befriend you for a while (GM makes a reaction roll). If you miss the saving roll, the animal will behave as it would toward anyone else - up to and including attacking you. This talent works only on "normal" animals - the type listed under BEASTS. No werewolves, undead, bugs, dragons, octopi, reptiles, slimes, etc.
If an animal "befriends" you, it will accompany you for a time. If its reaction roll was a 6, it will stay as a pet; otherwise, it will follow the party, tolerating your companions and protecting you, until you leave the area. The animal will NOT attack on your orders; in a doubtful situation, the GM may make another reaction roll to see whether it will fight in your defense or just slink away. This talent also gives you the ability to train animals - see TRAINED ANIMALS.
BARD (2). Ability to sing and/or play a musical instrument. A bard is welcome in most places. Treat his ability to ingratiate himself as a SEX APPEAL ability (see above) which may be attempted against any human or humanoid creature. If the bard ALSO has SEX APPEAL, subtract 2 from his die roll. In other than life-or-death situations, though, the bard's +1 on reaction rolls is automatic if he speaks the language of those he is dealing with.
CHARISMA (2). This talent gives you an automatic +1 on all reaction rolls, except with animals, zombies, demons, and similar nasties. It also gives you a chance to make friends with any humanoid creature. The GM rolls the dice: 3 dice against your IQ in an ordinary encounter, 4 if combat was about to occur, 5 if charisma is attempted on or by a prisoner. If you make the roll, the beings will automatically be friendly . . . the GM will ignore any "hostile" reaction roll, treating it as "neutral" instead. True personal charisma works, regardless of language (you can use signs, or whatever) - but if you don't speak the language, your new friends can't do you much good, and will be less inclined to accompany you or render any great aid. They'll think "Nice fellow, that" and go on about their business.
CLIMBING (1). Rock-climbing or mountain-climbing experience. A character with this ability is at a great advantage whenever vertical or near-vertical obstacles must be traversed; he is at home with ropes, spikes, and other climbing gear. He can also climb a very rough rock face or decorative stone wall without equipment. He is NOT by any means a "human fly," though, and can't scale sheer faces unaided!
DETECT TRAPS (2). A figure with this ability rolls 2 fewer dice when looking for any trap, and 1 fewer die when making his saving roll against a trap that went off - see TRAPS for more details. This talent only costs 1 IQ if you already have ALERTNESS (below). Having both DETECT TRAPS and ALERTNESS gives you no extra bonus when looking for a trap. The Thieves' Guild (q.v.) is normally the only place to learn this talent.
DIVING (1). Prerequisite: the SWIMMING talent. A character with DIVING is a skilled and confident swimmer - see WATER in the combat section. An unarmored diver may attempt to save another figure from drowning. The diver rolls 3 dice against his own DX unless the drowning figure is in plate or chain. The attempt must be made AS SOON AS the drowning figure fails its own DX roll to stay afloat. Only one attempt may be made. If the diver fails his DX roll, he must make another roll (3 dice vs. DX) or be drowned himself. A diver may also attempt resuscitation (see DEATH) on any character if the body is recovered within 36 turns (3 minutes) of that character's drowning. To succeed, the Diver rolls 4 dice against his own IQ. He subtracts 1 from the roll if he is a Physicker, 3 if he is a Master Physicker.
DRIVER (1). Ability to drive a wagon, cart, chariot, etc., or to act as a mahout to control an elephant, dinosaur, or other LARGE animal, in battle or otherwise. See RIDING ANIMALS. Also gives all Horseman-type abilities (q.v.) with respect to large (over 3-hex) riding animals.
GUNS II (1). Ability to use and maintain most types of ballistic weapons, pistols, rifles and shotguns - BUT NOT HEAVY WEAPONS. Also the use of modern explosive devices, such as grenades (but not plastique etc). PREREQUISITE: GUNS 1.
MISSILE WEAPONS (3). A high degree of skill with whatever missile weapons the figure has the talent for, attained by constant practice. May also be used with missile spells which the figure knows. This talent gives the user a +3 DX on all missile weapons (and spells!) that he KNOWS.
MUNDANE TALENTS: A number of "mundane" abilities may be learned at IQ 9. Their names are self-explanatory. To go into great detail would not be worthwhile, since the nuances of cooking or carpentry are of little use in a game. However, if a player wants a character to be a cook or a carpenter (or any of a number of other things), he may - the advantages it can bring him will be up to his own ingenuity and the GM's adaptability. This list is by no means complete; feel free to add to it.
