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    _The Ultimate Talents Book_By Major Tom Sawyer/The Skycutter

    Version 2.0

    All Marvel Characters and the distinctive likeness thereof are trademarks of the Marvel ComicsGroup. MARVEL SUPER HEROES and MARVEL SUPER VILLIANS are trademarks of the Marvel

    Comics Group. All rights reserved. TSR is a registered trademark owned by TSR Inc.TSR inc. is a subsidiary of Wizards of the Coast, Inc., a division of Hasbro, Inc.

    Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and ofMarvel Characters, Inc. and are used without permission.

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    _Foreword_

    Why create an Ultimate Talents

    Book? I created this book as an answerto the Ultimate Powers Book. It wasgreat for those who had been playingthe older versions, or simply without toadd new life to the game. It wasexciting to have new powers that youhad never rolled before. Hopefully thiswill give some of you a chance to playwith new Talents for your characters.

    This book was spawned from manyprinted lists from various sites from thenet, pages of Talents that had beencreated in various gaming groups Ihave participated in, and last but notleast, official Marvel Super Heroes Roll-Playing books. I had been searching fora more complete and in depth list ofTalents. What I found were many greathome-brewed lists. The only problemwas how to use all of them? The onlyrecourse I felt was to just go aheadand do it myself.

    Another problem I ran into was

    some of the supplements I found onthe web were incomplete. One of themI found, quite possibly the best, listed67-73 as Medicine Talents, and 67-73as Mystic and Mental Skills. Anotherproblem I had with web-lists was theincompleteness of the information inmy opinion. On more than a few ofthem, the Talent description was leftblank, or was something to the effectof: Sports Medicine- Of course. Noted,that most of us know what thoseTalents are, but have any of you everhad to answer in the middle of acombat situation "Now what does myTalent allow me to do"?

    I will not take sole credit for thisbook. I will only take the credit asbeing the first person to sit down and

    make this thorough of a list. I hope allof you enjoy this book and don't get totired of me repeating myself. And asalways, make mine Marvel!

    _Special Thanks:_

    -My fiance, Tammra Goodman, forputting up with a gaming nerd like me.I could not have done this without herhelp. Not to mention, being one of thefirst people to truly believe in me. I amnot sure if anyone knows just howmuch she means to me.-Zan, for making many books free onthe web.-Firebomb, for some well-writtenoriginal Marvel Role-playing books.-R. Jason Kidd, for showing me thatnet books can be a lot of fun anduseful!-Jason Ford and his girlfriend CrystalHarrall, for letting me use theircomputer to access the net when I wasotherwise unable.

    -The Skycutter, for having one of thebest Marvel related sites on the web(Http://www.classicmarvel.com/ ).-Marvel Comics, for making dreamscome true.

    _Credits:_

    Written By: Major Tom SawyerEdited/Co-Written By: TammraGoodman/The SkycutterInterior Art By: Art posted on theWorld Wide WebCover By: Major Tom Sawyer/TammraGoodman/Marvel ComicsConcept By: Fans of the Classic MarvelSuper Heroes Roll-Playing Game theworld over.

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    _Table of Contents_

    ForwardPage 1

    Special Thanks..Page 1

    Credits..Page 1

    Introduction toTalents..Page 3

    Ultimate TalentsTables.Page 6

    Glossary of Talents.Page 11

    Appendix A: TalentCharts from OfficialMarvel Super HeroesRoll-Playing Books..Page 29

    Appendix B: NewTalents CreationWorksheetsPage 31

    In ClosingPage 34

    _Introduction to Talents_

    _What are Talents?_

    First lets look at page 4 of the Players Book:

    *Non-super-human abilities that may be possessed by characters in theMarvel Universe

    *Used to perform specialized actions at a specific benefit

    *Are individual; modify an existing primary or secondary ability rank, orprovide special abilities*May be learned as a hero gains experience

    _How do I use my Talents?_

    Next we will look at page 17 of the Players Book:

    Talents are used in two fashions, In the first case, they may modify the abilities of thecharacter in specific instances.

    For example, take the Science and Professional Talents. A Talent in Biology gives youa +1CS on Reason FEATs, which involve Biology. The players are encouraged to use

    this whenever they can get away with it, within reason. That said a character withBiology cannot identify the presence of radiation any better than the next guy. He canlook at the plant life and from that deduce (with his +1CS) that there is or was aradiation source in the area. (The moral of the story is, players should get creativewhen using Talents)

    Certain Talents do not modify Talent FEATs. They either provide for specific abilities(such as First Aid) or special backgrounds (such as Mystic Origin or Heir to aFortune).

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    _How do I get more Talents?_

    Next we will look at page 39 of the Players Book:

    Talent Addition: Heroes may add to the Talents they have by spending Karma intothe Advancement pool and seeking training. Additional Talents must always have arationale. If your character wants to learn Martial Arts D, The hero must findsomeone to teach him or her. Characters may learn from other player characters at acost of 2000 points, or from NPCs at a cost of 1000 points per Talent.

    The book also defines Talent Addition on the same page:

    Talent Addition is the gaining of a new Talent from those listed on the Talent table, orthe development of a new Talent.

    _How many Talents do I start with?_

    For this, I shall reprint the chart from page 14 of the Ultimate Powers Book*, thechart from page 11 of Realms of Magic, as well as page 7 of the Player's Book. Iwanted to list both tables for those who do not choose to use the Ultimate PowersBook. On both tables, the number before the slash represents the initial number ofTalents, while the number after the slash represents the maximum number ofTalents. For each Talent gained, roll on the Talent category, and the roll for thespecific Talent on for that category. Note- In the Player's Handbook, the player onlyrolled for the category. They were allowed to choose the specific Talent. So I willleave this decision to the judge for that particular game.

    *Note-the listing of page 14 of the Ultimate Powers Book, may not be the originalpage number this appeared on. I used the version from Zan's Super Home.

    (Http://zap.to/zansA great site! Check it out, true believers! -Major Tom Sawyer) Hehas added in the Ultimate Addenda from Dragon Magazine issue 122.

    _Player's Handbook Initial Talents Table_

    01-20 1/621-60 2/561-90 3/491-00 4/4

    _Realms of Magic Initial Magic Wielder Talents Table_

    01-35 1

    36-70 271-00 3

    _Ultimate Powers Book Initial Talents Table_

    01-12 0/313-26 1/427-41 1/642-55 2/456-66 2/667-75 2/876-83 3/4

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    84-89 3/690-94 4/495-97 4/8

    98-99 5/600 6/8

    _Basic Set Campaign Book (Orange Cover)_

    01-20 121-60 261-90 391-00 4

    _Basic Set Rule Book (Purple Cover)_

    01-10 1

    11-50 251-90 391-00 4

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    _Ultimate Talents Tables_

    01-06 Alternative Sciences

    07-11 Astronomy12-16 Biology17-22 Chemistry23-27 Crime and Law28-32 Cognitive Sciences and Humanities33-38 Computer Sciences39-44 Earth Sciences45-49 Engineering50-54 Espionage55-60 Fighting Skills61-66 Medicine67-72 Mystic and Mental Skills73-77 Other78-82 Other II83-87 Physics88-93 Piloting Skills94-00 Weapons Skills

    01-06 Alternative Sciences

    01-13 Alien Studies14-29 Catastrophism30-48 Cryonics49-58 Mutant Studies59-75 Paranormal Phenomena76-89 Parapsychology

    90-00 Xenobiology

    07-11 Astronomy

    01-20 Astronautics21-40 Astrophotography41-60 Astrophysics61-80 Radio Astronomy81-00 Stellar Cartography

    12-16 Biology

    01-05 Anatomy06-10 Animal Behavior

    11-15 Biophysics16-21 Biotechnology22-26 Botany27-31 Ecology32-37 Genetics38-42 Immunology43-48 Marine Biology49-54 Microbiology55-61 Neurosciences62-67 Parasitology68-78 Phenology79-90 Psychobiology91-95 Radiobiology

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    96-00 Zoology

    17-22 Chemistry

    01-11 Alchemy12-24 Chemical and Biological Weapons25-37 Chemical Engineering38-50 Electrochemistry51-64 Organic Chemistry65-77 Polymers78-88 Sonochemistry89-00 Spectroscopy

