THE FANTASY TRIP - IN THE LABYRINTH TALENTS _ ADVANTAGES by shuifanglj

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									THE FANTASY TRIP - IN THE     LABYRINTH TALENTS & ADVANTAGES
                  Page        IQ        Cost Notes/Pre-Requisites:
IQ 7
Axe / Mace;       ITL 12      IQ   7    2    Except Club (no skill required)
Bow;              ITL 12      IQ   7    2    Includes Sling.
Crossbow;         ITL 12      IQ   7    1
Knife;            ITL 12      IQ   7    1
Pole Weapons;     ITL 12      IQ   7    2
Shield;           ITL 12      IQ   7    1
Sword;            ITL 12      IQ   7    2    Includes Knife.

IQ 8
Boating;           ITL   12   IQ   8    1
Farming;           ITL   12   IQ   8    1
Horsemanship;      ITL   12   IQ   8    1
Literacy;          ITL   12   IQ   8    1
Quarterstaff;      ITL   12   IQ   8    1
Running;           ITL   12   IQ   8    2
Seamanship;        ITL   12   IQ   8    1
Sex Appeal;        ITL   12   IQ   8    1
Spear-Thrower;     ITL   12   IQ   8    1    Thrown Weapons or Pole Weapons.
Swimming;          ITL   12   IQ   8    1
Thrown Weapons;    ITL   12   IQ   8    2

IQ 9
Acute Hearing;     ITL   13   IQ   9    3
Alertness;         ITL   13   IQ   9    2
Animal Handler;    ITL   13   IQ   9    2
Bard;              ITL   12   IQ   9    2
Charisma;          ITL   13   IQ   9    2
Climbing;          ITL   13   IQ   9    1
Detect Traps;      ITL   12   IQ   9    2
Diving;            ITL   12   IQ   9    1    Swimming.
Driver;            ITL   13   IQ   9    1
Mundane Talents;   ITL   13   IQ   9    1    Beekeeper, Butcher; Carpenter, Etc
                   ITL   13   IQ   9    2    Baker, Brewer, Sculptor, Etc
                   ITL   13   IQ   9    3    Artist / Calligrapher.
Missile Weapons;   ITL   13   IQ   9    3
Priest;            ITL   12   IQ   9    2
Recognize Value;   ITL   13   IQ   9    1
Silent Movement;   ITL   13   IQ   9    2
Veteran;           ITL   13   IQ   9    3    Strength of 16 or better and Warrior.
Warrior;           ITL   13   IQ   9    2    Strength of 14 or better.

IQ 10
Acrobatics;        ITL   13   IQ   10   3    Dexterity of 12 or better.
Armourer;          ITL   14   IQ   10   2
Business Sense;    ITL   13   IQ   10   2
Diplomacy;         ITL   13   IQ   10   2
Engineer;          ITL   14   IQ   10   2
Fencing;           ITL   13   IQ   10   3    Dexterity 14+ and sword.
Mimic;             ITL   14   IQ   10   2
Naturalist;        ITL   13   IQ   10   2
New Followers;     ITL   13   IQ   10   2    Charisma.
Remove Traps;      ITL   13   IQ   10   1    Detect Traps.
Thief;            ITL 14    IQ 10        2
Tracking;         ITL 13    IQ 10        1
Unarmed Combat I; ITL 14    IQ 10        2   Pre-requisite Dexterity of 13 or better.

IQ 11
Architect/Builder;ITL 14    IQ   11     2
Courtly Graces;   ITL 14    IQ   11     1
Detection of Lies;ITL 14    IQ   11     2
Goldsmith;        ITL 14    IQ   11     2    Recognize Value.
Horsemanship (Expert);ITL   14    IQ 11 2    Horsemanship.
Mechanician;      ITL 14    IQ   11     2    Includes Remove Traps.
Monster Followers;ITL 14    IQ   11     2
Physicker;        ITL 14    IQ   11     2
Shipbuilder;      ITL 14    IQ   11     2    Seamanship.
Tactics;          ITL 14    IQ   11          1
Two Weapons;      ITL 14    IQ   11     3    Dexterity of 13 + and talents for weapons used.
Vet;              ITL 14    IQ   11     2    Animal Handler.
Woodsman;         ITL 14    IQ   11     1    Naturalist.

