Special Talent List
| Special Talent | Level Range |
| Accelerated Healing | 1–5 |
| Ambidextrous | 1-2 |
| Animal Control | 1–5 |
| Armor-Defeating Attack | 1–5 |
| Attack Resistance | 1–5 |
| Burrowing | 1-5 |
| Climbing Claws | 1–2 |
| Concealment | 1–5 |
| Danger Sense | 1–5 |
| Elasticity | 1–5 |
| Energy Absorption | 1-5 |
| Enhanced Senses | 1–5 |
| Environmental Adaptation | 1–5 |
| Extranormal | 1 |
| Extra Body Part | 1–5 (Repeatable) |
| Flight | 1–5 |
| Harmful Touch | 1–5 |
| Hive Mind | 1-5 |
| Immunity | 1 (Repeatable) |
| Intangibility | 1–5 |
| Iron Will | 1–5 |
| Large | 1 (Repeatable) |
| Life Drain | 1–5 |
| Longevity | 1–5 |
| Mental Influence | 1–5 |
| Natural Armor | 1–5 |
| Natural Communication | 1 |
| Natural Melee Weapon | 1–5 |
| Natural Ranged Weapon | 1–5 |
| Possession | 1–5 |
| Regrowth | 1-5 |
| Shapeshifting | 1–5 |
| Small | 1 (Repeatable) |
| Teleportation | 1–5 |
| Transmutation | 1–5 |
| Venom | 1-5 |
| Wall Walker | 1-5 |
Accelerated Healing (1-5)
The character recovers from injury at an extraordinary rate. This may be due to alien biology, rapid cellular regeneration, advanced nanotechnology, supernatural vitality, or other unusual factors. Whenever the character makes a natural healing roll, they gain the following benefits:
| Level | Effect |
| 1 | +1 bonus to all natural healing rolls. |
| 2 | +1D to all natural healing rolls. |
| 3 | +1D to all natural healing rolls and natural healing intervals are reduced by half. |
| 4 | +2D to all natural healing rolls and natural healing intervals are reduced by half. |
| 5 | +2D to all natural healing rolls, natural healing intervals are reduced to one-quarter normal, and the character automatically heals one Stun level at the beginning of each scene. |
Additionally, Level 1 through 3 recover from Stunned damage level in two rounds. Level 4 to 5 recover from it in 1 round. A character with Accelerated Healing may still be killed normally unless they possess another Trait that states otherwise.
Ambidextrous (1-2)
The character is equally skilled with either hand (assuming bilateral symmetry) and can coordinate actions with both hands more effectively than most individuals.
| Level | Effect |
| 1 | The character ignores any penalties for using their off hand and gains +1 to Fighting, Ranged Weapons, Thievery, Athletics, Craft/Repair, and similar tests when performing two one-handed actions simultaneously. |
| 2 | When performing two separate one-handed actions in the same round, reduce the Multi-Action Penalty by 1D for those actions (minimum 0D). |
Examples include fighting with two weapons, firing two pistols, using a tool while holding another item, or similar activities that require independent use of both hands.
The benefits of Ambidextrous apply only to actions that primarily involve the character’s hands or equivalent manipulators.
Animal Control (1-5)
The character possesses a supernatural, psionic, magical, or biological ability to influence and command animals. The player must choose a specific category of animals when this Talent is selected, such as canines, felines, reptiles, birds, insects, fish, or a similar group approved by the Game Master.
Activating Animal Control requires a Will Power Test opposed by the target’s Will Power or Presence. Controlled animals will obey commands to the best of their ability for a number of minutes equal to the character’s Successes × 10.
| Level | Effect |
| 1 | Influence a single animal. The character may calm, attract, or communicate simple intentions. |
| 2 | Control up to 2 animals simultaneously. Animals can follow simple commands. |
| 3 | Control up to 5 animals simultaneously. Animals can perform moderately complex tasks. |
| 4 | Control up to 10 animals simultaneously. Animals may coordinate actions and act as a group. |
| 5 | Control up to 25 animals simultaneously. Animals may perform complex tasks and willingly risk themselves for the character. |
The character may purchase Animal Control multiple times, selecting a different animal category each time. Swarms, schools, flocks, and similar groups of small creatures may count as a single animal at the Game Master’s discretion. Animal Control does not affect sentient beings, domesticated sophonts, undead creatures, constructs, or creatures with an Intellect greater than 2D unless specifically approved by the Game Master.
