The Secret Lives of Heroes
The Awakened has come to pick up special abilities to help in their pursuits. These take the form of abilities and attacks selected from the following list. Each use of these abilities requires the use of a Willpower token. Unless otherwise stated within the description of the ability’s text, each use of a talented costs one Willpower token. Activating these abilities are swift actions that do not provoke attacks of opportunity unless the talented’s description states otherwise. If a talented calls for a saving throw to lessen or negate it’s effects, it uses the following formula to determine the difficulty class of the saving throw: 10 + ½ Awakened Level + the Awakened’s Intelligence modifier.
Back to the Awakened
Accuracy: You can aim your shots for best effect.
Once per round, you spend a Willpower as an immediate action and add (your Awakened level x Number of Enhanced Dexterity Talents) as a competence bonus on your next ranged attack. If the attack hits, you add this bonus to damage as well. Accuracy lasts for a single ranged attack.
Adaptability: Your body’s natural defenses are bolstered, thus allowing you to survive better in environments normally hostile to human life. You can also do without food, sleep or other necessities of life for a much longer period of time.
By spending 1 Willpower every 24 hours, you can endure temperature extremes between 0º and 140º Fahrenheit without having to make a Fortitude save (as described in the DMG). Moreover, when rolling saving throws against sleep deprivation, environmental effects, thirst, hunger, poisons, gases, diseases and drugs, and gain a competence bonus equal to your Awakened Level + the number of Enhanced Constitution talents you have.
As long as you have at least 1 Willpower remaining, you can go without water for 1 week plus a number of hours equal to your constitution score, food for two weeks plus a number of days equal to your constitution score, and double the amount of time before sleep deprivation effects to set in. Your short rests are only 4 hours long, and long rests are only 3 days long.
Lastly, without spending Willpower, your lifespan increases dramatically — you don’t feel the negative effects of aging until you reach Venerable age (70), and even then, they are as if you were Old, and your Maximum age is 110+2d20 years.
Analyze Weakness: Every object, every system, every procedure has flaws and vulnerable points. Thanks to this talent, you can sense where a flaw lies and how to exploit it to your advantage regardless of whether it’s physical (a place where a crack is likely to develop) or less tangible (a part of a security net where protection is lightest).
To analyze an object or system for weakness, you must spend 1 Willpower, and make a DC 15 Intelligence check as a full round action. The DC may increase at the GM’s discretion if the target of examination is a particularly well-made or relatively flawless object, or if the system or procedure is so efficient that it lacks any measurable vulnerabilities. You can use this talent on a particular object or system only once per encounter.
If the check fails, you perceive the object or procedure to be without weaknesses or working at peak efficiency. Success on the check gives you a differing benefit depending on the nature of the target, as indicated in the chart below.
|Combat Target||+4 insight bonus on attack rolls against the target.|
|Physical object||Object’s hardness is halved (round down).|
|Structure||+4 insight bonus on checks to repair, modify or damage the target.|
|System||+4 insight bonus on checks to interact with, modify, repair, or bypass the system or procedure. A system includes, but is not limited to: a security system, computer program, plan of attack, tactical situation, bureaucratic system, etc.|
Art of Deception (Ex): You are so skilled at telling lies, not even magic can tell when you are doing so.
Enhanced Charisma, Subterfuge 5+ ranks
As long as you have 1 Willpower, you may deceive truth-detecting magic, and magic which forces you to speak the truth. The user of such an effect must succeed on a caster level check against a DC of (10 + your Awakened level + the number of Enhanced Charisma Talents you have) to succeed. Failure means the effect fails to effect you. In addition, you receive a competence bonus to all Gather Information, Plea and normal Subterfuge checks equal to your Awakened level + the number of Enhanced Charisma Talents you have.
Awakened Save: Your awakened mind allows you to recognize your enemies’ ploys and overcome them.
Whenever an opponent uses an ability against you that you can oppose with a saving throw, you may spend 2 Willpower Tokens as a reaction in order to use (Your Awakened level + the number of General Awakened Talents you have) in place of the saving throw. You must decide whether or not to spend these tokens before making the check. This benefit lasts for only one check.
Awe-Inspiring: For whatever reason, your appearance gives rise to awe, admiration and even worship. Normal humans often have trouble dealing with you in a straightforward manner. The weak-willed are inclined to edge away or be worshipful, and even the strong-willed feel intimidated and inadequate. You can’t outright control others through your staggering appearance. Still, it’s not uncommon for an Awe-Inspiring Awakened to be surrounded by an entourage of fawning, adoring lackeys.
