Marvel Talents List
Transcript of Marvel Talents List
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Astrophysics Deals with the chemical and physical composition of celestial matter.
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Radio Astronomy Astronomy dealing with electromagnetic radiations of radio frequency received from outside earth's atmosphere.
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Stellar Cartography Mapping space.
(13-20) Biology
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05
Anatomy
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10
Animal Behaviour
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15
Bio-Physics The application of physical principles to biological problems.
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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.
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31
Ecology The interrelationship of organisms and their environment.
32-
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Genetics A branch of biology dealing with hereditary and variation of organisms. Genetics allows the recognition of signs of genetic
tampering, ability to note genetic abnormalities, and conduct genetic experiments or projects.
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Immunology The science dealing with the phenomena and causes of immunity and immune responses.
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Marine Biology
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Micro-Biology The study of microscopic forms of life.
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Neurosciences Deals with nerves and nerve tissue and their relation to behavior and learning.
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Parasitology The study of parasites on living creatures.
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Pharmacology The science of drugs including materia medica, toxicology, and therapeutic.
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Phenology The study of the reaction of species to environmental phenomenon.
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Physiology Deals with the functions of living matter and of the physical and chemical phenomena.
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Psychobiology The study of mental life and behavior in relation to other biological processes.
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Radiobiology Deals with the interaction of biological systems and radiant energy or radioactive materials.
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Zoology
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Intimidation A character with this knows how to inspire fear in an opponent either through the use threats, brute stregnth, or imposing
size and gains a +1CS to Intimidation.
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Interrogation The character is well versed in extracting information from a subject gaining a +1CS to Interrogation.
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Law A character with law gains +1cs to all FEATs involving law
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Law Enforcement Includes Gun and Law talents and the Police Procedure talent. If a characer is still with the Law Enforcement agency, he may
carry a gun and make arrests legally
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Military Includes Camouflage, Cartography, Demolition, Electronic Countermeasures, guns, and Heavy Weapons and grants a +1cs to
all military matters including army weapons. Gain one co ntact in the military.
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Negotiations +1CS to popularity in hostile situations.
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Pollice Procedure Enables a character to avoid both police conflict and security. For example; such a character could apprehend felons and gain
access to a crime scene without being arrested.
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Pick Pocket
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Security This talent has two benefits. First, the PC gets a +1 CS to Reason to create or remove Security devices, provided the PC has the
proper background or a high enough Reason to begin with. Second, the PC gets a +1 CS to Intuition for noticing installed
security devices.
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Stealth Stealth is an Intuition based talent. It gives +1cs to intuiton and requires others to make an Intuition Feat at the intensity of
the stealthy character's modified intuition in order to spot the character. Any movement requires additional Stealth FEAT's, or
the watchers get another roll to detect the character. Detective/Espionage DOES give a bonus to spotting Stealthy characters.
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Tracking This skill allows you to track others and to cover your own trail with any earthbound target and through any type of terrain.
When doing the tracking +1CS for tracking people +1CS for each person over one that you are tracking.
(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 branchcan be selected, each taking a talent slot.
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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 talent slot.
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Cartography Enables a character ot draw and interpret maps and grants +1cs to all attempts.
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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.
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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.)
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Music Cognition The study of musical development throughout human history. This does not automatically grant the character with the
performer talent.
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Philosophy
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Psychology +1CS in all FEATs involving the mind. A popular talent for those with mental powers. These character gain a +1CS on FEATs
involving Mental Contact, Domination, Hypnosis, Emotion Control, and Mental Probe powers.
(39-45) Computer Science
01- Architecture +1cs in architecture FEATs
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Artificial Intelligence The study and research of man made thinking systems.
30-
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Computer Engineering The design and construction of computer hardware.
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Electronic Counter
Measures
Enables a character to understand, operate, and detect the use of bugs, jammers, and decoders. +1CS to Reason in using
them, Intuition for finding them.
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Graphics Web designer, advertising, printing product design and familiarity with the printing industry and various paper products and
design tools.
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Security and Encryption
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Programming The creation and development of computer software.
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Virtual Reality An indepth knowledge of human's interaction with computer systems.
(46-52) Earth Sciences
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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
Ecology Ecology is the study of living things and how they interact in an ecological system. A PC with ecology will gain a +1CS to
Reason to checks involving learning or reasoning out things about a natural balance, like what is throwing it off ("See this, the
bugs are going wild on these plants...somewhere there must be a tremendous nest underground...somewhere..."). Will be an
expert on most ecological situations, and may guess at alien ones also.