1 IQ point to learn: Beekeeper, Butcher, Carpenter, Draper, Fisherman, Tanner.
2 IQ points to learn: Baker, Brewer, Cook, Gardener, Joiner, Leatherworker, Potter, Sculptor, Vintner, Wood-Carver.
3 IQ points to learn: Artist/Calligrapher,
PRIEST (2). This is the ability to act as a priest (shaman, clergyman, or whatever) of the religion of your choice - running a temple, getting donations, attracting converts, etc. Priests who are psionicists may heal by using the "Laying on Hands" and "Heal Self" powers.
RECOGNIZE VALUE (1). If a figure has this ability, the GM will tell him whenever he sees something of worth. He will be able to tell good wine from orc-swill, real jewels from paste, etc., even though he win not know their cash value. If the GM thinks the value of a thing is well-hidden, he may make a 3-or-4-die roll against the figure's IQ to see whether he notices. (Likewise, the GM may give a figure WITHOUT this ability a 5-or-6-die chance to recognize the worth of a thing.)
SILENT MOVEMENT (2). A figure with this ability can walk so quietly that he cannot be heard by normal ears. A figure with Acute Hearing, or a wolf, dog, or similarly sharp-eared animal, could hear him up to 3 MH away, but only if he was actively listening for something. To move silently, a figure must be wearing leather armor or lighter, and may not be travelling faster than MA 4.
VETERAN (3): Like Warrior, but more so: its possessor subtracts two hits, rather than one, from every attack against him. Prerequisites: ST 16 or better, and Warrior talent.
WARRIOR (2): This talent represents the toughness and expertise gained from years of combat experience. Its effect is to subtract one hit from every attack made against its possessor. He is tough and hard to hurt - and knows how to roll with the punches. Prerequisite is a ST of 14 or better.
ACROBATICS (3). An acrobat is one who is trained in keeping his balance, recovering from falls, etc. A person with this talent can make his DX roll on one less dice whenever a saving roll is called for to avoid some type of fall or clumsiness, or to avoid some large falling object. A DX of 12 is required to learn this skill. An acrobat can also climb up a rope at the rate of 2 meters per turn with no risk of falling. A non-acrobat climbs at 1 meter per turn, and must make a saving roll (2 dice vs. DX) each turn.
ARMOURER (2). Lets character, given access to the proper tools and materials, build and maintain ordinary weapons and armor — not including fine weapons, crossbows, gunpowder weapons, or siege engines. He "knows weapons" very well; he will 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-die roll against IQ.
ATHLETE (2). The character has trained their body for extremes of physical sustainability, able to run faster, jump longer and higher, and push their bodies to the limit. Increase MR by 2. Running bonus is now 8. +2 to all endurance based tests or athletic tests (jumping, running).
BUSINESS SENSE (2). General knowledge of business, trading, etc. A character with this talent gets a +1 on any reaction roll involving a business deal. He 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) the trader is smarter than the figure being bilked and all his companions, (b) the trader makes his IQ roll on 4 dice. If the trader meets his victim again after the victim has had time to think things over, he must roll his IQ or less on 4 dice AGAIN to avoid hostility (-2 on reaction if the IQ roll is missed).
Business Sense talent (clarification): A figure with this talent cannot swindle another figure who also has the Business Sense ability. Note that almost all merchants have Business Sense.
DEMOLITIONIST (2). Ability to use explosives of all kinds, knowing where to place and use them for maximum effect, to use fuses and control the timing, to make timing devices on the fly if needed. Making advanced explosives will require the Chemist talent.
DIPLOMACY (1). Allows the leader of a party to command a party containing members of races hostile to him or each other; allows a character to attempt to talk to a member of a hostile race without an automatic minus on the reaction roll.
ENGINEER (2). 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. Ability to detect a mining operation against a castle.
FENCING (3). Ability to use a sword WELL. You must already have the Sword skill. Your basic DX must be at least 14, and your armor may not reduce your adjDX below 14 when you use the ability. You may use any sword that you have the ST for. When you use this talent, you do DOUBLE damage on any "to hit" roll of 7, 6, or 5, and TRIPLE damage on a 4 or 3.
