Welcome to the Talented Multiverse
updated 7/27/26
Talents
“Be the best version of yourself.”
Talents are the engine that runs the game. You use them to define how your character interacts with the world. They could be cyberwear. They can represent spells you cast. Some could represent better living through superior chemistry: drugs.
Talents are paid for with energy based on Force (F): F1 = 1, F2 = 4, F3= 9, F4= 16.
Any player can buy a talent for 5xp per talent. Melee attacks use strength and ranged attacks use dexterity. Players gain Talents as their level increases.
The following Types of Talents exist;
Technical: These talents are derived from technological/mechanical means. I could use the Fly talent as technology by calling it a Jet Pack as an item.
Magical: These are inherent Talents. Many act like spells, such as a fireball. I could take Fly with a magical ring as an item.
Racial: These are Talents derived from one’s race. High Strength is a trait of Giants.
Archetype: These are Talents specific to the Archetype. For instance, the Barbarian Ferocious Attack.
When a Talent is used, it is “activated”.
You can only use a Force according to your level.
Many Talents operate for 5 minutes after the conflict ends. Begin another combat before the five minutes end and the clock resets. The Heroes will have to make difficult choices in marshaling their resources. Should they move quickly to the next encounter to maintain the edge given by their talents or spend time searching for loot and avoiding traps?
Some attacks will use Resilience or Ego to resist. You use your Resilience/Ego + defense bonus = Defense. It is 12 + Ego + defense bonus level Defense.
You can use several Talents at the same time.
Talents are powered by energy. This reflects the idea that energy is a limited resource.
Technical - this represents a limit imposed by literal energy: batteries, electricity, or a finite number of charges. I could take Heal using a med kit. Energy would represent a number of uses.
Magical - this is the innate amount of magic you can power up. Heal would be limited by that innate power.
Some settings may eliminate certain talents. For instance, in a medieval setting, Hacking doesn't exist. Any time a setting negatively affects a talent's functioning, the player may substitute it with another talent.
Combat Talents act as modifiers.
Combat Talents:
These talents further define how you operate during combat. See Archetypes for recommendations. These are self-only.
Once activated, a Combat talent is active until the end of combat + 5 minutes. You can end a talent as a free action. You can have a talent active for one roll at the following energy: 1(1), 2(2), 3(4), 4(8). This does not count toward your number of slots. These are called one-shots. You have slots that represent the number of talents you can have active at any given time. You are allotted one slot at Level Zero and an additional slot at Levels 4 and 7. A free talent means it doesn’t cost energy to use and everyone can use it without purchasing it. It still counts as a slot unless it is a one-shot. Unless otherwise specified, the activation counts toward your activation count and slots. You gain slots as you advance in level. You cannot activate or purchase Talents of a Force higher than your level allows.
Aim
Description: You believe in precision attacks: one shot. One kill.
Mechanic: Hero modifies weapon by (+1d4)/F. Max F2.
Alertness
Description: You are hyper-aware of your surroundings. You saw the fight starting before anyone else and were ready to act quickly.
Mechanic: initiative modifier of (+1d4)/F. You can choose to use this after you roll. You can activate this during combat to improve your initiative score. Must remain activated to continue with the bonus. You can activate during combat to get an advantage in initiative. Costs a reaction to activate.
Ambush
Description: Catch your opponent by surprise to gain an advantage.
Mechanic: If you attack before your enemy has its first turn, or if a party member is attacking the same target, modify the attack by adding (+1d4)/F between To Hit and damage/F. Max 2. Can’t be combined with Ferocious Attack or Aim.
Bring on the Pain
Description: You are skilled at making damaging attacks.
Mechanic: F2 allows a reroll of all damage dice. The attacker can choose what roll to use. Can be used after the dice are rolled.
Close Quarter Combat
Description: You have mastered the use of ranged combat against adjacent targets.
Mechanic: Eliminate the penalty for point-blank range. F1.
Counterstrike
Description: Make an immediate counterattack at an opponent who just hit you with a melee attack or an adjacent ranged attack.
Mechanics: F2 one shot to make a free attack. Counts as a reaction.
Critical Hit
Description: You turn 19 into a critical hit.
Mechanics: When the player rolls a natural 19, it is a critical hit if the roll would hit. This is not automatic. F2. Can be used as a reaction and pay F2 as a one-shot to make it a critical hit.
Defensive Attack/ Fire from cover
Description: You attack cautiously. This could represent attacking from cover.
Mechanic: Increase your AV (+1d4) and your attack by (-1d4). This is a free talent and costs no energy. If a Hero ends their move behind cover, add (+d4) to AV.
