Rules20

= WARNING: OBSOLETE. Use the Revised Rules Files instead =

Contents of file: talents.rules
This is what we need from this file:

& talent list - [CM 2.0 Rules] --- Below is a list of all the Talents in our game.

Absolute Time Sense	 Danger Sense		   Lightsleep Absolute Range Sense	 Double Jointed	           Perfect Pitch Ambidexterity		 Eidetic Memory            Resistance Bump of Direction     	 Environmental Movement     Simulate Death Combat Luck		 Lightning Calculator      Speed Reading Combat Sense		 Lightning Reflexes        Universal Translator

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===================================== Everything else can be deleted.

These files are DRAFT files containing proposed house rules for change to 5th edition

& talents - [CM 2.0 Rules] --- Talents are unusual abilities that rare individuals have, including highly unusual skills that almost no one would ever know, and innate abilities that aren't necessarily superhuman (they CAN be found in a rare person in the real world), but are extremely rare. Talents are halfway between Skills and Powers.

Characters cannot learn Talents as easily as they can learn Skills. Generally, because they are so rare, most characters have no more than one or most two Talents (any exceptions will only be allowed with the express consent of Approval Reviewers).

Also see:   RULES TALENT LIST    The List of Every Talent in the Game

& talent list - [CM 2.0 Rules] --- Below is a list of all the Talents in our game.

Absolute Time Sense	 Danger Sense		   Lightsleep Absolute Range Sense	 Double Jointed	           Perfect Pitch Ambidexterity		 Eidetic Memory            Resistance Bump of Direction     	 Environmental Movement     Simulate Death Combat Luck		 Lightning Calculator      Speed Reading Combat Sense		 Lightning Reflexes        Universal Translator

Everything below this is rulebook stuff and should be deleted. (Ayesha)

& talent absolute range sense - [CM 2.0 Rules] - A character with this talent can accurately determine the exact distance from herself to any visible point without need for measuring equipment. No roll is needed, the talent works on every occasion. Range modifiers are not affected but the character knows exactly what the modifier will be. The point must be visible, eg seen on a Perception roll, if there is any doubt whether it can be seen.

& talent absolute time sense - [CM 2.0 Rules] --- A character with this Talent can accurately gauge the passage of time without the aid of a time-piece or any other way to mark time's progress (such as the movement of the stars at night, or of the sun). A good example of a character with this Talent is Mr. Spock form Star Trek. "How long until we come out of Warp, Spock?" "Two minutes, thirty-three seconds, Captain." This Talent does not require a roll of any sort. The character always knows what time it is.

& talent ambidexterity - [CM 2.0 Rules] --- A character with this Talent is equally able to use his right and left hands without the slightest loss of accuracy, penmanship quality, etc. The use of a weapon by characters usually depends on which hand is being used. This Talent allows the character to use either with equal facility (otherwise, the "off hand" is at a -3 penalty to OCV and skill rolls). Generally superheroes don't have to worry about this, but a hero who buys Extra Limbs can use all of his limbs as his "natural-hand" with this talent.

& talent bump of direction - [CM 2.0 Rules] --- A character with this Talent has an innate sense of direction. He can tell direction without any visual references or clues, and can also tell if he is above or below local ground level. He wouldn't be able to use this Talent to find his way out of a maze, but while inside, he'd always know what direction he was facing.

& talent combat luck - [CM 2.0 Rules] --- This talent gives a character the ability to avoid taking damage, by luck, skillful rolling with the blow, etc. In game terms 6 points of Combat Luck buys 3 PD and 3 ED. This defense is resistant, and hardened, but depends on the character being able to react. So it is not persistant and does not apply if the character is unaware of the forecoming attack. This talent can be bought multiple times.

& talent combat sense - [CM 2.0 Rules] --- A character with this Talent has an innate feel for combat tactics. It is possible for him to fight even while blinded. A successful roll allows a character who is in hand-to-hand combat to attack and defend with no penalty, even if he is blinded, against all HTH enemies in the same and adjacent hexes.

