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POWER PROFILE: TALENT POWERS POWER PROFILE: TALENT POWERS POWER PROFILE: TALENT POWERS There is often a fine line between “powers” and the kinds of amazing talents displayed by comic book characters. With the right training, drive, and discipline, some charac- ters with no true powers can stand with (or against) those with superhuman abilities. This profile looks at super- powers that aren’t: Talent Powers. TALENT DESCRIPTORS The following descriptors are important for talent powers and their effects. Talent: The key descriptor for the powers in this profile is “talent.” Talent usually refers to an inborn knack or capability, but in this case it also refers to the development of abilities that might be better called “skills” except Mutants & Masterminds already has a system of skills. If necessary, Gamemasters can dif- ferentiate between the talent and skill descriptors to reflect inborn or natural capabilities versus learned ones. The important thing to note is that talents are “natural” abilities, that is, not acquired from a power source other than extraordinary human capabil- ity. Characters with talent powers are still “normal” humans, in so much as the term applies to a super- heroic setting. Advantages: Closely related to talents are advan- tages (Hero’s Handbook, page 79). Indeed, talents and advantages could be considered essentially the same descriptor, since they do much the same thing: provide otherwise normal characters with particular edges and capabilities others do not possess. The primary difference is advantages fit into the cost structure of 1 power point per rank, whereas talents have a variable cost based on their effects. Innate: The Innate extra (Hero’s Handbook, page 142) has a particular relationship with talent powers. Innate effects cannot be nullified. Essentially, the extra is a 1-point Immunity to Nullify applied to a specific power. While it may seem like talent powers should all be innate—given they are inborn or natural traits—this is not necessarily the case. One can certainly imagine disorienting, memory-affecting, or other descriptors for a Nullify Talents effect. Thus, Innate has not been applied to the powers in this profile unless they are truly things no one should be able to Nullify. If you want to apply the Innate modifier to any of the other powers, feel free to do so on a case-by-case basis. Countering: Talent powers tend to be so diverse that it is easier to handle the effects they can counter— and those that can counter them—on an individual basis. For example, the Pressure Points power (see Offensive Powers) might contain techniques able to counter certain other afflictions (especially those based on pain or control of the nervous system), and Fearsome Presence could potentially counter powers reliant on concentration or self-confidence. Similarly, effects targeting body, mind, or spirit could poten- tially counter some talent powers by disrupting the user temporarily. In some cases, the GM may wish to consider that if a talent power is unable to counter, then it is fair to assume it generally cannot be coun- tered either, a combination which balances out and matches the advantage descriptor (since they simi- larly do not counter and cannot be countered). 1 1 POWER PROFILE: SKILL POWERS POWER PROFILE: SKILL POWERS Jonathan Lotzer (order #3533764) 7

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Page 1: Power Profile: Talent Powers - all.your-base.orgall.your-base.org/Rules/MM3/Power Profile - Talent Powers.pdf · Power Profile: TalenT Powers There ... “skills” except Mutants&

Power Profile: TalenT PowersPower Profile: TalenT PowersPower Profile: TalenT Powers

There is often a fine line between “powers” and the kinds of amazing talents displayed by comic book characters. With the right training, drive, and discipline, some charac-ters with no true powers can stand with (or against) those with superhuman abilities. This profile looks at super-powers that aren’t: Talent Powers.

TalenT DescriPTorsThe following descriptors are important for talent powers and their effects.

• Talent: The key descriptor for the powers in this profile is “talent.” Talent usually refers to an inborn knack or capability, but in this case it also refers to the development of abilities that might be better called “skills” except Mutants&Masterminds already has a system of skills. If necessary, Gamemasters can dif-ferentiate between the talent and skill descriptors to reflect inborn or natural capabilities versus learned ones. The important thing to note is that talents are “natural” abilities, that is, not acquired from a power source other than extraordinary human capabil-ity. Characters with talent powers are still “normal” humans, in so much as the term applies to a super-heroic setting.

• Advantages: Closely related to talents are advan-tages (Hero’s Handbook, page 79). Indeed, talents and advantages could be considered essentially the same descriptor, since they do much the same thing: provide otherwise normal characters with particular edges and capabilities others do not possess. The primary difference is advantages fit into the cost

structure of 1 power point per rank, whereas talents have a variable cost based on their effects.