    23-27 Crime and Law

    01-10 Criminology

    11-21 Detective/Espionage22-32 Forensics33-43 Intimidation/Interrogation44-54 Law55-65 Law Enforcement*66-76 Negotiations77-87 Pick Pocket88-94 Street Smarts95-00 Thievery

    28-32 Cognitive Sciences and Humanities

    01-13 Anthropology14-29 Archaeology

    30-48 History49-58 Philology59-75 Music Cognition76-89 Philosophy90-00 Psychology

    33-38___Computer Sciences

    01-13 Architecture14-29 Artificial Intelligence30-48 Computer Engineering49-58 Graphics59-75 Security and Encryption76-89 Software Engineering and Programming

    90-00 Virtual Reality

    39-44 Earth Sciences

    01-11 Agriculture12-25 Geography26-38 Geology39-50 Hydrology51-64 Meteorology65-75 Metallurgy76-90 Oceanography91-00 Seismology

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    45-49 Engineering

    01-06 Aviation and Aeronautics Engineering07-11 Astronautic Engineering12-17 Automotive Engineering18-21 Civil Engineering22-25 Cybernetics26-31 Demolitions32-37 Electrical Engineering38-44 Locksmith45-50 Marine Engineering51-57 Mechanical Engineering58-63 Military Engineering64-69 Nuclear Engineering70-76 Repair/Tinkering

    77-82 Robotics83-88 Structural Engineering89-95 Weapons Engineering96-00 Weapons Tinkering

    50-54 Espionage

    01-11 Ballistics12-24 Blending25-37 Demolitions38-50 Disguise51-64 Intelligence65-77 Security78-88 Stealth

    89-00 Tracking

    55-60____Fighting Skills

    01-03 Acrobatics04-06 Boxing07-09 Brawling10-13 Exhibition14-20 Martial Arts A21-28 Martial Arts B29-36 Martial Arts C37-45 Martial Arts D46-52 Martial Arts E53-58 Martial Arts F

    59-64 Martial Arts G65-69 Martial Arts H70-75 Martial Arts I76-81 Martial Arts J82-88 Wrestling89-94 Thrown Weapons95-00 Tumbling

    61-66 Medicine

    01-05 Acupuncture06-10 Cardiology11-15 Chiropractic

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    16-20 Dentistry21-25 Emergency Medicine26-33 First Aid34-39 Geriatrics40-44 Obstetrics and Gynecology45-49 Oncology50-54 Pathology55-60 Pediatrics61-65 Pharmacology66-70 Physical Therapy71-75 Plastic Surgery76-81 Psychiatry82-87 Radiology88-93 Sports Medicine94-98 Surgery99-00 Veterinary Medicine

    67-72 Mystic and Mental Skills01-07 Bibliophile08-14 Chronicler of Magic15-21 Demonologist22-29 Mesmerism and Hypnosis30-36 Mystic Background*37-43 Occultist44-50 Resist Domination51-57 Runesmith58-64 Scholar of Antiquities65-71 Sleight of Hand72-79 Stamina80-86 Theoginist

    87-93 Trance94-00 Zoologist of Magic

    73-77 Other

    01-08 Accounting09-18 Animal Training*19-30 Artist31-40 Business/Finance41-50 Escape Artist51-57 Heir to a Fortune*58-67 Journalism68-75 Leadership*76-82 Performer

    83-88 Politics89-91 Sewing and Tailoring92-94 Student(If this Talent is rolled, no other initial Talents are

    allowed to be rolled.)95-97 Survival98-99 Trivia

    00 Television Junkie

    78-82 Other II

    01-11 Any Existing Talent chosen by the Player12-22 Attractive23-33 Cartography34-44 Driver

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    45-55 Languages56-66 New Talent Devised by Player67-77 Oratory78-88 Seduction89-00 Video Games

    83-87 Physics

    01-15 Acoustics16-32 Atomic Physics33-48 Cryogenics49-66 Energy and Particle Physics67-83 Mathematics84-00 Quantum Physics*

    88-93 Piloting Skills

    01-15 Airplane Pilot16-27 Automobile Specialist28-38 Boat Pilot39-50 Helicopter51-63 Military Vehicle Specialist64-77 Motorcycle78-89 Spacecraft90-00 Submersible Vehicle

    94-00 Weapons Skills

    01-09 Blunt Weapons10-18 Archery*19-27 Guns28-35 Marksman*36-44 Oriental Weapons45-52 Paired Weapons53-60 Quick Striking61-68 Ricochet69-76 Sharp Weapons77-84 Thrown Weapons85-92 Weapons Master*93-00 Weapons Specialist*

    *-Counts as two Talents.

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    _Glossary of Talents_

    A_Accounting- Dealswith the character'sability to handleaccount information.The character receivesa +1 CS when applyingthis Talent towardbalancing a checkbook,handling teamaccounts, andbudgeting.

    _Acoustics- Deals withthe study of noisecontrol and Sonoluminescience, using sound toproduce light in liquids.The hero gains a +1 CSbonus to the researchand application of theabove.

    _Acrobatics- The herowith this Talent is verylimber and as suchgains advantages whenunder attack. The herogains a +1 CS whendodging, evading, andescaping.

    _Acupuncture- Anancient art from theOrient that deals withusing needles and

    puncturing the skin inorder to allow"negative" energy to bereleased. The characterreceives a +1 CS whenapplying this directly,or researching. Thisalso includes any FEATsneeded forAcupressure.

    _Agriculture- Dealswith field crop

    production and soilmanagement. Also, acombination of theproducing operations ofa farm, themanufacture anddistribution of supplies,and the processingdistribution and storageof such supplies. Thedevelopment and repairof farm equipment,irrigation systems andlandscape planning.Can also includeforestry, the science ofdeveloping, caring forand cultivating forestsand/or timberlands.

    _Airplane Pilot- Thehero gains a +1 CS toagility when pilotingairplanes. Includescommercial jets, smallplanes, and fighter jets.

    _Alchemy- A medievalchemical science andspeculative philosophyaiming to achieve thetransmutation of thebase elements intogold, the discovery of auniversal cure forDisease and thediscovery of a means of

    Indefinitely prolonginglife. The Judge will haveto work VERY carefullywith the Player on thisTalent. The hero inquestion gains a +1 CSbonus to the applicationand research of theabove information.

    _Alien Studies- Dealswith the study of aliens.A character receives a

    +1 CS when applyingthis to study aliens andcan be used to aid inhealing an alienmember of one's team.

    _Anatomy- Deals withthe human body. Thecharacter receives a+1CS when trying toheal or harm. The herowith this talent has abetter generalknowledge of the bodyand it's strengths andweaknesses.

    _Animal Behavior-Deals with the attitudesand behavior ofanimals. The hero withthis talent has a betterunderstanding ofanimals and so receivesa +1 CS when dealingwith them. This wouldbe useful if a bearescaped from the zooand the hero was askedto bring it back. Thehero would know betterhow to approach theanimal and the likelyoutcome of theanimal's actions.

    _Animal Training-The character with this

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    Talent has the ability totrain animals toperform certain stunts.

    The individual does nothave Animal Empathyor Communications andControl, but may teachan animal a trick basedon a Reason FEAT roll.If the hero with thistalent does haveAnimal Empathy orAnimalCommunications andControl as Powers,these Powers are raised

    by +1 CS.

    _Anthropology- Thehero with this Talent isonly given Reason FEATbonuses if a specificculture is taken (+1CS). However, anoverview is known onthe subject. More thanone branch can beselected, each taking aslot.

    _Any Existing TalentChosen by the

    Player- When thisTalent is rolled, theplayer may choose anyTalent from this list forhis/her hero.

    _Archaeology- A +1CS on matters involvingthe past, includingpaleontology, historicalrecords, and ancientmyths and legends.

    _Archery- The heromust choose either aBow or Crossbow. Thehero gains +1 CS toAgility to Hit. May Fireand Reload in a SingleRound. He/she alsoreceives +1 to allInitiative rolls with the

    selected Bow in ArmedCombat. +2 CS toAgility to Hit if the

    character possesses theBows Talent, with anytype of Bow with nopenalties listed above(See Bows).

    _Architecture- ThisTalent deals with thedesign and constructionof buildings. The herowith this Talentreceives a +1 CS whenattempting to build or

    to study a building.

