THE ULTIMATE TALENTS LIST
Version 2.0 - by Michael T. Dismuke, mtdis@slip.net
The purpose of the Ultimate Talents List (UTL) is to deepen the secret ID part of the characters, giving them realistic professions. In the old system it was taken that the character with Medicine talent was a podiatrist/surgeon/pediatrics/oncologist...well, you get it. Now, there are talent categories and these break down further into the specific talents. Taking multiple talents in one category can enhance and have positive effects in reason feat bonuses or even resource bonuses. More on that later.
With detailed talents such as these, not only can the character's origin be given depth but it adds history to the player, allowing him to be unlike anyone else; i.e. Iron Man, Reed Richards, Dr. Doom and Box are all considered as having engineering talent in the old system. Booooring. Any avid reader knows that all four men use their talents in different ways (however, I have no doubt that Doom and Reed know all engineering talents). Using the UTL system allows your character to blast off into a specific science or skill, mastering that field much like Dr. Henry Pym (a.k.a. Ant-Man/Giant Man), the discoverer and user of Pym Particles.
Of course, not all Marvel sciences or talents are covered since some are very secreted and known by few people like the aforementioned Doc Pym (who has Physics-Pym Particle Physics) or the scientist who has Earth Sciences-Metallurgy-mastering the science of creating adamantium and first concocted that powerful substance. That's where your player's imagination comes in. The UTL just gives a better basis for growing.
REASON FEAT ENHANCEMENT AND RESOURCE BONUSES
It goes without saying that when an oncologist (a doctor who studies cancer) also learns about radiology or emergency medicine he becomes a more valuable doctor. With that in mind, it is now possible to become even more of a specialist in one's field (medicine, for example) and have it benefit one's resources and reason feats; i.e. Captain Mold has a secret identity, Mike Moldenson. Mike Moldenson works as a oncologist at BumberVille Hospital and has EX (20) resources. He decides to go back to medical school so that he can help in the fight against child leukemia so he takes pediatrics for 1000 karma points. Now, since he is more knowledgeable and no doubt a more valuable oncologist, he gets 4 resource points to bring him to EX (24). In addition, he now gets a +2CS to reason feats involving his profession and can be regarded as a specialist.
One more example: GooGooGirl's secret I.D., Mickie Micks works for Alpo Electronics as an electrical engineer and has GD (12) resources. GooGooGirl has also learned automotive engineering from her teammate PuddyMan. (They have the GooberMobile to repair often.) Her secret i.d. takes these skills back to work and they put her in charge of designing an electronic satellite guidance car for a new brand of vehicle. So, she now has EX (16) resources (because of the +4 resource points) and a +2CS for her invention success feat on the car.
Keep in mind this only applies to heros or their secret i.d.s that are currently employed in a field that utilizes their talents. (Of course, the judge could be hard on the players and not give their i.d.s this raise; unappreciative boss, etc. The reason feat enhancement would still be there but not the resource bonus. That's totally up to the judge.) This system encourages having fun with the secret i.d. in addition to the normal skull bashing hero's life. Remember, the maximum positive column shift for reason feats is +3CS regardless of how many talents may apply to a repair or invention.
Judges: Keep in mind that this system will have the players running to obtain new talents that will benefit them resource wise in their present jobs. Be hard on them. Make them roll popularity feats to get promotions. Have their secret i.d.s look for new jobs. Fire them occasionally, give them annoying work mates and when they fail on a work project demote them (resource penalties, ha ha). This is a fun way to play secret i.d.s; i.e. One of my players has a public mutant hero named Alchemy. We have so much fun in his game that he gets upset whenever he's out of the lab and has to go fight evil. He prefers spending his karma on resource advancement - building up his robotics development company - and learning new talents. And admittedly, I have more fun watching him invent stuff too.
Please, keep in mind that some talents include bonus contacts. Please, refer to the original talents list to see which talents give what when rolling a character's skills and talents.
(01-06) Alternative Sciences -
- (01-25) Catastrophism. The scientific belief system that attempts to pinpoint the end of the world or at least major catastrophes that could signifantly alter man's or the universe's history.
- (26-50) Cryonics. The practice of freezing a dead diseased person in hopes of bringing him back in the future when the cure is found.
- (51-75) Paranormal Phenomena (from a scientific standpoint)
- (76-00) Parapsychology ( the study of psionics)
(07-12) Astronomy -
- (01-20) Astronautics. The science of the construction and design of vehicles for travel in space beyond earth's atmosphere.
