Power Profile: Talent Powers

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

Jonathan Lotzer (order #3533764) 71.123.169.106 Flurry: Multiattack, Variable Descriptor 2 (any attack effect you Talent Features wield, only up to the attack’s rank) • 2 points +1 point per rank. Given the close similarity between talent powers and ad- vantages, talent Feature effects can easily be thought of Hurt Anything as advantages and vice versa. For example, the Number Cruncher and Speed Reading talents (see Utility Powers) Everything has a weak point, at least so far as you are con- could just as easily be advantages. Any talent power with cerned. Any Damage you wield is Penetrating, up to the a 1 power point per rank cost structure (such as Striking rank you choose, allowing you to potentially affect targets Power, Tough, or Acquired Immunity) could easily be others with the same attack could not. made into an advantage. Hurt Anything: Penetrating, Variable Descriptor (any Damage Skill Knacks Effect you wield) • 1 point +1 point per rank.

A particular Feature that works well with talent powers Pressure Points in conjunction with skills is the Skill Knack, allowing the character to ignore one type of circumstance penalty You’re trained in how to precisely apply pressure to for skill-use. Existing examples include Improvised Tools certain points of the body to cause disorientation, pain, (which removes the circumstance penalty for not having and even unconsciousness. Generally, this ability is ac- tools) or Animal Empathy (which removes the circum- quired as an Alternate Effect of your Strength Damage at stance penalty on using interaction skills with animals). a rank equal to your Strength rank (also making it a useful Other possibilities include removing circumstance penal- power stunt). You can even acquire multiple versions of ties for Acrobatics or Athletics (moving at normal speeds, this attack, representing different types of strikes or nerve not vulnerable while in use, etc.), penalties for difficult manipulation, with different conditions imposed by the disguises with Deception, using an interaction skill more Affliction. True mastery of Pressure Points might apply the quickly (as a move action rather than a standard action), Variable Condition modifier to the Affliction (see the Illu- and so forth. sion Powers profile).

Pressure Points: Affliction (Dazed, Stunned, Incapacitated), Offensive Powers Resisted and Overcome by Fortitude • 1 point per rank. Offensive talents range from enhancing existing attack effects (including Strength Damage) to providing new of- Striking Power fensive capabilities, such as the sheer intimidation of Fear- some Presence or the secrets of Pressure Points. You have trained to harden and strengthen your hands and to focus the power of your blows, increasing your Fearsome Presence 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 very presence can strike terror into the hearts of your your total Strength damage, such as rank 6. foes, allowing you to win some battles without having to do anything more than show up! Striking Power: Strength-based Damage • 1 point per rank. Fearsome Presence is also an effective model for other interaction talents with extraordinary influence over Defensive Powers people, such as a Befuddling Lie based on a Deception check and inflicting the Entranced, Stunned, and Unaware The Defensive Roll advantage (Hero’s Handbook, page 83) conditions, for example. can be thought of as a defensive talent power: a version of Sustained Protection dependent on the character’s ability Fearsome Presence: Perception (Visual) Area Affliction (Resisted to actively defend to avoid the brunt of attacks. and Overcome by Will; Impaired, Disabled, Paralyzed), Selective, Subtle, Intimidation Check Required (DC 11) • 3 Acquired Immunity points per rank. Through natural talent or careful buildup, you have an ac- Flurry quired immunity to toxins and pathogens that allows you to more easily resist their effects. You can launch a virtual whirlwind of attacks against your foes, applying the Multiattack modifier to your attack, Acquired Immunity: Immunity 2 (diseases and poisons), Limited up to the rank of the modifier or the attack, whichever is to Half Effect • 1 points. lower. Therefore with 3 ranks in Flurry, you can Multiattack with a light pistol (Damage 3) even though it is normally Perfect Defense not capable of Multiattack fire. If you only flurry with a subset of attacks—such as guns or melee weapons— Your mastery of combat technique is so great that when reduce the Variable Descriptor modifier to 1 rank. you choose to go on the defensive, you are virtually un-