    _ArtificialIntelligence- Thestudy and research ofman made thinkingsystems. The hero iscapable of researching,or even creating thisnew form of "life", andgains a +1 CS bonus inthe endeavor.

    _Artist- The characterwith an artistbackground createsworks of art, either forhis/herself or for sale toothers. This includespainting, sculpting andwriting. A single worktakes 1-10 weeks, andupon completion grantsthe artist karma pointsequal to 10 times thenumber of weeks. Thecharacter must allocatesome time daily athis/her work.

    _AstronauticEngineering- Thisallows the character todesign, build andmodify out ofatmosphere spacecraft.Characters with thisTalent get the benefit

    of having their projectcost 1 CS less inresource rank to build.

    _Astronautics- Thescience of theconstruction and designof vehicles for travel inspace beyond Earth'satmosphere. A herowith this Talent can notonly research thesethings but can alsoattempt to build suchvehicles, and is even ata +1 CS bonus to do

    so.

    _Astrophotography-Deals withphotographing thestars. A hero with thistalent is more aware ofthe stars and theirmovement and theirexistence than others,therefore, the heroreceives a +1 CS whenattempting to locate a

    star and it's place inthe heavens.

    _Astrophysics- Thehero is well versed withthe chemical andphysical composition ofcelestial matter, suchas comets, nebula,meteorites, big chunksof galactic goo, etcFurthermore gaining a+1 CS bonus to theresearch andapplication of the aboveinformation.

    _Atomic Physics- Thestudy of solely atomicphysics. This includesnuclear physics. Thehero gains a +1 CSbonus to the study andapplication to the aboveinformation.

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    _Attractive- The herowith this Talent excelsat drawing attention tohis/herself based ontheir appearance. Thehero also gains a +2CSto Popularity whendealing with those who

    would be attracted tothem (Heterosexuals ofthe opposite sex,homosexuals, andbisexuals), and a +1CSto all others.

    _AutomobileSpecialist- The herowith this talent gains a+1 CS to Agility whenpiloting an automobile.This Talent includes

    racecar driving.

    _AutomotiveEngineering- ThisTalent deals with thedesign and function ofautomobiles. The herowith this Talentreceives a +1 CS whenapplying this talent tobuilding a vehicle,attempting to modify a

    vehicle, or to sabotagea vehicle. In addition,any project of this type

    built by the charactercosts 1 CS less.

    _Aviation andAeronautics

    Engineering- This isnot piloting. It is theunderstanding anddevelopment of flightprinciples and aircraftdesign. There arepeople who know howto build planes, but not

    fly them. A hero withthis talent gets thebenefit of having theirproject cost 1 CS lessin Resource rank tobuild.

    B

    _Ballistics- Ballistics isthe study of guns.Knowing what bulletgoes with what gun,where a shot shouldhave come from, etcThis is the kind of stuffyou see televisiondetectives doing whenthey find powder burnsand bullet holes. Thehero gets a +1 CS toReason when trying tofigure out these kindsof things.

    _Bibliophile- Thecharacter has anextensive knowledge ofmagical books, scrolls,or other primaryinformational items,and the lore concerningthem. He/She has a+1CS when using orresearching these.

    _Biophysics- The herogains a +1 CS bonus to

    the research andapplication of physicalprinciples to biological

    problems.

    _Biotechnology- Thehero gains a +1 CSbonus to the study andapplication to biologicaland medical science ofengineering principlesor engineeringequipment. A commonuse is the constructionof artificial organs andbionics.

    _Blending- Thecharacter with thistalent can blend in withhis surroundings. Thebodys outline andcontours are stilldetectable if theobserver is careful or ifthe hero moves. 2 CSto Intuition for anyonelooking for the hero.

    _Blunt Weapons-Characters with thisTalent gain a +1 CS tohit when attacking witha weapon that resolvesattacks on the BluntWeapons Attackscolumn of the Battleeffects Table.

    _Boat Pilot- The herowith this Talent gains a

    +1 CS to agility whenpiloting boats. ThisTalent includessailboats, jet skis andeven large aircraftcarriers.

    _Botany- The study ofplant life. The herogains a +1 CS bonusTo the research andapplication of thisTalent. If the hero

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    possess Plant Control,Communication withPlants, Plant Growth, or

    Plant Mimicry. ThesePowers are alsoIncreased +1 CS.

    _Bows- Bows aretricky items to operate,such that those whohave not been trainedto fire them at 1 CS totheir Agility. Those withthis Talent gain a +1CS to hit with all bowsincluding crossbows,

    and may fire and reloadin a single round. Theymay fire multiplearrows on a successfulAgility FEAT(See Archery).

    _Boxing- +1 CS ToFighting In Hand ToHand Combat, (+2 CSIf the characterpossesses the MaritalArts B Talent).

    _Brawling- +1 CS ToFighting In Hand ToHand Combat, BrawlingIs Fighting That IsGenerally Used ToSeriously Injure OrCripple An Opponent.+2 CS To Fighting if thehero possessesbrawling plus theWrestling talent. Up to

    a Total of +3 CS can bemade if the characterpossesses the MaritalArts B and Boxingtalent plus brawling.

    Business/Finance-The hero is familiarwith the world ofbusiness, corporatefinance, and howmoney works. Initial

    resources are aminimum of Good, andthe hero gets a +1 CS

    for FEAT rolls dealingwith money. The herogains a contact in theprofessional category.

    C

    _Cardiology- The herois well versed in theheart. He/She canattempt to diagnose,research, or even try totreat any type of heartaliment, gaining a+1CS bonus along theway.

    _Cartography- Thistalent is useful for theaccurate creation ofmaps. The hero withthis talent gets a +1CSto Reason when dealingwith, as well as makingmaps of any kind.

    _Catastrophism- Thehero is well versed inthe scientific belief thatattempts to pinpointthe end of the world orat least majorcatastrophes that couldsignificantly alter man'sor the universe'shistory. A hero with thisTalent gains a +1CSbonus to the application

    or research of thistalent.

    _Chemical andBiological Weapons-The hero with thisTalent has extensiveknowledge ofchemicals, biology, andweaponry. This Talentgives a +1 CS when thehero tries to build or

    research a bomb, or abiological weapon.

    _Chemical

    Engineering- ThisTalent is aboutengineering dealingwith the industrialapplication of chemistryand development ofnew chemicaltechnology. Any herowith this Talent gains a+1 CS bonus toresearching or attemptsto create something of

    a chemical nature._Chiropractic- ThisTalent deals with themanipulation of thevertebrae in order toease discomfort. Thehero with this talentgains a +1 CS whenapplying this knowledgeof the back, to aidanother.

    _Chronicler of Magic-The character studiesmagical societies andtheir activities. He/Shehas a +2 CS forresearching and/orknowing who theadepts and mastersare, what theirrelationship is witheach other and withany beings theyentreat, and for any

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    specific facts aboutmost magical cults (TheJudge may wish to

    modify this bonus forcharacters or cults thathave taken their timeand effort to keep theiridentities from beingrevealed).

    _Civil Engineering-Any hero with thisTalent has a workingknowledge of roads,city works, watersystems, overpasses,

    etc In addition to theusual +1 CS, upon asuccessful Reason roll,the hero can navigatethe city easier than theaverage citizen/hero.

    _ComputerEngineering- Thedesign and constructionof computer hardware.The hero with thisTalent can create a

    state of the artcomputer for 1CScost. In addition, thehero also gains a +1CSbonus to the creation,repair, and planning ofcomputers.

    _Criminology- Thehero with this Talenthas an understandingof the criminal mindand behavior, fromeither studies or first-hand observation. Thecharacter with thisTalent gains a +1 CSon all Reason andIntuition FEATsinvolving criminalpractices ("If I were acrook, where would Ihide?"). The hero alsogains a contact in

    either the police orcrime areas.

    _Cybernetics- Dealswith the adding ofrobotic parts toorganics in order toincrease effectiveoutput. The hero withthis Talent gains a+1CS when addingcybernetics to a host,maintenance ofcybernetics, and to theresearch of othercybernetic creations.

    The hero can alsoattempt to removecybernetics as well asupgrade.

