Palladium Books® Presents:
PowersUnlimited®2
ASourcebookforHeroesUnlimitedTM
ByCarmenBellaire
©Palladium Books®
Violence and the Su pernatural
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 Power Categories for the Heroes Unlimited RPG®, 2nd Edition.
Com pati ble with Ninjas & Superspies, After the BomlJ®
and the entire Pal l ad i u m Books® Megaverse®!
1
Ded i cati o n
To m y wife and the dear friends who encouraged m e to u ndertake this work.
- Carmen Bellaire, 2004
To Ramon, Scott, Apollo, Freddie, Mark, Wayne, Kent, Dave, M i ke D . , Johnny Z., M i ke W. , and the guys at Dru n ken
Style Studio - all super-heroes in my book. Than ks for everything and may we all find ourselves in the fu n ny pages. : )
- Kevin Siembieda, 2004
Pallad ium Books online - www. pallad iumbooks. com
PDF Edition - N ove m be r 2017
Copyright 2004 Pallad i u m Books I nc. and Kevin Siembieda
All rights reserved u nder the U niversal Copyright Convention , worldwide. No part of th is book may be reprod uced in
part or whole, electron ically, online, or in any form or by any means, without written permission from the publisher, except
for brief quotes for use in reviews. All incidents, situations, institutions, governments and people are fictional and any simi
larity , without satiric intent, of characters or persons l iving or dead , is strictly coincidental.
Pallad ium Books®, The Pallad i u m Fantasy RPG®, Rifts®, The Rifter®, Megaverse® and After the Bomb® are regis
tered trademarks owned and licensed by Kevin Siembieda and Pallad i u m Books I nc.
Heroes Unlimited , H U 2 , Powers U n l imited , Mutant Underg round, Aliens U nli mited , Villains U n l imited , Centu ry Station,
Gramercy Island, Skraypers, The N u rsery , The Sector, Sector 1 0 , S . D . C . , I . S . P . , P . P . E . , Mega-Wings, Density Wal king ,
and other names, titles and likenesses of characters are trademarks owned by Kevin Siembieda and Palladi u m Books I nc.
Powers U n limited® Two - A sourcebook for Heroes Unlimited ™, 2nd Ed ition is p u blished by Pallad i u m Books
I nc. , 39074 Webb Cou rt, Westland, M I 48185. Pri nted in the USA.
2
Palladium Books® Presents:
®
; ('WlIISUIUHllED2
A Sourcebook for Heroes Unlimited™
Written By: Carmen Bellaire
Additional text and concepts: Kevin Siembieda, Wayne Breaux Jr. and Jay Fitzloff.
Editors: Alex Marciniszyn
Wayne Smith
Proofreader: Julius Rosenstein
Cover: Ramon Perez & Roberto Campus
Interior Art: Kent Buries
Ramon Perez
Freddie Williams
Art Direction & Keylining: Kevin Siembieda
Typography: Wayne Smith
Based on the RPG rules, characters, worlds,
concepts and Megaverse® created by Kevin Siembieda.
Palladium Books Online: www.pal/adiumbooks.com
Special Thanks to Carmen for his sparkling imagination, enthusiasm and writing, Ramon Perez for another powerful
cover, Kent, Freddie and all of Palladium's artists. And to Wayne, Alex, Steve, Erick, Julius, Hank and the rest of the Pal-
ladium super-heroes for all their hard work and acts of heroism every day. Apologies to any contributor whose name was
misspelled or left out by accident.
- Kevin Siembieda, 2004
3
Contents
Expanding the concept of heroes o0000 00007 Prehensile Trunk 0 0 28
Eugenic Tails 0 0 0 0 29
Determining Your Power Category 7• • • • • • . • • 0 29
Tail for Combat 0 29
Random Power Category Table 0 0 0 o 07 0 29
Enhanced Senses 0 30
New Power Categories 0 0 0 0 0 0 0 007
Eyes & Vision 30
Empowered 8. . . • • • • • • • • • • • • • • • • • • • Ears/Hearing 0 0
Other Enhanced Sensory Features 0 o 30
Step 3: Determining Impairment & Super Abilities 0 0 0 8 Antennae 0 0 0
Sonar 0 0 0 0 0 o 31
The Physical Impairment 0 0 0 0 0 0 0 0 0 0 0 0 0 0 8 Genetic Weapons 0
o 31
Overcoming the Disability 0 0 0 11
Table 1: Emotional Inspiration 0 11
Table 2: Physical Compensation 11 Chemical Spray 32
Bionics 0 0 0 0 0 0 0 0 0 0 0 0 11
Physical Metamorphosis: Demigod 11 Claws 32
Physical Metamorphosis: Monster 0 12 Horns 0 0 0 0 0
Stinger 0 0 0 0 0 33
Physical Metamorphosis: Psionic 12
Optional Background Data 33
Super Abilities to Compensate 13 34
Lycanthropy 0 0 0 0 15 The Sponsoring Organization 0 34
Robotics 0 0 0 0 0 0 0 0 0 0 0 0 15 0 34
Underwater Abilities 0 0 0 0 0 0 15 Condition of Eugenic Volunteer
Step 5: Alignments & Other Stuff 0 16
Experience Levels 0 0 0 0 0 0 16 Possible Disfigurement o 35
. . . . . . . . . 16
Eugenic Heroes . • • • • • • • 17 Possible Insanity 0 0 0 36
Creating the Eugenics Hero 0 0
Step 6: Other Stuff 0 0 0 0 0 36
Experience Levels 0 0 0 0 36
36Gestalt Superhumans • • • • • • • • • • • • • • • •
Genetic Construction Budget 18 Nature of the Gestalt 0 0 0 0 0 0 0 0 0 0 0 37
Buying Eugenic Features 0 0 18
Animal Gestalts 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 37
Descriptions of Eugenic Features 18 Step 3: Powers of the Animal Gestalt 0 0 0 0 38
Cloned Replacement Parts 18 The Controlling Animal Force/Intelligence 0 0 38
Modified Internal Organs 0 0 0
Glands 0 0 0 0 0 0 0 0 0 0 0 0 0 19 Determining Animal Gestalt Abilities 0 0 41
Physical Augmentation Features 0 0 20
Armor Rating ( Natural) 0 Physical Human Gestalt 0 0 0 0 0 0 0 43
Attribute Enhancement 0 0 0 0 o 21
Bio-Regeneration 0 0 0 0 0 0 0 0 22 Step 3: The Powers & Limitations 0 0 0 44
0 22
Digging, Tunneling & Excavation 0 22 Who is in Control of the Gestalt 0 0 0 0 45
0 23
Enhanced Musculature & Strength 0 23 Super Abilities for the Human Gestalt 0 0 46
Massive Build 0 0 0 0 0 24
0 24 Psychic Human Gestalt 0 0 0 0 0 0 0 0 0 0 0 47
SoDoCo Augmentation 0 24
Spinnerets 0 0 0 0 0 0 0 25 Step 3: The Powers & Limitations 0 0 0 0 48
Resistance 0 0 0 0 0 0 0 25
Reinforced Skeleton 0 0 25 Super Abilities for the Psychic Human Gestalt 0 49
0 25
Additional & Special Appendages 0 27 Plant Gestalts 0 0 0 0 0 0 0 0 0 0 0 0 0 0 50
Arms & Hands 0 0 0 0 0 27
0 27 Step 3: Powers of the Plant Gestalt 0 0 0 0 0 0 0 50
Flight Appendages 0 0 0 0 28
Legs 0 0 0 0 0 0 0 0 0 0 0 0 28 Determining Plant Gestalt Abilities 0 0 0 0 0 0 0 54
Serpentine Lower Body Imbued Heroes 56• • • • • • • • • • • • • • • • • • •
Prehensile Appendage Features 0
Step 3: Imbued Super Abilities 0 0 0 0 56
Prehensile Tail 0 0 0 0 0 0 0 0 0
Imbued Super Abilities 0 0 0 0 0 0 o 0 0 0 0 0 0 57
Step 6: Equipment, Budgets & Stuff o 0 0 0 0 0 0 58
Immortals 58• . • • • • . . • • • • • • . • • • • • • •
Step 3: Super Abilities & Immortality 0 0 0 59
The Nature of the Immortal 0 0 0 0 0 0 60
Super Abilities & Other Powers of Immortals 0 63
The Reason for Being on Earth 0 0 0 0 0 0 0 0 64
4
Personal Weapon ................. 66 Trick Shooting ...... ... 92
Super-Invention . . . . . . . . . . . . . . . . . . . 67
Multiple Shot· ...... . 92
Step 3: The Super-Gizmo & Powers . 67 Dodge Projectile Bonus . 93
Who is the Character ....... . 67 Throwing Mastery .... . 93
Step 4: Equipment Budget .. 93
The Physical Appearance ...... . 69
Power Level of the Super Abilities .. . 69 Step 6: Rounding Out· .. ... 93
The Super Abilities the Gizmo Instills .... . 69 Experience Levels ... ......... 93
Repairing the Super Invention ........ . 70 New Super Abilities . . . . . . . . . . . . . . . . . 94
Minor Heroes . . . . . . . . . . . . . . . . . . . . 71
Hero Character Sheet ................ 96
The Minor Hero Option ........... ... 71
Modifying Other Power Categories . ... 72 Quick Find
Natural Genius· . . . . . . . . . . . . . . . 72
... 73
Step 3: The Power of Intelligence .
Mental Disciplines .............. . 73 BIA: Brain Implant Augmentation (see Supersoldier)· 81
Step 6: Rounding Out & Other Stuff ......... 75 Bio-Regeneration (see Eugenics) .......... 22
Supersoldier . . . . . . . . . . . . . . . . . . . . . 76
Chemical Enhanced Hero (see Supersoldier) .... 82
Step 3: Background Data .......... . 76 Crippled/Physically Challenged Hero (Empowered) .. 8
Nature of the Test Subject ........ · 77 Digging, Tunneling & Excavation (see Eugenics) . 23
Replication of the Supersoldier Process . · 77 Endoskeleton (see Supersoldier) .. 83
Number and Type of Super Abilities ... · 78 Genetic Engineered Heroes .......... . 16
Special Supersoldier Enhancement Table· · 78 Genetic Body Parts (see Eugenics) . . 18
Alternative Types of Supersoldiers . · 81 Inventions that provide Super Abilities . . 67
Brain Implant Augmentation . · 81 Magic Weapons (see Immortals) .... . 66
Chemical Enhancement ..... · 82 Mental Disciplines (see Natural Genius) . 73
Endoskeletal Replacement ... · 83 Power Categories, brief overview ........... 7
Step 6: Rounding Out & Special Equipment · 83 Power Category: Ancient Weapon Master ...... 90
Special Weapons · 84
Power Category: Empowered ............. 8
Prototype Vehicle ............ · 85 Power Category: Eugenic Heroes .... ... 16
Other Stuff ................ · 86 Power Category: Gestalt Superhumans . 36
Symbiotic Superhuman . . . . . . . . . . . . . . . 86 Power Category: Imbued · ... . 56
Step 3: Background & Abilities ..... . 87 Power Category: Immortals· .... . 58
Where Did the Symbiote Come From . 87 Power Category: Minor Heroes· .. . 71
The Symbiote's Intelligence ..... . 88 Power Category: Super-Inventions . . 67
Determining Super Abilities ..... . 89 Power Category: Supersoldier ... . 76
The Consequences of Removing the Organism· . 89 Super Abilities (Minor): Mental Disciplines . 73
Ancient Weapons Master . . . . . . . . . . . . . . 90
Super-Gizmos (see Super-Inventions) . 67
Step 3: Special Abilities, Education & Skills . 90 Vehicles (see Supersoldier) ... . 85
Weapons (see Supersoldier) ..... . 84
Specialties of Weapons Training ...... . 91
Craft Weapons· ............. . 91 Weapons: Magical (see Immortal) .. . 66
Penalties for Crafting Ancient Weapons . · 91 Weapons: Super-powered (see Inventions) . 67
Time Restrictions .... · 91 Wings (see Eugenics) ........... . 27
Weapons Expertise .... · 91
Melee Weapons Expertise · 91
Weapon Master .... · 91
Parry Projectile Bonus . · 92
Disabling Strike .... · 92
Missile Weapon Expertise · 92
Bow Mastery ...... · 92
5
. ,. e •
' •
. .0
..
.
.
•
.. ,
•
Expa ndi ng the Random Power Category Table
con cept of h eroes Note: I ncludes Categories presented i n th is sou rce
book and in Heroes Unlimited™, Second Edition ( H U2 ) .
When I originally designed Heroes U n limited , I wanted
to present a role-playing game that captured the spirit and Remember that the Mega-Hero category and the Crazy
heart of comic books. In some ways that was easy. After Hero are both optional add ons from H U2 , and, as such ,
all, I had been reading and col lecting com ic books since I cannot be rol led u p on the chart, below. This is also true of
was five years old . I knew and loved the super-hero genre the new Minor Heroes category . Players can either
inside and out and, before I d iscovered the mag ic of "choose" the Power Category desired (wh ich is often the
role-playing, I worked at becoming a comic book writer best way to go) or rol l on the Random Power Table.
and artist. In other ways, however, the task was a dau nt
ing one. I wanted to present every possible type and con 0 1 -05% Experiment
fig u ration of comic book hero imaginable - hence the title, 06-1 0% Symbiotic (new)
" Heroes U n l imited . " I thi n k my cohorts and I did a pretty 1 1 -1 5% Robotics
good job at it. 1 6-20% Empowered (new)
2 1 -25% Bion ics and I mplants
Over the years, new ideas, new technology and a 26-30% Natu ral Gen ius (new)
changing society inspires new variations on heroes and 3 1 -35% Special Training
superpowers, and that's what Carmen Bellaire's Powers 36-40% Su per-I nvention (new)
U n limited Two is trying to take i nto consideration. New 4 1 -45% M utant ( h u man or animal)
ideas for new kinds of heroes, and d ifferent twists and in 46-50% I mbued (new)
teresti ng di rections for old ones that make them different 5 1 -55% Psionics
or expanded from the orig inal or basic concept (the 56-60% Su persoldier (expanded)
S u persoldier being a g reat example of the latter) . 6 1 -65% Physical Training (or M i nor Super Hero)
66-70% I mmortal (new)
I n putti ng this book together, Carmen has d rawn on 7 1 -75% Magic
ideas and material that has also appeared i n The Rifter®, 76-80% Eugen ics (new)
Pallad ium's q uarterly sourcebook/magazine. We've tried 8 1 -85% Hardware (or Su per-I nvention)
to g ive people cred it where cred it is d u e and hope we 86-90% Weapons Training (new)
haven't missed anyone. If we have, our apologies. 91 -95% Alien
96-00% Gestalt (very rare; new)
Now, dear gamers, read on and expand your world of
su perbeings, heroes and wild exploits. U n leash your i mag
i nation and be a hero !
- Kevin Siembieda, 2004
Determ i n i ng Your New Power Categories
Power Category Some Aliens, Empowered, Experiments, Gestalts, I m
mortals, I mbued , M utants, Su persoldiers, Symbiotes and ,
Before deciding on an education and selecti ng skills, it to a degree, the Su per-I nventions, Magic and Psionics, all
is best to determine which Power Category your character provide the classic " I have strange abilities greater than
wi ll fa ll into and exactly what his exceptional powers and mortal men . " (See the S u per Abilities section in Powers
abilities wi ll be. This way you can more precisely choose U n limited® One and the Heroes U nlimited ™ , 2nd Edi
skills that will help build your hero into the u ltimate tion RPG for the selection process and specific abilities.)
crime-fighter. There are many new power categories to be But not all Power Categories provide what might be cal led
found in th is Powers U n l i m ited book, so read them over trad itional super abilities, and the player should realize
before you choose a category. that before making his selection.
The possible orig ins of a hero's power are broken into P.P.E. Note : All su perbeings will have an u n usually
twenty main categories (and some su bsets). Even though high amount of Potential Psychic Energy ( P . P . E . ) , com
some may offer the same or similar abilities, there is al pared to most normal h u man adu lts. U n less stated other
ways a new twist that d ifferentiates them from the others. wise in their descri ption (like for the Magic category or the
Each category is desig ned to recreate a particular, classic I m mortal), the super being wil l have 6 D6 P . P . E .
type of comic book hero. The same process can be used
to create super-villains as well. The amount of variety in New Character Categories : The fol lowing are pre
each case should allow players the latitude to build cou nt sented here in the Powers U n limited Two, the rest are
less unique superbeings. found in the Heroes Unlimited RPG, 2nd Ed ition (HU2).
Minor Heroes are a new optional "add-on" for you r hero
and cannot be used as an independent character type.
There are five new types of Special Training presented in
these pages, and the S upersoldier Option from th e origi nal
HU2 was also expanded into a true power category of its
7
own , without making any of the old Supersoldier charac The Empowered character is often the intellectual type,
ters obsolete. a th i nker, planner and strategist with an indomitable wi ll
and a powerfu l (sometimes fanatical) sense of pu rpose
Empowered : These are the true heroes of the com ic and d rive. These traits, and the fact that the Empowered
book world, individuals that overcome their own physical hero is overcoming personal pain , affliction or other obsta
impairments to become guardians of the innocent. cles to help others, means the character tends to attract
other super-heroes to his/her side as teammates, side
Eugenics : Genetic alteration and aug mentation taken kicks, and agents/hel pers. These "associates" often look
to the pin nacle of perfection . These are heroes with ge to the hero as a sou rce of inspiration as wel l as their
netic structu res so altered that some may barely resemble leader and mentor and who often serves as their moral
h u mans any more. center. In comic books, characters like Batman, Daredevil
and the Punisher i mmed iately come to mind.
Gestalt: The coming together of more than one life
form to create a being that is g reater than its separate Step One: The Usual
parts.
Determine the normal Eight Attributes, Hit Points,
Imbued : Using d rugs, herbs, nano-technology or some S. D. C. , Alignment and Optional Rounding Out of Your
other means of temporary enhancement, these heroes are Character as you wou ld any character for Heroes U n lim
only able to fig ht crime for a limited period of time before ited. Don't worry at all about any low physica l attributes
their powers wear off. At least u ntil the next day, when since they are not the th rust of this character and are often
they can take the imbuing su bstance once again. normal , u n i mpressive or limited .
Immortals : God lings, D ragons, Demons, Angels, etc. Note: Keep all these i n itial stats in pencil as many wi ll
Inventions (Super) : Characters who rely on the one of be modified later. Case i n point, the Empowered Hero
a kind , su per-invention/g izmo to g ive them one or more gets the following bon uses to his mental attributes due to
super abilities. his force of wil l and cerebral strength : + 1 D4 to I . Q . ,
Minor Hero: The th inking man's su perbeing who relies + 1 D4+3 to M . E . , a n d + 1 D 6 to M A
as much on cu n ning than he does the one or two super
abil ities he possesses. Also suitable as a sidekick. Step Two : H it Poi nts & S. D.C.
Natural Gen ius: Th is is the natu ral leader and tactician
found in many comic books, intelligence is h is power, and H it Points : Roll to d etermine as usual. Add u p the
perhaps i n d ifferent ways than you might imagine. character's P . E. attribute n u mber and an additional +1 D6
S u persold ier: The prod uct of experimentation i n hu per level of experience.
man aug mentation for the specified purpose of creating
the u ltimate, h u man fighting machine. Likely to be an ac Structu ral Damage Capacity (S.D.C.): The Em
tive agent for a govern ment, corporation or organ ization . powered hero gets a base amount of 20 S . D. C . pOints to
Symbiotic: A u n ified , physical joining o f tw o separate start, plus any bon uses provided by physical skills and
life forms for the mutual benefit of both life forms. I n this super abilities.
case, all the strange super abilities come from the
symbiote, not from the h u man whose body it shares. Step Three: Determ i n i ng
Weapons Training : This is a classic type of su per-hero
that has trained with one class of ancient weapons (mis Impairment & Super Abilities
sile or melee) to the point of pure perfection.
This d eterm ines the important backg round information
By Carmen Bellaire & Kevin Siembieda about the Empowered character, his physical d isabilities
and how he overcomes the i mpairment. This may also
There are a few heroes out there who strive, more than help to d etermine his motives and goals in l ife.
any others, to be a true hero and protector of the i nnocent.
These often seem to be heroes who have, themselves, The Physical Impairment
suffered from a physical, mental or emotional trauma or
lasting d isability, but have overcome it to become true The E mpowered Hero has lost some basic physical
S U P ER-heroes. Often th eir maladies are the results of a abilities, due to birth defect, an accident, i njury, disease or
illness, but has developed super abilities to compensate .
?ri me or injustice perpetrated against them, but they are Players m ust rol l for, or choose, one of the physica l i m
pairments, below, for the character. Remember, overcom
Just as often the result of luck (good or bad) . This per ing the d isability has inspired the character to become a
ceived injustice or weird happenstance u ltimately g ives hero, making h i m more resou rceful , strong-Wil led and
the character su per abilities and the inner d rive to become committed to helping others. The Empowered Hero, more
a champion of justice - a true hero. Most ofte n , th is type than any other, understands what it is l i ke to feel alone
of super being is self-made, acq u i ring super abilities and powerless, making them sensitive to the plig hts of
th rough self-experimentation, accident, l uck, genetic muta other people.
tion or, as i mpossible as it may seem, sheer force of will
alone. 01 -1 0% Elderly. Old age has robbed the character of
strength and vigor. To determine the character's age, roll
8
5D6 years and add it to 60. Penalties and Mod ifiers: May tomized and mod ified devices with special touch (Braille)
only select two Physical skills (any), and reduce P . S . , or audio-based systems allowing them to be used without
P . P . , a n d P . E. b y 30% a n d Spd by half. Mentally, sti ll skill penalty . Obviously cannot use optic systems, cam
sharp as a tack. eras and similar visual based devices.
1 1 -20% Facial Disfigurement. Cosmetically, the face 51 -60% Cannot Use Legs. The character lost h is legs
and skin are obviously ma rred and blemished . Skin may or the use of h is legs any n u mber of ways, or is partially
be scarred and discolored from burns, disease, tortu re , paralyzed from the waist down . Penalties and Modifiers:
accident, or birth defect. The nose or mouth may be The character can only select two physical skills, exclud
twisted out of shape, too large or too small. There may ing Acrobatics, Gymnastics, Boxing, Prowl , Wrestling and
also be other odd characteristics such as pockmarked or Runni ng (Swimming and Weightlifting are common for
lu mpy ski n , no eyebrows, high forehead , baldness or building the upper body), and the choice of Hand to Hand
scraggly patches of hair, th ick eyebrow ridges above the Combat is limited to Basic or Martial Arts. Re-roll Spd :
eyes, oddly shaped or large ears, large or protruding 1 D6 (+8 when in a standard wheelchair powered by hand
chi n/jaw, su nken cheeks, high cheekbones, boney or flesh movement) , reduce P . E . and P . P . by 30%, and P.S. by
covered horns or protrusions, and similar. While the cal 20% u n less the character has taken at least one Physical
lous mig ht sigh and moan that such an ind ivid ual only suf ski l l . The character can not stand without some means of
fers "cosmetic" injury, such obvious d isfigurement h u rts physical support (wal ker, crutches, rai l i ng or table to hold
down into the sou l . The character will have undoubted ly onto, etc.) and needs wheelchair to get around.
suffered teasing , cruel jokes, bu llying and unfair rejection
and even fear or revulsion because of his looks. People 61 -70% S uffers from Genetic Birth Defect. The char
with less self-esteem than our hero might suffer from acter has never been very athletic or physical due to a
self-loathing, insecu rity, resentment and hatred . Penalties birth defect (respiratory/breath ing cond ition, weak heart,
and Mod ifiers: Red uce the P . B . attribute by 60%, M .A. is muscu lar degeneration , etc. ) that incl udes genetiC d isabili
-1 D4 , and the character has a Horror Factor of 8+ 1 D4 . ties or diseases (Parkinson's, M uscular Dystrophy, M . S .
etc. ) . May need a wide range o f med ications on a reg ular
21 -30% Stone Deaf. The character can not hear, caus basis to avoid complications, pain or symptoms (tremors,
ing problems in commun ication (must use sign language headaches, weakness, inability to breathe, etc.) . Penalties
or lip read ing) and d ifficulties in combat; can't hear warn & Mod ifiers: Can't take any Physical skills (at least not
ings, the sound of danger or incoming attack. Penalties ones on par with an ath lete or warrior) , reduce P . S . , P . P . ,
and Mod ifiers: -2 on in itiative, -1 to stri ke, parry and P . E . , a n d Spd b y half; tires easily.
dodge, and can not respond to attacks from behind or
wh ich he doesn't see coming. Obviously,. the hero can not 71 -80% P hysical Deform ity. This character's body is
use rad ios, telephones or any sound based devices. a twisted h u l k. Hunch back is a common malady in this cat
egory, causing the character to be bent or h u nched for
31 -40% Loss of Limb. One or both arms are missing ward , making hi m appear short and often the spine is
or useless (can't move d ue to i njury, nerve damage, i l l twisted in such a way that one arm seems longer than the
ness, birth defect, d isease, etc.). The character may have other. Another possibility is that the character is un usually
a prosthetic arm(s), made from artificial materials (typically tall (6+ 1 D4 feetl2 . 1 to 3 m), but his muscles are weak or
plastics and metal, sometimes wood) , but it is a poor sub bones are brittle. Or the character may be un usually short
stitute for a real limb. No matter how " life-like , " prosthetics ( 1 D4 feetlO. 3 to 1 .2 m), or genetics have gone awry, or
don't feel sensation, are hard and cold, uncomfortable to disease or injury has made one leg and/or one arm
wear, and ulti mately an artificial h u n k of synthetics and shorter than the other, or twisted , causing the character to
science. This character may select any th ree Physical be bent and shaped oddly, and walk with a limp. I n most
skills, excluding Acrobatics, Gymnastics and Wrestl ing . cases, there is chronic pain associated with the twisted
Penalties and Mod ifiers: Reduce the P . B . , P. P . , and P . E . bone or spine. Penalties and Mod ifiers: Physical skills are
attri butes by 2 0 % and skills req u i ring two hands or high limited to Hand to Hand : Basic, General Ath letics, Body
physical dexterity are done at -1 5% if the character has Building, Climbing, Prowl and Swi mming (may include
lost one arm; -50% if both are lost (the feet, mouth , pros S . C . U . B.A. ) . The more demanding sports and exercise
thetics and mechan ical devices may be used but with a like Acrobatics, Gymnastics, Boxing, etc. are right out. Re
substantial penalty). duce P . S . and P . P . by 1 D4 points, but reduce Spd and
P.E. by half.
41 -50% Blind. The character has lost his/her sight, be
it from birth or an accident or illness later in l ife. The char 81 -90% Mute. The character has lost the ability to
acter has adjusted to life without sight, but still has obvi speak, be it from birth, an accident or illness. Penalties &
ous d ifficu lties. Combat Penalties: -1 on in itiative, -9 to Mod ifiers: The hero can not perform any skill req u iring a
strike, parry , dodge and all other combat moves; one can voice or use communications systems, nor shout a warn
on ly learn to compensate so much . Other Penalties and ing, cast spells, etc.
Modifiers: The blind character has trouble navigating i n a
world of sight (reduce Spd. by half and m ust feel and tap 91 -00% Debilitating Disease or Full Body Paralysis.
and use sound to move about and avoid obstacles and The hero is weak from a debilitating illness or terminal d is
danger) . Many skills that req u i re sight are impossible. ease like cancer, AIDS, etc. Penalties & Mod ifiers: The
Shooting a g u n , for example, is always done as shooting character's body is Sickly; reduce P . S . , P . P . , P . E . , P . B .
wild. However, some skills like typing, using a computer, a n d Spd attributes b y 1 D6x 1 0 % ; the extent o f the damage
telephone, and other devices can be done by using cus- varies with each ind ividual and the prog ress of the degen
erative d isease (usually it gets worse over the years,
9
thoug h the disease may go i nto periods of remission when at the cost of their own l ives. However, this high regard
the deterioration stops for 1 D1 0 years at a time). Red uce may blind the character to ind ividuals of that profeSSion
physical attributes to only 1 D4 for fu ll body paralysis. who are not caring or generous heroes, but villains and
opportu nists, or tragically flawed by their own weaknesses
Overcom i n g the Disa b i l ity and personal demons.
OtD Table 1: Emotional Inspiration 81 -90% Witness to Greatness. The character saw,
first han d , a noble hero fig ht against all odds and win .