2 Power Profile: Talent Powers Power Profile: Talent Powers

Jonathan Lotzer (order #3533764) 71.123.169.106 touchable. You either parry and slip around close attacks, high-wire, and never have to make a check to avoid falling or nimbly dodge and evade ranged attacks. Doing so under such circumstances. takes virtually all your concentration, however; you’re limited to move and free actions while using your Perfect Perfect Balance: Movement 2 (Wall-crawling 2), Limited to Defense, and it does not protect you from attacks that upright movement • 2 points. do not target you in the ways you are trained to avoid, so things like area and perception ranged attacks still affect Speed-Climbing you normally. You must also be able to defend yourself: If you are vulnerable or defenseless, your Perfect Defense You can climb quickly and easily, like a trained “human does not work, either. fly”. With the Check Required modifier, you still suffer the normal results of failing an Athletics check while climb- Perfect Defense: Immunity 30 (attacks targeting Dodge or ing (Hero’s Handbook, page 64) but you move twice as fast Parry), Concentration Duration • 15 points (30 for both) (speed –1 rather than speed –2). With 2 ranks of Move- ment, you climb very quickly (at your normal ground Tough speed). Without the flaw, you also climb unerringly: you never fall or fail to make a climb. You are tougher than you look, perhaps a good deal tougher. You have ranks of Protection (increasing your Speed-Climbing: Movement 1 (Wall-crawling 1), Athletics Check Toughness defense) attributed to natural ability or train- Required (DC 11) • 1 point. ing. Like other talent powers, the GM may limit you to no more than 2–3 ranks. Speed-Swimming

Tough: Protection • 1 point per rank. You’re a powerful swimmer, swimming at your speed rank –1 (rather than –2 like most swimmers). Note this talent Unfazeable does not exempt you from Athletics checks to swim, or allow you to breathe underwater. Nothing seems to shake your perfect composure, whether due to an icy calm, a devil-may-care attitude, or just a stoic Speed-Swimming: Swimming 1 • 1 point. stubbornness. Someone may as well be trying to sway a force of nature. Vaulting

Unfazeable: Immunity 5 (Interaction Skills) • 5 points. 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 Movement Powers do it effortlessly. It only takes a rank or two of a movement effect to out- Vaulting: Leaping 2, Acrobatics Check Required (DC 11) • 1 point. 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 Triple-Jointed even considerable ranks in Acrobatics or Athletics. You can bend and contort to fit into surprisingly small Parkour spaces and areas (half human normal size).

You’re a master of parkour, or “free-running,” a style of Triple-Jointed: Shrinking 4, Innate, Concentration, Acrobatics or moving quickly through crowded urban environments. Sleight of Hand Check Required (DC 12) • 3 points. 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 Utility Powers are near a hand hold or other means of catching yourself. Circumstance penalties for your environment may still A wide range of effects can represent talents, particularly apply, but movement penalties do not. different Senses and effects like Quickness.

Parkour: Movement 5 (Environmental Adaptation (Urban), Safe Acute Sense Fall, Sure-Footed 2, Wall-Crawling 1), Limited to Moving in Urban Environments (4 ranks) • 6 points. 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, Perfect Balance for example, easily distinguish between different wine vintages by taste with Refined Palate, pick out specific You have such exceptional balance that you can move notes with Perfect Pitch, or recognize a specific brand of along the narrowest of paths without slowing or falling. perfume with Sensitive Smell. You move at your normal speed, even along a tightrope or Power Profile: Talent Powers Power Profile: Talent Powers 3

Jonathan Lotzer (order #3533764) 71.123.169.106 Perfect Pitch: Senses 1 (Analytical Auditory) • 1 point. Master of Disguise Refined Palate: Senses 1 (Acute Taste) • 1 point. You can quickly change your appearance in startling ways, Sensitive Smell: Senses 1 (Acute Olfactory) • 1 point. becoming virtually indistinguishable from your subject.

