Talents

Listed below are talents for The Fantasy Trip that I have added myself or gathered from various Internet and gaming sources.

For the full list of canon Talents, see The Fantasy Trip:In The Labyrinth.

Each talent is list by required IQ, along with the IQ points required to learn it and the source.

IQ 7 TALENTS


IQ 8 TALENTS


OTHER IQ 8 TALENTS


IQ 9 TALENTS

LORE/AREA KNOWLEDGE: (1/2) [GURPS, HOW] This talent represents familiarity with a given area, its people, places and customs. Characters will generally only have Area Knowledge for the area they are from or live in–their base area. The GM must decide if they have access to area knowledge from other areas, and how they might have gained that knowledge.


IQ 10 TALENTS

STREETWISE: (1) [GURPS] This talent allows the character to get along in rough company. Characters with this skill have a probability of knowing where an illegal activity might be found, where the local guard or officials can be bribed, etc. This also includes the ability to scrounge and find items others might now normally find. Roll 1 less die against IQ for these activities. This talent is included in the Thief talent.


IQ 11 TALENTS

HERALDRY: (2) [GURPS] This is the ability to recognize crests, coats of arms, flags and other emblems. A successful IQ roll lets the character the recognize knights, nobles or military units. It also lets them create crests appropriately, and that do not conflict with existing emblems.


IQ 12 TALENTS


IQ 13 TALENTS


IQ 14 TALENTS

LAWYER: (3) [GURPS] Prerequisite: Literacy. This talent gives knowledge of law codes and court actions. Not to be confused with basic knowledge that police or guardsmen may have, this is for lawyers. This talent may be more appropriate for NPCs, but can be pretty handy in a pinch.