{short description of image} Point Based Heroes Unlimited Character Enhancement: v 1.1
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While there is much to be said for the random element of Heroes Unlimited character creation, there is a growing number of people who wish that there were some sort of point based system of character enhancement. With that in mind, I hereby present, the Heroes Unlimited Point Enhancement System (v. 1.0):

STEP 1: Roll up your characters as normal. The points are applied to the final character:

STEP 2: Assign points to players. All players in the group should get the same points (unless you use points to reward/punish for game behavior). For characters equivalent to the standard hero, you should grant no points. These peopel can still improve their characters, but they must first take some disadvantages. GMs should decide just how many points to allocate based on how strong they want the players to be.

STEP 3: Start trading: Below, certain aspects of the character are listed, along with point cost. You may "buy" or "sell" them for the point cost listed. You may not sell off a character aspect after you have started play, however, you may sell improvements as you receive them. For example, once gameplay begins, you cannot go "Hey, I think I'll sell a level of my Streetwise skill!" after the character is finalized, however, upon reaching a new level, you may say "I'll sell this level's bonus to my Streetwise skill." GMs may make an exception to this rule involving powers if they so desire "Wow, my energy expulsion power is weakened, but I can fly faster now!"

NOTE: There are 4 main aspects that can be added to/subtracted from with points: Skills, combat/WP skills, powers, and attribute scores. GMs may assign a limit to how many points can be transferred from one area to another.
GMs may also limit how many levels up or down a power of skill may be raised (2 to 5 is a fair range for this) per level. This means that , for example, once you have raised your energy expulsion power by 2 levels (if that were the limit your GM set on power raising) then you could not purchase more levels for it until you raised a level.

Skills

Purchasing New Skill Slots: 5 points for one secondary skill slot. 12 points for one additional skill slot in a professional skill program (for example, if you have the Pilot skill program and want 3 advanced pilot skills instead of just 2 it would cost you 12 points for that one extra slot). You may use these slots to purchase any skill that fits that type.

Purchasing Specific New Skills (not combat or WP): 5 points. Add 2 points if the skill is not percentile, and add 2 points if the skill is not available as a secondary skill. Add another 4 points to cost if the skill is not related to any of the character's skill programs (unless the skill is available as a secondary, of course). The player may sell a maximum of one level of a skill upon purchase. NOTE: use the following listing to sell skills.

Selling New Skills (not combat or WP): A professional quality skill will get you 5 points. A secondary skill will get you 3 points. GMs may limit the number of skills you can sell (1 professional per skill program and 3 secondary is a fair ruling). NOTE: If a skill costs more than one selection, then multiply the cost by how many selections it would cost. For example, the secondary skill of holistic medicine would get you 6 points, not 3. This only applies if the character had to spend extra pskill slots to purchase it.

Percentile Skills Levels: 0.4 points for each percentile point added per level. For example, a skill with a +5% per level bonus would have a level cost of 2 points. Streetwise, however, would have a 1.6 point cost due to the +4% per level bonus.

Combat/WP SKills

NOTE: It is possible to sell levels in combat and WP skills, but it is impossible to reduce them to below level 1.

Combat Skills & WPs: Purchase these by buying skill slots (see above section). Physical skill slots (sometimes needed to purchase a N&SS martial art) cost 12 points, even if you do not have the physical skill program.

Combat Skills Levels: HTH: Basic: 4 points. HTH: Expert: 5 points. HTH: Martial Arts or Assassin: 6 points. Ninjas & Superspies Martial Arts (non Exclusive): 6 points. Ninjas & Superspies Martial Arts (Exclusive): 7 points.

WP Skill Levels: 4 points each.

Powers

Super Abilities: 15 points for minor, 30 points for major. (if you use ultra powers, then it's 45 points for minor ultra and 60 points for major ultra). This purchase gets you a roll on the super ability tables (unless you buy an ultra power, then you get your pick). To purchase a specific power costs you 16 for minor or 32 for major. Add 4 points for every weaker version of that power available in that category from the main book and add 2 points if the power does not raise in level).
For example, selecting Extraordinary Physical Strenght specifically would cost you 18 points (16 for the specific selection and 2 because it does not go up in levels). Selecting Superhuman Strength specifically costs you 22 points, because in addition to those considerations, there is also a weaker minor power (Extraordinary Physical Strength)

Psionic Powers: Major psi powers cost the same as major powers, Healer, Phyical or Sensitive psi powers cast the same as minor powers.

