For the other players, let me explain what I'm talking about (as near as I can gather from the DON'T REST YOUR HEAD manual, anyway.)<br/><br/><strong>Exhaustion Talents</strong>are "mundane" talents, something the character can already do --<em>but taken to an extreme</em>.  For example,  Deacon's ability to escape from any sort of restraint might be a mundane talent.  Other examples might be physical prowress/athleticism; the ability to persuade or charm; the ability to shoot a gun<em>really, really</em>well; or the ability to fix things.<br/><br/><strong>Minor uses</strong>of Exhaustion talents will allow you to consider your Exhaustion dice rolls to be automatic successes. In other words, let's say that in a dice roll, in addition to my three Discipline dice, I used three Exhaustion Dice for a total of six.  If I made a Minor use of an Exhaustion talent, this would guarantee at least three successes (for my Exhaustion Dice) plus however many successes my Discipline dice gave me.<br/><br/><strong>Major uses</strong>of Exhaustion talents will allow as many successes as you have Exhaustion dice,<em>in addition to the normal roll.</em>Thus, if I used three Exhaustion dice and three Discipline dice in the example above, and got four successes (let's say I rolled a 6 5 3 3 2 1), I would add three successes for the Exhaustion dice for a total of<em>seven</em>successes.  The drawback is that you are forced to add one Exhaustion dice to your current total (remember, if you get more than 6, you Crash).<br/><br/>I'm a little bit vague on when you can use a major use and when you can use a minor use.  Perhaps it's the GM's prerogative?<br/><br/>--<br/><br/><strong>Madness Talents</strong>are "supernatural" talents, such as (at least, according to examples given in the Player's Guide) the ability to shrug off physical injury or the ability to teleport through walls.  I'm guessing psychic abilities would fall into this category as well.  The only prerequisite for Madness Talents are that you have to roll at least as many Madness dice as the GM decides as the difficulty of the task.   For example,  for Scott, trying to control a Bobblehead Nurse would (probably) force him to roll at least 2 or 3 Madness dice, while a major monster would probably make him roll all 6.   And remember, if Madness dominates, you have to cross off one of your Fight or Flight Responses; if you cross off all three, you Snap and go insane.<br/><br/>---<br/><br/>Do I have it about right, MP?