• Innate: The Innate extra (Hero’sHandbook, page 142) has a particular relationship with talent powers. Innate effects cannot be nullified. Essentially, the extra is a 1-point Immunity to Nullify applied to a specific power. While it may seem like talent powers should all be innate—given they are inborn or natural traits—this is not necessarily the case. One can certainly imagine disorienting, memory-affecting, or other descriptors for a Nullify Talents effect. Thus, Innate has not been applied to the powers in this profile unless they are truly things no one should be able to Nullify. If you want to apply the Innate modifier to any of the other powers, feel free to do so on a case-by-case basis.

• Countering: Talent powers tend to be so diverse that it is easier to handle the effects they can counter—and those that can counter them—on an individual basis. For example, the Pressure Points power (see Offensive Powers) might contain techniques able to counter certain other afflictions (especially those based on pain or control of the nervous system), and Fearsome Presence could potentially counter powers reliant on concentration or self-confidence. Similarly, effects targeting body, mind, or spirit could poten-tially counter some talent powers by disrupting the user temporarily. In some cases, the GM may wish to consider that if a talent power is unable to counter, then it is fair to assume it generally cannot be coun-tered either, a combination which balances out and matches the advantage descriptor (since they simi-larly do not counter and cannot be countered).

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TalenT feaTuresGiven the close similarity between talent powers and ad-vantages, talent Feature effects can easily be thought of as advantages and vice versa. For example, the Number Cruncher and Speed Reading talents (see Utility Powers) could just as easily be advantages. Any talent power with a 1 power point per rank cost structure (such as Striking Power, Tough, or Acquired Immunity) could easily be made into an advantage.

skill knacks

A particular Feature that works well with talent powers in conjunction with skills is the Skill Knack, allowing the character to ignore one type of circumstance penalty for skill-use. Existing examples include Improvised Tools (which removes the circumstance penalty for not having tools) or Animal Empathy (which removes the circum-stance penalty on using interaction skills with animals). Other possibilities include removing circumstance penal-ties for Acrobatics or Athletics (moving at normal speeds, not vulnerable while in use, etc.), penalties for difficult disguises with Deception, using an interaction skill more quickly (as a move action rather than a standard action), and so forth.

offensive PowersOffensive talents range from enhancing existing attack effects (including Strength Damage) to providing new of-fensive capabilities, such as the sheer intimidation of Fear-some Presence or the secrets of Pressure Points.

fearsome Presence

Your very presence can strike terror into the hearts of your foes, allowing you to win some battles without having to do anything more than show up!

Fearsome Presence is also an effective model for other interaction talents with extraordinary influence over people, such as a Befuddling Lie based on a Deception check and inflicting the Entranced, Stunned, and Unaware conditions, for example.

Fearsome Presence: Perception (Visual) Area Affliction (Resisted and Overcome by Will; Impaired, Disabled, Paralyzed), Selective, Subtle, Intimidation Check Required (DC 11) •3pointsperrank.

flurry

You can launch a virtual whirlwind of attacks against your foes, applying the Multiattack modifier to your attack, up to the rank of the modifier or the attack, whichever is lower. Therefore with 3 ranks in Flurry, you can Multiattack with a light pistol (Damage 3) even though it is normally not capable of Multiattack fire. If you only flurry with a subset of attacks—such as guns or melee weapons—reduce the Variable Descriptor modifier to 1 rank.

Flurry: Multiattack, Variable Descriptor 2 (any attack effect you wield, only up to the attack’s rank) •2points+1pointperrank.

HurT anyTHing

Everything has a weak point, at least so far as you are con-cerned. Any Damage you wield is Penetrating, up to the rank you choose, allowing you to potentially affect targets others with the same attack could not.

Hurt Anything: Penetrating, Variable Descriptor (any Damage Effect you wield) •1point+1pointperrank.

Pressure PoinTs

You’re trained in how to precisely apply pressure to certain points of the body to cause disorientation, pain, and even unconsciousness. Generally, this ability is ac-quired as an Alternate Effect of your Strength Damage at a rank equal to your Strength rank (also making it a useful power stunt). You can even acquire multiple versions of this attack, representing different types of strikes or nerve manipulation, with different conditions imposed by the Affliction. True mastery of Pressure Points might apply the Variable Condition modifier to the Affliction (see the Illu-sion Powers profile).

