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Point Based Heroes Unlimited
Character Enhancement: v 1.1 |
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(not by Johnnie Cochrane, thank god): Heroes Unlimited, S.D.C.
and A.R. are copyrights and/or trademarks of Kevin
Siembeda and Palladium Books |
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
- Vulnerable to Psionics (See Mega Hero listing): Adds 10
points
- Vulnerable to Magic (See Mega Hero listing): Adds 8
points
- Vulnerable to Light (See Mega Hero listing): Adds 9
points
- Deadly Metal (See Mega Hero listing): Adds 14 points.
Adds an additional 5 points if the metal can harm the
character just by proximity. Subtract 5 from thsi point
bonus if the metal is very rare and subtract another 4
points if this metal is also dangerous to humans.
- Vulnerable to Fire (See Mega Hero listing): Adds 15
points
- Vulnerable to Cold or Heat (See Mega Hero listing): Adds
14 points
- Must Transform to Use Powers (See Mega Hero listing):
Adds 4 points.
- Solar Powered or Night Powered (See Mega Hero listing):
Adds 14 points.
- Loves the Opposite Sex (Hey who doesn't! Seriously though,
see the Mega Hero listing): Adds 2 points.
- Slow and Ponderous (See Mega Hero listing): Add 10 points.
- Extremely Nearsighted (See Mega Hero listing): Add 10
points.
- Allergy (See Mega Hero listing): Add 7 points.
- God Syndrome (See Mega Hero listing): Add 3 points.
- Addiction: Add 8 points for alcoholism and 14 points for
drug addiction
- One roll on random insanity table: Add 12 points.
- Frenzy: Add 8 points.
- Power By Association: Add 9 points
- Crazy Man: Add 8 points.
- Split Personality: Add 15 points plus 8 points for each
addtional personality (so 2 extra personalities would
give you 23 points).
Adapted
From Marvel Superheroes game
- Bruiser: The character's PS goes up by 2D6, but he rolls
1D10, not 1D20 to strike. Add 4 points.
- Guilt Ridden: The character has something in his past he
is very guilty about. He is at -5 on any combat rolls and
-25% on any skills when attempting anything related to
what eh feels guilt about. Add 12 points.
- Lightweight: Despite the character's strength, the only
damage bonus he ever gets is due to combat training or
natural weapons. He gets no damage bonus from a high PS.
Also, if the Supernatural Strength power is possed, he
will always inflict damage as though he were two strata
below his actual P.S. score. For example, a character
with 40 Supernatural Strength would inflict 4D6 on a
standard punch, not 6D6. Characters cannot take this
limit unless they have a PS above 25 or sueprnatural
strength. Add 14 points.
- Panicky: The character overreacts to threats. Whenever
there is danger, the character must save vs. Horror
Factor (12 for a minor threat, 14 for a fairly major
threat, 16 for a major threat,a nd 18 for a very major
threat). Add 8 points.
- Triggered Powerless: Something can cause the character to
completely lose all powers while exposed to it. If the
item is very rare (a rock from your long gone home planet,
a special magic crystal, etc.) add 5 points. If the item
is rare, but accessable (something that any industrialist
can make) add 8 points. For something fairly common but
not likely to be run into every day (something like
diabetes medicine or something), add 10 points. For
something very common (something like a common window
cleaner, cigarette smoke, etc.) add 20 points. If the
item must be ingested (with the exception of smoke), then
only add 1/4 of this bonus.
- Unlucky: The character just can't get a break. Whenever
he rolls, he rolls twice and uses the worst roll. Also,
the GM can feel free to have stuff happen at the least
opportune moments
Adapted
From Champions Fuzion game
- Absent Minded: The character is always preoccupied. He is
at -5% on any skill which requires memory retention. Also,
unless the player specifically states that his character
does something, the GM is under no obligation to assume
he did it, even if it is common sense ("No, I'm
sorry, you didn't say you were going to load your gun, so
it's empty"). Add 9 poiints
- Dyslexia: The character has a neurological problem which
makes it hard for him to read. Any skills requiring
reading are at -25%, and any skills involving writing are
at -40%. However, the character can perform a skill at no
penalty if someone else takes on the actual reading or
writing. For example, a novelist with this problem could
"write" at his normal skill level by dictating
to a secretary.
