TFT Talent Lists

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– TFT Talents – Alphabetically – Captain (2) (IQ 12): Prerequisite:

Seamanship and two years at sea.


ITL p. 42.
Acrobatics (2) (IQ 10): Prerequisite:
DX 12. ITL p. 38. Carousing (1) (IQ 7): ITL p. 35.
Acute Hearing (2) (IQ 9): ITL p. 37. Cestus (1) (IQ 8): ITL p. 37.
Alchemy (3) (IQ 14): Costs 3 IQ to Charisma (2) (IQ 9): ITL p. 38.
any figure – hero or wizard – who Chemist (3) (IQ 13): ITL p. 42.
wants to learn it. ITL p. 43. Climbing (1) (IQ 9): ITL p. 38.
Alertness (2) (IQ 9): ITL p. 37. Courtly Graces (1) (IQ 11): ITL p.
Animal Handler (2) (IQ 9): ITL p. 40.
37. Crossbow (1) (IQ 7): ITL p. 36.
Architect/Builder (1) (IQ 11): ITL Detect Lies (2) (IQ 11): ITL p. 40.
p. 40. Detect Traps (2) (IQ 9): This talent
Area Knowledge (1) (IQ 8): ITL p. only costs 1 IQ if you have
36. Alertness. ITL p. 38.
Armourer (1) (IQ 10): ITL p. 39. Diplomacy (1) (IQ 10): ITL p. 39.
Assess Value (1) (IQ 12): Disguise (2) (IQ 14): ITL p. 44.
Prerequisite: Recognize Value. Diving (1) (IQ 9): Prerequisite:
ITL p. 42. Swimming. ITL p. 38.
Ax/Mace (2) (IQ 7): ITL p. 36. Driver (1) (IQ 9): ITL p. 38.
Bard (2) (IQ 9): ITL p. 37. Engineer (2) (IQ 10): ITL p. 39.
Blowgun (1) (IQ 8): ITL p. 37. Expert Horsemanship (2) (IQ 11):
Boating (1) (IQ 8): ITL p. 36. Prerequisite: Horsemanship. ITL
Bola (1) (IQ 8): Prerequisite: p. 40.
Thrown Weapons. ITL p. 37. Expert Naturalist (2) (IQ 12):
Boomerang (1) (IQ 8): Prerequisite: Prerequisite: Naturalist. ITL p. 42.
Thrown Weapons. ITL p. 37. Fencer (3) (IQ 11): Prerequisites:
Bow (2) (IQ 7): ITL p. 36. Sword talent. Your basic DX must
Brawling (1) (IQ 7): ITL p. 35. be at least 12, and your armor
may not reduce your adjDX
Business Sense (2) (IQ 10): ITL p. below 12 when you use the
39. ability. ITL p. 40.
Goldsmith (2) (IQ 11): Prerequisite: points for a wizard or hero. ITL p.
Recognize Value. ITL p. 40. 43.
Guns (2) (IQ 8): ITL p. 36. Mechanician (2) (IQ 11): This
Horsemanship (1) (IQ 8): ITL p. ability includes Remove Traps; if
36. you learn it, you get the ability to
Knife (1) (IQ 7): ITL p. 36. remove traps without the Detect
Traps prerequisite. If you do
Languages (1) (IQ 7): 1 per already have Remove Traps, this
language for either a hero or ability has a difficulty of only 1.
wizard. ITL p. 44. ITL p. 40.
Lasso (1) (IQ 8): ITL p. 37. Mimic (1) (IQ 10): ITL p. 39.
Literacy (1) (IQ 8): Costs only 1 IQ Missile Weapons (1) (IQ 9): This
point for either a hero or a talent can be chosen two or even
wizard. ITL p. 36. three times, for a +2 or +3 bonus.
Locksmith (1) (IQ 11): ITL p. 40. ITL p. 38.
Master Armourer (2) (IQ 12): Mundane Talents (IQ 8): This list is
Prerequisite: Armourer. ITL p. 42. by no means complete; feel free to
Master Bard (2) (IQ 14): add to it. (Optional rule: The GM
Prerequisite: Bard. ITL p. 44. may allow PCs to take 1 point of
Master Fencer (3) (IQ 13): mundane talent for free, as part of
Prerequisite: Expert Fencer, DX 14 their background.) ITL p. 36.
or more. ITL p. 42. 1 IQ point to learn: Farmer,
Master Locksmith (1) (IQ 12): Beekeeper, Butcher, Carpenter,
Prerequisites: Locksmith talent Dancer, Draper, Fisherman,
and DX 13 or better. ITL p. 42. Gardener, Handyman, Miner, Scribe,
Tailor, Tanner, Woodcarver.
