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Use the Pick Three tab to assign two points to three skills.
Use the Pick Six tab to assign one point to six skills.
This Special Skill covers the knowledge and handling of animals of all sorts, from domestic livestock to dogs and horses, and even knowledge of wild animals.
This Special Skill covers negotiation and persuasion. Buying and selling of goods and treasure is an obvious use, but bribery can also be accomplished with Bargain.
This Special Skill is used to persuade others to take a specific action, either through bribery or deceit. This Special Skill is highly useful for attaining certain goals without having to resort to violence, or in situations where the odds against the Hero are overwhelming.
When chosen, a specific craft must be selected for this Special Skill. The Hero can then design, create and repair items related to this craft. In addition, this Special Skill may be used in place of the Evaluate Special Skill to determine the worth of an item related to this craft.
A broad Special Skill, which can be used to design building, plan earthworks, undermine castle walls or build Siege engines. Any form of construction, both large and small, can be covered by this Special Skill, including building emergency bridges, cranes etc.
This Special Skill allows the Hero to behave properly in all echelons of society. An audience with the King and a meeting of beggars are equally covered by this Special Skill.
This Special Skill allows a Hero to identify the worth of a non-magical item. If attempting to identify the worth of a magical item, the Hero will only gain the full benefit of this Special Skill if he also possesses the Magical Lore Special Skill.
This Special Skill covers the catching of fish and other water-dwelling creatures using fishing lines, nets and even harpoons. It allows an evaluation of the best places and times to fish, identification of any fish caught, as well as the practical skills involved in catching them.
This Special Skill allows a Hero to patch up wounds acquired in battle, treat diseases and poison and even prepare common herbs into healing poultices. In game terms, a Hero with the Healing Special Skill can restore STAMINA after a battle, and increase the STAMINA restored naturally over time. Although included in the training of physicians, herbalists and village wisemen, this Special Skill is also highly prized amongst adventurers.
This Special Skill allows a Hero to find, stalk and trap prey animals in a natural environment. A hunter will still require ability with a bow, spear, sling or similar weapon in order to bring an animal down at range. Traps may be set, but these take longer to work, and are thus usually suitable only if the hunter can revisit his traps daily.
This Special Skill covers an understanding of the legal system of most of the known world. A Hero with points in Law will be able to prepare legal documents, advise on the legality of a particular action and even represent a client in court. This is not a common Special Skill amongst adventurers, but would certainly come in useful should the Heroes ever be arrested!
This Special Skill allows a Hero to command others. It only applies if those commanded would have a reason to obey the Hero, such as soldiers, sailors, watchmen, servants etc. If the Hero is in a position of power, then this Special Skill can allow the Hero to boost morale and lead those commanded where they may not wish to go.
This Special Skill is used to travel efficiently from one place to another. This can apply to sea travel or overland travel, and a bonus can be applied if good maps or navigation tools are available. A good navigator is essential for any long distance travel.
This Special Skill allows a character to understand and write appropriate secret languages. This could be thieves' signs, used to mark locations, ranger signs, used to identify trails, spy codes for a particular nation etc. The player and director should decide between them which signs the Hero knows.
This Special Skill allows the Hero to wear armour effectively, only gaining full benefit if the Hero is skillful enough.
This Special Skill covers the use of all axes, from small hatchets up to huge two-handed battleaxes, and should be added to a Hero's combat total if wielding one of these weapons.
This Special Skill covers the use of longbows, shortbows and crossbows, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill applies if a Hero is fighting with his fists, feet or head, with any sort of improvised weapon such as a chair or bottle, and even with small weapons such as daggers and knives. This Special Skill also governs the use of grappling and wrestling.
This Special Skill covers the use of clubs, maces and hammers, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill is required to fight effectively whilst mounted, whilst also requiring the character to possess the Riding Special Skill.
This Special Skill covers the use of spears, halberds, lances and poleaxes, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill only covers the use of one weapon, the staff, and should be added to a Hero's combat total if using a staff.
