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Talents

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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The Young Kingdoms PBEM Universe and the World of Taranche are copyrighted to Jack and Rebecca Butler, and is their solely owned property.  The Young Kingdoms PBEM Universe and the World of Taranche, and all of the campaigns therein, are works of collaborative fiction.  All the characters and events portrayed here are either products of the authors' imagination or are used fictitiously.  Except where otherwise specifically noted, the Young Kingdoms PBEM Universe and the World of Taranche, all Young Kingdoms characters, and all stories included therein are Copyright 1999, 2000, 2001, and 2002 by Jack and Rebecca Butler with all rights reserved under International Copyright Convention.  Submitting material (such as but not limited to character submissions, background information, and artwork) for inclusion in the Young Kingdoms PBEM Universe and the World of Taranche grants Jack and Rebecca Butler the right to use that material as they wish, in perpetuity, within the confines of the Young Kingdoms PBEM Universe and the World of Taranche. The submitter does not give up the right to use the material in ways unconnected to the Young Kingdoms PBEM Universe and the World of Taranche.  This website was designed by Jack Butler, and is maintained by Jack Butler. Unless otherwise and specifically noted and with the exception of player characters which are the creations of their respective players, all material on this site is the creation of Jack and Rebecca Butler.  No material on this site may be posted or published elsewhere without the express written permission of Jack and Rebecca Butler.  Fantasy Hero and the Hero System are registered trademarks of and are copyrighted by Hero Games, Inc.  No challenge to any trademark or copyright is made or implied by this site.