Disarm:
Description: Using a ranged or melee weapon, you cause the target to drop their weapon.Mechanic: F2 one shot only. (-4) modifier to hit the target. On a successful hit, the target takes 1/2 damage and must spend a half move to retrieve the weapon.
Escape:
Description: Leave a threatened zone safely.
Mechanic: F1. Not subject to reactive attack.
Ferocious Attack
Description: You fight with emotion. This combat style is a reckless, all-out attack.
Mechanics: The player buffs the damage (+1d4)/ Force. It can't be combined with Bring on the Pain. Max F2.
Goad
Description: You hurl insults at your enemy until they attack only you.
Mechanic: Hero makes an attack using Influence versus the target's Ego. For example, if I have an Ego of (4), the Hero must beat a 16. (Ego + 12). On a successful attack, you cause the target to forgo all other enemies and attack just you with a Strength-based attack. The target will move toward you directly, even if it results in a Reactive Attack. F2. Each turn, the target must succeed on an Ego S14 roll to end the talent.
Grapple:
Description: You prevent the target from taking an action, and after the first round, start doing damage.
Mechanic: Make a successful attack roll. The attacker and target then make an opposed Resilience roll. If the attacker wins, the target is grappled. Each turn thereafter, the Attacker rolls against the target's Resilience. If the Attacker wins, they also do Unarmed Combat damage. The Target can try to evade the grapple on its turn as an Attack action. If successful, the target can then use the remaining actions.
Follow-on Attack:
Description: When you drop your opponent, you may attack another enemy in an adjacent square.
Mechanic: Pay F2. The melee attack does base damage only and excludes any Talents to affect damage. Available as a one-shot.
Ki Body
Description: You turn your body into a killing weapon.
Mechanics: Do d6 damage for F1 and d8 for F2.
Long shot
Description: Reach out and touch someone. Increase the range increment by 1.
Mechanic: Pay F2 and increase weapon range by 1 step. Pay F3 and increase the range by 2 steps. Long range becomes Long range *2.
Melee Reach
Description: You can extend your melee attack beyond adjacent squares. You end in the space you attacked from. Does not provoke a reactive attack.
Mechanic: Make a melee attack 5’/ F level. No max.
Multi-attack:
Description: Use this when you want to attack more than once. This can simulate a shotgun, 2-handed weapon, double-tap, burst, or automatic fire, or AOE Talent. You can hit more than one target, but they must be within 10’ of one another. This doesn't stop anyone from firing their weapons on auto or two-weapon fighting. It just means you only hit once.
Mechanic: Make 2 attacks. Roll for each. F3. 3 attacks for F4.
Offensive Attack
Description: You sacrifice your safety for a better chance to hit.
Mechanic: Reduce your Defense by (-1d4) and increase attack by (+1d4). This is a free Talent.
Parry
Description: increase Defense vs. a melee attack.
Mechanic: increase Defense by (+1d6)/F. Max F1. Counts against ranged weapons within 5’ of the character. Use a reaction to activate.
Push
Description: An attack that can be combined with the attack roll. The attack moves the target away from the caster.
Mechanic: Move the target away by (+3d6’) /F.
Run
Description: Increase your move
Mechanics: As part of a move action, you may run an additional (3d6’)/F.
Running Attack
Description: You are moving so fast that enemies have a harder time hitting you.
Mechanic: Any time you activate the Run talent and move your full move, you increase AV by (+1d4) per force, up to a maximum of F2.
Suppressive Fire:
Description: Lay down a field of fire.
Mechanic: Costs a move and a combat action. Using a firearm, send a flurry of rounds downrange. The area is suppressed from your spot to the end of the weapon's range. The suppressed area is 10’ wide. The length of suppression stops if it encounters an object in its path. Anyone who enters or is already in this pathway must make a resilience 18S roll to avoid damage. If hit, the target's move ends, and they take (+1d6) damage. The player also has a (-1d6) modifier on attack rolls.
Tactical commander: You are a commander of men. You direct your fellow Heroes in Combat to gain their max efficiency.
Mechanic: Add your Charisma score and (+1d4) to your initiative check. Use your initiative for the party.
Trip
Description: Cause the target to trip. It can be part of the attack.
Mechanic: F2. Target gains the Prone condition.
AOE:
These are area-of-effect weapons. Range is based on the weapon system employing the weapon. Throw for short. Long for a grenade launcher.
There are 4 shapes of the AOE.
Ground zero - you drop the AOE at your feet, but not on you. Doesn't require a to-hit roll. Affects all targets in adjacent squares around you.