01 -20% Witness to Tragedy. Saw parents or family People said i t was i m possible, yet the hero d i d it. This has
(wife and Ch ildren), or best friend(s), or in nocent people been a profound source of inspiration for the player char
(ch ildren perhaps) murdered or horri bly killed right i n front acter, who strives to achieve the same ki nd of greatness
of him. He was helpless to prevent it or save them. The for himself.
character suffered from shock, and for a long time was
afraid and lost to sorrow and/or depression. Then he be 91 -00% Witness to a Heroic Secret. The character
came angry and vengefu l. Eventually, the character's saw or heard about (via TV, radio, or first hand) one or
emotional balance was restored , but he has also found in more legendary heroes locked in battle with a band of
spiration, motivation , and inner strength to protect those in super-villains, or struggling in impressive ways to save
need, especially the helpless and innocent. l ives d u ring a terrible crisis (rag ing fire, earthquake, h u rri
cane, etc. ) . As breathtaking as the super h u man's efforts
21 -40% Personal Tragedy. The player character has were , it was l ittle more than a spectacle u ntil the player
known more than his fair share of g rief, suffering and trag character accidentally bore witness to something that
edy. His story may be one of outrageous misfortu ne, be changed his life forever. It was pure coi ncidence that he
trayal, or bizarre turns of fate, but is most likely to be living was looking out the wi ndow when he d id or happened to
a classic tale of adversity th rough birthright - a misfit, liv be where he was when he (and he alone) learned that th is
ing in poverty, losing one or both parents early in l ife cou rageous "su per-hero" everyone took for g ranted as be
(through illness, alcoholism, an accident, cri me, etc. ), hav ing perfect, more than h u man and whole, was actually
ing poor health or a disability, and being held back and/or handicapped ! The revelation may have come after the bat
bullied and abused because of it. The character has al tle when the witness saw h i m tum into his ord inary, "Joe
ways tried to do what's right and work hard to better h i m Citizen" identity (not that he knows who he is) and saw
self and help his loved ones, but one misfortu ne and q u i rk that the super being was really aged and frail, or blind , or
of fate after another has thwarted his best efforts. Yet, the deaf, or needed a wheelchair, etc. , just like him! The reve
character has never yielded or g iven up. His spirit is un lation has i nspired the character in ways he can't describe.
broken and he is a better, stronger, and kinder person for
all of it. More than that, he has risen above circumstance OtD Table 2:
to become a champion of the u nderdog and someone
people point to and call a "su per-hero." Physical Compensation
41 -60% Witness to Inj ustice. The player character The following i s how the impaired character compen-
has personally experienced or has borne witness to such sates and overcomes his physical d isability.
a terri ble i njustice that he has vowed to fight it and prevent
others from suffering in a similar man ner. 0 1 -1 0% Bionics/Cyborg
1 1 -20% PhYSical Metamorphosis: Demigod
61 -70% Victim of Evi l. The player character experi
enced physical and emotional trauma from an act of ter 2 1 -30% Physical Metamorphosis: Monster
rorism or extreme cruelty born from insan ity or outright 3 1 -50% Psionic Powers to Compensate
evil. He cou ld have been a victim of a crime or war (taken
hostage and held captive for hours, days or weeks, and 5 1 -70% S uper Abilities to Compensate
raped , tortu red , and otherwise tormented and abused) ,
g a n g violence, a random act o f mad ness or stu pidity, and 7 1 -80% Lycanth ropy
it may be how he got his physical d isability. Despite the 8 1 -90% Robotics
horror of it all, the character has risen above it and is
highly motivated to protect less fortu nate people from suf 9 1 -00% U nderwater Abi lity
feri ng a similar, but perhaps lethal or permanently destruc
tive fate. 01-10% Bionics
71 -80% A Debt to be Paid . The character (and per The character has chosen to have his lost or useless
haps others) was rescued by one or more heroes - a limb, eyes, etc. replaced with cybernetic ones, and has
super being or mere mortal like a policema n , fire and res gone beyond that to subject hi mself to Partial Bionic Con
cue team, a doctor, priest, a brave but otherwise ordinary struction/aug mentation. Typical Budget is 1 D4+4 million.
citizen , etc. However, while he was saved, h is rescuer(s)
perished , lost his life (or their l ives) so that he and others Go to the Bionics Power Category found in Heroes Un
would live. It was a profound experience and has inspired limited RPG, 2nd Ed ition tu rn h i m into a cyborg .
the character to devote his own life to helping others and
ma ki ng a d ifference. Note: This character is l i kely to have 11-20% Physical Metamorphosis: Demigod
g reat respect for people in the profession that saved hi m
Regard less of the physical i nfirmity that normally
plag ues the character, he or she tu rns into the eq u ivalent
of a Greek God whenever the character d raws on his/her
i n ner strength to take action as a hero. This may be some
11
mutant power of transformation or mag ical in natu re. (If Physical Appearance: Lost or useless limbs are made
magical , the hero may have a magic item or can perform a whole and healthy, but the character is clearly an i n h u man
spell or special ritual that lets h im temporarily transform brute, animal-like or monstrous. In th is case, the appear
into a superbeing. The transformation remains as long as ance is probably reflective of the hero's own inner de
the character is conscious and desires to be a superhu mons, rage or frustration. He or she is tall (6+ 1 D4 feeU2. 1
ma n. Maximum length of time for any one transformation to 3 m), muscular, and strong, but i n h u man.
is hours equal to the character's M . E . attri bute n u mber. )
Ph ysical Attributes & Related Bonuses: P.S. 106+5 (con
Mental Attri butes: U nchanged ; same stats, mental abili sidered Extraordinary P.S., but Superhuman or Supematural
ties, skills and memories. P.S. may be selected as one of the additional powers), P . P .
1D4+1, P.E. 104+2, P. B. Reduce by 1 D4x10%, Spd. 106+2 .
Physical Appearance: Lost or useless limbs are made Hit Points: Triple. S. D.C. : 1D6x10+ 1 0. Natural AR. 1 0 (only
whole and healthy, d isfig u rements and weaknesses van attacks that are 11 and higher do damage). +1 attacks per
ish . More than that, the character appears as the ideal melee rou nd, +1 on initiative, +2 to strike, +1 to parry and
male or female, transcending mere mortal looks for that of dodge, +1 to disarm and pull punches, +2 to roll with impact,
a mytholog ical demigod . He or she is tall (six feet +206 +4 to save vs Horror Factor, +1 to save vs magic, and +2 to
i nches/1 . 8 to 2 . 1 m), muscular, strong and as handsome save vs pOison, toxins, d rugs and disease. Note: Bonuses
or beautifu l as any super-model. Whether it is their i n ner are in addition to attributes and super abilities.
beauty g iven physical manifestation or their body molded
by their own sense of what a hero should look like, or Super Abil ities: Same as 01 -20% Demigod.
someth ing else enti rely, is u n known .
P h ysical Attributes & Related Bon u ses: P.S. 1 06+ 1 2 31-50% Psionic Powers to Compensate
(con sidered Extraord inary P . S . , but Superh u man or Su
pernatu ral P.S. may be selected as one of the add itional The character has developed a range of natural psionic
powers), P. P . 104+4, P . E. 1 D6+4, P. B. 1D6+6, Spd . powers th at com pensate for, or overcome, his p hysica l
2 D6+10. Hit Points: Double. S . D . C . : 2D4x1 0+ 1 6 . Natu ral d isa bility. Althoug h th is is very effecti ve, it is also very ob
AR . 10 (only attacks th at are 1 1 and h ig h e r d o da mage). viou s to anyone seeing the power(s) in use. The best th ing
+2 attacks per melee rou n d , +2 on i nitiative, +2 to stri ke about the main compensati ng (special) psioniC power is
and parry , + 1 to d odge and d i sarm, + 4 to p u l l punch, +1 to that it costs NO I . S. P . to use, and can be used simulta
rol l with i m pact, +2 to save vs Horror Factor, mind control neously or in conju nction with other Psi-Powers that do re
and possession . Note: Bon uses are in add ition to attrib q u i re the expend itu re of I . S . P . The character is considered
utes and super abilities. a Latent Psychic with 3D4x1 0+ M . E. attribute nu mber in
I . S . P . , + 1 D6 add itional I . S . P . per level of experience. + 1
Super Abil ities: Any type, but roll percentile d ice to see attack per melee round when o n ly usi ng psi-powers.
h ow many.
01-20% One Maj or supe r ability and one M i n or abil ity. 1 . EctoplasmiC Limbs (special): Can be maintained
21-30% Th ree M i n or super ab i l ities (no Major powe rs). and used conti nu ously for one hour per each P . E. pOint
31-40% One Maj or supe r ability and two Minor abil ities. and used to com pensate for lost, useless and im paired
41-50% Two Maj or supe r abilities (no M i n or powers). li mbs. This character will also have 1D4+3 add itional
51-60% One Major supe r abil ity and th ree M i nor abi lities. Physical Psionic powers that req uire the expend itu re of
61-70% Two Maj or supe r abilities and one M i n or abil ity. I.S. P.
71-80% Fou r M i n or super abilities ( n o Major powers) or
Two Major and one M i n or. Arms and hands have a P.P. of 10 or are equal to the
81-90% Two Major super abilities and th ree Minor abilities. character's P . P . (wh ich ever is higher), P.S. is 10 +1 for
91-00% Th ree Major super abilities (no M i nor powers). every two pOi nts of M . E. (wil l power), and the EctoplasmiC
arms and hands can stretch and reach one foot (0. 3 m)
21-30% Physical Metamorphosis: Monster per level of expe rience . Can also squeeze th rough key
holes or under a door and reach u p to undo or tu m a bolt,
Regard less of the physical infirmity that normally cha in or sliding lock. Bonuses: The Ecto-Limbs don't suf
plag ues the character, he or she turns into a bestial mon fer any of the cha racter' s usual physical penalties, provide
strOSity or frightening looking h u l k whenever the character three extra attacks per melee rou nd, +4 to stri ke and d is
draws on h is/her inner strength to take action as a hero. arm, +6 to parry, and are +1 on in itiative for every 6 M . E.
This may be some mutant power of tra nsformation or poi nts (resu lting from mental alertness and sharpness of
magical in natu re. (If mag ical, the hero may have a mag ic mind).
item or can perform a spell or special ritual that lets h i m
temporarily transform into a superbeing. T h e transforma Leg s and feet have P . S . of 1 0 and a Spd of 1 4 + 1 for
tion remains as long as the character is conscious and de every point of M . E. (wil l power) and can i ncrease i n length
sires to be a superh uman. Maxim u m length of time for any to make th e character two feet (0.6 m) taller per level of
one transformation is hours equal to the character's M . E . experience . Bon uses: The ecto-limbs don't s uffer any of
attri bute n umber. ) the character's usual physical penalties, enable the char
acte r to leap 5 feet ( 1 . 5 m) hig h and 1 0 feet (3 m) across
+3 feet (0. 9 m for either) per level of experience, and pro
vide a bon us of +4 to dodge and +2 to rol l with impact.
Mental Attributes: Red uce I . Q. and M . E . by 1D4 points EctoplasmiC li mbs are a vaporous, luminous set of
when tu rned i nto a monster, M .A. , skills and memories are limbs that extend out from wh ere there are none or ove r
u n ch a n g ed .
12
and beyon d useless on es to act as the character's own . range limit of 1 50 feet (45 . 7 in). Non-psion ics wi ll assume
These are agile (eq ual to the character's P . P. ) and very that transmission is normal speech, psychics will know
sensitive - they h a ve the equivalent of full human sense of better. Note: This power can NOT be used to read minds
touch with the same ski l l bon uses. Th e stren gth and reach or pick up empath ic i mpressions, only to commun icate
of an Ectoplasmic Hand is exactly like that of a n orma l with words, i.e. , for speaking. One problem with Mental
arm. Likewise, the size of the hand and arm is proportiona l Speak is that it does not work with telephones or other
to the cha racter' s size. If a l i m b i s struck the characte r commun ication devices, like rad ios.
feels the pain just as if it were i nfl icted on his flesh . Each
hand and arm has 20 S . D.C . and if the S.D.C. is ex 4. Psionic Senses: The character has a n u mber of
pended th en that hand and arm will be tempora rily g one. "sensing/awareness" pSion ic abilities. These powers typi
Because of the psych ic pain , a destroyed Ectoplasmic cally compensate for the loss of sight or hearing, but may
Hand may n ot be recreated u ntil at least 2 06 days have also be chosen to adjust for other lost senses or a particu
passed . If one hand and arm a re destroyed , the other can larly frai l/sickly body or loss of legs. The character has
still be used , sum moned and d ispel led normally. Healing M i nd Block Auto-Defense (special) or Group Mind B lock
of S.D.C. on the Ectoplasmic Hands is one point per hou r (22), pick one, plus Empathy (4), and 1 04+2 Psychic Sen
and conti n ues even if the power is not cu rrently being sitive powers of choice and two Physical or Healing pow
used . Bea r i n mind that the Ectoplasmic Hands van ish ers of choice, all of which req u i re the expenditure of L S . P . ,
when the character is u n conscious or ceases to concen but the character gets a bon us 1 06 L S . P . pOints per level
trate on them. of experience.
2. Superior Telekines is (special) : Another means of 5. Psionic Sight (special): Psionic Sight can be main
compensating for l ost, useless or impaired limbs. The abil tained and used conti n uously for one hour per each P . E.
ity can be mai ntained and used contin uously for one hour point at no L S . P. cost and used to compensate for blind
per each M . E . attri bute point. Th is character will also have ness. This character also has Presence Sense (4) , Object
two other Telekinetic powers from the Physical powers, Read (6) and can select five psionic powers from the fol
1 04+ 1 add itional Physical Psionic powers and two Super lowi ng: Detect Psionics (sense its presence and general
Psionic powers limited to the following: Psi-Sh ield (30), location), Psychic Diag nosis (4; by touch), Astral Projec
Telekinesis: Super ( 1 0+), Telekinetic Force Field (30), tion (8; the character can see in Astral form), Clairvoyance
Telemechan ics (any, see Powers Unlimited One for oth (4) , See Au ra (6; sees it in h is mind's eye; same info),
ers), or Psi-Sword (30), all of which req u i re the expendi Sense Ti me (2) , and Sixth Sense (2) , all of wh ich req uire
tu re of L S . P . the expend itu re of L S . P .
The character can use h i s S u perior Telekinesis to move Psionic Sight enables the character to make out
without mechanical devices and to use weapons and blurred , vague shapes, distance and depth , but he actually
tools, open doors, operate devices, and even d rive. May "feels" or senses who or what he is seeing. Cannot see fa
appear to hover or float in the air ( maximum S pd is M . E . cial featu res, read signs, the printed word or see flat illus
attri bute number x3, a n d maximum heig ht above the trations or pai ntings.
g round is one foot/0 . 3 m per M . E . point). Maxi mum weight
that can be lifted is double the usual amount for the Tele 51-70% Super Abilities to Compensate
kinesis power and the character can use the ability to
move h i mself, carry objects and operate machines without As impossible as it seems, the character has developed
using up L S . P . Outrig ht Telekinetic attacks, however, re super abilities to compensate for his physical infirmity!
quire the use of other Telekinetic abilities (Push, Punch ,
etc. ). Note: May fi re a g u n o r h u rl an object a s per the Number of Super Abilities:
usual limitations of the Telekinesis power.
0 1 -20% One Major super abil ity and two M i nor abilities.
3. Ps ionic Voice/Commun ication : Mental Speak can
be maintained and used at wi ll without limit and without 2 1 -30% Five Minor super abil ities (no Maj or powers).
L S . P . cost. This character can also select five other pow
ers from the following list: Empathy (4) , Mind Block (4) , 3 1 -50% One Major su per ability and th ree Minor abilities.
Sense Evil (2), Suppress Fear ( 8 ) , Telepathy (4) , Em
pathiC Transmission (6) , Hypnotic Suggestion (6) , and 5 1 -65% Two Major super abilities and two Minor abilities.
Mind Bond (Super; 1 0), all of which req u i re the expend i
tu re of L S . P. to use. 66-80% Two Major super abilities and three Minor abilities.
Mental Speak (special): Th is power acts as a simple, 8 1 -90% Three Major super abilities and one Minor ability.
mind to mind su bstitute for speech. Range is equal to that
of h u man speech (approximately 300 feet/9 1 . 5 m), except 9 1 -00% Three Major super abilities and two M i nor abilities
or seven Minor abilities.
that it is not muffled by ambient noise. There is no saving
th row because it is not an attack. At worst, all the charac Types of Super Abilities : At least half of the su per
ter can do is "shout" curses and the receiver can choose abilities should clearly compensate for the physical impair
to ignore the message. The hero can focus this limited ment, and in many cases, all powers do.
Telepathic Transmission so that only one specific charac
ter receives it, or the transmission can "speak" to several Here are some examples of abilities that compensate
people at the same time, so long as everyone is within the for certain d isabilities:
Blindness: Compensates with Radar (Minor), or ANY
combination of Heightened Senses: Hearing, Smell,
Taste, Touch (all M i nor) . Other types of compensation
may i nclude Darkness Control (Major; probably best used
in conjunction with Nig htstalking), Nightstalking (Minor;
can see only at night and i n total darkness plus the usual
13
abil ities for th is power) , Clock Manipulation (Minor; in th is no other su per abilities), Mimic (Major; only in add ition to
case, the character can Sense Time same as the Psionic the usual Mimic powers, the character can , for the d u ra
power but without L S . P. cost and can sense and manipu tion of the power, also mimic a healthy, mobile body) and
late ti mepieces) , and may be supplemented by other su Negate Super Abilities (Major) .
pers powers of al most any variety. TransferallPossession
(Major; uses the body of another person in place of his M i nor Abilities appropriate for this infirmity i nclude: Alter
own ; can see when in another's body) , Control Others
(Major; not only does he control the individual, but he can Physical Body, Energy Expulsion (any), Extraordinary
see whatever h is puppet sees), Alter Physical Structure P.E., Extraordinary P. P., Extraordinary Speed, Impervious
option: May be able to see when in an altered form similar
to the BrokenlWeak/Paralyzed Body, below. to Fire & Heat, Mental Stun, and Superhuman Strength.
M inor Abilities found in Powers Unlimited One: Any Su
Minor Abil ities fou nd in Powers Unlimited One: Abnor
mal Energy Sense, Anten nae, Criminal I ntu ition , Danger pervision and Heightened Senses, Anatomical Independ
Sense, Doorway, Lunar Strength (more powerfu l i n the ence, Danger Sense, Hold Breath , Hyperdensity,
darkness of night), any Heig htened Senses, I m pact Resis I m movable, I mpervious to Cold & Freezing, I m pervious to
tance, I mpervious to Shadows & Darkness, Instant Ward Disease & I l l n ess, I mpervious to Poison & Toxi n , Lightning
robe, Life Sense, Motion Detection, Seismic Power, Reflexes, Motion Detection, M ulti-Tasking, Un-trackable,
Sensor Orb, Sonar, Toy Control (in th is case can see U n noteworthy/Forg ettable, and Warp Sound (for others).
th rough any optics or sense movement from any sensors
present in high-tech toys) , and Ultra-Hearing . Major Abil ities fou nd in Powers Unlimited One: Absorb
Bio-Mass, Energy Doppleganger and Matter Expu lsion .
Major Abilities found in Powers Unlimited One: D i men
sional Room, Distort Space and Generate Fog & Smoke. Note: Any combination o f these abilities work for the
Elderly , partial or ful l paralysis, or anyone with severe ill
Deafness : Fu ndamentally the same as Blind, plus can ness that has made the body su per-frai l and vulnerable. I n
take any (or several) of the Supervision powers. An ironic ALL cases, the powers apply only while the character is
ability might be any one or more of the Sonic abilities - conscious.
can't hear sound waves but can manipulate them.
Disfigured : Alter Facial Features & Physical Stature or
Minor Abil ities found in Powers Unlimited One: Any Su Holographic Memory Projection (Major; can d isgu ise the
pervision and Heig htened Senses, Danger Sense, I m per character's true appearance for one th ing), Alter Physical
vious to Sound & Vibrations, Lightn i ng Reflexes, Motion Body, Invisibility (Major; h ides appearance), Shrink (Major;
Detection, M u lti-Tasking, Sensory Orb, U n-trackable, he can't be seen),
U n noteworthy/Forgettable, and Warp Sou nd (for others).
M i nor Abil ities found in Powers Unlimited One: Blur,
Major Abilities found in Powers Unlimited One: M i rror Enlarge Body Parts, I n stant Ward robe, Mask/No Face,
Mastery, Power Touch , and Reconstruction. PhYSical Perfection (to com pensate for d isfigurement, but
only a + 1 04 bonus to P . B . ) , Shadow Meld , Shadow
BrokenlWeak/Paralyzed Body : Alter Physical Struc Stepping , Un-trackable, and U n noteworthy/Forgettable.
ture (Major, any; has the equ ivalent of a whole, working
body in the altered state, though it may not be completely Major Abil ities found in Powers Unlimited One: Alter
h u man looking - for example, an energy form might have Physical Structu re (any), Mega-Wings and Mirror Mastery
missi ng legs that appear as an energy trail or arms mig ht (an iron ic power) .
be energy tendrils, while metal, stone, or plant Altered
Limbs may resemble the h u manoid shape, but not that of Loss of Limb (arms): Tentacles (Major; replaces lost
a muscu lar h u man body, etc. ) , TransferallPossession or useless arms), Body Weapons (Minor; in th is case, lost
(Major; uses the body of another person in place of his l imbs g row and useless ones work, but only when tu rned
own) , Control Others (Major; manipu late others to do as i nto a Body Weapon), a ny Energy Expulsion (Mi nor; shoot
he desires) , Control Kinetic Energy (Major; slows and af from the eyes), Extraordinary Speed (Minor) , Manipulate
fects opponents), Copy Physical Structure (Major; de Kinetic Energy ( M inor, but can be performed using the
fense) , Create Force Field or Force Aura (to protect mind , no hand gestu res necessary), Power Channeling
h i mself and others), Divine Aura (Major; relies on leader ( M i nor; devastating when combined with kick attacks),
ship and brains, the body remains a wreck), Invulnerability Mental Stun ( M i nor) , and Multiple Limbs (M inor; his natu
(Major; in th is case the character's frail body becomes ral limbs are useless, but these extra ones appear when
whole and reliable; double P . S . and P. E . , increase P . E . , the super ability is activated and they work fine).
P . B . and Spd by 50%, and the character gets two extra at
tacks per melee round and is + 1 on all combat maneu Minor Abil ities fou n d i n Powers Unlimited One: Alter
vers, but only when the super abil ity is activated ) , Bio-Ar P hysical Structu re of Limb (in th is case, it restores the use
mor (Major; an ability to bolster and protect the body i n of a damaged or paralyzed limb, or replaces a lost one,
concert with abilities that provide some form of move but only when using th is power) , Anatomical I ndepend
ment) , Mechano-Link (Major; uses mach ines and may ence, Energy Expulsion (any, from the eyes), Enhanced
even control mechanical body armor or super-veh icle as Leapin g , Enlarge Body Parts, Exploding Spheres, Fab
his public super-hero body - if the latter is the case, also
construct a low- to mid-end armored exoskeleton or ric/Cloth Material Animation , Flight (any), Gun Limb
super-veh icle; high-end/powerfu l only if the character has (makes useless arms a working weapon, and can form a
weapon limb where no arm exists), Instant Wardrobe,
Lifting Field, Mask/No Face, Motion Detection, Quills &
Spines, Tentacles of Hair, Tractor Beam (from the eyes),
and Waver Rider.
Major Abi lities found in Powers Unlimited One: Control
Density, Create Force Constructs, Friction Control, Liq ue-
14
faction , Re-Chan nel & Expel Energy , and Su pernatural su per-veh icle , wo rn o r piloted by the i n d ivid ual or, best of
B i te . a l l , control led by transfe rri ng h is or h e r min d/life essence
into the armored suit, robot, a n d roid o r super-vehicle. Typ
Loss of Legs : Any Alter Physical Structure ability (Ma ical Budget is 1 D4+3 m i l l ion - artificial inte l l ig ence is not
jor, has equ ivalent of h u man limbs in that form; see Bro applicable; + 2 m i l lion fo r repai rs.
ken Body, above), Stretching (and bounci n g ; Major) ,
Tentacles (Major; uncommon, b u t can b e used to replace Go to the Robot Power Category (or Hardware Su per
lost or useless legs; looks weird and scary, but effective), Vehicle) found in Heroes Unlimited RPG, 2nd Ed ition
Gravity Manipulation (Major) , or Magnetism (Major, to al and create one for this character.
low movement and may include having metal braces or ar
mature for li mbs that don't normally work, but which can How did the hero get this su per su it, robot or veh icle?
be manipulated via the Mag netism power to fake it). Here are some possibilities, pick one or make a random
rol l .
Minor abilities that compensate for bad legs can include
Flight: Glide, Flight: Winged ( perhaps the wings a ppearing 0 1 -20% Spent half t o all of h is fortune t o have i t se
only when the power is activated), Flight: Wingless, Ma cretly constructed .
nipulate Kinetic Energy, Superhuman Strength ( M i nor; l i m
ited to u pper body/arms and hands), and Supervision 2 1 -40% Has i nfluence in h ig h places and used his con
(any). nections with the military, govern ment or private ind ustry
to be al lowed to partiCipate in a secret operation that in
M i nor Abilities found in Powers Unlimited One: Ana volves robotics or super-veh icles. I n th is case, the su it, ro
tomical I ndependence, Beastmaster, Bookworm , E nergy bot or veh icle may be a top secret prototype.
Expulsion (any), Energy Whip, Flig ht (any), Gun Limb
(makes useless arms a working weapon, and can form a 4 1 -60% Was g iven it by benevolent aliens - or by a
weapon limb where no arm exists), I n stant Wardrobe, good guy super-genius who could have been a friend , a
S hadow Melding, Sliding, Super Bou nce, Su per Bur secret admirer, a sympathetic sou l , or somebody using the
rowing, Super Wi nd Blast, Swing Line, and Tentacles of character as a g u i nea pig or a not so good-guy manipulat
Hair. ing h i m for his own insidious pu rpose.
Major Abi lities found in Powers Unlimited One: 6 1 -80% Found it! Could have been created by any
Beastmaster, Rocket Fists, Weapon Energy Extensions, body, good or evil, human or extraterrestrial, and maybe,
SpiralNortex, Vertigo Field and Weapon Meld in g . someday, the real owner/creator will come to take it back.
Mute: Fundamentally t h e same a s Blind, p l u s can take 8 1 -90% Stole it, especially if the impaired individual has
any (or several) of the Supervision powers. An ironic abil the ability to release his mind and send it i nto the power
ity might be any one or more of the Sonic and/or Sound armored su it, robot or super-vehicle. Actually, that capabil
abilities - can't speak but can manipulate sou nd and son ic ity is built i nto the machine itself, but the d isabled charac
v i b ra t i o n s . ter has a "g ift" that enables hi m to release h is l ife force
and tap into the machine, override any prog raming or con
M i nor Abil ities found i n Powers Unlimited One: En trols, and take it for h i mself (limited to th is machine and
ergy Expu lsion (any) , Energy Wh ip, Flight (any) , I m pervi others very m uch l i ke it). Someday, the real owner, good
ous to Poisons & Toxins, I mpervious to Sound and or evi l , h u man or alien , may come to take it back, and isn't
Vibrations, Sonar, and Warp Sound. likely to take kindly to the th ief.
Major Abilities found i n Powers Unlimited One: Amphib 9 1 -00% I nherited the machine. A relative who was a
ious, Borrow Power, Chemical Secretion , Divine Healing , rich philanthropist, or an eccentric genius, or robotics pio
Super Consu mption and Su pernatural Bite/Jaws. neer, or a h ig h-ranking military or government agent, or
even an ex-su per-hero or a reti red super-villain left it to
71-80% Lycanthropy (Major Super Ability) the character.
I n this case, the character can only become whole, 91-00% Underwater Abilities
healthy and powerfu l when he turns i nto someth ing that is
half man , half an imal. Extra Bonuses for the Empowered (Minor Super Abil ity mod ified i nto someth ing more
Lycanthrope Hero: +1 D6x1 0+20 S . D. C. , + 1 D6+ 1 0 H it Major)
Points, +2 attacks per melee rou n d , +3 to strike , parry ,
dodge, and d isarm, +2 to pull pu nch and ro ll with impact, I n th is case, the hobbled individual becomes whole,
i ncrease P. S. , P. P. and P. E. attri butes by 50%, and double wel l and strong - super-strong - when underwater or
the Spd attribute. Red uce P. B. by 20% . All apply only when when d renched by water (rain, sprin klers, a contain ment
in animal form. This su per bei ng gets to select two Minor suit that holds and circulates water, etc. ) . In addition to the
usual u nderwater abilities and bonuses, the character gets
su per abil ities or one Major abil ity, but they can only be the followi ng extra bon u ses: I ncrease 50% a l l physical at
used when in animal form too! The h u man form is ordinary, tributes, + 1 attacks per melee rou n d , +2 on i n itiative, +2 to
even impaired , but the a nimalistic form is whole and su per stri ke, pa rry, dodge, and d isarm, +4 to p u l l punch ,
h u man (looks very d iffere nt i n the Lyca nth rope form) . + 1 D6x1 0 S . D. C. , +20 to Hit Poi nts, and has a Natu ral A. R .
of 1 1 . I mpaired on d ry land , a powerhouse in water o r
81-90% Robotics w h e n soa ked with it (d ries off on d ry land in 1 D 4 melee
rou n ds u n l ess the soaki ng is conti n u a l every melee ) .
The character's superh u man alter-ego is a machine: An
exoskeleton or suit of power armor, or a (giant?) robot or
15
Step Four: Education and Skills
Roll to determine the character's ed ucational level and
select skills as usual. The character can have any level of
ed ucation, from high school to doctorate, without sign ifi
cantly affecting his role as a crime fighter. Of course, it is
wise to select skills that will help round out the hero as a
leader, detective, vig ilante or super being. May be ham
pered by d isability, but not usually.
Step Five : Picki ng an
A l i g n ment & Other Stuff
Alignment: Any alig n ment can be selected , but heroes
should generally be of a good alignment, or at worse, self
ish .
Hand to Hand Combat: Combat skills are not gai ned
automatically. They must be selected as a learned ski l l .
Attacks P e r Melee (Hand t o H a n d ) : As with all other
superbeings, the character automatically gets two hand to
hand attacks per melee round to start. Any additional at
tacks are developed th rough the character's powers and
hand to hand combat, if any.
Weapons and Armor: Except for any possible equip
ment mentioned above , only conventional forms of body
armor, weapon ry and eq u ipment will be available.
Add itional Financial Resou rces : The character has
4D6x1 00 dollars available in ready cash . This is i n addi
tion to a possible l ife savings (See optional rules to rou nd
ing out one's character) . There is an 84% chance the
character also owns a personal veh icle. The car is less
than a year old . Presu mably, the character has a job,
apartment and reasonable personal possessions.
Experience Levels : Use the Experiment experience
chart at the back of HU 2 for level advancement.
Orig inal concepts and text by Wayne Breaux J r. ,
add itional material by
Carmen Bellaire & Kevi n S iembieda
Eugenics is genetic engineering , cloning and gene
splicing used to augment and change the human body.
The Eugenics Power Category differs from Experi ments or
Mutants in that the process is so sweeping and unique
that it creates an entirely different type of hero. Through
genetic manipu lation of the ind ivid ual's very genetic code,
the body of the subject is changed and enhanced on a
molecu lar level. I n this case, genetically altered to be
more than h u man.