Magic Spells: 10 points plus 3 points per level bracket of the spell

Magic Speel Levels: 3 points plus 1 point per level bracket of the spell.

Super Ability/Psionic Power Levels: 5 points for a minor power level, 10 points for a major power level. Powers may be reduced to as low as level -2

ISP/PPE: 2 points per 1D6 ISP or PPE.

Power Stunts: See Power Stunts list at end of article

Mega Hero Powers: All except Undeath or Immortality count as majors. Undeath and Immortilay count as minor ultras.

Mega Hero Weaknesses: See Disadvantages, below

Attributes

NOTE: This is completely optional, and GMs may forbid direct manipulation of attributes if he/she feels that they are too unbalancing. If you do allow attribute manipulation, then you should limit the amount of change. For example, saying that you cannot buy or sell more than half of the original roll)

Attribute Points: 3 points per one point of an attribute.

Disadvantages

Adapted From Marvel Superheroes game

Adapted From Champions Fuzion game

Power Stunts/Limits

NOTE: Limits give you back points, but those points may only be used with the power being limited, unless otherwise noted. Most of these were adapted from Marvel Super Heroes

Minor

Adhesion

Bend Light

Body Weapons

Clock Manipulation

Energy Expulsion (works with all distance energy expulsion powers, and may also be applied to any power which offers a distance attack as a sub-power. If used for these, then you may add 50% tot he point cost and have the stunt apply to all such sub-powers under that one major power)

Energy Expulsion: Light

Super Strength stunts (usable with Exptraordinary PS, Superhuman PS, Sueprnatural PS, or any character which has a strength rating of superhuman or better and a PS of 25 or better)

Super Speed (running) stunts (usable with any power that lets the character run at 50 MPH or higher)

Flight Stunts (Usable with any power that lets the character fly)

Flight: Winged

Flight: Wingless

Healing Factor

Heightened Sense of Hearing

Heightened Sense of Smell

Heightened Sense of Taste

Heightened Sense of Touch

NOTE: Heightened Senses stunts do not work if there is a strong sensory stimulatus ro a saturation of sensory stimulus. For example, using a smell stunt int he sewer or a hearing stunt at a heavy metal concert would be next to impossible

Manipulate Kinetic Energy

Mental Stun

Multiple Limbs

Nightstalking

Power Channeling

Radar

Super Vision: X-Ray

Underwater Abilities

Major

Shapeshifter stunts (can be used by alter phyical body, alter facial features and stature, or shapeshifter)

Alter Limbs

Alter Metabolism

General Alter Physical Structure stunts (cna be used with most any APS power)

APS: Electricity

APS: Fire

APS: Ice

APS: Liquid

APS: Metal

APS: Plant

APS: Plasma

APS: Smoke

APS: Stone

Animal Abilities

Animal Metamorphosis

Bio Armor

Bio-Ghost

Chameleon

Cloaking

General Control elemental Force Limits (Applicable to all Control Elemental Force powers. Players may also, if the GM so agrees, use these with other control type powers such as gravity manipulation, plant control, or magnetism)

CEF: Air

CEF: Earth

CEF: Fire

CEF: Water

Control Insects & Arachnids

Control Kinetic Energy

Control Others

Control Radiation

Control Static Electricity

Copy Physical Structure

Create Force Field

Darkness Control

Disruptive Touch

Divine Aura

Energy Absorption

Force Aura

Gravity Manipulation/Weight Manipulation

Growth

Holographic Memory Projection

Intangibility

Invisibility

Invulnerability

Item Reduction

Lycanthropy

Magnetism

Mechano-Link

Multiple Beings/Selves

Negate Super Powers

Negative Matter

Plant Control

Shrink

Slow Motion Control

Sonic Absorption

Sonic Flight

Sonic Power

Spin at High Velocity

Stretching

Teleport

Tentacles

Transferral/Possession

Vibration