Enhanced Charisma, Charisma 16.
You amplify your personality to more easily influence other people. When you meet with someone for the first time, you may spend 1 Willpower as a Swift action to receive a +5 to your First Impression role. If you are able to temporarily improve the subject’s attitude using First Impression, you may spend Willpower to make this a permanent improvement. The amount of Willpower spent can be up to the bare minimum required Relationship Points required for the subject to have this Attitude towards you, or a maximum equal to your Awakened level + the number of Enhanced Charisma talents you have, whichever happens first. This becomes the permanent amount of Relationship points you have with the Subject. Local disturbances and concerns of safety renders the Awakened unable to use this effect. Someone with the attitude of Enemy or lower get a Will save to resist this ability (DC 10 + your Awakened level + the number of Enhanced Charisma talents you have). In addition, as long as you have at least 1 Willpower, you gain a bonus to all of your Improve Relationship checks equal to your Awakened level + the number of Enhanced Charisma talents you have.
Bloodhound: You can use your sense of smell to identify familiar odors just as you’d use vision to identify familiar sights.
As long as you have at least 1 Willpower remaining, you gain the Scent ability. In addition, you gain a bonus to all rolls that the Scent ability uses equal to your Awakened level + the number of Enhanced Wisdom talents you have; this bonus is instead a negative when making saving throws against effects that are related to smell.
Cat-Footed: You are so light-footed that you walk on dead leaves without making a sound and run through sand without leaving footprints.
Enhanced Dexterity, Dexterity 13.
As a swift action, you can spend 1 Willpower and gain a competence bonus on all Dexterity-based skill checks equal to your Awakened level + the Number of Enhanced Dexterity Talents you have.
Furthermore, you can avoid leaving physical evidence of your passage, rendering you untrackable, and immune to any attempts to use Analyze to see if you were in an area. However, to do this, you must roll a successful DC 15 Reflex save, if you are moving at half speed, DC 20 for moving full speed, DC: 25 for moving double speed, and DC: 30 if you Run. Failure still means you instead give anyone attempting to track you a negative to their attempts equal to Awakened level + the Number of Enhanced Dexterity Talents you have. It should be noted this does not include attempts made utilizing the Scent ability or Magical means of tracking.
These bonuses last for one encounter/scene.
Lastly, as long as you have at least 1 Willpower remaining, you may move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces. You can also fall a number of 10 foot intervals without taking Damage equal to your Awakened level + the Number of Enhanced Dexterity Talents you have.
Commanding Presence: You are a born leader. Your influence is so enduring that others strive to fulfill your wishes and live up to your example even when you’re not around.
As a swift action, you may spend 1 Willpower and gain your Awakened level + the number of Enhanced Charisma talents you have as a competence bonus on Break, Demand, and Extort rolls, and on any Charisma-related check that involves commanding people or giving orders. This bonus does not apply to persuading someone through reason or logic, appealing on a personal level, or the like; it works only when you give actual commands. This bonus lasts for the encounter or scene.
Composure: You can work effectively even under the greatest pressure.
As long as you at least 1 Willpower left, you may take 10 on all checks with three skills of your choice, even if threatened or distracted. Once you have selected these three skills, you cannot change the selection, unless you spend 2 Willpower and spend 10 minutes per new skill selected building up you ability to use your new skill choices under pressure..
Crush: You are especially adept at grabbing and crushing objects and delivering blows that are powerful and focused enough to go through most anything — whether a person or a brick wall!
By spending a point of willpower after a successful attack, you add (your Awakened level x Number of Enhanced strength Talents) when applying damage on a melee attack. Crush lasts for a single melee attack.
Dreadful Mien: You can use your charm as a weapon — your anger or disappointment can become so potent as to feel like a crushing blow.
Enhanced Charisma, Charisma 15.
By spending 1 Willpower, you can focus your displeasure for a number of minutes equal to your Awakened level + the number of Enhanced Charisma Talents you have. Make an Intimidate check against a single target vs their Will as a Standard action. If you are successful, the target will not attack you for a number of rounds equal to your Awakened level + the number of Enhanced Charisma Talents you have. A target who you attacked previously in the current encounter gets a +2 morale bonus on his check to resist.