Square - You aim an explosive at a square with a TN of 14. If you miss, the device scatters. It misses by 5 feet for every 2 points you miss on the roll. If a device misses, roll a d6. On a 1 or 2, miss a square to the left. 3 and 4 miss up the middle. 5 or 6 misses to the right. Odd on the roll indicates a shorted throw, even if it went too far. The square the explosive lands on and the surrounding 9 squares take full damage, halved on a successful 15T Resilience test.
Line - affects 9 squares in front of you. No roll needed to hit.
Cone - hits the first square in front of you, then widens to 2 squares, 3 squares, and 4 squares.
Frag: Type AOE or Grenade
Description: This is the Big Bang. Fragments explode over the area, causing damage. The following types of damage are possible: standard frag, fire, electricity, acid, and ice.
Mechanic: Targets take (+2d6)/F. The talent costs F+3 energy. So at F2, the attacker would pay 7 energy. Min F2 and access to Force 2 talents. The effect can exclude 1 target for every 1 energy paid.
Duration: instant
Cost: Attack action.
Flash/Bang:
Description: Victims are subjected to extreme sound, blast wave, and flash. This causes disorientation.
Mechanic: Throw the effect like an AOE. Target loses its next turn unless they make a Resilience 16S. If the target makes a successful Resilience save, they can resume their turn as usual. The talent costs F+3 energy. So at F2, the attacker would pay 7 energy. Min F2 and access to Force 2 talents. The effect can exclude 1 target for every 1 energy paid.
Duration: 1 turn.
Cost: attack action.
Buffs/ Skill Mastery
These Talents are designed to improve the target's skill. They can represent skill mastery if taken as a one-shot. Duration: one hour. Max at F2. Uses an attack action. Buffs may be taken as self-only. They then cost the one-shot price and must be purchased as self-only. These Buffs represent skill mastery. Can not stack buffs on each other. Only one buff is active at a time. You can use one-shots that don't count toward this limit.
These talents are activated by touching the target. For 1 additional energy, you can activate at short range; 2 energy at medium range; and 3 energy at long range.
Heightened Awareness:
Description: Your senses sharpen to extraordinary levels, allowing you to notice hidden details, danger, and subtle clues that others overlook.
Mechanic: The player becomes more aware of their surroundings. Improve observation skill: (+1d4)/ Force.
Shadowstep:
Description: Your movements become silent and instinctive, making it easier to avoid detection.
Mechanic: The player improves the sneak skill: (+1d4)/ Force.
Sikver tongue:
Description: Every word carries confidence and charisma. You effortlessly persuade, negotiate, and inspire others.
Mechanic: The player improves the influence skill: (+1d4)/ Force.
Truthsense:
Description: You instinctively recognize hesitation, deception, and hidden motives,
Mechanic: (+d6)/F modifier to observation to determine truth.
Intimidating Presence:
Description: Your sheer, physical presence radiates menace, making threats impossible to ignore.
Mechanic: You intimidate as a subset of Influence, using your strength as the stat. Increase (+1d6)/F to intimidate.
Trap Sense:
Description: You instinctively notice dangerous mechanisms and understand how to disable them, regardless of their technological or magical origin. This works at any tech level.
Mechanic: Target improves observation: traps by (+1d6)/F and Technology: remove Traps by (+1d6)/F.
Pathfinder:
Description: You become an excellent tracker, survivalist, and wilderness guide.
Mechanic: The target improves the Outdoors skill: (+1d4)/ Force.
Technical Expertise:
Description: Your understanding of machines, electronics, and complex systems reaches exceptional levels.
Mechanic: The target improves the technology skill: (+1d4)/ Force.
Genius:
Description: Your mind processes information with incredible speed and accuracy.
Mechanic: The player improves the knowledge skill: (+1d4)/ Force. Max F2.
Transporter:
Description: Whether behind the wheel, at the controls, or in the pilot's seat, your reflexes and instincts make every vehicle feel like an extension of yourself.
Mechanic: The target improves the Vehicle skill: (+1d4)/ Force. Max F2.
Health:
These talents are activated by touching the target. For 1 additional energy, you can activate at short range; 2 energy at medium range; and 3 energy at long range. This range choice lasts until the end of combat + 5 minutes. Heroes can make an attack action and also activate a healing Talent as a move action. Healing HP outside of combat heals the max amount but takes 1 minute to complete per activated Health. Health Talents can be bought as self-only and then are paid for like one-shots. For every 2 points of energy, you can affect an additional target.