    _Cryogenics- ThisTalent deals with theproduction and effectsof very lowtemperatures. The herogains a +1 CS bonus tothe research andapplication of the

    above.

    _Cryonics- The herohas studied the practiceof freezing a deaddiseased person inhopes of bringinghim/her back in thefuture when the cure isfound. The heropossessing this Talentgains a +1 CS bonuswhen attempting orresearching this sciencetalent.

    D

    _Demolitions- Is theart of Blowing ThingsUp, this talent includesthe ability To SetExplosives and toDefuse Explosive

    Charges such as Bombs(+1 CS To All ActionInvolving These

    Matters).

    _Demonologist- Thecharacter has studiedaccounts of demons inthe Marvel Universeand he knows howdangerous and hostilethey are. The characterreceives a +1 CS in naysituation involvingdemons, includingresearch,

    communication,identification, andcombat (The Miscellanyof Magic contains moreinformation on demonsof the MarvelUniverse).

    _Dentistry- ThisTalent deals with thecleansing and repair ofone's teeth. The herowith this Talent gains a+1 CS when dealingwith teeth and theirmaintenance.

    _Detective/Espionage- The herowith this Talent hasbeen trained to noticesmall clues to a crime.In addition he/shegains a Contact ineither Crime, Law

    Enforcement, Law, orEspionage.

    _Driving- The herohas been trained todrive a vehicle. Such asa car, truck, van, ormotorcycle. +1 CS ToAll Actions InvolvingDriving A Vehicle.

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    _Disguise- The herogains a +1 CS toIntuition and Reasonwhen using this talent.When a hero is indisguise, two possiblesituations could comeup. One is where thedisguise only has topass at a glance. In thissituation anyone havingto cause to notice rolls

    an opposed FEATbetween his Intuitionand the hero's Reason.The other situation iswhere the hero mustadopt mannerisms togo with the disguise(disguising voice,affecting a limp, etc).The person the hero istrying to fool mustmake an opposed FEATagainst the hero's

    Intuition using eitherreason or Intuition(whichever is higher).In either case, if theFEAT is failed, nothingis noticed. Green thruRed would signifyanything from knowingsomething is wrong torecognizing the hero.

    E

    _Ecology- This is thestudy of living thingsand how they interactin an ecological system.A hero with ecology willgain a +1CS bonuswhen learning orreasoning out thingsabout a naturalbalance, like what isthrowing it off. Thehero is an expert onmost ecological

    situations, and maytake educated guesseson alien ecology.

    _ElectricalEngineering- ThisTalent deals with thecreation and productionof electricity. The herowith this Talent gains a+1 CS when dealingwith hydroelectricdams, nuclear-electricplants, and so on.

    _Electrochemistry-This Talent deals withthe relation ofelectricity to chemicalchanges and with theinterconversion ofchemical and electricalenergy. Any heropossessing this talentgains a +1 CS bonus tothe application orresearch of the aboveinformation.

    _EmergencyMedicine- The herogains a +1CS, whenworking in a traumaunit, emergency roomor any other kind ofimmediate care.

    _Energy and ParticlePhysics- Any hero withthis Talent gains a

    +1CS bonus to theapplication or researchof the study ofelectromagneticspectrum of energy andresearch into newpower sources.

    _Escape Artist- Thehero with this Talent isskilled at escapingTraps, Such As GettingOut Of Dangerous

    Places, Squirming OutOf Ropes, and UndoingHandcuffs From Behind.The hero gains a +1 CSwhen dealing withsituations that requirelock-picking, untyingknots, and minorcontortionism.

    _Exhibition- The herowith this Talent can usehis/her various fighting

    skills in the flashiestway possible withoutpenalty. Opponentsviewing this Talentmust make a PsycheFEAT roll at +1 CS ortry to avoid meleeconfrontation with thishero.

    F

    _First Aid- TheMedicine Talent notesthe loss of Endurancemay be halted bysomeone checking onthe dying character andadministering someform of aid. The FirstAid Talent grants thecharacter an immediatehalt to Endurance rankloss, the recovery of

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    one rank immediately(one use only persituation), and in

    addition, the hero withthe talent can stabilizea dying character atShift 0 Health up to fiverounds after thecharacter reaches thatlevel.

    _Forensics- Deals withthe study andevaluation of criminalevidence. The herogains a +1 CS when

    studying a crime sceneor attempting toevaluate criminalspecimens.

    G

    _Genetics- A +1 CSon matters involvingthe genes, includingcreating new life forms,understanding mutants,and researchingdiseases.

    _Geography- Thistalent is the sciencemapping the Earth andits surfaces. Any heropossessing this Talentgains a +1 CS bonuswhen making or usingany map of this kind.

    _Geology- A +1 CS onmatters involving theEarth, includingvolcanic activity, thegeology of thesurrounding land, typesof rocks and theirpowers, and mineralidentification.

    _Geriatrics- The herogains a +1 CS whenadministering medicalcare to the elderly.

    _Graphics- The herogains a +1 CS when

    dealing with webdesign, advertising,printing product design.The hero is also familiarwith the printingindustry and variouspaper products anddesign tools.

    _Guns- Individualswithout this Talent fireguns (all handguns,rifles and submachineguns, including laser,stun and concussionvarieties) at theirAgility rank. Those withthis Talent fire suchweapons at +1 CS.

    H

    _Heir to a Fortune-This is not a Talent, buta situation that bringsthe character into a lotof money. Theminimum Resources ofa character with thisTalent is Remarkable(If your character ismaking ExcellentResources or less, do

    not take this Talent).This "Talent" may notbe gained by a

    character after thegeneration process isfinished, and may onlybe chosen bycharacters beinggenerated.

    _Helicopter- The herowith this talent gains a+1 CS to Agility whenpiloting Helicopters.

    _History- The hero can

    pick a specific branch ofhistory to be an expertin (World War II, SouthAfrican, Mayan,Neolithic) and get a +1CS to Reason FEATsinvolving the branch.More than one branchcan be selected. Eachone takes a slot.

    I

    _Immunology- Thehero gains a +1 CSwhen dealing with thescience dealing with thephenomena and causesof immunity andimmune responses.

    _Intelligence- This isthe Talent to sort thegood information fromthe crap. At the judge's

    option, this could beworth two slots. Thehero gets the benefit ofthe judge pointing outanything applicable to agiven situation. This isa great help is the herois looking though acouple dozen filingcabinets or is goingthough someone'scomputer. It is a good

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    way for the judge topass hints to the herois the game is going

    slow as well.

    _Intimidation/Interrogation- Thecharacter has theability in Terrifying anindividual into Doing,Saying, and or RevelingInformation that thecharacter wants +1 CSto Psyche. Making theindividual go along withthe characters plans, at

    least Temporarily (Thevictim must make asuccessful Psyche FeatVersus the characterwith this Talents PsycheTo Resist).

    J

    _Journalism- Thehero with this Talentgains an additional 2

    Contacts to thosealready generated. TheContacts should beconnected with themedia in some fashion,such as at localnewspapers, radio andtelevision stations, orhas sources in lawenforcement, politicalcircles, or snitches ofthe criminalunderworld.

    L

    _Languages- Thecharacter with thisTalent has a naturalunderstanding oflanguages. Thecharacter gains 1additional language atstart, and may addother languages at half

    the cost of a Talent(500 points regardlessof who teaches it).

    Characters withoutlanguages Talent mustgain this Talent first tolearn other languages.The gaining ofadditional languagesassumes someone isable to teach theselanguages. A Playercharacter with thisTalent does not have toassign a language atstart, but may fill in

    one later as need be.

    _Law- The characterwith this Talent has anextensive backgroundin the law (theassumption being USLaw, but this may varyaccording to theJudge's campaign). Thehero may be a lawyerof capable of applyingto pass the bar (ReasonFEAT of Goodintensity). A characterwith the Law as aTalent gains a +1 CS toall FEAT rolls involvingthe law, includingcorrect legal procedure.A character withoutLaw gains no benefit toReason FEATs and inaddition will have tomake Reason FEATs

    more often than qcharacter with the LawTalent.

    _Law Enforcement-The character with thisTalent has abackground with law-enforcementauthorities. This Talentincludes both Gun andLaw Talents, and the

    character, if still amember of a lawenforcement agency,

    may legally carry a gunand make arrests.