IQ 12
Armourer (Master);ITL 15 IQ 12           2   Armourer.
Assess Value;     ITL 15 IQ 12           1   Recognize Value.
Captain;          ITL 15 IQ 12           2   Seamanship.
Monster Followers II;ITL 15 IQ 12        2   Monster Followers I.
Naturalist (Expert);ITL 15 IQ 12         3   Naturalist.
Spying;           ITL 15 IQ 12           3   Silent Movement.
Thief (Master);   ITL 15 IQ 12           2   Thief and Dexterity of 14 +
UC II;            ITL 15 IQ 12           2   Unarmed Combat I and Dexterity of 14 or better.
Ventriloquist;    ITL 15 IQ 12           2

IQ 13
Chemist;          ITL 15 IQ      13      3
Mechanician (Master);ITL 15      IQ 13   2   Mechanician.
Mathematician;    ITL 15 IQ      13      2   Literacy.
Scholar;          ITL 15 IQ      13      3   Literacy.
Strategist;       ITL 15 IQ      13      2   Tactics.

IQ 14
Alchemist;        ITL 16 IQ 14           3
Bard (Master);    ITL 16 IQ 14           2   Bard.
Disguise;         ITL 15 IQ 14           2
Physicker (Master); ITL 15 IQ 14         2   Physicker.
UC III;           ITL 16 IQ 14           2   Unarmed Combat II and Dexterity of 14 or better.
UC IV;            ITL 16 IQ 14           2   Unarmed Combat III and Dexterity of 15 +
UC V;             ITL 16 IQ 14           3   Unarmed Combat IV and Dexterity of 16 or better.
Theologian;       ITL 16 IQ 14           2   Priest
THE FANTASY TRIP - IN THE LABYRINTH TALENTS & ADVANTAGES