Strength is not often used in combat itself, applying more to situations where the Hero is trying to break down a door, lift a heavy rock or haul a companion up a rope. Strength will however come into play if the Hero has been grabbed or held, and may be used in place of the Brawling Special Skill in these circumstances.
This Special Skill covers the use of shortswords, broadswords and two handed swords, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill covers the use of throwing axes, javelins, throwing knives and rocks, and also includes the effective use of the sling, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill is required to understand Common Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Dragon Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Dwarfish. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Elemental Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Elvish Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Giant Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Goblin Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Lizardman Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Orcish Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Troll Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill gives a Hero knowledge of a specific city, and allows him to find his way around. When first chosen, a city should be chosen with the Director. In addition, a hero can use this Special Skill to find a merchant or service (legal or illegal) even in a City he is unfamiliar with.
This Special Skill allows the Hero to understand and be at home in deserts. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows the Hero to understand and be at home in woodland, forests and jungle. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows the Hero to understand and be at home in mountains. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows an understanding of the beliefs and religious practices of the organised religions of Titan. Obviously possessed by Priests, this Special Skill is also useful for travelling adventurers, giving them an insight into friendly and unfriendly religions.
This Special Skill gives a Hero knowledge of the sea and coast. Tides, currents, trade routes and dangerous areas will be well known for the local area, and easily acquired for more distant seas. This Special Skill also allows a Hero to sail a ship, or row a boat, and so is essential for sailors, merchants and pirates alike.
This Special Skill allows the Hero to understand and be at home in swamps. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows a Hero to understand and survive in underground environments including caves, dungeons and caverns. The Hero will still need a light source or the Dark Seeing talent, but this Special Skill provides the ability to forage for mushrooms, insects and other food sources, find food, and navigate their way around. This Special Skill will also help a Hero avoid natural rockfalls and other dangers.
This Special Skill allows a Hero to have a broad knowledge about Titan, the world they live in. It provides common information about nations, natural features such as seas, mountain ranges and forests, common cultural features and some history. It does not replace other special skills such as Forest Lore, but would allow the Hero to at least know the location and reputation of a specific large forest.
This Special Skill allows a Hero to identify a spell being cast, a magical potion or even a creature of magical origin. Although a Wizard, Priest or Sorcerer will be able to automatically identify spells from their own tradition, this Special Skill covers knowledge of all of the above traditions. A Hero without this Special Skill may not even attempt its use.
This Special Skill allows the Hero to cast a range of low powered spells, useful in their own specific way. Minor Magic is usually the first Magic learned by an apprentice, and is also learned by otherwise non-Magical Heroes to make their life that little bit easier.
This Special Skill allows a Hero to use powers granted by a God of Titan. This usually means that the Hero is a priest of that God, but this is not an absolute necessity. The Player must however choose a God to worship and follow, which will in turn determine the powers that may be used.
This Special Skill allows a hero to cast spells from the Sorcery tradition originally developed in the Old World. These spells are powered by the Sorcerer’s own life energy, and can be very powerful.
This Special Skill allows a Hero to cast spells from the Wizardry tradition pioneered in Allansia. Using mystical energy extracted from the world around, there are a huge range of spells known, although only a venerable Archmage will know them all.
This Special Skill allows a Hero to "see" magic and magical effects. This includes spirit-like undead such as ghosts, active spells and magical wards.
This Special Skill covers many situations involving balance and agility. Walking a tightrope, swinging on a rope, arresting a fall and performing a somersault would all be covered.
This Special Skill is useful for all sorts of climbs, whether a cliff face, a rope, a tree or the wall of someone's house, this Special Skill will aid speedy movement and prevent the Hero falling.
This Special Skill has several uses both in and out of combat situations. Out of combat it can be used to dodge a falling boulder, trap or runaway horse and cart. In combat it can be used as a defensive measure to try and make the Hero harder to hit. It can also, if used in conjunction with the Swashbuckler Talent, be used in place of armour to reduce the damage from attacks.
