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(TFT) Starship Trooper/Sci-Fi Talents (long)
Okay here is a BIG list of Talents that I haven't fleshed out
totally for a Ultra-Tech Sci-Fi TFT Scenario but I could use some
help placing costs for the talents and IQ levels for them. Also if
you were to break them into several Major catagories ie
Combat/Military, Civilian, Scientific, Psionic etc. How would you
break them apart?
If you see something about Primary Training and Secondary Training
thats an idea I am working on where your character would choose a
Primary Training ie Combat/Military in that catagory he could have
up to his IQ worth of talents. In his Secondary Training he could
have up to 1/2 of his IQ rounded down ie Psionics.
Civilian Talents can be used by anyone
COMBAT/MILITARY TRAINING
IQ8 Talents
Cost Talent Description
2 Hand to Hand - Military training in non weapon
fighting same as UC1 etc
2 Power Armor - Character has training in the use
and maintenance of all types of Power Armor. Characters without
this training may not use Power Armor of any type.
Primary Training uses Armor at stated DX minus
Secondary Training use Armor at additional DX -1
1 Camoflauge - The ability to hide yourself or
your equipment with the use of paints or exsisting materials
It takes an additional die/s to spot you when this talent has been
used. 10 minutes for man size object
2 Flame Weapons- Character has training in the use
and maintenance of all types hand held flame weapons
Primary Training at DX
Secondary Training at DX -2
2 Beam Weapons- Character has training in the use
and maintenance of all types hand held beam weapons
Primary Training at DX
Secondary Training at DX -2
3 Rail Weapons - Character has training in the use
and maintenance of hand held mass acceleration weapons
Primary Training at DX
Secondary Training at DX -2
2 Demolitions - Character has a deep understanding
of explosives and explosive devices, can set/disarm booby traps
etc. for destructive purposes
Primary Training at DX
Secondary Training at DX-2
2 Rocket Weapons - Character has a deep
understanding of use and maintenance of handheld rocket devices
Primary Training at DX
Secondary Training at DX-2
2 Nuclear Weapons - Character has a deep understanding
of use and maintenance of man portable nuclear devices
Primary Training at DX
Secondary Training at DX-2
1 Combat Sense - The ability to handle yourself
well in a fire fight. You will not get yourself caught in friendly
fire as easily, know what to do ina given situation etc
1 Forward observing - The ability to coordinate
artillery and aircraft to your defense or to hit a specific
target.
2 Gunnery - The ability to operate artillery
and use it effectively
2 Heavy Weapons - The ability to use Heavy man
portable fire power as a coordinated group
1 Drop Pod - The ability to use a drop pod
correctly for high altitude insertion also includes the Civilian
Talent Parachuting
2 Sniping - Military training in long range
acquisition and targeting of a singular target. If you have this
talent all range modifications are doubled. Must have a primary
weapons skill to be able to user this talent ie small arms, beam
weapons etc
1 Zero G-Handling - You know how to handle
yourself in a zero G atmosphere or in very low gravity 0-.67 G you
only operate at -2DX
in this situation
1 G-Handling - You know how to take heavy G
without blacking out and are still able to function at
DX -4 while under the heavy G loads
Tactics You know squad appropriate tactics and
military theory
Strategist You know battlefield appropriate
tactics and military theory
Electronic Warfare ECM and ECCm
Interrogation
Military Survival
Combat Reflexes
PSI OPS TRAINING
IQ8 Talents
Cost Talent Description
2 Mind Shield - Ability to block psionic intrusion
or compulsion using contest of will's compare IQ of attacker and
defender add or subtract dies as needed
Primary Training for each 3 points
difference attacker's IQ is higher add 1die, for each 2 points
lower subtract a die
Secondary Training for each 2 points
difference attacker's IQ is higher add 1die, for each 3 points
lower subtract a die
Telepathy Read Minds, project thoughts or
instructions
Mental Blow Magic Fist as per AW
Sleep As per AW rules
TeleControl Control person spell as per AW
Telekinesis As per AW rules
Levitation As per AW rules
Pyrokinesis Fireball spell as per AW can also
heat objects to volatile tempratures
Cryokinesis Equal to fireball but using ice,
can also freeze objects
Electrokinesis Lightning spell as per AW
Psychokinetic Sheild A physical barrier between
Psionisist and attacker
Clairvoyance See through objects
Clairaudience Hear through objects
Psychometry Mentally being able to know the
history of location
Precognition See the future
Teleport Teleport oneself, an object or
someone else. As per AW
Psychic Static Area effect that blocks other
Psionisists
Psychic Scream Are effect or mental attack to
disrupt another psionisist
Psychic Blast Defensive as per blast, shock
shield AW
Empathy Know the general emotional outlook of
person you link with
Healing Psychic healer
CIVILIAN TALENTS
These talents may be used by any PC no matter their Primary or
Secondary Training discipline
1 Melee Weapons - Exhibits a strong
understanding and training in the ability to use ancient weapons
in a combat attack situation
This would include all edged, hafted,
shafted and blunt weapons presently in AM
PC may use any of these weapons at -2 DX
or may pick a specialization and use that type at no DX penalty
2 Small Arms Character has training in the use
and maintenance of all types of pistols, rifles shotguns etc.
projectile weapons.
Primary Training at DX, Secondary training
at DX -2
1 Intimidation - The ability to make yourself more
physically opposing to other beings
3 Pilot/Space The ability to pilot space craft
2 Pilot/Atmospheric Planes, Helicopters,
Gliders etc. that operate in atmosphere
1 Driver/Light Ability to drive light military
and most civilian vehicles
2 Driver/Heavy Ability to drive heavy military
and Heavy civilian vehicles
Agility 3D spatial Sense
Spelunker
Appearance Absolute Direction
Forage
Endurance Acute Vision
Xeno-science
Preception Acute Hearing
Willpower Alcohol Tolerance
Acrobatics Alertness
Animal Handler Ambidextrous
Archery Catfall always lands on feet
Bureaucracy Damage Resistant
Business Double Jointed
Communications Eidetic Memory
Computer Robotics
Mundane Ability Extra Encumbrance
Hand Craft Extra Fatigue
Dance Fearless
Disguise Hyper Reflexes
Dodge Hyper Strength
Earth Sciences Immunity to Disease
Electronics Immunity to Poison
Electronic Design Injury Tolerance
Etiquette Interface Jack
First Aid Intuition
Foreign Language Intuitive Math
Forgery Legal Immunity
Gambling Night Vision
Haggling/Barter Psionic Resistance
Human Perception Rank
Investigation Sharpshooter
Law Unfazeable
Leadership
Life Science prerequisite for Medicine
Literature
Mechanics prerequisite for mechanical design
Mechanical Design
Medicine
Music
Navigation
Astro Navigation
Physical Sciences
Psychology
Riding
Security
Sex Appeal
Sleight of hand
Social Sciences
Stealth
Streetwise
Survival
Swimming
Teaching
Throwing
Tinker
Visual Arts
Robert Morger
Pangaea_TFT Fantasy RPG adventure
http://groups.yahoo.com/group/Pangaea_TFT/
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