    _Leadership- Thehero with this Talenthas the brains andunderstanding of acohesive group, suchthat he/she is a benefitto the team. AnyKarma Pool to which

    the character belongsreceives a 50-pointbonus, provided thecharacter with thisTalent is recognized asthe "team leader". AKarma Pool may onlyhave one recognizedleader; though morethan one character withLeadership may belongto the group. When the

    "Leader" of a groupleaves, the 50 pointsare deducted from theKarma Pool, but theleader does not receivethem for personal use(the bonus only exist asa part of the pool).

    _Locksmith- ThisTalent deals with theopening of, replacingof, and repair of locks

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    and lockingmechanisms. The heroreceives a +1 CS when

    dealing with normallocks, and suffers alesser penalty whendealing withunidentified locks.

    M

    _Marksman(Marksmanship)- Thecharacter with thisTalent gains a +1 CS tohit with any distance

    weapon that requiresline of sight to hit (thecharacter could benefitwhen firing heavyartillery, but not whencontrolling a guidedmissile). Such aweapon in the hands ofa Marksman does notsuffer penalties to hitfrom range.

    _Marine Biology- Thisis the study of marinelife. The character withthis Talent receives a+1 CS when dealingwith aquatic plants andcreatures.

    _MarineEngineering- A herowith this Talent gains a+1 CS bonus for thebuilding of ships,

    submarines, andunderwater constructs.

    _Martial Arts A- Thisform of martial artsconcentrates on usingan opponent's strengthagainst him, and istypical of Oriental-American forms such asjudo and karate. Thepractitioner of this formof martial arts can Stun

    or Slam an opponentregardless of theircomparative Strengths

    and Endurances.

    _Martial Arts B- Thisform of martial arts iskeyed on offense andinflicting damage inshort, quick bursts, andincludes suchdisciplines as boxing.The practitioner of thisform of martial artsgains a +1 CS toFighting ability when

    engaged in unarmedcombat.

    _Martial Arts C- Thisform of martial artsconcentrates on holdsand escapes. Thepractitioner of this formgains a +1 CS tohis/her Strength forGrappling attacks(including damage), a

    +1 CS to agility forpurposes of dodging.

    _Martial Arts D- Thismeditative form ofmartial arts searchesout the weak spots ofthe opponent'sdefenses and strikesagainst them. Thepractitioner of this formmay ignore the effectsof body armor (though

    not force fields) fordetermining Stun andSlam results. Theattack by the characterdoes not have to inflictdamage to force acheck for possible Stunand Slam. Thedisadvantage is thatthe target for thisattack must be studiedfor two rounds before

    the effects may bebrought into play. Thecharacter with this

    talent does not have toattack the character,only watch him/her inbattle for two roundsbefore attacking.

    _Martial Arts E- Thisform of martial artsencourages quickstriking to catch theopponent of guard.Heroes with this formof martial arts are at a

    +1 to Initiative rolls inunarmed combat.

    _Martial Arts F- Thisform of martial artsconcentrates on hittingthe pressure points inmelee. The hero gainsa +1 CS to damage,and blunt hand-to-handattacks may beresolved on the Edgedattacks column.

    _Martial Arts G- Thisform of martial artsconcentrates on astrong defense. Thehero gains a +1 CSbonus to dodge, and aswell, is able to take-1 CS less damagefrom successful hits tohis/her character.

    _Martial Arts H- Thisform of martial artsencourages speedthough assessing theopponent. The herogains +1 extra attack.The disadvantage isthat the target for thisattack must be studiedfor one round beforethe effects may bebrought into play. Thehero with this talent

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    does not have to attackthe character, onlywatch him/her in battle

    for one round beforeattacking.

    _Martial Arts I- Thisform of martial artsfocuses on hardeningthe body to resistdamage. The herogains a +1 CS toEndurance whenrecovering health, restis not needed. The heroalso gains a +1 CS

    bonus to Endurance toresist being Stunned orSlammed.

    _Martial Arts J- Thisform of martial artsfocuses on using thehero's Intuition morethan Intelligence. Thehero is able by thisform of martial artsable to wait until allactions are declaredbefore declaring his/heractions. This Talent islimited to meleecombat only.

    _Mathematics- Thehero with this Talent isa math whiz,unbelievably good withnumbers and figures.The hero gains a +1 CSto all problems that can

    be solvedmathematically.

    _MechanicalEngineering- The herowith this Talent gains a+1 Bonus for theconstruction and designof complex machinesfor an assortment oftasks.

    _Mesmerism andHypnosis- This Talentis a primitive form of

    Mind Control at thePower rank numberequal to the Reason ofthe character with thistalent. Information canbe gained as per aMental Probe, and post-hypnotic suggestionsmay be implantedwithin the victim'smind. Any attempt toforce an individual todo something he/she

    would not normally do,or divulge informationthat he/she would notnormally reveal, willcause the hypnotism tobreak. A hypnoticcommand fades in 1-10hours after it is given.

    _Metallurgy- The herogains a +1 CS whendealing with theresearch or applicationof the study of metal,and its practical uses.

    _Meteorology- A herowith this talent gains a+1 CS bonus to the

    study of weathersystems. The hero canalso on a successfulFEAT (strength of theFEAT is up to thejudge), can accuratelypredict weather.

    _Microbiology- Thehero gains a +1 CSbonus when dealingwith the study ofmicroscopic forms of

    life.

    _MilitaryEngineering- ThisTalent deals with thecreation of militarybases and theirlocations. The hero withthis Talent gains a+1CS when dealingwith military typeinstallments. The herowith this Talent alsogains a Military contact.

    _Military VehicleSpecialist- The herowith this talent gains a+1 CS bonus to Agilitywhen piloting any typeof military vehicle. ThisTalent includes tanks,jeeps, and other off-road war craft.

    _Motorcycle- The herowith this Talent gains a+1 CS bonus to Agilitywhen piloting any, andall forms ofmotorcycles.

    _Music Cognition-The hero has studiedthe musicaldevelopmentthroughout humanhistory. This gives them

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    a +1 CS bonus to theresearch andapplication thereof. This

    does not automaticallygrant the Performertalent.

    _Mutant Studies- ThisTalent allows the heroto figure out possibleorigins for powers,derive logical weaknessthat a character mayhave, know what kindof power was usedbased on evidence left

    behind, and have agood chance ofknowing who is outthere in the mutantworld. The hero is upon current eventsinvolving mutants, andknows things pertinentto mutants. The herogains a +1 CS bonus onFEATs involving theabove information.

    _Mystic Background-In the Marvel Universe,all humankind has thepotential for developingmagical Powers. This"Talent" shows that thesame character hassome background withmagical forces. Heroesmay have derived theirpowers from theseforces if they choose

    this Talent. A characterwith this Talent mayhave Magical Powers,with the approval of theJudge. If the Judgeallows magical playercharacters, then any ofthe initial Powerscreated may be spells,and should be noted asderiving from Personal,

    Universal, orDimensional energies.

    N_Negotiations- A herowith this talent is adeptat defusing hostilesituations. The herowith this Talent gains a+1 CS bonus toPopularity and Reasonwhen dealing with ahostile situation.

    _Neurosciences- This

    science deals withnerves, nerve tissue,and their relation tobehavior and learning.A hero with this Talentgains a +1 CS bonus onFEATs involving theabove information.

    _New Talent Devisedby Player- The Playermay create a newTalent for his/hercharacter. It is up tothe Judge to setlimitations on it inaccordance with otherTalents. The Talentshould have somedefinite bearing on thecharacter's Powers orBackground.

    _NuclearEngineering- This

    Talent deals with theconstruction anddevelopment of nuclearpowered, manipulatingand control devices.The hero with thistalent gains a +1 CSbonus to all the aboveInformation.

    O

    _Obstetrics andGynecology- The herogains a +1 CS bonus

    when dealing with"feminine healthneeds", or babies andrelated medicalmatters.

    _Occultist- Thecharacter has madeextensive studies intothe area if occulthappenings, including:unexplained events andmysteries of the world,

    hauntings, and othermanifestations of thespirit world. He has a+2 CS whenresearching or dealingwith occult events.