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Geography Mapping the earth and its surface.
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Geology Deals with the history of the earth and its life esp. in rocks.
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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.
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Meteorology Study of weather systems.
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Metallurgy The study of metal and its practical uses.
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Oceanography Study of the oceans movements and effects on land and atmosphere.
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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.
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Automotive
Engineering
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Battlesuit Design This skill allows the character +1cs to design and build battlesuits, harnesses, etc.
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Civil Engineering Deals with roads, city works, water systems, overpasses, etc.
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Cybernetics/Bionics Study of living systems with the intention of applying their principles to the design of engineering systems. Drawing on
interdisciplinary research in the mechanical and life sciences, bionics has been used in audiovisual equipment based on
human ear function, to design air and naval craft patterned after biological structure of birds and fish, and to incorporate
principles of the human neurological system in data-processing systems. Another application has been the development of
artificial limbs controlled by recognition of the electrical patterns in muscle tissue and direct electronic stimulation of the
visual cortex via an implant and camera system. This talent allows the character the ability to design advanced cybernetic
creations. With medicine/surgery, the character can actually perform surgery, allowing the construction of replacement
organs, limbs, etc.
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Demolitions Precise knowledge of how to build, use and diffuse explosive devices.
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Gadgetry Can build gadgetry, and recieve a +1cs to all FEATs involving them.
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Identify Gadgets Enables a character to Identify and use Gadgets but not build them. Alien technology results in -1cs to -5cs
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Electrical Engineering
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Locksmith
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Marine Engineering Includes the building of ships, submarines and underwater constructs.
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Mechanical Engineering The character with talent is capable of building complex machines for an assortment of tasks.
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Military Engineering
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Nuclear Engineering Deals with the construction and development of nuclear powered, manipulating and control devices.
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Repair/Tinkering Modification of existing machines or equipment.
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Robotics This skill allows a +1CS in dealing with Robotic construction, design, matianence, and theory. When used with the computer
skill, the character can design AI constructions.
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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.
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Weapons Engineering Precise knowledge of how to build, use and modify guns, missiles and artillery. This talent does not include explosive devices.
(see Demolitions.)
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Weapons Tinkering Modification of existing weapons.
(60-66) Fighting Skills
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Aerial Combat This skill allows a character +1CS to fighting when engages mid-air. The character has some knowledge of aerial tactics, and
possesses keen ability to use such.
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Underwater Combat The Skill allows a character to operate in combat conditions without penality underwater.. Furthermore the character
recieves a +1CS to all Fighting and Agility FEAT's whilst submerged
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Climbing Allows you to climb trees, telephones , buildings cliffs, etc. +2CS to Agility when trying this. Failure can be painful.
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Dodging +1CS to dodging
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Gymnastics Enables a character to perform flips, rolls , etc, and also allows a character to juggle. This skill will readily impress a crowd and
increase the popularity of the hero +2 every time he works it into a battle where popularity is available.
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Martial Arts A This form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms
such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their
comparative Strengths and Endurances.
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Martial Arts B This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as
boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
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Martial Arts C This form of martial arts concentrates on holds and escapes. The practitioner of this form gains a + 1CS to his Strength for
Grappling attacks (including damage), a + 1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging.
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Martial Arts D This meditative form of martial arts searches out the weak spots of the opponent's defenses and strikes against them. The
practitioner of this form of attack may ignore the effects of Body Armor for determining Stun and Slam results. The attack by
the character with this Talent does not have to inflict damage to force a check for possible Stun and Slam. The disadvantage is
that the target of this attack must be studied for two rounds before the effects may be brought into play. The character with
this Talent does not have to attack the character, only watch him in battle for two rounds previous to attacking.
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Martial Arts E This form of martial arts encourages quick striking to catch the opponent off-guard. Heroes with this form of Martial Arts are
at +1CS to initiative rolls in unarmed combat.
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Martial Arts F This martial arts focuses on circular movements and deflecting. The character receives +1cs to strength for blocking and
checks vs. Slams and Stuns. This form has no offensive applications, but instead keys in on defense by outlasting the
opponent.
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Martial Arts G This fighting form relies more on intuition than intelligence. The practitioner of this form can wait until all actions have been
declared before he or she must declare an action. This is limited to melee fighting situations only, and cannot be used to stateanything but a fighting oriented action.