GUNS III (1). Ability to use and maintain known types of ballistic HEAVY weapons - machine guns, gatling guns, rocket launchers, bazookas etc. PREREQUISITE: GUNS II.
MIMIC (2). Ability to reproduce any voice, accent, or (if you are also a Naturalist) animal call. The GM will roll 4 dice against your victim's IQ to see if he is fooled. If the roll is missed, they believe the imitation. (Animals only roll 2 dice.) Roll once EACH time the Mimic speaks. Obviously, the Mimic must know the language, or at least a few words.
NEW FOLLOWERS (2). Prerequisite: CHARISMA. Can only be tried after you have successfully "made friends" with a humanoid by use of Charisma, and only if you know his/her language. Can only be tried once per character. Make a 4-die roll against IQ if character is of your race, 5 dice if he is of another race. Roll 6 dice if he is of a hostile race, and even then you must have the DIPLOMACY talent or it won't work. A successful roll turns that character into a follower - so you take over that character and run it as one of your own. Other players' characters cannot be taken over this way - just the GM's. In a very bad situation, the GM will make a reaction roll, modified as he sees fit, to determine whether your follower(s) stay loyal. A figure may have only as many followers and/or trained animals as HALF his IQ, rounded down.
NATURALIST (2). Knows about herbs, animals, etc.; will recognize all races and creatures except special weird GM creations. A naturalist gets a 3-die saving roll against IQ to see a slime or similar ambushing creature, just BEFORE he walks into the ambush area. This becomes a 5-die roll if the naturalist is running or righting. Even if he does not see a creature before it attacks, he gets a normal saving roll to dodge the attack.
PSIONICS (1). The creature has the gift of psionics and may learn and use Powers.
REMOVE TRAPS (1). Prerequisite: DETECT TRAPS. Using this ability, you roll the printed number of dice to remove any trap. Without this talent, you roll twice as many dice. Learned from the Thieves' Guild.
TRACKING (1). A tracker can look at an area 1 zone in size and (if the GM makes a 3-die roll against IQ) tell accurately what has passed within the last day — or the last thing to pass, if many have gone by. He can also get a general idea of what frequents an area. Of course, if the GM misses the IQ roll, he can lie to the tracker, or say that nothing has passed.
THIEF (2). Ability to pick locks and pockets, and commit similar acts of depredation. To pick an ordinary lock, roll 3 dice vs. DX; you may try once per minute until you succeed. This skill is useless against magically locked doors, and some locks require more than 3 dice to pick. 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. The Thieves' Guild teaches this talent; see THIEVES' GUILD.
A non-thief may attempt to pick a pocket (rolling 5 dice). A non-thief trying to pick a lock rolls DOUBLE the number of dice that a thief would.
UNARMED COMBAT I (2). Basic martial arts knowledge, similar to judo, karate, la savate, etc. DX 13 or better is required. A figure with this skill does one extra hit of damage whenever he fights with bare hands in either HTH or regular combat. NOTE: To use this skill - or any of the higher-level Unarmed Combat skills — a figure MUST be unarmored, or wearing cloth armor only.
ARCHITECT/BUILDER (2). Ability to design and build buildings, castles, labyrinths, etc.; ability to direct a mining operation in a
siege; ability to read plans and maps and spot weak points. If a character has this talent, the GM should give him a few extra hints when the players are presented with mysterious labyrinth or building maps. An architect also rolls 1 less die to see a hidden trap, door, or similar item, unless he already has ALERTNESS or DETECT TRAPS.
COURTLY GRACES (1). This is the ability to pick up court manners and protocol, and to behave in an "upper-class" fashion when necessary. A figure with this talent gets +1 on all reaction rolls involving nobility or similar figures. He/she also gets +1 on reaction rolls where very LOW-class figures are involved ... he overawes them. If the character uses his upper-class manner in an unwise, inappropriate, or obnoxious manner, though, the GM should give him a -2. For instance, if a character attempts to bully a chance-met group of (apparent) wanderers, and one of them is an elven prince in disguise, the prince will probably take grave offense!