Master Mechanician (2) (IQ 13):
Prerequisite: Mechanician. ITL p. 2 IQ points to learn: Administrator,
42. Baker, Brewer, Cook, Herald, Jeweler,
Joiner, Leatherworker, Potter,
Master Physicker (2) (IQ 14):
Sculptor, Vintner, Weaver.
Prerequisite: Physicker. ITL p. 44.
3 IQ points to learn:
Master Pickpocket (1) (IQ 11):
Artist/Calligrapher, Lawyer; full
Prerequisites: Pickpocket talent
mastery of any one musical
and DX 14 or better. ITL p. 40.
instrument or any 1- or 2-point
Mathematician (2) (IQ 13): talent listed above.
Prerequisite: Literacy. Costs only 2
Naturalist (2) (IQ 10): ITL p. 39. Shield Expertise (2) (IQ 10):
Net and Trident (1) (IQ 8): Prerequisite: Shield. ITL p. 39.
Prerequisite: Pole Weapons. ITL Shipbuilder (2) (IQ 11):
p. 37. Prerequisite: Seamanship. ITL p.
Nunchuks (1) (IQ 8): ITL p. 37. 40.
Physicker (2) (IQ 11): ITL p. 40. Silent Movement (2) (IQ 9): ITL p.
38.
Pickpocket (1) (IQ 9): ITL p. 38.
Spear Thrower (1) (IQ 8):
Poet (1) (IQ 10): You may take this
skill more than once, though Prerequisite: either Pole Weapons
or Thrown Weapons. ITL p. 37.
effects are up to the GM.
Prerequisite: either Bard or Stealth (2) (IQ 12): Prerequisite:
Literacy. ITL p. 39. Silent Movement. ITL p. 42.
Pole Weapons (2) (IQ 7): ITL p. 36. Strategist (2) (IQ 13): Prerequisite:
Tactics, and at least two years of
Priest (1) (IQ 9): ITL p. 38.
military experience. ITL p. 43.
Quarterstaff (1) (IQ 8): ITL p. 37.
Streetwise (1) (IQ 9): ITL p. 38.
Quick-Draw (Weapon) (1) (IQ 8):
Swimming (1) (IQ 8): ITL p. 37.
Prerequisite: the talent for the
weapon you are quick-drawing. Sword (2) (IQ 7): This ability
ITL p. 36. includes Knife, and costs only one
Recognize Value (1) (IQ 9): ITL p. point if you have Knife. ITL p. 36.
38. Tactics (1) (IQ 11): ITL p. 40.
Remove Traps (1) (IQ 10): Theologian (2) (IQ 14):
Prerequisite: Detect Traps. ITL p. Prerequisite: Priest. ITL p. 44.
39. Thief. Not a talent in itself, but a
Running (2) (IQ 8): ITL p. 36. profession.
Scholar (3) (IQ 13): Prerequisite: Thrown Weapons (2) (IQ 8): ITL p.
Literacy: ITL p. 43. 37.
Seamanship (1) (IQ 8): ITL p. 36. Toughness (2) (IQ 9): Prerequisite:
Sex Appeal (1) (IQ 8): ITL p. 36. ST 12 for one level, ST 14 for two.
ITL p. 38.
Sha-Ken (1) (IQ 8): Prerequisite:
Tracking (1) (IQ 10): ITL p. 39.
Thrown Weapons: ITL p. 37.
Shield (1) (IQ 7): ITL p. 36. Two Weapons (2) (IQ 11):
Prerequisites: DX 11, and you
must have the talents for any
weapons you use this way. ITL p. Writing (1) (IQ 11): Prerequisite:
41. Literacy. ITL p. 41.
Unarmed Combat I (1) (IQ 10): ITL
p. 39.
Unarmed Combat II (1) (IQ 11):
Prerequisites: U.C. I and DX of 11
or more. ITL p. 41.
Unarmed Combat III (2) (IQ 12):
Prerequisites: U.C. II, DX 12 or
more. ITL p. 42.
Unarmed Combat IV (3) (IQ 13):
Prerequisites: U.C. III, DX 13 or
more, ST 11 or more. ITL p. 43.
Unarmed Combat V (4) (IQ 14):
Prerequisites: U.C. IV, DX 14 or
more, ST 12 or more. ITL p. 44.