- Epilepsy: The character suffers epilectic fits. Use the
frenzy rules to determine when the attacks occur. While
suffering a seizure, he is at -7 on any combat maneuvers
and can only defend against attacks. Note: If the
character is subjected to telepathic probing, or a light
effect liek the strobe light stunt listed below, then he
must save vs. psi or suffer a seizure. Seizures last for
3D4 melees. Add 14 points.
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
- Blinding Flash: The character can use his energy power to
create a bright but otherwise harmless energy flash. The
effect is equivalent to the Blinding Flash spell. Costs 6
points.
- Strobe Light: The character creates a rapid flashing of
light. All those who see this are at -2 on all combat
rolls for 2D4 melees. Costs 6 points.
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)
- Blinding Flash: The character can use his energy power to
create a bright but otherwise harmless energy flash. The
effect is equivalent to the Blinding Flash spell. Costs 6
points.
- Energy Sword: the character can create a sword (or other
melee type weapon) fromt he energy. Inflicts the same
damage as the ranged blast, but cannot be thrown or
projected. Use normal strike bonuses fro that weapon type.
Costs 7 points.
- Explosive Blast: The character's blast will explode on
impact. This does 1D6 more damage than a standard blast,
and has a blast radius equal to one foot plus one foot
per 3 levels of the power.At third level and above, the
character may control his power to prevent the bolt from
exploding. Costs 5 points.
- Ricochet: See Super Energy Expulsion power listing. Costs
6 points.
- Touch only (Limit): The character cannot project the
power, but can apply it by touch (or through conductive
substances). Returns 5 points to this power (if used for
a major power, then all projective attacks suffer this
limit, but control attacks do not). Cannot be used with
energy sword, ricochet, or explosive blast.
Energy Expulsion: Light
- Strobe Light: The character creates a rapid flashing of
light. All those who see this are at -2 on all combat
rolls for 2D4 melees. Costs 6 points.
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)
- Inaccurate (Limit): Character suffers a penalty of -1 per
25 miles per hour on any combat roll and -5% on any skill
involving dexterity. Returns 5 points to this power.
- Run Up Walls: The character can run up walls and even on
the ceiling. Can run for 5 feet per power level before
dropping off. Costs 6 points.
- Water Run: The character can run over the surface of
water without sinking. Can run for 5 feet per power level
before sinking. Costs 6 points.
Flight Stunts (Usable with any power that lets the character
fly)
- Flight Prowess: While in flight only, the character has a
bonus of 1 point per 5 power levels of the flight power
added to his P.P. score. Costs 6 points.
Flight: Winged
- Downdraft: The character may hover in place over a person
and flap his wings to produce a sudden wing gust. The
victim of this attack must roll to parry, and if his roll
is above the power level of the Winged Flight power, then
he remains standing at no penalty, otherwise he is
staggered and loses a melee action. Costs 6 points.
- Feather Attack: The character can fire his feathers at an
opponent. Range is 30'. The strike uses the same strike
bonuses as an energy expulsion power, and inflcits 1D6
damage plus 1D6 damage per two power levels. Costs 9
points.
- Wing Attack: The character has one additional melee
attack, but this can only be performed with the wings.
The character may use his wings to attacks more than once
per melee but this will require using one of his regular
melee actions. Wings do 2D4 damage, plus one half of the
character's PS damage bonus and 2 damage per level of the
flight power (raise this bonus to 4 if supernatural
strength is possessed). Strike bonus is equal to 1/2 of
the normal strike bonus plus the one per 2 power levels
of Flgiht: Winged. Costs 8 points.
Flight: Wingless
- Flight Prowess: While in flight only, the character has a
bonus of 1 point per 5 power levels of the flight power
added to his P.P. score. Costs 6 points.
Healing Factor
Heightened Sense of Hearing
- Empathy: the character can tell the general emotional
state (and can also tell if a person is lying if they
roll below the power's level on a 20 sided die) just by
the sound of his/her voice and vital signs. Costs 4
points.
- Hear Psychic Energy: The character can hear the enrgies
that psi powers and astral beings use. This means he can
detect psionics. Costs 7 points.
Heightened Sense of Smell
- Empathy: the character can tell the general emotional
state (and can also tell if a person is lying if they
roll below the power's level on a 20 sided die) just by
the odors emitted by that person. Costs 4 points.
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
- Smokescreen: The character can create billowing clouds of
smoke. Works the same as the Cloud of Smoke spell. Costs
4 points.