Pressure Points: Affliction (Dazed, Stunned, Incapacitated), Resisted and Overcome by Fortitude •1pointperrank.

sTriking Power

You have trained to harden and strengthen your hands and to focus the power of your blows, increasing your sheer striking power. The GM may limit this power to just a few ranks (say 2–3) or to a maximum you can increase your total Strength damage, such as rank 6.

Striking Power: Strength-based Damage •1pointperrank.

Defensive PowersThe Defensive Roll advantage (Hero’sHandbook, page 83) can be thought of as a defensive talent power: a version of Sustained Protection dependent on the character’s ability to actively defend to avoid the brunt of attacks.

acquireD immuniTy

Through natural talent or careful buildup, you have an ac-quired immunity to toxins and pathogens that allows you to more easily resist their effects.

Acquired Immunity: Immunity 2 (diseases and poisons), Limited to Half Effect •1points.

PerfecT Defense

Your mastery of combat technique is so great that when you choose to go on the defensive, you are virtually un-

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touchable. You either parry and slip around close attacks, or nimbly dodge and evade ranged attacks. Doing so takes virtually all your concentration, however; you’re limited to move and free actions while using your Perfect Defense, and it does not protect you from attacks that do not target you in the ways you are trained to avoid, so things like area and perception ranged attacks still affect you normally. You must also be able to defend yourself: If you are vulnerable or defenseless, your Perfect Defense does not work, either.

Perfect Defense: Immunity 30 (attacks targeting Dodge or Parry), Concentration Duration •15points(30forboth)

TougH

You are tougher than you look, perhaps a good deal tougher. You have ranks of Protection (increasing your Toughness defense) attributed to natural ability or train-ing. Like other talent powers, the GM may limit you to no more than 2–3 ranks.

Tough: Protection •1pointperrank.

unfazeable

Nothing seems to shake your perfect composure, whether due to an icy calm, a devil-may-care attitude, or just a stoic stubbornness. Someone may as well be trying to sway a force of nature.

Unfazeable: Immunity 5 (Interaction Skills) •5points.

movemenT PowersIt only takes a rank or two of a movement effect to out-class all but the world’s record holders in most forms of movement (Speed 3 is slightly better than a 4-minute mile). These abilities reflect talent and training beyond even considerable ranks in Acrobatics or Athletics.

Parkour

You’re a master of parkour, or “free-running,” a style of moving quickly through crowded urban environments. Essentially, you suffer no movement penalties of any kind in an urban environment, you can vault and climb quickly, and you suffer no effect from slips or falls, so long as you are near a hand hold or other means of catching yourself. Circumstance penalties for your environment may still apply, but movement penalties do not.

Parkour: Movement 5 (Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling 1), Limited to Moving in Urban Environments (4 ranks) •6points.

PerfecT balance

You have such exceptional balance that you can move along the narrowest of paths without slowing or falling. You move at your normal speed, even along a tightrope or

high-wire, and never have to make a check to avoid falling under such circumstances.

Perfect Balance: Movement 2 (Wall-crawling 2), Limited to upright movement •2points.

sPeeD-climbing

You can climb quickly and easily, like a trained “human fly”. With the Check Required modifier, you still suffer the normal results of failing an Athletics check while climb-ing (Hero’sHandbook, page 64) but you move twice as fast (speed –1 rather than speed –2). With 2 ranks of Move-ment, you climb very quickly (at your normal ground speed). Without the flaw, you also climb unerringly: you never fall or fail to make a climb.

Speed-Climbing: Movement 1 (Wall-crawling 1), Athletics Check Required (DC 11) •1point.

sPeeD-swimming

You’re a powerful swimmer, swimming at your speed rank –1 (rather than –2 like most swimmers). Note this talent does not exempt you from Athletics checks to swim, or allow you to breathe underwater.

Speed-Swimming: Swimming 1 •1point.

vaulTing

You’re capable of remarkable leaps, spanning up to 30 feet (slightly more than the world’s record for a running long jump). Without the Check Required modifier, you can do it effortlessly.

