
2002 · Core Rules (min needed to play)
Wild Talents (2002)
An alternate-history roleplaying game set in 1936, when the appearance of superhumans ushers in the dawn of the Super-Age. Players create Talents whose extraordinary abilities arise from the power of the mind rather than physical mutation, then portray them in a world reshaped by superhuman influence. The setting explores the consequences of these powers through collaborative storytelling and game-master-led scenarios.
Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Attribute/Stat Based (STR, CON, PER, etc)
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Game facts (players, playing time, age, credits) from BoardGameGeek.

