Pyramid Review

Wild Talents: Superhero Roleplaying in a World Gone Mad

Published by ArcDream Publishing

Written by Greg Stolze, Dennis Detwiller, Kenneth Hite, & Shane Ivey with David Blewer, Colin Chapman, Edward Dean III, Brad Elliott, & Matthew Widner

Cover by Christopher Shy

Illustrated by Samuel Araya, Todd Shearer, & Christopher Shy

238-Page Full Color Hardback; $39.95

So Wild Talents: Superhero Roleplaying in a World Gone Mad, the sequel to Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 -- the most interesting of 2001's World-War-II-themed RPGs, has finally arrived. Both are superhero RPGs, but where Godlike presented a desperate time of men at war wielding small, focused, even odd talents or powers through will alone, Wild Talents is broader, a pure superhero RPG, complete with mutants, sorcerers, aliens, alien invasions, avenging angels, and cape and cowl.

Not just a supers system though. Beyond its mechanics, Wild Talents examines the formulation of the superhero universe, presents a sequel to Godlike as an example, and gives a gritty down-at-heel scenario suited to a low-powered Wild Talents game. All of this is presented in a clean looking hardback that includes some fantastic illustrations, of which there are not enough.

Apart from its setting, what set Godlike apart from its peers was its mechanics. Both it and Wild Talents employ the ORE or "One Roll Engine" System. Using only pools of 10-sided dice, a single roll determines how well . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: March 16, 2007


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