This Special Skill can be used to jump over chasms (horizontal jump), upwards to try and reach something or even downwards to try and reduce falling damage (vertical jumps).
This Special Skill is used to effectively control (and indeed stay on!) a mount. The most common mounts ridden are Horses, although camels are often used in desert conditions. This Special Skill will even apply to more exotic mounts such as giant lizards, giant eagles or Pegasi! This Special Skill does not however allow the Hero to fight effectively whilst mounted, requiring in addition the Mounted Combat Special Skill.
This Special Skill helps a Hero avoid drowning and cross rivers. Swimming in armour and with a heavy backpack is not a great idea!
This Special Skill is incredibly useful for all adventurers, helping a Hero to spot hidden enemies, traps, secret doors and all manner of other hidden things. This Special Skill is not only used for seeing things, it also applies to hearing, taste, touch and smell.
This Special Skill allows a Hero to use clothing, makeup and other props to appear to be someone they are not. A good supply of disguise equipment will even allow a Hero to appear to be an Orc or other non-human. This Special Skill also covers acting.
This Special Skill is used to examine, assess and open locks without the specific key. The Hero will need appropriate tools, such as lock picks, in order to open a lock.
This Special Skill is used to pick pockets, steal small items in plain view, secrete small items and other legerdemain. This Special Skill is popular both with thieves, gamblers and entertainers alike.
This Special Skill is used to avoid being seen or heard. A Hero can camouflage himself, hide in a shadow, or move silently past a sleeping guard. Noisy armour will render this Special Skill almost worthless.
This Special Skill allows for the identification and deactivation of traps of all sorts. Simple bear traps, pit traps, poisoned needles, falling blocks, are all typical traps set to try and stop our Heroes, and all ripe for removal with this Special Skill.
This Special Skill covers the knowledge and handling of animals of all sorts, from domestic livestock to dogs and horses, and even knowledge of wild animals.
This Special Skill covers negotiation and persuasion. Buying and selling of goods and treasure is an obvious use, but bribery can also be accomplished with Bargain.
This Special Skill is used to persuade others to take a specific action, either through bribery or deceit. This Special Skill is highly useful for attaining certain goals without having to resort to violence, or in situations where the odds against the Hero are overwhelming.
When chosen, a specific craft must be selected for this Special Skill. The Hero can then design, create and repair items related to this craft. In addition, this Special Skill may be used in place of the Evaluate Special Skill to determine the worth of an item related to this craft.
A broad Special Skill, which can be used to design building, plan earthworks, undermine castle walls or build Siege engines. Any form of construction, both large and small, can be covered by this Special Skill, including building emergency bridges, cranes etc.
This Special Skill allows the Hero to behave properly in all echelons of society. An audience with the King and a meeting of beggars are equally covered by this Special Skill.
This Special Skill allows a Hero to identify the worth of a non-magical item. If attempting to identify the worth of a magical item, the Hero will only gain the full benefit of this Special Skill if he also possesses the Magical Lore Special Skill.
This Special Skill covers the catching of fish and other water-dwelling creatures using fishing lines, nets and even harpoons. It allows an evaluation of the best places and times to fish, identification of any fish caught, as well as the practical skills involved in catching them.
This Special Skill allows a Hero to patch up wounds acquired in battle, treat diseases and poison and even prepare common herbs into healing poultices. In game terms, a Hero with the Healing Special Skill can restore STAMINA after a battle, and increase the STAMINA restored naturally over time. Although included in the training of physicians, herbalists and village wisemen, this Special Skill is also highly prized amongst adventurers.
This Special Skill allows a Hero to find, stalk and trap prey animals in a natural environment. A hunter will still require ability with a bow, spear, sling or similar weapon in order to bring an animal down at range. Traps may be set, but these take longer to work, and are thus usually suitable only if the hunter can revisit his traps daily.