    _Oceanography- Thehero gains a +1 CSbonus to mattersdealing with the studyof oceanianicmovement and effects

    and effects on land andatmosphere.

    _Oncology- The herois well versed in thestudy of cancer andgains a +1 CS bonuswhen treating orresearching.

    _Oratory- Thecharacter with thisTalent is an excellent

    public speaker, and soreceives a +1 CS toboth Reason andPopularity when givinga speech, or dealingwith the public.

    _Organic Chemistry-the hero gains a +1 CSbonus when dealingwith the research andapplication of chemical

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    elements only found inoccurring naturalsubstances.

    _Oriental Weapons-This is a specialcategory that grantsthe character a +1 CSto Fighting or Agilitywhen using thefollowing weapons:Shuriken, crossbows,Sais (treat as swords),and oriental swords anddaggers (Including thekatana and the kris).

    P

    _Paired Weapons-This Talent may eitherapply to one-handedballistic weapons orone-handed meleeweapons (keep in mindthat for an AmazingStrength character, abattle axe could be aone handed weapon!).For basic weapons, ahero gains one extradistance attack perround without penaltyis firing at only onetarget. If the hero firesat two separatetargets, he/she mustmake a Remarkableintensity FEAT versustheir hero's Agility. Ifthe FEAT is made, no

    problem, otherwise, thehero must take a -2CSpenalty to both shots.For melee weapons, theextra attack can beused to parry as well.Other than that, thesame rules apply tomelee that apply toballistic, except theFighting stat is usedrather than Agility.

    Taking a second slot inthis Talent can, at theJudge's option, negate

    the drawbacks todirecting attacks atmultiple targets.

    _ParanormalPhenomena- ThisTalent deals with thestudy of events that isunexplainable by anyscientific means. Thehero gains a +1 CSwhen dealing with orresearching events

    such as poltergeists.Also note that if thehero posses the powercalled Communicatewith Non-Living; he/shegains a +1 CS to thatpower.

    _Parapsychology-This is the study ofPsionics. A hero withthis Talent has a +1 CSbonus to the applicationand research involvingpsionics.

    _Parasitology- Thehero with this Talent isan expert on thescience of the effects ofparasites on livingcreatures, gaining a+1CS bonus to theapplication andresearch of the above

    information.

    _Pathology- Thismedical talent dealswith the study ofdiseases and theirnature. Any heropossessing this Talentgains a +1CS bonus tothe research andapplication of thisTalent.

    _Pediatrics- The herois well versed in the

    care of children, from amedical standpoint. Itaffords the hero a+1CS bonus to thecare, diagnosis,treatment, andresearch of this medicalTalent.

    _Performer- Thecharacter is someonewho acts, sings,dances, mimes, or

    otherwise uses his/herTalents to entertain(This is related to theArtist, the keydifference being thatthe Artist may leavethe scene of creation,the Performer isidentified with creationdirectly). A Performerreceives 10 Karmapoints for a week'sworth of performance,whether in a play,doing a nightclubroutine, or working in amovie.

    _Pharmacology- Acharacter with thistalent is versed in thestudy of drugs. Thehero gains a +1 CSbonus to the research,and creation of

    pharmaceuticalproducts.

    _Phenology- Any herowho possesses thisTalent gains a +1 CSbonus to the researchor application of thereaction of species toenvironmentalphenomenon.

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    _Philology- Alsoknown as linguistics,this talent is the study

    of human speechincluding the units,structure, andmodification oflanguage. This allowsthe hero to pick oneadditional language tobe fluent in at the startof the game.

    _Philosophy- Dealswith the pondering oflife's questions. It isalso an outlook on lifethat may be shared byothers. The characterwith this Talent gains a+1 CS when dealingwith a debate of aphilosophical nature.

    _Psychology- Thisdeals with the workingsof the mind. The herowith this Talent gains a+1 CS when dealingwith a mentally illperson, or psychosis.

    _Physical Therapy-This deals with theexertion of muscles inorder to regain usage

    of an atrophied limb orextremity. The herowith this Talent gains a

    +1 CS when dealingwith muscles.

    _Pick Pocket- Acharacter with thisTalent is adept atpicking other's pockets.The character gains a+1 CS bonus whenattempting thisquestionable task.Upon success, theJudge determines what

    the character haspilfered. Upon failure,the target is allowed areason roll (bonusesand penalties are leftup to the Judge) to seeif they have noticed theattempt.

    _Pilot (Piloting)- Thehero has been trainedto fly aircrafts. Such asAirplanes, Helicopters,or a Special Type ofaircraft. +1 CS To AllActions Involving FlyingAircrafts.

    _Plastic Surgery- ThisTalent deals with theconstruction of andrepair of the body. Thiscosmetic skill can beapplied to an accidentvictim, or to a vain

    person who hates theirnose. Either way thehero gains a +1 CSwhen dealing with asituation of this nature.

    _Politics- This Talentdeals with thegovernment and thepolicies that theyinstate, as well as theparty desires on both

    sides. The hero withthis Talent gains a+1CS when dealing

    with situations thatmight affect them on apolitical basis.

    _Polymers- This talentallows the hero theability to studyadvanced chemicalcompounds and to formother new materials ata +1 CS bonus.

    _Psychiatry- The hero

    with this talent has abackground in thestudies of the mind,and as such gains a+1CS on all FEATsinvolving the mind. Thisis a popular talent withthose heroes andvillains with MentalPowers, and thecharacter with thistalent gains a +1CS onall FEATs involving

    Mental Control,Domination, Hypnosis,Emotion Control, andMental Probe Powers.

    _Psychobiology- Thehero gains a +1 CSbonus to the applicationand study of mental lifeand behavior in relationto other biologicalprocesses.

    Q

    _Quantum Physics-The hero with thistalent has abackground in researchand development intoteleportation, worm-holes, warp theory, andother types of traveltheories, and gains a+1CS bonus to FEATs

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    involving thesematters. The hero caneven start by creating a

    new specialty field ofhis/her own. In additionif the hero possessesany of the followingpowers: DimensionTravel, Gateway,Teleport Self, TeleportOthers, orTelereformation, theseare raised by +1 CS.

    _Quick Striking- AllHeroes with this Talent

    are well trained inquickness in combatsituations. They gain a+1 CS on all FightingFEATs involvingattempting multipleattack rolls. The heroalso gains a +1 bonusto imitative in all meleesituations.

    R

    _Radio Astronomy-Any hero whopossesses this Talent iswell versed inastronomy dealing withelectromagneticradiations of radiofrequency receivedfrom outside theEarth's atmosphere,and gains a +1 CSbonus to the research

    and application of theabove.

    _Radiobiology- Thehero with this biologyTalent gains a +1 CSbonus to the researchand application of theinteraction of biologicalsystems and radiantenergy or radioactivematerials.

    _Repair/Tinkering-The character with this

    Talent gains a +1 CS toany Reason FEATsinvolving the repair andmodification of existingitems, but not thebuilding of new items.This +1 CS may beadded to any otherbonuses gained fromother Talents, so thatan Engineer withTinkering Talent wouldget a +2 CS on repair.

    _Resist Domination-This is a Psi-Screenthat may be developedby the individualswithout that Power.This permits thecharacter to resistmental attacks as if thecharacter had a mentalpower of Psyche +1CS.The Talent is passive innature, and does notgrant any otherparticular benefit. Acharacter with MentalProbe may be able todiscern where thecharacter gained thistalent, but nothing else.

    _Ricochet- +1 CS toAgility when trying toBounce A Object OrWeapon Off More Then

    One Target, Thecharacter can evenRicochet The WeaponBack Into His Or HerOwn Hand (+2 CS ifthe character PossessesThe Thrown Weapon orThrown Object Talent).

    _Robotics- This Talentdeals with the creation,maintenance, and

    upgrading of robots.The hero with thisTalent gains a +1 CS

    when attempting tocreate a functionalrobot. In addition tothis, the hero gains a -1CS on any ResourcesFEAT that are needed.

    _Runesmith- Thecharacter is a translatorand transcriber ofrunes, especiallyancient, magical runes.(A rune is a letter in an

    ancient alphabet. Mostancient magical itemshave runes on them towarn potential users ofthe possible harm thatthe item can cause.These runes can beanyone of a vast arrayof almost-forgottencodes.) The characterhas a +2 CS wheneverstudying, deciphering,or inscribing runes.