Armor-Defeating Attack (1-5)
The character possesses natural weapons or attacks that are exceptionally effective against armor. This may be due to monomolecular claws, corrosive saliva, armor-piercing fangs, phase-shifting appendages, supernatural force, or similar effects.
When making an attack with a natural weapon or natural ranged weapon, reduce the target’s Armor Value by the amount shown below.
| Level | Armor Ignored |
| 1 | 1D |
| 2 | 2D |
| 3 | 3D |
| 4 | 4D |
| 5 | 5D |
The player must define the nature of the armor-defeating effect when the Talent is selected. The effect should be consistent with the character’s biology, powers, or origin. Armor-Defeating Attack only applies to the attack form specified when the Talent is chosen.
At the Game Master’s discretion, certain armor types may be resistant or immune to a specific armor-defeating effect. For example, corrosive attacks may be ineffective against ceramic armor, while phase attacks may bypass conventional armor but not energy shields.
Attack Resistance (1–5)
The character possesses an unusual resistance to a specific type of attack. This may be due to alien biology, supernatural protection, advanced physiology, psionic shielding, or other extraordinary factors.
Choose one type of attack when this Talent is selected. The character gains additional Damage Resistance against that attack type.
| Level | Damage Resistance Bonus |
| 1 | +1D |
| 2 | +2D |
| 3 | +3D |
| 4 | +4D |
| 5 | +5D |
The bonus applies only against the selected attack type. Common attack types include:
- Energy Attacks: Fire, heat, electricity, radiation, cold, lasers, and similar energy-based attacks.
- Mental Attacks: Psionic assaults, mind-affecting powers, and other attacks that directly target the mind.
- Extranormal Attacks: Magical, psionic, divine, or other supernatural sources of damage.
- Physical Attacks: Claws, bites, punches, blades, projectiles, and other conventional physical attacks.
- Poison and Disease: Toxins, venoms, infections, and biological agents.
This Talent may be taken multiple times. Each purchase applies to a different attack type.
Burrowing (1–5)
The character can move through soil, sand, rock, ice, or other materials by digging, tunneling, or otherwise forcing a passage through them. This ability may be biological, technological, magical, psionic, or the result of another extraordinary adaptation.
| Level | Effect | Special Effect Examples |
| 1 | The character may dig through loose soil, sand, snow, or similar materials at half Move. | Digging Claws, Burrowing Limbs |
| 2 | The character may burrow through compact earth at full Move. | Mole Physiology, Earth Digger |
| 3 | The character may tunnel through dense soil and soft stone at half Move. | Stone Claws, Earth Glide |
| 4 | The character may burrow through most natural rock formations at full Move. | Rock Borer, Phase Tunneling |
| 5 | The character may move through virtually any natural material and leaves little or no trace of passage. | Earth Mastery, Molecular Burrowing, Supernatural Tunneling |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Burrowing does not normally allow movement through worked metals, force fields, energy barriers, or similarly artificial structures unless specifically permitted by the Game Master.
Climbing Claws (1–2)
The character possesses specialized claws, talons, hooks, adhesive pads, or similar natural adaptations designed for climbing.
| Level | Effect |
| 1 | Gain +1D to Athletics tests involving climbing. |
| 2 | Gain +2D to Athletics tests involving climbing. In addition, the character may climb vertical surfaces at full Move without penalty. |
Climbing Claws are intended for locomotion and do not provide any combat benefits unless combined with another Talent such as Natural Weapons.
Concealment (1–5)
The character possesses an unusual ability to avoid detection. This may be due to natural camouflage, active coloration, visual distortion, supernatural concealment, psionic interference, or true invisibility.
| Level | Effect | Special Effect Examples |
| 1 | Gain +1D to Stealth tests. | Natural Camouflage, Chameleon Skin, Shadow Coloring |
| 2 | Gain +2D to Stealth tests. | Advanced Camouflage, Active Coloration, Adaptive Fur or Scales |
| 3 | Gain +3D to Stealth tests and +1D to Dodge tests. | Blur, Heat Distortion, Psionic Masking, Generate Shadows, Generate Mist |
| 4 | Gain +4D to Stealth tests and +2D to Dodge tests. Observers suffer a -1D penalty to Search and Investigation tests. | Advanced Blur, Dimensional Shimmer, Light-Bending Skin, Generate Darkness, Generate Thick Mist |
| 5 | The character may become effectively invisible while remaining still or moving slowly. Gain +5D to Stealth tests, +3D to Dodge tests, and observers suffer a -2D penalty to Search and Investigation tests. | Invisibility, Optical Cloaking, Supernatural Vanishing, Generate Total Darkness |
Danger Sense (1–5)
The character possesses an uncanny awareness of danger. Whether through instinct, heightened perception, supernatural intuition, psionic awareness, or precognitive flashes, the character often senses threats before they occur.
