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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 kindsof 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) thosewith superhuman abilities. This profile looks at super-powers that aren’t: Talent Powers.
TalenT DescriPTors
 The following descriptors are important for talent powersand their effects.
•
Talent:
 The key descriptor for the powers in thisprofile is “talent.” Talent usually refers to an inbornknack or capability, but in this case it also refers to thedevelopment of abilities that might be better called“skills” except
Mutants&Masterminds
already has asystem of skills. If necessary, Gamemasters can dif-ferentiate between the talent and skill descriptors toreflect inborn or natural capabilities versus learnedones. The important thing to note is that talents are“natural” abilities, that is, not acquired from a powersource 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, talentsand advantages could be considered essentially thesame descriptor, since they do much the same thing:provide otherwise normal characters with particularedges and capabilities others do not possess. Theprimary difference is advantages fit into the coststructure of 1 power point per rank, whereas talentshave a variable cost based on their effects.
•
Innate:
 The Innate extra (
Hero’sHandbook,
page 142)has a particular relationship with talent powers. Innateeffects cannot be nullified. Essentially, the extra is a1-point Immunity to Nullify applied to a specific power.While it may seem like talent powers should all beinnate—given they are inborn or natural traits—thisis not necessarily the case. One can certainly imaginedisorienting, memory-affecting, or other descriptorsfor a Nullify Talents effect. Thus, Innate has not beenapplied to the powers in this profile unless they aretruly things no one should be able to Nullify. If youwant 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 thatit is easier to handle the effects they can counter—and those that can counter them—on an individualbasis
.
For example, the Pressure Points power (see
Offensive Powers
) might contain techniques ableto counter certain other afflictions (especially thosebased on pain or control of the nervous system), andFearsome Presence could potentially counter powersreliant on concentration or self-confidence. Similarly,effects targeting body, mind, or spirit could poten-tially counter some talent powers by disrupting theuser temporarily. In some cases, the GM may wish toconsider 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 andmatches the advantage descriptor (since they simi-larly do not counter and cannot be countered).
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1Power Profile: skill Powers
 
Power Profile: skill Powers
 
TalenT feaTures
Given 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 NumberCruncher and Speed Reading talents (see
Utility Powers
)could just as easily be advantages. Any talent power witha 1 power point per rank cost structure (such as StrikingPower, Tough, or Acquired Immunity) could easily bemade into an advantage.
skill knacks
A particular Feature that works well with talent powersin conjunction with skills is the Skill Knack, allowing thecharacter to ignore one type of circumstance penaltyfor skill-use. Existing examples include Improvised Tools(which removes the circumstance penalty for not havingtools) 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 difficultdisguises with Deception, using an interaction skill morequickly (as a move action rather than a standard action),and so forth.
offensive Powers
Offensive 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 yourfoes, allowing you to win some battles without having todo anything more than show up!Fearsome Presence is also an effective model for otherinteraction talents with extraordinary influence overpeople, such as a Befuddling Lie based on a Deceptioncheck and inflicting the Entranced, Stunned, and Unawareconditions, for example.
Fearsome Presence:
Perception (Visual) Area Affliction (Resistedand 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 yourfoes, applying the Multiattack modifier to your attack,up to the rank of the modifier or the attack, whichever islower. Therefore with 3 ranks in Flurry, you can Multiattack with a light pistol (Damage 3) even though it is normallynot capable of Multiattack fire. If you only flurry with asubset 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) •
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 therank 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
You’re trained in how to precisely apply pressure tocertain 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 ata 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 nervemanipulation, with different conditions imposed by theAffliction. True mastery of Pressure Points might apply theVariable Condition modifier to the Affliction (see the
Illu-sion Powers
profile).
Pressure Points:
Affliction (Dazed, Stunned, Incapacitated),
Resisted and Overcome by Fortitude •
1pointperrank.
sTriking Power
You have trained to harden and strengthen your handsand to focus the power of your blows, increasing yoursheer striking power. The GM may limit this power to justa few ranks (say 2–3) or to a maximum you can increaseyour total Strength damage, such as rank 6.
Striking Power:
Strength-based Damage •
1pointperrank.
Defensive Powers
 The Defensive Roll advantage (
Hero’sHandbook,
page 83)can be thought of as a defensive talent power: a version of Sustained Protection dependent on the character’s abilityto 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 youto more easily resist their effects.
Acquired Immunity:
Immunity 2 (diseases and poisons), Limited
to Half Effect •
1points.
PerfecT Defense
Your mastery of combat technique is so great that whenyou choose to go on the defensive, you are virtually un-
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2Power Profile: TalenT Powers
 
Power Profile: TalenT Powers
 
touchable. You either parry and slip around close attacks,or nimbly dodge and evade ranged attacks. Doing sotakes virtually all your concentration, however; you’relimited to move and free actions while using your PerfectDefense, and it does not protect you from attacks thatdo not target you in the ways you are trained to avoid, sothings like area and perception ranged attacks still affectyou 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 dealtougher. 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 2–3 ranks.
Tough:
Protection •
1pointperrank.
unfazeable
Nothing seems to shake your perfect composure, whetherdue to an icy calm, a devil-may-care attitude, or just a stoicstubbornness. Someone may as well be trying to sway aforce of nature.
Unfazeable:
Immunity 5 (Interaction Skills) •
5points.
movemenT Powers
It 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-minutemile). These abilities reflect talent and training beyondeven 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 kindin an urban environment, you can vault and climb quickly,and you suffer no effect from slips or falls, so long as youare near a hand hold or other means of catching yourself.Circumstance penalties for your environment may stillapply, but movement penalties do not.
Parkour:
Movement 5 (Environmental Adaptation (Urban), SafeFall, 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 movealong the narrowest of paths without slowing or falling.You move at your normal speed, even along a tightrope orhigh-wire, and never have to make a check to avoid fallingunder 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 “humanfly”. With the Check Required modifier, you still suffer thenormal results of failing an Athletics check while climb-ing (
Hero’s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 groundspeed). Without the flaw, you also climb unerringly: younever fall or fail to make a climb.
Speed-Climbing:
Movement 1 (Wall-crawling 1), Athletics Check 
Required (DC 11) •
1point.
sPeeD-swimming
You’re a powerful swimmer, swimming at your speed rank –1 (rather than –2 like most swimmers). Note this talentdoes not exempt you from Athletics checks to swim, orallow you to breathe underwater.
Speed-Swimming:
Swimming 1 •
1point.
vaulTing
You’re capable of remarkable leaps, spanning up to 30feet (slightly more than the world’s record for a runninglong jump). Without the Check Required modifier, you cando it effortlessly.
Vaulting:
Leaping 2, Acrobatics Check Required (DC 11) •
1point.
TriPle-JoinTeD
You can bend and contort to fit into surprisingly smallspaces and areas (half human normal size).
Triple-Jointed:
Shrinking 4, Innate, Concentration, Acrobatics or
Sleight of Hand Check Required (DC 12) •
3points.
uTiliTy Powers
A wide range of effects can represent talents, particularlydifferent Senses and effects like Quickness.
acuTe sense
You have a degree of sensory refinement most people donot. While vision and hearing are normally acute, thosewith this talent have additional acute senses. You can,for example, easily distinguish between different winevintages by taste with Refined Palate, pick out specificnotes with Perfect Pitch, or recognize a specific brand of perfume with Sensitive Smell.
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3Power Profile: TalenT Powers
 
Power Profile: TalenT Powers
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