- These are all weapon talents; their IQ level is 7, because sub-humans can leam them. Each talent represents skill with a certain class of weapons. A figure with a weapon talent can use any weapon from that class (if he has the ST to carry it). A figure who is NOT skilled with a
weapon may still use it - but his DX is at -4 for his lack of skill. After all, you can chop with a sword the first time you pick it up . . . but not
very well. Fighting with a shield when you do not have the SHIELD talent DOES decrease your DX by 4, just as though it were a weapon.
Having a weapon skill lets you throw that weapon if it is one that can be thrown. Characters without the skill for a weapon throw it at -4 DX.
- KNIFE (1):
- Ability to use all types of knife.
- SWORD (2):
- Ability to use all swords on the Weapon Table. This ability includes Knife, and costs only one point if you already have
Knife.
- AXE/MACE (2):
- Ability to use all axes, maces, and hammers on the Weapon Table.
- NOTE: The club requires no skill. Anyone can strike
with a club or torch.
- POLE WEAPONS (2):
- Ability to fight with all pole weapons except the naginata.
- BOW (2):
- Ability to use long bow, horse bow, short bow, and other "draw" bows, and the sling.
- CROSSBOW (1):
- Ability to use the heavy and light crossbow.
- SHIELD (1):
- Ability to use a shield properly.
- The Peculiar Weapon Talents are IQ 8 abilities. These are talents for using the particular weapons listed under PECULIAR WEAPONS. You
MUST have the proper talent to use one of these weapons, unless otherwise noted under the weapon description.
- NAGINATA (1):
- Prerequisite: POLE WEAPONS.
- BOOMERANG (1):
- Prerequisite: THROWN WEAPONS (see below).
- BOLA (1):
- Prerequisite: THROWN WEAPONS (see below).
- NET AND TRIDENT (1):
- Prerequisite: POLE WEAPONS.
- SHA-KEN (1):
- Prerequisite: THROWN WEAPONS.
- CESTUS (1).
- QUARTERSTAFF (1).
- LASSO (2).
- WHIP (1).
- NUNCHUKS (1).
- SPEAR THROWER (1): Prerequisite: either POLE WEAPONS or THROWN WEAPONS.
- BLOWGUN (1).
- OTHER IQ 8 TALENTS
- GUNS (2):
- Ability to use and maintain known types of gunpowder weapons, such as the arquebus and blunderbuss. (Anyone can light a petard or grenade.)
- SEX APPEAL (1):
- Ability to charm the opposite sex. Gives you a saving roll of 3 dice against your ST or IQ (whichever is higher) against being slain by members of the opposite sex and a similar race. If they have you helpless and you make the saving roll, they will take you away to slavery (from which you may someday escape or be freed) instead of killing you. Also: you may use this talent when negotiating with a member of the opposite sex. Make the same saving roll as above. If you make it, the GM adds 1 to the reaction die roll for his character. lf you fail, the GM subtracts 1 for your clumsiness.
- THROWN WEAPONS (2):
- Ability to throw things hard and accurately. - This talent is a prerequisite for peculiar weapons that must be thrown, like Bola and Sha-Ken. A figure with this talent gets a +2 DX add WHENEVER he throws something. He can also throw any weapon in the same turn he readies it.
- RUNNING (2):
- This is the "talent" representing long hours of jogging, sprinting, and other track training. A figure with this ability adds 2 to his/her MA at all times.
- HORSEMANSHIP (1):
- The ability to deal with horses (and other 1-to 3-hex riding animals with which you may become familiar). Any fool can sit on a nag; this is the ability to ride a good horse. A Horseman understands animals, and will not often be cheated when buying a riding beast. In combat, he uses weapons at only -1 DX while on horseback. A figure without this talent fights at -3 DX on horseback, and must make a 3/DX saving roll each turn to avoid falling. Even when combat is NOT occurring, a non-horseman must make a 3/DX saving roll every 15 minutes to avoid a fall, unless he is riding a pack mule, old mare, or similarly docile beast. A fall from a horse does (1-2) damage.
- SEAMANSHIP (1):
- Ability to act as an ordinary seaman on a trading ship, fishing boat, or other medium-to-large vessel. A figure without this. talent suffers a -2 DX adjustment (except to cast a non-missile spell) while on shipboard.
- BOATING (1).
- Ability to use a small rowboat, canoe, sailboat, raft, etc., skillfully. A figure without this ability must make a 4-die
saving roll on DX every 5 minutes, or tip over.
- FARMING (1).
- General practical knowledge of farming - animals, crops, etc.
- LITERACY (1):
- Ability to read and write all the languages that you know. An illiterate figure can't read or draw any but the simplest
maps, and an illiterate wizard can't use scrolls or magic books! This talent costs only 1 IQ point for either a hero or a wizard.
- SWIMMING (1).
- General swimming ability. This talent also increases your chances of surviving a fall into water, even in armor.
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