16
Eugen ics characters are mod ified , enhanced and built by the very people you have been created to serve and
in much the same way as a Bion ics character, only all the protect. Heroes created th rough eugenics often have a life
parts are flesh and blood , and the powers d rawn from the as hard , lonely and cruel as any mutant.
natural world. The vast majority of genetic enhancements
come from the animal kingdom, splicing genetic material Creati ng th e
from an imals of all ki nds {including insects} into h u mans
with amazing resu lts. However, alien {as i n extraterres E u ge n i cs H ero
trial} and mutant DNA, though barely u nderstood and
sometimes having u n pred ictable side effects, are also The creation of the Eugen ics character is a little more
used by the most advanced laboratories {and those who complex than an Experiment or M utant character, and no
j ust happen to "luck" into alien specimens}. U lti mately, the where near as random, because the player must build the
genetic DNA code of the Eugenics character is altered to genetic chimera by buying each genetic feature desired .
serve the purpose of the sponsoring organ ization , be it The character is g iven a budget with wh ich to purchase
cri me fighting, warfare, illegal activities, exploration or wild the various genetic traits, featu res and aug mentation in a
experiments to push the limits of the h u man body in the similar way to how a Bionics or Robotics character is built.
name of science. Players are recommended to have some notepaper and a
calcu lator handy to keep track of the costs.
U n l i ke the creation of other scientific experiments, the
cand idate for eugen ics is often an embryo that is geneti Note: Since eugenics is in its infancy on the Earth of
cally altered , g rown in a lab and g iven to surrogate par Heroes U n l imited , heroes created th rough eugen ics are
ents {usually lab techs, scientists or skilled members of most likely to come from alien worlds and other d i men
the organization} who raise the child under specific g u ide sions where genetic engi neering is m uch more advanced
lines to train him {or her} in the use of his "special abilities" and more readi ly available. Thus, the Power Category of
to their fu l l extent. Eugen ics is ideal for space campaigns and completely
compatible with Aliens Unlimited ™ and wou ld slot right
Adolescent test subjects of various ages u nder 1 3 may i nto the Alien Genetic Engineering presented in the Aliens
also be used as guinea pigs by unscrupulous and illegal Unlimited Galaxy Guide ™ , page 1 44 . Many of the ge
experi menters i n the area of eugenics. Li kewise, teens netic mod ifications and eugenics presented here were in
and adu lts who are physically or mentally impaired are spired by those ru les and ideas. To get the dollar
sometimes solicited as vol unteers {or kidnaped by morally eq uivalents of credit amounts, just halve the credit values
bankru pt organ izations} for eugenic reconstruction th rough and vice versa.
DNA g rafts and manipu lation. To many volunteers, the
promise of a new lease on life is worth the risk of death or Step One: The Eight Attributes
disfig u rement - or so they believe at the onset.
Determine the eight attributes as you would any char
Someth ing that su rprises most laymen is that genetic acter. Don't worry about low physical attributes since
materials and clones can also be created from the recently those wil l be altered and i mproved th rough genetic aug
deceased . An intact corpse that is no more than one hour mentation and the selection of Physical skills. Keep all the
deceased {usually packed in ice or refrigerated until used i n itial stats i n pencil as skills and genetic enhancements
for the process} is taken as the sou rce material for the eu wi ll modify them.
gen ics proced u re where cells, D NA and even body parts Step Two : H it Poi nts & S . D . C .
{arms, hands, i nternal organs, etc.} are "harvested" and
cloned as revitalized living body parts or the raw materials Hit Points : Roll to determine as usual: Add u p the
for cell ular reconfiguration and extrapolation . character's P . E. attribute nu mber and an add itional +1 D6
per level of experience.
A h , b u t the inventiveness does not e n d there. Ge
netically re-engineered su perbeings often possess the Structural Damage Capacity (S.D.C.): The Eugen ics
DNA of multiple "donors," including animals and nonhu hero gets a base amount of 1 D6x1 0 S . D . C . pOints to start,
mans. Such genetic composite beings have been labeled plus any bonuses provided by P hysical skills, special abili
by the bio-tech industry as "ch i meras, " after the monster of ties and add itional genetic aug mentation.
Greek myth with the head of a lion, the body of a goat,
and the tai l of a d ragon . Genetic accidents, missteps, and Natural A.R. : Acq u i red as a Eugen ics Featu re.
monstrous looking ch imeras are d u bbed "bio-freaks. " Chi
meras g rown from an embryo are usually the most hu Step Three:
man-looking and successful of the experiments {79% vs
33%}, but even they are often branded as "freaks, " and Determ ining Eugenic Abil ities
suffer from the emotional trauma of being d ifferent - less
than h u man - as well as possible trauma from the entire The Budget
creation/augmentation experience itself. An estimated
50% of h u man chimeras suffer from some minor form of Roll percentile dice on the following table to ascertain
insanity {at least one Phobia, Obsession or Neurosis}, and your Genetic Construction Budget. ALL money must be
1 0-20% are seriously d istu rbed . The level of insanity and
disassociation with h u man society may rise much h ig her
among those who are mistreated by their hand lers and/or
feel the sti ng of rejection by society. It h u rts to be shunned
17
spent. The budget for eugen ics represents the total cost of ics is hardly the prominent ind ustry that cybernetics is, at
the genetic engineering. Since it is possible that the char least on Earth . Only a handfu l of special organizations can
acter wil l have disassociated h i mself from h is creators, the perform genetic modification on Earth , and all are consid
player must spend ALL of the available budget, even if it ered experimental and revolutionary. For the most part,
means buying simple cosmetic features to use u p any sur genetic engi neering is an offshoot of the medical industry,
plus. The money can not be spent on handg uns, devices, and using eugenics for crime fig hting or combat purposes
automobiles or other eq u ipment, only on the genetic mod i is relatively u ncommon.
fications. Note: M uch of the outrageous cost of recon
struction is due to the rarity and the long recovery time The high level of med ical advancement in the world of
i n volved . Heroes Unl i m ited makes cloned replacements for lost
l imbs or organs (except the brain and spinal cord) possi
Genetic Construction B udget: ble, but even simple cloned replacement parts are rare.
The process is sti ll experimental and only a few institutes
01-10% 3 m i l l ion have been able to perfect them, thus they are stil l hard to
acq ui re and prices are rather h ig h .
11-20% 4 million
The character h a s tissue samples taken, a n d the parts
21-35% 5 million will be g rown for hi m (takes 6 months). If he should ever
need that replacement, it is taken out of stasis and at
36-50% 6 million tached . The new limb or internal organ wil l match the
character's u n iq ue bio-sig nature exactly. The character
51-65% 7 million can purchase replacement limbs and organs with his start
ing budget (for later use), but only if the character is on
66-80% 8 million friendly terms with his sponsoring organ ization . Or he may
purchase cloned parts from the organ ization later, if he
81-90% 9 million can come u p with the cash .
91-00% 10 million Note: Genetic augmentations are not generally com
patible with cybernetic and bionic systems.
Now that you have a budget, it's time to create your
character. This is done by "buying" the special physical Description s of
features and abilities you want from the lists and tables
that follow. It is best if the "creator" (that's you) tries to de Euge nic Features
cide wh ich featu res are most important to his vision for the
character and buys them first. Then purchase additional Cloned Replacement Parts
and secondary traits, powers and featu res as you round
out you r character. Whi le a player can not go over budget, Cloned body parts are an exact match to the individ
he can opt to fall under budget, but any money not spent ual's u n iq ue physiology. There is no chance for rejection,
goes back i nto the program and is lost to the character. there is virtually no scar tissue, and the organ or limb
works perfectly.
Important Note : The acq u isition of " h u man level" limbs
and organs, cloned from the recipient's own body and Cloned " parts" are typically acq u i red to replace those
used to replace lost and damaged parts, has no negative damaged by trauma or disease.
effect on the recipient. Th us, a spell caster, psych ic or oth
erwise human hero can be healed and restored without Limitation: The body part is an exact match with in "hu
complication. Superbeings (i ncl uding psychics and magic man" li mits. Thus, a hand , arm, or leg wi ll be identical i n
based characters ) , depe n d i n g on thei r powe rs and genetic t he basic genetic composition of t he orig inal limb and can
make u p , typica l ly fi nd the process less satisfying and may be matched to P . S . , P . P. and Spd attributes with in normal
be l eft with l i mbs and organs th at are not q u ite as su per as human range. An eq u ivalent su per ability such as Extraor
the rest of their body . F u rthermore , su perbe ings a re NOT dinary Speed , or Superh u man or Su pernatu ral Strength ,
good candidates for eugenic aug mentations beyond the req uires an add itional cost and more genetic modification.
most basic of proced u res (i.e., replacement l imbs and or
gans in med i cal proce d u res) . There is only a 01-05% Cloned Re p l a c e m e n t Pa rts
chance that genetic features that provide eq u ivalent super Lim itation : Typical attri b ute ra nge is 1-24; costs a n ad
abil ities wi ll even work o n an a d u lt and a 01-10% chance it
will work on a s u perh u man teen or child (d ouble those d itional 20% to raise it to 30, a n add itional 20% on top of
odds for human ad u lts, teens a n d kids). Eve n whe n the that to get to 35, an extra 30% to 40, and 40% for a nyth ing
aug mentation does work, the most genetic featu res a su higher.
perh uman ca n receive is two. (Th ree or more causes
super-powered , magica l and psychi c individuals to lose Replacement Cloned Part: Hand (incl udes digits).
half of thei r attacks per melee rou n d , and th e range, dam 50, 000 dollars each.
age , effects, and d u ration of a l l su per abilities are also re
d uced by half. ) Replacement Cloned Part: Finger or Toe. 5, 000 dol
lars each .
Buying Eugenic Features & Augmentation
Replacement Cloned Part: Arm. 80, 000 dol lars each .
Genetic mod ification is the organic alternative to cyber Replacement Cloned Part: Leg . 1 20 , 000 dollars each .
netics and bionics. For some, cybernetics is a repug nant
concept, wh ile elsewhere, eugenics is simply easier or
cheaper, but it is stil l in limited supply. In any case, genet-
18
Replacement Cloned Part: Foot (includes digits). sions and probes, a s well a s attempts to possess o r con
SO, OOO dollars each. trol his mind, by going into a med itative trance (it takes
1 D4 melee rounds to reach the trance state). However,
Skin Grafts : 1 0, 000 dollars per sq uare foot. wh ile the med itative trance makes the individual impervi
ous to Telepathy, Empathy, and all forms of mind control
Cloned Internal Organs and posseSSion, the character is unaware of the world
around him and cannot take any kind of action, not even
Vital Organs : Heart, Kidney, Liver, Lung, etc. 1 S0 , OOO self-defense. Cost: 600 ,000 dollars.
dollars each
Bra i n : Psi-Booster: This mod ification boosts the I n ner
Other Soft Organs: Eyes, Ears, Eard ru m , Nose, Strength of psychic characters. Bonuses: +6D6+ 1 2 I . S . P .
Tongue, Larynx, I ntesti ne, etc. SO, OOO dollars each . a n d h i s "save v s psion ics" i s increased to that o f a psionic
character ( 1 2 or h igher to save), even without psi-abilities.
Modified Internal Organs Cost: 400 ,000 dollars.
I nternal organs can be individually tweaked and en B rain: Psionics (Healing): The b ra i n and body chem
hanced to refine their productivity, increase efficiency and istry are tweaked to bri n g out or i n sti l l pSion ic capabil ities
prod uce chemical reactions and abilities that enhance the of h eal ing . Gets Advanced Trance State ( 1 0; su per) and
character's abilities. Also, new types of genetically engi 1 D4+2 Healing powers of choice. I . S . P . : 1 D6x1 0 + M . E. at
neered organs can be added to the character. All the pos tribute number. Cost: 1 .6 million dollars.
sible bonuses are cu mulative with attribute, ski l l , back
g round and other bonuses. Note: The main advantage of B rain: Psionics (Illusionary): The brain and body
aug mented organs is that they are only detectable th rough chemistry are alte red to bring o ut or i n still pSionic capabili
a med ical exam or by a bio-scan ner. I n both cases, there ties of mental manipu lation and illusion . Gets Empath ic
is a -30% penalty to fi nd the new or aug mented organs, Tra nsmission ( 1 0), I nvisible Haze (30), M ental I l l usion
very well hidden. A Psych ic Diag nosis will find them with (20 ) , Hypnotic Su ggestion (6) , Ectoplasmic Disg u ise ( 1 2 ) ,
out fa il. and two P hysical powers o f choice. I . S . P . : 2 D4x1 0 + M . E .
attri bute n u mber. Cost: 2 . 5 m i l lion dol lars.
Appendix, Mod ified : The append ix of this character is
designed to fi lter and remove poisons from the blood B rain: Psionics (Physical): The brain and body chem
stream and make them non-toxic. Bonuses: +S to save vs istry are twea ked to u n leash the character's pSionic poten
poison and +3 to save vs other d rugs and toxins. The tia l . Gets Telekinesis S u per ( 1 0+) or Telemechanics ( 1 0 ) ,
damage and penalties from such toxins are halved , and pick o n e , p l u s 1 D4+2 P hysica l powe rs o f choice . I . S . P . :
the d u ration of the poison in the body is only 2S% the 2 D4x1 0 + M . E. attribute n u mber. Cost: 2 . 3 million dollars.
usual length of time. Note: Add itional bonuses may apply
from P . E . attri bute bonus or other forms of augmentation . B rain: Psionics (Sensitive): The bra i n is modified to
Cost: 400, 000 dollars. u n leash the character's psionic potential. Gets one Super
psionic power of choice , Te lepathy (4) and 1 D4+2 Sensi
Brain Enhancement: Health and performance of the tive powers of choice. I . S . P . : 2 D4x1 0 + M . E . attribute num
brain is tweaked to make the individual mentally sharper. ber. Cost: 2 . 5 million dollars.
Raises any 1 . 0 . below 1 0 to 1 0, or provides a +1 bonus to B rain: Psionics (S uper Combat): The b ra i n and body
any 1 . 0 . 1 0 or higher. Bonuses: +1 on initiative (sharp and chemistry made to bri n g out or insti ll pSionic capabilities
alert) , +2% to all skills (including Secondary Skills), can designed for agg ression and combat. Gets Hydrokinesis
select 1 D4 extra Secondary Skills and learns new skills in or Pyroki nesis, and E lectroki nesis or Teleki nesis: Su per,
half the time as usual. Is also + 1 to save vs possession plus two S u per psionic powe rs of cho ice and 1 D4+ 1 Phys
and Horror Factor. Cost: 600, 000 dollars. ical powers of choice. I . S . P . : 2 D6x1 0 + M . E. attribute
n u m ber. Cost: 3 . 1 million dollars.
B rain: CombatlMotorh ead: The motor part of the
bra i n is en hanced to p rovide the eq u ivalent of the Light B rain: Psionics (Third Eye): The b rain and body
ning Reflexes M i nor s u per ability described on page 34 of chemistry is twea ked to bring out or i n stil l psionic capabili
Powe rs Un l i m ited One. Cost: 1 . S m i llion dol lars. ties designed to see the unseeable. Gets Detect Psionics
(6), Psych ic Diag nosis (4), See Au ra (6), See the I nvisible
B rain: Mental Acuity: The bra i n i s twea ked in such a (4) , and two "sense" powers of cho ice . I . S . P . : 1 D6x1 0
way that memory and awa reness are dramatica lly en + M . E. attri bute n u mber. Cost: 2 . 2 m i l lion dol lars.
hanced . I n stills the psion ics power of Total Recall (2) ,
Sense Time (2), Mind Block (4), and Speed Reading (2) or Calcifier/Bone Strengthener: The Calcifier adds cal
Sixth Sense (2). I . S . P . : 1 D6+ 1 0 + M . E . attri bute n u m ber. ciu m to the chimera's bones in a matrix to make them
Cost: 1 . 3 million dollars. stronger than normal . U nder any normal accidental cond i
tion the character's bones are un breakable, only an attack
B rain: P hysical Perceptions Acuity: The part of the by an opponent with Supernatural P . S . or an attack/fall
brain that is awa re of the physical responses (breath ing that i nflicts more than 70 pOints of damage in a single
patterns and body language) of other people is enhanced blow can break them. Cost: 90, 000 dollars.
to provide the e q u ivalent of the Living Anatomy M i nor
super abil ity d escribed on page 34 of Powers Unlimited Digestive System E n hancement: Effectiveness is in
One. Cost: 1 . 2 million dollars. creased in both breaking down and absorbing nutrients
from food ; faster, better, more efficient. Provides in
Bra i n : Psi-Blocker: The brain is made resistant to creased and extended energy levels. Bonuses: Red uce
mind control and possession (+3 to save) and able to fatigue rate 2S%, + 1 to save vs pOison, and +6 to save vs
completely block out telepath ic and empath ic transmis-
19
food poison ing , nausea and stomach illnesses. Also en d ividual is -1 2 to strike, parry and dodge, suffers nausea,
joys +1 to initiative and +1 D6+ 1 to Spd attribute for one loses initiative and one melee attack. Penalties last for
hour after eating. Cost: 300 , 000 dollars. Also see 2D8 melees (4D8 for anyone sprayed d i rectly in the eyes).
P restomach and Gland: Butcher's. A lingering odor remains for 1 D6+6 days, and though it is
unp leasant, it is not putrid (no pena lties) . Cost: 750, 000
Fatty Bladder (Ch imera ; add ition): A second bladder d o l l a rs .
designed to store nutrients and water when food is plenti
fu l, allowing the character to last one day per P . E. attribute Gland : Melatonin. This tiny g land allows the character
point without food or water. After 1 0 days, however, the in to change the color of his skin to any natural pig ment seen
d ivid ual becomes a little weak: -1 to stri ke, parry and among the h u man race, from pale white to tan , red , dark
dodge, and red uce S pd and S . D . C . by 20% for the rest of brown and black and everyth ing in between . May be use
the time without water or nourish ment. When the food and fu l in disgu ise. This can be done eight times per 24 hours
water store is used up, the character beg ins to suffer the and go from one end of the spectru m to the other in 1 D4
effects of starvation and dehydration as normal . Cost: melees ( 1 5-60 seconds). Cost: 200,000 dollars.
250,000 dol lars.
Glands : Pheromones. This genetically aug mented
Floating Air Bladder (Ch imera; add ition): S i milar to a gland system puts h u man pheromones (body scent chem
fish , this is an i nternal air bladder that is used to control ica ls) on the level of the animal kingdom.
one's depth in the water, kind of like having a built-i n l ife
jacket or su bmarine (without an air supply). Maxim um Appl ications: 1 ) Attract the opposite sex: Emits strong
depth tolerance for th e ch i mera is 3000 feet (9 1 4 m) with pheromones that make the character more attractive to
out fear of contracting the bends. In the alternative, the the opposite sex (effectively raises M .A. and P . B . + 1 0
character can float effortlessly on the su rface of the water when dealing with the opposite sex and provides a + 1 0%
for one day per P . E . attribute point. Cost: 1 20, 000 dollars. bonus to the Seduction skill). Can be released for two
hours per day and has a range of 1 00 feet (30 . 5 m) per
Gills (Chimera; add ition): These organs are just like point of the character's normal M . A.
the gillS of fish and allow the ch imera to breathe water for
an unlimited period of time. The g i l ls are located along the 2) Scent marker. Family members, friends and mem
jawbone, behind the ears or spaced between the ribs. bers of the team to which the Eugen ics character belongs,
They must be exposed , not covered by clothes or armor, can "sense" (smell actually , not that they may realize it) if
to function , and shut off when on dry land and the l u ngs their eugenic friend has been present and the trail he fol
engage. Cost: 400, 000 dollars. lowed (which way he went) for up to two hours after he
has been there (double indoors).
Gland: Ad renaline En hanced S u rge. Automatically
activated i n life and death situations, but ca n a lso be acti 3) Territoriallwarning scent. This usually applies on ly to
vated on d emand to accomplish any n u mber of i n cred i ble members of the same sex and tells other males to stay
feats. The character can i n itiate a s u rg e of adrenaline away or be submissive u n less they want to deal with the
once every hour to increase h i s speed and strength . D u ra agg ressive and territorial eugenic male. The end resu lt is
tion of Surge: 1D4 m i n utes (4 melee rou nds pe r minute). the eugenic male will be the prime target and the first per
Bon uses: +1 attack per melee rou nd , +1 to dodge, +3 to
save vs poison or d rugs, + 1 0 to P . S . and i ncreases ord i son a male opponent (or opponents) wil l attack, but such
nary P.S. to Extraord inary and Extraord i n ary t o S u perh u opponents are -1 on i nitiative.
man . Also +10 to Spd and +20 to S . D . C . Note that any
damage comes off of this bo n u s S . D . C . fi rst, then the Cost: 1 million dollars.
character's own . Penalties : Afterward the character is -2 to
stri ke, parry and dodge, and feels tired , reduce Spd by Gland : Pituitary. The g rowth reg ulator of the body has
20%. Pena lties last for 5 D6 m i nutes. Cost: 1 .2 m i l l ion dol been modified to make the character bigger and stronger.
l a rs . Add one or two feet (0.3 or 0.6 m) to the character's
heig ht, i ncrease weight by 5D6%, +2D6 to S . D . C . and
Gland : Butcher's (Chimera). This is the genetic can n i +1 D4 to P.S. Cost: 250 , 000 dollars.
balism organ . The character can eat raw meat, spoiled
meat and alien meat without getting i l l , and get the full Circad ian Rhythms : By altering the rhyth ms of the
nourishment from it, as if it were fresh and cooked. Great body the character can adjust his dependence on sleep.
for wilderness survival. Cost: 200, 000 dollars. Also see With a secret identity and a hero life this can be really
P restomach . helpfu l , because the character can reduce his need for
sleep down to th ree hours a n ight and can stay awake for
Gland : Butylmercaptan (Chimera). Th is is the stink up to fou r days straight without i l l effect (recovers from
spray organ of a sku nk, which uses a chemical that in days of sleep deprivation after only seven hours of sleep).
cludes su lfu ric acid. The spray can be used as often as 1 2 Cost: 250, 000 dollars.
ti mes per 24 hours and i s so repugnant that it i s effectively
the same as tear gas to everyone with in a 30 foot (9 . 1 m) Gland : Steroid . Athletes have used steroids for a long
rad ius of the i nitial spray area or sprayed individ ual. Vic time but not like th is. The chi mera's body can prod uce an
ti ms: -1 0 to strike, parry and dodge and lose any in itiative; overabundance of steroids to increase strength and stam
eyes water, nose burns. If sprayed in the eyes (req uires a ina on command . The character can i ncrease h is P . S . 1 2
"Cal led S hot" and a rol l of 1 3 or higher if the opponent points and boost P . E . and Spd by 5 pOints. Duration :
doesn't dodge or parry by trying to cover his eyes), that in- 1 D6+3 times a day for 3 D4 min utes. It takes o n e melee
round for the i ncrease to take effect. Afterward , the char
acter retu rns to normal without i l l effect. Cost: 350, 000 dol
l a rs .
20
Heart: The character's heart is strengthened and it and vival and exploring alien worlds, because the chimera is
the blood that flows th rough it are free of any congen ital able to eat foods that are normally inedible by a h u ma n .
ailments or disease. Bon uses: +206 to H it Points, +2 06 to Cost: 300 , 000 dollars.
S . O. C . , + 1 to save vs disease, +4 to save vs heart and
blood diseases, + 1 4% to save vs coma/death and the Quick Clotting Blood : The character's blood clots and
character fatigues at one th ird the usual rate for humans binds q u ickly to prevent bleed ing and blood loss. Stops
(can work or play for long hours without tiring). Cost: bleed ing from small cuts and abrasions in 506 seconds,
650, 000 dollars. and serious wounds i n 1 04 melee rounds without need for
bandages or sutures. Cost: 1 50 , 000 dollars.
Immune System: The character's jazzed u p immune
system makes hi m impervious to disease and +1 to save Res in Ducts (Ch imera ) : The character can exu de a
vs poisons and toxi ns. Cost: 1 million dol lars. resi n eq u i valent to the Resin M i n or super abil ity described
on page 37 of P owers U n limited On e. Cost: 1 . 8 million
Kidneys, En hanced : With super-efficient fi lteri ng capa d ol l a rs .
bilities and increased capacity , the blood is kept clean and
healthy, and toxins destroyed quickly. Bonuses: +2 to S ki n : Glow Cells. These cells create a biolumines
save vs poison, + 1 to save vs other d rugs and toxins. The cence. The cells are cl ustered on some part of the ch i
damage and penalties from such toxins are halved , and so mera's body and can generate a weak light from a bio
is the d u ration of the toxin's effects (half the usual length chemical reaction. About 60 watts is prod uced , roug h ly
of time). Note: Add itional bon uses may apply from P . E . at equal to a d i m light bulb, but it is enough to read by. Cost:
tribute bonus or other forms of aug mentation. Cost: 1 00, 000 dollars.
250, 000 dollars.
Spinal Cord : Flexible and Impact Resistant (Chi
Lazarus Organ (Chimera): This is one of the pin nacles mera) : The ch imera's spinal cord is modified to absorb
of genetic manipu lation. This organ is able to completely shocks, i mpact, vibrations and weight from ru nning. Bo
reg row when damaged , sick or cut out, reg rowing in 2 06 nuses: +3 to rol l with punch, fall or i mpact and a success
hours (repai rs a damaged Lazarus Organ in 2 06x1 0 min fu l rol l means the character takes only one th ird the
utes). Limitations: A Lazarus Organ can only g row back normal damage. Cost: 500, 000 dollars.
1 04+ 1 times before the Lazarus effect wears off. A
reg rown brain loses 406% of its memories and 1 04 skills Vocal Cords Enhancement: This modification enables
each time it returns from the dead . I n the case of the heart the character to shout up to 80 decibels (roughly eq u iva
or lungs, the character may actually seem dead, but is re lent to a loudspeaker/megaphone) to change/disg u ise h is
ally in a coma-li ke stasis as the organ g rows back. Cost: voice (70%+2% per level is the base skill), and he is + 1 0%
350, 000 dollars per each lesser organ made into a Laza to I mitate and I mpersonate Voices and use Ventri loq uism,
rus Organ ; one million to g ive this power to the heart and provided the character has those skills. Cost: 50, 000 dol
lu ngs, th ree million to reg row the brain ! l a rs .
Lungs: Stronger and more efficient, the new l u ngs are Physical Augmentation Features
augmented to provide a larger flow of better oxygenated
Note: Featu res that have the word "chi mera" in paren
air. Endurance and physical performance benefit from th is. theses are derived from animal, i nsect or alien genes and
Bonuses: The character fatigues at a slower pace (about merged with the h u man genetic structu re with rather spec
half the usual rate), and he can hold his breath for eight tacu lar results. C h imera augmentation featu res are often
minutes longer th an the average h u man (wh ich is 1 -2 min truly exotic.
utes). Cost: 300, 000 dollars.
Adhesion (Chimera): An ability genetica lly pi rated
Lungs: Filtering System (Chimera): Toxins and impu from the a n i mal kingdom , it is the eq u i valent of the Adhe
rities in the air are removed by an internal filtration sys sion Minor super abil ity on page 228 of HU2. Cost: 1 . 5 mil
tem , keeping the character safe from noxious fu mes and lion dollars.
gases. Furthermore, the character can breathe in toxic at
mospheres and gas clouds as long as there are trace Ambidextrous: The character can use both the right
amounts of oxygen and n itrogen as low as 2%. Bonuses: and left hands with equal ski l l .
+5 to save vs gases of all kinds Cost: 200 , 000 dollars.
Bonuses: +1 melee attack, +1 to parry, automatically
Lungs: Special : A th i rd air sack/lung that serves as a gets W. P . Paired Weapons ski l l , and +5% to the fol lowing
breathable air storage system . Can hold breath for skills: Climbing, Pick Locks, Palming, Concealment and
206+ 1 2 minutes. What is more amazing is that the char other sleight of hand , as well as Mechanical and Electrical
acter can switch his breath ing to carbon d ioxide, like a repair skills. Cost: 300, 000 dollars (70, 000 for each add i-
plant, at wi ll by shutti ng down the air flow to the natu ral
lungs and fu nneling breathing th rough the special one.
This allows the ch i mera to survive in many situations that
would kil l a normal h u man . Cost: 900, 000 dollars.
Prestomach (Ch imera): The character possesses a
prestomach , enabling h i m to d igest and d raw nourishment
from nutrient poor foods such as leaves, g rass, hay,
g rains, spoiled vegetables and fru its, and similar, much
like a cow or a goat does. This is ideal for wilderness sur-
21
tional pair of limbs without benefit of any add itional bo I ntel ligence: + 1 to I . Q . Cost: 200,000 dollars.
nuses or melee actions. Ambidextrous is not applicable to
tentacles, tails or feet) . Mental Endurance: +1 to M . E . Cost: 200, 000 dollars.
Apish Body (Ch imera): Powerfu l build : Barrel Mental Affi n ity: +1 to M .A. Cost: 200, 000 dollars.
chested, thick neck, rou nd dark eyes, and walks and ru ns
on all fou rs, but can stand erect for brief periods. Rear Physical Strength : + 1 06+ 1 to P.S. Cost: 300,000 dollars.
legs are an imal-shaped and resemble those of the gorilla.
The head has the general shape of an animal (typically Physical Prowess: +1 to P . P. and +1 to pull punch .
ape, can i ne, feline, or mustelid/badger/ferret) , complete Cost: 300, 000 dollars.
with biting jaws (2 06 damage from bite attacks), but the
chimera can tal k normally. Bonuses: Add 606 to Spd at P hysical End u rance : +1 to P . E. and +206 to S . O . C.
tri bute, +206 to P . S . , + 1 to dodge, + 1 0% to Climb ski l l , Cost: 250, 000 dollars.
and + 5 % to t h e skills Prowl , Acrobatics and Gymnastics.
Penalties: Red uce P . B . by half. Cost: 250, 000 dollars. Physical Beauty: + 1 04 to P . B . Cost: 350, 000 dollars.