| Level | Effect |
| 1 | The character gains +1D to Notice tests made to detect ambushes, traps, and hidden threats. |
| 2 | The character cannot be surprised except by extraordinary circumstances. |
| 3 | The character gains +1D to Initiative and may act normally during surprise situations. |
| 4 | Once per encounter, the character may immediately take a defensive action against an unexpected attack without counting it as a Multi-Action. |
| 5 | The character is constantly aware of imminent danger. Once per encounter, the character may force an attacker to reroll a successful attack against them. |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Elasticity (1–5)
The character can stretch, compress, bend, and reshape their body beyond normal biological limits. This may be due to flexible physiology, mutable flesh, psionic control, supernatural transformation, or other extraordinary factors.
| Level | Effect | Special Effect Examples |
| 1 | Gain +1D to Contortion, Escape, and similar tests involving flexibility. | Flexible Joints, Rubbery Body |
| 2 | Gain +2D to Contortion, Escape, and similar tests. The character may squeeze through openings half their normal width. | Boneless Physiology, Compressible Body |
| 3 | Gain +3D to Contortion, Escape, and similar tests. The character may stretch limbs or appendages up to 1 Space beyond their normal reach. | Elastic Limbs, Stretching Appendages |
| 4 | The character may squeeze through any opening large enough for their head and may stretch up to 2 Spaces beyond normal reach. Gain +1D to Dodge tests. | Shape-Flexible Body, Morphic Physiology |
| 5 | The character may dramatically alter their proportions, squeeze through extremely small openings, and stretch up to 3 Spaces beyond normal reach. Gain +2D to Dodge tests. | Living Rubber, Amorphous Body, Shape-Shifting Flesh |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Elasticity does not allow the character to change into another creature or form. Such abilities are covered by Shapeshifting or Transmutation.
Energy Absorption (1–5)
The character can absorb a specific form of energy and convert it into vitality, endurance, or other beneficial effects. This ability may be biological, magical, psionic, technological, or the result of another extraordinary adaptation. Choose one type of energy when this Talent is selected.
Special Effect Examples:
- Fire Absorption
- Cold Absorption
- Electrical Absorption
- Radiation Absorption
- Light Absorption
- Sonic Absorption
- Psionic Absorption
- Magical Absorption
| Level | Effect |
| 1 | When affected by the chosen energy type, the character gains +1D to Damage Resistance against that attack. |
| 2 | The character gains +2D to Damage Resistance against the chosen energy type. |
| 3 | Whenever the chosen energy inflicts a Stunned result, the character may immediately remove a Stunned result instead. |
| 4 | Whenever the chosen energy inflicts one or more Wounds, the character may remove a Stunned result or gain +1D to their next action. |
| 5 | Whenever the chosen energy inflicts one or more Wounds, the character may remove a Wound, remove a Stunned result, or gain +1D to all actions until the end of the next round. |
This Talent applies only to the chosen energy type.
This Talent may be taken multiple times. Each purchase applies to a different energy type.
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Enhanced Senses (1–5)
The character possesses sensory abilities beyond those of a normal Human. These enhancements may be biological, cybernetic, psionic, magical, or the result of another extraordinary origin.
When this Talent is selected, choose one sense: sight, hearing, smell, taste, touch, or another sense approved by the Game Master.
| Level | Effect | Special Effect Examples |
| 1 | Gain +1D to tests involving the chosen sense. | Keen Hearing, Sharp Eyesight, Acute Smell |
| 2 | Gain +2D to tests involving the chosen sense. | Predator Senses, Tracking Scent |
| 3 | Gain +3D to tests involving the chosen sense and one specialized sensory ability. | Night Vision, Direction Sense, Enhanced Hearing |
| 4 | Gain +4D to tests involving the chosen sense and one advanced sensory ability. | Infrared Vision, Echolocation, Thermal Awareness |
| 5 | Gain +5D to tests involving the chosen sense and one extraordinary sensory ability. | Vibration Sense, Multi-Spectrum Vision, Life Sense |
This Talent may be taken multiple times. Each purchase applies to a different sense or sensory ability. Specialized and advanced sensory abilities should be chosen when the Talent is acquired and approved by the Game Master.