    S

    _Scholar ofAntiquities- Thecharacter has anextensive knowledge ofantiques, especiallyancient magicalartifacts and loreconcerning them (butnot including books,

    scrolls, or otherartifacts that areprimarilyinformational). He/shehas a +2 CS bonuswhen dealing with themor researching them.

    _Security- This Talenthas two benefits: First,the hero gets a +1 CSto Reason to create or

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    remove securitydevices. Second, thehero gets a +1 CS to

    Intuition for noticinginstalled securitydevices.

    _Security andEncryption- ThisTalent deals withcreating, cracking, andmaintenance of securitycodes used oncomputers. A hero withthis gains a +1 CSwhen attempting to

    crack a code, creating acode, or servicing acode.

    _Seduction- The herowith this Talent isskilled at the fine art ofseducing the "victim".This Talent when used

    temporarily raises theheroes Popularity +1CSto interested parties(Heterosexuals of theopposite sex,homosexuals, andbisexuals) If the heropossesses the Power ofPheromone Control, thebonus is increased to+2 CS. The AttractiveTalent can also raise

    this talent to +2 CS. Ifboth PheromoneControl, and Attractive

    are possessed, thebonus is increased to+3 CS.

    _Seismology- Thisform of Earth Science isthe study of earthmovement. This Talentalso includes glaciologyand volcanoiogy. Thehero gains a +1 CSbonus to the aboveinformation.

    _Sewing andTailoring- This Talentdeals with the creationof clothing, and otherthings that must beconnected with thread.The hero with thisTalent gains a +1 CSwhen creating a piece,repairing a piece orstudying garments.

    _Sharp Weapons-Characters with thisTalent gain a +1 CS tohit when attacking witha weapon that resolvesattacks on the EdgedAttack column on theBattle Effects Table.This includes swords,daggers (unlessthrown), and spears,but excludes claws andother naturalextensions that inflictthis type of damage.

    _Sleight of Hand-This is a Talentdeveloped by stagemagicians, whichcauses items to appearand disappear by acombination ofmisdirection and swift,fluid gestures. The

    character with thisTalent may palm smallitems, making them

    appear or disappearwith Agility +1 CSability.

    _SoftwareEngineering andProgramming- Thehero receives a +1 CSbonus on mattersinvolving the creationand development ofcomputer software.

    _Sonochemistry- Thehero with this Talenthas an understandingof the effects of sonicenergy on chemicals,and gains a +1 CSbonus to Reason whendealing with these.

    _Spacecraft- The herogains a +1 CS bonuswhen pilotingspacecraft of any kind.

    This includes spaceshuttles and out ofatmosphere ships.

    _Spectroscopy- Thehero who possessesthis talent gains a+1 CS bonus to theapplication andresearch of physics thatdeal with the theoryand interpretation ofinteraction between

    matter and radiation.

    _Sports Medicine-This is the applicationof medicine to injuriesthat were sustained byan athlete. It grants a+1 CS when attemptingto diagnose, treat, orinflict specific typeinjuries.

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    _Stamina- Thecharacter has trainedhimself/herself to go

    many days withouteating or sleeping inthe pursuit of his/hermagical studies. Ifresearching anythingmagical or just using aspell (no physicalcombat or extensivemovement allowed),the character can gowithout food or sleepfor up to 6 days.

    -Note this Talent is

    from Realms of Magic,and requires the Judgeto interpret thisTalent's effects on anon-magic wieldingcharacter.

    _Stealth- The hero canmove in ways thatcannot be detected.Whether while movingsilently or if subjectedto later tracking. 2 CSto Intuition for anyonetrying to locate thehero.

    _StellarCartography- A hero

    with this talent is adeptat mapping space andreceives a +1 CS bonus

    when dealing withstellar maps of anykind. If the hero alsopossesses the Talent ofCartography, the bonusis increased to +2 CS.

    _Street Smarts- Thisis the measure ofcommon sense that thehero has in regards tounderstanding streetslang and street

    etiquette. Thecharacter with thisTalent gains a +1 CS toPopularity, Reason, andIntuition when in thesituation where theyare needed to act as aguide or researchingwhat street etiquette isappropriate in this city.

    _StructuralEngineering- This

    allows the character todesign, build, andmodify structuralcomplexes at a +1 CSbonus (buildings,bases, tunnels, mines,etc). In addition,building bases orhideouts are 1 CS toeffective cost.

    _Student- Similar toHeir to a Fortune, thisTalent may only bechosen at the start ofplay, and may not begained thoughexperience. TheStudent character hasno other initial Talents,but may gain otherTalents at a discountedprice. New Talents cost100 karma points iflearned form another

    player character, 800 iflearned from outside.Students may maintain

    Advancement Totals fora talent along withother forms ofAdvancement funds.

    _SubmersibleVehicle- The hero withthis Talent gains a +1CS bonus to Agilitywhen piloting any formof submersible vehicle.This includessubmarines, diving

    bells and otherunderwater vehicles.

    _Survival- Thecharacter can use thisTalent when he/she isDealing With The Rigorsof Natural Challenges inthe Outdoors such asFinding Direction, Food,Water, Shelter, AndDealing With A Frigid(Cold) or Hot (Desert)Climate (+1 CS To AllActions Involving TheseMatters).

    T

    _Television Junkie-The hero with thistalent has a healthyappetite for television.They watch so muchtelevision that they are

    able to apply off thewall methods introubleshooting. Notethat this is a powerfulTalent with the Judge'sdiscretion; this allows a+1 CS in almost everysituation. The negativeof this power is that thehero must watch apredetermined amountof television each week.

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    _Theoginist- Thecharacter is a scholar if

    the origins of the extrapowerful extra-dimensional beings andgods of the MarvelUniverse (this categoryincludes all of themajor entities listed inthe Miscellany ofMysticism and thosebeings that providedimensional energywhen called upon, suchas Dormammu). The

    hero has a +2 CS whenresearching informationon this subject.

    _Thievery- LockPicking, Pocket-Picking,Safe Cracking, andSecurity SystemsKnowledge (+1 CS ToAll Actions InvolvingThese Matters).

    _Thrown Objects-The hero with thisTalent gains a +1CSbonus with all ThrowingAttacks (both Edgedand Blunt), and a +1CSon Catching. Thisapplies to both thrownweapons and normalitems. If the hero hasthe Thrown WeaponsTalent as well, themodification is +2CS

    when using thrownweapons.

    _Thrown Weapons-Characters with thisTalent toss weaponsdesigned to be thrown(including spears,daggers, Shuriken,disks, and snowballs) ata +1 CS to their Agility.

    _Tracking- This Talentis the skill of tracking aperson(s) or animal(s)

    by the trail, they mighthave left behind. Thisgives the hero a +1 CSbonus to Intuition whentrying to trackearthbound targetsthough any type ofterrain (Difficultymodifiers can apply).

    _Trance- The heromay placehimself/herself into a

    trance. While in atrance the characterslows his/her bodyfunctions to such alevel that he/she maybe assumed to bedeceased (Intuitionchecking). A characterin a trance reducesneeds for food andwater to a minimallevel, and may regainEndurance ranks at onerank per day.

    _Trivia- This generalcategory covers anyone subject desired bythe character. On thatsubject, the charactergains a +1 CS to allReason FEATs (Say, thecharacter is intocollecting Spores andFungus. A Trivia Talent

    would be: Trivia/Spores and Fungus).Trivia categories shouldbe specific (old movies,military history, sports,rock music, comicbooks) as opposed togeneral (all knowledge)or covered by otherTalents.

    _Tumbling- The herowith this Talent knows

    how to fall and landwithout undo injury.Individuals with this

    Talent may make anAgility FEAT to landfeet-first after any fallthat does not inflictdamage.

    V

    _VeterinaryMedicine- The herogains a +1 CS bonuswhen researching or inthe application of

    animals medical needs.This includes diagnosis,treatment and surgery.

    _Virtual Reality- ThisTalent in an in-depthknowledge of human'sinteraction withcomputer systems. Ahero with this Talentgains a +1 CS bonus toresearch and creationof VR. A hero with thistalent could evenattempt to create aDanger Room forhis/her team fortraining purposes!