This Special Skill covers an understanding of the legal system of most of the known world. A Hero with points in Law will be able to prepare legal documents, advise on the legality of a particular action and even represent a client in court. This is not a common Special Skill amongst adventurers, but would certainly come in useful should the Heroes ever be arrested!
This Special Skill allows a Hero to command others. It only applies if those commanded would have a reason to obey the Hero, such as soldiers, sailors, watchmen, servants etc. If the Hero is in a position of power, then this Special Skill can allow the Hero to boost morale and lead those commanded where they may not wish to go.
This Special Skill is used to travel efficiently from one place to another. This can apply to sea travel or overland travel, and a bonus can be applied if good maps or navigation tools are available. A good navigator is essential for any long distance travel.
This Special Skill allows a character to understand and write appropriate secret languages. This could be thieves' signs, used to mark locations, ranger signs, used to identify trails, spy codes for a particular nation etc. The player and director should decide between them which signs the Hero knows.
This Special Skill allows the Hero to wear armour effectively, only gaining full benefit if the Hero is skillful enough.
This Special Skill covers the use of all axes, from small hatchets up to huge two-handed battleaxes, and should be added to a Hero's combat total if wielding one of these weapons.
This Special Skill covers the use of longbows, shortbows and crossbows, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill applies if a Hero is fighting with his fists, feet or head, with any sort of improvised weapon such as a chair or bottle, and even with small weapons such as daggers and knives. This Special Skill also governs the use of grappling and wrestling.
This Special Skill covers the use of clubs, maces and hammers, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill is required to fight effectively whilst mounted, whilst also requiring the character to possess the Riding Special Skill.
This Special Skill covers the use of spears, halberds, lances and poleaxes, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill only covers the use of one weapon, the staff, and should be added to a Hero's combat total if using a staff.
Strength is not often used in combat itself, applying more to situations where the Hero is trying to break down a door, lift a heavy rock or haul a companion up a rope. Strength will however come into play if the Hero has been grabbed or held, and may be used in place of the Brawling Special Skill in these circumstances.
This Special Skill covers the use of shortswords, broadswords and two handed swords, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill covers the use of throwing axes, javelins, throwing knives and rocks, and also includes the effective use of the sling, and should be added to a Hero's combat total if using one of these weapons.
This Special Skill is required to understand Common Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Dragon Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Dwarfish. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Elemental Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Elvish Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Giant Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Goblin Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Lizardman Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Orcish Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill is required to understand Troll Speech. Its value shows fluency: 1 point gives basic words and phrases, 2 points allows simple conversation plus reading and writing, 3 points grants full fluency, and higher scores match native ability.
This Special Skill gives a Hero knowledge of a specific city, and allows him to find his way around. When first chosen, a city should be chosen with the Director. In addition, a hero can use this Special Skill to find a merchant or service (legal or illegal) even in a City he is unfamiliar with.
This Special Skill allows the Hero to understand and be at home in deserts. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows the Hero to understand and be at home in woodland, forests and jungle. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows the Hero to understand and be at home in mountains. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows an understanding of the beliefs and religious practices of the organised religions of Titan. Obviously possessed by Priests, this Special Skill is also useful for travelling adventurers, giving them an insight into friendly and unfriendly religions.
This Special Skill gives a Hero knowledge of the sea and coast. Tides, currents, trade routes and dangerous areas will be well known for the local area, and easily acquired for more distant seas. This Special Skill also allows a Hero to sail a ship, or row a boat, and so is essential for sailors, merchants and pirates alike.
This Special Skill allows the Hero to understand and be at home in swamps. It covers finding food, shelter and water, an understanding of the flora and fauna and even a knowledge of healing herbs and other resources that may be found there.