Ablative Armor:
Description: Decrease incoming damage
Mechanic: Reduce 1 point of damage per attack per point of Force.
Duration: combat + 5 minutes
Cost: move action.
Detect life:
Description: Detect the location of living organisms within the spell radius.
Mechanic: Detect living creatures within 100’. Works through walls and debris. F1.
Duration: 10 minutes
Cost: move action.
Heal (Minor)
Description: Restore hit points.
Mechanics: (+2d6)/F hit points restored.
Duration: immediate
Cost: move Action
Heal (Major):
Description: Heal damage as an area effect.
Mechanic: All friendly targets in short range are healed (+1d6 +1)/F. Limited to F2 or higher.
Duration: immediate
Cost: move action.
Indestructible:
Description - You are harder to kill.
Mechanic - any time you are dropped below “0” HP, you immediately stabilize at (+1d4) and the Talent ends for that target. F2 + 1 energy per target.
Duration: 8 hours
Cost: Move action
Regeneration:
Description: Heal hit points.
Mechanic: Heal (+1d4)/F hit points/turn up to full. You can't stack this talent with itself.
Duration - combat + 5 minutes or drop below (0) HP. Starts at F2.
Cost: move action
Temporary Hit Points:
Description: Increase your HP total
Mechanics: increase HP by (+2d4 + 1)/F. These hit points are used first. They can't be healed. Max F2.
Duration: combat + 5 minutes
Cost: Move action
Illusion:
Illusion Talents can be bought as self-only and then are paid for like one-shots. For 1 additional energy, you can activate at short range; 2 energy at medium range; and 3 energy at long range.
Disguise self:
Description: Target may look like someone else. Target cannot change size, but may change Species within that restriction. Can't conceal weapons.
Mechanics: Touch target. F2. Others must make an Ego save at 22S to notice.
Duration: 8 hours
Cost: 1 minute
Displacement:
Description: You are not where you seem. Successful attacks miss 50% of the time.
Mechanic: F3. When an attack hits, roll a d6. On a 1-3, you are hit. On a 4-6, you are missed.
Duration: combat + 5 minutes
Cost: Attack action
Grand Illusion:
Description: Create an illusion with audio, visual, thermal, and olfactory components based on force. An illusion can occupy a 10’ cube.
Mechanic: F - audio or visual. F2 - audio and visual. F3 - add thermal. F4 - add olfactory. Targets disbelieve the illusion on an observation s12 plus F*2. An F3 save would be 18S. You use your move action to manipulate the illusion.
Duration: combat + 5 minutes
Cost: Attack action.
Invisibility (Minor):
Description: You and any objects you carry are invisible. Talent ends when an attack action is made.
Mechanic: F2. Others can see you on an Observation (sight) s26. The target can still be heard.
Duration: combat + 5 minutes
Cost: Attack action
Invisibility (Major):
Description: same as minor except Observation is a 30S.
Mechanic: F3. The attack doesn’t end the effect.
Duration: combat + 5 minutes
Cost: Attack action
Multiple Image:
Description: Create images of yourself in combat.
Mechanic: (+1d4) image/F. The image has your AV to hit. Each attack that hits may hit you or an image. Roll randomly to determine. An image disappears when it is hit. Max Force 2.
Duration: combat + 5 minutes
Cost: Attack action.
Control Drone:
Description: Player has a free drone useful for surveillance. A drone that acts in combat is a simple proxy useful for ranged attacks. Mechanics: F1. To control the drone. Hero takes damage incurred by the drone. Vehicles controlled as a drone have a (+1d4)F bonus to all roles, up to a max F2, including Defense, reflecting superior control. Drones can be operated out to 10 miles/ F. At F1, the drone is the size of a deck of cards and can be spotted on an Observation 14S. F2: The drone is the size of a fly, Observation 20S.
Cost: Attack action.
Duration: 8 hours
Mind Read:
Description: Read the surface thoughts of the target.
Mechanic: Roll range attack versus Ego F1. The target knows of the attack unless the player spends 2 energy to make it subtle. Talent requires 1 minute of concentration. Ask one question'
Cost: Move action
Duration: 10 minutes
Detect Talents:
Description: allows the player to observe talents.
Mechanic: This power has a range of Force squared x 10 feet. A level 2 force talent would cost 4 energy and have a range of 40 feet. This talent helps identify the talents present and their effect.
Duration: 10 minutes
Cost: attack action
Movement:
Fly (minor):
Description: This talent allows for flight in Combat.
Mechanic: You can fly 15’ +5’/F.
Duration: combat + five minutes
Cost: Move Action
Fly (Major):
Description: This allows you to fly outside of Combat.