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Martial Arts H The martial artist has trained to have complete control and awareness of his body. He can use this martial art to apply a +2CS
to Endurance for the purpose of healing lost health. Alternatively, he can apply a +2cs to endurance for the purposes of
holding his/her breath underwater or under gas attacks, provided the martial artist does not move or attack while using this
talent.
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Martial Arts I This martial arts is very unique. It allows a teacher (sensei) to gain karma from the actions of his/her pupils. A character with
this martial art will gain 10% of karma gained from the student (s) and can channel their energies to allow a karma pool
between himself and his student (s) even when the master is not nearby his student (s).
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Martial Arts J This martial art involves using your surroundings to become an extension of yourself. The martial artist is totally aware of all
furniture, props, natural objects etc in the surrounding area For example, slamming a refridgerator door on your opponent or
pulling the carpet out from under their feet. The martial artist never needs to make a successful grab for any loose (notpossessed by anyone) objects in the area while fighting despite being stressed. As well, any attacker must make a successful
intuition feat. Failure means the attacker has struck a nearby item of the Martial Artist's choosing and may receive damage as
per the rules on breaking things.
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Martial Arts K This martial art focuses on understanding the pressure points and weak spots of the human body. Characters with this talent
may opt to strike a target during slugfest combat with a "nerve pinch". A yellow fighting feat roll is needed (the equivalent of
a slugfest "bullseye" result). Instead of doing normal damage, the target must make a successful Endurance Feat vs
Remarkable Intensity or fall unconscious for 1-10 rounds. If the target is Blindsided, treat the intensity as Incredible. Note:
this martial art can only be used against human targets.
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Martial Arts L This Martial Art focuses on sumo wrestling and absorbing/redirecting force. So called "rolling with the blow" The martial art
allows a character a +1CS to endurance for the purpose of checking for slams and stun checks as a result of slugfest combat
only. This martial art can not be applied if the hero is blindsided.
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Martial Arts M This Talent focuses on fighting,
for the purpose of evading. Allow a +1cs column shift
to fighting for determining the effects of evasion
only.
70-73 Martial Arts N This martial Art involves putting all of your energy focused on to a single blow. An example would be a haymaker, or a longflying kick to finish an already shaky opponent. The good news is the effects of this attack are amplified. Apply a +1CS to
damage rolled under the slugfest column. When the target is checking for effects the target must shift his endurance down -
1cs for checking slams and stuns.
The Bad news is this attack requires a significant amount of timing and energy. The target is +1cs for evading this attack. As
well, the martial artist must check for a red fighting feat. Failure indicates the attacker may not take any actions in the next
round. As well, even if this feat is successful the attacker always loses initiative in the next combat round.
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Martial Arts O The martial artist has trained in the martial arts through it's original form, studying the movements of animals. The martial
artist may apply a +1cs to the applicable ability (fighting for evading, strength for blocking etc.) for performing any offensive
or defensive actions when fighting wild animals. Note: this martial art requires a talent feat.
Automatic - Any animal indigineous to the area the martial artist has trained.
Green -- Any earthly animal, regardless of a martial artist's familiarity.
Yellow -- An earthly animal but one that operates beyond the normal realm of similar animals
Red- Alien/Other-dimensional Animals
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Martial Arts P This martial art concentrates on working with teammates and soldiers and was demonstrated on the battle field of the
ancient orient. A chaacter with this talent does not need to make an agility check if he is the weaker attacker in a combined
attack. Nor would his partner need an agility feat if he/she is the weaker attacker.
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Martial Arts Q The martial artist is trained as receving damage, such as breaking a wooden chair on his/her back without flinching. The
martial artist must be standing still and requires a psyche feat. If these conditions are met, the martial artist will receive
excellent body armour against blunt and slugfest attacks.
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Martial Arts R the martial artist is trained to break objects with his body such as wood, bricks, blocks of ice, etc. Apply a +1cs to damage for
the purpose of breaking inanimate objects only. This martial art can be combined with Martial arts N to allow a +2cs to
damage for breaking things but all of the limitations of martial arts N still apply.
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Quick-Striking Characters with this talent gain +1CS to Fighting FEATs involving trying for multiple attack rolls. Also gains a +1 on initiative
rolls.
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Wrestling The hero with this Talent is proficient in applying holds. It includes familiar types of wrestling as well as the sumo forms of the
art. The hero with this Talent gains a +2CS when making Grappling attacks, but gains no benefit in damage. A hero with
Martial Arts B and this Talent gains a +3CS to hit in a Grappling attack, and a + 1CS for damage.