- Updraft: The character can use heat control to create an
updraft, which reduces fall damage by 2 points per power
level. Costs 4 points.
APS: Ice
- Ice Ramps: The character can skate along on an ice ramp.
The ramp can be 5 + 2 feet per level of APS: Ice off of
the ground, and can move at a spd of 3 times the power
level of APS: Ice. Evasive maneuvers are not easy, so
while riding an ice ramp, the character is minus one to
parry and minus 6 to dodge (unless he decides to just
jump off the ramp, in which case he can dodge with no
penalty). Sections of the ramp will melt as they are no
longer needed. Every five foot length of the ramp has 50
SDC. If any section is broken, the whole ramp collapses.
Costs 10 points.
- Ice Sculpture: The character can create complex and
decorative ice forms. Costs 2 points, and the character
must have the art skill.
- Ice Parts: The character may create ice forms to replace
a part of a machine or to effect structural repairs. This
costs 4 points, and the character would need the
appropriate skill to fix or create that part if a complex
device is being repaired (for example, to replace a car
door, he would need the auto mechanics skill, however, to
create an ice slab to fill in a doorframe would not
require a special skill, unless one wanted the door to be
a working model, in which case carpentry would be
required.)
APS: Liquid
APS: Metal
APS: Plant
APS: Plasma
- Smokescreen: The character can create billowing clouds of
smoke. Works the same as the Cloud of Smoke spell. Costs
4 points.
- Updraft: The character can use heat control to create an
updraft, which reduces fall damage by 2 points per power
level. Costs 4 points.
APS: Smoke
APS: Stone
Animal Abilities
Animal Metamorphosis
Bio Armor
Bio-Ghost
Chameleon
- Blend Others: The character can use his chameleon power
on others as well as himself. TO do this, the character
msut remain in constant contact witht he person (if he
breaks contact, the chameleon effect will immediately
fade fromt he affected person). Also, if the other person
does not wish to be chameleoned, he can attempt to save (vs.
nonlethal poison). Costs 8 points
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)
- Runaway Power (Limit): The character can start elemental
attacks, but has trouble ending them. Whenever he uses
his elemental powers, he must roll one 20-sided die (with
no bonuses). If he rolls above the power level of his CEF
power, then the power effect used runs amok for 1D4
minutes per power level (so a CEF: Earth induced
earthquake at level 6 would cause the ground to crack up
randomly for 6 to 24 minutes!) The character may attempt
to stop these runaway effects twice per melee, but he
must roll under one half of his power level (other
characters with CEF: Earth can stop these attacks by
rolling under the power level and adding their power
level to their total). Taking this limit gives the player
14 points to use with this APS: power only.
CEF: Air
- Air Elemental: The character can create an air "creature"
which is under his mental control. This creature will
have 5 hit points, 2 PS (considered extraordinary), 3 PP,
and 4 Spd per level of the CEF: Air power. The elemental
will have 1/3 of the character's combat bonuses (save for
the damage bonus, which is based solely on the thing's PS).
The character divides his attacks between his physical
body and the elemental. The elemental cannot be easily
harmed by physical means, however, any attack which
inflicts the full remained HP of the thing will cause it
to disperse, and magical and psionic (non-telepathic)
attacks will do normal damage. For every 4 damage done to
the elemental in one attack, the character takes one
damage direct to hit points. Telepathic attacks will
afflict the character. Only one elemental may be made at
one time. Once the elemental is destroyed or dispelled,
the character must wait one hour minus 3 minutes per
level of the CEF: Air power before trying to make a new
elemental. Costs 15 points.
- Air Shield: The character can, as a parry action, whip up
a small shield of air. This shield will soak up 2 kinetic
damage or 1 energy damage for every power level of CEF:
Air. Costs 8 points.
- Ice Control: The character gains a control over ice. This
confers all abilities of APS: Ice,e xcpet for the ability
to actually transform into ice. The character can even
purchase stunts for this sub-power as if he possessed APS:
Ice (unless the stunt involves the being actually being made
of ice). Costs 20 points, but the character may buy
the full APS: Ice power at a later date for only 16
points.
- Suffocation: The character can cause the air around a
particular person to thin, so that he cannot breathe (standard
choke damage). To use this power requires teh character
to spend 2 actions per melee renewing his concentration.
This can also be used to foul machines which require air
intake. Costs 10 points.
CEF: Earth
- Earth Elemental: The character can create an earth "creature"
which is under his mental control. This creature will
have 15 hit points, 2 PS (considered supernatural), 2 PP,
and 1.5 Spd per level of the CEF: Earth power. The
elemental will have 1/4 of the character's combat bonuses
(save for the damage bonus, which is based solely on the
thing's PS). The character divides his attacks between
his physical body and the elemental. Telepathic attacks
will afflict the character, not the elemental. Only one
elemental may be made at one time. For every 5 damage
done to the elemental in one attack, the character takes
one damage direct to hit points. Once the elemental is
destroyed or dispelled, the character must wait one hour
minus 2 minutes per level of the CEF: Air power before
trying to make a new elemental. Costs 15 points.
- Earth Ramps: The character can skate along on a ramp of
Earth. The ramp can be 5 + 2 feet per level of CEF: Earth
off of the ground, and can move at a spd equal to the
power level of CEF: Earth. Evasive maneuvers are not easy,
so while riding an ice ramp, the character is minus one
to parry and minus 8 to dodge (unless he decides to just
jump off the ramp, in which case he can dodge with no
penalty). Sections of the ramp will crumble away as they
are no longer needed. Every five foot length of the ramp
has 65 SDC. If any section is broken, the whole ramp
collapses. Costs 10 points.
- Earth Sculpture: The character can create complex and
decorative forms out of earth and stone. Costs 2 points,
and the character must have the art skill.
- Earth Parts: The character may create earth forms to
replace a part of a machine or to effect structural
repairs. This costs 4 points, and the character would
need the appropriate skill to fix or create that part if
a complex device is being repaired (for example, to
replace a car door, he would need the auto mechanics
skill, however, to create an earth slab to fill in a
doorframe would not require a special skill, unless one
wanted the door to be a working model, in which case
carpentry would be required.) Also, the character must
have a ready supply of earth available to be manipulated.
- Tremors: The character can send small shock waves through
the ground. They do not do damag,e but can knock people
over. These waves have a range equal to 3 feet per level
of CEF: Earth and require a dodge roll above the power
level of the effect to avoid getting knocked down. Large
characters have a bonus of +1 to resit this effect for
every five feet of height over five feet (so a ten foot
tall character would be +1 to resist this effect) and
characters with multiple legs or wheel are not knocked
over, but will be at -1 on on all combat rolls until they
have taken their next action, unless they resist the
attack.
- Grounded (Limit): The character must be physically
touching earth or stone (must be at least boulder sized,
having a pebble in your pocket won't help you) or this
power will only work at half of it's level. This allows
five points to be spent on CEF: Earth, or, you can opt to
have this weakness apply to all of your character's
powers, in which case this limit gives you 10 points to
spend anywhere you like.
CEF: Fire
- Fire Elemental: The character can create a fire "creature"
which is under his mental control. This creature will
have 8 hit points, 2 PS (considered extraordinary), 3 PP,
and 4 Spd per level of the CEF: Fire power. The elemental
will have 1/3 of the character's combat bonuses (save for
the damage bonus, which is based solely on the thing's PS).
The creature's touch inflicts 1D6 damage plus 1D6 per 3
levels of CEF: Fire. The character divides his attacks
between his physical body and the elemental. The
elemental cannot be easily harmed by standard physical
means, however, water and cold attacks do double damage
and any attack which inflicts the full remained HP of the
thing will cause it to disperse, and magical and psionic
(non-telepathic) attacks will do normal damage.
Telepathic attacks will afflict the character. For every
5 damage done to the elemental in one attack, the
character takes one damage direct to hit points. Only one
elemental may be made at one time. Once the elemental is
destroyed or dispelled, the character must wait one hour
minus 3 minutes per level of the CEF: Fire power before
trying to make a new elemental. Costs 15 points.
- Fire Restraints: The character can create cages and domes
out of flame. Duration is indefinite, but the character
msut remain in range and is minus 1 APM while these forms
exist. Escape is possible, but to break through these
means taking 1D6 plus 1D6 per 3 level sof the CEF: Fire
power in damage. Costs 5 points.
- Fire Sculpture: The character can create complex and
decorative forms out of flame. Duration is indefinite,
but the character msut remain in range and is minus 1 APM
while these forms exist. Costs 2 points, and the
character must have the art skill.
- Smokescreen: The character can create billowing clouds of
smoke. Works the same as the Cloud of Smoke spell. Costs
4 points.
- Updraft: The character can use heat control to create an
updraft, which reduces fall damage by 2 points per power
level. Costs 4 points.
CEF: Water
- Dehydation: The character can damage living creatures by
actually drawing the water out of them. This attack works
at a touch range only, and, after concentrating on the
effect (and maintaining contact for the whole time),
inflicts 1D4 damage, direct to hit points. Costs 9 points.
- Fog: The character can create fog (see CEF: Air). Costs 6
points.
- Precipitation: The character can control precipitation (see
CEF: Air). Costs 16 points.
- Propulsion: The character can cause a water vehicle to
travel at speeds up to 30 MPH per level of CEF: Water
without harm. He can also keep land vehicles afloat and
move them at half of this speed. While performing this
feat, the character is at minus 3 attacks per melee.
Costs 9 points.
- Water Elemental: This creature will have 8 hit points, 3
PS (considered superhuman), 3 PP, and 6 Spd per level of
the CEF: Water power. The elemental will have 1/3 of the
character's combat bonuses (save for the damage bonus,
which is based solely on the thing's PS). The creature's
touch inflicts 1D6 damage plus 1D6 per 3 levels of CEF:
Water to any fire or heat based beings. The character
divides his attacks between his physical body and the
elemental. The elemental cannot be easily harmed by
standard physical means, however, fire and heat attacks
do half damage, electrical attacks do full damage, and
any attack which inflicts the full remained HP of the
thing will cause it to disperse, and magical and psionic
(non-telepathic) attacks will do normal damage.
Telepathic attacks will afflict the character. For every
5 damage done to the elemental in one attack, the
character takes one damage direct to hit points. Only one
elemental may be made at one time. Once the elemental is
destroyed or dispelled, the character must wait one hour
minus 3 minutes per level of the CEF: Water power before
trying to make a new elemental. Costs 17 points.
Control Insects & Arachnids
Control Kinetic Energy
- Absorption: The character can absord one point of kinetic
damage per power level (must consciously do this, counts
as a parry) and apply that energy toward one of his
physical stats. For every 5 damage he would have taken
from the attack, he can raise his PS, PP, or PE by one,
or his Spd by 2. This only lasts for 2 of his actions.
The character may choose instead to simply redirect the
absorbed damage elsewhere at the cost of an action (or at
his opponent, if his opponent is within grappling range,
without costing an action). A separate strike roll must
be rolled for this effect. Absorbed damage does not
affect the character, but any damage over this amount
does. Costs 8 points.
Control Others
Control Radiation
Control Static Electricity
Copy Physical Structure
Create Force Field
- Energy Bottle: The character can attempt to catch energy
attacks (counts as a parry action) within a force field.
If successful, the character can then release the energy
from the bottle later for full damage. To bottle an
attack, the character must decide how much of his force
field SDC he wishes to use. The bottle takes the damage,
but the energy is not depleted. If he uses less SDC than
the attack inflicts, then the bottle is destroyed and any
excess damage goes through and hits its target.Liekwise,
if an attack agaisnt the shield depletes the remaining
SDC, then the energy is released. Bottle SDC may not be
reutrned tot eh general force field SDC pool, and must be
regenerated normally. Costs 10 points.
- Force Cushion: The character can create a force cushion (no
dimension may be larger than 6 inches per power level)
which can absorb one point of kinetic damage per each
point of force field SDC pumped into it (maximum of 2
points per level may be pumped into the field). The
cushion does not take damage from these attacks, but
force cushion SDC cannot be returned to the general force
field SDC pool and msut be restores normally. This can
also be used to make furniture. A beanbag chair would
require 4 force field SDc. A rigid form chair or couch
requires 8 force field SDC. Costs 6 points.
- Force Field Lenses: The character may create lenses out
of force fields. Creating simple optical lenses takes 1D4
melee actions (only one action if the character has a
lens-making skill) while the character adjsuts the force
field to reract the lens just right. Creating lenses for
lasers or advanced tech requires the character to also
have the appropriate skill to repair that sort of lens.
While the lens is in existence, the character must
sacrifice one action per melee or the lens will haev a 10%
chance per melee of losing its calibration and needing to
be reshaped. Each lens takes 2 force field SDC, and may
be dispelled normally, giving the SDC back to the force
field SDC pool. Costs 6 points.
Darkness Control
- Absorb Light: The character can absorb light damage (up
to 5 plus the power level) by using darkness. This counts
as a parry action. Costs 6 points.
- Shadow BLindness: The character can fire a blob of
darkness at a victim's eyes, blinding him for 2D4 melees
if it hits. Costs 10 points.
Disruptive Touch
Divine Aura
Energy Absorption
- Absorption Boost: This allows the character to boost one
phsycial stat from energy attacks. For every 10 damage he
would have taken from the energy, he can raise his PS, PP,
or PE by one, or his Spd by 2. This only lasts for 2 of
his actions. Costs 5 points
- Absorption healing: For every 5 damage that an attack
would do, the character gets to replenish one SDC (HP
healing requires 7 eenrgy damage to restore one HP).
Costs 7 points
Force Aura
Gravity Manipulation/Weight Manipulation
- Induce Nausea: The character can use a subtle
manipulation of gravity or weight to induce nausea. The
victim of this attack must roll greater than 5 plus 1/2
the power level on a 20 sided die (save bonus vs.
nonlethal poison is added ot the saving throw) or suffer
the following penalties for 2D4 melees: -2 on all combat
rolls, loss of initiative, loss of 1 APM, damage bonus is
halved, and the victim has a 10% chance for each melee of
vomiting (takes the whole melee, no actions other than
defense (-5) may be attempted. Costs 8 points.
Growth
Holographic Memory Projection
Intangibility
- Scrambling: If the character phases through an electronic
machine, it is scrambled (if it fails a save vs. psi) and
will not function properly for 2D4 melees. This effect
cannot be prevented, except by not passing through
electronics. Costs 14 points.
- See Astral Beings: While intangible the character can see
astral beings, ghosts, etc. Costs 6 points
Invisibility
- Make others invisible: The character may make other
objects or people invisible. Range is touch, and the
duration is one melee plus one melle per 3 levels. Costs
7 points.
- Invisible to Living Beings Only (Limit): The character
has the invisible haze psi power, but does not require
ISP to use it. Returns 3 points to the invisibility power.
Invulnerability
- Invulnerable to Scans: The character's structure is not
only highly resistant to damag,e but it also blocks
scanning waves such as x-rays and electromagnetic waves.
Costs 5 points.
Item Reduction
Lycanthropy
Magnetism
- Assembly: the character can assemble machines through
magnetic manipulation. This requires a mechanical skill,
but when using magnetic power, the skill is at +5% and
takes half the time. Costs 7 points.
- Entrapment: The character can use his power to wrap a
malleable metal around an opponent. Costs 3 points.
- Magnokinesis: The character has such a refined control
that he is effectively a telekinetic in relation to
metallic objects. See the telekinesis listing for details
and see the Hurl/Repel Objects lsiting under Magentism
for weight limits. Costs 6 points.
- Stun: The character can stun a living being by disrupting
the nervous system of the flow of blood. He can also
disrupt most robots by performing similar assaults
against control systems. Equivalent to Mental Stun power.
Costs 10 points.
Mechano-Link
Multiple Beings/Selves
Negate Super Powers
Negative Matter
Plant Control
Shrink
- Regrowth Attack: The character can get into position
while small,a nd then rapidly grow to his full size and
deliver an attack. he is minus 2 to strike, but his
opponent will be minus 4 to dodge. Also,t eh momentum of
the growth adds 20% to the total damage. Costs 14 points.
Slow Motion Control
Sonic Absorption
Sonic Flight
- Flight Prowess: While in flight only, the character has a
bonus of 1 point per 3 power levels of the flight power
added to his P.P. score. Costs 12 points.
Sonic Power
- Hypnosis: the character can make hypnotic suggestions by
using subtle modulations of his voice. Works just like
the hypnosis psi power, but he victim is +2 to save.
Costs 9 points.
Spin at High Velocity
Stretching
Teleport
- Displacement: If the character teleports into an object,
and that object is lighter than his total weight limit,
it trades places with him. Costs 14 points.
- Gateway: Instead of teleporting, the character creates a
gateway between the two locations. Costs 8 points.
- Teleport Others: The character can teleport other people
or objects by touch or at a range of 10' plus 2' per
level (requires a successful strike roll to teleport from
a distance). Costs 10 points, however, a player may take
this option for free if he limits himself to being unable
to self teleport.
Tentacles
Transferral/Possession
Vibration