Armored Head Crest (Chimera): The character has a Physical Speed : + 1 06+3 to Spd. Cost: 300, 000 dollars.
triceratops-li ke bone plate ru n n i ng around h is head , typi
cally rising up and out from the forehead or rimming the Bio-Regeneration (Chimera). A su perior form of heal-
entire head like a headdress (or the cobra's hood) from ing, in which physical damage is healed at the rate of 1 06
the top of the head to the lower jaw. In both cases the H it Poi nts or 1 06+3 S . O . C . per melee round ( 1 5 seconds)
boney crest protects the head and neck. Oamage: 206 of rest or sleep. Cost: 3 million dollars.
damage from head butts (plus any add itional damage bo
nuses from P . S . ) . Special Featu re: Gun shots, energy Bio-Regeneration : S u per (Chimera). Th is is a true
blasts and blows to the head must surpass the N atu ral bio-regeneration stolen from the gene structu re of reptiles
A. R. 16 of the head and neck to do damage, otherwise all and amphibians who can regrow lost l imbs and tails. Fin
such attacks bounce off harm lessly. Bonuses: +1 to roll gers, toes, ears or the nose can be regenerated i n
with impact. Penalties: -5% on Acrobatics, Gymnastics 406+24 hours. Hand s and feet are regenerated in only
and any ski ll that req u i res balance. Cost: 1 00, 000 dollars. 606+40 hours, and an entire limb, such as an arm or leg ,
is regenerated i n 4 06+ 1 2 days. Recovers from less seri
Add itional Horns: The character can also have horns ous physical damage at a rate of 206 Hit Points or S.O.C.
protruding from the forehead and boney crest. Oamage: per melee round (every 1 5 seconds) whether resting o r
Small: + 1 04 to head butt damage, Med i u m : + 1 06 to head locked in combat. Penalties: Red uce the character's M.A.
butt, and La rge: + 1 0 to head butt damage. Cost: 50, 000 attri bute by 1 04 points and the P . B. attribute by -1 point.
dollars, 75, 000 and 1 25, 000 dollars respectively. Limitations: Cannot regrow a heart or brain, but can re
generate a sick or damaged one. Cost: 7 million dollars.
Also see Horn Oefense.
Bio-Regeneration : Healing Factor. The equ ivalent of
Armor Rating (Natu ral): Toug hening the character's the Healing Factor M i nor power on page 233 of HU2, ex
skin (may become th ick, leathery, tou g h , or scaley) to cluding the P . E . attri bute bonus that normally comes with
withstand physical damage by increasing the skin's resis that ability. Cost: 1 .2 million dol lars.
tance to damage in the first place.
Built for Speed : The body is long, sleek and slender,
The hig her the A. R . , the g reater the protection. To with a highly flexible spine designed for quick starts, high
strike and inflict damage, an attacker must roll higher than impact ru n n i n g , and q u ick turns, like a cheeta h . I ncrease
the Natu ral Armor Rating. Attacks that fall u nder the Natu Speed attri bute by four times, +3 to rol l with punch, fall or
ral A. R. may stri ke but do no damage, stopped by the nat i mpact, and + 1 to dodge. I n addition , the character can
u ral armor. climb and swi m at half h is run n ing speed (which is amaz
ing considering how fast he can ru n). Cost: 350, 000 dol
Basic: A. R. 8 - 1 25, 000 dollars. l a rs .
M i nor Enhancement: A. R. 1 0 - 250, 000 dollars. Cartilage Bones (Chimera): The skeleton of the ch i
mera is made of carti lage, l i ke a shark. This allows the
Light Armor: A. R. 1 2 - 500 , 00 dollars. character to bend and twist in remarkable ways, as well as
absorb damage. Bonuses: +20% to Escape Artist skill and
Med i u m Armor: A. R . 1 3 - 1 million dollars. +4 to rol l with punch, fal l and i mpact. It is also four ti mes
harder for h i m to break a bone. Penalties: The bones are
Extensive Armor: A. R . 14 - 1 . 5 million dollars. not strong enough to accom modate g reat P . S . (noth ing
g reater than Extraordinary) or g reat Speed (noth ing
Heavy Armor: A. R. 1 5 - 2 . 5 million dol lars. g reater than a Spd of 32) . Cost: 1 00, 000 dollars.
S u per-Heavy Armor: A. R . 16 - 3.5 mil lion dol lars. Chameleon S ki n : The character has the eq u ivalent of
he Chameleon Major super abil ities described on page
Mega-Super Armor: A. R. 1 7 - 5 million dollars. 255 of H U2 , excluding Hold Breath , Climb and Wi lderness
Survival bon uses, and does not affect cloth ing that may be
Note: A. R. 1 7 is as high as the h u man body, and most worn . The character's cloth ing does not adapt and blend
mammals, can be take n . i nto the to the surrounding area with him. Wh ich means
that portion/area of the hero's body is not concealed and
Attribute Enhancement: A character u ndergoing eu may be noticed (-20% to the chance of being unseen if
genic enhancement can have his genetic code tweaked more than a pai r of briefs/loin cloth or bikin i-style panties
for better performance. Each attri bute bonus must be pur and a sports bra). Any movement destroys the skin's over
chased separately and the "tweaking" process can only be all effectiveness. Cost: 900, 000 dollars.
done once. However, other genetiC augmentation can also
provide attribute bon uses.
22
Chances of being unseen: Note: Tun nels and excavations are not permanent.
9 0 % Undetectable if completely still. Gunfire, earthq uakes, explosions and traffic vibrations wi l l
easily collapse them. Characters should use build i ng ma
70% Undetectable if moving 2 feet (0.6 m) per melee terials to make their u nderg round structu res more secu re.
round or even slower. Also, remember that chimeras with tu n neling are capable
of digging, and characters with excavation are capable of
50% Undetectable if moving 2 feet (0.6 m) to 4 feet ( 1 . 2 digging and tu n neling . One more th ing, all characters with
m) per melee round. one of these abilities will have hard , sharpened fi ngerti ps
or claws, or must use a tool such as a small shovel or
30% Undetectable if moving 4 feet ( 1 .2 m) to 6 feet ( 1 . 8 pick.
m ) per melee rou nd.
Dou ble-Joi nted : The hero has extremely limber mus
1 0% Undetectable if moving 6 feet ( 1 . 8 m) to 8 feet (2.4 cles, flexi ble bones and can pop bones in and out of their
m) per melee round.
Totally ineffective if moving any faster.
Cold-Blooded (Chimera): The character is cold sockets with ease. This enables the character to twist,
blooded like a reptile, using the ambient temperature bend, fold and contort himself into nearly impossible posi
around h i m to reg ulate h is body temperatu re. Bonuses & tions as well as collapse the bones in his hands to easily
Abilities: On the up side, this means that he cannot be dis slip out of handcuffs or manacles, pai nlessly dislocate
ti ngu ished from the backg round temperatu re by infrared joints to wiggle out of ropes or straight jackets, and slip
sig hts, thermal vision or heat sensors and fu nctions with th rough small open ings or between prison bars.
out fatigue, physical stress, dehydration or d ifficu lty i n hot The double-jointed character can attempt to escape
temperatures up to 1 20 deg rees Fahrenheit. In fact, in any bonds once per melee round with the fol lowing
crease Spd by 20%, +1 attack per melee rou n d , +1 on i ni chance for success:
tiative, + 1 to dodge and + 1 0 S . D . C . when the air
temperatu re is above 85 deg rees Fah renheit. Penalties: • Hands and/or feet tied with rope, cord , chains, mana
On the down side, in temperatures between 40-62 de cles or handcuffs: 79% l i kelihood of escape.
g rees Fahren heit, the cold-blooded character becomes
slugg ish . Reduce Spd by 20%, -1 attack per melee round , • Hands, arms, legs and body bound with rope, chains,
-1 on in itiative, and -1 to dodge. I n temperatu res between manacles and chains, straps, or straight jacket: 46% +1 %
20 and 39 deg rees Fah renheit, triple the penalties, plus chance to escape per level of experience.
the character suffers 1 D6 points of damage for every hour
of exposu re. Temperatu res below 20 degrees, the charac • Being locked inside a room, tru n k or compartment
ter suffers 2 D6 damage per hour of exposure, is immobi without any window, slot or opening taller/wider than six
lized , curls up wherever he can and lapses into a coma i nches (0. 1 5 m) is able to hold the double-jointed individ
like state. Cannot revive from the coma-state u ntil ex ual.
posed to temperatu res of 80 deg rees or higher for 1 D4
hours and wil l remain in a slugg ish state for 1 D4 hours • Jail cel l , cage or compartment with bars or an open
ing spaced six inches apart or wider, is likely to a llow the
character to sq ueeze and wiggle his way through and es
cape.
thereafter u nless air temperature is above 95. If tempera The double-jointed chimera can also contort his body to
tu re is between 63 and 79 degrees it will take twice as be half its normal width from shoulder to shoulder, and
long to recover. Cost: 350,000 dollars. flatten himself from chest to shoulder blades (back) also
Digg ing, Tu n neling & Excavation (Chimera): Genetic by half. Plus, he can cu rl u p into a ball so small and tig ht
abilities taken from bu rrowing an imals and merged with
that he is a mere 25% his normal height and half h is nor
h u man DNA. Each specific digging ability must be pur mal width . Note: The average shoulder width of a muscu
lar, six foot ( 1 . 8 m) man is about 24 inches (0.6 m) , half
chased separately. would be 1 2 i nches (0.3 m). Provides a bon us of +1 to roll
with fall or impact, and + 1 0% to the Escape Artist ski l l .
Digging is the ability to d ig th rough dirt, clay, mud or Cost: 1 00, 000 dollars.
sand . The character's P . S . determines the speed of the
digging. Only the chimera's body moves through the earth , Enhanced Musc u lature, I n h u man Strength & Power
no tu n nel is left behind. Characters with a P . S . of less than ful Legs: The genetica l ly aug mented individual is g i ven
1 3 move 3 feet (0.9 m) per melee, a P . S . of 1 3 th rough 1 8 g reater m uscle mass, tensile strength and i n h u man
means 4 feet ( 1 . 2 m) per melee, P . S . of 1 9 th rough 24 strength . Eq ual to the fol l owing su per abilities.
digs 5 feet ( 1 . 5 m) per melee, and a P . S . of 25 or better
digs at 6 feet ( 1 . 8 m) per melee. Remember, th is process Arms & U pper B od y (o n l y one Strength can be pur
does NOT leave a passable tunnel. chased , other abi l ities are extra):
Tun neling is a digging process that leaves a passable The eq u i valent of Extraordinary Strength. See t h e M i
tu nnel. Tu nnels near the surface can be used as pit traps. nor super abil ity on page 231 of H U2 . Cost: 500,000 dol
Tun neling can be done at half the speed of Digging , listed l a rs .
above. Cost: 600, 000 dollars.
The eq u i valent of Superhuman Strength. See the Minor
Excavation means being able to hollow out large, un super abil ity on page 236 of HU2. Cost: 1 million dollars.
derg round chambers as well as dig passable tunnels.
Characters with Excavation can also dig under buildings, The equivalent of Supernatural Strength: Cost: 3 mil
roads, and other structu res to weaken their fou ndations. lion . See the Maj or super ability on page 293 of H U2 .
Characters can excavate about 5 cubic feet ( 1 . 5 m) per
minute. Cost: 1 . 2 million dol lars. T h e eq u i valent o f Impact Resistance. S e e t h e M i nor
super abil ity on page 31 of Powers U n l imited One. Cost: 2
million dollars.
23
The equ ivalent of Hea vyweight ( m i n u s attri b ute bon us character can also leap hig her and farther than a normal
and A. R . ) : See the M i nor su per a bility o n page 3 1 of h u ma n : 7 feet (2 . 7 m) h ig h and 12 feet (3.6 m) across.
Powers U n l imited One. May b e p u rchased i n add ition to , Cost: 750 , 000 dollars.
or i n place of, one of th e Stren gth powers. Cost: 2 mi l l ion
dollars. Longevity (Chimera): The eq u ivalent of the Longevity
Minor super ability on page 34 of Powers U n l imited One.
Legs & Lower Body ( m u st be purchased separately Cost: Two million dollars.
from enhanced P . S . ) :
Massive Build: Huge, hulking muscle-bound body
T h e e q u ivalent o f Extraordinary Speed. See t h e M i nor and/or barrel-chested, probably with a d isproportionately
su per abil ity on page 232 of H U2 . Cost: 500, 000 dol lars. small head . The character is 4 D6x1 0% larger and heavier
than normal . Add 6D6 to H it Points, 1 D6x1 0 to S . D . C . ,
The eq u ivalent of Enhanced Leaping. See the M i nor a n d + 1 to P . S . a n d P . E . Penalties: The fingers a n d hands
super abil ity on page 2 5 of Powers Unli mited One . Cost: are large and th ick, so there is a -1 5% skill penalty on any
1 . 6 m i llion dollars. skill that req uires a delicate touch or small, th in fingers,
but they also add 1 D6 to hand to hand punching damage.
En h anced Agility & Dexterity: Equ ivalent t o t h e Ex Cost: 350 , 000 dollars.
traordinary Physical Prowess M i n or s u per ability described
on page 2 32 of H U2 at a cost of 1 m i l l ion dol lars, or Light Nocturnal H u nter (C himera): The i n stincts and basic
ning Reflexes, a M i nor su per a b i l ity fou n d on page 34 of a b i l ities of the noctu rnal predator a re implanted in this h u
Powers Unli mited One for a cost of 1 . 5 million dollars. m a n subject. Th e equ ivalent t o t h e Nightstalking M i nor
su per ability descri bed on page 236 of H U2 , excl u d i n g the
H i bernation (Chimera): The character can enter a SD.C. bon us. Cost: 500, 000 dollars.
state of h i bernation for u p to eight months of the year to
conserve food, water and oxygen . The ch imera must pre S . D . C . Au gmentation: T h e physical struct u re , density
pare for 1 D6 days to enter h i bernation and is u n harmed by and tou g h n ess of the body is genetically adj usted fo r
it when he awakens (although he is a little th in). Feig n g reater S . D . C . Cost: 1 00 , 000 dollars fo r eve ry 4 D6+26
Death is also possible by loweri ng one's body tem perature S . D . C. purchased . 240 S D . C . is the M axi m u m that ca n be
and respiration. This req u i res five minutes of preparation pu rchased this way . Remember, oth er abil ities and aug
and med itation. It can be maintained for 1 0 minutes per mentation featu res also provid e S . D . C . bon u ses.
level of experience. Whi le feigning death , the character is
only vag uely aware of what's happening around him, but Spinnerets (Chimera): The character can spin and
is fu lly aware of anyth ing done to his body, and can snap shoot webbing similar to a common spider. The location of
out of the fake death trance in a heartbeat. The ch imera the spi n nerets on a h u man is typically the forearm with the
can also survive twice as long as a normal h u man without webbing released from an open ing i n the base of the
food or water by slowi ng his metabolism. Cost: 50, 000 dol pal m , the wrist, or somewhere on the forearm , but it can
l a rs . also be located in the mouth , in a shoulder mou nted ap
pendage or the feet. Weight Limit: A webbing strand or
Horn Defense (Chi mera): The character has horns line can support 20 pounds (9 kg) per each P . E . attribute
g rowing from his head . They may be like those of the bull, point and has 20 S . D . C . Range: The character can fling
or antlers like a deer, or 1 -4 in the center of the head , like the silk u p to 50 feet ( 1 5.2 m) and it is treated as a thrown
a rh i noceros, with the largest starting at the forehead and attack. The web line can be used like a Short-range g rap
the other(s) ru n n i ng down the center of the sku ll on the top pling hook that sticks to whatever it hits and can be
climbed or used to tie up. Web Attack: Shooting the web
and back of the head , each 30% smaller than the former. bing on an opponent will entang le him. Getting caught in a
Damage: Small: +1 D4 to head butt damage and +1 to single strand of the stuff reduces the victim's movements
parry with head/horns. Med i u m : +1 D6 to head butt dam and i nflicts the fol lowing penalties: -1 melee attack, -2 on
age and +3 to parry with head/horns. Large: +2D6 to head i nitiative, -1 to stri ke, parry and dodge, and red uce Spd by
butt damage, and + 1 D4+3 to parry using h is head/horns. 1 0% . An add itional web line i nflicts the same accumu lative
Note: Only the P . P . bonus may be added to the parry us penalties, with each line entangling and tying up the victim
ing the horns/head . Cost: 70, 000 dollars, 1 00, 000 and more and more until he can barely move at all. Five li nes
200,000 dollars respectively . typically completely entangle and pin/incapacitate the vic
tim (01 -70% chance with each additional line adding
Increased Metabolic Rate: This feature makes the + 1 0% to the likely result) . Note: Each web attack/l ine
character more alert and fast, but also tends to make the counts as one of the shooter's melee attacks. Bound vic
character a bit hyperactive and antsy d u ring peaceful , tims can cut themselves loose fai rly easily u n less they are
q u iet times. The h i g h metabolic rate comes with a price, it pinned/entang led and incapacitated . Duration : The web
must be supported with freq uent naps and constant eat bing dissolves 6D6+6 min utes after it is released by the
ing . The character will have to consume the equ ivalent of character, un less a special chemical secretion is applied
30% of his body weight in concentrated carbohyd rates (done at will as the web is released) to make it semi-per
(sugar, candy, chocolate bars, etc. ) and protein (meat, manent (lasts for 4 D6 months u n less cut or shredded ;
beans, etc. ) every day. The character also needs to nap same as rope) . However, the application of the perma
20 minutes for every fou r hours of activity and never nence chemical makes each release of webbing count as
sleeps for more than 1 D4+ 1 hours for his reg u lar sleep. I n two melee attacks. Besides, the character seldom needs
fact, the character can g o one day per P. E. attribute pOint long-lasting webbing. Payload : The character can manu
without sleep, provided he takes a 20 minute nap every facture enough webbing for 12 shots/attacks per hour +2
three hours without fai l . Bon uses: + 1 attack per melee
rou nd, +1 on i nitiative, and +2 D6+ 1 0 to Spd attribute. The
24
per level of experience. Regenerates natu rally. Cost: � an dT h�ids dwii.nl l !he 1 00 S . D. C . if other natu ral armor preex
500, 000 dol lars.
I StS . Increase the odds of h itting a horn because
Extra Spi n neret/Webbing Enh ancement (costs extra):
The eq u i valent to the Swing Line M i nor su per abil ity de of the higher A R.
scri bed on page 46 of Powers U n l i m ited One, to provide
much g reater ra nge and wei g ht capacity, thou g h limited The horns are strongly anchored in the body, each has
primari ly to swi ng ing an d cli m b i n g . C onside red a second
featu re of the Spinneret abil ity . Cost: 350 , 000 when com a natu ral A R. of 1 6 and has an S . D . C . of 30 points. Horns
bined with Spinneret. are arranged in pairs, with the first pair extending outward
from the forehead , one pair just below the ears, one at
Resistance (Chimera): The character has received ea?h of the shoulder blades and shoulder jOints, an elbow
aug mentation for special resistance to some form of hos pair, and pairs extending down the back at reg ular inter
tile environ ment or attack. One, some or all may be pur
chased for the character, but each cost is separate. vals. Cost: 1 million dollars.
Cold Resistance: The character has layers of fu r and/or Additional & Special Appendages
blubber or other type of insu lation that provide protection
from the cold. Blubber adds a bit of extra bulk, making the A variety of d ifferent limbs can be genetically g rafted or
character appear a little chu bby or heavyset. Bon uses: g rown onto the body of the Eugen ics character.
Temperatures as low as zero Fahrenheit have no adverse
effect. Magic cold and super-cold attacks do half damage. Arms & Hands:
Cost: 1 20 , 000 dollars.
Elongated Arms or Legs (Chimera): The arms or legs
Heat Dissipating System and/or Heat Resistance:
Glands and water storage organs or other methods to vent are unnaturally elongated or oversized like those of a
heat and cool the body enable the character to tolerate
heat. Bonuses: Temperatures as hot as 1 30 degrees mon key or gorilla. Elongated arms provide a longer reach
Fahrenheit have no adverse effect. Likewise, the charac
ter can pick u p and hold an item that is as hot as 200 de and + 1 to strike, whereas elongated legs provide an add i
grees Fahrenheit. Fire and heat g reater than listed do half
damage. Cost: 1 50, 000 dol lars. tional 1 0�6e+i g2h S pd attri bute bonus, add 4 06 inches ( 1 0-6 1
cm) to t and a reach advantage reg a rd i n g things
Electrical Resistance and I nsulation : Genetic manipula
tion that makes the character resistant to electricity in all placed high up. Cost: 30, 000 dollars per pai r of arms or
its forms. Bonuses: Takes half damage from electricity
based attacks, can be jolted with u p to 200 volts without legs.
adverse effect and is impervious to the effects of static
electricity. Cost: 200, 000 dollars. Extra Pair of H u man A rms : The character can get an
extra pair of arms and hands added to his body. P . S . is
An Alternative Sort of Body Amor: A layer of heavy tis eq ual to whatever normal stren gth level the character has,
sue filled with i mpact resistant fluid like a sort of bladder but enhanced P . S . ( Extraord inary, Su perh u man or Su per
protects the character from blunt attacks (punches, kicks, natu ral) costs extra for the pa i r. See Enhanced Muscula
bludgeons, etc.) as well as falls, explosions and impacts.
Natural A R. 1 1 , so any blunt attacks 1 1 and under do no ture, Inhuman Strength & Powerful Legs for costs.
damage and blunt attacks hig her than 1 1 do half damage. Bon uses: The pa ir of limbs adds one melee attack and a
Note: Bullets, arrows, and cutting and stabbing attacks bon us of +2 to parry, d isarm and entang le. Penalty: The
(kn ives, swords, spears, etc. ) do fu ll damage, as do en
ergy blasts, fire, cold , magic and psion ics. Penalty: Makes extra limbs are i m possible to h ide and brand the ch aracte r
the character appear pudgy and 50 pounds (22 . 5 kg) over
weig ht. Cost: 1 80, 000 dollars. as a " bio-freak. " Maxim u m N u m ber of Limbs Possible:
Three pai rs. Cost: 1 . 2 million dollars per pair.
Reinforced S keleton: Extra-thick and extra-hard
tou g h bones that are d ifficult to break. Bonuses: +206+ 1 0 Extra Pair of Insect A rms (Ch imera) : The characte r
S . D . C . , a head butt does 2 06 damage + P . S . damage bo can get an extra enhanced of arms and hands grafted to
nus (if any), a ru n n i ng ram/body block does an extra 206
damage, and +2 damage bonus from punches, elbow (or g rown from) h i s body. P . S . is + 1 0 to wh atever norma l
stri kes and kicks. Also +3 to rol l with punch. Cost: 1 40, 000 stren gth level the character has, but enhanced P . S . ( Ex
d o l l a rs . traord i n a ry , S u pe rh u ma n or Su pernatu ral) costs extra for
the pai r. See Enhanced Musculature, Inhuman Strength &
Spiny Defense: This is a ki nd of specialized natu ral Powerful Legs fo r costs. Bo n u ses: The pai r of l i mbs adds
body armor, A R. : 1 2 and adds 1 00 to S. D.C. Any and all one melee attack and a bon us of +2 to parry, d isarm and
hand to hand attacks d i rected against the character with a entangle. Penalty: The extra limbs are imposs ible to hide
Strike rol l of 1 2 or less mean the attacker wil l hit one of the and brand the ch aracter as a "bio-freak." Maximum N u m
horns. The horn does 2 0 1 0 damage to the attacker. The
character can also use the horns in hand to hand attacks ber of Limbs Possi ble: Fou r pairs max. Cost: 2 mill ion d ol
with a head butt, bash or body block, also doing 2 0 1 0 lars per pa ir.
damage, plus any damage bonus. Or increase the A R. by
Special I nsect Abilities: 1 ) Adhesion: Same as the Mi
nor power described on page 228 of HU2 , at a cost of
800 , 000 d ollars (cheaper for insect limbs). 2) Swingline:
Same as the M i nor power descri bed on page 46 of
Powers U n limited One at a cost of 700, 000 d ollars
(cheaper for insect limbs). 3) Claws: Same as the M i n or
power descri bed on page 1 7 of Powe rs U n lim ited One at a
cost of 350 , 000 dollars (all cheap for insect a rms).
Hand : Additional Finger or Th umb: One finger or a
th umb can be added to each hand to make the character
more adept at fine finger manipulations. Bon uses: + 1 0%
25
to skills that req uire manual dexterity , including all Elec Hands : Armored , Hard Covering and Spiked : The
tron ics, Mechanics, Medical, and Computer skills, as well hands are made thick and a bit oversized because they
as Art, Climbing, Forgery, Palming, Pick Locks, Pick are g iven a heavy, tough skin that feels like the h ide of a
Pockets, and similar. Also + 1 to pull punch and entangle. rh inoceros. I n add ition, the tops of the hands have a seg
Cost: 1 00 , 000 dollars per hand . mented, hard shell-like covering dotted with a dozen or
two small spikes remin iscent of the small spikes and
spines of a crab or some i nsects. The armored hands
have their benefits and d isadvantages. Penalties: -1 to
shoot guns, -1 0% to use small or delicate tools and ma
chines (fingers are 50% to 200% thicker than normal), and
-1 0% on skills requ i ring man ual dexterity such as
Climbing, Palming , and all Computer, Electronics, Me
chan ics, Medical and similar skills. Skills that req u i re only
brain or leg power (Astronomy, I ntel ligence, Research ,
Prowl , Runni ng , etc.) don't suffer any penalties. Damage:
+1 D6 to pu nch damage +P.S. damage bonus (if any). Bo
nuses: +1 to pull pu nch , and the armored hands have a
Natural A R. of 1 2 so they can parry and g rab blades and
other weapons without h u rting the hands. They are also
resistant to heat and cold wh ich means they take half
damage from them. Cost: 250, 000 dollars per single hand .
Hands : Pincers or Scythes (Chimera): A replacement
of normal hands with those resembling the pincer claws of
a crab or scorpion . In the alternative, the hands can be
tu rned into praying mantis-like short swords (straight edge
or serrated) that fold up, under the forearm when not out
for combat. Wh ile both are decent weapons, they are
g reatly inferior to articu lated hands. Penalties: -1 0% on
most skills req uiring limited use of the hands such as d riv
ing a car (pincers can g rasp and tu rn a steering wheel
nearly as wel l as hands) and Swimming, but -40% on
skills that req uire fingers and/or manual dexterity such as
Climbing, Palming , and all Computer, Electron ics, Me
chan ics, Medical and other skills. Skills that req uire only
brain or leg power (Astronomy, I ntelligence, Research ,
Prowl , Runni ng , etc.) don't suffer any penalties. Damage:
2 D6 + P . S . damage bon us (if any) and can typically jab,
stab and cut l i ke scissors. Bon uses: +2 to d isarm , +1 to
pull pu nCh , + 1 to parry , and the pincers or scythes have a
Natural A R. of 1 5 so they can parry and g rab blades and
other weapons without h u rting the hands. They are also
resistant to heat and cold which means the i n h u man
hands can plunge into boiling or icy cold water and suffer
no damage if submerged for less than 1 5 seconds (one
melee round), and half damage for every round thereafter.
Cost: 400,000 dollars per single hand .
Hands: S uction C u ps and Gripping Hairs (Chimera):
These can be added to the fingers and toes of the ch i
mera. The suction cu ps stick to any smooth su rface (pol
ished metal, g lass, plastic, etc.) and the gripping hairs
cling to most rough surfaces (concrete, rock, wood , etc. )
the suction cups cannot. The end resu lt is the character
can attach himself to most solid surfaces, walls and ceil
ings, and climb or scurry across them at one th i rd his ru n
ning speed . O nly loose rocks, crumbling plaster, ice, oil,
force fields, or similar surfaces are unclimbable. Limita
tions: Climbing speed is one th i rd the character's ru nning
speed and he can only carry a third of his usual amount.
Bonuses: +30% to Climbing skill(s) and g ives him a base
skil l of 55% if he d oes not have the Climbing ski l l . Cost:
250, 000 dollars total .
26
Hand Note : Also see Tentacles. cult to conceal that he character is a bio-freak. Cost:
300, 000 dol lars. Add an extra 1 50 , 000 dollars to add the
Hands & Feet: Non-S kid Pads : The pads of the char same n u mber of spines to the back and u nderside of the
acter's hands and feet are covered with a rough, g ranu lar, hips.
sandpaper-li ke ski n that can be used for extra g rip. Char
acter is not likely to lose his g ri p even if a 1 -4 is rolled on a E n ha nced Speed : See the eugenic featu re: Enhanced
D20 in combat, and he is stable and keeps his balance Musculature, Inhuman Strength & Powerful Legs for the
even on smooth or oily surfaces such as polished metal, eq uivalent of super-speed , or Increased Metabolic Rate
glass, stone, etc. (ru n ning speed is red uced by half, but for enhanced speed ; both are described in the previous
there is l ittle chance of falling ; 5%). Bon uses: + 1 0% to secti o n .
Climbing skill and + 1 0% to mai ntain balance. Cost: 50,000
d o l l a rs . Legs : Extra Pairs of H u man Legs : These req uire a
mod ified torso similar to that of an insect, spider or a
Hands & Feet: Webbed . A simple modification that horse, though the legs can have any appearance. Each
adds a bon us of + 1 5% to the character's Swimming skill extra pair of legs adds +1 D6x1 0 add itional pOi nts to the
or gives him a base skill of 40% if he does not have the character's ru nning speed , +1 to dodge, and + 1 0% to
Swimming ski l l ; req u i res fingers and toes. Bonus: Also in overall balance. Maxi mum three additional pairs (total of
creases swi mming speed by 1 0% . Cost: 20, 000 dollars for eight legs), req uiring a long torso. Cost: 1 ,250 , 000 dol lars
both pairs of hands and feet. for each pair of legs and 80, 000 for the long torso needed .
