Wild Talents: Nemesis


Many of the archetypes from Wild Talents are appropriate for the world of the Strangeness with the following modifications.

  • Adepts: The extremes of human ability are a very real part of the early 20th century when strange tales come from all across the world. Martial artists from China and Japan, yogis from India, meditatives from Tibet, Native American shamans - all can achieve things beyond the ability of most humans.
  • Anachronist: Science and reason have reached amazing heights with the dawn of the 1900s, but there are some who push things even farther. Mad scientists, genius inventors, and even those pursuing the secret technologies of past civilizations can possess knowledge that seems to come from the distant future.
  • Artificial: Whether created through science, magic, or a combination, artificial life is something that mankind has searched for since the dawn of time. Golems of clay, clockwork men, enchanted statues, and other strange beings all walk the Earth.
  • Faerie: Strange otherwordly beings from alien worlds often have powers that seem incredible to those from the mundane world. These might be native faerie creatures, humans stolen into other realities, or someone with an item to channel the nature of the strange land. (From The Kerberos Club).
  • Godling: Christianity is pervasive throughout much of the world, but there are ancient and mystical religions that came before and representatives of those faiths still exist. Demigods, avatars, asuras, and other divine beings have reason to travel the planet and see the changing modern age for themselves.
  • Human+: Normal humans can become something more when exposed to something otherworldly or advanced. Ancient sorceries, advanced science, radiations, or even creatures of the Mythos can change a human into a Human+.
  • Mutant: Some people gain their powers or earn them after long study, but others are simply born different. The strangest Talents, from ape-men to living rocks to energy-channelers, are also some of the most versatile.
  • Sorcerer: All-powerful Mystics from Wild Talent do not exist in this setting but the Magus archetyp (from The Kerberos Club) and the Conjurer, Invoker, and Conduit archetypes (from Grim War) can all exist.
  • Spirit: Ghosts, partially-embodied concepts, fading gods, and other ethereal creatures can sometimes gain enough substance to stay permanently in the physical world. (From Grim War).

Talents and the Madness Meter

When Talents utilize their powers, it can shock and destabilize onlookers. Simply using a power is enough to trigger a reaction from onlookers with an Intensity equal to half the width of the power's pool (rounded down as usual). The gauge affected by the power depends on the nature of the power and how it affects the onlooker.

  • Violence: This is the typical gauge affected by physical Hyperstats or Hyperskills. A man lifting and throwing a car, a Talent with Aces ricocheting a knife off a wall to hit a button, or someone scaling a twenty-foot wall without breaking a sweat all fall into this category, even if there is no real bloodshed.
  • The Unnatural: More powers fall into this category than any other as it covers things that could never happen in nature, rather than natural things taken to wildly exaggerated levels. Shapechanging, energy blasts, flying, telekinesis, regeneration, bullet-proof skin, and many other "classic" superpowers all fall under this category.
  • Self: Many powers using Hypercommand, Hyperempathy, or Hyperskills tied to those stats affect an onlookers trust in themselves. Hypnotism, possession, and supernatural charm all fall into this category as do out-of-body experiences and compelling illusions.
  • Helplessness: Powers that affect the environment are overwhelming and make people feel insignificant and lost in the greater, stranger cosmos. Creating earthquakes, summoning storms, and creating frighteningly powerful Gadgeteering machines all fall into this category.
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