BronzePunk Heroes

Talents

Olympics

Talents full list is in In The Labyrinth, these listed here diverge from those in the book. If you do not have ITL, just ask GM or players for help with it.

Removed: Fencing (take weapon expertise instead), Chemist (covered by Alchemy), Locksmith, Mechanician and Detect/Remove Traps (covered by Tinker), Scholar (covered by bard), others as I get to them.

Mastery is not a starting talent. You may start with one expertise. Further must be learned from tutors. Expect quests to be involved.

When to add/increase talents: If your character left off the last session in a cliffhanger, do not buy talents on your character until spends time back home, offline.

Attribute points from a character's initial pool may not be exchanged for talents.

Codes: (M)ores, Part of a greater talent, *Counts toward another talent, Not a starting talent
Talent IQ cost Notes
Ax/Mace 7 1  
Sling 7 1 †Bows
Unusual Weapons 8 ? Might be possible. Make a case for it
Combat net 8 1  
Quickdraw 8 1 no longer by weapon skill, covers whatever you normally carry
Gymnastics 8 1 like acrobatics but not as good
Sex Appeal 8 1 Can instead be Matronly, Grandfatherly or perhaps some other similar aspect
Acute Hearing 9 1  
Silent Movement 9 1  
Literacy 10 1  
Herbalist 10 1 Allows gathering plant ingredients. †Naturalist
Prospector 10 1 Allows locating mineral ingredients. †Naturalist
Butcher 10 1 Allows harvesting animal ingredients. †Naturalist
Naturalist 10 2 Includes mineralogy
Economist 10 1 Business sense without reaction bonus and swindling. †Business sense
Interrogator 11 1 Extract information from captive. *Detect Lies
Bard 12 3 includes aspects of scholar (language recognition, 5/IQ history/origins), allows lesser narration. +1 Reaction.
Tinker 12 3 The talent of inventing devices. Includes Locksmith, Mechanician and Detect/Remove Traps, which are Egyptian or Mesopotamian. Not a Mycenaean skill, so player must explain how the character came to have it. Be sure to read "Innovation".
Expert Naturalist 12 2 Recognition ability extends to minerals and plants also
Alchemist 14 3 Includes Chemist, which is no longer separate
Tailor 10 1 Can make leather and cloth. †Armorer
Armorer‡ 10 1 Can make 1 die weapons. Requires Tailor.
Master Armorer‡ 12 2 Can make 2 die (Top-Tier) weapons, or plate. Requires Armorer.
Master Bard 14 3 includes aspects of scholar (language recognition, diction, 4/IQ history/origins), allows greater narration. +2 Reaction.
Devotee 7 0 Establishes connection to a particular cult. †Priest *Acolyte
Acolyte M 8 1 Allows IQ8 spells. Not specific to a cult. Requires Devotee. *Priest
Priest M 9 1 Perform rituals and other functions in a cult to which you are devoted. Required for spellcasting IQ9-13. Specific to a particular cult, Requires Devotee of that cult. Requires Devotee and Acolyte.
Master Priest‡ (Theologian) M 14 1 Required for spellcasting IQ14+. Specific to a particular cult, Requires priest of that cult. Not a starting talent.
Master Physicker‡ 14 2 Only taught by Cult of Asclepius.

Perks

Perks are not talents, but cost talent points.

Codes:
Perk IQ cost Notes
Traveller 9 1-3 Facilitates travel with no further cost or preparation. Local cost 1 point, Regional costs 2, Global costs 3 points.
Marcus Carpenter 2021 All Rights Reserved.
It is not my intent to steal anyone's IP. If I used something of yours without permission, please let me know and I will remove or modify it.
Disclaimer: The material presented here is my original creation, intended for use with the TFT system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Scroll up