If you attack the target’s friends or compatriots, a new Intimidate check is required to keep the target at bay. If you take a violent or threatening action toward the target himself, your talent’s influence is negated. Once Dreadful Mien is canceled against a specific target, it cannot be used against him for the remainder of the encounter or scene. You must be within 30 feet and have line of sight to the target to use this talent. In addition, when you have at least 1 Willpower, you receive your Awakened level + the number of Enhanced Charisma Talents you have as a bonus to all Berate checks.
Enhanced Charisma: An Awakened with Enhanced-Charisma exudes such self-confidence, poise and charm that she can win over just about anybody.
You receive a +1 bonus to Charisma. You can take this Talent up to four times total.
Enhanced Constitution: An Awakened with Enhanced-Constitution is hardier, more durable and more resistant to injury than your average person.
You receive a +1 bonus to Constitution. You can take this Talent up to four times total.
Enhanced Dexterity: An Awakened with Enhanced-Dexterity is faster, more agile and stealthier than normal, and he often has a better reaction time.
You receive a +1 bonus to Dexterity. You can take this Talent up to four times total.
Enhanced Hearing: You can hear sounds that are too high-pitched or low pitched to be audible to the normal human ear, and as long as you concentrate on what a subject is saying, you can detect if she is lying.
While you have at least 1 Willpower remaining, you gain a bonus on Perception checks related to hearing equal to your Awakened level + the number of Enhanced Wisdom talents you have, additionally, the range that you can hear at is doubled.
Additionally, as a swift action, you may Spend 1 Willpower and can determine whether a target is speaking a conscious falsehood. You gain a bonus to Intuition checks equal to your Awakened level + the number of Enhanced Wisdom talents you have. This bonus lasts until the end of the encounter or scene.
Enhanced Intelligence: Awakened with enhanced Intelligence solve problems quickly, and make geniuses look like mental dunces.
You receive a +1 bonus to Intelligence. You can take this Talent up to four times total.
Enhanced Memory: You are a master of short-term recall. You can study a specific subject and recall every detail with perfect clarity for a short time before it fades. This is perfect for memorizing floor plans, guard patrol schedules and personal information about a target long enough for a mission. Extensive topics like “the complete works of all English literature” or “physics” are beyond the scope of this talent.
Select a particular subject or collection of data to memorize — a complete mission briefing, a couple of textbooks, basics of a foreign language — then spend 2 Willpower and make a DC 15 Intelligence check. On a successful roll, you’ve memorized the entire subject matter. The GM may increase the DC secretly if you try to read up on exceptionally large amounts of information, like the complete works of Shakespeare. Failure against the adjusted DC means there will be gaps in your memory when you try to recall information.
Once memorized, the information remains in your long-term memory. No Intelligence checks are required to retrieve details. If you did not successfully memorize this information, you are required to make an Intelligence check to remember details on following days (DC 15 with a cumulative +2 DC for each day following). Failing one of these Intelligence checks means the information has vanished from your memory.
Enhanced Movement: There’s no doubt that you are fast — really fast.
One other General Talent
As an immediate action, you may spend a Willpower and gain a bonus to your Initiative Modifier, and your speed in 10 foot intervals, equal to your Awakened level + the Number of Enhanced Dexterity Talents you have. This bonus lasts until the end of your next turn. In addition, as long as you have at least 1 Willpower remaining, your base speed is increased by 10 feet.
Enhanced Strength: Awakened with enhanced strength have enormous muscles and a love of showing off what they can do with them.
You receive a +1 bonus to Strength. You can take this Talent up to four times total.
Enhanced Vision: You have a number of sensory abilities.
As long as you have 1 Willpower remaining, you gain a bonus on Perception checks related to sight equal to your Awakened levels + the number of Enhanced Wisdom talents you have. In addition, you can to see twice as far in dim light as the average human.
Also, as a Swift action, you may spend 1 Willpower and can see as well in darkness as you do in daylight, provided there is at least some light (faint starlight is enough). You cannot see in the total absence of light (such as in an unlit interior room). This lasts until the end of the encounter or scene.
Enhanced Wisdom Awakened with Enhanced Wisdom take it all in — every detail, every nuance, every little fact. They may not remember it for very long (that’s a function of Intelligence), but nothing gets by them initially.
You receive a +1 bonus to Wisdom. You can take this Talent up to four times total.
Eyes in the back of your head:You can sense all around yourself almost as readily as you can look straight ahead.
If you have at least 1 Willpower, you cannot be surprised by people sneaking up on you from behind, you always can act in a surprise round, and you cannot be flanked. In addition, you receive a competence bonus to your Initiative equal to your Awakened level + the number of Enhanced Wisdom talents you have.