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Thrown Objects The hero with this Talent gains a +1CS with all Throwing attacks, and +1CS on Catching. This applies to both thrown weapons
and normal items. If the hero has the Thrown Weapons Talent as well, the modification is +2CS when using thrown weapons.
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Acrobatics The hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging,
evading, and escaping.
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Tumbling The hero with this Talent knows how to fall and land without undue injury. Individuals with this Talent may make an Agility
FEAT to land feet-first after any fall that does not inflict damage.
* Note: Additional info supplied in original talent list.
** Note: The fighting skills listed here are ones available to the general public.
(67-70) Medicine
01-
05
Acupuncture
06-
10
Cardiology
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20
Dentistry
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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 This Talent grants the character the ability to immediately halt Endurance rank loss, the and the recovery of one rank
immediately. In addition, the hero with this Talent can stabilize a dying character at Shift-0 Health up to 5 rounds after that
character reaches that level.
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. The hero with this Talent has a background in studies of the mind,
and as such gains a + 1CS on all FEATs involving the mind.
82-
87
Radiology The use of radiation in the diagnosis and treatment of disease.
88-
93
Sports Medicine
94-
98
Surgery Allows the charactre to repair extensive physical damage. Surgery skill gives you the ability to perform surgery and a +1CS to
Reason FEATs while performing them. If the surgery is performed anywhere but a hospital type setting, the surgery is done at
a -2cs. Extensive surgery on an Alien or other abnormal physiology there is also a -2CS. Surgery is very dangerous to the
patient. If the Surgery is succesful the patient recieves twice his endurance points in health. If the surgery is unsuccessful the
patient Loses three times his Endurance points. If the character reaches Shift-0 he may die. Completing a succesful surgery
should be worth a lot of Karma.
99-
00
Veterinary Taking care of animals medical needs.
*Note: All of the medicine talents include first aid. All can bring back a character that has reached Shift-0 health since Medical School provides basic emergency
training. However, this character specializes in the field of which talent he/she rolls.
(71-74) Mystic and Mental Skills
01-
08
Bibliophile The character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore
concerning them. He has a +2CS when using or researching these.
09- Demonologist The character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The
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16 character receives a + 1CS in any situation involving demons, including research, communication, identification and combat.
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24
Mesmerism and
Hypnosis
This talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this
Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's
mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he
would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-
32
Mystic Background This "Talent" shows that the character has some background with magical forces. A character with this Talent may have
Magical Powers, with the approval of the Judge.
33-
40
Occult Lore The character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of
the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult
events.
41-
48
Resist Domination This permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual Magics Reason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book),
equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-
56
Runesmith The character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever
studying, deciphering, or inscribing runes.
57-
65
Scholar of Antiquities The character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains
a +2CS when dealing with them
66-
74
Sleight of Hand The character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-
83
Theogony The character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-
92
Trance The character may place himself into a trance. While in a trance the character slows his body functions to such a level that he
may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain
Endurance ranks at one rank per day.
93-
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Zoologist of Magic Allows a + 1CS when attempting to identify magical creatures and their powers.
(75-79) Other
01-
05
Accounting
06-
09
Actor This gives the ability to be used to disguis a character. An actor recieves a +1cs to all disguise attempts and opponents recieve
a -1CSs to seeing through the disguise
10-
14
Animal Training This Character may teach animals simple tricks. If the Char acter has animal communication, control, or empathy they recieve
a +1CS
15-
19
Artist The character with an artist background creates works of art, either for himself or for sale to others. This includes painting,
sculpting, and writing.
20-
25
Business/Finance The hero is familiar with the world of business, corporate finance, and how money works. Initial resources are a minimum of
Good, and the hero gains a +1CS for FEAT rolls dealing with money.
26-
30
Escape Artist +1CS to strength in trying to escape holds or bonds.
31-
32
Heir To A Fortune This is not a Talent, but a situation which brings the character into a lot of money. The minimum Resources of a character
with this Talent is Remarkable
33-
36
Instructor Allows the character to teach a particular ability, allowing students the learning bonus. The teacher is given the same bonus
for instruction, and is profficent (+1CS) in a particular skill
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41
Journalism Hero gains 2 additional contacts in the media
42-
46
Leadership The Hero with this talent is a natural born leader. If this Character forms akarma pool with a team then that pool receives a
50 point bonus, provided that this character is recognized as the team leader. When the leader leaves, the 50 points go with
him. The leader does not gain them, they simply leave the pool. Only one leader per team.