This Special Skill allows a Hero to understand and survive in underground environments including caves, dungeons and caverns. The Hero will still need a light source or the Dark Seeing talent, but this Special Skill provides the ability to forage for mushrooms, insects and other food sources, find food, and navigate their way around. This Special Skill will also help a Hero avoid natural rockfalls and other dangers.
This Special Skill allows a Hero to have a broad knowledge about Titan, the world they live in. It provides common information about nations, natural features such as seas, mountain ranges and forests, common cultural features and some history. It does not replace other special skills such as Forest Lore, but would allow the Hero to at least know the location and reputation of a specific large forest.
This Special Skill allows a Hero to identify a spell being cast, a magical potion or even a creature of magical origin. Although a Wizard, Priest or Sorcerer will be able to automatically identify spells from their own tradition, this Special Skill covers knowledge of all of the above traditions. A Hero without this Special Skill may not even attempt its use.
This Special Skill allows the Hero to cast a range of low powered spells, useful in their own specific way. Minor Magic is usually the first Magic learned by an apprentice, and is also learned by otherwise non-Magical Heroes to make their life that little bit easier.
This Special Skill allows a Hero to use powers granted by a God of Titan. This usually means that the Hero is a priest of that God, but this is not an absolute necessity. The Player must however choose a God to worship and follow, which will in turn determine the powers that may be used.
This Special Skill allows a hero to cast spells from the Sorcery tradition originally developed in the Old World. These spells are powered by the Sorcerer’s own life energy, and can be very powerful.
This Special Skill allows a Hero to cast spells from the Wizardry tradition pioneered in Allansia. Using mystical energy extracted from the world around, there are a huge range of spells known, although only a venerable Archmage will know them all.
This Special Skill allows a Hero to "see" magic and magical effects. This includes spirit-like undead such as ghosts, active spells and magical wards.
This Special Skill covers many situations involving balance and agility. Walking a tightrope, swinging on a rope, arresting a fall and performing a somersault would all be covered.
This Special Skill is useful for all sorts of climbs, whether a cliff face, a rope, a tree or the wall of someone's house, this Special Skill will aid speedy movement and prevent the Hero falling.
This Special Skill has several uses both in and out of combat situations. Out of combat it can be used to dodge a falling boulder, trap or runaway horse and cart. In combat it can be used as a defensive measure to try and make the Hero harder to hit. It can also, if used in conjunction with the Swashbuckler Talent, be used in place of armour to reduce the damage from attacks.
This Special Skill can be used to jump over chasms (horizontal jump), upwards to try and reach something or even downwards to try and reduce falling damage (vertical jumps).
This Special Skill is used to effectively control (and indeed stay on!) a mount. The most common mounts ridden are Horses, although camels are often used in desert conditions. This Special Skill will even apply to more exotic mounts such as giant lizards, giant eagles or Pegasi! This Special Skill does not however allow the Hero to fight effectively whilst mounted, requiring in addition the Mounted Combat Special Skill.
This Special Skill helps a Hero avoid drowning and cross rivers. Swimming in armour and with a heavy backpack is not a great idea!
This Special Skill is incredibly useful for all adventurers, helping a Hero to spot hidden enemies, traps, secret doors and all manner of other hidden things. This Special Skill is not only used for seeing things, it also applies to hearing, taste, touch and smell.
This Special Skill allows a Hero to use clothing, makeup and other props to appear to be someone they are not. A good supply of disguise equipment will even allow a Hero to appear to be an Orc or other non-human. This Special Skill also covers acting.
This Special Skill is used to examine, assess and open locks without the specific key. The Hero will need appropriate tools, such as lock picks, in order to open a lock.
This Special Skill is used to pick pockets, steal small items in plain view, secrete small items and other legerdemain. This Special Skill is popular both with thieves, gamblers and entertainers alike.
This Special Skill is used to avoid being seen or heard. A Hero can camouflage himself, hide in a shadow, or move silently past a sleeping guard. Noisy armour will render this Special Skill almost worthless.