Fast Tasks: Whether searching a file cabinet, stripping and rebuilding an engine or cleaning a house, you can zip through tasks at an amazing speed.
Enhanced Dexterity, Dexterity 17.
As a standard action, you may spend 1 Willpower and perform a specific task in half the normal time without sacrificing care or workmanship. The specific duration depends on the task and any skill checks involved; painting an interior wall may take only a second, while taking apart and rebuilding a personal computer may require only a half-hour. The GM is the final arbiter of the time required. You cannot split your attention among multiple tasks — e.g., constructing a wood fence and rebuilding an engine at the same time. Also, this talent does not provide an increase to your movement speed or rate of attack. This talent may be used to reduce the time necessary for crafting items. The talent lasts for 1 entire scene.
Flexibility: With this talent, you make yourself flexible enough to stretch, contort, and manipulate your body to squeeze through narrow openings and escape constraints.
As an Immediate action, you may spend 1 Willpower and can contort and stretch your form to fit through any opening that your head can pass through without an Acrobatics skill check; you can move at a rate of 5 feet a round this way. In addition, you receive a bonus to all attempts made to Escape bindings, grapples, and other (mundane or magical) forms of constraints equal to your Awakened level + the Number of Enhanced Dexterity Talents you have. These bonuses stay active for one scene.
Durability: You are tough as nails — channeling deadly kinetic energy away from your body, rolling with devastating blows, and otherwise reducing even the most powerful attack to the level of minor irritation.
Enhanced Constitution, Constitution 17.
By spending 1 Willpower, you gain damage reduction equal to ([Your Awakened Level + the number of Enhanced Constitution talents you have]/2). The damage reduction lasts for a number of rounds equal to Your Awakened Level + the number of Enhanced Constitution talents you have.
Hardbody: Your body becomes tougher, allowing you to shrug off even devastating attacks.
Enhanced Constitution, Constitution 17.
By spending 1 Willpower as a move-action, you apply a bonus equal to your Awakened Level + the number of Enhanced Constitution talents you have as a natural armor bonus. This lasts for the encounter. Remember the Natural Armor is part of your Soak Defense.
Knack: The Awakened’s experience has given them a knack that defines what path their life has taken.
You may select a Knack when you select this Talent. This Talent may be taken multiple times. Each time you do so, you may select another Knack, or the same one if it can be taken more than once.
Lifter: You’re the person someone calls when they need something big moved.
As a full-round action, you can spend a number of Willpower points up to (your Awakened level + Number of Enhanced strength Talents) and increase your strength for the purposes of determining carrying capacity. You increase it by an amount equal to the amount of Willpower spent. While this is in effect, you can carry staggering weights, as the item in question will not be crushed under its own weight — or even throw them at a range increment equal to (5 feet x 1/2 your effective Strength for carrying capacity).
A thrown object has a maximum range of five range increments; reduce this by one increment for every 1,000 pounds the object weighs. If this reduces the range to less than one increment, you can still throw the object 1/2 the range increment. Range penalties, line of sight, maximum lifting capability and other modifiers apply as normal.
Using this talent purely to increase carrying capacity lasts for a number equal to your character level in hours, however, using it for a throw expends the use immediately.
Mathematical Savant: Calculator? Computer? Who needs them? You can run numbers in your head so fast that reaching for an electronic calculator is often a waste of time. Enhanced Intelligence
As long as you have 1 Willpower, add your Awakened level + the number of Enhanced Intelligence talents you have as a competence bonus on any checks involving complex mathematical calculations. Multiplication and division takes maybe a second. More complex algebra, trigonometry or calculus problems may take up to a minute. Extremely complex mathematical operations, such as all the calculations necessary to launch a rocket to Jupiter, may take up to an hour.
Mental Prodigy: You are adept at synthesizing information and applying it in the most effective and efficient manner possible. You can recall facts and discern relationships between concepts to develop radical new ideas and interpretations of existing information.
As a move action, you may spend 1 Willpower to add your Awakened Level + the number of General Talents you have as a competence bonus on all Intelligence and Wisdom checks, and skill checks that use those abilities’ modifiers. These bonuses last for one scene.
Persuader: You are an expert at bringing people around to your point of view. You have an innate talent for knowing what people are thinking and can manipulate their opinions until they are thinking what you want them to think.
Enhanced Charisma, Charisma 15.
