Absolute Time Sense (5e)..... 3pts.
Utility: 2
Accurately gauge the passage of time.
Ambidexterity (5e)..... 3/6/9pts. Utility:
3
Buy off the "Off hand" penalty (Normally -3). Remove a minus
per 3pts spent.
Bump of Direction (5e)..... 3pts. Utility:
3
Always know which direction you are facing (without roll) and can
gauge whether you're above or below ground. +2 to navigation
related rolls.
Combat Luck (5e)..... 6/12pts. Utility: 4
3pts of Resistant PD/ED due to being lucky for 6pts. May be
bought twice.
Combat Sense (5e)..... 15pts for 9+(INT/5) or
less roll. Utility: 4
Versus foes in Hand-to-Hand combat, you may make a Combat Sense roll
each phase; Success means you know where they are and can defend and
attack with full CV. Foe must be in normal HTH range (adjacent
hexes or same hex); Reach weapons don't extend sense's range.
Danger Sense (MOD)..... See Below.
Utility: 5
Base Roll is usable in or out of combat (unlike 5e) at no additional
cost.
15pts for an 11- base roll. +1 to base roll per 1pt.
Double-Jointed (5e)..... 4pts. Utility: 3
+1 to +3 to Contortionist and sometimes Breakfall rolls.
Eidetic Memory (5e)..... 5pts. Utility: 4
Recall details purposely memorized or studied.
Environmental Movement (5e) (See Below)
Lightning Calculator (5e)..... 3pts.
Utility: 2
Perform complex mathematical operations mentally. The more
complex, the longer it will take. No roll required.
Lightning Reflexes (5e)..... (see below).
Utility: 5.
A DEX bonus ONLY for determining your place in the action order.
+2 LR for all actions costs 3pts. +1 LR for a single activity
costs 1pt. Up to 6pts may be spent on Lightning Reflexes.
Your DEX (for attack order) may go over the limit imposed by
Characteristic Maxima (See Mandatory Disadvantages).
Lightsleep (5e)..... 3pts. Utility 5.
Normally it's a -6 to hear something while asleep. This
neutralizes that penalty.
Mesmerize (NEW).....12pts. Utility 5.
Equivalent of a 1-1/2D6 mental entangle, No Range, +1 Extra Segment;
Requires targets attention; target must not be agitated.
Perfect Pitch (5e)..... 3pts. Utility 1.
You automatically can tell the pitch of any note. You
automatically gain +1 to music related rolls.
Psychometry (New)..... 11pts. Utility 5.
Clairsentience (Mystical Sense), Only for determining things about
an objects owner, such as name, appearance, profession, current
wereabouts. No range (must touch the object).
Read Minds (NEW)..... 17pts. Utility 5.
Equivalent of a 5D6 Telepathy; Range is NOT line of sight. Use
EGO against STR chart "Standing Throw" to determine minuses.
Resistance (5e)..... 1pt per +1 to EGO roll.
Utility 3.
To resist pain from injury (per wounding rules), interrogation or
torture. Note that this has no effect on mental powers.
Sensitive (NEW)..... 5pts. Utility 5.
Mental Awareness, per the Enhanced Sense.
Simulate Death (5e)..... 3pts for 9+(EGO/5)
roll, +1 to roll for +1pt. Utility: 3.
You can feign death, with extensive preparation. It takes 5
minutes to enter the trance. To do it faster, suffer -1 to
roll for each step down the time chart. You cannot make PER
rolls while in this state, and you do not wake up until the time
declared at the time the trance is invoked passes. This does
not give you life support for air/water/food purposes, though I you
will need less of each.
Speed Reading (5e)..... 4pts to read at 10x normal speed, 2pts for an additional 10x. Max: 6pts total. Utility: 4.
Spook (NEW)..... 12pts. Utility: 5.
5D6 Mind Control, only to instill fear. Choose "Human" or
"Animal" class of minds. Reduced by Range (3D6 @ 5-8"; 1D6 @
9-16")
Tell Fortune (NEW)..... 16pts. Utility: 5.
Precognitive Clairsentience; "Mystical" Sense group. No Range.
Only for determining the futures of Others. Focus: Means of
player's choice (Cards, Tea Leaves, etc.). Results based on
Perception roll.
Weaponeer (NEW)..... 20pts. Utility: 5.
You can forge items of magic for others to use. You may do so
by memorizing a magic and then casting it via the SPELL skill.
The item created becomes a FOCUS and also gains the INDEPENDANT
limitation (Meaning anyone who has the skill can use it but that it
can be lost permanently by simply being taken from you.
Wielder (NEW)..... 20pts. Utility: 5.
You can permanently memorize spells. You still need to spend
the XP to buy the spell, but without this Talent you cannot do so.
This automatically bestows a SPELL skill with an 8- ability free of
charge.
Utility Rating reflects GMs opinion of how useful it will be in this game (1 being least useful)
(PH) Pulp Hero
(DC) Dark Champions
(FH) Fantasy Hero
(5e) HERO system 5th Ed.
(NEW) Unpublished
(MOD) Modified version of a published talent.