DETECTION OF LIES (2). Ability to tell when a humanoid type is lying by watching his eyes, breathing, etc. A figure with this talent may use it ONCE after conversing with any character belonging to the GM or another player. The GM makes the roll He rolls 5 dice against the lie-detecting figure's IQ if the liar is SMARTER than he is, 4 dice if they have the same IQ, 3 dice if the liar is LESS smart than the figure detecting the lie. If the roll succeeds, the GM tells whether the figure lied. If the roll fails, the GM LIES about whether the figure lied. GMs: You can give this ability to priests and powerful leaders that you create - and make it harder for the player characters to lie to them about their missions...
EXPERT HORSEMANSHIP (2). 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 for 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.
GOLDSMITH (2), Ability to work with gold, silver, jewels, etc. Both this talent and ARMOURER are needed for the manufacture of silver weapons, armor, etc. Prerequisite: RECOGNIZE VALUE.
MECHANICIAN (2). A builder of mechanical gadgets. This ability includes that to REMOVE TRAPS: If you learn it, you get the ability to remove traps without recourse to the Thieves' Guild and without the DETECT TRAPS prerequisite. If you DO already have REMOVE TRAPS, this ability costs you only 1 IQ point. This talent also gives you the abilities of an Armourer, with respect only to crossbows and siege engines.
A Mechanician can not only remove traps - he can build them, if the materials are at hand. It takes time, though ... 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 (the type is not important) is so well hidden that it takes 4 dice vs. IQ to see it, so quick that the saving roll to dodge it is 5 dice vs. DX, and so cunningly installed that it takes a 6-die roll vs. DX to remove it safely. It would take a Mechanician 30 hours of work to build that trap... see TRAPS.
A Mechanician can also work with, and try to figure out, strange technological devices - see ARTIFACTS.
MONSTER FOLLOWERS 1 (2). Works the same as New Followers (above) to bring any monster with an IQ of 6-10 into your service. The die roll against IQ is 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.
PHYSICKER (2). Healer's ability. A Physicker can heal up to 2 hits on any humanoid figure (wounds only — not exhaustion) after any combat or accident. He MUST have a fust-aid kit to do so. Efforts of more than one Physicker on the same wounded figure are NOT cumulative. Example: A figure takes 5 hits. No matter how many Physickers there are in the group, he can only be cured of 2 of them. However, if he later takes another 5 hits in a different mishap, he can be cured of 2 more by any Physicker. It takes 5 minutes to heal 2 hits.
SHIPBUILDER (2). Ability (given time) to construct any type of water-going vessel. Prerequisite: SEAMANSHIP.
TACTICS (1). The ability to guess what the enemy will do. Requires a S-die roll against IQ. The GM makes the roll. If the roll is successful, the GM tells the player, truthfully, what he (the GM) plans to have the enemies do in the immediate situation. If the leader of a party has this ability, the party gets +1 on initiative rolls.
TWO WEAPONS (3). This is the knowledge of the Florentine style of fighting - or, in the Orient, the Nitto style of the Katori Ryu of Izasa. In other words, the ability to use two swords (or, if you want to be unconventional, any two one-handed weapons) at the same time. You MUST have DX 13 or better to learn this. Any character can fight with two weapons at once - IF one of the weapons is a dagger, main-gauche, or spike shield, or IF some combination like net-and-trident or two cesti is being used. however, a character that wants to fight with two swords, sword and mace, or other such combination MUST have this talent.
This talent permits a character fighting with two weapons, on any turn he attacks, to do any one of the following:
(a) attack with both weapons, at normal DX for the first attack and -4 for the second one. The attacks may be against the same OR different figures.
(b) make a normal attack with one weapon and parry with the other. The second weapon acts as a shield to stop 2 hits.
(c) parry with both weapons, stopping 4 hits of damage, but not threatening the enemy. It is permitted to combine the Fencing ability with this one - but you must use either two rapiers, or a rapier and main-gauche, as your two weapons, since these are the two-weapon techniques taught to fencers. If you are not using the Fencing talent and its accompanying bonuses, you may fight with any two weapons that you have the ST to use. Prerequisite: You MUST have the talents for any weapons you use this way.
VETINARIAN (2). Just like the Physicker talent (above), but for use on animals. To know this talent, you must have the Animal Handler ability already. Special note: If you already have the Physicker ability, as well, you can get the Vet ability by "spending" only 1 IQ point, since you already have medical knowledge. Same in reverse: If you have Vet ability already, Physicker ability costs you only one IQ point.