Ventriloquist (1) (IQ 12): ITL p. 42.
Vet (2) (IQ 11): If you have the
Physicker ability, you can get Vet
by “spending” only 1 IQ point,
and vice versa. ITL p. 41.
Weapon Expertise (3) (IQ 11): A
separate talent for each Weapon
talent. Prerequisite: appropriate
Weapon talent, DX 12 or more.
ITL p. 41.
Weapon Mastery (3) (IQ 13): A
separate talent for each Weapon
talent. Prerequisite: appropriate
Weapon Expertise, DX 14 or more.
ITL p. 43.
Whip (1) (IQ 8): ITL p. 37.
Woodsman (1) (IQ 11):
Prerequisite: Naturalist. ITL p. 41.
– TFT Talents – By IQ – 1 IQ point to learn: Farmer,
Beekeeper, Butcher, Carpenter,
IQ 7 Talents Dancer, Draper, Fisherman,
Gardener, Handyman, Miner, Scribe,
Brawling (1): ITL p. 35. Tailor, Tanner, Woodcarver.
Carousing (1): ITL p. 35. 2 IQ points to learn: Administrator,
Knife (1): ITL p. 36. Baker, Brewer, Cook, Herald, Jeweler,
Languages (1): 1 per language for Joiner, Leatherworker, Potter,
either a hero or wizard. ITL p. 44. Sculptor, Vintner, Weaver.
Sword (2): This ability includes 3 IQ points to learn:
Knife, and costs only one point if Artist/Calligrapher, Lawyer; full
you have Knife. ITL p. 36. mastery of any one musical
Ax/Mace (2): ITL p. 36. instrument or any 1- or 2-point
talent listed above.
Pole Weapons (2): ITL p. 36.
Quick-Draw (Weapon) (1):
Bow (2): ITL p. 36.
Prerequisite: the talent for the
Crossbow (1): ITL p. 36. weapon you are quick-drawing.
Shield (1): ITL p. 36. ITL p. 36.
Running (2): ITL p. 36.
IQ 8 Talents Seamanship (1): ITL p. 36.
Area Knowledge (1): ITL p. 36. Sex Appeal (1): ITL p. 36.
Boating (1): ITL p. 36. Swimming (1): ITL p. 37.
Guns (2): ITL p. 36. Thrown Weapons (2): ITL p. 37.
Horsemanship (1): ITL p. 36.
Literacy (1): Costs only 1 IQ point IQ 8 Unusual Weapon Talents
for either a hero or a wizard. ITL Blowgun (1): ITL p. 37.
p. 36.
Bola (1): Prerequisite: Thrown
Mundane Talents: A number of Weapons. ITL p. 37.
“mundane” abilities may be
Boomerang (1): Prerequisite:
learned at IQ 8. This list is by no
Thrown Weapons. ITL p. 37.
means complete; feel free to add
to it. (Optional rule: The GM may Cestus (1): ITL p. 37.
allow PCs to take 1 point of Lasso (1): ITL p. 37.
mundane talent for free, as part of Net and Trident (1): Prerequisite:
their background.) ITL p. 36. Pole Weapons. ITL p. 37.
Nunchuks (1): ITL p. 37. Toughness (2): Prerequisite: ST 12
Quarterstaff (1): ITL p. 37. for one level, ST 14 for two. ITL p.
Sha-Ken (1): Prerequisite: Thrown 38.
Weapons: ITL p. 37. IQ 10 Talents
Spear Thrower (1): Prerequisite: Acrobatics (2): Prerequisite: DX 12.
either Pole Weapons or Thrown ITL p. 38.
Weapons. ITL p. 37. Armourer (1): ITL p. 39.
Whip (1): ITL p. 37. Business Sense (2): ITL p. 39.
IQ 9 Talents Diplomacy (1): ITL p. 39.
Acute Hearing (2): ITL p. 37. Engineer (2): ITL p. 39.
Alertness (2): ITL p. 37. Mimic (1): ITL p. 39.
Animal Handler (2): ITL p. 37. Naturalist (2): ITL p. 39.
Bard (2): ITL p. 37. Poet (1): You may take this skill
Charisma (2): ITL p. 38. more than once, though effects are
up to the GM. Prerequisite: either
Climbing (1): ITL p. 38.
Bard or Literacy. ITL p. 39.
Detect Traps (2): This talent only
Remove Traps (1): Prerequisite:
costs 1 IQ if you have Alertness.
ITL p. 38. Detect Traps. ITL p. 39.
