The following is a list of all the talents available in the game. The referee is at liberty to come up with additional talents as he/she sees fit.
Non-human characters will normally have several of these talents based on theirrace (racial talents). Certain talents (marked with a *) are normally only available as racial talents.
|Night vision||2||Can see in normal darkness as though it is a gloomy day.|
|Light sleep||2||Does not need as much sleep as normal (normal is 7-8 hours/day). Recovers from fatigue twice as fast as normal. Wakes easily when asleep (+5 to Hearing dice roll to wake).|
|Rapid healing||2||Recovers from wounds twice as fast as normal.|
|Regenerates||5*||Does not suffer from after-wound shock. Recovers from wounds twice as fast as normal. Re-grows body parts if they are damaged.|
|Does not age||5*||Matures at normal speed up to adult, but then does not age.|
|Long life-span||2*||Ages three times as slowly as a normal human (i.e. adult is from 60 to 119).|
|Attuned to magic - latent||2||Gains a +4 bonus on dice rolls to sense the presence of magic. A character with this talent may (given suitable justification) upgrade the talent to active capability.|
|Attuned to magic - active||5||Gains a +4 bonus on dice rolls to sense the presence of magic. A character with this talent can also cast magic, using appropriate magical skills. A character without this talent cannot cast magic.|
|Enchanted||varies||The character is the beneficiary of a long-term enchantment (i.e.
> 1 day duration) that is either cast
directly on him/her or is in a focused
enchantment onto an item that the character possesses. The referee
should determine how much the enchantment is worth with reference to
how many character points it would cost the character to gain that
effect normally through characteristics, talents or skills. The referee
may apply a small discount for limitations that make the enchantment
less good than simply buying the capability normally. For example:
|Ambidextrous||1||Able to use both hands equally well. No penalty on actions with off-hand (normal penalty is -2).|
|Extra limb(s)||2* or 3*||Character has an additional
limb (hand, foot, tentacle, tongue or tail) that he/she can use to grab
things or use a weapon in combat. For 2 cps, the limb is as effective
as a right-handed person's left hand. For 3 cps, there is no penalty
with the extra limb.
Having an extra limb, gives a character +2 to dice rolls such as grabbing someone, escaping entanglement and avoiding falling by grabbing a ledge.
|Talent for a particular skill||2||Character has a talent for a
specific skill and gains a +2 bonus on any dice
roll involving that skill and a +2 bonus to that skill's
limit. The player should identify a rationale for the talent, and based
on this the referee may allow the talent to have additional benefits,
|Luck||2||Character is naturally lucky. Once per game session (or 4-5 hours play at the referee's discretion), the player can, before the results of a dice roll affecting the character are declared, declare that he/she is lucky. This allows the character to apply a +3 or -3 modifier to the dice roll. In addition, the dice roll should be rolled twice and the player can choose the best outcome for the character. Players should use these "luck" rolls carefully, saving them for critical or life threatening circumstances. Luck may be taken more than once to increase the number of dice rolls per session that the player can affect.|
|Resistant to disease/poison||2||Character gains +4 on any dice roll to resist the effects of disease, drugs or poison.|
|Immune to a particular disease/poison||1||Character is immune to one particular disease, drug or poison|
|Immune to all disease/poison||5||Character is immune to the effects of any disease, drugs or poison.|
|Can breathe water||5*||Character can extract oxygen from water sufficient to breathe.|
|Cold-blooded metabolism||2*||Character has a cold-blooded metabolism. The character only needs to eat about 10% of the food of an equivalent warm-blooded character, and can store food for long periods of time in his/her body. However, the character must suffers penalties on all dice rolls in cold temperatures (e.g. -1 in temperate to -5 in polar).|
|Tough skin||1-20*||The character has a tough skin,
made out of fur, feathers, leather or bony plates. This acts as natural
armour, in addition to any artificial armour that the character wears
as clothing. Tough skin costs according to how much protection value
(PV) it provides:
1, 2 or 3 PV tough skin is not necessarily obvious; higher protection skin is always obvious. Some races may have natural armour on some areas of their body but not others; in which case the referee should reduce the cps cost accordingly.
|Claws||2 or 4*||Character's hands/feet have claws built into them, which means that the character's unarmed attacks (punch, kick) count as inflicting sharp damage (with +3 damage compared to a normal punch/kick). Claws also give a +2 bonus on certain climbing dice rolls. For 2 cps, the claws are obvious and make wearing shoes or gripping objects difficult. For 4 cps, the claws are retractable.|
|Flight||2 or 4*||Character has wings and can take to the air. For 2 cps, the character can glide (and must use thermal air currents to gain altitude). For 4 cps, the character can fly and hover. Flying ability tends to be restricted heavily by encumbrance.|
|Universal translator||2, 4 or 6||Character has an uncanny knack for understanding what people are
saying in a foreign language and for being able to communicate back to
them. There are three levels of this talent:
For 2 cps, the character can understand or speak short phrases of common words (equivalent to a dice roll basic value of 2 in communication) in any language.
For 4 cps, the character can carry out basic conversation (equivalent to a dice roll basic value of 5 in communication) in any language.
For 6 cps, the character can speak like a native (equivalent to a dice roll basic value of 8 in communication) in any language.