WOODSMAN (1). Prerequisite: NATURALIST. A Woodsman is knowledgeable at "living off the land." Expert in camping and survival, he can build a camp, make a fire in the rain, find edible plants, etc. If a party without a Woodsman is travelling through wilderness without rations and/or camping gear, each member must make a 3-die roll daily against IQ, or take one hit of damage due to exposure, lost sleep, bad food, etc. Damage is double in a swamp or rain, triple in desert or extreme cold. ST lost this way may not be recovered until the party reaches civilization and can rest. A party in the wilderness travels at half normal speed unless half (or more) of the characters are Woodsmen. Note: Some places (like caverns) may have no food of any kind to be found ...
ASSESS VALUE (1). Lets you look at any object and determine its value. You can NOT determine the value of the magic in an item unless you already know what that magic is - i.e., this is NOT an "analyze magic" talent, but a knowledge of market value. Prerequisite: RECOGNIZE VALUE.
CAPTAIN (2). Prerequisite: SEAMANSHIP and two years around the sea. The ability to command a large vessel on an extended voyage. A Captain in command of your party gives you +1 on initiative rolls if the combat involves boats.
EXPERT NATURALIST (3). You must already be a Naturalist to learn this talent. An Expert Naturalist gets 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 monster 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.
MONSTER FOLLOWERS II (2). 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 its own free will - but that's not the same thing.
MASTER THIEF (2). Prerequisites: THIEF talent and DX 14 or better. Like THIEF, except you roll 1 less die to pick any lock or pocket. A Master Thief knows the Thieves' Argot at no extra IQ cost. A Master Thief is also an excellent liar; whenever he lies (even to someone with the Detect Lies talent), and an IQ roll is made to see whether the lie is detected or believed, roll one extra die. This talent must be learned from the Thieves' Guild (q.v.).
MASTER ARMOURER (2). A high degree of smithcraft. Prerequisite: ARMOURER. A Master Armourer is the only one who can make fine weapons (q.v.). If he is also a Goldsmith, he can make fine weapons out of silver. A Master Armourer 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-die roll against IQ, 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 will still know the weapon is magic, but not what type.
PSIONICIST I (1). The creature is an advanced user of psionics and gains the ability to have a personal reservoir of psionic power points that they can draw from of 5pts.
SPYING (3). 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 doors a crack and look, peek around corners without being seen, etc. on a roll of 3 dice against your DX. On a roll of 4 dice, a spy can escape pursuit (even close pursuit) by ducking into a room, branching tunnel, or wide spot if one is available. (Other characters may TRY these things, but it takes a roll of 5 or 7 dice, respectively, against DX.) To spy, you must be wearing leather, cloth, or NO armor.
UNARMED COMBAT II (2). An intermediate level of ability. Prerequisite: U.C. I and a DX of 14 or better. Like U.C. I, except that
you do two extra hits of damage in any bare-handed combat. You also have the ability to "shield-rush" without a shield - you throw your foe, knocking him down. Use the shield-rush rules.
VENTRILOQUIST (2). Ability to "throw" your voice. Roll 3 dice vs. IQ; subtract 1 for every megahex from your character to the target. Failure means nobody is fooled.
CHEMIST (3). A Chemist knows all the formulas on the Chemist Table and, with access to the proper materials and facilities, can make them. A chemist can also identify any of these potions by smell on a roll of 3 dice vs. IQ (he only gets one try). If he makes the roll, he will know the potion (if it is a chemical one). If it is alchemical, he will know that, and that only. If he misses the roll, the chemist will be uncertain; if he misses badly, he will be mistaken (the GM will lie to him), or he will suffer the bad effects (if any) of the potion.
MASTER MECHANICIAN (2). Prerequisite: MECHANICIAN. A person with this talent is a natural gadgeteer, and has the best
chance of figuring out a technological device (see ARTIFACTS). He can also build gunpowder weapons, siege engines, crossbows, etc., in the way an Armourer builds ordinary weapons. A Master Mechanician can also build a trap more quickly; it takes him only half the time it takes a Mechanician, or a quarter of the time if he is assembling an existing trap in a new place (i.e., the trap was removed from one spot and then reassembled in identical fashion elsewhere). This talent must be learned from the Mechanicians' Guild (q.v.).
PSIONICIST II (1). The creature is an advanced user of psionics and gains the ability to have a personal reservoir of psionic power points that they can draw from of another 5pts. PREREQUISITE: Psionicist I.
