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Multiple Power Categories For Heroes Unlimited |
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The following rules
allow for multiple power categories. Note that while some of these categories
only require time taken out for study, others can be downright dangerous.
Players and GMs are asked to read the applicable sections carefully before
using anything from this article.
Many of these entries have two sets of rules: one for characters who are
dual-classed at creation, and some for existing characters who wish to become
dual classed.
NOTE: I do not have rules for the robot category or for magic weapons,
objects, or mystically bestowed powers. All of these are abilities/equipment,
which the players may earn on their own if the GM allows, but they should be
acquired in the course of the game (i.e.: your super soldier steals an
exoskeleton, your Hardware character is given power by Odin, your physical
training character finds a magic sword, etc.). Just be careful of game balance.
Aliens are the only
power category which are automatically offered the chance to have multiple
categories (such as alien mutant). However, not everyone can be born on another
planet.
Luckily (or not) there is an alternative. A character may receive alien DNA to
become a hybrid between the two species. Even aliens may receive this
treatment, but there are a few limits. First, organics cannot mix with
non-organics, so no humanoid/mineral hybrids are allowed. Second, the success
rate is decreased for species which are not alike. Third, the most likely
outcome is death.
That being said, roll on the following tables to make the species hybrid. It is
possible to continue splicing DNA to produce even more hybrid types, however
this is generally not a good idea because the benefits of each form will get
lost or diluted as more DNA is mixed in and each new procedure dramatically
increases the risks of permanent disfigurement, disability, or death.
It is possible to use this technique with mutants (even of the same species) in
an attempt to convey specific abilities, but not without penalty.
NOTE: The following tables assume a genetic technology level on par with that
of Heroes Unlimited or possibly Rifts. These tables may need to be modified for
use with highly advanced alien or future cultures. Also, if you are generating
a new character as an alien hybrid, then you will probably want to reroll any
death or no change results.
Penalties to Initial Success Table
Initial Success Table
1-35: Failure: Instant Death
36-50: Failure Lingering Death
51-65: Failure: Debilitating/Unwanted Mutation: Roll 1D4 times on Unwanted Mutation tables. 35% chance of become hybrid as well.
66: Failure No Change
67-80: Success: Hybrid
Character becomes a hybrid between the two species. Go to the hybrid tables.81-00: Success: Complete Species Change
Character loses all powers, statistics, etc. from his own species and gains all power possessed by the new species. Add or subtract dice rolls from attributes, hit points, and S.D.C. accordingly. Character will retain mutant or unnatural powers (super abilities, psi, etc.) only if the new species can also possess those powers.
NOTE: No matter what the outcome, the massive reengineering of the cellular structure will make the character sick for 6D6 days, provided he lives.
1-40: Roll on Mutant Traits table
41-50: Roll on Experiment Side Effect Table
51-60: Life Span Shortened. Life span is reduced to 20 + 3D10% the original duration
61-70: Insanity. Roll 2D4 times on Random Insanity Table and once on Crazy Hero table
71-73: Massive Hearing Loss: -5 Initiative. Also, the character can only understand speech if the speaker is shouting loud and slow at him.
64-75: Major Eye Problems: Either nearsighted or farsighted. The character will suffer the following penalties unless corrective lenses are worn: -8 initiative, -6 to strike, parry, and dodge
76: Brain Damage: Reduce I.Q. and I.S.P. by 1/2. Reduce M.E. and M.A. by 1D4. The character also suffers memory loss which may cause skills to disappear (5% per skill)
77-78: Chronic Dizziness: During moments of activity or stress, there is a 30% chance of a dizzy spell coming on. This raises to 60% if the character is moving fast or upside down. When dizzy, the character loses two melee attacks and is -6 on initiative and -4 on all combat rolls. Also, any physical skills such as gymnastics or climbing are performed at a minus -30% penalty.
79: Physical Deterioration: Reduce P.S. and P.P. to 1/2. Reduce H.P. and S.D.C. by 1/4.
80: Character loses one special ability
81-85: Immune System Weakened: Character is -1D6 (roll once) to save vs. toxins and disease, and suffers the effects for twice as long.
86-96: Minor Brain Damage. Reduce I.Q. by 2. -5% on all skills. Also the character cannot concentrate easily, so reduce M.E. and M.A. by 1D4 and reduce I.S.P. by 3D6.
97-00: Hideous Freak: Player's call here. The character can have all sorts of sores all over his body, or maybe the effect of the transformation is not uniform (a human head with part of a canine snout sticking out of it, or patches of scales on otherwise human skin), or some other horrible effect. Reduce P.B. to 1/4 of current value.
Hybrid Tables: For each aspect of the character (described below), roll on this table. Of course, you should not roll for stats which are identical between the two species.
1-20: No Change:
Retain original stats
21-50: Even Change: Divide the difference between original and new species
evenly. For example, a human mixing with an alien with 5D6 P.S. would receive
1D6 additional P.S.
51-90: Percentile Change: Like the Even Change but roll percentile and use that
to determine how much the other form influenced the character. Multiply the
alien stat by this number divided by 100 and multiply the human stat by (100 -
this number) divided by 100.
91-00: Full Change: Character loses the power, statistic, etc. from his own
species and gains that of the new species.
Bionics (optional rules variant)
Making a character bionic is fairly basic. You just buy the implants and install them. Below are some optional rules regarding super abilities and bionics.
When bionics are implanted in a super being, under the current rules, all super abilities are lost. For energy based, force control powers, and bizarre powers such as Growth and the Alter Physical Structure powers, this makes sense. However there are some powers which are derived solely from the biological or cellular structure of the character, or his neurological traits. These powers will not be excised by bionic conversion, but they will only apply to the portions of the body which remain organic. For example, a character with Body Weapons who has a bionic left arm can only make a blade from his right arm.
Purely Biological or Neurological Super Abilities:
Since experiments are often performed on viable adults, it makes sense that a non-super powered character could become the recipient of such treatment.
However, you should roll on the following tables for each 2 minor or 1 major power
NEGATIVE SIDE EFFECT TABLE
1-5: Death
6-15: Coma
16-30: Roll on Unwanted Mutation Table
31-55: Roll on Experiment Side Effect Table
56-80: Roll on Mutant Traits Table
81-00: No Negative Side Effects
POWER SUCCESS TABLE
1-20: No Power Received
21-40: Power Received at 1/2 power
41-50: Random Power (Full Strength)
51-00: Successful Bestowment of Power
Hardware/Physical Training/Special Training/Magic/Psionics
OK, these entries
deal with skills. You can choose to create a character who automatically has
these abilities, or give them to an existing character. Also, it should be
noted that becoming a hardware character does not automatically get you that
$50,000 to $12,000,000 super vehicle budget. Any special equipment will have to
be bought, assigned, given, or stolen normally.
This section allows a character of any type to gain these specialties, but
there are penalties which reflect the lack of a singular focus. Also, if mutant
powers, magic, or psionics are possessed and those abilities increase as the
characters grows in level, then those powers increase at 1/2 the normal rate.
If the character gains these training specialties later in life (i.e.: at a
higher level, then the previous advancements are not affected, but any
subsequent advancements are affected)
To create a character with these specialties:
To grant an existing character these specialties: NOTE: When I say substitute secondary skills, I mean the skills you get for advancing in levels. If an ability is too expensive to purchase with one level's worth of skills, you can "save" them and combine them with your next advancement. Also note that character who already have a particular power category or a similar one (i.e.: any hardware, magic/psionics, etc.) cannot use these rules to enhance their own category.