Flight Appendages: Legs : Extra Pairs of I nsect Legs: The character can
get an extra pair of insect legs g rafted to (or g rown from)
Flig ht: Fu nctional Win gs (Chimera): A pai r of feath his body. Bonus: Speed is +22 to whatever normal Speed
ered , leather, or i nsect (butterfly o r fly-li ke) wings are the character has. Penalty: The extra l imbs are impossible
g rafted or g rown from the chimera's back. Flying Abi lity: to h ide and brand the character as a "bio-freak. " Maxi mum
1 00 mph ( 1 60 km ) with a maxi m u m a ltitude of 1 5, 000 feet N u m ber of Limbs Possible: Four pai rs of legs. Cost: 1 . 3
(4572 m). Bonuses When in Flight: +1 on in itiative , +1 to million dollars per pair.
stri ke, +2 to dodge and + 1 to rol l with impact. +4 to dam
age for every 20 mph (32 km) of speed . S . D . C . of Wi ngs: Special Insect Abilities: 1 } Adhesion : Same as the M i
4 D6+26 fo r Feathered Wi ngs, 5 D6+30 for Leath er, and nor power described on page 228 of H U 2 , at a cost of
4 D6+30 fo r I n sect. Cost: 2 . 5 mill ion dol lars for the pa i r of 300, 000 dollars (cheaper for insect l imbs). 2} En hanced
wings. Can i ncrease flying speed another 60 mph (96 km) Leaping: Same as the Minor power described on page 25
for a cost of 1 m i l lion dol lars.
of Powers U n l i m ited One at a cost of 250, 000 dollars
Flig ht: Gliding Membranes : The character has a blan (cheaper for insect limbs).
ket of loose skin that extends from the wrist to the an kles
like that of a flying sq u i rrel . This membrane is used to Legs : Hoofed Feet (Chimera): These replace the
"ride" the air cu rrents. Take-off req uires strong winds or character's normal feet, and are hard and designed for
j u mping off from a height of at least 30 feet (9. 1 m). Typi running. Damage: + 1 D6 to punch damage, plus any ap
cal speed is 20 mph (32 km) but can i ncrease u p to 50 pl icable P . S . bon us. Bonuses: +2 D6 to Spd attri bute and
mph (80 km) if rid ing a strong wi nd. However, when rid ing +1 to dodge. Cost: 40 , 000 dollars for both feet to be
an actual wi nd, the character can only glide i n that same hoofed .
d i rection, and winds g reater than 50 mph (80 km) are too
strong . Bonus: +2 to dodge when in fl ight. Cost: 400,000 Legs : Serpentine Lower Body (Chimera): The chi
d o l l a rs . mera's lower body, h i ps, legs and feet, are replaced by a
long , man-sized serpent body and tai l . This g ives the chi
Legs : mera the myth ical appearance of being half man and half
snake. Size: 2 D6+ 1 2 feet (4. 3 to 7.3 m) long ; can raise its
Legs : Articulated Spines (Ch imera): 1 D4+6 spines upper body like a cobra to stand as tal l as half its length .
are found on the u pper body (chest and shoulders) and Bonuses: + 1 D6+4 to P . S . attribute, + 1 D6x1 0 to S. D.C. , + 1
1 D4 on each hip. These are firm , rubbery appendages on in itiative, +1 to strike, automatic dodge (can bob and
that resemble short, th ick spikes or the stu bby legs of a weave to dodge without using u p a melee attack/action ,
caterpillar, protruding 6-1 0 inches ( 1 5-25 cm) from the but the character must stil l rol l to see if the dodge is suc-
body. They can not perform skills or attack, but can move cessful; the usual dodge bonuses apply}, + 1 0% to Prowl
and rotate to climb walls and rough su rfaces (concrete, skill and Natural A. R. of 8 ( may be i ncreased via other
stone, wood , rusted metal, etc.} like a millipede or caterpil- types of eugenic enhancement) . Penalties: Red uce P . B .
lar, as well as wiggle out of rope and similar bindings by one th ird and the character cannot d isg u ise the fact
(+5% to Escape Artist skill). Climbing speed is one th i rd that he is a "bio-freak. " The serpentine lower body is also
the normal ru nning speed , but there is no fear of losing slower than legs, red ucing the character's final speed by
one's g ri p and falling . Special Reflex Defense: If the hero half, but g ives the chi mera a natu ral abil ity to Climb and
is stun ned or knocked u nconscious, the Articulated Spines Swim at 50% +5% per level of experience (or a +20% bo-
take action and crawl away to the nearest hiding place nus to the Climb or Swi m skills if they were taken).
(under a table or desk, beh ind cover, down a hole, etc.),
but can't go more than 1 00 feet (30 . 5 m) before becoming Damage: Tail swi pe: 1 D6 plus any P . S . attribute bonus.
i nert. Bonus: + 1 0% to P rowl skill or provides a basic P rowl
abil ity of 40%. Penalty: Red uce P . B . by 20% and it is d iffi- Special Constriction Attacks & Damage: Al l of the char-
acter's muscles are of the constrictive type , able to hold ,
sq ueeze and crush his victim . All sq ueezing, whether from
wrapping a flexible body around a victi m, or from wrapping
27
around the arms i n a wrestling-style lock, is stronger and lee action or attack, provided that action is done with the
q u icker because of the special design of the character's feet. Cost: 1 00, 000 dollars for both feet to be made pre
muscles. Constriction can be used to Pin/Incapacitate or hensile.
Crush/Squeeze attack the same as the Wrestling skill.
Both combat moves req u i re a successfu l rol l t o strike. If Prehensile Tail: Oddly enoug h , the capability of havi ng
successful, and the attack is not parried or dodged , the a tai l is part of the h u man genetic makeup. The prehensile
character has a "bear h ug" or " body-lock" on his victi m. tai l is typically long and n i mble, able to g rip objects like
that of a monkey and some l izards. Like the tail of a mon
1 ) If constrictive body muscles are used to Pin/Incapac key, it can seize and g rasp, hold and carry and even use
itate, then the victi m is completely hel pless, unable to at simple tools like a wrench , screwd river, or hammer, as
tack, defend, or take any physical action unti l released well as simple weapons such as a cl ub, knife, sword , etc.
(psionic abilities and mind powers can be used , and if the The tail is also helpfu l for Cli mbing (+20%) and Acrobatics
mouth is not covered , so can the casting of mag ic spells). (+ 1 0%) and can tu rn knobs, press buttons, and provides
The victim remains i ncapacitated and helpless until re one extra attack/action per melee rou nd. Penalties & limi
leased or allies pull the serpent's body off of h i m , how tations: Somewhat l i m ited , the tai l cannot be used to u ntie
ever, that req u i res a combined ordinary or Extraordinary rope or string, and aiming and fi ri ng a g u n is clu msy at
P . S . that is dou ble the P . S . of the serpent, or a Su pernatu best: -4 to stri ke with g uns, -4 to strike with a th rown ob
ral P . S . that is 20% g reater. Note: The only way to save ject. Bonuses: The tail itself has a bon us of +S to dodge
vs this attack is to dodge out of the way. and +1 to strike and parry (only P . P . attri bute bonuses can
be added to these). The tail is q u ite strong, able to support
2) Crush/squeeze/Constricting Attacks do 2 06 damage the character's fu l l body weight when suspended above
plus damage from any P . S . attribute bonus. Each constric the g round (dang ling by his tail like a mon key or swinging
tion of the body counts as one of the bio-freak's melee at from a trapeze or tree li mbs) , but it can only carry the
tacks/actions. eq u ivalent of one th i rd of the character's normal P . S .
amount or drag half that amou nt. Length : The tai l is 1 04
3) Knockout Constrictive Attack: I n the alternative, the feet (0.3 to 1 .2 m) longer than the character's heig ht. Ap
snake-l ike character can sq ueeze i n j ust the right places pearance: As desired - mon key-like and hai rless, mon
to force the air out of h is victim's lungs or press on j ust the key-l ike and fu rry, a devi l's tai l , a scaley l izard-l ike tail that
rig ht pressure pOi nts to knock his victim out. This attack is th ick at the tru n k and tapers toward the end, long and
uses up fou r of the serpent's melee attacks and the victi m
gets to Save vs Blackout ( 1 6 or better on 020 with P . E . ski n ny l i ke a rat's tai l or wh ip, and so on. Total N umber
bonuses to save applicable). A fai led save means u ncon Possi ble: One. Cost: SOO , OOO dollars.
sciousness that lasts for 1 06 + 1 min utes. A successfu l
save means the character's body aches and he takes 1 06 Prehensile Tongue (Chimera): The chi mera's tongue
points of damage (noth i ng more). can stretch from its normal size to 1 04+6 feet (2. 1 to 3 m)
i n length . The end has a large ball of muscle that can g ri p
Cost: 4 . S million dollars for Serpentine Lower Body. most a n y su rface or arou nd objects, a n d is strong enough
to pull nearly anything to the character's mouth or toward
Ten tacles (Chimera): The equ ivalent of the Tentacles h i m . The tongue shoots out with amazing speed , like the
Major super abil ity descri bed on page 294 of HU2, except stiCky tong ue of toad or frog . The tongue's i ncredible
that 1 04+1 of the tentacles are constantly showi ng , ma rk length does not impede the character's ability to talk and
ing the character as a b io-frea k. Penaltv: Red uce P . B . or looks su rprisingly normal in ordinary use. The tongue is
M .A. by 20%. Cost: 3. 2 m i l l ion dollars for each pair of ten strong enough to support the character's fu ll weight and
tacles. can be used to snatch weapons, car keys, control pads, or
devices out of an unsuspecti ng opponent's hands, steal
Prehensile Appendage Features items, climb and swing (though it looks freakish and d is
gusting), tu rn knobs, press buttons, and similar snatch and
Prehensile FeetIToes : The genetically altered feet g rab or q u ick stri ke (press a button, pull a lever) actions.
g reatly resemble those of a mon key or ch impanzee, with Tongue Bonuses: +2 on initiative, +S to strike, +4 to dodge
long , finger-like toes, and a th u m b-like big toe for g rasping and disarm, +20% to Climb and + 1 0% to Acrobatics,
and holding. The prehensile foot is not developed enough Palming, Concealment and Pick Pockets when the tong ue
to th row an object or fire a gun with any accu racy (-6 to is used . These bonuses apply only to the use of the
strike) , but can easily pick u p and hold or carry items, tongue and are N OT added to the character's other pool
press buttons, u ntie rope, tu rn doorknobs, pull levers and of bonuses, nor are attributes and other bon uses added to
even play the piano (although not too well; half normal skill the tongue. Tongue bonuses are exclusive to that append
with hands). When barefoot, the character is + 1 S% to age, though it does provide the character with one extra
Climb or rappel (if he has no formal Climbing skill use 30% attack per melee rou n d . Each use of the tong ue counts as
as a base skill proficiency), is +1 to dodge, and can use one melee action . Penalties: Can g rab a g u n but can not
his feet like hands. Please note that the use of feet to per fire one nor use handheld weapons like kn ives or swords,
form ski lls like Computer Operation or P ick Pockets suf nor th row an object. Cost: SOO, OOO dollars.
fers a skill penalty of -2S%. H i g h ly tech n ical skills, such as
mechanics, electron ics, robotics, med ical, demol itions, pi Prehensile Tru n k (Chimera): The mark of a undeni
loti ng aircraft and simi lar, are impossible to perform with able "bio-freak, " the character's nose is tu rned i nto a pre
any accu racy (30% is the best possi ble base proficiency hensile tru n k like that of an elephant. The tru n k is long
with feet) . P rehensile feet also provide one additional me- enough to touch the g round without the character bend ing
28
over, and it can fu nction as a th i rd hand . An elephant's Eyes & Vision:
tru n k is m uch more articu lated and sensitive to touch than
a preh ensile foot, tai l or tongue. That means a trunk can Armored Eyes : The eyes are tough and protected by a
be used to work a computer keyboard/key pad , undo a transparent membrane that automatically slides into place
tu rn-lock or even a tu m bler lock, pick up a d i me, tu rn when the atmosphere is fou l or there is a danger to the
pages, move chess pieces, write a letter, u ntie rope, pick eyes (Le. when underwater, sand tossed at the eyes, tear
locks, d rive a car and operate most mach inery. Tru n k gas, etc. ) . I rritants do not bother the character, except for
Penalties: Red uce P . B . b y 40%, -1 t o fi re a g u n with tru nk, the i n itial distraction of the eye being struck (-2 to stri ke
-2 to strike with a th rown item, -5% only to skills that de and parry for the next attack only). Dirt, sand , smoke and
mand fi ngers and extreme manual dexterity like surgery
and Forgery , most other skills, as noted above, are per ch�micals, including mace and tear gas, do not apply pen
formed without penalty. Tru n k Bonuses: + 1 attack per me
lee, +1 to strike and parry, +2 to dodge, and + 1 0% to alties to the chi mera's vision, although other aspects of
Climb when the tru n k is used . In th is case, bonuses from
skills, abilities and the P. P. attri bute are added to those of �hemical or gas attacks may affect the character with par
the tru n k. The tru n k is q u ite strong, able to support the chi
mera's fu ll body weight, and can strike out and pu nch do tial or even fu l l effect depend i ng on what it is. Cost:
ing normal punch damage, plus any applicable P . S . --
damage bonus. Cost: 600,000 dollars.
1 00, 000 dollars.
Eugenic Tails
Compound Eyes : Large, multi-faceted pai rs of eyes
Prehensile Tai l : See above.
that extend a character's peripheral vision to 1 80 degrees
Tail for Combat (Chimera): The Combat Tai l is about
as long as the character is tal l . It is very muscu lar along its (like a bird's), al lowing h i m to see j ust over each shoulder
entire length and prehensile i n the sense that it can bend ,
twist and lash out to stri ke an opponent, but can not g rasp as if he had turned his head . However, the vision of the
or carry objects. Damage: The Combat Tail typically ends
compound eyes is not as clear as h u man sight and is
i n a hammer- or cl u b-l i ke weapon that is used like a
built-in mace (206 damage + P . S . damage bonus, if any), much like looki ng through a g lass wi ndow frosted over
or it may end i n a sword- or dagger-like spike (2 04 dam
age + P . S . damage bonus, if any), or in a series of 3-6 with ice or like looking th rough a heavy screen mesh. Pen
spikes like that of the stegosaurus d inosaur or a barbed
club (either one does 306 damage +P.S. damage bonus, alties: -1 to P . B . , -1 0% to ability to read and read ing takes
if any). Special: The Combat Tai l is desig ned for fighting
so it has a base A. R. of 1 0 (increase to match the A. R. of 2�u0r%prilsoengfreormthaattnacnkosrmcoaml . i Bonuse s: C annot be caught by
characters with a hig her Natu ral Body Armor). Bonuses for ng from the sides, +1 to rol l with
the Tai l Only: +1 attack per melee rou n d , +3 to stri ke, +3
to parry and d isarm, +3 to pull punch and +1 to dodge I mpact and +1 to dodge. Cost: 50,000 dollars.
(only P . P . attribute bon uses can be added to these). Cost:
500, 000 dol lars for the Combat Tai l . Extra Eyes : The character can l iterally have eyes in
the back of his head , or i n his hands or shoulders, etc.
Tail Wh ip (Chimera): T h i s tail i s muscu lar a t the base Extra eyes can be placed anywhere on the body that is
and rigid along its length , tapering to a fi ne pOint like a
rat's. The tip of the tai l may be a point or barbed but both not likely to be covered by cloth ing (what's the point if the
do about the same damage and are desig ned as a wh i p extra eyes are covered and can't see most of the ti me?).
weapon. Length : Twice as long as the character is tall Limitations: The h u man head can accommodate as many
(typically 1 2-1 5 feetl3 .6 to 4.6). Damage: 206, but with no as five extra pai rs of eyes ( 1 2 total), the shoulders one or
P.S. bonus. Bonuses for Tail Attack Only: +4 to strike, +2 two each , the hands one each , the chest 4-8, the back
to parry , dodge, and d isarm, +4 to pull punch/tai l stri ke. 4-8. -1 to P . B. or M .A. attri bute per extra pair of eyes. -2 to
Cost: 400 ,000 dollars. all combat rolls, and -5% to skill performance when an eye
is placed in or on top of the hands. Bonuses: Can see
from n u merous different ang les, and different pai rs of eyes
may have different types of Su pervision (one pai r of eyes
have normal vision and any enhancements must be pur
chased for each pair separately). However, a single pai r of
eyes can have m u ltiple types of Supervision . Cost:
600,000 dollars per pai r of extra eyes (plus the cost of any
e n h a n ce m e n ts ) .
Eye Stalks : A pair of eyes are mou nted on the top of
"eye stalks" - antenna-like appendages that are 1 -3 feet
(0.3 to 0 . 9 m) tal l , and wh ich can bend and tu rn 360 de
g r�es to see in any d i rection as well as d i rectly up. Pen
alties: -1 to P . B . or M .A. attribute per extra pai r of Eye
Stal ks and the stalks are -1 to dodge. Cost: 1 00 , 000 dol
lars per pair.
Enhanced Senses E n hanced Vision: The eq u ivalent of all types of Su per
vision can be purchased to aug ment the eugenic eyes.
Cost is per power.
Note: The genetically improved su perbeing can pur Living Anatomy (recogn ize by sight> : See Powers Un
limited One, page 34 (no bon uses). Cost: 200, 000 dollars.
chase any n u mber of i mproved and heig htened senses. Supervision : Acute S ight ( M icroscopic) : See Powers
U n l i mited One, page 45. Cost: 20, 000 dol lars.
pEaarcthi c ui sl aar separate cost and many a re the equ ivalent of a
M i nor super ability, only i n th i s case, the Eugen Supervision : Advanced S ight (Telescopic): See H U 2 ,
page 2 3 7 . Cost: 3 0 , 0 0 0 dollars.
ICS character gets the special sense, vision , etc. but NO T
the attri bute or ski ll bonuses that might normally come Supervision: Circular Vision: See Powers Unlimited
One, page 45. Cost: 400, 000 dollars.
with that power.
29
Supervision : I nfrared & U ltraviolet S ight: See H U 2 , Track by scent alone: 40% +2% per experience level .
page 2 3 6 . Cost: 50, 000 dollars.
Identify common odors: 8 0 % + 2% per experience level.
Supervision: N ightvision: See HU2, page 236. Cost:
50, 000 dollars. Identify specific scent: 60% +2% per experience level.
Supervision : Paranormal Vision : See Powers U n l i m ited Accu rately identify common, known objects: 60% +2%
One, page 45. Cost: 250, 000 dol lars. per level of experience (-30% if very u ncommon).
Supervision : Thermal Vision: See Powers Unlimited Identify temperatu re of object: 80% +2% per level of ex
One, page 45. Cost: 400,000 dol lars. perience, with in 1 0 deg rees, including ambient air temper
atu re (at -20%, but only -1 0 % indoors).
S u pervisio n : X-Ray Visi o n : See H U 2 , page 2 3 7 . Cost: 1
m i l l ion dollars. Accurately identify wind d i rection : 80% +2% per level of
experience (-30% i n gusty or stormy cond itions).
Mag netic Vision (Ch imera): The ability to see mag
netic fields of the Earth as wel l as ind ividual mag netic Feel the vibrations of an approaching g round veh icle(s)
fields, around i ron/steel objects. Always knows where or robots, herd of animals, or g iant monsters, up to six
mag netic north is and can see mag netic streams much miles (9.6 km) away , ru nning or walking h u mans or large
like dolphins and whales, and can use them as invisible animals 2000 feet (6 1 0 m) away and flying veh icle or large
land marks and even as a sort of hig hway to find his way flying animal 4000 feet ( 1 2 1 9 m) away.
around l i ke a homing bird . Bonuses: +20% to Land Navi
gation ski l l . Cost: 400,000 dol lars. Also, all penalties from being bli nded or being i n total
darkness are red uced to just - 4 to stri ke, parry and
Polarized Eye Filters: Effectively built-i n sung lasses dodge, but the hero does not get his other anten nae bo
that automatically tint as a response to strong lig ht. Filter nuses and ski lls req u i ring sight are sti ll at -70%.
and red uce glare. Cost: 20, 000 dol lars.
Bonuses: Applicable only if antennae are exposed (not
Ears/Hea rin g : covered by a cap, hat or helmet) : +2 on i n itiative, +2 to
E n hanced Hearing : T h e eq u ivalent o f all types o f au strike, parry and dodge, + 1 to rol l with impact, and penal
ties for being blind are halved .
dio enhancement and powers can be purchased to aug
ment or su pplement awareness of one's su rrou ndings on Penalties: When antennae are covered , lose all the an
a sensory level. Cost is per power. ten nae abilities and related bonuses, and is -1 on in itia
tive , -1 to strike, parry and dodge.
Frequency Abso rptio n : S e e Powers U n l i m ited One,
page 28. Cost: One million dollars. Cost: 1 . 4 m i l l ion dol lars.
Heightened Sense of Hearing: See H U2, page 234. Echo-Location (Ch imera): This character has very
Cost: One M i l l ion dollars . large, flexi ble ears, at least as large as a hand. The
echo-location is used by bouncing h igh-pitched sound
Parabolic Hearing (new): The ab i l ity to locate and i so waves off the ch i mera's surroundings and using the re
late a single so u nd with i n a whole host of backg round flected sounds to "see" the locations, shapes, numbers
noise; see Powers U n l i m ited Three, page 1 7 . Cost: and sizes of objects around him, even i n total darkness.
800 , 000 dollars. I nterpreti ng echo-location is done at 60% +3% per level of
experience. Echo-location is very similar to sonar, in that it
Radar: See H U2 , page 236. Cost: 1 . 5 million dol lars. emits h ig h-pitched sound waves when used , that can be
Son ar: See Powers U n l i m ited O n e , page 42 . Cost: 1 .4 heard and traced by those with the right heightened
m i l l ion dollars. senses or who are also using echo-location or other pas
Son ic Power (Major) : See H U 2 , page 288. Cost: 2.6 sive means of sonic detection. Bonuses: +2 on in itiative,
m i l l ion dollars. +1 to strike, parry and dodge , and +1 attack per melee ,
Sonic Absorption & Reflection ( M ajor) : See H U2 , page and only a -2 to strike, parry and dodge apply when the
288 . Cost: 2.8 m il lion dol lars. character is blinded or in total darkness. Range: 50 feet
U ltra-Hearing: See Powers Unlimited One, page 47 . ( 1 5 m) + 1 0 feet (3 m) per level of experience. Disadvan
Cost: 700,000 dollars. tages: Echo-location is totally fou led in heavy rai n , th ick
fog , snow, d ust or smoke, and similar cond itions or if un
Other E n hanced Sensory Featu res : able to make thei r high-pitched wh ine. No bon uses apply.
Anten nae (Chimera): These are a pai r of th i n , If these cond itions exist at n ig ht/dark or wh ile blinded , the
echo-location is i neffective and the chimera is blind and
stick-l ike extra li mbs, 1 -3 feet (0 . 3 to 0 . 9 m) long, attached suffers all the pe nalties that u sually apply. Cost: 900, 000
to the ch i mera's head . They can hear, smell , touch and d o l l a rs .
are sensitive to temperatu re, can feel the wind (and tell its
d i rection), touch and recogn ize objects in the dark or when Forked Tongue (Ch imera) : The character has a
blinded , as well as identify objects around the chimera. forked tongue similar to most snakes. By contin ually flick
ing the tongue in and out, the character is able to taste the
Anten nae Powers include: air around h i m i n a way mammals cannot. The information
from th is tasting of the air g ives the character a sense of
The antennae can hear and smell at roughly h u man the environ ment. Abilities: Track by taste alone 60% +2%
levels but at about twice the normal range. per level. Identify common odors 90% + 1 % per level.
Identify specific taste 70% +2% per level (+ 1 0% if com
Track by sound alone: 60% +5% per experience level. mon). Cost: 200, 000 dollars.
30
Heat Pits (Chimera): One either side of the character's early warn ing system for the ch imera, g iving the character
nose are two sunken pits. These are heat pits, similar to a a +2 to i n itiative, parry and dodge. Cost: 20, 000 dollars.
viper's. The chimera can use them to "see" heat i n the
general area around the character, and even invisible peo Sonar (Chimera): Like a dolph i n , the chimera can emit
ple can be seen as if the character has Thermal Vision . high-pitched clicks or whines that bou nce off of h is under
The ch imera can sense heat out to about 40 feet ( 1 2.2 m) water surroundings and retu rn to h i m where special or
i n a rad ius around h i m . Abil ities: Track by heat sense gans in the forehead or ears translate them i nto an
alone 70% +2% per experience level . Accurately gauge awareness of what's about. This system is not highly pre
air temperatu re 80% + 1 % per level. Also the character cise and wil l not allow the character to pick out details
cannot be surprised by a warm-blooded attacker, senses such as facial featu res or whether the sonar image is hold
his presence before he can stri ke. Penalty: Sensing ability ing a gun or a flashlig ht, but it will al low him to operate i n
is knocked out in temperatu res of 96 deg rees Fahren heit complete darkness u nderwater b y "seeing" sonar i mages,
and g reater. Cost: 400, 000 dollars. shapes and movement i n the water where the sonar is d i
rected (typically below or in front of him). Sonar is not a
Heig htened Sense of Awaren ess: See Powers U n lim constantly operating effect, but it does emit high-pitched
ited One, page 30 . Cost: 1 . 2 million dollars. sou nd waves when used that can be heard and traced by
those with the right heig htened senses or also using sonar
Heig htened Sense of Balance: See Powers U n l imited and passive means of u nderwater detection . The charac
One, page 30. Cost: 500 , 000 dol lars. ter will have an oversized and rather bulbous forehead .
Heig htened Se nse of Recall: See Powe rs U n l i mited Specific Powers: See Powe rs U n l i m ited One, page 42 .
One, page 30. Cost: 800 , 000 dol lars. Cost: 1 . 3 million dol lars.
Heig htened Sense of Smell: See H U2, page 2 34. Genetic Weapons
Cost: 800,000 dollars.
The fol lowing are biolog ical weapons and defense
Heig htened Sense of Taste: See HU2, page 234. mechan isms. Most are close-range melee weapons, ex
Cost: 700,000 dollars. cept for things like electrical d ischarge, wh ich is still limited
to less than 20 feet (6 m), but some are sophisticated
Heig htened Sense of Time: See Powers Unlim ited long-range attack systems. Generally, these genetic
One, page 30 (no bon uses). Cost: 500, 000 dol lars. weapons are capable of extend ing and retracting , and are
often hidden u ntil necessary. The character's combined
Heig htened Sense of Touch: See HU2, page 234 . bonuses to strike, parry, etc. usually apply to the use of
Cost: 850,000 dollars. these features.
Life Sense: See Powe rs U n l i m ited One, page 33 . Cost: Acid Blood (Ch imera): The character's blood is made
700 , 000 dol lars. of a highly corrosive acid that is meant to be a natural de
fense mechanism. The genetic code for th is feature is de
Motion Detection Se nse (Chimera): Specially de rived from an extraterrestrial sou rce or mutation. The acid
sig n ed sen sitive hairs and eard ru ms (or very small anten is prod uced by an u n usual combination of chemicals in the
nae) among other subtle mod ifications enable the
character to pick u p the slig ht, but te lltale signs of motion
around h i m . This makes it impossi ble to sneak up on the
character. The motion detection sense only works in a 30
foot (9. 1 m) rad i u s around the character. Bon uses: + 1 to
in itiative, + 1 to pa rry and dodge, and + 1 to roll with pu nch ,
fal l or i mpact. Cost: 450 , 000 dollars. Su per-Option : The
equivalent M i nor su per abil ity of Motion Detection , de
scri bed on page 35 of Powe rs U n l i m ited One, ca n be
added for the cost of 950, 000 dollars for its added bo
nuses and additional abilities and senses.
Scent Pits (Chimera): Located on the neck, head ,
chest or lips are small olfactory receptors similar to the
kind found on certai n insects . They resemble a circu lar
bea uty mark or blemish about the size of quarter to a
poker ch i p . Prov ides the following super ability equ iva
lents: Heig htened Sense of Smell and Heig htened Sense
of Taste as fou n d on page 234 of H U2. Cost: 1 . 7 million
d o l l a rs.
S u per-Options: The eq u ivalent Minor su per abil ity of
Hold Breath as descri bed on page 31 of Powers U nl i mited
One, can be added for the cost of 450 ,000 dol lars.
The equ iva lent M i nor su per abil ity of Life Sense , fou nd
on page 33 of Powers U n limited One, can be added fo r
the cost of 700,000 dollars.
Sensitive Wh iskers (Chimera): Like a cat or a rodent,
the ch i mera has a set of long wh iskers (one to two feet! )
that feel along i n tight or narrow areas a n d h e l p to form an
31
character's body and becomes immed iately active the mo Burn i ng Vapors: A mild acid causing burning ski n , eye
ment the blood hits the air. Damage: The acid does 4D6 i rritation, temporary blindness, and 1 D6 S . D . C . damage.
damage per melee round to h u man flesh and most or Victims lose i nitiative and are - 4 to stri ke , parry, and
ganic material, but is harmless to inorganic material (plas dodge for 1 D6 melees.
tic, metal, etc. ) . The acid bums and conti n ues doing 4D6
damage for 1 D4 melee rounds (one min ute) or until Poison : Causes stomach cramps and does 2 D6 dam
washed off. The acid is very corrosive and wi ll eat th rough age every min ute it is breathed , or 5D6 damage with every
Natural Armor Rati ngs as if they were not there. Duration: spray attack that the poison touches bare ski n .
The acid ic qual ity of the blood only lasts for 1 D4 melee
rounds before becoming inert. Cost: 2 million dollars. Scent Chemical covers a person, t h i n g or area with a
distinctive scent that can only be detected by the sprayer
Sio-Energy Claws : The eq u ivalent of the Energy or characters with Heig htened Sense of Smell. It is used
Claws Minor su per ability descri bed on page 2 1 of Powers for identification and tracki ng. Can be smelled up to two
U n l i mited One. Cost: 1 million dol lars. mi les (3.2 km) away and adds a +20% bonus to track for
the sprayer and characters who can track by smel l .
Bio-Energy Expu lsion (Alien Chimera): The eq u iva
lent of any of the " M i n o r" Energy Expulsion super abil ities Sleep Chemical : Causes its victim(s} to fal l asleep
fou n d in H U2 and Powe rs Un l i mited O n e . Cost: 1 . 6 mi l lion with i n 1 D4 melees and remain asleep for 1 D6 min utes.
dollars. Note: The characte r may have more than one Groggy and -5 to stri ke, parry and dodge for the d u ration
type of energy expu lsion powe r, tho u g h probably n ot more of the effect when awoken early.
than three, and each o n e is a separate powe r with a sepa
rate cost of one m il lion each . E nergy may be fi red from the Stench : A noxious fu me and i rritant that causes the
eyes, hands, or short a ppend ages th at protrude from the eyes to water and impairs the vision , u n less a gas mask or
shoulder or forearm l i ke a biologica l version of an energy envi ron mental helmet is worn . It also causes coughing
blaster. and gagg ing. Victi ms are -4 on all combat rolls (stri ke,
parry, dodge, etc.) and lose two melee attacks/actions as
Super-Option : The e q u ivalent of the Major su per ability , long as they stay in the area of effect and for one melee
Re- Channel and Expel Energy, as d escri bed on page 8 1 after exiti ng it. Characters with a keen sense of smell suf
of Powers Un l i m ited o r the M ajor s u per a b i l ity o f Super fer dou ble the penalty noted above, and characters with
Energy Expulsion descri bed on page 293 of H U2 may also enhanced sight or su pervision have the range of their abil
be p u rchased . Cost: 2 . 9 m i l lion each . ity reduced by half.