Add your Awakened level + The Number of Enhanced Charisma Talents you have as a bonus on all Convert, Dissuade, Manipulate, Negotiate, and Persuade checks. Spend 1 Willpower to activate this talent as a swift action for the encounter/scene.
Physical Prodigy: You have a certain “genius” for all physical activities, knowing instinctively what to do and how to position yourself for the best results in any given physical endeavor.
As a move action, you may spend 1 Willpower to add your Awakened Level + the number of General Talents you have as a competence bonus on all Strength, Dexterity, and Constitution checks, and skill checks that use those abilities’ modifiers. These bonuses last for one scene.
Vital Weakness: If an Awakened can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
As a non-action (Free Action?), you may spend 1 Willpower to make your next attack act as a sneak attack of a Rogue equal to your Awakened level. You must meet all other general prerequisites for making a sneak attack.
Quantum Leap: Your leg muscles are prodigiously strong, so much so that you can leap enormous distances.
Enhanced Strength, Strength 16+
You can leap up to 10 feet horizontally or up to 5 feet vertically per Willpower spent, up to (your Awakened level + Number of Enhanced strength Talents), with no check required. Similarly, you suffer no damage from falling an equivalent distance equal to the maximum possible horizontal leap as long as it is a controlled fall (the GM may call for an Acrobatics check, depending on circumstances). This lasts for a single leap, although the falling aspect of this talent is always active as long as you have at least 1 Willpower remaining.
Rapid Strike: You can deliver a series of rapid-fire melee attacks to a single target. The individual blows are no more powerful than an ordinary strike, but they hit so fast and furious that the cumulative effect is much more powerful.
Enhanced Dexterity, Base Attack 6+, Dexterity 15+
When you take a full-attack action with a melee attack, you may spend 1 Willpower. If you do, as long as all of your melee attacks were aimed at one opponent, your final attack that hits does an additional d6 for every attack that hit the target.
Reading the opposition: The Awakened knows exactlly how weakened their opposition is
While able to see a target, an Awakened with at least 1 Willpower left knows exactly how many hit points his opponent has remaining.
Regeneration: An Awakened with this talent heals very rapidly.
As a swift action, the Awakened may spend any number of Willpower up to a Maximum equal to their Awakened level + the number of Enhanced Constitution talents they have, and heal a number of d6s equal to the amount of Willpower they spent.
You can also reattach severed body parts (fingers, toes, hands, feet, arms, legs, etc) and grow back limbs or organs. It takes one minute and costs 2 Willpower to reattach a severed body part if the member is present and touching the spot from which it was severed.
Regenerating a limb or organ takes (12 weeks – number of Enhanced Constitution talents you have) and costs 1 Willpower per day until the regeneration is complete, and you also lose 1 from your Maximum Willpower while you are regenerating a limb, and must have at least 1 Willpower remaining to continue to regenerate a limb.
Resiliency: You are able to toughened yourself against blows so that you bounce back faster than most.
Enhanced Constitution, Constitution 18.
When you take damage, as an immediate action, you may spend 1 Willpower to convert any lethal damage you take into Subdual damage, and can ignore an amount of Subdual damage equal to .your Awakened Level + the number of Enhanced Constitution talents you have. The Subdual damage that you ignore does not apply to lethal damage converted into Subdual damage.
Shockwave: By stomping your foot against the ground, you can generate waves of force and pressure that create tiny earthquakes.
Enhanced Strength, Strength 15.
As a standard action, you may spend a Willpower, stomp your foot upon the ground, and all targets on the ground within a radius equal to 5 feet x (your Awakened level + number of Enhanced strength Talents) must make a Reflex save or fall down. You are unaffected by the Shockwave.
Speed Reading: You can process written and textual information (in a book, on a computer screen, etc.) four times faster than the average highly educated person without any loss of comprehension.
As long as you have at least 1 Willpower remaining, you can read four times faster than an educated person at a minimum. To read even faster, make a DC 10 Intelligence check; on a successful roll, increase your Speed Reading multiplier by one for every full 5 points by which you exceed the DC (e.g., five times faster with a result of 15–19, six times faster with a result of 20–24, etc.).
Thunderclap: With a forceful clap, you create a tremendous burst of sound and air pressure.
Enhanced Strength, Strength 15.
As a standard action, you may spend a Willpower, clap your hands together, and effects all targets in a cone-shaped emanation up to 5 feet x (your Awakened level + number of Enhanced strength Talents) must succeed at a Fortitude save or be deafened for 1d6 rounds.