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Skip Navigation LinksHere There Be Monsters>Paradigm>Abilities>Powers>Autodidactism
Autodidactism
Wayne Wales is an example Autodidact.
Autodidactism is based on the Cramming Skill found in the core HERO System rules, but extends the concept with two new custom Skills which are described below, Improved Cramming, and Martial Cramming.
Skills learned via Cramming, Improved Cramming, and Martial Cramming fade after a period of time as determined by the GM (at least a week of game time is recommended), but once a character has learned a Skill via any method of Cramming, they can opt to spend Experience Points to gain the Skill in the normal fashion, and thus this process can greatly expedite the acquisition of new Skills.
UPGRADING CRAMMING
A character can upgrade a Cramming skill to either an Improved Cramming Skill or a Martial Cramming Skill via the expenditure of Experience Points to cover the differences in cost. A character cannot upgrade a Martial Cramming Skill to an Improved Cramming Skill; they are separate forks.
DOUBLING UP CRAMMING
At the GM's discretion, a character with two Cramming Skills could pool them together to gain the equivalent of Improved Cramming, giving them the option of learning two 8- Familiarities or one CHAR/5 Skill as they preferred. This is allowed in the Here There Be Monsters setting by default.
DOUBLING UP MARTIAL CRAMMING
At the GM's discretion, a character with two Martial Cramming Skills could pool them together to learn a 10 point Combat Skill such as Two Weapon Fighting or Defensive Manuever IV. This is allowed in the Here There Be Monsters setting by default.
 
CRAMMING
Cramming, which is an Intellect Skill although it involves no roll, allows a character to acquire a basic understanding of a non-combat Skill quickly. The character needs several hours to study the Skill, and must have access to learning resources, like a teacher or library. With the GM’s permission, a character may begin a game session with a Skill already Crammed, or they may be able to reduce the necessary Cramming time by having lots of really good teachers, using Eidetic Memory and/or Speed Reading, and so forth.
After studying the subject, the character acquires a Familiarity (an 8- roll) with the Skill, basic conversation (1 point) in a language, or any 1-point Skill (such as a TF or WF) that they can use for the duration of the adventure.
In the case of an 8- Familiarity, the character cannot increase or improve this roll in any way (including Skill Levels or Skill Enhancers), and the character forgets anything that they've learned once the adventure ends. Characters who wish to acquire the learned Skill permanently may spend Experience Points to do so. If the GM permits and circumstances allow, a character can change a Crammed Skill in midadventure by taking the time to study some other subject, in the process forgetting whatever they had first Crammed. Characters can purchase Cramming multiple times, allowing them to Cram for more than one Skill per adventure.
RAPID ASSIMILATION
A level of Cramming with this Adder can be (re-)allocated at any time as a Full Phase Action to "figure something out" in real time.
This is a very flexible option and effectively allows a character to treat practically any Skill as an Everyman Skill, one Skill at a time, or to have any one Weapon Familiarity or Transport Familiarity as needed.
Cost: +3 Character Points
WEAPONIZATION
A level of Cramming with this Adder can be used to cram a Weapon Element for use with Martial Maneuvers.
Cost: +1 Character Points
 
IMPROVED CRAMMING
Improved Cramming: As Cramming, but a (CHAR/5) Skill Roll is granted rather than the usual 8- Familiarity and the character can use any relevant Skill Levels with the Crammed Skill. Alternately, up to 5 points of fluency in a Language can be learned instead.
For purposes of versimilitude the GM may wish to narratively depict a less than perfect "ramp up" period when the character first begins using the Crammed Skill until the character gets comfortable using it and "smooths the kinks out", but mechanically the character has the Skill and its usage should not be penalized for being a Crammed Skill.
Cost: 10 Character Points
Wayne Wales needs to learn how to speak Mandarin Chinese sufficiently well to hunt down a raksasha hiding amidst a crime syndicate. He goes to the local library and listens to "learn Chinese!" tapes and flips through some English to Chinese translation books. Within a few hours he can speak Manadarin more than well enough to get the job done.
MIRROR MOVES ADDER
A level of Improved Cramming with this Adder can be (re-)allocated as a 0 Phase Action to "copy" a Strength or Dexterity based Skill to do something that the character has observed another character in the same scene doing.
Cost: +2 Character Points
RAPID ASSIMILATION
A level of Improved Cramming with this Adder can be (re-)allocated at any time to "figure something out" in real time, but only if the character is exposed to contextual information and can establish a feedback process. The first roll or usage the character makes is at the 8- or 1 point Familiarity level or language, the second roll or usage is as for a 10- Proficiency or 2 points in a langauge, and the third roll or usage is as for a standard CHAR/5 Skill or 3 points in a language.
For purposes of languages, 4 points and 5 points of language ability requires exposure to appropriate dialects and idiomatic expressions, but once exposed to them the character attains the relevant fluency.
This is a very flexible option and effectively acts as an equivalent to a Variable Power Pool for one Skill at a time.
Cost: +5 Character Points
 
MARTIAL CRAMMING
Martial Cramming: As Cramming but instead of the usual Skills available to Cramming, any Combat Skill or Martial Maneuver with a cost of 5 points or less can be Crammed. Further the character can use any relevant Skill Levels with the Crammed Combat Skill or Damage Classes with the Crammed Maneuver, as applicable.
Cost: 8 Character Points
One afternoon Wayne Wales intently watches a kung-fu movie. Later that day he is accosted by street punks while running down a lead; Wayne executes several moves he learned from the movie, and makes quick work of the befuddled punks.
DAMAGING ADDER
In addition to its normal usage, a level of Martial Cramming with this Adder can be allocated to provide +1 Damage Class, applicable to all attacks the character makes.
Cost: +2 Character Points
MIRROR MOVES ADDER
A level of Martial Cramming with this Adder can be (re-)allocated as a 0 Phase Action during combat to "copy" a Combat Skill or Martial Maneuver that the character has observed some other character in the same combat using.
Cost: +2 Character Points
INTUITIVE INDUCTION
A level of Martial Cramming with this Adder can be (re-)allocated at any time as a 0-Phase Action to any Martial Maneuver or Combat Skill.
NOTE: If Martial Cramming with Intuitive Induction is already allocated to an Abortable maneuver such as Martial Dodge you may use that maneuver normally, but you cannot use an Abort to first allocate Martial Cramming with Intuitive Induction to an Abortable maneuver and then use that maneuver.
This is a very flexible option and effectively acts as an equivalent to a Variable Power Pool for one Maneuver or Combat Skill at a time.
Cost: +4 Character Points
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Cult Of The Red Hand
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L'Éminence Nocturne
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Zombie Apocalypse
Bjorn To Ride Easy
Banshee Troubles
Tomorrows Passed
Venus Malefica
Tears of Tierrasola
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We Too Unto DarknessExpand We Too Unto Darkness
Be At Ease, Hunters
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Jon BreggExpand Jon Bregg
Miles HendricksExpand Miles Hendricks
Ebon BelaskoExpand Ebon Belasko
Jonas MailerExpand Jonas Mailer
Clark Dugard
Arc 1Expand Arc 1
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Best Served Cold
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