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house_rules [2025/07/05 07:12] – Area Of Effect, Selective nmorsehouse_rules [2026/10/04 23:22] (current) – [Talents] admin
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 ====Talents==== ====Talents====
 +  *Ambidexterity: 5 points.  Yes, the GM is aware how the HERO system developers came up with the current value, but the occasional plot point of being able to use either hand is rarely all that important, and certainly not worth the official cost.
   *Animal Empathy: 8 Points. +4 Presence levels with animals only (-1.5)   *Animal Empathy: 8 Points. +4 Presence levels with animals only (-1.5)
   *Depth & Slope Awareness: 3 Points.  Character is aware of their depth below ground and the grade of the surface they are standing upon.  Popular with Dwarves.   *Depth & Slope Awareness: 3 Points.  Character is aware of their depth below ground and the grade of the surface they are standing upon.  Popular with Dwarves.
-  *Cast iron Stomach: 3 points.  Character can eat things that only marginally qualify as food.  Also provides +3 to their CON roll when ingesting substances that they __shouldn't__.+  *Cast Iron Stomach: 3 points.  Character can eat things that only marginally qualify as food.  Also provides +3 to their CON roll when ingesting substances that they __shouldn't__.
   *Combat Luck, Less Lethal: Nonresistant version of the normal advantage.  4 points per level, provides 3 Pd and 3 Ed, Hardened.   *Combat Luck, Less Lethal: Nonresistant version of the normal advantage.  4 points per level, provides 3 Pd and 3 Ed, Hardened.
   *Duskvision: 3 points, provides +2 vs/ Darkness penalties.   *Duskvision: 3 points, provides +2 vs/ Darkness penalties.
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 **Change Environment**: Just as we have in previous games leveraged the daylights out of the "penalties to characteristic or skill roll" effect, I will allow you to build a change environment that buffs said rolls.  One, you will almost certainly want the "selective" advantage.  Two, your C.E. can't do both.  Three, starting characters cannot buy a buffing C.E. with an inherent duration. **Change Environment**: Just as we have in previous games leveraged the daylights out of the "penalties to characteristic or skill roll" effect, I will allow you to build a change environment that buffs said rolls.  One, you will almost certainly want the "selective" advantage.  Two, your C.E. can't do both.  Three, starting characters cannot buy a buffing C.E. with an inherent duration.
 +
 +**Dispel**: Dispel, particularly in the form of curative magics, can be used to undo the __effects__ of a Flash attack.  To balance this, only the "Body" rolled on the Dispel applies to the Flash damage.
  
 **Duplication**: No.  Just no. **Duplication**: No.  Just no.
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 **Flash**: Upon consideration of our "everyone is Speed 3" campaign, Flash attacks will hereby operate under **THIRD** Edition Hero system rules: 10 points per die, count body, and that is how long you are flashed in __phases__, not segments. **Flash**: Upon consideration of our "everyone is Speed 3" campaign, Flash attacks will hereby operate under **THIRD** Edition Hero system rules: 10 points per die, count body, and that is how long you are flashed in __phases__, not segments.
 +
 +**Flash Defense**: In consideration of the increased cost of Flash attacks, all forms of Flash Defense must take a +1 Advantage "Applies to Third Edition Flash Attacks".  (This will be easier to apply in Hero Designer than trying to double the cost)
  
 **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers.  being able to levitate for a turn or two is acceptable, as is limited flight to move across surfaces incapable of supporting your weight normally.  (Superior Lightfoot) **Flight**: At campaign start not available as a sustainable ability, and certainly not with non-combat multipliers.  being able to levitate for a turn or two is acceptable, as is limited flight to move across surfaces incapable of supporting your weight normally.  (Superior Lightfoot)
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 **Multiform**: Not out of the question, but will require GM consultation and approval.  "Werewolf" is a character class, after all. **Multiform**: Not out of the question, but will require GM consultation and approval.  "Werewolf" is a character class, after all.
 +
 +**Regeneration**: **EXPERIMENTAL** Regeneration under 5th edition, is considered a variation on the Healing power, which is a variation on Aid, which seems to the GM to be an unnecessary consolidation of mechanics.  Regeneration is now considered its own Alteration power, and costs 5 points per 1 character point recovered per turn, self only.  As an alteration power, you may choose advantages to increase the number or variety of stats (or powers) one can recover, to be able to use Regeneration on others, or take limitations to slow the rate of recovery.  It is recommended that one purchase a base level equal to one point of whatever characteristic you are recovering (10points for 1 BODY Regeneration, for example).  Regeneration does not cost endurance, is considered Persistent, and does not require visible special effects.
  
 **Running**: non-combat multipliers are not allowed at campaign start.  This is for thematic reasons. **Running**: non-combat multipliers are not allowed at campaign start.  This is for thematic reasons.
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 **Summon**: Preferable to familiars bought as Followers.  The Specific Being advantage is not available.  To make combat summons marginally viable in our "everyone is SPD 3" campaign, a Summoned entity arrives Stunned, and spends the phase they __arrived__ becoming Unstunned.  Default rules require them to spend their next phase doing so, which doesn't really mesh with **any** of our source material. **Summon**: Preferable to familiars bought as Followers.  The Specific Being advantage is not available.  To make combat summons marginally viable in our "everyone is SPD 3" campaign, a Summoned entity arrives Stunned, and spends the phase they __arrived__ becoming Unstunned.  Default rules require them to spend their next phase doing so, which doesn't really mesh with **any** of our source material.
 +
 +**Suppress**: Suppress, particularly in the form of curative magics, can be used to undo the __effects__ of a Flash attack.  To balance this, only the "Body" rolled on the Suppress applies to the Flash damage.
  
 **Swinging**: non-combat multipliers are not allowed except under very specific special effects and conditions. **Swinging**: non-combat multipliers are not allowed except under very specific special effects and conditions.
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