PowersPalladium Books®Presents:
Unlimited® 3
A SourcebookforH eroesUnlimitedTM
ByCarmenBellaire
©Palladium Books®
Wa rn i ng!
Vi o l e n ce a n d the S u pe rn atu ra l
The fantasy world of Heroes Unlimited™ is violent, deadly and filled with superhumans,
aliens, supernatural monsters, and strange powers. Superhuman mutants, aliens, and nefari
ous villains threaten, rob, torment and prey on humans. Monsters, gods, demons, magic, in
sanity, drugs, biological experiments, war and heroic adventure are all elements of this book.
Some parents may find the violence, magic, super abilities and supernatural elements of this
book inappropriate for young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books condone or encourage the occult, the prac
tice of magic, the use of drugs, vigilantism or violence.
New s u pe r abi l ities for the Heroes Unlimitec:fM RPG, 2nd Edition.
Com pati ble with Ninjas & Superspies™, After the Bomb®
a n d the enti re Pa l l ad i u m Boo ks® Megaverse®!
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Lasers, fi re, energy bo lts, exp losives, g u n s and most
weapons, pu nches and kicks do normal damage when the
roll to stri ke is 1 4 or h i g h e r.
I mpervious to electricity (no d amage), and even magi
cal lig htn i n g does half d a mage.
Gas, ingested d rugs, magic a n d psion ics have fu l l ef
fect .
Can fu nction i n a vacu u m u ntil his a i r su pply is gone.
3. Mag netic Fie l d : The cha racter is contin ually sur
rou n ded by a stro n g mag n etic field that will erase any
mag netic tapes (computer and video tapes included ), and
disrupt electrical freq ue ncies ( i nclud i ng television and ra
dio freq uencies) a ro u n d h i m . S mall metal ite ms will contin
ually be attracted to the cha racter, Clinging to his body i n
t h e most e m barra ssi ng ways.
The cha racter ca n also u se the field to pull himself to
ward any i ron o bject that is g reater than his own body
weight. Maximum speed of travel is about 20 mph (32
km) , and has a ve ry l i m ited ran g e of 1 00 feet (30 . 5 m) plus
1 0 feet (3 m) per level of experience. Note : The character
ca n not reverse this effect, it is o n ly an attractive mag netic
field .
The hero's magn etic field allows h i m to cling to metals
(steel g i rd ers, vehicles, doors, gates, towers , etc. ) that
have at least 25% i ro n . This mag n etic g ri p is eq ual to tri ple
his normal P . S . making it d iffic u lt to pull him off o r loosen
his grip ( P . S . of those trying to p u l l h i m off must exceed
his tripled P.S. n u mber by at l east 5 poi nts) . Thu s he can
scale the o utside of most build ings by using magnetism on
t h e metal g i rders undern eath the concrete o r brick facade,
cl i n g or cl i mb along the bottom of a helicopter, cl ing to the
roof or hood of a speed i ng veh icle, a n d so o n .
Ra nge: A 2 0 foot (6. 1 m) rad i u s centered o n t h e charac
ter.
4. Makesh ift Meta l Armor: The super bei ng can u se
his mag netic field to cover h i mself with pieces of metal ob
jects and scra p to create a s u it of meta l a rmor held to
gether by his magnetic field and force of will.
Such armor h a s an average A . R . o f 1 5 a n d 3 D6x1 0+60
S.D.C.
Armor can not b e made u n l ess there a re meta l objects
and scrap metal to be u sed .
Range: Self only.
D u ration: Can be held in place u ntil all the armor's S . D . C.
has been depleted or u n ti l the s u per being i s rendered u n
and physical stre n gth is i ncrea sed by 2 D4 poi nts ( ro l l one co n scious. May be d ispelled a t wi l l .
time to dete rm i n e h ow strong the ch aracte r is wh eneve r Penalty : T h e character m u st will h i s a rmor i n place, which
he transfo rms). P . S . is considered to be Extraord i n a ry
mea ns he loses one melee attack/action per rou n d while
(same as the M i n o r S u pe r Ab i l ity) wheneve r he is trans the armor is i n place .
formed , and he ca n ca rry 1 00 ti mes P.S. in pounds and
ca n lift 200 times . 5. Sense I ron : T h e cha racter's magnetic field allows
h i m to sense the prese nce (and vag u e locatio n ) of i ron ,
2. A rmor Rati ng and S . D . C . : The character has a n steel and i ron al loys with in a 1 00 foot ( 3 0 . 5 m) rad i us . The
A. R . o f 1 3 and 1 5 0 S . D . C . ( p l u s body armor; see #4) . T h i s exact size of the item or items is i mpossi ble to d iscern , but
means, i n most cases, a n attacker must roll a 1 4 o r h i g h e r i m p ressions will be felt as to whether there is much, little,
t o stri ke and i nfl ict d a m a g e . A n y rol l t o stri ke under the Ar or none. Location wi l l be sensed as n earby o r at th e edge
mor Rati ng of 1 3 bou nces harm l essly off the altered body .
of the ra nge. Th is abil ity can be u sed to detect objects and
Rol ls to stri ke of 1 4 or h i g h e r, i nfl ict fu l l damage to the
ore beneath the g round up to one foot ( 0 . 3 m) deep per
S . D . C . Wh en all S . D . C . a re gone, da mage is don e to H i t leve l of experience.
Points.
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