- (21-40) Astrophotography
- (41-60) Astrophysics. Deals with the chemical and physical composition of celestial matter. (comets, nebula, meteorites, big chunks of galactic goo, etc.)
- (61-80) Radio Astronomy. Astronomy dealing with electromagnetic radiations of radio frequency received from outside earth's atmosphere. (Like Jodie Foster in Contact.)
- (81-00) Stellar Cartography. Mapping space.
(13-20) Biology -
- (01-05) Anatomy
- (06-10) Animal Behavior.
- (11-15) Biophysics. The application of physical principles to biological problems.
- (16-21) Biotechnology. Application to biological and medical science of engineering principles or engineering equipment (as in the construction of artificial organs and bionics).
- (22-26) Botany. The study of plant life.
- (27-31) Ecology. The interrelationship of organisms and their environment.
- (32-37) Genetics. A branch of biology dealing with hereditary and variation of organisms.
- (38-42) Immunology, The science dealing with the phenomena and causes of immunity and immune responses.
- (43-48) Marine Biology
- (49-54) Microbiology. The study of microscopic forms of life.
- (55-61) Neurosciences. Deals with nerves and nerve tissue and their relation to behavior and learning.
- (62-67) Parasitology. The study of parasites on living creatures.
- (68-73) Pharmacology. The science of drugs including materia medica, toxicology, and therapeutic.
- (74-79) Phenology. The study of the reaction of species to environmental phenomenon.
- (80-85) Physiology. Deals with the functions of living matter (tissue, organs or cells) and of the physical and chemical phenomena.
- (86-90) Psychobiology. The study of mental life and behavior in relation to other biological processes.
- (91-95) Radiobiology. Deals with the interaction of biological systems and radiant energy or radioactive materials.
- (96-00) Zoology
(21-28) Chemistry -
- (01-11) Alchemy. A medieval chemical science and speculative philosophy aiming to achieve the transmutation of the base elements into gold, the discovery of a universal cure for disease, and the discovery of a means of indefinitely prolonging life.
- (12-24) Chemical and Biological Weapons
- (25-37) Chemical Engineering. Engineering dealing with the industrial application of chemistry and development of new chemical technology.
- (38-50) Electrochemistry. Deals with the relation of electricity to chemical changes and with the interconversion of chemical and electrical energy.
- (51-64) Organic Chemistry. Deals with only chemical elements found occuring in natural substances.
- (65-77) Polymers. The study of advanced chemical compounds to form other new materials.
- (78-88) Sonochemistry. The effects of sonic energy on chemicals.
- (89-00) Spectroscopy. Physics that deal with the theory and interpretation of interactions between matter and radiation.
(29-34) Crime and Law -
- (01-12) Crime. The character with this talent has studied criminology or has a background involved in crime.
- (13-24) Detective/Espionage
- (25-35) Forensics
- (36-47) Law. Includes law enforcement. Counts as two talents.
- (48-60) Law Enforcement. Includes guns as a talent.
- (61-70) Military
- (71-80) Negotiations. +1CS to popularity in hostile situations.
- (81-90) Pick Pocket
- (91-00) Street Smarts
(35-39) Cognitive Sciences & Humanities -
- (01-13) Anthropology - reason feat bonuses only if a specific culture is taken. However, an overview is known on the subject. More than one branch can be selected, each taking a slot.
- (14-26) Archaeology - reason feat bonuses only if a specific culture is taken. However, an overview is known on the subject. More than one branch can be selected, each taking a slot.
- (27-39) History. This character can pick a specific branch of history to be an expert in (World War II, South African, Mayan, Neolithic) and gets a +1CS to reason feats involving the branch. More than one branch can be selected, each taking a slot.
- (40-52) Philology (linguistics). The study of human speech including the units, structure, modification of language. (Character gets to pick one language other than English to be fluent in.)
- (53-66) Music Cognition. The study of musical development throughout human history. This does not automatically grant the character with the performer talent.
- (67-80) Philosophy
- (81-00) Psychology
(39-45) Computer Science -
- (01-13) Architecture
- (14-29) Artificial Intelligence. The study and research of man made thinking systems.
- (30-48) Computer Engineering. The design and construction of computer hardware.
- (49-58) Graphics. Web designer, advertising, printing product design and familiarity with the printing industry and various paper products and design tools.
- (59-75) Security and Encryption
- (76-89) Software Engineering and Programming. The creation and development of computer software.
