- CHEMIST (3):
- A Chemist knows all the formulas on the Chemist Table and, with access to the proper materials and facilities, can make them. A chemist can also identify any of these potions by smell on a roll of 3 dice vs. IQ (he only gets one try): If he makes the roll, he will know the potion (if it is a chemical one): If it is alchemical, he will know that, and that only. If he misses the roll, the chemist will be uncertain; if he misses badly, he will be mistaken (the GM will lie to him), or he will suffer the bad effects (if any) of the potion.
- MASTER MECHANICIAN (2):
- Prerequisite: MECHANICIAN. A person with this talent is a natural gadgeteer, and has the best chance of figuring out a technological device. He can also build gunpowder weapons, siege engines, crossbows, etc., in the way an Armourer builds ordinary weapons. A Master Mechanician can also build a trap more quickly; it takes him only half the time it takes a Mechanician, or a quarter of the time if he is assembling an existing trap in a new place (i.e., the trap was removed from one spot and then reassembled in identical fashion elsewhere). This talent must be learned from the Mechanician' Guild.
- SCHOLAR (3):
- Will recognize any language (even if he doesn't speak it) on a 3-die roll vs. IQ; common languages will be automatic. Can teach, research, etc., and will receive respect (+1 on any reaction roll) in all civilized areas. If he speaks a language, he will speak it WELL - as though he were a native. Knows a good deal about history and about customs of the various races and peoples, and can (on a 4-die roll vs. IQ) make a very good guess about the origin of most artifacts or objects. Prerequisite: LITERACY.
- STRATEGIST (2):
- Knowledge of military history, theory, and practice; ability to command a military force _in the field. lfa Strategist is in command of a party, the party gets +2 on all initiative rolls in combat. Prerequisite: TACTICS, and at least two years of military experience.
- MATHEMATICIAN (2):
- This is the knowledge of math below the calculus level: algebra, geometry, possibly some trigonometry, and accounting. This ability also takes in astronomy and astrology. Mathematicians are always in demand as accountants, astrologers, teachers, etc. A mathematician who is in business for himself earns an extra 10% profit, because he is capable of effective cost accounting and/or cheating on taxes. Prerequisite: Literacy. Since math and magic are closely allied, this talent costs only 2 points for a wizard, just as though he were a hero.
- MASTER PHYSICKER (2):
- You must already be a Physicker. A Master Physicker can heal 3 hits (instead of 2) if he has a first-aid kit, or 1 hit even WITHOUT such a kit. Either way, it takes 5 minutes. Treatment by a Master Physicker is NOT cumulative with treatment by a Physicker for any one mishap - that is, if you have both a Master Physicker and a Physicker in your party, you can't use them both together to cure a 5-hit wound. The Master Physicker can cure 3, and the Physicker can just stand around and watch. NOTE: Either a Physicker or a Master Physicker can work on his own wounds just as he can another's. A Master Physicker can also make the Healing Potion (see Alchemist's Table) as though he were an Alchemist.
- DISGUISE (2):
- This is the ability to impersonate others. It takes about an hour to disguise oneself (less if it's a simple disguise). Each minute (12 turns) the GM rolls against the disguised character's IQ to see if he is detected: 6 dice if he is impersonating someone wholly dissimilar (like a goblin impersonating a giant) OR someone
known to those he's trying to fool; 4 dice for a creature of a different species than his own or a member of the opposite sex; 3 dice for an ordinary disguise. On a very simple disguise (like putting on old clothes and going into a tavern in an enemy city to see what rumors you can pick up) the GM need not roll at all. If you have this talent,
you won't slip on a simple job. If a wizard casts an illusion or shape-shift to perfect your physical appearance, you roll one less die. If you have the Mimic ability (and know the language!) you roll one less die. If you don't know the language, you'd better keep your mouth shut. If your disguise is penetrated, those you are attempting to fool
will probably attempt to seize you — but if they are very smart, they will string you along, pretending to be fooled, to see what advantage they can gain. GMs should be creative here . . .
- THEOLOGIAN (2):
- Like PRIEST, except more so. This is the level of ability needed to be a High Priest or similar character. Prerequisite: PRIEST. If the GM is giving Priests any special abilities or bonuses, a Theologian should get about twice as much.
- UNARMED COMBAT III (2):
- Prerequisite: U.C. II. A figure with this ability is a master of martial arts. He does 3 extra hits of damage when he strikes with bare hands, and can knock a foe down as described under U.C. II. Because of his great skill, his opponent must make a 5-die roll vs. DX to avoid falling (4 dice if the opponent has more than twice the ST he does). A figure with this talent may attempt to "throw" any foe whose ST is less than 3 times his own. He can also choose the "defend" option bare-handed.
- UNARMED COMBAT IV (2):
- A higher level of mastery. A figure with this ability has a natural "eyes-behind" (like the spell) at all times. All side hexes count as front hexes, and his rear hex counts as a side hex. If he takes the "defend" option bare-handed, you must roll FIVE dice to hit him. Prerequisite: U.C. III, DX 15 or more.
- UNARMED COMBAT V (3):
- A still higher level of skill. An attacker must roll FOUR dice to hit this figure in normal combat - SIX if he is dodging, SEVEN if he is defending. If a figure with U.C. V strikes an armed foe and does more than 3 hits of damage, that foe is hit on a nerve and automatically drops his weapon. Prerequisites:
U.C. IV, DX 16 or better.
- ALCHEMY (3):
- This highly complex discipline involves both chemical and magica.l knowledge. Therefore, it costs 3 IQ to ANY figure - hero or wizard - who wants to learn it. An Alchemist knows all the formulas on the Alchemist Table and, with access to the proper materials and facilities, can make them. An alchemist can also identify any alchemical potion on a roll of 3 dice vs. IQ. He gets only one try. If the potion is a chemical one, he will learn that, and that only, if he makes the roll. On a barely-missed IQ roll, the alchemist will be uncertain what the potion is; on a badly-missed roll, he will be mistaken and/or suffer the ill effects, if any, of the potion he
trigd to identify.
- MASTER BARD (2):
- Prerequisite: BARD. A Master Bard can sing very well, play all manner of musical instruments, and compose songs and poetry to please his listeners. A Master Bard receives an automatic +2 on all reaction rolls where he speaks the reacting creatures' language, and +1 on rolls made to determine reactions even when he does not speak the language, or when animals are involved.
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