Baldrick wrote:Talents play an important part in my view... they allow you to differentiate between heroes (representing something unique that another player could never have) and allow you to create cool background stories for each character. My favourite talents are exactly those that seem to imply a certain past, like Knighted, Learned or Dark Veil. I would love to see the Talents list greatly expanded to cover different regional flavours. For example, I am thinking of sticking a Conan-esque city in the Desert of Skulls, and some Talents might be:
Pit Slave: This hero was once enslaved in the infamous Pits and still bears the marks of that experience. (S)he automatically gains the trust of other slaves, as long as (s)he does not act haughtily towards them, and can rely on their help. Reduce the hero's status by 1 to a minimum of zero.
Acolyte of Set: This hero willingly or unwillingly served in the underground temples of Set, the Snake God. (S)he can identify any poison ir even the presence of poison with a successful skill test (a failure means the hero must take a Luck test or become poisoned in the attempt).
Thieves Guild: This hero was trained in the infamous thieves guilds. In addition to knowing the secret signs of the thieves, this hero knows the hiding place of a well-guarded treasure lode somewhere in the city. However, due to a falling out with the guild masters, the hero now has a mark on his/her head!
I personally prefer to show this with the heroes special skills, and a bit of input from the DM.