Monsters of the Midway

HERO System Campaign

Talents

(For those with HeroDesigner, I hope to provide a "Prefab" with the new talents)

Absolute Range Sense
(5e)..... 3pts.  Utility: 1
Accurately gauge distances.

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)

  • Aquatic Movement... 3pts.  Utility: 2.  Neutralizes underwater penalties.
  • Ice Walking... 3pts. Utility: 3.  Neutralizes penalties for acting on slippery surfaces.
  • Drunken Fighting... 3pts.  Utility: 3.  Neutralizes penalties for intoxication.
  • Supreme Balance... 3pts.  Utility: 3.  Neutralizes penalties for acting on narrow surfaces.

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.

Key

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.