Appendix A: Talent Descriptions
Weapon Skills
- Guns:+1cs to all hand guns and Rifles
- Heavy Weapons:+1cs to violenly explosive projectile weapons.
includes Grenade launchers to Tank Guns.
- Thrown Weapons:+1cs to Agility for Spears, disks, shurikens,
snowballs, etc.
- Bows:Without this talent -1cs to agility to hit when using bows.
With this talent gain a +1cs, and may fire and reload in a single round.
They may fire multiple arrows on a successful Agility FEAT
- Blunt Weapons: +1cs with Clubs, bats, etc.
- Oriental Weapons:This grants the character a +1cs to fighting
or agility when using the following; Shurikens, crossbows, sais, and oriental swords and daggers
- Sharp Weapons:+1cs to hit with swords, daggers and
spears (unless thrown). Does not include Claws and other natural extension,
- Marksman: +1cs to hit with any distance weapon that requires line
of sight to hit, and marksman takes no penalty for range.
- Weapons Specialist:Character
gains +2cs with a single weapon of choice. Character also recieves a +1cs
to initiative when using that weapon.
- Weapons Master: Character gains a +1cs to hit with any weapon
that requires a fighting FEAT to hit.
Fighting Skills
- Martial Arts: Each Martial arts style costs 250 Karma, or a talent slot to
gain. Each basic style gives you a +1cs to Fighting (noncummalitive).Each special move
costs an additional 250 Karma or talent slot to gain. You may pick any special
manuever in the belt rank, but must take all of one level before moving to the next.
Damage may never exceed AM (50). All the Martial Arts stuff is
here
- Wrestling:+2cs for making garappling attacks, but not damage
- QuickStricking: +1cs to fighting feats involving trying to make multiple
attack rolls. Also gains +1 to initiative
- Aerial Combat: +1cs in the air
- Underwater Combat:+1cs underwater
- Tumbling:Hero may make a roll to land on his feet after any fall
that doesn't do damage
- Acrobatics:Gains climbing, Dodging, and Gymanastics. +1cs to evading
- Climbing:Allows you to climb trees, telephones , buildings cliffs, etc.
+2cs to agility when trying this. Failure can be painful.
- Dodging: +1cs to dodging
- Gymnastics: Enables
a character to perform flips, rolls , etc, and also allows a character
to juggle. This skill will readily impress a crowd and increase the popularity
of th hero +2 every time he works it into a battle where popularity is
available.
Professional Skills
- Medicine: Gains First Aid, Forensics, Medical
Treatment, and Surgery subskills. The person with this skilll can halt
Endurance loss. THis character can bring back a character who reached Sh0
up to 20 rounds after they reached that level. A character can restore
one rak of endurance to a wounded character once a week, in addition to
normal healing. +1cws on Reason FEATs that involve medical problems, medication,
poisons, and surgery
- First Aid: May
halt endurance loss and may stabalize a character at Sh0 up to 5 rounds
after they reach that level.
- Forensics:
Enables a character to determine informatin regardng the manner of death
by examing a body. Such analysis must be made in a laboratory in all but
the most obvious cases. in a laboratory, the exact cause of death, and
an approximate time of death can be determined.
- Medical Treatment:Allows a character to effectively fight disease and
injury. This allows him to regain endurance rank once per day. This must be done
with the proper equiptment. If the equiptment is unavailable only First
Aid may be administered
- Surgery: Allows
the charactre to repair extensive physical damage. Surgery skill gives
you the ability to perform surgery and a +1cs to Reason FEATs while performing
them. If the surgery is performed anywhere but a hospital type setting,
the surgery is done at a -2cs. Extensive surgery on an Alien or other abnormal
physiology there is also a -2cs. Surgery is vry dangerous to the patient.
If the Surgery is succesful the patient recieves twice his endurance points
in health. If the surgery is unsuccessfgul the patient Loses three times
his Endurance points. If the character reaches Sh0 he may die. Completing
a succesful surgery should be worth a lot of Karma.
- Law Enforcement: Includes Gun and Law talents and the Police Procedure
talent. If a characer is still with the Law Enforcement agency, he may
carry agun and make arrests legally
- Pilot (air): Has a working knowledge of most aircraft, and recieves
a +1cs to all FEATs invloving aircraft
- Military: Includes
Camouflage, Cartography, Demolition, Electronic Countermeasures, guns,
and Heavy Weapons and grants a +1cs to all military matters including army
weapons. Gain one co ntact in the military.
- Camouflage:
Allows a character +2cs to trying to camouflage equiptment, objects, and
self. Requires a yellow Intuition FEAT for a person to find it.
- Cartography: enables a character ot draw and interpret
maps and grants +1cs to all attempts.