47-
52
Performer The character is someone who acts, sings, dances, mimes, or otherwise uses his Talents to entertain.
53-
57
Persuasion This talent provides the ability to convince someone to believe something or perform some action. Like Interrogation, a
persuasion attempt normally requires 15 minutes.
58-
63
Pick Pocketing Allows the character the ability to "borrow" items from another person without their knowledge. Can grant as much as +2CS
to Agility if item is in an accessible place (outside pocket of an overcoat.)
64-
69
Politics Being involved with politics in the public eye, you are either realy liked or really hated. If the charcter is already freindly you
gain a +1cs in getting help, but if the character is unfriendly or hostile you recieve an additional -1CS. You gain 2 contacts,
Usually your chief supporter
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Seduction The character receives +1 to Persuasion attempts with members of the opposite sex
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Sewing and Tailoring
83-
89
Streetsmart Character know the streets and how to survive theere. Character also gains 2 contacts at the street level
90-
93
Student Similair to Heir to fortune, this talent may only be chosen at the start of play. The student character has no other initial
talents, but may gain other talents at a discounted price.New talents cost 1000 karma points if learned from another player,
800 if learned from an outside source. Students may maintain Advancement totals for a Talent along with other forms of
advancement funds.
94-
96
Thief Allows the ability to picklocks, access security, and safecracking
97-
99
Trivia Pick a subject to be a know-it-all about.
00 Writer Enables a character to produce novel, screenplays, comic books, poetry, coloring books. Takes at least a week to complete.
(81-86) Physics
01-
15
Acoustics Deals with the study of noise control and Sonoluminescence, using sound to produce light in liquids.
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.
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(87-93) Piloting Skills -
01-
15
Airplane Pilot Includes commercial jets, small planes and fighter jets.
16-
27
Automobile Specialist +1CS to driving and controlling cars, trains, tanks, hovercrafts, etc.
28-
38
Boat Pilot +css to all FEATs involving sailboats, aircraft carriers, submarines, tugboats, and so on.
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.
Note: All talents give +1CS to Agility FEATs when piloting.
(94-00) Weapons Skills
01-
06
Ancient Weapons This skill gives the player the ability to use weaponry from a specific period and setting previous to the advent of gunpowder.
Further, the Hero must pick the style and period of said weaponry, wheter it be Ancient egypt or Latter Rome.
07-
12
Battlesuit operation The Hero gains the ability to use a battlesuit without penality. This ability, while not conferring a +CS, eliminates the -CS for
using unfamiliar technology, new weapons systems, or new versions of said suit.
13-
20
Blunt Weapons +1CS with Clubs, bats, etc.
21-
27
Bows With this talent gain a +1CS, and may fire and reload in a single round. They may fire multiple arrows on a successful Agility
FEAT. Without this talent -1CS to Agility to hit when using bows
28-
34
Energy Weapons The Hero gains a +1cs to using energy weapons, such as lasers, electrostun rifles, or plasma blasters, save for heavy weapons
such as Laser Cannons and Vehicle Weapons.
35-
42
Guns +1CS to all hand guns and Rifles
43-
49
Marksmen +1CS to hit with any distance weapon that requires line of sight to hit, and marksman takes no penalty for range.
50-56
Oriental Weapons This grants the character a +1cs to fighting or agility when using the following; Shurikens, crossbows, sais, and oriental swordsand daggers
57-
63
Heavy Weapons Heavy Weapons allows the character +1CS for the operation of most heavy weapons, including vehicular mounted weapons
and tripod mounted weapons.
64-
70
Fencing The Fencing skill allows the hero +1cs for the use of fencing, and also allows for the skills of parrying, disarming, and
quickstrikes with a successful Yellow Agility FEAT.
71-
76
Paired Weapons
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77-
83
Sharp Weapons +1CS to hit with swords, daggers and spears (unless thrown). Does not include Claws and other natural extensions
84-
90
Thrown Weapons +1CS to Agility for Spears, disks, shurikens, snowballs, etc.
91-
96
Weapons Master Character gains a +1CS to hit with any weapon that requires a Fighting FEAT to hit.
97-
00
Weapons Specialist Character gains +2CS with a single weapon of choice. Character also recieves a +1CS to initiative when using that weapon.