- (90-00) Virtual Reality. An indepth knowledge of human's interaction with computer systems.
(46-52) Earth Sciences -
- (01-11) Agriculture. Deals with field crop production and soil management Also, a combination of the producing operations of a farm, the manufacture and distribution of supplies, and the processing distribution and storage of such supplies. The development and repair of farm equipment, irrigation systems and landscape planning. Can also include forestry, the science of developing, caring for and cultivating forests and/or timberlands.
- (12-25) Geography. Mapping the earth and its surface.
- (26-38) Geology. Deals with the history of the earth and its life esp. in rocks.
- (39-50) Hydrology. Deals with the properties, distribution, and circulation of water on the surface of the land, in the soil and rocks, and in the atmosphere.
- (51-64) Meteorology. Study of weather systems.
- (65-75) Metallurgy . The study of metal and its practical uses.
- (76-90) Oceanography. Study of the oceans movements and effects on land and atmosphere.
- (91-00) Seismology. The study of earth movement. Includes glaciology and volcanology.
(53-59) Engineering -
- (01-06) Aviation and Aeronautics Engineering. This is not piloting. It is the understanding and development of flight principles and aircraft design. There are people who know how to build planes but not fly them. Characters with this talent get the benefit of having their projects cost -1CS less in resource rank to build.
- (07-11) Astronautic Engineering. This allows the character to design, build and modify out of atmosphere space craft. Characters with this talent get the benefit of having their projects cost -1CS less in resource rank to build.
- (12-17) Automotive Engineering
- (18-21) Civil Engineering. Deals with roads, city works, water systems, overpasses, etc.
- (22-25) Cybernetics. (also known as bionics)
- (26-31) Demolitions. Precise knowledge of how to build, use and diffuse explosive devices.
- (32-38) Electrical Engineering
- (39-44) Locksmith
- (45-50) Marine Engineering. Includes the building of ships, submarines and underwater constructs.
- (51-57) Mechanical Engineering. The character with talent is capable of building complex machines for an assortment of tasks.
- (58-63) Military Engineering
- (64-69) Nuclear Engineering. Deals with the construction and development of nuclear powered, manipulating and control devices.
- (70-76) Repair/Tinkering. Modification of existing machines or equipment.
- (77-82) Robotics
- (83-88) Structural Engineering. This allows the character to design, build and modify structural complexes (buildings, bases, tunnels, mines, etc.) Building bases or hideouts are -1CS to effective cost of course.
- (89-95) Weapons Engineering. Precise knowledge of how to build, use and modify guns, missiles and artillery. This talent does not include explosive devices. (see Demolitions.)
- (96-00) Weapons Tinkering. Modification of existing weapons.
(60-66) Fighting Skills -
- (01-07) Martial A
- (08-14) Martial B
- (15-21) Martial C
- (22-29) Martial D
- (30-37) Martial E
- (38-44) Martial F: +1CS to damage, by hitting the pressure points in Melee, blunt (hand to hand attacks) may be resolved on the edged column.
- (45-52) Martial G: +1CS to dodge, -1CS to damage in melee
- (53-60) Martial H: +1 attack per round, after 1 round has passed.
- (61-68) Martial I: +1CS to Endurance when recovering Health (need not rest), +1CS vs
- Stun/Slam]
- (69-76) Martial J: May wait until all actions are declared before declaring her
- actions, limited to melee combat only, is intuitive style.
- (77-82) Wrestling
- (83-89) Thrown Objects
- (90-96) Acrobatics
- (97-00) Tumbling
*Note: Additional info. supplied in original talent list.
** Note: See Appendix at end of this section for additional fighting talents that can be mastered by those desiring to do so. The fighting skills listed here are ones available to the general public. The others must be sought out from special masters of martial arts and therefore the judge must be privately consulted to gain these. (Fighting Appendix created and organized by Oly Pubill; oly@liquidaudio.com. We thank him for the research.)
(67-73) Medicine - all of the medicine talents include first aid. All can bring back a character that has reached Shift 0 health since Med School provides basic emergency training. However, this character specializes in the field of which talent he/she rolls.
- (01-05) Acupuncture
- (06-10) Cardiology. Heart medicine.
- (11-15) Chiropractic
- (16-20) Dentistry
- (21-25) Emergency Medicine. This character is capable of working in a trauma unit, emergency room or any other kind of immediate care
- (26-33) First Aid
- (34-39) Geriatrics. Medical care for older people.
- (40-44) Obstetrics and Gynecology. Women and babies and related problems.