This Special Skill allows for the identification and deactivation of traps of all sorts. Simple bear traps, pit traps, poisoned needles, falling blocks, are all typical traps set to try and stop our Heroes, and all ripe for removal with this Special Skill.
A Hero with this talent can use either hand just as easily for all manner of actions. The biggest impact however is in combat, where the Hero can use a weapon in each hand at the same time. Both weapons must be useable in one hand, and at least one must be a dagger or shortsword. If the Hero is attacking one opponent, a successful combat round will allow two separate damage rolls, each of which will have an armour roll. If the Hero is fighting two or more opponents, the Hero may designate two enemies that will take damage if the Hero has the higher combat total. This does of course mean that the Hero cannot use a shield.
This Talent marks the Hero out as a friend to all of the beasts. No natural animal will attack the Hero unless magically controlled. Wild and domestic animals alike will either avoid the Hero or investigate and then leave. If the Hero obviously shields any companions, then most animals will leave the whole group alone. Animals that are starving or maddened through pain may well attack companions of the Animalfriend Hero. If an Animalfriend Hero ever attacks an animal that is not being magically controlled, the act of betrayal will mean that the animal is free to react, along with other nearby animals.
In order to take this Talent, the Hero must possess at least one point in either the Magic-Wizardry or Magic-Sorcery Special skill. If possessed, this Talent reduces the chance of catastrophic favour when spellcasting. If the Hero does roll a double 6 when attempting to cast a spell, he must immediately roll another 1D6. If the result is a 1-4, the spell fails but no roll is made on the Oops table. A result of 5-6 still results in a roll as normal on the Oops table.
A Hero with this Talent is well used to wearing armour, and getting the best protection from it. All armour rolls made (including those from shields) receive a bonus of +1 to the result.
In order to choose this Talent, the Hero must have at least 1 point in the Magic Lore Special Skill. The Hero with the Attuned Talent is able to identify the main properties of a magical item simply by handling the item. The Director decides exactly what information is acquired, and cursed items are not always revealed as such. However, minor items such as potions can usually be determined with some accuracy.
This Talent may only be taken by a Hero with at least one point in the Magic-Priestly Special Skill. The Hero has been especially favoured by his God, and may use one extra granted power per day without extra cost. The power chosen may be different every day, and need not be chosen until the power is used.
This Talent grants almost supernatural awareness and control when in battle, and actually grants two abilities. The first is that the Hero cannot be ambushed by enemies. Whilst he may not be aware of an ambushing enemy, his lightning fast reactions means that the ambusher receives no benefits to his combat totals. In addition, a Hero with Combat Reactions suffers less penalties when outnumbered. If the Hero is outnumbered by 1-, 2- or even 3-to-one, the attackers gain no benefit to their combat total. If outnumbered by 4-to-one, the attackers gain a +1 bonus, 5 to one grants +2 and 6 to one grants +3.
A Hero with this Talent has an unerring eye with missile weapons, able to strike the most vulnerable part of a target. He gains a +1 bonus to all damage rolls made with missile weapons such as bows, crossbows and slings.
The Dark Seeing Talent is granted free to Dwarf and Elf Heroes alike, and may not be taken by Human Heroes. This Talent allows a Hero to see at night and underground. This Dark vision is only in monochrome, and only reaches for a maximum of 20 meters. A Hero in absolute darkness will only see broad features, and would not be able to read writing or distinguish other fine details.
A Hero with this Talent has a small, otherwise normal, animal as a familiar. Crows, cats, dogs, parrots and rats are all common familiars, and the Hero does not even need to be a spellcaster to take this Talent. This familiar is fanatically loyal to the Hero and the two have an emotional and mental bond. Whilst this creature does not have any special abilities, it should be considered of normal intelligence, and can follow orders. This familiar can be used to eavesdrop on conversations, although it will only get the gist of what is said rather than specifics, can be used to scout locations etc. If the Hero loses this familiar, then another one will be found before too long, although the Director may well increase this time if the Hero consistently loses their companion!