                  Page        IQ   Cost   Notes/Pre-Requisites:
Acrobatics;       ITL 13 IQ 10     3      Dexterity of 12 or better.
Acute Hearing;    ITL 13 IQ 9      3
Alchemist;        ITL 16 IQ 14     3
Alertness;        ITL 13 IQ 9      2
Animal Handler;   ITL 13 IQ 9      2
Architect/Builder;ITL 14 IQ 11     2
Armourer;         ITL 14 IQ 10     2
Armourer (Master);ITL 15 IQ 12     2      Armourer.
Assess Value;     ITL 15 IQ 12     1      Recognize Value.
Axe / Mace;       ITL 12 IQ 7      2      Except Club (no skill required)
Bard;             ITL 12 IQ 9      2
Bard (Master);    ITL 16 IQ 14     2      Bard.
Boating;          ITL 12 IQ 8      1
Bow;              ITL 12 IQ 7      2      Includes Sling.
Business Sense;   ITL 13 IQ 10     2
Captain;          ITL 15 IQ 12     2      Seamanship.
Charisma;         ITL 13 IQ 9      2
Chemist;          ITL 15 IQ 13     3
Climbing;         ITL 13 IQ 9      1
Courtly Graces;   ITL 14 IQ 11     1
Crossbow;         ITL 12 IQ 7      1
Detection of Lies;ITL 14 IQ 11     2
Detect Traps;     ITL 12 IQ 9      2
Diplomacy;        ITL 13 IQ 10     1
Disguise;         ITL 15 IQ 14     2
Diving;           ITL 12 IQ 9      1      Swimming.
Driver;           ITL 13 IQ 9      1
Engineer;         ITL 14 IQ 10     2
Fencing;          ITL 13 IQ 10     3      Dexterity 14+ and sword.
Farming;          ITL 12 IQ 8      1
Goldsmith;        ITL 14 IQ 11     2      Recognize Value.
Horsemanship;     ITL 12 IQ 8      1
Horsemanship (Expert); ITL 14 IQ 11       2       Horsemanship.
Knife;            ITL 12 IQ 7      1
Literacy;         ITL 12 IQ 8      1
Mathematician;    ITL 15 IQ 13     2      Literacy.
Mechanician;      ITL 14 IQ 11     2      Includes Remove Traps.
Mechanician (Master);   ITL 15 IQ 13      2     Mechanician.
Missile Weapons; ITL 13 IQ 9       3
Mimic;            ITL 14 IQ 10     2
Monster Followers;ITL 14 IQ 11     2
Monster Followers II;   ITL 15 IQ 12      2     Monster Followers.
Mundane Talents; ITL 13 IQ 9       1      Beekeeper, Butcher; Carpenter, Draper,
Fisherman,Tanner.
                  ITL 13 IQ 9      2      Baker, Brewer, Cook, Gardener, Joiner,
                                          Leatherworker, Potter, Sculptor, Vintner,
                                          Wood carver.
                  ITL   13  IQ 9     3    Artist / Calligrapher.
Naturalist;       ITL   13  IQ 10    2
Naturalist (Expert);      ITL 15 IQ 12    3     Naturalist.
New Followers;    ITL   13 IQ 10     2    Charisma.
Pole Weapons;     ITL   12 IQ 7      2
Physicker;        ITL   14 IQ 11     2
Physicker (Master);       ITL 15 IQ 14    2       Physicker.
Priest;             ITL   12   IQ   9    2
Quarterstaff;       ITL   12   IQ   8    1
Recognize Value;    ITL   13   IQ   9    1
Remove Traps;       ITL   13   IQ   10   1   Detect Traps.
Running;            ITL   12   IQ   8    2
Scholar;            ITL   15   IQ   13   3   Literacy.
Seamanship;         ITL   12   IQ   8    1
Sex Appeal;         ITL   12   IQ   8    1
Shield;             ITL   12   IQ   7    1
Shipbuilder;        ITL   14   IQ   11   2   Seamanship.
Silent Movement;    ITL   13   IQ   9    2
Spear-Thrower;      ITL   12   IQ   8    1   Thrown Weapons or Pole Weapons.
Spying;             ITL   15   IQ   12   3   Silent Movement.
Strategist;         ITL   15   IQ   13   2   Tactics.
Swimming;           ITL   12   IQ   8    1
Sword;              ITL   12   IQ   7    2   Includes Knife.
Tactics;            ITL   14   IQ   11       1
Theologian;         ITL   16   IQ   14   2   Priest.
Thief;              ITL   14   IQ   10   2
Thief (Master);     ITL   15   IQ   12   2   Thief and Dexterity of 14 +
Thrown Weapons;     ITL   12   IQ   8    2
Tracking;           ITL   13   IQ   10   1
Two Weapons;        ITL   14   IQ   11   3   Dexterity of 13 + and talents for weapons used.
Unarmed Combat I;   ITL   14   IQ   10   2   Pre-requisite Dexterity of 13 or better.
UC II;              ITL   15   IQ   12   2   Unarmed Combat I and Dexterity of 14 or better.
UC III;             ITL   16   IQ   14   2   Unarmed Combat II and Dexterity of 14 or better.
UC IV;              ITL   16   IQ   14   2   Unarmed Combat III and Dexterity of 15 +
UC V;               ITL   16   IQ   14   3   Unarmed Combat IV and Dexterity of 16 or better.
Ventriloquist;      ITL   15   IQ   12   2
Vet;                ITL   14   IQ   11   2   Animal Handler.
Veteran;            ITL   13   IQ   9    3   Strength of 16 or better and Warrior.
Warrior;            ITL   13   IQ   9    2   Strength of 14 or better.
Woodsman;           ITL   14   IQ   11   1   Naturalist.
Whip;               ITL   12   IQ   8    1

								
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