Unless otherwise specifically
altered or contradicted in these house rule pages, the rules found in
the 5th Edition Hero System apply at all times.
Forbidden Talents: There are
no Talents that are specifically forbidden, though Absolute Time
Sense, Lightning Calculator, and Speed Reading aren't always
appropriate.
Animal Friendship (20 Points): A
character with this talent has an innate bond with animals which
manifests as the mystical ability to make animals like and
respect him. Whenever he encounters an animal, he can make
a Presence roll at +3 to gain that animal's friendship. He
can make a similar roll to teach the animal tricks or get it to
perform certain tasks. This talent does not allow the
character to speak to animals; that requires another talent:
Beast Speech.
Attractive (4 Points): A
character with this new talent is attractive and knows how to use that
asset. The character gains +2 with PRE-based skills. This bonus only
applies when the person(s) being interacted with are attracted to the
character.
Beast Speech (15 Points): This
talent represents the character's ability to speak to animals in
a Dr. Doolittle-like fashion. The talent does not
guarantee that the animal will respond, be friendly to the
character, or follow the character's requests, but it often can
be used to establish friendly relations.
It should be noted
that most lower animals (reptiles, amphibians, and so on) don't
think much beyond acquiring their next meal. For the
purposes of these campaigns, most mammals and birds are capable
of full human speech and cognition.
Berserk Fury (16 Points): The
character has the power to work himself into a bloodthirsty rage
while in combat. When he goes berserk, the character's
strength increases and he feels less pain, but he also loses the
ability to tell friend from foe; he simply assaults the nearest
person to him with his most powerful attack and never takes
defensive actions.
In game terms, the
character gains an Aid 3d6 to Strength (which fades at the
standard rate), as well as Physical Damage Reduction 25%,
Resistant (which disappears when the Aid effect does).
However, activating the power causes the character to
immediately go Berserk, and he cannot recover from the Berserk
until the Aid effect goes away.
Combat Luck: Combat Luck does not
function if the character possessing the talent is wearing heavy
metal armor.
Danger Sense: Any Danger Sense not
purchased as a spell must have the Intuitional limit.
Environmental Movement:
Thicketmaster cancels the penalties for being in
undergrowth, thickets, and the like. This talent costs 3
points.
The Gift (10 Points): This talent
represents the character's ability to learn and use Arcane
magic. No character can ever do so unless they have The
Gift. Note that merely possessing this talent does not
grant the character spellcasting abilities. Rather, he has
the potential to do so. This talent may not be purchased
after the character is constructed.
Impressive (4 Points): A character with
this new talent is incredibly impressive and understands how to best use
that quality to get his point across. The character gains +2 with
PRE-based skills when dealing with people who have a PRE less than his.
Magesight (5 Points): This talent
grants the character the power to perceive magic and
enchantments ranging from spells on a magic sword to
mind-controlling enchantments placed on hapless individuals.
Despite the name, Magesight does not actually depend upon
sight; rather the character's "feels" the presence of magic even
while blind. The character must be close to the enchanted
object and make a successful Perception roll to detect magic.
Minor Talents:
For the most part,
Minor Talents are a very limited form of Luck. Call them
"Murphy's Law in reverse." Its just one of
those tiny ways in which life seems to work out for the
character. Each Minor Talent costs 1 point. Some possible
minor talents include: Never Seems to Rained On, And
Even When Rained On Never Seems to Get Muddy, Never Gets Thrown
From a Horse, Can Always Find a Room at an Inn, Remembers
His Dreams, etc. There are an
infinite number of possible ways to define Minor Talents; however,
these abilities should be too rare or trivial to be of much use to the
character in anything but specific situations.
Turn/Command Undead
(12 Points): Many priests and other "holy characters" are able to
use the power of their faith to banish or destroy the most foul of evil
creatures. Conversely, some evil priests can command those
creatures into their service. In game terms, this is a special
form of Presence Attack; the priest gains an extra +60 points of
Presence useable only to make Presence Attacks against the undead and
other unholy creatures. Generally, a priest can only affect a
single undead creature; however, for every +5 points of effect the
number of undead the priest can affect is doubled. Such turning takes a
full turn to go into affect.
This Talent may not be taken by lay persons,
but only priests, paladins, monks, and other characters belonging to
religious occupations.
Universal Scholar
(20 Points):
This Talent is for characters whose
knowledge covers such a broad range that they can reasonably be said to
know something about almost everything. For 20 Character Points, he is
considered to have the equivalent of an Intelligence roll in every
subject that would be bought as a Knowledge Skill (except Area Knowledge
and Culture Knowledge -- see Universal Traveler). This roll can be
increased by +1 for 1 Character Points. As always, common sense should
be used in conjunction with this; if there is no possible way the
character could have knowledge of a particular subject, then the GM
should not feel required to throw logic out the window and grant such
knowledge anyway.
Universal Translator: This may not be
purchased as a character ability, but may be taken as a magical spell.
Workhorse (4 Points):
A workhorse is someone used to working very hard for a very long period
of time. The game effect of this talent is Recovery +6 - Only to
Counteract the Effects of Long Term Endurance Loss (-2).
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