A Hero with the Fast Healer Talent will recover quickly from injury, recovering an extra 2 STAMINA points every day, regardless of other healing, food eaten and sleep taken. These points, for convenience, should be added each morning. As is usual with healing, STAMINA gained may not exceed the Initial value.
A Hero with this Talent moves considerably faster than others of his race, able to turn on the speed in combat situations, when escaping or when moving long distance. The Hero can move three metres in combat rather than the usual two, adds an additional +4 to any escaping roll if on foot, and, if important, can move 50% further in a day than is normal for his race.
A Hero who is able to cast either Wizardry or Sorcery spells and has this Talent is able to endow one item as a spellcasting focus. This endowment process takes 2 whole days of meditation and preparation. If the Hero is holding/wearing the Focus (as appropriate), they receive a +1 bonus to any spellcasting attempts. A new focus may only be endowed if the old one is destroyed, or lost for more than one month.
A Hero with the Hawkeye Talent has superb vision and gains a +3 bonus to all Awareness checks that involve vision.
This Talent may only be taken by a Hero with at least one point in the Magic-Priestly Special Skill. This Hero is able to channel the power of his God and, once per day, is able to double the effect of one of his holy powers. This may result in the power affecting two people, or affect double the area, or heal double the points etc.
The Hero has been officially knighted by a King or Lord. He may call himself Sir (female knights may take several different titles), has a starting social class of 7, and begins with a Chainmail Cuirass, a Large Shield and a Battletrained War Horse in addition to his normal equipment. If lost, these items must be replaced in the normal manner. It should be noted that in order to effectively use the Chainmail armour, the Hero must still have sufficient SKILL and Armour special skill (see the Description of the Armour special skill for more information).
A Hero with this Talent has spent many years learning from wise masters and great libraries. He receives a special bonus of +2 to all Knowledge Special Skill tests, even if the Hero has no points in the Special Skill in question.
A Hero with this Talent sleeps very lightly and wakes at the slightest disturbance. The Hero will never be surprised whilst asleep, and even if an enemy attempts to sneak up on the sleeping Hero, he will still receive a normal awareness roll. Even if attacked, the Light Sleeper may act on the same round.
This Talent grants the Hero exceptional LUCK, such that he may re-roll a failed LUCK test once per day. The original failed roll and the re-roll together only require the expenditure of a single LUCK point. Whatever the result of the second roll, the result must stand.
You are curiously resistant to most lesser Magic, be it good or bad. A Hero with this Talent will be completely unaffected by all 1 Magic Point or 1 STAMINA spells, as well as all Minor Magic spells. However, the downside to this Talent is that this includes beneficial spells also; the Talent cannot be switched on and off at will. In addition to the above, the Hero will benefit from a +2 bonus to LUCK tests to resist more powerful malign magic.
A Hero with the Natural Linguist Talent has an instinctive ability with languages, and can get across or understand basic messages in almost any language, even if the Hero has only just heard the language spoken. The Hero is considered to have 1 point in all languages, even those never heard before. If points are taken in the Languages Special Skill, these should be added to the 1 "free" point to determine the Language ability.
A Hero must have at least one point in the Magic-Wizardry or Magic-Sorcery Special Skill in order to choose this Talent. If chosen, the Hero has an instinctive understanding of the less demanding spells in their repertoire. The Hero does not need to make a spellcasting roll for any Spell that has a MP or STAMINA cost lower than the points the character has in their Magic Special Skill. Thus a Wizard with 3 points in the Magic-Wizardry Special Skill would not need to roll to cast the Sentry spell (2 magic points) but would still need to roll to cast the Explode spell which costs 4 magic points.
A Hero with this Talent has an innate understanding of medicine and the healing arts. When applying first aid to another Hero (or indeed himself!) a successful Healing Special Skill test will restore 3 points of STAMINA. A roll of double 1 will restore 6 STAMINA points and a roll of double 6 will only inflict 1 STAMINA point of damage.