Casting Gun (Alien Chimera): On the chimera's Teari ng Chemical much like mace , temporarily bli nds
shoulder is what looks l i ke a gun made of flesh and bone, its victim for 3D4 melees. The victi m is -1 0 to strike, parry
which is exactly what it is. This Casting Gun uses human and dodge. P rotective goggles/visor or gas mask block
waste that is condensed and has all the water removed th is spray attack.
from it, l i ke an owl's castings. These pellets are red irected
to the casting g u n . The g u n then uses a combination of Chemical Secretion (Chimera): The eq u ivalent of the
natu ral chemicals to produce an explosive force that pro M ajor super abil ity Chemical Secretion described on page
pels the castings at bullet speed towards the target. The 64 of Powe rs Un l i mited One. Cost: 2 . 5 million dollars.
chi mera only has enough casti ngs to fire a n umber of
shots eq ual to the character's P . E. attribute n u mber x2 . Claws (Chimera): Retract under the fi ngernails or into
When the payload is used up, the character must wait for the tips of thick fi ngers, leaving only a slightly noticeable
his next meal to digest and create new ammu n ition pel open ing (perception needed to see them is moderate for
lets. Damage: 4D6, plus one add itional point per level of large claws and challeng ing for small ones) . Damage:
experience and the range is only 1 00 feet (30 . 5 m); bo Small claws add 2 D4 damage to hand to hand attacks,
nuses to strike apply to the use of this weapon . Cost: large ones add 2 D6. For an additional cost, the chi mera's
700, 000 dol lars. claws can be climbing claws. Such claws add a bonus of
+ 1 5% (+20% if the feet are also clawed) to the Climbing
Chem ical Spray (Ch imera): The chemical spray is ex ski l l , otherwise th is g ives the character a base Climbing
creted from g lands located in the arms, neck, mouth , skill of 30% (or 50% for both ). Cost: 50, 000 dollars per
chest or hands but the ch imera only gets one type of
chemical. It is typically released as an area effect mist hand for small claws, and 90, 000 dollars per hand for
around the character and fills a 1 0 foot (3 m) rad ius, or large claws. Half the cost if the claws are not concealed or
can be sq uirted from the mouth or hands at one particu lar retractable. Climbing claws cost an additional 20, 000 dol
ta rget. Damage: Varies with the type of chemical. One of lars to the prices above and half that for the claws on the
the followi ng chemicals can be selected . All victi ms get to feet.
save versus non-lethal toxi n , but need to rol l a 1 6 or
higher i n order to save successfu lly. Effective Range: 20 Combat Spurs (Ch imera): The chimera has a set of
feet (6 m) and a 1 0 foot (3 m) area/mist. The mist d isap combat spurs (blades of bone) along the forearms that
pears i n one melee ( 1 5 seconds). Bonuses: Can be can be used in both raking and slash ing attacks. These
sprayed as often as ten times per 24 hours and counts as spurs can fold down along the forearms when not in use
one additional melee attack whenever it is used , and is + 1 and are unnoticeable when covered by a sh irt sleeve, at
to stri ke a l l opponents. Cost: 450 , 000 dollars regard less of least u ntil they are raised for an attack. N u mber of Spu rs:
the chem ical used . Two large or fou r sma l l . Damage: 4 D6 for either and any
P.S. damage bonus is half the usual amount due to lack of
momentu m and leverage. Cost: 80, 000 dollars per fore
arm.
32
Electrical Discharge (Ch imera) : Th is is similar to the or horn protrusions to be used as weapons. These kinds
effect of an electric eel and is generated with in the chi of weapons may be on any part of the body and do dam
mera's own body. The electrical d ischarges can be pro age accord ing to their size, plus any applicable P . S . dam
duced at will but each counts as one melee attack. age bonus. Al l of these weapons are very obvious, they do
Oamage: 4 06 +2 points per level of experience. Range: N OT retract and cannot be hidden. Cost: SO, OOO dollars
20 feet (6. 1 m) or touch . Cost: 300, 000 dollars. per 1 06 of damage, up to a maxim um of 606 damage or
300,000 dollars.
Fangs (Ch imera) : Partially retractable fangs and lower
can i nes g ive the character a notably feral appearance. Needle Blossom (Alien Chimera) : Oeep in the char
Oamage: Small and retractable (easy to conceal), 1 06. acter's skin are clusters of modified hairs. These need les
Large and obvious, 2 06 damage. P . S . an d combat dam are covered by skin and cannot be touched by simple con
age bon uses do N OT apply to bite attacks. Hollow fangs tact. O u ring combat the character can eject the concealed
for poison have no lower can ines and only do 1 06 dam need les through a convulsive contraction of his m uscles.
age even if large and when fu lly extended , but also have Location: Several places on the forearm. Payload : S 06
the choice of infl icting poison on their victims. Poison dam + P . E . attri bute n u mber per arm and 2 06+6 i n the chest or
age as per cost. Cost: Non-poisonous fangs (large or back. Grow back overn ig ht. Oamage: Fired in clusters -
small) cost SO, OOO dollars. Add itional cost for poisonous Four Needles: 1 04 damage. Eight Needles: 2 04 damage.
fangs based on damage. Mild poison: Ooes 2 06 damage 1 2 Needles: 304 damage. 16 needles: 404 damage.
per bite and costs an extra 1 00, 000 dollars. Lethal poison: Range: 30 feet (9. 1 m). May be focused on one target or
Ooes S 06 damage d i rect to H it Points ( ! ) per bite and sprayed to hit 1 04 targets but damage is one th i rd of the
costs an extra 400, 000 dollars. N u mber of Ooses: The possible total per each victim struck. Cost: 300,000 dol
character can generate one bite's worth of poison per hour l a rs .
for every one point of P . E .
Omega Blaster (Al ien Chimera): Th is is a tremendous
Fire Breath (Alien Chimera): Lu ngs, th roat a n d mouth heat cannon built into the redesig ned chest of the charac
mod ified to project a blast of chemicals that mix on contact ter. Wh ile th is weapon can only fire once per melee, it
with the air, producing a gout of flame, l i ke a d ragon of does massive damage. The u n it is protected by two ar
legend. Can be performed once per melee and counts as mored plates that must be pu lled back for the blaster to
one add itional melee attack. Oamage: S06 pOints. Range: fi re. Each protective plate has 1 00 S . O . C . The weapon
30 feet (9 m). Cost: SOO, OOO dollars. can only be fired once per hour. Oamage: 2 06x1 0 +2 per
level of experience. Range: 200 feet (6 1 m). Cost: 1 . S mil
Flying Blades (Alien Chimera) : Tiny h idden tendrils lion dollars.
are buried in the chimera's forearms and shoulders, with
only the tips exposed . On those tips are small blades, one Quill Defense (C himera): Same as the Quill & Spines
per tend ri l . These ten d rils can fly out on command like tiny M i n or super abil ity described o n page 37 of Powers Unlim
slash ing weapons to strike an opponent and return in a ited One. Penalty: Red u ce P . B . attribute b y 20%. Cost: 1 . 7
single attack. These flying blades (206 of them on a single m i l l ion dollars.
arm) may be fired off at opponents i n volleys from one to
as many as are available. If destroyed , a flying blade re Reinforced Knuckles or Joints : The character can
q u i res 1 04 days to g row back. Oamage: 1 04 each , and have any of his joints reinforced to do add itional damage
the range is only 30 feet (9 m). To stri ke and retu rn counts i n an attack. Th is includes the knuckles, knees, elbows,
as only one attack per melee. They are +3 to strike. Cost: heels, shoulders or even the head . An attack by the rein
900, 000 dollars per arm. forced joint does an additional 1 06 damage in hand to
hand combat plus any other P.S. damage bonus. Cost:
Forearm Blade (Chimera): A blade of super-strong SO, OOO dollars per set of joints to be reinforced .
bone slides out of a forearm housing at the wrist for use
as stabbing and slashing short sword . Oamage: 2 06. Spike La uncher: The character has natu ral spikes
Cost: 2S0, OOO dollars. made of bone projecting from part of his body. These
spikes (206+8 of them) may be fired off at opponents i n
Horns (Chimera): The character has horns g rowing vol leys o f o n e , two, th ree, fou r or all. Each spike used re
from h is head . They may be like those of a bull, or antlers q u i res 24 hours to g row back. Range: SO feet ( 1 S.2 m).
l i ke a deer or 1 -4 in the center of the head , like a rh inoc Oamage: 2 04 per spike. Cost: 200, 000 dollars.
eros, with the largest starti ng at the forehead and the
other(s) ru nn ing down the center of the sku ll on the top Sti nger (Chimera): The character has a tail of some
and back of the head , each 30% smaller than the former. sort that ends in a sti nger. The stab of the stinger does
Oa mage: Small: + 1 04 to head butt damage and +1 to 1 06 damage if small or 406 if large and does NOT have a
parry with head/horns. Med i u m : + 1 06 to head butt dam poison i njection capability. However, the stinger can be
age and +3 to parry with head/horns. Large: +206 to head made to del iver a poison into its victi ms at the extra cost
butt damage, and + 1 04+3 to parry using h is head/horns. noted under Fangs, described earlier. I n the case of a poi
Note: Only P . P . bonus may be added to the parry using sonous stinger, the "sti ng" does only 1 06 damage plus
the horns/head . Cost: 70, 000 dollars, 1 00, 000 and poison (mild or lethal). More than one stinger is possible
200, 000 dol lars respectively. but each req uires its own appendage such as a tai l (3
maximum) or tentacles ( 1 0 maximum). Cost: 1 S0 , OOO dol
Large Bone or Horn Weapons (Ch imera): This in lars for a small, non-poisonous sti nger (stabs only),
cludes horns, antlers, saber teeth , tusks, large bone sa 2S0,OOO for a large, and 400, 000 for one that i njects poi
bers, massive engineered talons or any other type of bone son.
33
S u per Light Cells (Alien Chimera) : The ch imera has 61 -80% Ran away and is secretly h u nted by the spon
light prod ucing cel l clusters that resemble large spider soring organ ization . Hostile, but not necessari ly dead ly.
eyes on his arms or forehead . Each of these su per light
cells can prod uce a beam of pure wh ite light of a very 81 -00% Ran away and considered to be a wanted fug i
damag ing intensity. Damage: 2 D6 per super light cel l . If tive or criminal, and extremely dangerous. H u nted by law
the chi mera has more than one light cell on a single arm enforcement agencies, the sponsori ng organ ization and
(or forehead) the chimera can fire the cells in a single vol possi bly superh u man bounty h unters and villains; the lat
ley, u p to the maximu m n u m ber on that limb. Range: 1 00 ter only if there is a price on the runaway's head . Dead ly
feet (30 m) but the range is increased by 1 0 feet (3 m) for force may be authorized.
each additional light cel l fi red in the volley. Cost: 400, 000
dollars each and the chi mera can have u p to six on one The Sponsoring Organization
arm or up to fou r super light cells on the forehead .
0 1 -20% Med ical Research Facility
Tangle Foot (Alien C h imera): By stamping the 2 1 -40% Private I ndustry
grou nd, the ch imera is able to release a n u mber of small 4 1 -60% Secret Organ ization (good or evil)
tentacles similar to stabbing tendrils from the bottom of h is 6 1 -80% Military/Govern ment
foot. These tendrils are able to travel th rough dirt, sand or 8 1 -00% Aliens I nterested i n Earth or Earthlings
earth , u p to 20 feet (6 m) away, to hit any appropriate tar
get (basically any organic creature) . But unlike stabbing Motive for Genetic Reconstruction
tendrils, the tangle foot does m i n i mal damage: only 1 D4
pOints. The real advantage of the tangle foot is that the 0 1 -30% M i l ita ry
small tentacles can hold the victim to the g round with a 3 1 -50% Medical
Su pernatu ral Strength equal to the ch imera's P . E . These 5 1 -80% Criminal
small tendrils can be cut th rough but it takes an amou nt of 81 -00% Crime Fighting
damage equal to the chimera's own P . E . to cut through
each tendril and there are 3D6 tendrils used per attack. Conditions of Eugenic Modification
Note that both the character and the victi m will be immobi
l ized until the attack is ended by the chimera or the victim 01 -1 0% Healthy Volu nteer. Destitute or fantastically
cuts free. This special attack can only be used once per motivated toward eugenic/genetic research . Deemed psy
day per foot, due to the time taken for the tendrils to cholog ically su itable. Add 20 pOints to S. D . C.
reg row after they have be used . Cost: 225 , 000 dollars.
1 1 -20% U nwilling test subject. Teen w h o cannot re
Toxic Skin (C himera): The equ ivalent of the Chemical member past life (may have been pulled off the street, lab
Secretion Major su per abil ity descri bed on page 64 of oratory g rown or a clone), but has managed to break free
Powers U n limited One. Cost: 2 . 5 mil lion dollars. and escape. Skills are limited to those learned in captivity
and on the street: Pick 1 D6+8 Secondary Skills; four of
Optional Background Data choice get a + 1 0% bonus.
The fol lowing optional and fun tables provide important 21 -30% Test Tu be Baby. Genetically engineered from
backg round information about the character and the orga an artificially created embryo. Roll once on the Side Ef
n ization that performed the genetiC reconstruction on the fects table on page 1 1 6 in the Experi ments section of
individual. And since these are optional tables, use all or H U2 .
use some, whatever works for you or the G . M .
31 -40% Lab Grown or C lone. J uven ile test subject.
Current Status with the Add 1 D4 to P . S . , P . P . , P . E . and Spd, but is limited to a
Sponsoring Organization high school education .
01 -20% Allowed to leave; good , friendly relationship. 41 -50% Volu nteer or Kidnap Victim. Genetically
spliced with Alien DNA, he looks like a mixtu re of alien
21 -40% Allowed to leave after a g reat antagonism and and h u man features; the ch i mera can breathe without air,
conflict. Not friendly, but may aid the character. gains an add itional 20 S. D . C . and does not have to d ri n k
or eat t o su rvive. T h e hero is also i m m u n e t o cold a n d the
41 -50% Good standing. Friendly and amicable to the vacuum of space. M inus 1 D6 pOints from P. B. and rol l for
point that both assist each other reg ularly. one Random I n sanity. Wil l have a tru ly alien/i n h uman
physical appearance.
51 -60% Washed out. The character has been th rown
out of the program because his abilities and/or attitude is 51 -60% Vol u nteer or Kidnap Victim. Mental patient;
not what the organization was hoping for. All ties are now subject of i llegal eugenics research experiments. Roll for
dissolved and the su perbeing is considered "persona one Random I n sanity.
non-grata . " Thoug h d isliked , he is not hated or h u nted and
may have a low-level contact or two with in the organ iza 61 -70% Volu nteer. Victi m of debilitati ng disease or ill
tion who might owe h i m a favor or be willing to sel l infor ness, minus 10 from S . D . C . ; no hope for recovery or a
mation for a favor or cash . Higher-u ps i n the organization normal life.
dislike the character and want noth ing to do with him or
his g roup. 71 -80% Volu nteer. Victi m of a crippling accident; bad ly
scarred. M i n us 2 D4 from P . B . and has a deadened sense
of pai n , so add 1 D6 to P . E . and add 20 poi nts to S . D . C .
34
81 -90% Abducted by an alien race and then geneti Possible Disfigurement due to
cally reconstructed for life and d uties on their home world . Eugenic Modifications
Roll on the Physiological Modifications due to U nearth ly
Environ ments table on page 93 in the Aliens section of 01 -70% No disfig u rement, looks perfectly normal .
H U 2 . Has been released or escaped from the aliens.
71 -72% Large, bulky body, with th ick fi ngers and ap
91 -00% Resu rrected corpse genetically reconstructed pendages, small nose and ears. Add 1 04x1 00 pou nds
for some nefarious pu rpose. The character has no mem ( 1 00 Ibs eq uals 45 kg ), add 1 04x1 0 to S . O . C . , add 1 06 to
ory or recall of his former life or skills, so is limited to the P . S . attri bute , but red uce Spd 2 04 pOints and P . B . 1 0% .
street schooled ed ucation level. This strange character is
resistant to fi re and cold (half damage), and automatically 73-74% Oversized , muscu lar legs, can j u m p 30 feet
gets Bic-Regeneration or Bio-Regeneration Super as one (9. 1 m) into the air or 60 ( 1 8 . 3 m) horizontally and + 1 06 to
of its powers at half the usual price. The resu rrected char kicking damage. Reduce P . B . by 20%.
acter has some u n usual dietary restrictions, necessary to
keep it al ive (undead?). Roll on the following chart: 75-76% Dramatic spinal cu rvatu re , h u nch back, red uce
heig ht by 304 inches (one inch is 25 mm) and P . B . by
01 -20% P. P. E. Vampire: N eeds to consume a minimum 25%.
of 25 P . P . E . from the living per week, per level of the char 77-78% Small spikes cover head ( 1 04+ 1 i nches long),
acter. I n this case, the P . P . E . is extracted by attacking one replacing the hair and add ing 1 06 to head butt damage.
or more people, frightening them and d rawi ng blood . The Reduce P . B . by 20%.
d rawing of blood does not have to be a lethal blow, al
thoug h some may kill their victi ms because P . P . E . is dou 79-80% Oversized , d isproportionate li mbs, similar to an
bled at the moment of death. ape, add 404 inches (one inch is 25 mm) to height and re
duce P. B. by 20%.
21-40% Carrion Feeder: This ghoul must consume at
81 -82% Face is d istorted and looks ape-l ike with a
least th ree meals of rotti ng flesh every day , plus all types large flat nose, large eyebrow ridges, small eyes, no u pper
of fresh foods make h i m violently i l l . To keep up his resur lip, protruding muzzle, and very long forearms; red uce
rected metabolism the chi mera must also take freq uent P. B. by 20%.
naps d u ring the daylight hours of at least 30 min utes each .
83-84% Thick, lumpy, pitted and pockmarked skin that
4 1 -50% Animated Composite Corpse: A Franken g ives the chimera a natu ral A. R. 7 and adds 6 06 to
S . O . C . , but red uce the P . B . or M .A. attribute by 25%.
stein-like patchwork creatu re covered i n scars and
stitches. Bigger, bulkier than a normal human but defi 85-86% The fingers fuse i nto two large fingers and a
nitely a dead man walki n g . thick th umb (-5% on skill performance), the toes i nto two
large toes, muscles are powerfu l and defined (add 1 04+ 1
5 1-60% Animated Corpse: Pale wh ite complexion , to P . S . ) , the face is elongated and horse-li ke i n appear
ance, and the skin is light pink, sand, light tan , or eggshell
sunken cheeks and eyes, resembles a wal king , talking white. Red uce P . B . by 30%.
corpse.
87-88% Body is covered in fi ne, snake-like scales and
61-70% Blood Drinking Vampire: The hero needs at the chimera has no body hair (add 1 04x1 0 to S . O . C . ) . Re
duce P. B. or M .A. by 25%.
least eight pints of humanoid blood every day; animal
blood can be substituted , but makes him nauseous and 89-90% Skin is covered i n various patches of pig ment,
weak (-3 on in itiative, -1 stri ke, parry and dodge, loses one creati ng cheeta h , leopard or tiger like color patterns. Re
attack per melee round and reduce speed by 20%). duce P. B. by 1 0%
6 1-80% High Metabolism. To keep u p his new resu r 91 -92% Strange coloration of the ski n , u n natu ral look
ing, and is covered with l um ps and thick veins. Red uce
rected metabolism the chimera must take freq uent naps P . B. or M.A. by 30%.
and eat constantly. The character will have to consume
93-94% Body is covered i n fur, the face has an animal
more than half h is own weight i n concentrated protein (raw appearance, with a long muzzle and canine teeth . Reduce
meat! ! !) every day. P. B. or M.A. by 30%.
8 1-00 Life Force Vampire: This character must feed on 95-96% Face looks very insect-like, sparse tufts of hair
the l ife force energy of all livi ng creatu res ; u n fortu nately , (if any), ti ny mouth , no lips, narrow jaw, th i n body, and
the feed ing process usually ki lls its victi m , particu larly large, rou n d , dark eyes, with tiny antennae on the head .
Reduce P . B . by 40%.
small ani mals or you ng childre n . This feed ing attack i n
fl icts 406 poi nts o f damage d i rect t o H it Points, because i t 97-98% Oversized , strange looking head , minus 1 04
is literally d raining t h e victi m's life force! I f the victi m o f this pOints from P . B . and M .A. , but add 1 04 to L a . and M . E .
attack survives, he is weak fo r 24 h o u rs, has no i n i tiative
or combat bon uses, and red uce ski l l performance, attacks 99-00% Body is covered with small, bony wh ite,
per melee rou n d , P . S . and speed by 50%, p l us tires twice horn-li ke projections on the head , above the eyes, and on
as q u ickly. Note: The Life Force Va mpire m u st feed on the the shoulders and spine. The individual also has sunken
equ ivalent of at least 40 Hit Points per week. eyes and lon g , delicate fi ngers. Add 1 04 to P . P . but re
duce P. B. by 30%.
35
Possible Insanity creased through physical skills, some genetic featu res and
individual backgrounds.
The eugen ics process as well as the end resu lts can be
physically and emotionally traumatic and painfu l , and may Horror Factor: Due to the character's u n usual genetiC
lead to i nsan ity . All ch imera characters should rol l on the traits and fearsome featu res, all C himeras/bio-freaks that
followi ng chart once. This is i n add ition to any other ran are visi bly monstrous, alien or scary (includ ing any char
dom i nsan ity gained from the character's backg round con acter with a P . B. of 4 or lower) , will have a Horror Factor,
d itions of eugenic mod ification, so roll below: particularly among ord inary citizens. Starts with a base
Horror Factor of 9 +1 D4.
01 -70% No insan ity, acts perfectly normal .
Available Financial Resou rces : The Eugen ics char
71 -75% Paranoia and phobia : Doctors, technicians acters are usually rather poor, only 2 D4x1 00 dollars avail
or n u rses, hospitals and lab coats. When confronted able i n ready cash. Th is is in add ition to any possible l ife
the character is unable to act or fight back against them. savings (See optional rules to round ing out one's charac
ter in HU2). There is a 0 1 -38% likelihood the character
76-80% Thrill of danger and combat. Anyth ing that owns a conventional vehicle (car, mini-van, S UV, motorcy
wi ll endanger the character's life or freedom is embraced . cle, etc. ) . The car is 2 D4 years old but in reasonably good
shape. Presu mably , the character has a job, apartment
81 -85% Delusional. The character th i n ks he is a doctor and reasonable personal possessions, perhaps provided
and wi ll try to perform surgery, even if completely un by the organ ization that created him.
skilled , a lways wants to g ive first aid and take care of oth
e rs . Experience Levels: Use t h e Bionics experience chart
at the back of H U2 for the hero's level advancement.
86-90% Psychotic. Has periodic episodes of extreme
violence, even if a good guy. GESIALI
SUPEI(HUMANS
91 -95% Obsessed with doctors and surgery. Loves
to watch surgeons in action and hero worships doctors. Orig inal concepts and material by Jay Fitzloff,
mod ifications and additional text and ideas by
96-00% S huts down . There is a chance that the char Carmen Bellaire and Kevin S iembieda.
acter goes completely cataton ic under any high stress sit
uations (life and death moments), that only gets worse The American Heritage D ictionary defi nes the word
with ti me. The base chance is 1 0% + 1 % per level of expe "gestalt" as:
rience. During these times the character is totally helpless,
unable to act or save h imself, as if he was in some type of A unified physical, psychological, or symbolic config
coma. Th is coma state lasts for 2 D6 min utes, after which uration having properties that cannot be derived from
the character recovers completely, as if noth ing strange its parts.
had happened to him at all.
I n the world of Heroes U n l imited , the Gestalt is multiple
Step Fou r: Education & Ski l ls characters wrapped in one package: A su perbeing made
u p of two or more separate persons, and/or a host of ani
Roll to determine the character's ed ucational level and mals, plants, etc. The individuals, when not combined into
select skills as usual. The character can have any level of their Gestalt persona, are relatively normal and compara
education , from high school to doctorate, without sign ifi tively weak. It is only when the g roup joins together to be
cantly affecting his role as a Eugen ics character. Back come one, that a singular being of considerable power
ground may indicate a specific level of education, and and ability is created .
most children, teens and vagabond volunteers or abduc
tion victims are likely to have only Grade School, High Gestalt characters should be very rare i n the world of
School or Street ed ucation . Heroes U n l i mited , just as they are i n comic books today.
Players wish ing to create a Gestalt character should seek
Step Five: Alignment G . M . approval , for they may not wish to al low such a
strange power category into their campaign. N ot only does
Any alignment can b e selected, but heroes should gen the Gestalt hero take a considerable amount of time to rol l
erally be of a good alignment or at worst, selfish . up, there's also plenty of room for player abuse with these
u n ique character types. Of cou rse, as a villain , the Gestalt
Step Six: Other Stuff NPC will certainly frustrate, mystify, and possibly creep
out the hero g rou p. They will have no idea that the reason
Hand to Hand Combat: Combat skills are not gai ned the villain d isappears into a crowd so easily is because he
automatically. They must be selected as a learned ski l l . is now five separate people!
Attacks P e r Melee (Hand t o H a n d ) : As with all other Another interesti ng possi bility of this power category is
superbeings, Eugen ics characters automatically get two to have every member of the Gestalt g roup be a player
hand to hand attacks per melee rou nd. Add itional attacks
are developed th roug h Hand to Hand combat and other
combat skills, or from genetiC reconstruction traits.
Stru ctu ral Damage Ca pacity (S. D.C.): All Eugen ics
cha racters get a large base S . D . C . of 1 D6x1 0 d u e to
thei r u n ique gen etiC structure . The S . D . C . can be in-
36
character. This appl ies only to the Human Gestalts and
opens up a number of fu n and d ifferent role-playing oppor
tu n ities. For one, all the players merge to become one
superbeing, req ui ring the players to work by committee
when they are one. For another, the H u man Gestalt char
acter would req ui re a lot of teamwork and rely u pon close
player interaction and mutual cooperation . Furthermore, if
one person bites the dust, there goes the Gestalt, so the
entire g roup has a vested interest in watching each other's
back. And don't forget, the Gestalt character can make for
a fu n and bizarre su per-villain for Game Masters to play.
N atu re of th e Gestalt
There are four d ifferent types of Gestalts. To determine
wh ich ki nd the character is, select one from the table be
low or roll randomly. If a G . M . l i kes the Gestalt hero, but
th inks certain types would be a problem, he should feel
free to d isallow whichever ones he doesn't want.
01 -25% Animal: The character's body is made u p of
many small animals, from i nsects like flies, roaches, and
worms to mice, rats, snakes, birds, etc. , which together
form a kind of sentient being . A sing le player can be this
Gestalt.
26-50% H u man P hysical: Two or more normal hu
mans somehow sh ift their bod ies and minds i nto one an
other to form a singular superbeing with its own individual
super abilities. Req uires 2+ players worki ng as one.
51 -75% Human Psychic: Two or more normal h u mans
are able to combine thei r minds and will power to form a
separate being with a variety of psionic and su per abilities.
Req u i res 2+ players worki ng as one.
76-00% Plant: The character's body is made u p of vari
ous plants: shru bs, vi nes, g rasses, weeds, etc. A single
player can be this Gestalt.
An i m a l G esta lts
I n d ividually, the animals that make up th is Gestalt act
only through instinct, they have no h u man goals or wants.
Somehow, a force beyond their u nderstanding calls them
togeth er to form i nto a mass that becomes a sort of hu
manoid being with g reat abilities and h u man sentience.
The An imal Gestalt hero (or villain) may be a voice for the
animal kingdom, a spirit of mother nature brought forth to
interact with the h u man race, or it could be some sort of
alien or su pernatu ral entity (energy being) that needs to
call forth animals to form a physical body and interact i n
our world.
Whatever the reason for the An i mal Gestalt to come
i nto being, one th ing remains true - the individual animals,
when released from the controlling , sentient force. do not
continue to act according to the wishes of the Gestalt Be
ing, but ru n off to go about their normal animal business,
with their first goal usually being to get away from hu
mans.
37
Step One : The Us ual 81 -90% Hodgepodge Land Animals or Insects: A va
riety of different, small land animals, from toads and mice
Th is step does not apply a s i t would for other character to pigeons and cats, compose the Gestalt Being. The d if
types, as there are no h u man members of an Animal Ges ferent kinds of an imals can vary widely, but tends to be all
talt character. The attributes of the Gestalt Being are warm-blooded (birds and mammals), cold-blooded (fish ,
rolled separately, as described in Step Three, #2 . amphi bians and l izards) or all i nsect (bugs of every type) .
Horror Factor: 1 2 . A R . : 1 2 .
Step Two : H it Poi nts & S. D.C.
91 -00% Hodgepodge Sea An imals : A variety of small
Like Step One, th is step does not apply as it would for marine animals creates the Gestalt Being . Horror Factor:
other character types. The S . D . C . and H it Points are de 13. AR.: 12.
termined in Step Th ree, #2 . The Natu ral Armor Rating of
the Gestalt Being is determined in Step Th ree, #1 . 2. The Controlling Animal Force/Intelligence
Step Three: This determines the controlling force of the Animal Ges
ta lt Being, and perhaps also, its possible motives and
Powers of the Ani mal Gestalt goals. As always, the player may choose the type of con
trolling mind, or roll randomly.
Roll o r make selections from the followi ng th ree tables.
