New Optional Talents for TFT

IQ9


Authority (2)

The figure is affiliated with a group (militia, religious order, guild, or other organization) that wields power in the campaign world. This affiliation gives them +1 reaction to those who recognize their group’s authority, and +2 to others within the same group. Authority may also grant other benefits within the group like access to information or the ability to call on allies.

 

Elven Magic Affinity (1)

Prerequisite: Elf. A figure with this Talent has a natural ability to work magic even without long training. A Hero can learn one spell for one points as if they were a Wizard. This Talent can be taken multiple times.

 

Halfling Luck (2)

Prerequisite: Halfling. A figure with the luck talent can re-roll any test once per session (or once every 4 hours if you play very long sessions) and take the better result. However, if the same number comes up on both rolls, a bad luck result occurs, as determined by the GM.

 

Natural Weapon Training (2)

This Talent is designed for reptile men, but can be tailored to any race that uses natural weaponry. It is the ability to use the figure’s claws and tail as effective combat weapons. A figure with this skill can:

  • Claw. Does +1 damage with bare hands in either HTH or regular combat. If their base bare-hands damage is 1d-1, they do 1d. This stacks with the +2 claw bonus.
  • Tail swipe. In regular combat, roll to hit at -4 DX, but do +2 damage compared to your bare-hands attack to an enemy in a side or rear hex. If used along with another attack, both attacks are at -4 DX.

This stacks with other unarmed combat talents, but does not require the figure to be unarmored in itself.

 

New Talent Use (Priest): Divine Inspiration

A spell-casting figure with the Priest talent can perform a ritual of at least one minute to give them additional strength to perform a task. A successful 3/IQ test will give the Priest 2 mana to be used on a task in the near future. This is above any other source of mana and dissipates within five minutes if not used. A Theologian can gain 4 mana with a similar ritual. If the priest prays for inspiration more than once per day, the test is made with an additional die, so the second attempt would 4/IQ ands a third would be 5/IQ.

To perform the ritual, the priest must have their holy symbol and a sacrificial offering appropriate to the god. A Theologian can gain 1 mana even without their symbol or a sacrifice. At the GMs discretion, the priest might forgo the mana and gain a small bit of advice or inspiration from the gods.

 

Siege weaponry (1)

The ability to aim and fair siege weaponry like scorpions, ballista, catapults, and trebuchet. The test for a siege engine attack is IQ-based. These skills are all included in the Engineer talent, and an Engineer is usually in command of a siege engine crew.

 

IQ10


Arcanist (2)

Prerequisite: Literacy. This is the knowledge of the mechanics and theories of magic. Figures with this talent can read magical tomes and understand magical concepts. While it does not confer spellcasting ability, it allows a figure to recognize spells being cast or persistent visible spell affects. The check is 3/IQ, with spells of IQ 15 and above causing -1adjIQ to the test. This Talent has the same cost for both wizards and heroes.

 

Armor Training (2)

Practice and experience with heavy armor, chain mail and above, give the warrior greater flexibility in battle. The DX penalty for wearing this kind of armor is one less, so that wearing half-plate would only be DX-4.

Familiar (1+)

This Talent forges a bond between a person and a creature. The creature will stay by its master’s side, follow their instructions (to the extent of its intelligence), and share an empathic bond allows the master to share its senses and feelings. A familiar is usually a small animal like a cat or a bird, but more exotic creatures like scum bunnies or stinkers could serve as well. A familiar begins with ST4, DX10, IQ6, and MA12. While not normally combative, a familiar can strike with its claws or feet for 1d-3.

A familiar can be improved beyond this by spending XP. For each 200XP spent, the master can increase an attribute by one point. If a familiar’s ST ever rises above 8, it does damage based on the bare hands combat damage table +1 (ITL, p.122).

Wizards gain a few additional advantages with their familiars. First, any spell the wizard cast upon themselves (Blur, Iron Flesh, Fireproofing, etc.) also affects the familiar. An extension of that is any sensory magic (Mage Sight, Dark Vision) is also applied to the familiar, allowing the wizard to use the heightened perception through the familiar. Note that the master does not literally see through their familiar’s eyes, but gains an empathic understanding of what the familiar sees. The smarter the familiar the more complete the vision is. Finally, the wizard can use their familiar’s ST to power their own magic. The wizard may not drain a familiar to 0 or lower, and a wizard that abuses this ability might find themselves abandoned by their own familiars.

If a familiar dies, the master must wait at least one month before calling another. A full night must be spent in quiet contemplation before a new creature answer the summons. This does not cost the character XP, but any advancements the previous familiar had are lost.

At the GMs discretion, larger animals can be used as familiars:

Small creatures (2) such as a dog, large cat, or a sizable snake can be bound as familiars. They would have ST8/DX12/IQ6/MA12 if a typical quadruped, or by animal type. They usually do 1d damage.

