Heroic Abilities in the Core rulebook are mainly combat orientated, while designing some Ancestor spirits the other day I thought up a few alternatives and variants that might be of interest:
Born in a Boat
Requirements: POW or DEX 15 or higher, Boating 90% or higher
Hero Points: 8
Duration: Until the river terrain or situation has been cleared, or a number of rounds equal to CON, as most appropriate.
This is basically the same as the Born to the Saddle ability but instead relates to all Boating skill rolls.
Musician
Requirements: DEX 15 or higher, two Play (Instrument) skills at 50% or more
Hero Points: 8
Duration: Several hours
As per the Linguist ability but applies to learning to Play (Instrument).
Healing Touch
Requirements: POW 15 or more, Healing and First Aid at 50% or more
Hero Points: 10
Duration: One skill roll per location healed
You are a natural healer, you may ignore situational modifiers for any Healing or First Aid skill rolls and, if you make a successful roll, then the healing effects are doubled (2D3 points healed for a First Aid injured location, 2 points on a serious wound, successful Healing skill doubles the critical bonus added to resist a disease etc.)
Lucky
Requirements: POW 15 or more, Persistence 90% or more
Hero Points: 12
Duration: POW in melee rounds
Once invoked the player may re-roll any one dice roll within the duration. He may not re-roll a dice roll made before the ability was invoked.
Hawk Eye
Requirements: POW or CON 15 or more, Perception 90% or more
Hero Points: 10
Duration: POW in minutes
You are renowned for your keen eyesight and the ability to find hidden things. For the abilities duration you may add a bonus to your Perception equal to your POW+CON%.
(Element) Immunity
Requirements: POW 15 or more, Resilience 70% or more
Hero Points: 10
Duration: Continuous - body automatically burns 1 MP when attacked. Fatigue levels are burned if no MP are available.
You are naturally resistant to one type of element, typically this is either fire, water, darkness, earth or air but other elements are possible. When you are attacked or sustain damage from this element then you may either reduce the damage inflicted by your damage modifier or take a +20% bonus to your Resilience/Persistence to resits any damage or adverse effects (choose one of these before damage is rolled). This immunity does not necessarily extend to any equipment carried.
[Note: as an alternative for the above you could just reduce any element damage by half instead]
Born in a Boat
Requirements: POW or DEX 15 or higher, Boating 90% or higher
Hero Points: 8
Duration: Until the river terrain or situation has been cleared, or a number of rounds equal to CON, as most appropriate.
This is basically the same as the Born to the Saddle ability but instead relates to all Boating skill rolls.
Musician
Requirements: DEX 15 or higher, two Play (Instrument) skills at 50% or more
Hero Points: 8
Duration: Several hours
As per the Linguist ability but applies to learning to Play (Instrument).
Healing Touch
Requirements: POW 15 or more, Healing and First Aid at 50% or more
Hero Points: 10
Duration: One skill roll per location healed
You are a natural healer, you may ignore situational modifiers for any Healing or First Aid skill rolls and, if you make a successful roll, then the healing effects are doubled (2D3 points healed for a First Aid injured location, 2 points on a serious wound, successful Healing skill doubles the critical bonus added to resist a disease etc.)
Lucky
Requirements: POW 15 or more, Persistence 90% or more
Hero Points: 12
Duration: POW in melee rounds
Once invoked the player may re-roll any one dice roll within the duration. He may not re-roll a dice roll made before the ability was invoked.
Hawk Eye
Requirements: POW or CON 15 or more, Perception 90% or more
Hero Points: 10
Duration: POW in minutes
You are renowned for your keen eyesight and the ability to find hidden things. For the abilities duration you may add a bonus to your Perception equal to your POW+CON%.
(Element) Immunity
Requirements: POW 15 or more, Resilience 70% or more
Hero Points: 10
Duration: Continuous - body automatically burns 1 MP when attacked. Fatigue levels are burned if no MP are available.
You are naturally resistant to one type of element, typically this is either fire, water, darkness, earth or air but other elements are possible. When you are attacked or sustain damage from this element then you may either reduce the damage inflicted by your damage modifier or take a +20% bonus to your Resilience/Persistence to resits any damage or adverse effects (choose one of these before damage is rolled). This immunity does not necessarily extend to any equipment carried.
[Note: as an alternative for the above you could just reduce any element damage by half instead]