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Old 06-21-2018, 08:53 AM   #112
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default New Talents in TFT.

Quote:
Originally Posted by Steve Jackson View Post
I am open to suggestions for new talents, but not very :) because I don't want to subdivide the existing ones without very good game reasons.
Hi all, Steve.
I would suggest the following classes of talents:

1) Second level of talents for orphans. Most skills in TFT have two levels of talents. (Sword & Fencing, Naturalist & Woodsman, Charisma & New Followers, etc.) However, some talents are 'orphans', with only one level. (Pole Weapons, Shield, Running, Guns, Spy, etc.) Give these single level talents a second level to back them up.


2) A better stealth, a hiding, and an camouflage / ambush talent. The only thing for stealth is Silent Movement (which also makes it an orphan above). Give rules for contests of search and stealth, to make Thieves, Ninjas, and Rangers more interesting.


3) A half dozen kick ass talents. These are hard to get talents like Unarmed Combat v. They are awesome which gives heroes something to aspire to, and help keep these characters competitive with high level wizards. Some suggestions:

-- Strike Master. Vast knowledge of the weaknesses of many races, monsters, and animals. You do +2 damage, and have a much better chance of getting a critical hit when you hit. (If you are not using the optional critical hit rules, this just gives a flat +3 damage instead.)

-- Trained Reflexes. Like UC v but for guys with weapons & armour. You are just harder to hit.

-- Expert Defender. The defend option is better for you, and if the enemy misses by a LOT, you get a free counter attack.

-- Logistics / Management. This can combine with any top level talent to allow you the abilities to run a major operation. This plus Spying makes you the Spy Master. This plus Master Seaman makes you the Captain. This plus Master Thief makes you a Thief Lord. This plus Strategist makes you a General.

-- Trained Judge of Character. You are much better at detecting lies, detecting attempts to manipulate you, and figuring out what motivates people.

-- Knack for ? This is a slight magical ability to make a normal talent just a bit magical. For example, a Knack for Climbing would allow a climber to best shear surfaces (but not glass smooth). A knack for Swords gives you +1 damage, & a slight magical boost to your sword work. A knack for Architect / Builder gives your building a bit of magical strength. The GM must describe the details of how the knack works in a particular situation, but generally the person with this knack is in the top 10% of what is humanly possible. Each player can take only one knack which modifies exactly one talent. (To describe this talent, on a separate page, give examples of a half dozen typical talents to help the GM get a feel of how powerful magical knacks should be.)


4) Miscellaneous Talents. Some odds and ends. Suggestions:
-- A Judo talent that is for HTH. Makes it easier to get into HTH, or make it harder for someone to get you in HTH, making or avoiding pins. Being taken down into HTH is a frustrating random roll. This talent gives you some control over your fate HTH wise.
-- A talent for knocking people out with out killing them. To Kosh or sandbag someone. (Note that concussions can do permanent damage, but this is a cinematic talent that never does permanent damage.)
-- A Fast Draw talent.
-- A security / police talent to give top ninjas a minor boss.

***

I think that 20 well chosen talents would GREATLY improve TFT. They had a huge impact for a small cost in my campaigns.

Warm Regards, Rick.

Last edited by Rick_Smith; 06-21-2018 at 10:36 AM. Reason: Grammar and better word choice.
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