A Wizard Hero with this Talent is able to draw deep into their own personal lifeforce to power their spells. This Hero can convert 2 STAMINA into 1 Magic Point, taking 1 turn of meditation per Magic Point generated.
A Hero with this Talent gains more benefit from food or rest than normal people. This Talent means that eating a meal restores 3 STAMINA and Sleeping restores 5 STAMINA. The Hero may still only restore STAMINA from 2 meals and one sleep per day.
A Hero with this Talent has the gift of the gab, and is the perfect charmer. Any test against the Con, Bargain, Etiquette or Leadership Special Skills will receive a +3 bonus.
A Hero with this Talent is superlative at keeping out attacks, and if so minded is able to block most enemies. If the Defensive or Dodge options are chosen in a combat turn, the Hero receives an additional +2 bonus.
A Hero with this Talent has both status and wealth, at least relative to other adventurers. This Hero will start with a Social Status of 8 and a monthly allowance of 4D6 gold pieces. This money must be claimed from either the Hero's home or from an agent of their family. The exact details, background and title should be determined with the Director.
A Hero with this Talent is well used to the rigours of combat and has developed a strong weapon arm, and can deliver more powerful blows than usual. When using any brawling or any hand weapon, the Hero adds +1 to the damage roll.
A Hero with this Talent is perfectly at home in the wilds, and will always be able to find food, water and shelter to keep themselves alive. This Talent can also be used to help provide for others. Every 2 hour period provides enough food, water and shelter for one person for one day.
This Talent allows an unarmoured Hero to reduce the damage from attacks by dodging, ducking and weaving. This Talent never seems to work if the Hero is wearing armour or carrying a shield. The "protection" provided by this Talent is dependent on the Dodge Special Skill of the Hero, and is detailed further in Chapter 3.
This Talent requires the Hero to devote his life to a Deity in much the same way as a Priest, and grants the Hero the ability to use one of the appropriate abilities (See AFF p88-98). However, the Templar does not need to have any points in their MAGIC characteristic or the Magic-Priestly Special Skill. Instead, the Templar is considered to have a Devotion score of 5. The power, once chosen, cannot be changed and may only be used once per day. All other restrictions still apply. The Templar must still follow the edicts of his God and religion.
The Hero with this Talent has an innate understanding of mechanical traps, and receives a +2 bonus to all Trap Knowledge rolls, as well as SKILL or LUCK tests to avoid the effects of triggered traps.
This Talent allows a Hero to use almost any weapon without training, even those he might never have seen before! For every 3 points a Hero has in his best melee Weapon special skill (rounded up), he has an effective 1 point in every other melee weapon special skill! The Hero does not actually have any points in these weapons, and other Weapon Special Skills must be developed as normal. Thus a Hero with 4, 5 or 6 points in the Sword Special Skill can add 2 points to his SKILL when fighting with a mace, spear or axe. This Hero will need to develop an axe Special Skill of 3 or more to gain any extra benefit.
Every Hero starts with the following equipment that should be recorded on the character sheet:
2d6 Gold pieces in cash
One weapon that the Hero has a Special Skill in
A Leather Cuirass if the Hero has the Armour Special Skill
A lantern and a flask of oil
A Backpack to store their equipment in
Provisions amounting to 2 meals
A magical potion of STAMINA, MAGIC or LUCK. This potion will restore one of STAMINA, Magic Points or LUCK to its Initial value when drunk. The Characteristic restored must be chosen at the start of play.
A Hero with the Magic-Priestly Special Skill possesses a Holy Symbol for the appropriate god.
A Hero with Magic-Wizardry or Magic-Sorcery begins play with a Spellbook containing all of the spells they know. A Hero without any weapon special skills starts with a wooden club.
Some Talents also grant additional starting equipment, and this should also be recorded on the character sheet.
The Hero is free to spend their starting money on any equipment