- Demolition:
+1cs to BLOW STUFF UP! Finding the weak place in buildings and recognize
and defusing bombs. Like surgery this talent is a dangerous one to fail
at. Meaning: SPEND KARMA!!! Failure indicates you BLOW UP taking full damage
from Exposion, unless its a dud.
- Electronic
Countermeasures: (ECM) enables a character to understand, operate,
and detect the use of bugs, jammers, and decoders. +1cs to Reason in using
them, Intuition for finding them.
- Tracking: This skill allows you to track others and to cover your own
trail. When doing the tracking +1cs for tracking people +1cs fro each person over
one that you are tracking.
- Business/Finance: +1cs dealing with money
- Journalism:Hero gains 2 additional contacts in the media
- Engineering: +1cs to all FEATs involving building things, including the
Resource roll.
- Crime: This character understands the
criminal mind and organization and recieves +1cs to FEATs of theis nature
and also recieves an additional contact in either the Police or Criminal
activities
- Psychiatry: +1cs in all FEATs
involving the mind. A popular talent for those with mental powers. These
character gain a +1cs on FEATs involving Mental Contact, Domination, Hypnosis,
Emotion Control, and Mental Probe powers.
- Detective:
Gains Clue Analysis, Counterfeit recognition, identification System, Law,
and Police Procedure. This character is trained to notice small clues to
a crime, and gains +1cs to find them, and also gains 1 contact in either
Crme, Law enforcement, or Law.
- Clues Analysis:
+ 1cs to Intuition/Reason on gathering information on clues.
- Counterfeit Recognition: +1cs to Intuition for identifying
false signatures, money, art, etc. A failed roll means that the character
believes its genuine.
- Identification Systems:
enables a character to identify another character through fingerprints,
retina scans, or voice prints, if they access to the proper equiptment.
If the character is unknown to the authorities than there is no chance
to identify the character.
- Police Procedure:
Enables a character to avoid both police conflict and security. For example;
such a character could apprehend felons and gain access to a crime scene
without being arrested.
- Law: A character
with law gains +1cs to al FEATs involving law
- History:
+1cs in history of civilizations, cultures, writings, and historic facts.
- Driving (Ground): +1CS to driving and
controlling cars, trains, tanks, hovercrafts, etc.
- Pilot
(Space): +1cs to all FEATs involving spacecratft
- Driving (water): +1cs to all FEATs involving sailboats,
aircraft carriers, submarines, tugboats, and so on.
- Gadgetry:
Can build and identify Gadgetry, and recieve a +1cs to all FEATs involving
them.
- Build Gadgets: Enables a character
to build and design gadgets.
- Identify Gadgets:
Enables a character to Identify and use Gadgets but not build them. Alien
technology results in -1cs to -5cs
- Architecture:
+1cs in architecture FEATs
- Politics:
Being involved with politics in the public eye, you are either realy liked
or really hated. If the charcter is already freindly you gain a +1cs in
getting help, but if the character is unfriendly or hostile you recieve
an additional -1cs. You gain 2 contacts, Usually your cheif supporter (possibly
a crime boss)
- Thief: The thief gains Forgery,
Escape Artist, Locks and Safes, Pickpocketing, and Stealth subskills.
- Forgery: enables a character to create excellent copies
of a signature or work of art.
- Escape Artist:+1cs
to strength in trying to escape holds or bonds.
- Locks
& Safes:Grants the character the ablity to pick locks and crack
safes. this requires a reason FEAT to accomplish
- Pickpocketing:
Allows the character the ability to "borrow" items from another person
without their knowledge. Can grant as much as +2cs to agility if item is
in an accessible place (outside pocket of an overcoat.)
- Security Systems: Gives the character an abilit to
bypass, override, etc, security systems. Can recieve as much as +3cs to
all rolls involving systems if player takes appropriate measures (staking
it out, experiance with particular system, Etc)
- Stealth:
Causes a -1cs to Intuition FEATs when trying to detect this character.
Scientific Skills
- Chemistry:
A +1cs on matters of Chemistry, including finding cures for inorganic diseases,
developing new formulas, and indentifing chemicals.
- Biology:
+1cs to Biology, including animal and plant identification, finding cures
for organic poison and researchi ng diseases and cures
- Geology:
+1cs to matters of the earth, including volcanic activity, types of rocks
and their powers, and mineral identification.
- Genetics:
+1cs to matters involving genes, including creating new life forms, understanding
mutants, and researching diseases.
- Archeology:
+1cs to things involving the past, including paleontology, historical records,
and ancient myths and legends.
- Physics:
+1cs on matters involvingphysics and astrophysics, including motion, flight,
planets and stars.