Environmental Adaptation (1–5)
The character is adapted to survive in environments that would normally be uncomfortable, hazardous, or lethal to Humans. These adaptations may be biological, cybernetic, magical, psionic, or the result of other extraordinary factors.
| Level | Effect | Special Effect Examples |
| 1 | The character can survive and breathe in one unusual atmosphere or environmental medium without penalty. | Atmospheric Tolerance, Aquatic Breathing, Methane Breather |
| 2 | The character is immune to one environmental hazard. | Heat Resistance, Cold Resistance, Radiation Resistance |
| 3 | The character can survive in multiple hostile environments and ignores most environmental penalties. | Desert Adaptation, Arctic Adaptation, Deep Ocean Adaptation |
| 4 | The character can survive extreme environmental conditions that would quickly kill most creatures. | Vacuum Survival, Extreme Pressure Resistance, Volcanic Adaptation |
| 5 | The character can survive almost any naturally occurring environment without special equipment. | Void Dweller, Elemental Being, Extreme Environment Survivor |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
This Talent may be purchased multiple times to represent different adaptations. Each additional purchase applies to a different atmosphere, hazard, or environmental condition.
Extra Body Part (1–5)
The character possesses one or more additional limbs, organs, appendages, sensory structures, or other anatomical features beyond those of a typical member of their species.
The exact nature of the additional body part must be defined when this Talent is selected.
| Level | Effect | Special Effect Examples |
| 1 | Gain one minor body part that provides a situational benefit or +1D to a specific skill or type of test. | Antennae, Secondary Eyes, Balance Tail, Additional Lung |
| 2 | Gain one useful body part that provides a consistent advantage or grants an additional simple action each round. | Prehensile Tail, Manipulator Tentacle, Additional Arm |
| 3 | Gain one major body part that significantly expands the character’s capabilities. | Extra Pair of Arms, Secondary Head, Additional Legs |
| 4 | Gain multiple useful body parts or one extraordinary body part. | Four Arms, Compound Eyes, Multiple Tentacles |
| 5 | Gain several major body parts or a highly specialized anatomy that substantially alters how the character functions. | Hive Anatomy, Multiple Heads, Radial Symmetry, Six-Armed Physiology |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Additional limbs do not automatically grant extra actions. Talents such as Ambidextrous, Multi-Action abilities, or other appropriate Traits may be required to use multiple limbs effectively.
Extra Body Part may be purchased multiple times. The effects of each purchase are cumulative.
Extranormal (1)
The character possesses the innate ability to access an extraordinary or supernatural power source beyond the capabilities of ordinary individuals. When this Talent is selected, choose an Extranormal power source. This grants access to the powers, skills, and abilities associated with that power source as described by the setting.
| Power Source | Casting Skill | Resistance Skill |
| Magick | Magic Casting | Magic Resistance |
| Psionics | Psi Manifesting | Psi Resistance |
The chosen power source grants access to its associated Casting Skill, Resistance Skill, and any powers available to that source as described by the setting. This Talent may be taken multiple times. Each purchase grants access to a different Extranormal power source. This is required for magic users and psion type characters.
Flight (1–5)
The character possesses an unusual ability to move through the air. This may be due to wings, antigravity organs, psionic levitation, magical flight, gas bladders, or another extraordinary adaptation.
Characters with Flight use the Flying skill to maneuver while airborne.
| Level | Effect | Special Effect Examples |
| 1 | Gain +1 Move. The character is exceptionally fast and agile on the ground. | Hyper-Movement, Swift Runner, Elf Pace |
| 2 | The character can levitate up to 3 Space above the ground and move at half Move while doing so. | Levitation, Hovering |
| 3 | The character can glide. Fall damage is ignored and the character may move up to twice their Move while descending. | Glider Wings, Membrane Wings |
| 4 | The character can fly at their normal Move rate and remain airborne indefinitely. | Limited Flight, Weak Wings |
| 5 | The character can fly at twice their Move rate. | Full Flight, Powerful Wings, Antigravity Flight |
The appearance and source of Flight should be defined when the Talent is selected. Flight Level 3 or higher negates normal fall damage unless the character is unable to use their flight ability.