SCHOLAR (3). Will recognize any language (even if he doesn't speak it) on a 3-die roll vs. IQ; common languages will be automatic. Can teach, research, etc., and will receive respect (+1 on any reaction roll) in all civilized areas. If he speaks a language, he will speak it WELL - as though he were a native. Knows a good deal about history and about customs of the various races and peoples, and can (on a 4-die roll vs. IQ) make a very good guess about the origin of most artifacts or objects. Prerequisite: LITERACY.
STRATEGIST (2). Knowledge of military history, theory, and practice; ability to command a military force in the field. If a Strategist is in command of a party, the party gets +2 on all initiative rolls in combat. Prerequisite: TACTICS, and at least two years of military experience.
MATHEMATICIAN (2). This is the knowledge of math below the calculus level: algebra, geometry, possibly some trigonometry, and accounting. This ability also takes in astronomy and astrology. Mathematicians are always in demand as accountants, astrologers, teachers, etc. A mathematician who is in business for himself earns an extra 10% profit, because he is capable of effective cost accounting and/or cheating on taxes. Prerequisite: Literacy. Since math and magic are closely allied, this talent costs only 2 points for a wizard, just as though he were a hero.
ALCHEMY (3). This highly complex discipline involves both chemical and magical knowledge. Therefore, it costs 3 IQ to ANY figure - hero or wizard - who wants to learn it. An Alchemist knows all the formulas on the Alchemist Table and, with access to the proper materials and facilities, can make them. An alchemist can also identify any alchemical potion on a roll of 3 dice vs. IQ. He gets only one try. If the potion is a chemical one, he will learn that, and that only, if he makes the roll. On a barely-missed IQ roll, the alchemist will be uncertain what the potion is; on a badly-missed roll, he will be mistaken and/or suffer the ill effects, if any, of the potion he tried to identify.
DISGUISE (2). This is the ability to 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 dissimilar (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 on a simple job.
If a wizard casts an illusion or shape-shift 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. If you don't know the language, you'd better keep your mouth shut. 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. GMs should be creative here...
MASTER BARD (2). Prerequisite: BARD. A Master Bard can sing very well, play all manner of musical instruments, and compose songs and poetry to please his listeners. A Master Bard receives an automatic +2 on all reaction rolls where he speaks the reacting creatures' language, and +1 on rolls made to determine reactions even when he does not speak the language, or when animals are involved.
MASTER PHYSICKER (2). You must already be a Physicker. A Master Physicker can heal 3 hits (instead of 2) if he has 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 - that is, if you have both a Master Physicker and a Physicker in your party, you can't use them both together to cure a 5-hit wound. The Master Physicker can cure 3, and the Physicker can just stand around and watch. NOTE: 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 Alchemist's Table) as though he were an Alchemist
PSIONICIST III (1). The creature is an advanced user of psionics and gains the ability to have a personal reservoir of psionic power points that they can draw from of another 5pts. PREREQUISITE: Psionicist II.
THEOLOGIAN (2). Like PRIEST, except more so. This is the level of ability needed to be a High Priest or similar character. Prerequisite: PRIEST.
UNARMED COMBAT III (2). Prerequisite: U.C. II. A figure with this ability is a master of martial arts. He does 3 extra hits of damage when he strikes with bare hands, and can knock a foe down as described under U.C. II. Because of his great skill, his opponent must make a 5-die roll vs. DX to avoid falling (4 dice if the opponent has more than twice the ST he does). A figure with this talent may attempt to "throw" any foe whose ST is less than 3 times his own. He can also choose the "defend" option bare-handed.
UNARMED COMBAT IV (2). A higher level of mastery. A figure with this ability has a natural "eyes-behind" (like the spell) at all times. His side hexes count as front hexes, and his rear hex counts as a side hex. If he takes the "defend" option bare-handed, you must roll FIVE dice to hit him. Prerequisite: U.C. III, DX 15 or more.
UNARMED COMBAT V (3). A still higher level of skill. An attacker must roll FOUR dice to hit this figure in normal combat - SIX if
he is dodging, SEVEN if he is defending. If a figure with U.C. V strikes an armed foe and does more than 3 hits of damage, that foe is hit on a nerve and automatically drops his weapon. Prerequisites: U.C. IV, DX 16 or better.