- Computers: +1cs to
matters involving computers, computer controlled devices, and artificial
intelligence, Includes Programming and Internet subskills
- Programing: +1cs in matters of programming and reprogramming
computers and such.
- Internet: +1cs to
gather information and communication
- Electronics:
+1cs to electronics including building and repairing
- Mechanics:
+1cs to building and repairing vehicles
- Robotics:
+1cs to the understanding, building and repairing of robots.
Mystical & Mental Skills
- Trance:This
character may place himaself into a trance. while in a trance the character
slows his body functions to the point of appearing dead (intuition FEAT
for those checking). A character in a trance reduces the need for food
and water and may regain Endurance Ranks once per day.
- Mesmerism
and Hypnosis: This talent is a primitive form of mind control with
the power rank equal to reason. Information can be gained as per mental
probe and Post hypnotic suggestions may be implanted in the characters
mind. Any attempt to force a person to do something they would not normally
do, the hypnotism breaks.
- Sleight of Hand:This
is a talent developed by magicians which cause objects to appear, disappear,
and reappear. The character with this talent may palm small items making
them appear or disappear with agility +1cs ability
- Resist
Domintation: Like a Psi-screen, it operates at +1cs to Psyche for
resisting mental attacks
- Mystic Origin:
Powers may be mystical in nature or the player has had some dealings in
magic
- Occultist Gains Occult Knowledge, Create Objects , Identify Objects
and Ritual Magic.
- Occult Knowledge: Characters with this talent has a knowledge
of magical societies, antiquities, runes, and a general understanding of forgotten
lore. The character gains +1cs to to reason FEATS involving items of occult
nature.
- Create Object: enables a character to create mystical items and artifacts.
Items are built just like normal gadgets.
- Identify Object: Enables a character to identify and use a magical item
with a +1cs to Reason.
- Ritual Magic:Reason FEAT to perform magical ceromonies.
To do this you need knowledge of the ceremony (usually from a book), equiptment,
and time. Time is 1d20 times 2 = rounds of spellcasting needed.
Other Skills
- Artist:This
character may recieve 10 times the amount of time it takes to produce the
work of art in Karma.
- Actor:This gives
the ability to be used to disguis a character. An actor recieves a +1cs
to all disguise attempts and opponents recieve a -1cs to seeing through
the disguise
- Photographer:This character
can recieve money for pictures taken (like Peter Parker)
- Writer:Enables a character to produce novel, screenplays,
comic books, poetry, coloring books. Takes at least a week to complete.
- Charisma:Also recieve Interrogation,
Intimidation, Persuassion, Also gives a +1cs to all forms of Character
Interaction.
- Interrogation:+1cs to Interrogation
- Intimidation:+1cs to Intimidation
- Persuasion:+1cs to Persuasion
- Languages:Character
with this talent has a natural understanding of languages. Character automaically
starts with one extra language, and may add another for 500 karma regardless
of who teaches it.
- Repair/Tinkering:
Recieves a +1cs any Reason FEATs involving the repair and modification
but not the building of new items
- Trivia:Similair
to the Scholar advantage. Gives +1cs to any specified subject
- Animal Handling:Gain Animal Training and Riding
- Animal Training:This Character may teach animals simple
tricks. If the Char acter has animal communication, control, or empathy
they recieve a +1cs
- Animal Riding:This
talent allows a character to recieve a +1cs to ride any animal trained
for that purpose. If the animal is untrained theis character does not
recieve a -1cs
- Heir to Fortune:Not really
a talent, but a situation which brings the character into a lot of money.
Minimum resources are Rm. THis talent may not be gained after generation.
- Student:Similair to Heir to fortune,
this talent may only be chosen at the start of play. The student character
has no other initial talents, but may gain other talents at a discounted
price.New talents cost 1000 karma points if learned from another player,
800 if learned from an outside source. Students may maintain Advancement
totals for a Talent along with other forms of advancement funds.
Leadership:The Hero with this talent is a natural born
leader. If this Character forms akarma pool with a team then that pool
receives a 50 point bonus, provided that this character is recognized as
the team leader. When the leader leaves, the 50 points go with him. The
leader does not gain them, they simply leave the pool. Only one leader per
team.
- Streetsmart:Character know the
streets and how to survive theere. Character also gains 2 contacts at
the s treet level
- Television Junkie:Character
gains +1cs to anything he might of seen on television.
- Ultimate Skill:Like martial supremecy. Take any skill and you may
become
a grand master of that skill. this talent gains a rank, you add that rank
to the attribute needed when using this skill. Ultimate skill of robotics
with a rank of EX (20). When building a robot and you have a reason of
GD (10) you may roll on RM column (20 +10 = 30 = RM) You may not have martial
supremecy, and Ultimate skill on the samesubject. No double benefits.