Harmful Touch (1–5)
The character can deliver harmful energy, toxins, psionic force, magical power, disease, or other damaging effects through physical contact. A successful Fighting attack or other touch attack is required.
| Level | Effect | Special Effect Examples |
| 1 | The target must succeed on a Difficult Stamina test or become Stunned. | Static Shock, Numbing Touch, Mild Venom |
| 2 | The target automatically becomes Stunned. | Electrical Discharge, Neural Shock |
| 3 | The target must succeed on a Moderate Stamina test or become Paralyzed for 1D rounds. | Paralyzing Touch, Neurotoxin, Psychic Lock |
| 4 | The attack inflicts +1D damage in addition to its normal effects. | Burning Touch, Corrosive Touch, Soul Shock |
| 5 | The attack inflicts +2D damage and the target must succeed on a Difficult Stamina test or become Paralyzed for 1D rounds. | Death Touch, Petrifying Touch, Devastating Venom |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Hive Mind (1–5)
The character is mentally linked to other members of a collective consciousness. This connection may be biological, psionic, technological, magical, or the result of another extraordinary adaptation.
| Level | Effect | Special Effect Examples |
| 1 | Sense the emotional state of linked members within a Short Range. | Pheromone Network, Emotional Link |
| 2 | Communicate simple thoughts and intentions with linked members within Medium Range. | Hive Communication, Group Awareness |
| 3 | Share sensory information with linked members. | Shared Vision, Collective Perception |
| 4 | Coordinate actions perfectly. Linked members gain +1D on cooperative actions involving other hive members. | Collective Intelligence, Neural Network |
| 5 | Members function as a true collective consciousness and may freely share thoughts, memories, and experiences. | Group Mind, Overmind, Collective Consciousness |
The player should define the Special Effect responsible for the Talent when it is selected. This Talent only functions with creatures that possess the same Hive Mind.
Immunity (1)
The character is completely immune to one specific hazard, condition, substance, or effect. This immunity may be biological, supernatural, technological, psionic, or the result of another extraordinary adaptation. Choose one immunity when this Talent is selected.
Special Effect Examples:
- Poison Immunity
- Disease Immunity
- Sleep Immunity
- Fear Immunity
- Paralysis Immunity
- Radiation Immunity
- Vacuum Immunity
- Fire Immunity
- Cold Immunity
- Mind Control Immunity
This Talent may be taken multiple times. Each purchase grants immunity to a different hazard, condition, substance, or effect. The Game Master has final approval over all immunities and may restrict particularly broad or campaign-defining immunities.
Intangibility (1–5)
The character can partially or completely reduce their physical interaction with the material world. This may be due to phase shifting, spiritual existence, dimensional displacement, psionic effects, energy conversion, or other extraordinary means.
| Level | Effect | Special Effect Examples |
| 1 | Gain +1D to Escape, Contortion, and similar tests involving restraints or confinement. | Ghostly Form, Phase Flicker |
| 2 | Gain +2D to Escape, Contortion, and similar tests. The character may pass through openings too small for their normal body. | Partial Intangibility, Shadow Form |
| 3 | The character may pass through thin barriers (up to 10 cm thick) and gains +1D to Damage Resistance against physical attacks. | Phase Shift, Ethereal Body |
| 4 | The character may pass through most solid objects and gains +2D to Damage Resistance against physical attacks. The character cannot make physical attacks while intangible. | Ghost Form, Dimensional Displacement |
| 5 | The character becomes fully intangible, ignoring most physical barriers and physical attacks. Energy attacks, psionic powers, magical effects, and similar phenomena may still affect the character at the Game Master’s discretion. | Spirit Form, True Phasing, Living Energy |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
While intangible, the character cannot carry or manipulate physical objects unless another Talent or Special Effect specifically allows it.