01 -25% Spirit or Entity : Th is is typically an ethereal
1. Type of Animals for the Body energy being or life essence that is normally invisible and
unable to interact with humans and the physical world un
The player may choose what type of animals come to
gether to form the Gestalt, or he may roll for random de less they assume a physical body - in th is case, a Gestalt
termination on the following table. Note : It may be easier body. The energy being may be of this earth , from another
to roll powers fi rst, choosing the animal type that would fit d i mension or world, or a su pernatural being (Le. , a
the super abilities. god-li ke spirit or a splintered l ife essence of a god or Alien
I ntelligence). In many cases the spirit is very old , but in
No matter what type of animal is chosen, a humanoid others it may be young , naive or unfamiliar with Earth and
form is always taken by the Gestalt, with the d iffering col h u mans. To interact with the physical world it must create
ors and shapes of the an imals used to form the hu its Gestalt body , typical ly small , simple-minded animals.
man-like featu res. The animals come together when The animals are u n harmed (except from external attacks,
su mmoned by the outside force, forming the Gestalt Being say from su perbeings or frightened humans) even though
instantly , even if it is u n usual for that animal type to they weave and meld together in ways that might seem
swarm, move that fast or be in that location . otherwise impossible or uncomfortable. Th is mass of liv
ing, sq u i rming ani mals forms a h u manoid body that may
01 -20% One Type of Crawl ing I nsect: Roaches, ticks, range from 5-8 feet ( 1 . 5 to 2 .4 m) tal l . I n th is form the spirit
spiders, ants, crickets, silverfish, centipedes, and similar. being can touch , move, and do th ings in the physical
Horror Factor: 1 4. Armor Rating (A R . ) : 1 3. plane of existence, even speak, though the voice always
sounds strange, often like the animals that make up its
21 -40% One Type of Flying Insect: The body of the body and sometimes with an echo effect. Remember, the
Gestalt Being is composed of hundreds, if not thousands animals represent body parts, the energy/spirit being is
of fl ies, or bees, wasps, hornets, beetles, d ragonfl ies, but the controlling and i ntelligent force.
terflies, moths, g rasshoppers, preying mantis, or similar
types of winged bugs. Horror Factor: 1 3 . A R. : 1 4. Player Note: One player can role-play this type of Ges
talt character and despite its ethereal natu re as an energy
41 -50% One Type of Invertebrate: The body of the being or ghostly apparition , it behaves very human in
Gestalt Being is made of one type of i nvertebrate such as physical form . Exactly why the spirit has taken physical
worms, slugs, snails, leeches, sq uids, octopus, starfish , form and joined a g roup of su perh u mans or other mortal
etc. Horror Factor: 1 5 . A R . : 8. heroes is left up to the player. It may be something as sim
ple as battling evil and chaos, trying to bring order to the
51 -70% One Type of Small Mammal Vertebrates : world , helping the i nnocent, seeking justice or revenge, or
The body is made of h u nd reds of mice, rats, gerbi ls, ham simply craving human companionship.
sters, rabbits, sq u i rrels, moles, ferrets, or scores of cats,
racoons, small cani nes or other type of mammal no larger The disadvantage of playing this type of Gestalt Being
than a fox. Horror Factor: 1 1 . A R. : 1 2 . is that the hero is completely vulnerable to all mag ic that
has power over spirits, possessing entities, and supernat
71 -80% Other Types of Vertebrate Animal: Snakes, ural beings, including Exorcism and Banish ment. I n add i
frogs, toads, salamanders, lizards, or birds (not larger than tion, the being (not the many animals that make u p its
a raven/crow) form the body of the Gestalt Being. The body) is vul nerable to most types of psionic attacks. Mag ic
body is usually one type of animal, Le. , all snakes, all and super abilities that control animals have no effect on
frogs, all lizards, etc. , though they may be of widely differ th is character as the Gestalt Spirit already controls the
ent species (Le. , a " lizard body" could include a variety of creatu res and the spirit is the one mind that controls the
igua nas, geckos, chameleons, skin ks, and n umerous living body.
other types of lizards to form its h u manoid shape). Horror
Factor: 1 2 . A. R. : 1 3. Limitations: The living body can only be created/su m
moned once per 24 hour day.
38
The Living Body: P . S . 3D6+ 1 5 (Supernatu ral), P . P . Once lost it is gone, and animals beg in to die when the
2 D6+9, P . E . not applicable, Spd. 4D6; roll once, always original S. D . C . amount d rops below 75%.
the same after the in itial determination of the very first
Gestalt body . Bonuses: I mpervious to disease, cold, heat, fi re and
possession, and +1 D6+ 1 to save vs Horror Factor i n spirit
The composite body has the combined S. D.C. of the form . Only impervious to possession and H . F. bon us apply
animals that form it and turns into a sort of bond ing aura. to the physical form. Add itional bonuses may come from
The first amount of damage inflicted to the body weakens high attributes, certain skills and super abilities.
it but does no permanent damage to any of the animals.
The Gestalt Being can lose 75% of its S. D . C . ( M . D.C. in The Life Essence/Spirit: I . Q . 2 D6+6, M .A. 1 D6+8, M . E .
Mega-Damage environ ments) before any wi ld life suffers. 2 D6+6. Its natural state i s i nvisible, a n d i t can hover and
fly at a Spd of 6D6+50. Note: Thoug h the spirit essence
When the combined S . D . C . is reduced to zero or below, can fly around and watch l ife like an invisible ghost, time
the S . D . C . is depleted , the energy being/life force loses its and happenings in the physical world are warped and dis
hold on the animals and the physical plane, and the ani torted. Th us the spirit is aware of the physical world only
mals that once made u p its body suddenly fall i n a cl ump for 20 minutes after the loss of its body, after that, any
and scu rry off as fast as they can . However, 1 D4x1 0% wi ll th ing it sees and hears is remembered in only frag mented
be seriously h u rt and will d ie without immed iate medical bits and pieces like a d ream . However, the being will know
care. Conseq uently, Gestalt Beings of a good , U npri nci when enough time has elapsed to make a new physical
pled or Aberrant alig n ment, and nature spirits, usually re body. The spirit will retu rn to its home dimension or the
lease their hold on the animals when they lose 65-75% of Astral Plane if it goes without making a physical body for
more than 96 hours.
the S . D . C . to avoid innocent animals being h u rt or kil led .
Evi l, enraged or desperate beings may not care and fight • P hysical stats, descri bed u nder the living body, apply
ti ll the end, but only the body is defeated . When the body only to the physical form .
is gone the spirit can not make a new one until 24 hours
later. Note : The only way to stop the Gestalt from coming • Hit Points: 1 D6x1 0 + M . E . attribute n u mber. However,
back the next day is to somehow captu re or destroy the as an ethereal energy bei ng , on ly mag ic, mag ic weapons
spirit th rough magic, psych ic or su pernatural means. and pSion ics that can affect the supernatural can damage
the "spirit essence" of the Gestalt Being . Psion ics and
S ize: Varies from 5-8 feet ( 1 . 5 to 2.4 m) tall. mind control mag ic can also influence and affect the en
t ity .
Typical S . D. C. Range: 200-1 200 S. D . C . pOints. Hit
Points not applicable. Education and Skills: Limited and special. Somehow
(magic, psionics, i ntu itive?) the Spirit can understand all
S. D. C. of animals for the purpose of the Gestalt: lang uages but can not read or write. Also knows Basic
Math at 65%, Hand to Hand : Basic, and 1 D6 Domestic,
• Insects, Spiders and scorpions typically have one 1 D6 Wi lderness skills, and two Physical skills (typically
someth ing like Climbing and Swimming or Swi mming and
S . D.C . point each , but 2 D6x1 00 make u p the body. Prowl) that's it. S. D . C . and attri bute bonuses from skills do
not apply.
• I nvertebrates like worms, slugs, snails, leeches, tiny
star fish , and similar creatures typically have one S . D . C . 26-50% Human Folly (once-h uman essence): Some
point each , b u t 2 D6x1 00 make u p the body (200-1 200 to ki nd of an experi ment gone wrong , an accident, a dimen
tal S . D. C . ) . Larger i nvertebrates like sq u i d , octopus, star sional anomaly, alien device , meteor, rad ioactive waste ,
fish , and sea anemones typically have three S . D . C . points magic item, or some other weird outside i nfluence or event
each and 1 D4x1 00 of them make up the body (300-1 200 has destroyed the character's natural physical body, but
total S.D.C.). has un leashed his life essence and mind as a sort of spirit
or energy being. In th is case, the life essence will perish
• Small An imals like mice, rats, ch ipmunks, l izards, un less a Gestalt body con necting it to the physical world is
small snakes/garter snakes, fish, crabs, and birds have reg u larly created .
five S . D . C . each , but 4D6x1 0 animals make up the body,
so multiply the result of the die rol l 40-240 by five times to Limitations: The living body can only be created/su m
determine S. D . C . (200 to 1 200 pOints total). moned twice per 24 hour day. If the S . D . C . physical form
is destroyed or let go, the character must wait at least 1 2
• Small but heavier or a bit larger animals l i ke ferrets, hours before making a new body, with a maximum of two
squ i rrels, raccoons, house cats, small dogs, large l izards bodies possi ble per 24 hours. Once both bodies are ex
and snakes, and similar animals, have fifteen S . D . C . each , pended in a 24 hour period the character must wait 24
with 2 D4x1 0 animals making u p the body, so multiply the hours after losing the second, before bei ng able to make a
result of the d ie rol l 20-80 by 1 5 times to d etermine S . D . C . new one.
(300 to 1 200 S . D . C . total).
The Living Body: P . S . 3 D6+ 1 3 (Superhuman) , P . P .
Du ration of the P hysical Body: The physical body can 2D6+ 1 0, P . E . not applicable, Spd . 4D6+6; rol l once, al
be kept for about eight days depending on circumstance , ways the same after the i nitial determination of the very
but the animals that compose the body begin to deterio fi rst Gestalt body.
rate after the th i rd day. The animals and i nsects can go
th ree days without food or water (they can't eat or d ri n k All else is the same as 0 1 -25% Spirit, descri bed previ
while merged i nto a Gestalt body) , b u t beyond that, they ously.
start to dehydrate and suffer from starvation . Starti ng on
day four, the Gestalt body loses 1 D6+20 S . D . C . from de Size: Varies from 5-8 feet ( 1 . 5 to 2.4 m) tal l .
terioration. Note: S . D . C . lost in combat or th rough the de
terioration process described here, does N OT regenerate.
39
Typical S . O. C. Range: 200-1 200 S. O . C . pOints. Hit The disadvantage of th is character is that not only is it
Points not applicable. distant from humankind, it may also have its own high or
strange standards for (and view of) life, and may be
S. D. C. of animals for the purpose of the Gestalt: Same preachy or self-rig hteous. Many also have a d isdain for
as the Spirit. tech nology and mach ines. The most self-rig hteous may be
an noying and irritate many people even if they are good
Bonuses: +2 to save vs pSionic attacks and mind con g uys. Also, some of these natu re spirits have l ittle regard
trol, and is i mpervious to disease, cold, heat, fire and pos for h u mankind (or outright d islike them as despoilers of
sessio n , plus + 1 04 to save vs Horror Factor in spirit form. natu re) and may not stick around if there is no cause for
Only the +2 vs pSionics and mind control, H . F. bon us, and them to champion , no matter how d i re the conseq uences
i mpervious to possession apply to the physical form. Add i for the rest of the heroes in the g roup or mankind at large.
tional bonuses may come from high attri butes, certain
skills and super abilities. Limitations: The living body can only be created/su m
moned once per 24 hour day. The nature spirit can
The Life Essence/Spirit: 1 . 0 . 306, M .A. 3 06, M . E. 3 06. choose to possess a wild a n i mal as an alternative, but this
The character's natu ral state is invisible, and he can hover takes the place of the Gestalt Being and only one or the
and fly at a Spd of 6 06+25 . Note : Vanishes/d ies if no other can be performed once every 24 hours.
physical body is created for more than 72 hours. Though
the once h u man life essence can fly and watch l ife around The Living Body: P . S . 3 06+20 (Supernatural), P . P .
it l i ke an i nvisible ghost, time and happenings in the physi 2 06+ 1 0, P . E . not applicable, Spd . 606+60; roll once, al
cal world are warped and distorted . Th us the spirit is ways the same after the i n itial determination of the very
aware of the physical world only for 20 min utes after the first Gestalt body.
loss of its body, after that, anyth ing it sees and hears is re
membered in only frag mented bits and pieces like a All else is the same as 0 1 -25% Spirit, described previ
d ream. However, the being will know when enough time ously.
has elapsed to make a new physical body. The once hu
man life essence is more fragi le than other Gestalt Beings S ize: Varies from 5-8 feet ( 1 . 5 to 2.4 m) tall.
and the character will d ie, his energy essence fading away
to nothing, un less a physical Gestalt body is made at least Typical S . O . C . Range: 200-1 200 S. O . C . pOints. Hit
once every 72 hours. Points not applicable.
• Physical stats, descri bed u nder the living body , apply S. D. C. of animals for the purpose of the Gestalt: Same
only to the physical form . as the Spirit.
• H it Points: 1 06x1 0 + M . E . attribute n u mber. However, Bonuses: +1 attack per melee round , +2 to save vs
as an ethereal energy bei n g , only magic, magic weapons psionic attacks and mind control (any), and is also imper
and pSion ics that can affect the supernatural can damage vious to d isease, cold, heat, fi re and possession , plus
the "spirit essence" of the Gestalt Being . Psionics and + 1 04 to save vs Horror Factor in spirit form . Only the +2
mind control mag ic can also influence and affect the en vs psion ics and mind control, H . F. bon us, and impervious
tity . to possession apply to the physical form. Add itional bo
nuses may come from high attributes, certain skills and
Education and Skills: Roll up as you would for a normal super abilities.
h u ma n ; S . O . C . and attribute bon uses do not apply.
Limited to those skills, can't learn new ones. For q u ick re Special Abi lities: 1 . Heal Plants and An imals by Touch :
sults use the random table for Educational Level (page 44 Restores broken bones, heals wounds and i nj u ries, ne
of H U2) and select skill prog rams. gates toxi ns or poisons and restores 50% of the lost H it
Points and S . O . C . ( Restores only 30% when worked on
51 -75% Force of Natu re: Myths and legends of every h u mans and other i ntell igent life forms. ) This healing touch
people from around the world tell of natu re spirits, nature can only be done three times per 24 hours.
gods and natu re beings - even of Mother Natu re , herself
and that's exactly what th is Gestalt Being is, a nature spirit 2 . I nstead of creating a Gestalt body, the natu re spirit
or the fragmented l ife essence of a natu re god or powerfu l can possess a large , wild animal like a wolf (not domesti
spirit (or maybe the planet Earth itself) . cated dogs or cats), lion, tiger, bear, horse, cow, bull,
deer, elk, moose, etc. I n this form the powerful spirit can
I n add ition to the usual myriad reasons a spirit may watch the world u n recog n ized , but it can speak in animal
make an appearance in the physical world , natu re spirits form and its physical attributes are the same as those of
sometime appear to save the environment or to exact re the Gestalt body. S . O . C . is whatever is normal for the ani
venge on the despoilers of nature. All h u mans someti mes mal + 1 20; the animal's H it Points are unchanged . The
forget how to respect and treat the world and the life forms possession can last as long as the spirit desires - min
that abound with i n it. They lose respect and appreciation utes, hours, days or years - and serves to anchor it to the
for natu re and animals, and sometime hurt and destroy physical world j ust like the Gestalt body.
animals and wildl ife, someth ing with wh ich nature spirits
take issue. Thus, the motives of th is being may involve 3. Summon and Control Ani mals: Same as the spell of
rig hting an environmental wrong or teach ing h u mans how the same name and costs the same amount of P . P . E.
to l ive with natu re or prosper without destroying natu re, or
may be to stop some action that will harm people or na Also see Ed ucation.
tu re.
The Life Essence/Spirit: 1 . 0 . 3 06+5, M .A. 306+6, M . E .
3 06+4. The character's natural state i s i nvisible, a n d h e
can hover a n d fly a t a Spd of 606+25. P . P . E . :
1 06x1 00+400.
40
• P hysical stats, descri bed u nder the living body, apply experience. S . O . C . and attri bute bonuses from skills do
only to the physical form. not apply.
• H it Points: 3 04x1 0 + M . E . attribute number. However, 3. Determining Animal Gestalt Abilities
as an ethereal energy bein g , only magic, magic weapons
and psionics that affect the supematu ral can damage the Players should note that unless the hero has a certai n
"spirit essence" of the Gestalt Bei ng. Psion ics and mind Gestalt Abil ity or super ability , thei r character w i l l not be
control mag ic can also i nfl uence and affect the entity. able to do th ings simply because they feel it would be ap
propriate. For example, an Animal Gestalt composed en
Ed ucation and Skil ls: Somehow the nature spirit can ti rely of fl ies can NO T fly u n less it has one of the Flight or
understand all lang uages but can not read or write. Also Glide su per abilities. The physiology of the Gestalt is
knows Advanced and Basic Math , Hand to Hand: Expert, strange i ndeed .
all Oomestic skills, all Wilderness skills, and Navigation ,
Astronomy, B iology, Botany, Chemistry, Holistic Medicine, At first level, rol l on the An imal Gestalt Abil ity Table
Paramedic, Wi lderness Survival and Tracking at once, and again at levels 3, 5 , 7 , 9, 1 1 , 1 3 and 1 5. Some
1 06+90%, plus 1 04 P hysical skills at 1 06+80% . S . O . C . of the abilities below can be taken more than once, but if a
a n d attribute bonuses from skills do not apply. result cannot be taken again, ignore the result and re-roll
on the table or select one of the M i nor Super Abilities
76-00% U n known Being : Th is Gestalt Being has no l isted .
past. This energy being doesn't know why it can form liv
ing animals together to make a living body or why he's on
Earth . Th is character is likely to be ch ild-like, trusting, in
nocent and u ned ucated, and has joined the player g roup
to g ive itself some sense of purpose, a moral compass
(follows their lead) and a sense of belong i n g . Otherwise,
the Gestalt Being is very much like the Spirit only it lacks a
sense of d i rection, pu rpose and history . Likewise, it has
only a very basic understanding of cu lture, customs, law
and proper social behavior. Note : Th is is not amnesia.
The character will not remember its past someday. It is as
if the character were born yesterday, and it is learning
from the other player characters and experience as it goes
along.
Limitations: The living body can only . be created/su m
moned once per 24 hour day.
The Living Body: P . S . 306+ 1 5 (Su perhuman), P . P .
2 06+ 1 , P . E . not applicable, Spd. 506; roll once, always
the same after the in itial determination of the very first
Gestalt body.
All else is the same as 0 1 -25% Spirit, descri bed previ
ously.
S ize: Varies from 5-8 feet ( 1 . 5 to 2.4 m) tall.
Typical S . O . C . Range: 200-1 200 S. O . C . pOi nts. Hit
Points not applicable.
O u ration of the Physical Body: Same as the Spirit.
Bonuses: I mpervious to disease, cold, heat, fire and
possession, and + 1 04 to save vs Horror Factor in spirit
form. Only impervious to possession and H . F. bonus apply
to the physical form. Add itional bon uses may come from
high attributes, certain skills and super abilities.
The Life Essence/Spi rit: I . Q . 2 06+4, M .A. 1 06+ 1 0 ,
M . E. 2 06+3. Its natural state is invisible, and it can hover
and fly at a Spd of 606+40.
All else is the same as 0 1 -25% Spirit, described previ
ously, except th is energy being feels most comfortable i n
a physical body a n d is lonely a n d afraid in energy form.
Education and Skills: Limited and special. Somehow
the U n known Being can understand all languages but can
not read or write. Also knows Hand to Hand : Basic,
Climbing 70/60% , Swimming 50%, and Land Navigation
60%; all increase as normal with each level of experience.
May also learn one Secondary Skill with each new level of
41
An imal Gestalt Ability Table makes up its body. Of course , in any shape the Animal
Gestalt hero is stil l going to appear as a mass of small ani
01 -02% Minor Super Ability : Energy Expulsion. Any mals, so the ability cannot be used for disguise or to mold
Minor ones. Th is ability can be rolled more than once. weapons from its limbs. Note: This ability can only be
rol led once.
03-05% Minor S u per Ability : An imal Brother. See
page 1 3 of Powers Unlimited One. 44-46% Dissipation and Reformatio n : The Gestalt is
able to completely separate its constituent parts, its body
06-07% Minor Super Ability : Beastmaster. See page seemingly falling i nto a swarm of animals that ru n as fast
1 4 of Powers U n limited One. as they ca n, as a swarm, to a new location where they re
form back into a h u manoid shape. This ability is similar to
08-1 0% Minor Super Ability : Energy Claws. See Teleport, except that the Gestalt body falls apart, the hun
page 21 of Powers U n l i mited One. d reds or thousands of an imals q u ickly scu rry over to the
new location and reform in a matter of seconds (counts as
1 1 -1 3% Minor Super Ability : Flig ht. May select any two melee actions). Line of sight is a must and the animal
Minor ability. See H U2 and Power U n limited One for a va swarm cannot carry any items, and can only go where that
riety of d ifferent "flig ht" powers. an imal type could fit th rough since the body's animals
must ru n to the new location. On the plus side, however,
1 4-1 5% Minor Super Abil ity : Enhanced Leaping. there is no chance for failure. This ability can be used re
See page 25 of Powers U nli mited One. peatedly as long as the character has melee actions/at
tacks available to h i m . Note : This ability can only be rol led
1 6-1 8% Minor S u per Ability : Supervision. May select o n ce .
any Mi nor ability. See H U 2 and Powers U n l imited One for
a variety of different "vision" abilities. Note : A different 47-49% An imal Psionics: The player may select two
type of Supervision can be selected each time th is cate of the An imal Psionics listed on pages 1 70-1 72 i n H U 2 .
gory is rolled . These abilities req u i re no I . S . P . , and can b e used a s often
as the character has attacks. Note: An imal Psionics may
1 9-21 % Minor Super Ability : Heig htened Senses . be rolled more than once, but each Animal Psionic power
May select any Minor ability. See H U 2 and Powers U n l i m may only be selected once.
ited One for a variety of d ifferent " Heig htened Sense" pow
ers. Note: A different type of Heightened Sense can be 50-52% An imal Abilities : The Major su per abil ity: Ani
selected each time this category is rolled . ma/ Abilities applies only to one type of animal that makes
up its body. In the case of a "hodgepodge"of animals, the
22-23% Minor Super Ability : Livi ng Anatomy. See Gestalt Being can select two types of Animal Abilities, pro
page 34 of Powers U n l imited . vided they both represent at least 20% of its body . (As an
alternative, the being gets 20 BIO-E points to spend on
24-25% Minor Super Ability : Lig htn ing Reflexes . abilities related to whatever animal type it is composed of
See page 34 of Powers U nli mited One. as listed in the Mutant section of H U2 . If the proper animal
type cannot be found, or if all BI O-E possible has been
26-27% Mi nor S u per Ability : Mechan ical Aware spent, then a Minor Super Ability appropriate to the Ges
ness. See page 35 of Powers Unlimited One. talt's animal type may be chosen . ) Note: This ability can
only be rolled once.
28-30% Minor Super Ability : Resin. See page 37 of
Powers Unlimited One. 53-55% Summon and Control An imal Type: In addi
tion to the animals the Gestalt mind summons to form its
31 -32% Minor S u per Ability : Super Bu rrowing. See body, it may also call forth add itional animals of the same
page 43 of Powers U n l imited One. kind to serve it. This ability is similar to the Major Super
Ability of Control I nsects & Arachnids (with a similar exten
33-35% Minor S u per Ability : Hibernation & Stasis sion made to other animal types should the hero be com
Field. See page 44 of Powers Unlimited One. posed of worms or such ) . The hero gains the comm u n i
cation, summoning, and controlling aspects of that power,
36-38% Minor Super Ability : Adhesion . See page but NOT the abilities to i ncrease the animals'/insects' H it
228 of HU2. Points, create giant versions of animals/insects, or the
other abilities and bonuses listed at the end of the power
39-40% M i n o r Super Ability : Swing L i n e ( i f an I nsect description.
Gestalt body; page 46 of Powers U n l imited One),
N ig htstalking (if a mammal ; see page 236 of H U2) or Un 56-58% Astra l Projection and Reformation : Th is abil
derwater Abilities (if a made of sea animals; page 237 of ity is similar to the ability of Dissipation and Reformation ,
H U2). If this category is rolled again , select any M i nor but is more time consuming and farther reach ing . The
super ability of choice (an i mal and nature types being the Gestalt gains the psionic Sensitive ability of Astral P rojec
most appropriate). tion with no I . S . P. cost. When the Astral body is released ,
the Gestalt animals/insects go scurrying off to go about
41 -43% Alter Physical Form : This ability is similar to their an imal business. The Gestalt's Astral form is not tied
the su per abilities of Stretching and Shape Changing, but to a physical body and has no Astral Cord . It is free to
with more limited application . The Gestalt's body does not travel about in the ghost like state for as long as d u ration
have to stay in h u manoid form. The character may re al lows. The Gestalt may then reform wherever it likes, as
shape i nto any form as long as it retains the same mass
as its h u manoid form and is not separated into more than
one piece. Thus, a Gestalt made entirely of mice could
flatten itself to sq ueeze th rough a narrow open ing, bars or
under a door, or stretch to become very narrow and tall to
reach a rooftop or see over a wall, or even choose to ap
pear as a giant mouse rather than a humanoid shape, or a
bear shape, etc. , thoug h never anyth ing too strange and
always someth ing natu ral and similar to the an imal that
42
long as its animal type is able to travel there. Should the 99-00% Special : Select one Major Super Ability of
Astral body be in a place where its animal type can not go Choice. See H U2 and Powers U n l i mited One for a variety
(an airtight room, an airplane, outer space, etc. . . ) when of d ifferent powers.
the d u ration is expired , then the Astral body is perma
nently trapped in Astral form and the hero's career on Step Four: Education & Skills
Earth has come to an end. Gestalts with a spirit mind
should re-roll if this ability comes up. Note : This ability can Level of education and skills are listed u nder Step
only be rolled once.
Th ree, #2. The Controlling Animal Forcellntelligence.
59-6 1 % Selective Dispersion : I n combat situations,
the Gestalt character can make portions of his body less Step Five: Alignment
densely packed so that u n less an attack rolls higher than
the Gestalt's Armor Rati ng (see type of creatu res for A. R . ) Any alignment can b e selected , but heroes are gener
his attack w i l l pass right th rough t h e Gestalt's body without ally of good alignment.
harming a fly. Or the Gestalt character can increase the
mass of one of his striking limbs to do 1 D6 pOints of addi Step Six: Other Stuff
tional damage.
Weapons and Armor: Although it is not impossible for
62-64% Ranged Attack: Portions of the body can be the Animal Gestalt character to use such items, it is un
fl icked off without h u rting the whole. I n game terms, the usual and d ifficult for the character: -20% to skills, -1 to
character can make a physical attack (punch, kick, head strike and parry with ancient weapons (swords, clu bs, etc.)
butt) , with a range of 50 feet ( 1 5.2 m) + 1 0 feet (3 m) per and -5 to strike using guns.
level of experience. The portion that d isconnects will rejoin
the main body q u ickly after stri king the target, and each Attacks Per Melee (Hand to Hand): Fou r to start, + 1
attack of this natu re counts as one of the Gestalt Being's at levels, 2, 5, 9, 1 2 and 1 5.
attacks for that melee round. Damage from th is attack is
2D6. Available Financial Resources : Th is character begins
with no starting cash and wou ld probably have tremen
65-67% Mass Increase: The Gestalt may cal l forth dous d ifficu lty getting a standard job. Luckily, the animal
more of its a n i mal type, add ing their bod ies to its own to individuals can be left to fend for themselves most of the
g row larger and heavier. Th is ability is almost identical to time and the character doesn't need food or water, or
the Major Su per Abi lity of Growth , except that the player even shelter to su rvive.
uses experience level to calculate g rowth potential rather
than P . E . The Gestalt body may i ncrease its height by two Experience Levels : Use the Magic experience table at
feet (0.6 m) for every level of experience (includ ing first the back of H U2 for level advancement.
level). It takes one melee rou nd for every two feet (0.6 m)
of new mass absorbed into the body . Physical H u man
68-69% Major Super Ability: Chameleon. See page Gesta lt
255 of HU2.
The Physical H u man Gestalt i s perhaps the most mys
70-72% Major S u per Ability : Cloaking. See page 256 terious of the Gestalt types. It is also hardest on the indi
of HU2. vidual lives of the characters i nvolved , and , due to the
extra bookkeeping requ i red, hardest on the player and
73-74% Major S u per Ability : Control Elemental Game Master. Then agai n , it is probably the most interest
Forces : Earth . See page 257 of H U2 . ing to play because of these challenges.
75-77% Major Super Ability : Control Insects & The Physical Gestalt involves two or more seemingly
Arachnids. See page 26 1 of H U 2 . normal h u man beings who, th rough some twist of fate, can
combine and merge their minds and bod ies, with i n a cer
78-79% Major Super Ability: Divine Aura. See page tain proximity of one another, to form a su perbeing. The
272 of H U2. superbeing is not Sign ificantly larger or denser (un less it
has powers that make it so) , and what happens to the ex
80-82% Major S u per Ability : Tentacles. See page tra mass of the ind ividuals is u n known . When the Gestalt
294 of H U 2 . Being is formed it appears i n costume and ready for ac
tion, with the two or more minds working as one.
83-84% Major S u per Ability: Mag netism. See page
280 of HU2. It is recommended , d u ring the creation of this type of
character, that every time a table is presented , random
85-87% Major S u per Ability : Plant Control. See page rolls are made on them.
285 of HU2.
Step O n e : The E i g ht Attri butes
88-90% Major Super Ability : Natural Combat Abil ity.
See page 284 of HU2 . Determine the eight attri butes as usual for each mem
ber of the Physical Gestalt. Don't worry if certain attributes
91 -93% Major Super Ability : Adapt to E nvironment.
See page 238 of HU2.
94-95% Major S u per Ability : C reate Force Field. See
page 271 of H U2.
96-98% Special : Select Two Minor Abilities or two
Psionic Powers of Choice. See H U 2 and Powers U n l i m
ited One for a variety of d ifferent powers.
