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 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. |