Ambidexterous Master of Disguise: Morph 2 (Other People), Continuous, Deception Check Required (DC 12), Removable (–1 point), You are truly ambidextrous, able to use either hand (or all Standard Action • 5 points. of your hands, if you have more than two) equally well. You suffer no circumstance penalties due to which hand Master Escape Artist you use to perform a task. You can escape from virtually any bonds or containment, Ambidexterous: Feature 1 (no circumstance penalties for off- so long as you are capable of taking action. While this hand use) • 1 point. talent allows you to easily slip free of ropes, handcuffs, straitjackets and other bindings, and to escape most At a Glance cages and the like, it may be ineffective against some traps (at the GM’s discretion), and is often coupled with You take things in quickly, instantly assessing a scene with ranks in the Sleight of Hand skill and possibly the Ultimate a single glance. Effort (Sleight of Hand) advantage.

At a Glance: Senses 1 (Rapid Vision) • 1 point. Master Escape Artist: Insubstantial 1, Limited to Escaping • 4 points. Brilliant Deduction Master Linguist Whether it is a few scuffs in the dirt or some stray hairs on someone’s collar, you can reconstruct entire past events You have such a talent for languages that you speak virtu- with amazing accuracy just by examining the available ally all of them, and can quickly figure out a new language evidence. You can substitute an Investigation check for if you are exposed to it for a while. the Perception check normally required for Postcognition if your examination of the evidence is successful. Master Linguist: Comprehend 2 (Languages, Understand and Be Understood), Quirk (takes at least a scene to pick Brilliant Deduction: Senses 4 (Postcognition), Investigation up a new language) • 3 points. Check Required (DC 12) • 2 points. Number Cruncher Daredevil You can perform mathematical calculations rapidly in They say “fortune favors the bold,” and that has cer- your head. The basic talent subtracts 3 ranks from the time tainly always been your experience. You’ve lost count of value to perform a calculation; each additional power the times when the chips have been down and fate has point adds 3 more ranks. A realistic limit is probably 3 to 4 handed you and your friends a lucky break. points (for a total of 9 to 12 ranks).

Daredevil: Luck Control • 3 points per rank. Number Cruncher: Quickness, Limited to Mathematical Calculations • 1 point per 3 ranks. Eagle-Eyed Situational Awareness You are sharp-eyed over much greater distances than most people. You are hyper-aware of your surroundings, making you par- ticularly sensitive to potential threats. You have a fair chance Eagle-Eyed: Senses 1 (Extended Vision) • 1 point. of avoiding surprises and ambushes others might walk into. Light Sleeper Situational Awareness: Senses 1 (Danger Sense, visual) • 1 point.

You are unaffected by circumstance penalties to your Per- Speed Reader ception checks to hear things due to being asleep (nor- mally a +10 DC, Hero’s Handbook, page 72). Thus, you’re This talent is like Number Cruncher (previously) except more likely to hear (and be awakened by) any sound. it applies to reading text rather than performing calcula- tions. Each power point invested subtracts 3 from the time Light Sleeper: Feature 1 (ignore hearing penalties for value required to read a document. sleeping) • 1 point. Speed Reader: Quickness, Limited to Reading • 1 point per 3 ranks.

4 Power Profile: Talent Powers Power Profile: Talent Powers

Jonathan Lotzer (order #3533764) 71.123.169.106 Other Talent Powers Power Loss As mentioned under Features, advantages and talent While talent powers are not really “powers” in some senses, powers may be considered essentially the same type of they still might be subject to this complication. The most trait, with the same descriptor, in which case advantages common form of power loss for talent powers is a loss of may be an expansion of talent powers, or the basis for ad- confidence: not truly believing in those talents can cause ditional, “upgraded” versions. For example, you can create them to fail, leading to a reinforcement of that failure of an Affliction-based talent power similar to the Chokehold confidence, until the character pulls out of the downward advantage, imposing different conditions, or an Analytical spiral (perhaps with some help from friends). Sense talent power for an improved version of the Assess- ment advantage. Quirk

