Power Profile - Talent Powers

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    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 arent: 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 thedevelopment 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 (Heros 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 (Heros 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

    innategiven they are inborn or natural traitsthis

    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 otherpowers, 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 themon 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 StrikingPower, 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) 3

    points per rank.

    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 attackssuch 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 attacks rank) 2 points +1 point per rank.

    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 targetsothers with the same attack could not.

    Hurt Anything: Penetrating, Variable Descriptor (any Damage

    Effect you wield) 1 point +1 point per rank.

    PRESSURE POINTS

    Youre 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 usefulpower 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 Powersprofile).

    Pressure Points: Affliction (Dazed, Stunned, Incapacitated),

    Resisted and Overcome by Fortitude 1 point per rank.

    STRIKING POWERYou 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 23) or to a maximum you can increase

    your total Strength damage, such as rank 6.

    Striking Power: Strength-based Damage 1 point per rank.

    DEFENSIVE POWERSThe Defensive Roll advantage (Heros Handbook,page 83)

    can be thought of as a defensive talent power: a version of

    Sustained Protection dependent on the characters 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), Limitedto Half Effect 1 points.

    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; youre

    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 Defensedoes not work, either.

    Perfect Defense: Immunity 30 (attacks targeting Dodge or

    Parry), Concentration Duration 15 points (30 for both)

    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 nomore than 23 ranks.

    Tough: Protection 1 point per rank.

    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) 5 points.

    MOVEMENT POWERSIt only takes a rank or two of a movement effect to out-

    class all but the worlds 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

    Youre 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) 6 points.

    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 2 points.

    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 (Heros Handbook,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) 1 point.

    SPEED-SWIMMING

    Youre 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 1 point.

    VAULTING

    Youre capable of remarkable leaps, spanning up to 30feet (slightly more than the worlds record for a running

    long jump). Without the Check Required modifier, you can

    do it effortlessly.

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

    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) 3 points.

    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 donot. 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) 1 point.

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

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

    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) 1 point.

    AT A GLANCE

    You take things in quickly, instantly assessing a scene with

    a single glance.

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

    BRILLIANT DEDUCTION

    Whether it is a few scuffs in the dirt or some stray hairs on

    someones 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), InvestigationCheck Required (DC 12) 2 points.

    DAREDEVIL

    They say fortune favors the bold, and that has cer-

    tainly always been your experience. Youve 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 3 points per rank.

    EAGLE-EYED

    You are sharp-eyed over much greater distances than

    most people.

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

    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, Heros Handbook, page 72). Thus, youremore likely to hear (and be awakened by) any sound.

    Light Sleeper: Feature 1 (ignore hearing penalties for

    sleeping) 1 point.

    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 5 points.

    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 GMs 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

    4 points.

    MASTER LINGUIST

    You have such a talent for languages that you speak virtu-

    ally allof 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) 3 points.

    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 1 point per 3 ranks.

    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) 1 point.

    SPEED READER

    This talent is like Number Cruncher (previously) exceptit 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 1 point per

    3 ranks.

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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 Chokeholdadvantage, 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.

    ADDICTIONTwo 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 users edge, while other times its 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 characters talents. Having such amazing

    talents, the character feels the need to usethem as muchand 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 theirbest 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 characters life, as fameand 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 quitenoteworthy if a famous hero and a local civilian both

    had the same amazing talents, wouldnt 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 downwardspiral (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 characters 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 doesnt 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 anddetermination wasnt 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. Its 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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    System Reference Document, Copyright 2000, Wizards of

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    2011, Green Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & Masterminds Power Profile: Talent Powers,

    Copyright 2012, Green Ronin Publishing, LLC; Author

    Steve Kenson.

    MUTANTS& MASTERMINDSPOWERPROFILE: TALENTPOWERS

    Writing and Design: Steve Kenson

    Editing and Development: Jon Leitheusser

    Art Direction and Graphic Design:Hal Mangold

    Interior Art:Dennis Calero

    Playtesters:Leon Chang, James Dawsey, Nathan Kahler,

    Jack Norris, Aaron Sullivan

    Publisher:Chris Pramas

    Green Ronin Staff:Bill Bodden, Joe Carriker, Will

    Hindmarch, Steve Kenson, Jon Leitheusser, Nicole

    Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc

    Schmalz

    Mutants & Masterminds Power Profile: Talent Powers is

    2012 Green Ronin Publishing, LLC. All rights reserved.

    References to other copyrighted material in no way con-

    stitute a challenge to the respective copyright holders of

    that material. Mutants & Masterminds, Super-powered by

    M&M, Green Ronin, and their associated logos are trade-

    marks of Green Ronin Publishing, LLC.

    The following is designated as Product Identity, in ac-

    cordance with Section 1(e) of the Open Game License,

    Version 1.0a: hero points, power points. All characters and

    their associated images, descriptions, backgrounds, and

    related information are declared Product Identity.

    The following text is Open Gaming Content: all game system

    rules and material not previously declared Product Identity.

    Green Ronin Publishing

    3815 S. Othello St., Suite 100 #304

    Seattle, WA 98118

    Email:[email protected]

    Web Sites:www.greenronin.com

    www.mutantsandmasterminds.com

    66 POWER PROFILE: TALENT POWERSPOWER PROFILE: TALENT POWERS