1-hex creatures (4) like a wolf, jaguar, or a giant spider would have ST12/DX12/IQ6/MA12 and armor of 1 or 2. They usually do 1d+3 in combat. If a figure chooses to have an unintelligent creature like an insect (or a slime) they do exactly what they are told but have very limited ability to act independently outside of instinct.

2-hex creatures (8) like a bear, horse, or giant lizard may rarely be bound as familiars. They have a base ST24/DX12/IQ6/MA by type, and defense of 1 or 2 hits. They can do up to 2d hits in combat. These are not merely trained beasts, but boon companions and partners. While it may not be convenient to have them with you at all times, they will become restless (as will all familiars) if separated from their masters for any length of time.

 

Gliding (1)  This is the skill to pilot single-occupant flying machines. Simply flying in an ornithopter requires no check, but complicated maneuvers like landing on a moving ship or aerial combat may require a DX test. A figure without his talent must make 3/DX test each round to make progress gliding, and would fall to the ground in normal gravity.

 

Mundane Skill Mastery (1-3)

Gives a figure complete mastery over any mundane skill they already have. A master can usually demand 50% higher wages (on the Table of Jobs), and uses one less die on any roll regarding the use of a skill. A skill master can make an IQ test to create objects for 50% higher value or in 50% less time. The cost of mastery is equal to the original cost of the mundane skill Talent.

 

Precise Blow (2)

This talent allows a figure to target gaps and weak spots in armored opponents. When making a melee attack, they can deduct one point of armor protection. Attacking a foe in leather armor, for example, only one hit would be stopped by the armor. If the figure is making an accurate attack (ITL, p.121), two points of protection are bypassed. This talent is only effective against physical armor, not natural armor like plates or scales or Toughness or spells.

 

 

IQ 11


Gryphon Handler (3)

This talent allows a figure to climb atop and ride a willing gryphon without making a DX test. They may also fight while mounted at –1DX, rather than the normal 3. Untrained figures must make a DX test (determined by the GM) each round to stay aboard a flying gryphon.

Overbear (3)

This special attack involves using a weapon to shove over or trip your enemy, knocking them prone. To succeed, the figure must make a successful attack, and if it would do enough damage to bypass the opponent’s armor to does no damage but knocks them to the ground. The enemy cannot attempt to stand until the next round.

 

Spelunker (1)

Prerequisite: Naturalist or Climbing. This is the equivalent to Woodsman Talent for surface-dwellers. Due to the harshness of the environment, the test for sustenance is 4/IQ per day, and the failure underground is 2 fatigue. this Talent will also allow a figure to identify rock formations or underground creatures, with the difficulty determined by the GM.


IQ 12


Armor Mastery (3)

Like armor training, but more advanced. This talent lowers the DX penalty of wearing heavy armor by 2. A warrior in fine plate with Armor Mastery would attack at only a -2DX penalty.

 

Cryptonaturalist (2)

A figure with this talent is familiar with the exotic ingredients needed for chemical formulae and magical items, as well as general knowledge of magical uses for plants and animals. A cryptonaturalist can make a 3/IQ test to determine (a) special items needed for a formula, or (b) the common magical uses of an exotic ingredient. When pressed, a cryptonaturalist can make a 5/IQ test to determine a substitute for an ingredient in a formula or potion, or a 7/IQ test for a substitute ingredient in a lesser or greater magic item.

 

Sly Cut (2)
Prerequisite: Stealth. A figure with this Talent that attacks an unaware opponent (through Stealth, Ambush, or Surprise) with an aimed attack gains either +4adjDX on the attack or removes 4 AD from the defender. Only one of these can be chosen, and the choice must be made before the attack.

 

Spiritualist (2)

Those who are knowledgeable and aware of the spirit world are often known as mediums. They can sense the presence of ghosts, wraiths, and other spirits before they manifest (like Alert figures can notice an ambush) and can recognize their type on a successful 3/IQ test. If an identified spirit has not attacked anyone in the spiritualist’s group, they can make a Reaction test at +1. If the result is Neutrality or better, the spirit will not harm them unless they violate its trust. With a result of Great Friendliness or more, the spirit may offer information or a single piece of advice. This talent costs the same for both heroes and wizards.

Not all spirits are powerful permanent manifestations. Some are merely the echoes of the recently passed that have not left our world completely. These spirits can sometimes be reached and made to provide information.


IQ 13


Gryphon Trainer (2)

Prerequisite: Gryphon handler. A gryphon expert can soothe wild gryphons, make them docile, and convince them to be ridden as mounts. If a gryphons reaction is not hostile, they may make 3/IQ test to earn the creature’s trust and begin to train the beast. Figures with Animal Handler talent only pay 1 for this talent.

 

Practical Astronomy (2)

This is the applied knowledge of the locations of objects in the Scintilliance and their relationships to one another. Useful for plotting a skyship course and to avoid getting lost. The talent requires a number of calculations, and only costs 1 if the figure already has the Mathematician skill.