





Tunnels & Trolls Talent Listing
One of the more significant additions to the 7th edition of Tunnels & Trolls is the inclusion of character Talents, special abilities or skills that the character is good at. Talents provide a nice balance between skill-based systems on one end, and just using attributes for everything and ignoring skills, at the other end of the spectrum. Per the 7th edition rulebook, players may choose anything that they want (though the GM has final say) as a talent. Some players (like myself) like examples, though, to kick-start our imaginations and provide us some beginning options to start creating a character concept around. With that in mind, here is a list of possible Talents for T&T players to choose from. This list is not authoritative, and players should feel free to pick other things as Talents, but some may find this list useful.
- Acrobatics (DEX) allows a character to perform moving manoeuvres for performance or adventuring, including general knowledge of acrobatic styles.
- Ambidextrous (DEX) the character can use either hand with equal effectiveness.
- Animal Handling (CHR) - Ability to properly handle/train an animal. Applies only to domestic animals, including horses and other standard riding animals in your campaign.
- Appraising (INT) - evaluate the money value of gems and jewellery.
- Astronomy (INT) - Knowledge of stars, the moon, and planets.
- Begging (CHR) knowledge of proper techniques for begging for money on the street to maximize revenue.
- Call Animal (CHR) - Choose an animal type. Call brings an animal of that type that can be questioned or given simple tasks. The character must be able to speak to the animal to use this talent.
- Climbing (ST) - scaling any vertical surface.
- Cooking (INT) - create a meal of quality.
- Craft (INT) - choose a specialty (i.e., leatherworking, smithing, woodworking). Allows a character to make an item of the relevant type, if proper equipment and supplies are available. Allows for limited appraisal of the specific type of items the skill applies to.
- Direction Sense (LK) - character can intuit their compass direction from natural landmarks/stars/sixth sense.
- Disguise (CHR) - The ability to use various tools and props to change the look and sound of a character to appear to be someone else.
- Empathic Link (WIZ) - select a permanent target for the link. Allows a character to feel what the target is feeling.
- Fishing (LK) - knowledge of the tools and techniques to properly catch wild fish.
- Fisticuffs (STR) knowledge of general brawling techniques, allows for special moves when in this combat situation.
- Gambling (LK) - knowledge of various games of chance and skill, as well as ways to influence the results in your favour.
- Healing (INT) - knowledge of healing techniques, as well as minor medicines and herbs that aid the healing process.
- Herbalism (INT) - knowledge of wild and domestic plants and their pharmacological uses, as well as how to properly prepare them.
- History (INT) - knowledge of a specific subject (i.e., the history of Khazan, or the history of the 2nd Troll War).
- Jumping (DEX) - ability to leap large distances.
- Leadership (CHR) - like persuade, but applies to large groups of people, rather than single individuals. Saving rolls are usually harder the larger the target group is.
- Listening (LK) - ability to hear quiet sounds or to discern specific sounds within a larger soundscape (i.e., hearing a knife drawn within a noisy street crowd).
- Literature (INT) general knowledge of all forms of literature in the characters culture.
- Magic Sense (WIZ) - allows a character to "feel" whether an item is magical in nature without casting a spell.
- Masonry (ST) - ability to properly build stone structures, including how to cut stones, as well as the ability to appraise stonework.
- Music (CHR) general knowledge and ability with all forms of music.
- Painting (DEX) - the ability to paint pictures, including knowledge of appropriate tools (paint, brushes, canvas, etc.) of the trade.
- Persuasion (CHR) - taking someone into doing what they otherwise would not do.
- Pick Locks (DEX) - the ability to use a professional lock pick or improvised tools to open a traditional key lock.
- Pick Pockets (DEX) - the ability to pick someone's money pouch or other small item off their person without them noticing.
- Playing Cards (LK) the ability to win at gambling games involving cards, including knowledge of various types of card games.
- Play Music (DEX) - choose a specific instrument. Allows a character to play quality music on the selected instrument, and provides some limited ability to appraise instruments for quality.
- Poetry (CHR) allows the character to create and perform poetry.
- Poisons (INT) - allows the creation of poisons and related antidotes, if appropriate ingredients are at hand.
- Religion (INT) - knowledge of sacred texts and rituals.
- Riding (DEX) - choose a specific animal. Allows a character to performing activities on the animal more strenuous than a simple walk or light trot. Allows for manoeuvres on the animal, including combat manoeuvres.
- Search (LK) - allows a character to find hidden objects. Usually does not apply to objects that are hidden by magic.
- Singing (CHR) - allows a character to sing songs at a high level of quality. Also provides some limited knowledge of different singing styles.
- Stealth (DEX) - allows a character to move without making any noise.
- Streetwise (INT) allows a character to properly case an urban environment and mark key individuals (i.e., guards, fences, underworld contacts).
- Survival (INT) - choose a specific environment. Allows a character to forage for food and water within a harsh environment.
- Swimming (STR) - includes rescues, dives, and other feats.
- Swordplay (DEX) allows a character to perform combat manoeuvres when using a sword.
- Tactics (INT) - knowledge of standard military tactics. Applies to small skirmishes as well as large pitched battles and sieges.
- Tracking (INT) - locate and follow tracks or path taken. Applies to tracks from animals as well as humans and humanoids. Usually does not apply to fish or birds.
- Tumbling (DEX) allows the character to fall in such a way that they minimize damage taken.
- Unarmed Combat (STR) general ability to perform combat manoeuvres when fighting without a weapon.
- Weapon Disarming (DEX) allows a character to attempt to disarm her foe with a special combat manoeuvre.
- Weapon Master (DEX) - choose a specific weapon. this talent allows a character to roll an extra die in combat while using the chosen weapon.

This page was last updated on August 15, 2006