    _Video Games- Thehero with this Talentgains a +1 CS bonus toReason and Agilitywhen playing videogames.

    W

    _WeaponsEngineering- A herowith this Talent hasprecise knowledge ofhow to build, use, andmodify guns, missiles,melee weapons, andartillery. The hero gainsa +1 CS bonus when

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    doing the above. Thistalent does not includeexplosive devices (See

    Demolitions).

    _Weapons Master-The character with thistalent gains a +1 CS tohit with any weaponthat requires a FightingFEAT to hit.

    _Weapons Specialist-The character with thistalent gains a +2 CSwith a single weapon of

    choice. This may beany type of weapon,missile or melee. Thecharacter who is aweapon specialist willalso increase his/herInitiative when usingthis weapon by +1.

    _Weapons Tinkering-A hero with this talentis at a +1 CS bonus tomodify or enhance an

    existing weapon in anyfashion. Note, thisTalent does not grantthe ability to createweapons (See WeaponsEngineering).

    _Wrestling- Thecharacter with thisTalent is Proficient in

    Applying Holds. Itincludes Familiar Typesof Wrestling, as Well asThe Sumo Forms of theart. The character withthis Talent Gains a+2CS when makingGrappling Attacks, butgains no benefit inDamage (A characterwith Martial Arts C andthis Talent gains a+3CS to Hit, and +1CS

    to Damage).

    X

    _Xenobiology- Thehero with this talenthas a generalknowledge of AlienPhysiology includingphysical strengths andlimitations (This

    talent is also calledExobiology orAstrobiology). The heroreceives a +1 CS whentrying to heal or harman Extraterrestrial.

    Z

    _Zoologist of Magic-

    The character studiesmagical creatures andhas collected books onthe subject. This Talentincludes not onlymythological orfantastic beasts ofEarth's legends but alsothe creatures of otherdimensions in theMarvel universe.He/She has a +1 CSbonus when attemptingto identify magicalcreatures and theirpowers (Please see theMagical Creaturessection in Book 3 ofRealms of Magic formany known magicalcreatures).

    _Zoology- This is thestudy of animals andtheir habitats. The hero

    with this Talent gains a+1 CS when dealingwith an animal in it'sown home, as well asstudying the animal soas not to disturb it.

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    Appendix A:Talent Charts from Official Marvel Super Heroes Roll-Playing

    Books

    The Advanced Set Player'sBook

    Dice Roll Talent Category01-20 Weapon Skills21-45 Fighting Skills46-65 Professional Skil ls66-85 Scientific Skills86-90 Mystic and Mental Skills

    91-00 Other Skills

    _Weapon Skills_1-2 Guns3-5 Thrown Weapons

    6 Bows7-8 Blunt Weapons

    9 Sharp Weapons10 Oriental Weapons

    Marksman*Weapons Master*Weapons Specialist*

    _Fighting Skills_

    1 Martial Arts A2 Martial Arts B3 Martial Arts C4 Martial Arts D5 Martial Arts E6 Wrestling7 Thrown Objects8 Tumbling

    9-10 Acrobatics

    _Professional Skills_1 Medicine*2 Law

    Law Enforcement*

    3 Pilot4 Military5 Business/Finance6 Journalism7 Engineering8 Crime9 Psychiatry

    10 Detective/Espionage

    _Scientific Skills_1-2 Chemistry3-4 Biology

    5 Geology6 Genetics

    7 Xenobiology8 Archeology9 Physics

    Computers10 Electronics

    Mystical and Mental Skills or

    Abilities1-2 Trance3-5 Mesmerism and

    Hypnosis6-7 Sleight of Hand8-9 Resist Domination

    Mystic Origin*10 Occult Lore

    _Other Skills_1-2 Artist3-4 Languages5-6 First Aid7-8 Repair/Tinkering9-10 Trivia

    PerformerAnimal Training*Heir to a FortuneStudent*Leadership*

    Realms of Magic

    _Magic Wielder Talents_Die Roll Talent01-35 Normal Talent36-40 Demonologist41-45 Martial Arts A46-50 Martial Arts B

    51-55 Martial Arts C56-60 Scholar of Antiquities61-65 Bibliophile66-70 Theoginist71-75 Occultist76-80 Runesmith81-85 Stamina86-90 Zoologist of Magic91-95 Chronicler of Magic96-00 New Talent Devised by

    Player

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    The Basic Set CampaignBook

    (Orange Cover)

    Die Roll Talent01-04 Guns05-08 Thrown Weapons09-12 Bows13-16 Blunt and Sharp

    Weapons17-20 Marksman*21-24 Weapons Master*25-28 Martial Arts29-32 Wrestling33-36 First Aid

    37-40 Medicine41-44 Law45-48 Law Enforcement*49-52 Aeronautics (Pilot)53-56 Military57-60 Business/Finance61-64 Scholar65-68 Journalism69-72 Engineering73-76 Chemistry77-80 Biology81-84 Geology85-88 Genetics89-92 History

    93-96 Archaeology97-00 Physics

    The Basic Set Rule Book(Purple Cover)

    Die Roll Talent01-02 Guns

    03 Thrown Weapons04 Archery*05 Bows06 Blending07 Blunt Weapons

    08-09 Sharp Weapons10-11 Marksman*

    12 Weapons Specialist*13-14 Martial Arts A15-16 Martial Arts B17-18 Martial Arts C

    19-20 Martial Arts D21-22 Martial Arts E23-24 Wrestling25-26 Aerial Combat27-28 Underwater Combat29-30 Acrobatics31-32 Tumbling

    33 Resist Domination34-35 Escape Artist

    36 Stealth37 Student*

    38-39 First Aid40 Medicine*

    41-42 Law

    43-44 Law Enforcement*45-46 Detective/Espionage47-48 Pilot (Aircraft)49-50 Driving (Ground Vehicles)51-52 Military53-54 Demolition55-56 Street Smarts57-58 Multi-lingual59-60 Leadership61-62 Business63-64 Journalism

    65 Photography66 Artist67 Architecture

    68 Performer69 Oratory70-71 Engineering72-73 Chemistry74-75 Physics76-77 Electronics78-79 Mechanics80-81 Computers82-83 Robotics84-85 Biology86-87 Geology88-89 Genetics90-91 History92-93 Archeology

    94 Mystic & Occult Lore95-96 Crime97 Politics98 Lock Picking

    99-00 Television Junkie

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    Appendix B:Talents Creation Worksheets

    (For Talents created by the New Talent Devised by Player Talent, or ones that Iaccidentally left out.)

    Name of Talent ______________________________________________________

    Effects of Talent _____________________________________________________

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    Effects of Talent ______________________________________________________

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    Name of Talent ______________________________________________________

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    Name of Talent ______________________________________________________

    Effects of Talent _____________________________________________________

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    Name of Talent ______________________________________________________

    Effects of Talent _____________________________________________________

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    _In Closing_

    Thank you for downloading/reading my Marvel Super Heroes UN-Official Advanced

    Game Accessory. This list is about three years in the making. By no means do I claimfor this to be the final Ultimate Talents List. It seems that quite often when someonecreates something like this, someone else comes along and creates a better version(Like me with all of the "Ultimate Talents Web-Lists"). If this book is re-printed or re-posted on other sites, I only ask for credit and a link to my site, Gaming Nerds R Us.http://communities.msn.com/GamingNerdsRUs/whatsnew.msnw Please feel free tovisit, and hopefully join! (Shameless plug.) So, enjoy cats, and drop me a line.

    -Major Tom Sawyer

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    The Ultimate Talents BookBy Major Tom Sawyer/The Skycutter

    Within these pages you will find 192 Talents listedfor the sole purpose of adding life and depth toyour game.

    We feel that this is the most complete listingof Talents that there is. All the Talents thatare listed have been taken from varioussources, including other online listings, oldMarvel Books, as well as good old-fashionedreal life.

    From Accounting to Zoology, from Cybernetics toTelevision Junkie, the Talents that you dreamed ofare finally brought together. Also included areseveral different methods of rolling for Talents, tobe used, as you desire.

    Now if you want to create a normal human or aDeity, here is the complete list of talents that willbring them to life.

    This game accessory is designed to be used with the Advanced Marvel Super Heroes Set.