Version 2.0 (Updated 06/22/2026)
Special Talents
Special Talents are extraordinary abilities that exceed the normal capabilities of Humans. They may be the result of alien biology, mutation, cybernetics, psionics, magic, advanced technology, or other unusual origins.
Unlike ordinary Talents, Special Talents often grant abilities unavailable to most characters, such as flight, regeneration, enhanced senses, natural weapons, shapeshifting, or teleportation. Each Special Talent is assigned a Level that reflects its overall power and impact on the game. Higher-Level Special Talents are generally more potent, versatile, or difficult to acquire.
Special Talents are commonly used to create alien species, supernatural creatures, and other extraordinary character concepts.
Special Talent Levels
| Level | Points | Description |
| Minor | 1 | Useful but situational ability. |
| Moderate | 2 | Provides a clear advantage in specific circumstances. |
| Major | 3 | Frequently useful and significantly impacts play. |
| Exceptional | 4* | Powerful abilities that define the character. |
| Legendary | 5* | Rare abilities capable of altering encounters. |
* These Special Talents are very hard to keep under control. The gamemaster should not allow a character with these abilities to have other very powerful Advantages without some major Compensations being present. You may not wish to choose these abilities at first.
Special Talent Enhancements & Limitations
While a Talent’s Level determines its overall power, Enhancements and Limitations allow players to customize Talents to better fit a character concept.
Enhancements improve a Talent beyond its normal capabilities, while Limitations restrict a Talent in some way. A Talent may have multiple Enhancements and Limitations, subject to Game Master approval.
Enhancements and Limitations should always be reflected in the character’s story and Special Effects. They are not intended solely as mechanical modifiers.
Enhancements
Additional Effect (+1 to +3): The Talent gains an additional beneficial effect beyond its normal function. The more useful the effect, the greater the Level increase.
Examples:
- Natural Armor reflects damage to attackers.
- Flight creates strong winds.
- Harmful Touch inflicts lingering pain.
- Enhanced Senses grant a tracking bonus.
A Talent may have this Enhancement multiple times.
Extended Range (+1): The Talent affects targets at a greater distance than normal. Each purchase increases the Talent’s effective range by one category, as determined by the Game Master. For Talents that normally require physical contact, a single Extended Range Enhancement allows the Talent to be used at Short Range.
Examples:
- Harmful Touch becomes a ranged attack.
- Possession can affect distant targets.
- Teleportation gains increased distance.
- Animal Control affects creatures farther away.
This Enhancement may be selected multiple times.
Multiple Targets (+1 Level per Target): The Talent may affect additional targets simultaneously. Each purchase grants one additional target without requiring a Multi-Action penalty.
Examples:
- Affect multiple creatures with Animal Control.
- Teleport several companions.
- Possess multiple targets.
- Heal several allies simultaneously.
This Enhancement may be selected multiple times.
Bestow (+50% Talent Cost): The character may temporarily grant the Talent to others. The player must define who may receive the Talent when this Enhancement is selected.
Examples:
- Grant Flight to an ally.
- Share Accelerated Healing.
- Bestow Extranormal abilities.
- Transfer Enhanced Senses.
The recipient controls the Talent for as long as the granting character allows. This Enhancement may only be selected once per Talent.
Limitations
Ability Loss (-1 to -3): Under specific circumstances, the Talent becomes unavailable. The more common the circumstance, the greater the reduction.
Examples:
- Flight functions only at night.
- Shapeshifting works only during a full moon.
- Enhanced Senses fail in bright light.
Allergy (-1 to -3): Exposure to a specific substance or condition interferes with the Talent. Minor Allergies reduce effectiveness, while severe Allergies may prevent use entirely.
Examples:
- Silver interferes with Regeneration.
- Sunlight weakens Shapeshifting.
- Smoke disrupts Enhanced Senses.
A Talent may only have one Allergy, though multiple allergens may be associated with it.
Burn-Out (-1 to -5)
Under a specific set of circumstances, the Talent may be permanently lost. The more likely the Burn-Out condition, the greater the reduction.
Examples:
- A magical blessing that vanishes if an oath is broken.
- A mutation that burns itself out after overuse.
- A cursed power that disappears after fulfilling its purpose.
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Cybernetic (-1): The Talent is provided by an implanted or artificial device.The Talent is vulnerable to all effects that normally affect cybernetic systems.
Examples:
- Artificial wings.
- Targeting implants.
- Synthetic armor plating.
This Limitation may only be selected once per Talent.
Price (-1): The Talent requires a cost to activate or maintain. The greater the cost, the more times this Limitation may be selected.
Examples:
- Spend Character Points.
- Spend Fate Points.
- Consume rare materials.
- Suffer Fatigue.
- Draw blood.
Restricted (-1 to -5): The Talent functions only under limited circumstances. The more restrictive the condition, the greater the reduction.
Examples:
- Works only against a specific creature type.
- Functions only underwater.
- Requires direct sunlight.
- Requires spoken commands.
This Limitation may be selected multiple times.
Side Effect (-1 to -3): Using the Talent causes an undesirable secondary effect. The more severe the consequence, the greater the reduction.
Examples:
- Glowing eyes.
- Loud humming.
- Visible energy discharge.
- Temporary weakness.
- Disturbing appearance.
Super-Science Item (-2): The Talent resides in a unique device, weapon, artifact, or piece of equipment. The item may be lost, stolen, damaged, or destroyed. On a Critical Failure, the item malfunctions and requires repair before it may be used again.
Examples:
- Experimental power armor.
- Prototype teleportation belt.
- Energy staff.
- Alien artifact.
This Limitation may not be combined with Cybernetic.