Vaulting: Leaping 2, Acrobatics Check Required (DC 11) •1point.

TriPle-JoinTeD

You can bend and contort to fit into surprisingly small spaces and areas (half human normal size).

Triple-Jointed: Shrinking 4, Innate, Concentration, Acrobatics or Sleight of Hand Check Required (DC 12) •3points.

uTiliTy PowersA wide range of effects can represent talents, particularly different Senses and effects like Quickness.

acuTe sense

You have a degree of sensory refinement most people do not. While vision and hearing are normally acute, those with this talent have additional acute senses. You can, for example, easily distinguish between different wine vintages by taste with Refined Palate, pick out specific notes with Perfect Pitch, or recognize a specific brand of perfume with Sensitive Smell.

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Perfect Pitch: Senses 1 (Analytical Auditory) •1point.

Refined Palate: Senses 1 (Acute Taste) •1point.

Sensitive Smell: Senses 1 (Acute Olfactory) •1point.

ambiDexTerous

You are truly ambidextrous, able to use either hand (or all of your hands, if you have more than two) equally well. You suffer no circumstance penalties due to which hand you use to perform a task.

Ambidexterous: Feature 1 (no circumstance penalties for off-hand use) •1point.

aT a glance

You take things in quickly, instantly assessing a scene with a single glance.

At a Glance: Senses 1 (Rapid Vision) •1point.

brillianT DeDucTion

Whether it is a few scuffs in the dirt or some stray hairs on someone’s collar, you can reconstruct entire past events with amazing accuracy just by examining the available evidence. You can substitute an Investigation check for the Perception check normally required for Postcognition if your examination of the evidence is successful.

Brilliant Deduction: Senses 4 (Postcognition), Investigation Check Required (DC 12) •2points.

DareDevil

They say “fortune favors the bold,” and that has cer-tainly always been your experience. You’ve lost count of the times when the chips have been down and fate has handed you and your friends a lucky break.

Daredevil: Luck Control •3pointsperrank.

eagle-eyeD

You are sharp-eyed over much greater distances than most people.

Eagle-Eyed: Senses 1 (Extended Vision) •1point.

ligHT sleePer

You are unaffected by circumstance penalties to your Per-ception checks to hear things due to being asleep (nor-mally a +10 DC, Hero’sHandbook, page 72). Thus, you’re more likely to hear (and be awakened by) any sound.

Light Sleeper: Feature 1 (ignore hearing penalties for sleeping) •1point.

masTer of Disguise

You can quickly change your appearance in startling ways, becoming virtually indistinguishable from your subject.

Master of Disguise: Morph 2 (Other People), Continuous, Deception Check Required (DC 12), Removable (–1 point), Standard Action •5points.

masTer escaPe arTisT

You can escape from virtually any bonds or containment, so long as you are capable of taking action. While this talent allows you to easily slip free of ropes, handcuffs, straitjackets and other bindings, and to escape most cages and the like, it may be ineffective against some traps (at the GM’s discretion), and is often coupled with ranks in the Sleight of Hand skill and possibly the Ultimate Effort (Sleight of Hand) advantage.

Master Escape Artist: Insubstantial 1, Limited to Escaping •4points.

masTer linguisT

You have such a talent for languages that you speak virtu-ally all of them, and can quickly figure out a new language if you are exposed to it for a while.

Master Linguist: Comprehend 2 (Languages, Understand and Be Understood), Quirk (takes at least a scene to pick up a new language) •3points.

number cruncHer

You can perform mathematical calculations rapidly in your head. The basic talent subtracts 3 ranks from the time value to perform a calculation; each additional power point adds 3 more ranks. A realistic limit is probably 3 to 4 points (for a total of 9 to 12 ranks).

Number Cruncher: Quickness, Limited to Mathematical Calculations •1pointper3ranks.

siTuaTional awareness

You are hyper-aware of your surroundings, making you par-ticularly sensitive to potential threats. You have a fair chance of avoiding surprises and ambushes others might walk into.

Situational Awareness: Senses 1 (Danger Sense, visual) •1point.

sPeeD reaDer

This talent is like Number Cruncher (previously) except it applies to reading text rather than performing calcula-tions. Each power point invested subtracts 3 from the time value required to read a document.