- (45-49) Oncology. The study of cancer.
- (50-54) Pathology. The study of diseases and their nature.
- (55-60) Pediatrics. Children
- (61-65) Pharmacology. The study of drugs.
- (66-70) Physical Therapy
- (71-75) Plastic Surgery
- (76-81) Psychiatry. Deals with mental, emotional and behavioral disorders.
- (82-87) Radiology. The use of radiation in the diagnosis and treatment of disease.
- (88-93) Sports Medicine. Of course
- (94-98) Surgery. The character is an accomplished surgeon of whatever specific field he/she desires (brain, foot, eye, etc.)
- (99-00) Veterinary Medicine. Taking care of animals medical needs.
(67-73) Mystic and Mental Skills -
- (01-17) Trance
- (18-35) Mesmerism
- (36-51) Sleight of Hand
- (52-70) Resist Domination
- (71-87) Occult Lore
- (88-00) Mystic Background
(74-79) Other -
- (01-08) Accounting
- (09-18) Animal Training
- (19-30) Artist
- (31-40) Business/Finance
- (41-50) Escape Artist
- (51-57) Heir to a Fortune. Counts as two talents.
- (58-67) Journalism.
- (68-75) Leadership
- (76-82) Performer
- (83-88) Politics
- (89-91) Sewing and Tailoring
- (92-95) Student. Counts as two talents. No other initial talents can be taken.
- (96-99) Trivia. Pick a subject to be a know-it-all about.
- (00) TV Junkie
(81-86) Physics -
- (01-15) Acoustics. Deals with the study of noise control and Sonoluminescence, using sound to produce light in liquids. (read up on it. Its quite interesting.)
- (16-32) Atomic Physics. The study of solely atomic physics. Includes nuclear physics.
- (33-48) Cryogenics. Deals with the production and effects of very low temperatures.
- (49-66) Energy and Particle Physics. The study of the electromagnetic spectrum of energy and research into new power sources.
- (67-83) Mathematics. The character with this talent is a math whiz, unbelievably good with numbers and as such gets a plus +1CS to all problems that can be solved mathematically.
- (84-00) Quantum Physics. Research and development into teleportation, worm holes, warp theory and other MARVELous ideas. The character can even start off by creating a new specialty field. Counts as two talents.
(87-93) Piloting Skills - all talents give +1CS to agility feats when piloting.
- (01-15) Airplane Pilot. Includes commercial jets, small planes and fighter jets.
- (16-27) Automobile Specialist. Includes race car driving.
- (28-38) Boat Pilot. Includes sailboats, jet skis and even large aircraft carriers.
- (39-50) Helicopter
- (51-63) Military Vehicle Specialist. Includes tanks, jeeps and other off-road warcraft.
- (64-77) Motorcycle
- (78-89) Spacecraft. Includes space shuttles and out of atmosphere ships.
- (90-00) Submersible Vehicle. Includes submarines, diving bells and other underwater vehicles.
(94-00) Weapons Skills -
- (01-10) Blunt Weapons
- (11-20) Bows
- (21-30) Guns
- (31-40) Marksmen
- (41-50) Oriental Weapons
- (51-60) Paired Weapons
- (61-70) Sharp Weapons
- (71-80) Thrown Weapons
- (81-90) Weapons Master. +1CS with all weapons that require a fighting feat to hit.
- (91-00) Weapons Specialist. +2CS when using one specific weapon.
APPENDIX
Real Martial Arts Talents
New Martial art talents. The rules are simple, you must learn the Talent first and then you may learn the style. You may not mix and match styles with other talents.
Talents: price 1000 Karma Pts
Styles : Price 750 Karma Pts
(*) Price is doubled
Martial Arts
- Aikido (Style Hapki`do)
- Bojutsu*
- Judo/Jujitsu
- Kung Fu (Style: Leopard, Monkey, Panther, Praying Mantes, Snake, Tiger, White Crane, Wing`chun)
- Kempo
- Kenjutsu (Styles: Batto-Jutsu, Iai-Jutsu, Miko, Odin*)
- Kyojutsu
- Gung Fu (Style: Dragon, Drunken Master, Eagle's Claw *, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
- Naginata-jutsu
- Ninjutsu
- Sojustu Spear
- Shaolin (Style: Din`mock*)
- Tai Chi
- Tae`kwon do (Style: Technician, Power)
Aikido: +1CS catching, grabbing, grappling. Ability to slam regardless of comparative strength. (Style Hapki`do)
Style
- Hapki`do:
+1CS catching, grabbing, grappling (automatically does damage)..
