Talents are skills learned through training and practice rather than super-powers. When a hero performs an action covered by one of their Talents, they shift their relevant ability column ONE TO THE RIGHT for the FEAT roll.
Some talents are starred (*) — these are "special" talents and count as TWO regular talents during character generation.
Talent count is rolled randomly during character generation. Typical heroes have 1–3 regular talents, sometimes paired with a special talent. A trained operative (S.H.I.E.L.D. agent, military veteran) may have more.
| Roll | Talent |
|---|---|
| 01–04 | Guns |
| 05–08 | Thrown Weapons |
| 09–12 | Bows |
| 13–16 | Blunt and Sharp Weapons |
| 17–20 | Marksman * |
| 21–24 | Martial Arts * |
| 25–28 | Wrestling |
| 29–32 | Acrobatics |
| 33–36 | Engineering * |
| 37–40 | Medicine * |
| 41–44 | Law |
| 45–48 | Detective / Espionage |
| 49–52 | Aeronautics (Pilot) |
| 53–56 | Military |
| 57–60 | Business / Finance |
| 61–64 | Scholar |
| 65–68 | Journalism |
| 69–72 | Computer |
| 73–76 | Chemistry |
| 77–80 | Biology |
| 81–84 | Astronomy |
| 85–88 | Genetics |
| 89–92 | History |
| 93–96 | Geology |
| 97–00 | Physics |
* = special talent (counts as two regular talents)
The Judge decides which talents apply to a given action. When in doubt, ask: would a trained X do this better than an untrained generalist? If yes, the shift applies.
If two or more of a hero's talents could plausibly apply to the same FEAT, the shift still only goes one column to the right — talents don't stack. The talents listed simply broaden the situations in which the bonus applies.