& talent danger sense - [CM 2.0 Rules] --- A character with this Talent has a special "sixth" sense that lets him know when danger is nearby. At its basic level, it prevents the character from being surprised in combat. At its most advanced level, it alerts the character to any threat anywhere in the world.

& talent double jointed - [CM 2.0 Rules] --- A character with this Talent has unusually flexible joints. For a cost of 4 Character Points, the character can add +1 to +3 to Contortionist and Breakfall skill rolls, depending on the circumstances. Characters with this Talent can also fit into hiding places not normally accessible by a human being (such as a suitcase).

& talent eidetic memory - [CM 2.0 Rules] --- A character with this Talent can recall memories of images, sounds, that he has studied with almost perfect recollection. Please note that the character MUST take the time to study the subject for a while, to memorize it. Once this is done, the subject will be remembered exactly, down to the smallest detail (such as what line of the page, and how many words in, a particular item is). The character can memorize pages out of a phone book, complicated directions for getting out of town, etc. This Talent will NOT teach the character new skills, but it will allow him to recall facts that he has read.

& talent environmental movement - [CM 2.0 Rules] --- This talent allows a character of offset some of the penalties associated with moving and engaging in combat in unfamiliar envorinments such as underwater or in zero gravity.

& talent lightning calculator - [CM 2.0 Rules] --- A character with this Talent has the innate ability to perform mental mathematical computations with rapid speed. Basic multiplication of 4-digit numbers (e.g. 1204 x 5678) would take 1 Phase. Calculating (in his head, remember) the vector of an approach orbit with regard to relative speeds, gravity, and rotations speeds of worlds, would take 1 full Turn. Intermediate calculations would take between 1 Phase and 1 Turn. The character's calculations are only as reliable as the information he is basing them on.

& talent lightning reflexes - [CM 2.0 Rules] --- This talent allows a character to act faster than his DEX characteristic would normally allow. The talent allows the character to act as if his dexterity was higher, solely to act before other characters. Lightning reflexes have no effect on CV's, Dex skills, or modifiying the effects of DEX drains or transfers.

& talent lightsleep - [CM 2.0 Rules] --- A character with this Talent sleeps very lightly, and is hardly ever surprised while sleeping. The character will automatically wake up when someone enters the room, leans over his bed, etc. If the person entering the room makes a successful Stealth roll, then the Lightsleeper can make a Perception roll against it (see RULES SKILL VS SKILL). This Talent allows the character to conceal the fact that he is awake, provided he makes a successful EGO roll.

& talent perfect pitch - [CM 2.0 Rules] --- A character with this Talent can tell the exact pitch of a musical tone just by listening to it. Perfect Pitch also allows +1 to any musically related skill roll. Perfect Pitch always works: no roll is required for it.

& talent resistance - [CM 2.0 Rules] --- This Talent grants the character the ability to resist interrogation, torture, etc, through self-hypnosis, meditation, or just plain obstinacy. Resistance has no effect on Mental Powers or Pushing.

& talent simulate death - [CM 2.0 Rules] --- A character with this Talent can slow his metabolism to the point where it appears that he is completely dead (although a thorough medical examination would reveal the truth). Characters in a death-trance can be detected as "shamming" by a successful Paramedic roll at -5. While in the trance, their metabolism is at 1/10 of normal.

& talent speed reading - [CM 2.0 Rules] --- A character with this Talent can read books up to 10 times faster than an average person. A book that would take a normal person 3 hours to read would take a character with this Talent about 20 minutes. When combined with Eidetic memory, speed reading allows the character to memorize documents as fast as he can turn the pages. The speed of reading can be increased even further if desired.

& talent universal translator - [CM 2.0 Rules] --- A character with this Talent has the ability to understand any form of communication -- from verbal speech to body language. The character must make a successful roll; if he succeeds, he understands what is being said. The further the form of communication is from something familiar, the harder it is (-1 to -3), while forms that are similar to familiar ones are easier (+1 to +3).

This Talent only enable the comprehension of current communication. It does not allow the character to communicate back, unless he has the proper physical attributes. For instance, you might comprehend the songs of the Humpback Whales, but you couldn't replicate them with your own vocal cords.