43
are low or even d istu rbingly low, because these are ordi mans. Note: The su perbeing only has whatever H . P. and
nary people who merge to create a single su perhuman . S . D . C . (plus mu ltiple) that is available from the members
Each member of the Physical H u man Gestalt may be a of the Gestalt. If the su perbeing d ies i n the l i ne of d uty , the
player character and have a minimum of two players to a Gestalt members survive, but the shock is such that they
maximum of five players forming the single su perbeing. feel as if ru n over by a steamroller and damage is restored
(Optional : If the Game Master allows it, a single player at half the usual rate for humans.
can ru n a Physical H u man Gestalt that has two or th ree
members with that one player ru nning each character. Re
member, d u ring crises and times of superheroing, it wi ll be
the one Gestalt su perbeing in action, not the two or th ree
ord i nary h u mans, making play easier. )
The members of the Gestalt can be of varied age,
health , gender, occu pation and backg rounds. One could
be a very ath letic male, another a scrawny bookworm, a
th ird a beautifu l business woman , and a fou rth an invalid
or child or g rand mother, etc. None of their individual traits
affect their heroic persona i n the least. It's probably best if
the d ifferent members get along , but they can also sq uab
ble l i ke cats and dogs and d islike one or more members of
the Gestalt, provided they share a common sense of pur
pose - Le. , they all agree to merge into one to become a
superbeing for some common ideal or goal such as to
save people, fight crime, protect the Earth from aliens
(and if evil, to kill, get wealth, gain power, take over the
world, to kill other su perbeings, extract bloody revenge) ,
etc. Also, keep in mind that no member of the Gestalt had
plan ned to become a su per-hero, so u n less they have a
military backg round, Physical ski lls and Weapon Profi
ciencies are likely to be minimal.
Gender: The Gestalt su perbeing may be male or fe
male, and may reflect the make-up of the individuals who
form the hero; the majority rules.
P.P.E.: Members of a Physical H u man Gestalt have an
un usually high amount of P. P . E . ; 6D6+ 1 0 points each.
Step Two : H it Poi nts & S . D.C. Step Th ree : The Powers &
Li m itations of the
Hit Points and S . D . C . for each ind ividual i n the g roup is Human Super Gestalt
rolled as usual. Base S . D . C . is 1 D6+25 .
Roll percentile for each category ( o r pick those desi red
The Gestalt Superbeing: if so allowed by the G . M . ) .
H it Points : Add u p the H it Points o f each member of 1. Who decides when it's time for the Gestalt
the Gestalt and mu ltiply the total by fou r. That's the Hit Being to be formed?
Points of the superbeing created by their u n ique union.
01 -25% One person. A leader type always decides. As
Stru ctu ral Damage Capacity (S.D.C.): Add u p the long as the other members of the Gestalt are with in range,
S. D . C. of each member of the Gestalt and mu ltiply the to the Gestalt Being will be formed by one person 's decision .
tal by four. The S . D . C . ca n be i n creased by ta king P hysi The only say the others have is to verbal ly convince or
cal skills, but only when the Gestalt su perbeing is the one dissuade the leader.
taki ng that s ki l l to become beUer. Certain super abil ities
possessed by th e Gestalt superbeing may also increase 26-50% Majority rules . If most of the mem bers want to
the superhuman's S. D.C. joi n , and the others are i n range, the Gestalt Being will be
formed . In the case of a two person physical Gestalt, ei
The percentage o f physical harm done to the Gestalt ther person can decide when it's time to go into action,
Being is also su btracted from the health of the g roup's even against the other's wishes. I n the case of a fou r
members when the Gestalt splits apart. Thus, if the Ges member Gestalt g roup, a t least half the members m ust
talt Being had lost approximately 80% of his or her S . D . C . want to join into the Gestalt Being .
( o r H it Poi nts), s o too would t h e individual members be
short 80% of their S . D . C . when the being split. Damage
must be recovered by the members of the Gestalt g roup
for the Gestalt Being to be at full capacity when it is re
formed . This is done th rough sleep, rest and med itation at
th ree times the normal rate of recovery for normal hu-
44
51 -65% Decision by comm ittee. All the members of whether there are aspects of multiple personal ities, one
the Gestalt g roup must agree to form the Gestalt leader or whatever.
su perbeing. If one person dissents or is u nconscious, out
of his mind, or somehow u nable to have a decisive i nput, If two or more players, playing separate individuals who
the Gestalt cannot be formed . merge into one, it is probably best to ru n the character by
committee (qu ick, g roup hudd le) thoug h qu ick decisions
66-85% Individ ual choice. I n th is case, each member may not be possible and may work to the superbeing's
has a free will to choose to come together, wh ich means disadvantage (which is okay and fai r) or there may be one
the superbeing can be formed without the enti re g roup if elected leader, with g roup input when time and circum
one chooses not to do so or is otherwise unavailable (sick, stance al lows. This should be the players' decision . Use
out of town , etc. ). However, reduce the Gestalt the followi ng table as optional or for N PCs.
superbeing's power level ( H it Points, S . D . C . , attri butes,
bonuses, range of energy blasts, etc.) by whatever per 01 -50% Leader. One member, presumably the team
cent the missing Gestalt member(s) represent. For exam leader, is always in control. (The leader who decides when
ple, if the Gestalt is made up of fou r people and only th ree to form, if there is one. Otherwise, it may be the character
merge, the power level of the hero is reduced by one with the most impressive mental attributes or combat ex
quarter (25%). If two people don't joi n , the resulting perience . ) The Gestalt Being's L Q . , M . E. and M .A. will be
su perbeing is reduced by 50% and will even appear eq ual to this one person . Skills and Education of the Ges
smaller, scrawn ier, less attractive, etc. talt super-hero will also be the same as th is leader.
86-00% Outside forces. Is it the fu l l moon? Su nspot 51 -75% Random between members. Every time the
activity? Danger nearby? Monday nig hts? Who knows Gestalt Being is formed , roll randomly to determine who is
what force(s) causes the ind ivid uals to be pulled together i n control. The L Q . , M . E . , M .A. , skills and education of the
and the Gestalt Being to be formed (player's choice), but it Gestalt superbeing wi ll be equal to the person who is in
never fails to happen. the command chair for the session .
2. How close must the individual members 76-90% Collective mind. A sort of fast-acti ng democ
racy is taking place inside the Gestalt body's mind at all
be to each other to form the Gestalt Hero? times, with all members discussing , bickeri ng and deciding
what to do; majority ru les. The process should happen
01 -40% Touch. Physica l contact must be made for the q u ickly, but stil l slows down the decision making process
ind ividuals to meld together. Whatever the particulars are enoug h that the being gains no initiative bonuses, despite
of the contact (touch , holding hands, etc. ), it is usually a high P. P . , su per abilities, etc. , and may be distracted by
constant formation or pose that must be ach ieved (and for his own inner tu rmoil. The collective mind is very hard to
those of you with devilish minds, it CAN NOT be lewd in overcome mentally, however, and the Gestalt su perbeing
n a t u re ) . gains a bonus of +1 saving th row against psionic attacks,
+2 to save vs mind control of any kind and +6 to save vs
41 -70% Close. All the members of the g roup must be possession.
within line of sight of one another. On a flat, outdoor field ,
range wi ll be farther. I nd oors, range wi ll be highly re L Q . , M . E . , and M .A. are determined separately for the
stricted . Complete darkness i n h i bits the forming of the Gestalt Being , with no regard to the mental attributes of
Gestalt, u n less they touch . the creati ng members. Roll up as usual with a bonus of +2
to L Q . +2 to M . E . and +3 to M .A.
71 -90 Far. As long as all the members are with in 1 000
mi les ( 1 600 km), the Gestalt hero can be formed at any lo As for skills and education , the Gestalt Being knows ev
cation between them. erything the characters who merge to create it know, at
the same level of that specific individual. If two or more
91 -98% Worldwide. As long as everybody is on the people know the same ski l l , the h ig hest percentage for
same planet ("Who let the astronaut in th is g roup?"), the success is the one that is used .
superbeing may be created wherever desired by the per
son who makes such decisions. I n a more far-reach 91 -00% Mind of its own . The joining of the minds cre
ing/space-faring campaign, range would be 1 D6x1 00,000 ates a d ifferent and unique (but consistent) personality.
miles (160,000-960,000 km), or if the G.M. wishes, one Thus, the Gestalt su perbeing has goals and desires of its
light year, tops. own , though they probably reflect the feelings of the ma
jority that comprises the hero. Fu rthermore, the Gestalt
99-00% Infin ite. No matter where they may be, no mat superbeing loves it when he exists and may not want to
ter how many d i mensions they are removed from one an ever separate into the individ ual component people. More
other, no barriers, bonds, or distances can prevent the than likely, thou g h , a heroic persona wi ll sacrifice its own
Gestalt su perbeing from coming together when the g roup existence to let the orig inating people have ti me for their
leader or the g roup members choose to do so. I n th is own l ives. There is a 0 1 -60% chance that the Gestalt
case, the members can sense when one or more believe members will have no recollection of what their alter ego
they should u nite. did, and wi ll have to hear about it from others and/or the
media.
3. Who is in control of the Gestalt when it's
formed? L Q . , M . E . , M .A. , skills and education are determi ned
separately for the Gestalt Being i n this case, with no re
Note: If the characters are all ru n by a single player, gard to the mental attributes of the members. Roll up as
that player can handle the character any way he deems fit, usual with a bonus of +2 to L Q . +3 to M . E. and +5 to M .A.
45
4. Physical Attributes for the Physical Human normal human. If th ree, his senses are th ree times
Gestalt Being g reater, if four, fou r times g reater, and so on.
The resultant su perh u man formed by the Gestalt is the Bonuses: In addition , add + 1 0 to the su perbeing's H it
sum of its parts plus something extra , new and d ifferent, Points per each member of the Gestalt g roup, + 1 5 to
hence the heig htened attri butes and super abilities (see S . O . C . for each individual member of the Gestalt, and + 1
next table for those). attack per melee, + 1 o n in itiative, + 2 to pull pu nch and + 1
to roll with i mpact.
P.5. of the Gestalt su perbeing is 506, +5 for each
member in the Gestalt g rou p, and P . S . is always Superhu Penalties: -1 to save vs mag ic, -2 to save vs psion ic at
man u n less Su pernatu ral Strength is taken as a separate tacks, -3 to save vs illusions and possession, and red uce
super ability. M . E. and M .A. by 1 0% ; the mental strengths take a back
seat to the physical.
P.P. of the Gestalt su perbeing is 306, +2 for each
member in the Gestalt. 91 -00% Combined Mental Mig ht. Rather than pick
super abilities, the Gestalt superbeing has the combined
P.E. of the Gestalt su perbeing is 306, +2 for each " mental strengths" of the members who make u p the Ges
member in the Gestalt. talt. The g reater the nu mber of members in the Gestalt
team, the more astounding the attributes of the Physical
P .B. of the Gestalt su perbeing is 306, +2 for each Gestalt su perbeing.
member in the Gestalt.
Add together their mental attri butes with M . E. and M .A.
5pd. of the Gestalt su perbeing is 406, +4 for each topping out at 30, but the sky is the li mit for I. Q. In addi
member i n the Gestalt. tion , the character's psychic awareness is enhanced and
the su perbeing gets 2 06+ 1 0 I . S . P . per each member of
Attacks per Melee Bon uses: +1 for each member of the Gestalt g roup and the psioniC powers of S ixth Sense,
the Gestalt. Add itional attacks may be acq u i red from the Sense Time and three Sensitive powers of choice.
Hand to Hand or Boxing skill and certai n super abil ities the
being might select. Bonuses: +1 on in itiative per member of the Gestalt
g roup, +1 to save vs possession , mind control and illusion
Other Bon uses : +1 on in itiative or +1 to roll with im per member of the Gestalt g roup, and +2 to save vs Hor
pact, +2 to pull pu nch or +2 to disarm, and +1 to stri ke, + 1 ror Factor per each member of the g roup.
to save vs poison, and + 3 to save v s disease. These are
in add ition to other possible bonuses from attributes, skills Penalties: -1 to strike, parry and dodge, -2 to roll with
and super abilities. i mpact, and -3 to pull punch or d isarm, and red uce P . E.
and P.P. by 1 0%; the physical strengths take a back seat
5. Super Abilities for the Physical Human to the mental.
Gestalt Being
Step Fou r: Education & Ski l ls
Roll percentile d ice or pick one.
The members of the Gestalt g roup come from all wal ks
01 -20% One Major super abil ity and two M inor. of life, so roll a ra ndom educational level for each member
and pick the appropriate skills or ski l l packages. The level
21 -40% One Major su per abil ity and one Mi nor. of ed ucation and skills may vary d ramatically for each
member of the Gestalt g rou p, from illiterate or high school
41 -50% Fou r M i nor super abilities (no Major powers). d ropout to business professional, scientist or boy genius.
51 -70% One Major super abil ity and three Minor. Also, keep in mind that no member of the Gestalt g roup
had plan ned to be a hero, let alone one that rel ies on the
71 -80% U nstable. The character selects 1 04 M i nor combined strengths and will of several ord inary people, so
abilities that are consistent and the same every time the u n less a character has a military backg round, Physical
superbeing appears. However, the one Major ability is d if and combat skills and Weapon Proficiencies will be m in i
ferent each and every time this Gestalt Being is formed . mal among the individual characters that form the
Roll for the new and d ifferent Major super ability at ran s u perbe i n g .
dom (roll on the table in HU2 or the expanded table in
Powers U n l imited One). Over time, some of the same Ma Step Five : A l i g n ment
jor abilities will repeat, but the characters have no idea
when . Obviously the constant change req u i res adjustment The best "teammates" in a Physical H u man Gestalt are
on the part of the Gestalt su perbeing (and his players), but those with the same or similar align ments, morals and
may also keep his adversaries guessing as wel l . goals. However, each member in the Gestalt can be any
alig n ment and may be as d ifferent from one another as
81 -90% Combined Physical Mig ht. Rather than pick night and day.
super abilities, the Gestalt superbeing has the combined
" physical strengths" of the members who make up the Step Six: Other Stuff
Gestalt. The g reater the n u mber of members in the Ges
talt team, the more astounding the attributes of the Physi Hand to Hand Combat: Oependent on who is in con
cal Gestalt superbeing. trol of the Gestalt. If the being has a mind of its own , how-
Add together their physical attributes with P. E. and P . P .
topping o u t a t 3 0 , b u t the sky is the li mit for P. S. (wh ich is
Su pernatu ral) and Speed. In add ition , the character's five
senses (vision , hearin g , touch, taste, smell) are increased
by each participati ng member of the Gestalt. If there are
two then the su perbeing's senses are twice as acute as a
46
ever, combat skills will be u n ique to the su perbeing as if and create a Gestalt superbeing. The Gestalt su perbeing,
he were his own person . however, may have its own psychic powers or su per abili
ties. Note : Wh ile the above is true, there is usually a link
Attacks Per Melee (Hand to Hand): Fou r + 1 per each or focus common between each ind ividual - they all have
member of the Gestalt g roup. Add itional attacks are devel the same birthday (though actual ages may vary widely),
oped through other combat skills and super abilities pos they all went to the same g rade school , h ighschool or col
sessed by the Gestalt su perbeing. The Gestalt Being does lege, or all g rew up in the same neigh borhood , or share a
NOT add together the attacks and combat bonuses of all similar astrolog ical sign (Chinese or Western) , etc. , or
knew each other i n past l ives centu ries ago. In the alterna
of its Gestalt members. (As noted under Step Three #4.) tive , they may have experienced a strange event or acci
dent together, and ever since the n , they've shared a
Weapons and Armor: The problems of having eq u i p strange link and sense of familiarity and oneness. Or the
ment in the right place at the rig ht time usually prevent the link might be that each has a piece of an ancient amulet
superbeing from having any special equipment. Remem that when put together enables them to create the Psych ic
ber, any cloth ing and gear the members of the Gestalt Gestalt superbeing, or each owns an identical amulet or
g roup might have on them vanish when the Gestalt statue, or ri ng, or some such that they focus u pon to cre
superbeing appears, in costume. The costume is the prod ate the Gestalt su perbeing. Coming up with a crazy origin
uct of the group's combined su bconscious or the leader's is part of the fu n .
subconscious, only sometimes is it a combined design de
cision. This means one or more members in the Gestalt Step One: The E i g ht Attri butes
group may d islike some or all of the costu me, but can't do
anything about it. Determine the eight attributes as usual for each mem
ber of the Psychic Gestalt. Don't worry if certain attri butes
Available Financial Resources : The Gestalt Being it are low or even d istu rbingly low, because these are ord i
self has none. Available cash wi ll depend on each of the nary people who merge to create a single su perh u ma n .
individual members of the Gestalt and whether they are Each member of t he Psych ic Gestalt may b e a player
willing to spend their personal cash on the su perbeing and character; two players minimum to five players maximum
cri me fighti ng. Any rewards thei r superbeing alter-ego re to form a single su perbeing. (Optional: If the Game Mas
ceives should be divided eq ually among each member of ter al lows it, a single player can run a Psychic H u man
the Gestalt, and/or part of it put aside for fig hting evil Gestalt that has two or th ree members with that one
and/or the su perbeing persona. Strong and i ndependent player ru n n i ng each character. Remember d u ring crises
Gestalt superbeings may keep some or all of the money and times of su perheroing, it wi ll be the one Gestalt
th ey get, and i n many cases, the Gestalt members won't superbeing i n action not the two or more ord i nary humans,
have any memory of it or where it might be hidden. The making play easier.)
Gestalt superbeing can sometimes function as a separate
entity or member of the g roup, with his own cache of The members of the Gestalt can be of varied age,
money, weapons, equipment and possessions, or the re health , gender, occupation and backg rounds. One could
wards (or booty) the su perbeing acq u i res are d ivided u p be a very athletic female, another a scrawny bookworm, a
(presumably equal shares) between the individ ual mem th ird a handsome busi nessman, and a fourth an i nvalid or
bers of the Gestalt and the superbeing. child or g randmother, etc. None of thei r individ ual traits af
fects their heroic persona in the least. It' s probably best if
Experience Levels : Use the Magic experience chart at the d ifferent members get along, but they can sq uabble
the back of HU2 for level advancement. like cats and dogs or d islike one or more members of the
Gestalt, provided they share a common sense of purpose -
Psychic Human i.e. , they all agree to work together to create a su perbeing
for some common ideal or goal .
Gesta lts
Gender: The Gestalt su perbeing may be male or fe
This Gestalt type is very d ifferent from the Physical Hu male, and may reflect the make-up of the ind ivid uals who
man Gestalt, the only similarity being that two or more form the hero; the majority ru les.
seemingly ord inary people work together to create a
superbeing. Only in th is case, the characters are merg ing P.P.E.: Members of a H u man Psychic Gestalt have an
their minds and will power to create a su perbeing wh ile re unusually high amount of P. P . E . ; 606+ 1 0 points each .
maining separate and distinct individuals themselves. The
members of the Psychic Gestalt do not disappear when Note: The members of the Psychic Gestalt g roup can
the Gestalt superbeing comes into existence, instead they sense when the others are near or in danger, but th is ap
see th rough h is eyes and hear through his ears, and d i rect pl ies only to the members of the g roup, no one else.
h i m like a pu ppet or a character in a video game - only
they control the character with their minds, not a joy stick Step Two : H it Poi nts & S . D. C .
or control pad .
H it Points and S. D . C . for each ind ividual i n the group
Exactly how the Psych ic being is created may be a are rolled as usual . Base S . D . C . is 1 06+26.
mystery to its makers, because the individ ual members of
the Gestalt group are not psychics and have no extraord i The Gestalt Superbeing:
nary abilities i n their reg ular lives. The only strange psy
chic power any of them have is the ability to form a Gestalt Hit Points : Add u p the H it Points of each member of
the Gestalt and mu ltiply the total by two. That's the H it
47 Points of the su perbeing created by their u n ique union.
Structural Damage Capacity (S .D.C.): Add u p the D u ration: Eight hours per day is normally the li mit as to
S . O . C . of each member of the Gestalt and multiply the to how long a Psychic Gestalt Being can be maintai ned be
tal by two . The S. O . C . can be increased through taking fore exhaustion forces the g roup to q u it. Th is d u ration can
Physical skills, but only when the Gestalt superbeing is the be i ncreased by up to one hour per level of experience per
one taking that skill to become better. Certa in super abili day, but the Gestalt Being will be weakened (because
ties possessed by the Gestalt superbeing may also in they are exhausted) by the extra effort (Note : When th is
crease the su perbeing's S . O . C . happens, red uce ski l l performance by 20% and all combat
bonuses are -2 . )
The percentage o f physical harm done to the Gestalt
Being is also su btracted from the hea lth of the g roup's Psychic Damage and Shock: A s noted under Step
members when the Gestalt splits apart. Thus, if the Ges Two, inj u ry to the Gestalt superbeing is transferred to the
talt Being had lost approximately 80% of his or her S . O . C . living members of the g roup. Though they are not physi
( o r H it Poi nts), s o too would t h e individual members be cal ly cut or battered , each member wil l look weary and un
healthy as if they've stayed up for th ree days straight after
short 80% of their S. O . C . when the being split. Damage ru n n ing a marathon. Lost H it Points and S. O . C . are recov
must be recovered by the ind ivid uals of the Gestalt g roup ered at twice the usual rate th rough rest and med itation
for the su perbeing to be at fu ll capacity when it is re (magic or psionic healing can i ncrease the process, but is
formed . (See Psychic Damage and Shock, under Step not likely to be available to these ord i nary people). The
Th ree, for details. ) Psych ic H u man Gestalt superbeing will have whatever
combined H . P . and S. O.C. (plus the multiple) available
Step Three : The Powers & from the Gestalt g roup.
L i m itations of the If the su perbeing is ki lled in the line of duty, the mem
bers of the Gestalt g roup cannot focus to reu n ite and rec
Psych ic Super Gestalt reate the Gestalt su perbeing u ntil they all recover 90% of
their lost Hit Poi nts and S . O . C . Furthermore, the trauma
The members of the Psychic Gestalt team must all be of the event may add another 1 06 days before the enti re
willing participants to form the Gestalt Being, a creature g roup is willing to try again, and if the death was particu
that comes into existence th rough the members' force of larly g ruesome or horrifying, the G . M . may ask each
will. To form the Psych ic Gestalt su perbeing, all members player to roll for a Random I n sanity (if the former) or P ho
of the g roup must be with in twenty feet (6 . 1 m) of one an bia (if the latter) . A noble or heroic death , including a will
other and spend one minute (four melee rou nds) concen ing sacrifice, does not cause insanity.
trati ng on bringing the being forth . You can th i n k of th is
superbeing as a character i n a 3-D video game in which 1. Physical Attributes for the Psychic Human
the Gestalt members create and play a fictional character Gestalt Being
as a team effort. As long as their concentration isn't bro
ken , the being will appear and perform as a separate en The resultant su perh uman formed by the Gestalt is the
tity and do whatever the g roup desires. However, if the sum of its pa rts plus someth ing extra, new and d ifferent,
grou p's concentration is broken the Gestalt su perbeings hence the heig htened attri butes and super abilities (see
appears confused and d istracted or dazed . (Note : When next table for those).
that happens, reduce the n u m ber of attacks per melee
round and all combat bonuses by half. The su perbeing P.S. of the Gestalt su perbeing is 306, +3 for each
can sti ll fu nction and will continue to battle evil and save member of the Gestalt, and P . S . is always Extraordinary
l ives but does so in a dimin ished capacity. U n less the Strength un less a g reater strength is taken as a separate
g roup can renew their concentration - this can be done by super ability.
holding hands, and staying in the trance even as they are
being pushed or led away or transported in a vehicle, etc. - P.P. o f the Gestalt su perbeing is 3 0 6 , + 1 for each
the superbeing will leave the scene after so many min utes member in the Gestalt.
equal to their combi ned M . E. attributes; each M . E. point
cou nting as one minute . ) P. E. of the Gestalt su perbeing is 306, +1 for each
member in the Gestalt.
Worse, if the group is broken u p a n d separated more
than 20 feet (6. 1 m) apart, they cannot form the Gestalt P.B. of the Gestalt superbeing is 3 06, +1 for each
state, and the Psychic Gestalt superbeing will immed iately member in the Gestalt.
flee the scene, dashing beh ind cover, before he van ishes!
To reappear the g roup must reu n ite and start the trance Spd. of the Gestalt su perbeing is 306, +2 for each
over again . member in the Gestalt.
Wh ile in a trance, the members o f the psychic g rou p Attacks per Melee Bon uses : Th ree automatically, + 1
must conti nue to concentrate to keep the Psych ic Gestalt for each member of the Gestalt, plus those from the Hand
superbeing i n existence and to d i rect his actions (a team to Hand or Boxi ng ski lls the Gestalt superbeing mig ht se
effort performed at the speed of thoug ht) . Members of the lect.
g roup are aware of their surrou ndings and are not com
pletely incapacitated wh ile concentrati ng, but being at 2. Mental Attributes for the Psychic Human
tacked or physically assailed will end their concentration. Gestalt Being
I.Q. of the Gestalt su perbeing is 3 06, +3 for each mem
ber of the Gestalt.
48
M.E. of the Gestalt su perbeing is 306, +2 for each 66-70% The Major su per ability of Bio-Armor ( H U 2 ,
member in the Gestalt. page 254) and 1 06+4 Physical psionic powers. I . S . P .
606x3.
M.A. of the Gestalt su perbeing is 3 06, +1 for each
member in the Gestalt. 71 -75% The Major super ability of Control Others ( H U 2 ,
page 267) and 1 06+3 Sensitive pSionic powers. I . S . P .
Other Bonuses: +1 on initiative, +2 to save vs psionic 606x3.
attacks, +5 to save vs illusions, +2 to save vs Horror Fac
tor per each member of the Gestalt g roup, and is impervi 76-80% The Major su per ability of Control Kinetic En
ous to possession and mind control. These are in add ition ergy (HU2, page 266) and 1 06+3 Physical psionic pow
to other possible bonuses from attributes, skills and super ers. I . S . P . 606x3.
abilities.
81 -85% The Major super ability of Teleport or Trans
3. Super Abilities for the Psychic Human feral/Possession ( H U 2 , page 295) and 1 06+2 Sensitive or
Gestalt Being Healing pSionic powers. I . S . P . 6 06x3.
Roll on the following table for random determination of 86-90% The Major super ability of Oivine Healing
the Psychic Gestalt Being's abilities or, if allowed by the (Powers U n l i mited One, page 7 1 ) , one Minor super ability
Game Master, pick the one you desi re. Note : The Gestalt of choice, and 1 06+2 Healing psionic powers of choice.
superbeing can not select the Super Psionic power of I.S.P. 606x3.
Bio-Regeneration . 91 -94% The Major super ability of Reconstruction
( Powers U n limited One, page 8 1 ), one M i nor super ability
01 -05% One Major super ability and two M i nor abilities. of choice, and 1 06+ 1 Physical or Sensitive pSionic powers
of choice. I . S . P . 606x3.
06-1 0% Five Minor super abilities (no Major powers).
95-00% Mental giant. The su perbeing has the com
1 1 -1 5% Two Major super abilities (no M i nor powers) bi ned 1 . 0 . , M . E . , and M .A. of all the Gestalt members (the
and 1 06 psionic abilities of choice from the Healing, Phys latter two topping out at 30) and knows 1 04+ 1 Skill Pro
ical or Sensitive categories. I . S . P . 5 06+ 1 5. g rams that the individ ual members do not, each with a
+20% bonus plus the 1 . 0 . bonus. Professions known to
1 6-20% Two Major Super Abilities, one Minor ability the individ uals of the Psychic Gestalt g roup are known to
and 1 06+ 1 psion ic abilities selected from Healing, or Sen the su perbeing on the level of a col lege doctorate. Th is
sitive, or Physical. I . S . P . 606+20. kind of character will most likely be of the mastermind ,
super detective, th i n ker type, althoug h limited by the fu nds
21 -25% All Sensitive psionic powers plus Empathic and time constrai nts of the Gestalt g roup.
Transmission and 1 04+2 S u per Psionic powers of choice.
I . S . P . 606x6. Psionic Powers: The Mental Giant also selects 2 04
psych ic abilities from each of the four psionic power cate
26-30% All Physical pSionic powers plus Bio-Manipula gories. I . S . P . : Add together the M . E . attri bute n u mber of
tion and 1 04+2 Super Psionic powers of choice. I . S . P . each Gestalt member and mu lti ply by ten !
6 06x6 .
Step Fou r: Ed ucation & S ki l ls
31 -35% All Healing psionic powers plus Group Mind
Block and 1 04+2 Super Psionic powers of choice. I . S . P . The members of the Gestalt g roup come from all walks
6 06x6 . of life, so rol l a random educational level for each member
and pick the appropriate skills or skill packages. The level
36-40% All Physical and Sensitive or Healing psion ic of education and skills may vary d ramatically for each
powers. I . S . P . 606x5. member of the Gestalt g roup, from illiterate or high school
d ropout to business professional, scientist or boy genius.
41 -45% The M i nor super ability of Toy Control (Powers
U n l i m ited One, page 46 ), one Minor ability of choice, plus Also, keep in mind that no member of the Gestalt g roup
1 04+2 Physical psionic powers. I . S . P . 606x3. had planned to be a hero, let alone one that rel ies on the
combined mental strengths and will power of several ordi
46-50% The M i nor super ability of U n noteworthy/For nary people, so u n less a character has a military back
gettable ( Powers U n l i m ited One, page 48), one Mi nor abil g rou nd , Physical and combat skills and Weapon
ity of choice, and 1 04+2 Sensitive psionic powers. I . S . P . Proficiencies will be minimal among the individual charac
6 06x3 ters that form the superbeing.
51 -55% The M inor super ability of Untrackable (Powers Skills of the Superbeing : All the skills known to the
Unlimited One, page 46), one Minor ability of choice, the Gestalt g roup are known by the superbeing , but at the
Super Psionic power I nvisible Haze and th ree Sensitive lowest educational level of the weakest member of the
psionic powers of choice. I . S . P . 606x3. g roup (the highest level if a Mental Giant).
56-60% The M i nor super ability of Mechanical Aware Step Five : Alignment
ness (Powers U n l i m ited One, page 35), one M i nor ability
of choice, the Super Psionic power Telemechanics and T h e best "teammates" in a Psych ic H u man Gestalt are
one other Telemechanics power (see Powers Unlimited those with the same or similar alignments, morals and
One) or th ree Physical pSionic powers of choice. I . S . P .
606x5.
61 -65% The M i nor su per ability of Energy Expu lsion
(any; see HU2 and Powers U n l imited One for different
types) , one Minor ability of choice, plus 1 04+2 Physical or
Sensitive psionic powers. I . S . P. 606x3.
49