- Bu-Jutsu *:
Weapon specialist with the Bow Staff +2CS to hitting with it
Judo/ Jujitsu: Can stun or slam regardless of strength or endurance
Karate
Kung Fu: Is considered Gung Fu in Northern China. +1CS on all hand to hand combat. (Style: Leopard, Monkey, Panther, Prey, Mantes, Snake, Tiger, White Crane, Wing`chun)
Style:
- Leopard:
+2CS to blocking
- Monkey:
Target is at -1CS to all fighting actions
- Panther:
Can Evade more than one attacker
- Prey Mantes:
Successful grapple does damage
- Snake:
Ex Paralyzing touch
- Tiger:
Fighting does edge damage instead of blunt damage
- White Crane:
+1CS on all hand to hand combat
- Wing`chun *
+2CS all in side fight techniques +1CS to Evading
- Using Qui or Chi
Ex Telekinetic force touch (auto-slam)
Kempo: +1CS to Flesh damage
Ken-Jutsu: Sword Fighting + 1CS to fighting with the swords (Styles: Odin, Miko Batto-Jutsu, Iai-Jutsu)
Style
- Batto-Jutsu: Sword drawing +1 to initiative when fighting with a sword
- Iai-Jutsu:
Sword drawing +2 to initiative when fighting with a sword. Must learn Batto-Jutsu first.
- Miko:
Double Sword attacks acts as one attack.
- Odin *:
Premeditative Kill Strike: Player must roll a Pre-action no karma green roll. Failure results in the player being minus -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. No karma may be used for this strike. If successful Target must make endurance feat.
Kyo-Jutsu: Bow and arrow +1CS to Agility. +3cs is PC chooses to AIM for 1 round
Gung Fu: Southern China, +1CS on all hand to hand combat. (Style: Dragon, Drunken Master, Eagle's Claw, Eel, Irifit, Iron Fist, Frog, Leviathan, Shiva, Snake, White eyebrow, White Praying Mantes)
Style:
- Dragon: Double Damage
- Drunken Master:
Target is at -1CS to all actions.
- Eagle's Claw *:
Nerve Strike (this impairs one limb at a time). If Successful, Target must make an endurance feat. Failure results in the being -1CS to all fighting actions until medical attention is delivered by a hospital. If left unattended for more than a week, the results are permanent. Lessen damage by one column rank
- Eel:
Ex Electrical touch
- Frog:
Ex Poison Touch
- Irifit:
No penalties for fighting in hot weather (up to AM heat)
- Iron Fist:
Ex Material hand
- Leviathan:
No penalties for fighting in water, swamp, rain or liquid
- Shiva:
No penalties for fighting in cold weather (up to AM cold)
- Snake:
Ex Paralyzing Touch
- White eyebrow:
No penalties to fighting blind folded or when blinded
- White Praying Mantes:
Ex Blinding Touch
Naginata-jutsu: Staff with an attach blade + 1CS to fighting with staff with blade. Does both and edge damage.
Ninjutsu: Teleportation (Fe). May not increase in power. Must be rolled and you may use Karma
Shao`Lin: Negates all Martial Art Talents and Styles. In order to receive the talent must pay for an AM contact (Shao`Lin Priest) (Style: Din`mock*)
Styles:
- Din`mock *:
(Death Touch) Premeditative Kill Strike: (Lose All Karma) Player must roll a Pre-action no karma green roll. Failure results in the player being -3CS to all actions for that round. If successful all bonuses may use to score a kill on a green feat roll. If successful Judge make 1D10 roll to determine the number of days the Target will die. Target must make endurance feat (no karma roll against the strength intensity if the attack. Since the character is unaware of this action.
So-justu: Spear Throwing + 1CS to fighting and agility with the spear range is increase by 5 areas
Tai Chi: Aware of any Martial Arts talent and style use by the Target. Tai chi experts can read the target by their walk and prowess. They're able to detect the Martial Arts at Line of sight or by sense. No penalties to detecting Talents or Styles in the dark, blind folded or blind, they simply must be hit once. +1 one to initiative +1CS to Evading or Dodging
Tae kwon do: No pre-action roll is necessary for leaping and kicking at the same time. Can leap one area automatically regardless of strength. Note a White feat roll results in an autohit by the target (Style: Technician, Power)
Style:
- Technician: +1CS of all fighting attack involving the your feet
- Power:
Double Damage