Iron Will (1–5)
The character possesses exceptional mental discipline, determination, and resistance to psychological influence. This may be the result of rigorous training, alien psychology, supernatural fortitude, psionic conditioning, or another extraordinary factor.
| Level | Effect |
| 1 | Gain +1D to Will Power tests. |
| 2 | Gain +2D to Will Power tests. |
| 3 | Gain +3D to Will Power tests and +1 to the difficulty of all mental attacks, persuasion attempts, and intimidation attempts targeting the character. |
| 4 | Gain +4D to Will Power tests and +2 to the difficulty of all mental attacks, persuasion attempts, and intimidation attempts targeting the character. |
| 5 | Gain +5D to Will Power tests and +3 to the difficulty of all mental attacks, persuasion attempts, and intimidation attempts targeting the character. |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Large (1)
The character is larger than the typical member of their species. Increase the character’s Size by one category and apply all associated Scale modifiers.
Special Effect Examples:
- Giant Physique
- Massive Frame
- Heavy-World Adaptation
- Enlarged Biology
- Titan Bloodline
This Talent may be taken multiple times. Each additional purchase increases the character’s Size by one category.
Life Drain (1–5)
The character can absorb vitality, energy, stamina, or life force from another living creature. This ability may be biological, psionic, magical, supernatural, or the result of another extraordinary adaptation.
A successful Fighting attack or other appropriate touch attack is required unless the Special Effect states otherwise.
| Level | Effect | Special Effect Examples |
| 1 | If the attack inflicts at least a Stunned result, the character immediately removes one Stunned level. | Energy Leech, Fatigue Drain |
| 2 | If the attack inflicts at least one Wound, the character may remove a Stunned level or gain +1D to their next action. | Vitality Drain, Psychic Leech |
| 3 | Whenever the attack inflicts one or more Wounds, the character may remove up to two Stunned levels. | Blood Drain, Life Leech |
| 4 | Whenever the attack inflicts one or more Wounds, the character may remove one Wound or up to three Stunned levels. | Vampiric Drain, Soul Leech |
| 5 | Whenever the attack inflicts one or more Wounds, the character may remove up to two Wounds, four Stunned levels, or divide the benefit between them. | Life Drain, Essence Consumption, Soul Absorption |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Life Drain only functions against living creatures unless the Special Effect states otherwise.
Longevity (1–5)
The character ages at a significantly slower rate than normal Humans. This may be due to alien biology, advanced genetics, supernatural vitality, temporal anomalies, nanotechnology, or other extraordinary factors.
| Level | Effect | Special Effect Examples |
| 1 | The character appears much younger than their actual age and gains +1D to Persuasion tests involving charm, deception, or appearing harmless. | Youthful Appearance, Eternal Youth |
| 2 | The character ages at approximately half the normal rate and may live twice as long as a Human. | Slow Aging, Extended Lifespan |
| 3 | The character ages at approximately one-fifth the normal rate and may live for centuries. | Long-Lived Species, Elven Longevity |
| 4 | The character experiences negligible aging and may live for millennia unless killed by violence, disease, or other external causes. | Ageless, Near-Immortal |
| 5 | The character no longer dies from old age. They may only be permanently killed through injury, disease, supernatural means, or another appropriate vulnerability determined by the Game Master. | Immortality, Eternal Being, Regenerative Immortal |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Mental Influence (1–5)
The character can influence the emotions, perceptions, or thoughts of others through supernatural presence, psionic abilities, pheromones, magical effects, or other extraordinary means.
Activating this Talent requires a successful opposed Will Power test against the target. The effects last for a number of rounds equal to the character’s Successes.
| Level | Effect | Special Effect Examples |
| 1 | The target suffers a -1 penalty to all actions due to distraction, unease, or uncertainty. | Unease, Distracting Presence, Psychic Static |
| 2 | The target becomes fearful or hesitant, suffering a -1D penalty to all actions. | Fear, Intimidating Aura, Predator Presence |
| 3 | The target becomes confused and disoriented, suffering a -2D penalty to all actions. | Confusion, Hallucinations, Mental Static |
| 4 | The target becomes panicked or overwhelmed. The target may not voluntarily move closer to the character and suffers a -2D penalty to all actions. | Terror, Nightmare Projection, Dread Aura |
| 5 | The target becomes mentally incapacitated and may take only defensive or movement actions until the effect ends. | Overwhelming Fear, Mental Collapse, Psychic Shock |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master. Mental Influence does not grant direct control over another character. Abilities that allow possession, domination, or mind control are separate Talents.
