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Publisher: Schroedinger's Cat Press. Product Details. Sold Out. Have one for Sale or Trade? Home Back to Results. SW Shrink Wrapped. Mint Perfect. Brand new. NM Near Mint. EX Excellent. VG Very Good. Fair Very well used, but complete and useable.
You always succeed at any Perception check to act on the surprise round against opponents within 30 feet. If the curse normally could not be removed by remove curse , you can instead suppress the curse until the next time your burn is removed with a successful caster level check. Alternatively, you can send your voice to a distant location as if casting whispering wind. Now the truth is that I tend to favor very rules-lite type games. I may take up neo-archaeology sometime. Doughty, too, was sought. This 5-foot square detonates when triggered by a weight of 10 pounds or more, affecting all creatures within 10 feet of the trap with your simple blast or composite blast, if you have it.
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Customers Who Bought this Title also Purchased. Reviews 4. Please log in to add or reply to comments. Sean D. Wild Talents is one of the best task-resolution based superhero rpgs on the market today. It is set up to handle nearly any power. And with the skill rules in its Kerberos Club supplement, any skill as well. The base mechanic known as the One Roll En [ Paco G. Wild Talents is the epitome of "easy to learn, difficult to master". Based on the One Roll Engine, this game is all about creating superheroes or Talents , their world, and of course their nemeses.
It is fairly simple to create a character [ Stacey M.
I'm a big fan of Wild Talents, so you'll find only my happy bias in this review. Now the truth is that I tend to favor very rules-lite type games. But when I get an itch for a game with a little crunch, a ga [ See All Ratings and Reviews. Browse Categories.
Pathfinder Blowout Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Cypher System. Eclipse Phase. At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all.
For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
Simple blasts are listed with their corresponding elements. As a standard action , the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size though only area blasts deal extra damage to swarms.
A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type including force has the corresponding descriptor. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element , she gains access to all composite blasts for which she qualifies.
All composite blasts are listed after the kineticist elements. I know that Gather Power can only be used on blast wild talents, but which of the things that add to blast wild talents can I reduce with gather power? Infusions are clear in their description, but the others are not. Gathering power creates an extremely loud, visible display in a foot radius centered on the kineticist, as the energy or matter swirls around her.
Wild Talents is a superhero role-playing game published by Arc Dream Publishing and written by Dennis Detwiller, with Greg Stolze, Kenneth Hite, and Shane. ENNIE AWARD NOMINEE FOR BEST RULES, BEST GAME AND PRODUCT OF THE YEAR! Wild Talents Second Edition features new art by Todd Shearer, a massively expanded chapter on the history of the World Gone Mad by Dennis Detwiller, chapters on running superhero games and playing superheroes.
Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points to a minimum of 0 points. If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. This ability can never reduce the burn cost of a wild talent below 0 points.
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way.
Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower.