Heroes Unlimited House Rules Supplement

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Heroes Unlimited House Rules SupplementRandall Petrassystem many years ago we always found ranged weaponcombat to be inferior to most hand to hand attacks. Thebonuses seemed lower, and the damage did too. Whether thisThis supplement is meant to further define some of the rules was the case with the rules as written, or another example offor Palladium's gamesystem in general and Heroes Unlimited our poor interpretation is now a moot point.in particular. Basically, there have been several adjustmentsThe latest incarnations of the Palladium system have done ato the books over the years that have not readily accountedfor game balance or solid consistency between the games of marvelous job of rewording the rules for gun and otherranged combat to make them much more understandable.the Palladium Megaverse. Though to be fair, PalladiumBut I do still find a problem with the system as written.games have always been more about random characters andoverall fun than strict game balance and rules, so I'msure inIn the standard system the defender of a modern rangedthe minds of the authors there was little problem.attack, energy or bullets, “do es so without benefit of theirusual dodge bonuses (straight die roll), and with a penalty ofHaving dealt with systems like GURPS for a number of 4 to dodge!” That just seems harsh to me, and a bityears, concepts of game balance have become important tounrealistic. What they are saying is, me, a normal humanme as a player and GM. I've also found that this type ofwith no appreciable training has the same chance against abalance has become more important to many of my playerswould be gunman as a trained hero? That doesn'tseem right.as well. Therefore in an effort to address these perceivedIt also means everyone will be wandering around withissues, along with anything else that comes up during orfirearms or be at a major disadvantage. That does not seemoutside of game play, I offer this set of house rules.to fit with the comic book genre. Plus highly skilledcharacters like Spidey and even Batman (who has noappreciable powers) seem to dodge bullets all the time in thefunny books. Lastly this gives an extremely lopsidedadvantage to some powers like the super speed abilities.IntroductionCombatThere are a number of issues that I have always had with theway the Palladium system has dealt with combat. One thathas been addressed, or at least clarified, in the latest games isranged weapon combat. However, I do not care for many ofthe changes that have been added here in the base system, soI offer my own rules, along with my reasoning for mymodifications.The way I've always reconciled this in my head is that youare not so much dodging the bullets, as making it muchharder for the attacker to hit you. So, in this thought thereshould be a penalty to dodge bullets, but there should be noloss of your dodge bonus. Additionally, dodging a rangedattack generally means getting out of the way, so noautomatic dodge can be used, that'smore intended for HandAnother feature of the system that I've always felt was poorly to Hand combat.developed was the Armor Rating system. Our group neverSo, dodging ranged attacks incurs the following penalties:used AR the way it was presented, mostly because waaaay 6 to dodge a gun, energy blast or other “ fast” rangedback when we began playing Teenage Mutant Ninja Turtlesweapon.and other Strangeness we misread the rules. But even after 3 to dodge arrows, crossbows, slings or other “ slow”reinterpreting the rules, correctly this time, we did not feelranged weapons.the presented system captured the spirit of a personenveloped in a protective armor. Plus, we felt it was much to Defender must spend an attack to dodge fast weapons,easy for the majority of our characters to bypass the ARs ofno automatic defenses apply.armored heroes and villains. Defender can attempt to automatically defend (dodgeor parry) against a slow ranged weapon, but at a 10penalty.Ranged Weapon Combat No penalty to dodge or defense type vs. thrownattacks, they are considered hand to hand attacks.When my group and I began playing games in the Palladium

Armor Ratingartificial armor. Consider Example 2 above, but replace HellRazor with Sgt, Jones wearing Class 4 Armor, also AR 17.One of the biggest limitations I have found in the Palladiumgames is with the Armor Rating system. In the game aswritten, the AR is simply a number that needs to be beatenwhen a character is attacked. This is all well and good, butthese AR numbers are often easy to beat. An attacker with adecent strike bonus will hit and do damage most of the time,with the armored hero being afforded little protection.Additionally, there is no provision for layered armor, natural,unnatural or some combination of the two.Example 4: As Sgt. Jones enters the hideout, Thug #2brandishes a sword, and seems to know what he is doing.Jones decides to parry. His parry is a 6. Half his ARrounded down is an 8 for a total of 14. He rolls a 10 for atotal defense of 24. Good thing he actively defended, Thug#2 rolled a 21, more than his parry (which would have been a16 by itself), and more than his AR, but together enough todeflect the damage. Therefore, 2D6 2 is subtracted from thearmor's SDC.Rolling ARWhile this method of armor defense requires a little morebookkeeping, it seems to make a lot of sense, and charactersthat rely on AR are not left out in the cold when theiropponents achieve high strike bonuses.It stands to reason, in my mind anyway, that he armored heroshould be afforded some protection from his armor regardlessof chosen defense. The minimum defense the character isafforded is the AR for that character. Unless someextenuating circumstance presents itself, like armor piercingrounds being used, a character with an AR of 12 can neverhave a defense of less than 12.If the character attempts an active defense, like a parry ordodge, half of the AR, rounded down, is added to thedefensive roll. If this number is less than the AR afterrolling, the full AR value is used.Example 1: Hell Razor, a hero with APS Metal, stridesconfidently into the enemy'shideout hoping that his armorwill protect him. Thug #1 attacks with a small pistol (1D4).The thug rolls a combined strike of 12, and the bulletsbounce harmlessly off.Example 2: As Razor continues into the hideout, Thug #2brandishes a sword, and seems to know what he is doing.Razor decides to parry. His parry is a 6. Half his ARrounded down is an 8 for a total of 14. He rolls a 10 for atotal defense of 24. Good thing he actively defended, Thug#2 rolled a 21, more than Razor's parry,and more than hisAR, but together enough to deflect the damage.Example 3: Razor is still fighting Thug #2, and this timerolls a meager 2, for a total defense of 16. This is considereda 17, because his defense can never be less than his AR.Thug #2 rolls a total of 23 and Razor takes damage. Nowthis guy made him mad!Pros: Accounts for Added defense of AR. Grows as defense grows Characters with good strikes don't automatically hit Advantage disappears when artificial armor broken Defense is high, but not insurmountableCons: Requires some additional bookkeeping.Multiple ARsSometimes it is possible for a character to have more thanone AR protecting them at a time. Given the above scenariosit would not make sense to have only the top most layer, orthe highest AR count. Layered armor should offer the wearerimproved protection. But how much?While a straight adding of the ARs would afford a great dealof protection, some law of diminishing returns should apply.Up to 20, the armor should act like normal. Between 20 and40 divide the remaining AR by 2. Between 41 and 70 dividethe remainder by 3, etc. Always round down here.It may seem complicated, but really it is not. Add up the total AR. Any AR points between 1 and 20 leave alone. Any points between 21 and 40 divide by 2.(Notice that 21 to 40 is a 20 point gap. The full rangedivided by 2 would add only 10 points.)This is simple enough for Natural AR, but how does Any points between 41 and 70 divide by 3.Artificial AR work? The same way really, but if your normal(Notice that 41 to 70 is a 30 point gap. The full rangeactive bonus would not be enough to defend against thedivided by 3 would add only 10 points to the total AR.)damage, but the additional AR is, subtract the SDC from the 71 to 110 divide by 4.

111 to 160 divide by 5.Hopefully you can see the pattern by now.I also don'texpect any character would ever have an ARthis high!Example 1: Razor and Sgt. Jones are pinned down by lots ofmachine guns. These guys have punched a few holes in HellRazor'sarmored skin already, and he'snot looking for newpiercings. While behind cover, he dons Jones' armorandheads out into the hail of bullets. His total AR is 34, but theeffective AR is only 27 because of the law of diminishingreturns. Razor is hit with a hail of bullets with to hit rolls of22, 24 and 16. He'llbe fine, but the Class 4 armor takesseveral hits of 4D6 x 5. This is probably enough damage todestroy the armor, and put a few more holes in Razor.Hopefully he'sclosed the gap on his enemies!Super PowersDealing with how a power is defined can be tricky. Playersgenerally want to have the freedom to interpret the powerhowever they feel best suits the character. This is a goodthing to encourage, and was actually a little easier in theearlier versions of Heroes Unlimited. In the older version ofthe game each major ability was generally a main power ofone or more known comic characters. How many wellknown characters with Stretching ability can you name? Butwith the latest incarnation of the game, more powers seem tobe available to the characters. This allows the game to havebetter definition in the powers themselves. This does notnecessarily mean weakening the powers, not at all! Rather,giving each power a more well rounded definition allows formore interesting individual powers and ultimately moreinteresting characters.Take APS Fire as an example. In HU Revised, if you wanteda fiery hero reminiscent of The Human Torch, you took APSFire as you major power, and maybe one or two minors toround it all out, perhaps flight and energy resistance. Orperhaps you just took APS Fire and Control Elemental Force(CEF) Fire and declared mastery over all things that burn.Also it did not really matter, for game purposes, if youbecame living flame, or were simply enveloped in it. Nowthat the characters have access to more abilities (2 Major and2 Minor seem popular, as does 3 Major powers) perhaps thepowers themselves could use with a bit more refinement.There should be distinct powers for a body of flame vs. afiery aura, and both these should be separated from thecontrol of flame. APS is the ability to become something.The CEF powers should be the ultimate in controlling theelement or substance in question. After all, APS Stone doesnot grant any mastery over earth and rock.Aside from these redefinitions I will add some changes forgame balance. And lastly, I will add some optional rules forredefining the power categories to cover more than simplyMajor and Minor. It has never made much sense to me thatFlight: Glide, and Flight: Wingless are on the same level.Again, in light of the penchant for Palladium systems to pushrandom rolling, this makes sense. But the fact is, few of thecharacters in our games ever bothered to take the watereddown version of a power like this. Hopefully by breaking theSuper powers into more than 2 categories, in this case 5, Ihope to encourage players to consider some of these“weaker” powers.Super Power Categories (optional)In HU there have always been two power levels, Minor andMajor. Because of powers like Flight: Glide and Flight:Wingless residing in the same level, and thus never beingselected by my players, I always felt it would be a good ideato expand to a few more categories. With the inclusion of thenew Strength levels, among other things, I now feel it isnecessary.In order to use this system, each power is labeled with aPower Level number. These numbers range from 1 to 6, andgenerally correspond to a Power Level. The levels aretentatively labeled: Minor (1) Amazing (2) Fantastic(3) Major (4) Ultra (6)Note there is no level 5, because I wanted the Ultra Powers tobe 50% more expensive than the Major ones. If at somepoint in the future a power seems to fit that number, I'll behappy to add a Power level.Note also that I will continue to list the Powers as Minor andMajor for backwards compatibility sake.If a player wishes to create a hero using this system, he caneither: Roll his powers as usual and convert to points. If he rolls1 Major 2 Minor that would be 8 Power Level Points. Or, he could instead roll 1D6 6.The GM can adjust the “ 6” depending on the hero's HeroCategory if he wishes.Another system intended to balance powers fairly for

characters that are created, rather than rolled, is presented by Anatomical IndependenceDan Steiner at the following ew/custom p Power Level: 2As presented in PU1 p.12owers/bioe.htmDan uses Bio E, the game convention used to create mutantanimals in TMNT and After the Bomb. While this really fitswith the Palladium system, changing every power to Bio Eseemed to be a lot of work.PowersI will make a listing of all the powers included in the HeroesUnlimited system. This will allow me to note the PowerLevel I've assigned to the power, as well as make any notesor changes. If a power is unchanged, I will give it'sbook(generally HU2 or PU) and page number. If the power listedcomes from another source, generally a website, I will givecredit to the author(s) and provide a link if available.Minor AbilitiesAbnormal Energy SensePower Level: 1As presented in PU1 p.9AdhesionPower Level: 1As Presented in HU2 p.228Adrenaline SurgePower Level: 2As presented in PU1 p.9Alter Physical BodyPower Level: 1As presented in HU2 p.228Alter Physical Structure of LimbPower Level: 2As presented in PU1 p.10Animal BrotherPower Level: 1As presented in PU1 p.13AntennaePower Level: 2As presented in PU1 p.13Battle RagePower Level: 2As presented in PU1 p.14BeastmasterPower Level: 2As presented in PU1 p.14Bend LightPower Level: 2As presented in HU2 p.229BlurPower Level: 1As presented in PU1 p.15Body WeaponsPower Level: 2As presented in HU2 p.229BookwormPower Level: 1As presented in PU1 p.15Bubble GluePower Level: 2As presented in PU1 p.16

Danger SenseCharge Object with Explosive EnergyPower Level: 2As presented in PU1 p.19Power Level: 2As presented in PU1 p.17Note that explosive items can still do damage even with a roll Density Walkingunder an object'sAR.Power Level: 1As presented in PU1 p.20ClawsPower Level: 2As presented in PU1 p.17Additionally add level increase bonuses to Strike and Parryas per the Knife W.P. Obviously bonuses to throw do notapply with the clawsClaws, SmallPower Level: 1The individual has small claws at the ends of the fingers thatmay or may not be retractable, 50% chance, or player'schoice.Damage: 2D4 any applicable H H damage bonus from PS,other powers or combat style.Range: Hand to hand combatBonuses: 1 to Strike, 10% to climb skillDetonationPower Level: 2As presented in PU1 p.20Note that explosive items can still do damage even with a rollunder an object's AR.DisintegrationPower Level: 2As presented in PU1 p.20DoorwayPower Level: 2As presented in PU1 p.21Clock ManipulationEarth EmpowermentPower Level: 1As presented in HU2 p.229Power Level: 2As presented in PU1 p.21Color ManipulationEnergy ClawsPower Level: 2As presented in PU1 p.17Power Level: 2As presented in PU1 p.21Additionally add level increase bonuses to Strike and Parryas per the Knife W.P. Obviously bonuses to throw do notapply with the clawsConduct ElectricityPower Level: 2As presented in PU1 p.18Criminal IntuitionPower Level: 1As presented in PU1 p.19Energy Expulsion: ColdPower Level: 2As presented in PU1 p.21Bonuses: 3 strike if an aimed shot, 1 strike if wild; neitheris applicable to divided attacks.

Energy Expulsion: Directed SoundEnergy Expulsion: ForcePower Level: 2As presented in PU1 p.22Bonuses: 3 strike if an aimed shot, 1 strike if wild.Power Level: 2As presented in PU1 p.23Bonuses: 3 strike if an aimed shot, 1 strike if wild; neitheris applicable to divided attacks.Energy Expulsion: ElectricityPower Level: 2As presented in HU2 p.230Energy Expulsion: Electrical FieldPower Level: 2As presented in HU2 p.231Note: maintaining the field costs the character 1 attack permelee.Energy Expulsion: Force BlastPower Level: 2Instead of a straight 70% chance, defenders must roll vsknockdown at 5 to do so. A defender is 1 for every full100 lbs over 200.The rest is as presented in PU1 p.23Energy Expulsion: Icy MistPower Level: 2As presented in PU1 p.23Energy Expulsion: Electromagnetic PulsePower Level: 1As presented in PU1 p.21Energy Expulsion: LightPower Level: 2As presented in HU2 p.231Energy Expulsion: EnergyPower Level: 2Damage: 3D6 1D6 per exp level.The remaining abilities as presented in HU2 p.230.Energy Expulsion: Energy AuraPower Level: 2As presented in PU1 p.22Note: Attackers with an AR must roll their AR to see ifdamage is inflicted. Even attacks falling under the AR dohalf damage.Energy Expulsion: FirePower Level: 2As presented in HU2 p.231Energy Expulsion: Flame RingPower Level: 2As presented in PU1 p.22Energy Expulsion: PlasmaPower Level: 2Damage: 4D6 1D6 1 perl level of experienceAttacks per Melee: Each attack counts as 2.Bonuses: Only the character's P.P. Bonus appliesThe rest is as presented in PU1 p.24Energy Expulsion: Ultrasonic SpeechPower Level: 2As presented in PU1 p.24Energy ResistancePower Level: 2As presented in HU2 p.231Energy ShieldPower Level: 2As presented in PU1 p.24

Energy WhipPower Level: 2As presented in PU1 p.25As presented in HU2 p.231See also SuperHuman Strength and SuperNatural StrengthExtraordinary Physical ProwiseEnhanced LeapingPower Level: 2As presented in PU1 p.25Power Level: 1As presented in HU2 p.232Extraordinary Physical EnduranceEnlarge Body PartsPower Level: 2As presented in PU1 p.25Power Level: 1As presented in HU2 p.232Extraordinary Physical BeautyExploding SpheresPower Level: 1As presented in HU2 p.232Power Level: 2As presented in PU1 p.26Note that explosive items can still do damage even with a roll Extraordinary Speedunder an object'sAR.Power Level: 1The ability to run at speeds greater than most animals and asfast as many vehicles. Character can reach full speed in 1Extraordinary IQmelee round.Power Level: 1Bonuses:The character is extremely intelligent and can retain vast Speed 50 mph 5 mph per level.sums of knowledge. The character has the equivalent of the 20 SDCPsionic power of Speed Reading with no I.S.P. required. 1 attack per meleeBonuses: 1 initiative Increase I.Q. attribute to 20 1D8. 1 Strike, parry and pull punch All Scholastic and Secondary skills enjoy an additional 2 roll with punch/fall10% bonus. 3 dodge Character can have skills surpass the 100% mark to Automatic dodge; can dodge without using up an meleereduce any possible penalties. Rolls of 90 and 99 stillactioncount as failure. 4 damage for every 20 mph.See also Heightened Sense of Recall.See also Superhuman Speed.Extraordinary Mental AffinityFabric/Cloth Material AnimationPower Level: 1As presented in HU2 p.231Power Level: 2As presented in PU1 p.26Extraordinary Mental EnduranceFeralPower Level: 1As presented in HU2 p.231Power Level: 2As presented in PU1 p.27Extraordinary Physical StrengthFlight: EnergyPower Level: 1Power Level: 2

Speed: 220 mph 20mph per levelThe rest as presented in PU1 p.27Gravitational PlanePower Level: 2As presented in PU1 p.29Flight: GlidePower Level: 1As presented in HU2 p.232Gun LimbPower Level: 2As presented in PU1 p.29Flight: HoverPower Level: 1As presented in PU1 p.27Harden SkinPower Level: 2As presented in PU1 p.29Flight: InsectPower Level: 2As presented in PU1 p.27Healing FactorPower Level: 2As presented in HU2 p.233Flight: Force DiskPower Level: 2As presented in PU1 p.28Healing PowerPower Level: 2As presented in PU1 p.30Flight: WingedPower Level: 2Bonuses: 50 SDC. All else as presented in HU2 p.232HeavyWeightPower Level: 2As presented in PU1 p.30Flight: WinglessPower Level: 1Bonuses: 20 SDC. All else as presented in HU2 p.233Heightened Sense of AwarenessPower Level: 1As presented in PU1 p.30Frequency AbsorptionPower Level: 1As presented in PU1 p.28Heightened Sense of BalancePower Level: 1As presented in PU1 p.30GiantPower Level: 2As presented in PU1 p.28Heightened Sense of HearingPower Level: 1As presented in HU2 p.234Glow BugPower Level: 1As presented in PU1 p.29Heightened Sense of RecallPower Level: 1As presented in PU1 p.30

Immune to PsionicsHeightened Sense of SmellPower Level: 1As presented in HU2 p.234Power Level: 2As presented in PU1 p.31Impact ResistanceHeightened Sense of TastePower Level: 1As presented in HU2 p.234Power Level: 2As presented in PU1 p.31Impervious to Cold and FreezingHeightened Sense of TimePower Level: 1As presented in PU1 p.30Power Level: 2As presented in PU1 p.32Impervious to Control and PossessionHeightened Sense of TouchPower Level: 1As presented in HU2 p.234Power Level: 2As presented in PU1 p.32Impervious to Disease and IllnessHold BreathPower Level: 1As presented in PU1 p.31Power Level: 2As presented in PU1 p.32Impervious to ElectricityHorror FactorPower Level: 1As presented in HU2 p.234Power Level: 2The super being is impervious to electrical attacks of anykind.Range: SelfDuration: ConstantHyperdensityPower Level: 2As presented in PU1 p.31ImmovabilityPower Level: 2As presented in PU1 p.31Immune to MagicPower Level: 2As presented in PU1 p.31Impervious to EnergyPower Level: 2The super being is impervious to “generic” energy attacks.Specific energy types, such as fire or electricity, still do fulldamage to this character.Range: SelfDuration: ConstantSee also Energy Resistance.Impervious to Fear and TerrorPower Level: 2As presented in PU1 p.32

Impervious to Fire and HeatAs presented in PU1 p.33Power Level: 2As presented in HU2 p. 235Life SenseImpervious to Light and LasersPower Level: 1As presented in PU1 p.33Power Level: 2As presented in PU1 p.32Impervious to Poison and ToxinsPower Level: 2As presented in PU1 p.32Lifting FieldPower Level: 1As presented in PU1 p.34Lightning ReflexesImpervious to Shadows and DarknessPower Level: 2As presented in PU1 p.34Power Level: 2As presented in PU1 p.32Living AnatomyImpervious to Sound and VibrationPower Level: 2As presented in PU1 p.34Power Level: 2As presented in PU1 p.32LongevityIncreased DurabilityPower Level: 1As presented in PU1 p.34Power Level: 2As presented in PU1 p.32Lunar StrengthIndestructible BonesPower Level: 2As presented in PU1 p.34Power Level: 1Additional Bonus: 5 roll with punch/fall/impact. The rest as Manipulate Kinetic Energypresented in PU1 p.33Power Level: 2As presented in HU1 p.235Instant WardrobePower Level: 1As presented in PU1 p.33Mask – No Face, No IdentityPower Level: 1As presented in PU1 p.35Instant WeaponPower Level: 1As presented in PU1 p.33Iron WillPower Level: 1Mechanical AwarenessPower Level: 2As presented in PU1 p.35

Mental StunPower Level: 2As presented in HU1 p.235QuillsPower Level: 2As presented in PU1 p.37Motion DetectionPower Level: 2As presented in PU1 p.35RadarPower Level: 2As presented in HU2 p.236Multiple LimbsPower Level: 2As presented in HU1 p.235ResinPower Level: 2As presented in PU1 p.37Multi TaskingPower Level: 2As presented in PU1 p.36Seismic PowerPower Level: 2As presented in PU1 p.38NightstalkingPower Level: 2As presented in HU1 p.236Sense Death and DestructionPower Level: 1As presented in PU1 p.39Personal Force FieldPower Level: 2As presented in PU1 p.36Sensory OrbPower Level: 2As presented in PU1 p.39Physical PerfectionPower Level: 1As presented in PU1 p.36Shadow MeldPower Level: 2As presented in PU1 p.40Power BandsPower Level: 2As presented in PU1 p.36Shadow ShapingPower Level: 2As presented in PU1 p.40Power ChannelingPower Level: 2As presented in HU1 p.236Power WeaponPower Level: 2As presented in PU1 p.36Shadow SteppingPower Level: 2As presented in PU1 p.40

Sleep DustPower Level: 2As presented in PU1 p.41SleeplessnessPower Level: 1As presented in PU1 p.41SlidingPower Level: 2As presented in PU1 p.40Solar PoweredPower Level: 2As presented in PU1 p.40SonarPower Level: 2As presented in PU1 p.42Speed TaskingPower Level: 1As presented in PU1 p.42StenchPower Level: 2As presented in PU1 p.43Super BouncePower Level: 2As presented in PU1 p.43Super BurrowingPower Level: 2As presented in PU1 p.43Super Hibernation and Stasis FieldPower Level: 2As presented in PU1 p.44Super Wind BlastPower Level: 2Instead of a straight 70% chance, defenders must roll vsknockdown at 5 to do so. A defender is 1 for every full100 lbs over 200.The rest is as presented in PU1 p.44Superhuman StrengthPower Level: 2As presented in HU1 p.236Supervision: Acute SightPower Level: 1As presented in PU1 p.45Supervision: Advanced SightPower Level: 1As presented in HU1 p.237Supervision: Circular VisionPower Level: 1As presented in PU1 p.45Supervision: NightvisionPower Level: 1As presented in HU1 p.236Supervision: Paranormal SightPower Level: 1As presented in PU1 p.45Supervision: Thermal VisionPower Level: 1As presented in PU1 p.45Supervision: Ultraviolet and InfraredPower Level: 1As presented in HU1 p.236

Supervision: X RayVenomous AttackPower Level: 1As presented in HU1 p.237Power Level: 2As presented in PU1 p.48Swing LineWarp SoundPower Level: 2As presented in PU1 p.46Power Level: 2As presented in PU1 p.49Tentacles of HairWave RiderPower Level: 2As presented in PU1 p.45Note: Hand to hand bonuses may apply to the hair strikes.The hair has it'sown PP attribute to use for determiningpossible melee bonuses.Power Level: 1As presented in PU1 p.48Toy ControlPower Level: 1As presented in PU1 p.46Tractor BeamPower Level: 2As presented in PU1 p.47Ultra HearingPower Level: 1As presented in PU1 p.47Unnoteworthy – ForgettablePower Level: 2As presented in PU1 p.48UntrackabePower Level: 2As presented in PU1 p.48Underwater AbilitiesPower Level: 2As presented in HU1 p.237WeightlessnessPower Level: 2As presented in PU1 p.50Whip AttackPower Level: 2As presented in PU1 p.50Major AbilitiesAbsorb Bio MassPower Level: 4As presented in PU1 p.52Adapt to EnvironmentPower Level: 3As presented in HU2 p.238Alter Facial Features and Physical StaturePower Level: 3As presented in HU2 p.238Alter LimbsPower Level: 41. As presented in HU2 p.2392. Character can create 3 bullet like projectiles per level of

experience per melee, or 1 grenade weapon per melee forevery third level of experience beyond the first. Thecharacter can create additional ammunition per the text onHU2 p. 239.Non weapon devices can be powered for 1 melee round perlevel of experience before burning HP as per the text.Bonuses: as per weapon proficiency.3. & 4. As presented in HU2 p.2405. Locomotive devices can be powered for 1 melee round perlevel of experience before burning HP as per the text.making up the character's body.The character is immune to electrical attacks, but otherenergy and laser attacks that strike the character do ½damage. Cold based attacks do very little damage to thecharacter, but may solidify his body allowing other attacks tostrike. If the character sustains cold damage equivalent to hisSDC he is frozen, losing his intangibility based armor ratingand suffers ½ speed.Fire and heat based attacks do ½ damage, with the exceptionof magic fire (full damage), if they strike above his armorrating. Contrary to what one might think, water has littleeffect on the character unless he is immersed. Whenimmersed the character takes 2D6 damage per melee.Alter MetabolismElectrical attacks are quickly dispersed underwater, and willPower Level: 3have very limited (¼)range and reduced (½) damage.As presented in HU2 p.240Intangibility based AR: 12; SDC: 240 20 per levelof experience.Mass of character is ¼ normal.Alter Physical Structure: Acid2. Electric Flight: Identical to Ability 4 of the Non Revised power (HU2, pg 241).Power Level: 4Range: One mileAs presented in PU1 p.52Damage: None, except for ramming/collisionsSee also Chemical Secretion.(1D4x10)Duration: One meleeAttacks Per Melee: Two melee attacksAlter Physical Structure: CrystalBonus: 1 strikePower Level: 43. Control Static Electricity: Identical to Major AbilityAs presented in PU1 p.53(HU2, pg 270); can be used in human form, as well.See also Matter Expulsion: Crystal, and Elemental Armor:4. Generate Electricity: Identical to Ability 5 of the Non Crystal.Revised power (HU2 pg 241)5. Lightning Surge: The character can release the energiescontainedwithin his body, causing a surge of electricity toAlter Physical Structure: Electricityburst in all directions. The attack damages all objects withinBy Dan Steinerrange of the character, but drains the character's correct/aps re reserves of energy. This feat can be performed as often asv.htmonce per melee if the character wishes, but the penaltiesincurred are cumulative.Power Level: 4Range: 5 ft 2 ft per level experienceThe ability to transform in to a being of living electricity, asDamage: 1D6x10 2 per levelwell as manipulate and control the electricity of their ownDuration: Instantbody; when transformed the character appears as a blurredAttacks per Melee: Requires one hand to hand attack;semi transparent humanoid, crackling with electricalCharacter loses one additional attack that melee.breakdown.Bonus: Strikes all objects within range1. Partial Invulnerability and Intangibility: ThePenalties: Special! Character loses 10 SDC from usecharacter can transform the matter of his body into aof this attack, which recovers at the rate of 1 perhumanoid shaped collection of charged particles. The body,melee round. The character also suffers 1 initiativebeing composed of loo

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Unlike Rifts, Heroes Unlimited, contrary to its name, seems all about hemming the heroes (i.e., players) in for the sake of a more suspenseful and challenging game, not to mention avoiding “game imbalance”. Given that the characters of Palladium Fantasy and Ninjas & Superspies are sup

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A student in the commerce stream studies various subjects which covers topics like business, commercial organisations, management of business, economics, financial accounting etc. Secretarial Practice is one of the subjects in commerce which deals exclusively with one of the largest and most popular forms of business organisation viz. the Joint Stock Company. In this subject, a student is .