Natural Armor (1-5)
The character possesses natural protection against physical harm. This protection may take the form of thick hide, dense muscle tissue, scales, chitinous plating, blubber, crystalline skin, or similar biological defenses. Natural Armor provides a bonus to the character’s Armor rating.
| Level | Armor Bonus |
| 1 | +1 |
| 2 | +2 |
| 3 | +1D |
| 4 | +1D+1 |
| 5 | +1D+2 |
Natural Armor is always active and does not require equipment. It may be combined with worn armor at the Game Master’s discretion.
Natural Communication (1)
The character possesses a specialized method of communication beyond ordinary speech. This communication method may be biological, psionic, magical, technological, or the result of another extraordinary adaptation.
Choose one communication method when this Talent is selected.
Special Effect Examples:
- Telepathic Communication
- Pheromone Communication
- Bioluminescent Signaling
- Ultrasonic Communication
- Infrared Signaling
- Electrical Signaling
- Chemical Communication
- Hive Broadcast
- Empathic Communication
- Color Pattern Communication
The character can communicate using the chosen method with any creature capable of perceiving it. This Talent may be taken multiple times. Each purchase grants a different communication method.
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Natural Melee Weapons (1-5)
The character possesses built-in biological weapons such as claws, fangs, horns, tails, pincers, or similar appendages.
| Level | Damage |
| 1 | +1D |
| 2 | +1D+1 |
| 3 | +1D+2 |
| 4 | +2D |
| 5 | +3D |
The player chooses the form:
- Claws/Talons
- Fangs
- Horns/Tusks
- Tail
- Beak
- Pincers
- Kick
- Trample
- Body Spikes
The form primarily determines narrative appearance and any special maneuver it may enable.
Natural Ranged Weapon (1-5)
The character can project biological or energy-based attacks. Examples include:
- Acid spit
- Venom spray
- Bone darts
- Sonic blast
- Fire breath
- Plasma projection
- Electrical discharge
| Level | Damage | Range (in Spaces) |
| 1 | +1D | 40 |
| 2 | +2D | 80 |
| 3 | +3D | 120 |
| 4 | +4D | 160 |
| 5 | +5D | 200 |
Possession (1–5)
The character can project their consciousness into another living creature and influence or control its actions. This ability may be psionic, spiritual, magical, technological, or the result of another extraordinary power.
The target may resist with an opposed Willpower or appropriate Resistance test.
| Level | Effect | Special Effect Examples |
| 1 | The character may sense through the target’s senses for up to one minute. No control is possible. | Empathic Link, Spirit Sight |
| 2 | The character may influence emotions, impulses, or simple decisions. The target retains full control. | Suggestion, Emotional Manipulation |
| 3 | The character may seize partial control of a target for one round per Success. The target may resist each round. | Limited Possession, Psychic Override |
| 4 | The character may assume control of a target’s body while the target remains aware but unable to act. The target may attempt to break free once per scene. | Full Possession, Spirit Riding |
| 5 | The character may completely possess a target for an extended duration. The target is effectively suppressed until the possession ends or the target successfully breaks free. | True Possession, Body Theft, Soul Invasion |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
The Game Master has final authority over what creatures may be possessed and the duration of possession. Particularly powerful, alien, or unwilling minds may receive bonuses to resist or may be immune entirely.
Regrowth (1–5)
The character can regenerate lost or damaged body parts. This ability may be biological, magical, psionic, technological, or the result of another extraordinary adaptation.
Regrowth does not restore Wounds faster. It only restores body parts, organs, and other anatomical features that have been severed, destroyed, or otherwise rendered unusable.
| Level | Effect | Special Effect Examples |
| 1 | Restore minor body parts such as fingers, ears, claws, teeth, scales, or similar features within one week. | Reptilian Regrowth, Starfish Biology |
| 2 | Restore small appendages and sensory organs within one week. | Regrowing Eyes, Antennae, Tails |
| 3 | Restore major limbs and appendages within one month. | Regrowing Arms, Legs, Wings |
| 4 | Restore complex organs and multiple lost body parts within one month. | Regrowing Internal Organs, Multiple Limbs |
| 5 | Restore virtually any lost body part. If a significant portion of the body survives, complete regeneration is possible within one month. | Troll Regeneration, Biological Reconstruction, Mythic Regrowth |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Regrowth does not restore a dead character to life unless specifically approved by the Game Master.