Diving (1): Prerequisite: Shield Expertise (2): Prerequisite:
Shield. ITL p. 39.
Swimming. ITL p. 38.
Driver (1): ITL p. 38. Thief. Not a talent in itself, but a
profession.
Missile Weapons (1): Missile
Tracking (1): ITL p. 39.
Weapons talent can be chosen two
or even three times, for a +2 or +3 Unarmed Combat I (1): ITL p. 39.
bonus. ITL p. 38.
Pickpocket (1): ITL p. 38. IQ 11 Talents
Priest (1): ITL p. 38. Architect/Builder (1): ITL p. 40.
Recognize Value (1): ITL p. 38. Courtly Graces (1): ITL p. 40.
Silent Movement (2): ITL p. 38. Detect Lies (2): ITL p. 40.
Streetwise (1): ITL p. 38. Expert Horsemanship (2):
Prerequisite: Horsemanship. ITL
p. 40.
Fencer (3): Prerequisites: Sword Weapon Expertise (3): Expertise is
talent. Your basic DX must be at a separate talent for each Weapon
least 12, and your armor may not talent. Prerequisite: appropriate
reduce your adjDX below 12 Weapon talent, DX 12 or more.
when you use the ability. ITL p. ITL p. 41.
40. Woodsman (1): Prerequisite:
Goldsmith (2): Prerequisite: Naturalist. ITL p. 41.
Recognize Value. ITL p. 40. Writing (1):
Locksmith (1): ITL p. 40. Prerequisite: Literacy. ITL p. 41.
Master Pickpocket (1):
Prerequisites: Pickpocket talent IQ 12 Talents
and DX 14 or better. ITL p. 40. Assess Value (1): Prerequisite:
Mechanician (2): This ability Recognize Value. ITL p. 42.
includes that to Remove Traps: If Captain (2): Prerequisite:
you learn it, you get the ability to Seamanship and two years at sea.
remove traps without the Detect ITL p. 42.
Traps prerequisite. If you do
already have Remove Traps, this Expert Naturalist (2): Prerequisite:
ability has a difficulty of only 1. Naturalist. ITL p. 42.
ITL p. 40. Master Armourer (2): Prerequisite:
Physicker (2): ITL p. 40. Armourer. ITL p. 42.
Shipbuilder (2): Prerequisite: Master Locksmith (1):
Seamanship. ITL p. 40. Prerequisites: Locksmith talent
and DX 13 or better. ITL p. 42.
Tactics (1): ITL p. 40.
Stealth (2): Prerequisite: Silent
Two Weapons (2): Prerequisites:
Movement. ITL p. 42.
DX 11, and you must have the
talents for any weapons you use Unarmed Combat III (2):
this way. ITL p. 41. Prerequisites: U.C. II, DX 12 or
more. ITL p. 42.
Unarmed Combat II (1):
Ventriloquist (1): ITL p. 42.
Prerequisites: U.C. I and a DX of
11 or more. ITL p. 41.
Vet (2): If you have the Physicker IQ 13 Talents
ability, you can get Vet by Chemist (3): ITL p. 42.
“spending” only 1 IQ point, and
vice versa. ITL p. 41.
Master Fencer (3): Prerequisite: Unarmed Combat V (4):
Expert Fencer, DX 14 or more. ITL Prerequisites: U.C. IV, DX 14 or
p. 42. more, ST 12 or more. ITL p. 44.
Master Mechanician (2):
Prerequisite: Mechanician. ITL p.
42.
Mathematician (2): Prerequisite:
Literacy. Costs only 2 points for a
wizard or hero. ITL p. 43.
Scholar (3): Prerequisite: Literacy:
ITL p. 43.
Strategist (2): Prerequisite: Tactics,
and at least two years of military
experience. ITL p. 43.
Unarmed Combat IV (3):
Prerequisites: U.C. III, DX 13 or
more, ST 11 or more. ITL p. 43.
Weapon Mastery (3): A separate
talent for each Weapon talent.
Prerequisite: appropriate Weapon
Expertise, DX 14 or more. ITL p.
43.

IQ 14 Talents
Alchemy (3): Costs 3 IQ to any
figure – hero or wizard – who
wants to learn it. ITL p. 43.
Disguise (2): ITL p. 44.
Master Bard (2): Prerequisite: Bard.
ITL p. 44.
Master Physicker (2): Prerequisite:
Physicker. ITL p. 44.
Theologian (2): Prerequisite: Priest.
ITL p. 44.

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