Speed Reader: Quickness, Limited to Reading •1pointper3ranks.

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oTHer TalenT PowersAs mentioned under Features, advantages and talent powers may be considered essentially the same type of trait, with the same descriptor, in which case advantages may be an expansion of talent powers, or the basis for ad-ditional, “upgraded” versions. For example, you can create an Affliction-based talent power similar to the Chokehold advantage, imposing different conditions, or an Analytical Sense talent power for an improved version of the Assess-ment advantage.

TalenT comPlicaTionsJust like talent powers tend to be fairly low-key, compli-cations associated with them also tend towards the more realistic, rather than weird vulnerabilities.

aDDicTion

Two types of addictions are common for highly talented characters: the first is a chemical addiction of some sort, be it performance enhancers, alcohol, medication, or rec-reational drugs. Sometimes the addiction is meant to help maintain the user’s “edge,” while other times it’s intended to help take the edge off always being “on” for those with hyped-up physical or mental capabilities.

A related addiction is the need for something to constant-ly challenge the character’s talents. Having such amazing talents, the character feels the need to use them as much and as often as possible. This often motivates talented characters like thrill-seekers, but what they really want is something to test their mettle, again and again.

fame

It might be harder for a “normal” person to become famous in a world where brightly-clad men and women can fly and chuck cars over their shoulders; still an ex-traordinary talent is worthy of note, especially if it is applied well. Characters with talent powers often manage to find fame, at least for a while. Some try their best to avoid the limelight, while others bask in its glow and do whatever they can to hold on to it. Both present complications in a character’s life, as fame—and fans—can be fickle.

iDenTiTy

Depending on how characters’ talents manifest, they may or may not be able to maintain a secret identity. If they do, then that identity if quite often as mundane and unremarkable as possible. After all, it would be quite noteworthy if a famous hero and a local civilian both had the same amazing talents, wouldn’t it? Having a mundane existence can be a boon or a bane, depending on the kind of attention the character prefers, but both can be complicated.

Power loss

While talent powers are not really “powers” in some senses, they still might be subject to this complication. The most common form of power loss for talent powers is a loss of confidence: not truly believing in those talents can cause them to fail, leading to a reinforcement of that failure of confidence, until the character pulls out of the downward spiral (perhaps with some help from friends).

quirk

Incredibly talented types can often be... eccentric. Heroes and villains who rely on their talents may also add the oc-casional flourish or focus on a particular theme. For some, this can grow into an Obsession complication, blocking out virtually everything else. Heroes tend to be better at moderating their personality quirks, but still have and follow them.

relaTionsHiP

A talented character may have a relationship with a mentor (who may also be a family member) who helped to bring out the character’s potential. This relationship could be a good one, still seeking out the mentor for advice and further training, or a stormy one, with resent-ment towards a harsh and possibly stingy mentor. Either way, foes and circumstances may threaten the relation-ship, forcing the character to act.

rePuTaTion

A reputation for arrogance is an occupational hazard of the incredibly talented. It doesn’t take much for someone with amazing capabilities to rub people the wrong way, espe-cially if the character ignores social niceties. A brilliant, but eccentric, investigator or a maverick sports-hero-turned-vigilante can easily have a difficult reputation when it comes to dealing with both the authorities and the media.

A reputation for failure may also haunt a talented char-acter, fallout from that one time when sheer talent and determination wasn’t enough. Such characters may have a hard time finding those who still believe; indeed, they have a hard time believing in themselves (see Power Loss, previously).

rivalry

“Anything you can do, I can do better” may as well be the motto of many with talent powers. In a world of super-humans, sheer human capability and achievement matter more than ever, at least to some, and that can lead to all sorts of rivalries: between talented characters, between “normals” and superhumans, between heroes and crimi-nals, and so forth. It’s not unusual for a hero with talent powers to have a criminal opposite who enjoys engaging in a little “friendly rivalry” (whether the hero considers it friendly or not).

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Mutants & MasterMinds Power Profile: talent Powers

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66 Power Profile: TalenT PowersPower Profile: TalenT Powers Power Profile: TalenT PowersJonathan Lotzer (order #3533764) 71.123.169.106