Incredibly talented types can often be... eccentric. Heroes Talent Complications and villains who rely on their talents may also add the oc- Just like talent powers tend to be fairly low-key, compli- casional flourish or focus on a particular theme. For some, cations associated with them also tend towards the more this can grow into an Obsession complication, blocking realistic, rather than weird vulnerabilities. out virtually everything else. Heroes tend to be better at moderating their personality quirks, but still have and Addiction follow them. Relationship 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- A talented character may have a relationship with a reational drugs. Sometimes the addiction is meant to help mentor (who may also be a family member) who helped maintain the user’s “edge,” while other times it’s intended to bring out the character’s potential. This relationship to help take the edge off always being “on” for those with could be a good one, still seeking out the mentor for hyped-up physical or mental capabilities. advice and further training, or a stormy one, with resent- ment towards a harsh and possibly stingy mentor. Either A related addiction is the need for something to constant- way, foes and circumstances may threaten the relation- ly challenge the character’s talents. Having such amazing ship, forcing the character to act. talents, the character feels the need to use them as much and as often as possible. This often motivates talented Reputation characters like thrill-seekers, but what they really want is something to test their mettle, again and again. A reputation for arrogance is an occupational hazard of the incredibly talented. It doesn’t take much for someone with Fame amazing capabilities to rub people the wrong way, espe- cially if the character ignores social niceties. A brilliant, but It might be harder for a “normal” person to become eccentric, investigator or a maverick sports-hero-turned- famous in a world where brightly-clad men and women vigilante can easily have a difficult reputation when it can fly and chuck cars over their shoulders; still an ex- comes to dealing with both the authorities and the media. traordinary talent is worthy of note, especially if it is applied well. Characters with talent powers often A reputation for failure may also haunt a talented char- manage to find fame, at least for a while. Some try their acter, fallout from that one time when sheer talent and best to avoid the limelight, while others bask in its glow determination wasn’t enough. Such characters may have and do whatever they can to hold on to it. Both present a hard time finding those who still believe; indeed, they complications in a character’s life, as fame—and fans— have a hard time believing in themselves (see Power Loss, can be fickle. previously). Identity Rivalry “Anything you can do, I can do better” may as well be the Depending on how characters’ talents manifest, they motto of many with talent powers. In a world of super- may or may not be able to maintain a secret identity. humans, sheer human capability and achievement matter If they do, then that identity if quite often as mundane more than ever, at least to some, and that can lead to all and unremarkable as possible. After all, it would be quite sorts of rivalries: between talented characters, between noteworthy if a famous hero and a local civilian both “normals” and superhumans, between heroes and crimi- had the same amazing talents, wouldn’t it? Having a nals, and so forth. It’s not unusual for a hero with talent mundane existence can be a boon or a bane, depending powers to have a criminal opposite who enjoys engaging on the kind of attention the character prefers, but both in a little “friendly rivalry” (whether the hero considers it can be complicated. friendly or not).

Power Profile: Talent Powers Power Profile: Talent Powers 5

Jonathan Lotzer (order #3533764) 71.123.169.106 Credits & License

Mutants & Masterminds Power Profile: Talent Powers M&M, Green Ronin, and their associated logos are trade- marks of Green Ronin Publishing, LLC. Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser The following is designated as Product Identity, in ac- Art Direction and Graphic Design: Hal Mangold cordance with Section 1(e) of the , Interior Art: Dennis Calero Version 1.0a: hero points, power points. All characters and Playtesters: Leon Chang, James Dawsey, Nathan Kahler, their associated images, descriptions, backgrounds, and Jack Norris, Aaron Sullivan related information are declared Product Identity. Publisher: Chris Pramas Green Ronin Staff: Bill Bodden, Joe Carriker, Will The following text is Open Gaming Content: all game system Hindmarch, Steve Kenson, Jon Leitheusser, Nicole rules and material not previously declared Product Identity. Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc Schmalz Green Ronin Publishing

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Jonathan Lotzer (order #3533764) 71.123.169.106