Shapeshifting (1–5)
The character can alter their physical form. This may be biological, magical, psionic, technological, or the result of another extraordinary ability.
| Level | Effect | Special Effect Examples |
| 1 | Transform a single body part. | Claws, Fangs, Gills, Enhanced Eyes |
| 2 | Transform multiple body parts. | Claws and Fangs, Wings, Tail |
| 3 | Transform up to half of the body. | Werewolf Hybrid, Aquatic Form |
| 4 | Transform the entire body into another creature of similar Size. | Wolf Form, Eagle Form |
| 5 | Transform the entire body into virtually any creature or form approved by the Game Master. | Dragon Form, Beast Mastery, True Shapeshifting |
The player should define the Special Effect responsible for the Talent when it is selected. The character retains their own mind, memories, and personality while transformed.
Small (1)
The character is smaller than the typical member of their species. Reduce the character’s Size by one category and apply all associated Scale modifiers.
Special Effect Examples:
- Diminutive Build
- Compact Frame
- Miniature Physiology
- Small Stature
This Talent may be taken multiple times. Each additional purchase reduces the character’s Size by one category.
Teleportation (1–5)
The character can instantly transport themselves through space. This ability may be magical, psionic, technological, dimensional, or the result of another extraordinary power.
The character must be able to clearly visualize the destination or have line of sight to it, unless otherwise approved by the Game Master.
| Level | Effect | Special Effect Examples |
| 1 | Teleport a body part or carried object up to 1 Space. | Blink Hand, Phase Reach, Spatial Shift |
| 2 | Teleport part of the body up to 5 Spaces. The character may briefly phase through obstacles or barriers. | Short Blink, Dimensional Slip |
| 3 | Teleport the entire body up to 10 Spaces. | Blink, Combat Teleport |
| 4 | Teleport the entire body up to 100 Spaces and carry one willing passenger or equivalent mass. | Long-Range Blink, Fold Step |
| 5 | Teleport the entire body and multiple passengers to any location within line of sight or a familiar destination known to the character. | True Teleportation, Gate Walking, Fold Travel |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Teleportation does not normally allow travel through time, dimensions, or other realities unless specifically permitted by the Game Master.
Transmutation (1–5)
The character can alter the physical properties of matter. This ability may be magical, psionic, technological, or the result of another extraordinary power.
| Level | Effect | Special Effect Examples |
| 1 | Transform a small object or body part. | Iron Fist, Stone Skin, Wooden Claws |
| 2 | Transform multiple body parts or a handheld object. | Steel Arms, Crystal Weapons |
| 3 | Transform up to half of a target or object. | Flesh to Stone (Limb), Metal Body |
| 4 | Transform an entire creature or large object. | Full Petrification, Living Metal Form |
| 5 | Completely transform creatures, objects, or materials into something fundamentally different. | Flesh to Stone, Lead to Gold, Matter Conversion |
The player should define the Special Effect responsible for the Talent when it is selected. Living targets may resist unwanted transmutations with an appropriate Resistance test.
Venom (1-5)
Venom is separate from Natural Weapon because poison and damage are fundamentally different effects.
| Level | Effect |
| 1 | Satmina Check or Stunned |
| 2 | Automatically Stunned. |
| 3 | Automatically Stunned and can not recovered for D6 hours |
| 4 | Damage 2D |
| 5 | Damage 4D |
Wall Walker (1–5)
The character can adhere to and move across walls, ceilings, and other surfaces that would normally be impossible to traverse. This ability may be biological, psionic, magical, technological, or the result of another extraordinary adaptation.
| Level | Effect | Special Effect Examples |
| 1 | The character gains +1D to Athletics tests involving climbing and may move across rough vertical surfaces without penalty. | Adhesive Pads, Clinging Claws |
| 2 | The character gains +2D to Athletics tests involving climbing and may move at full Move on vertical surfaces. | Gecko Feet, Spider Claws |
| 3 | The character may move across smooth vertical surfaces and ceilings at half Move. | Adhesive Secretions, Gravity Adhesion |
| 4 | The character may move across any solid surface, including ceilings, at full Move. | Wall Crawling, Molecular Adhesion |
| 5 | The character may traverse virtually any surface, regardless of texture, orientation, or environmental conditions. | Perfect Adhesion, Gravity Manipulation, Supernatural Clinging |
The player should define the Special Effect responsible for the Talent when it is selected. The Special Effect is primarily narrative and does not alter the mechanics unless noted otherwise by the Game Master.
Wall Walker does not grant the ability to fly. The character must remain in contact with a surface at all times.