Mechanic: Fly at the same speed as the party. F3. In combat, the Hero has Fly (30’) until the end of combat, at which time it reverts to major.
Duration: 8 hours.
Cost: Move action.
Reduce Movement:
Description: The area around your target turns to quicksand, making movement difficult. Effective on any terrain. Used to slow down the target,
Mechanic: Make a standard attack. If you hit, the target loses 50% movement /F. Max F2. Range long.
Duration: combat + five minutes
Cost: Attack action.
Teleport: (minor)
Description: This talent allows for movement from one spot to another in Combat.
Mechanic: As a move action. You can teleport 40’ +10’/F. Max F 2. Target doesn't incur a reactive strike.
Duration: combat or 5 minutes out of combat
Cost: Move action
Teleport: (Mass)
Description: Move targets up to 100 feet. Targets must be in range. Used in Combat.
Mechanic: F3 plus 1 energy per additional person. If the target is an enemy, you must make a successful attack roll on each target.
Duration: once
Cost: Attack action
Teleport: (Major)
Description: This allows you to teleport outside of Combat with others.
Mechanic: Teleport up to 100 miles. F3 + 1 additional point of energy per Hero.
Duration: once.
Cost: Uninterrupted concentration for 1 minute.
Wallrunner: (minor)
Description: This talent allows for running up and down walls in Combat. You may end the turn on a surface other than the ground.
Mechanic: You can run your movement up walls. F 2. Can’t run on ceilings.
Duration: combat + five minutes
Cost: move action.
Miscellaneous
Concealed Weapon Specialist:
Description: You excel at hiding weapons on your body.
Mechanic: Roll d4 and add it to your conceal TN. F1/weapon
Duration: 8 hours.
Action: 1 minute
Create Wall:
Description: Create a wall that takes up a 10’ space. The wall is 6” thick
Mechanic: Destroy a 10’ section by doing damage to the wall. Attacks automatically hit. The wall section has F *20 HP. 2 sections on activation, plus an additional section per point of energy. The wall can make a 90-degree turn every 2 sections. Counts as cover. Once per casting.
Duration: 5 minutes
Action: attack.
End Talent:
Description: This power works to end an already existing effect or stop a talent from being used
Mechanics: The player succeeds if he has a higher force level. 2 beats 1 ECT. Level 4 talents can't be ended. The countering player knows the opponent's force level. This counts as a reaction.
Duration: one use
Cost: reaction
Far sight/sound:
Description - When using this talent, choose whether to hear or see at a distance. Players can pay for both simultaneously. The power allows the user to project the talent's distance through any barrier and use the sense. Observation is used.
Mechanics - This power has a range of Force squared x 100 feet. A level 2 force talent would cost 4 energy and have a range of 400 feet. This talent uses the observation skill. Once active in combat, you can use the skill action to make an observation check.
Duration: combat 10 minutes
Cost: attack action.
Find secret doors/passages:
Description: Discover hidden doors and passages.
Mechanic: Find all secret doors and Passages in a room or corridor by expending F1.
Duration: one hour
Action: Skill action.
Hacker:
Description: You are able to hack the private nets on the Matrix. You use your technology skills.
Mechanic: This represents an item used to hack. It could be straight from your brain, a computer, or a data device. Etc. This talent grants a (+1d4)/F (Max F2) bonus to all D20 rolls during the hack. F1 to use. This represents hacking when it is directly linked to the system or done wirelessly. You can also use other talents when hacking. All attacks in the Net use Range Weapons skills. There are no ranges. You use your HP. When you drop below (0) HP, you are kicked off the net and incapacitated d6 - End before you act again.
Duration: 8 hours. (Special note: in environments where this talent can’t be used, the player may temporarily substitute another Talent.)
Change of Fortune:
Description: Grant the target the ability to receive a one-time bonus as a modifier to d20 rolls. Can be taken to modify after rolling.
Mechanic: Targets can change a TN or AV up or down by (1d4)F*2. Max F2.p This is a one-time buff. Pay F for one target. Pay 1 energy for each additional target.
Duration: 8 hours
Action: Attack action.
Shapeshift:
Description: Change into an animal the size of a lion or smaller.
Mechanics: Using your own scores as the base, you may rearrange your physical scores at activation. You have a natural melee weapon (bite, claw, etc) that works as a melee weapon (+1d8). F2. It has any Talents you have. If the form has special abilities, you would use the appropriate talent. If you wanted to fly, you would activate it for the new form. Can pay one-shot costs if it is used only in animal form.
Duration: 8 hours.
Cost: attack action