goals. However, each member in the Gestalt can be any other character types. The S . D . C . and H it Points are de
alignment and may be as different from one another as termined in Step Th ree, #2 . The Natural Armor Rating of
night and day. the Gestalt Being is determi ned in Step Three, #1 .
Step Six: Other Stuff Step Th ree :
Hand to Hand Combat: Hand to Hand: Basic. Cannot Powers of the Plant Gestalt
i m p rove.
Roll or make selections from t h e followi ng th ree tables.
Attacks Per Melee (Hand to Hand): Two + 1 for each
member in the Psych ic H u man Gestalt g roup (as noted 1. Type of Plants for the Body
u nder Physical Attributes for the Psychic Human Gestalt
The player may choose what type of plants come to
Being). gether to form the Gestalt, or he may roll for random de
termination on the followi ng table. Note : It may be easier
Weapons and Armor: The problems of having eq u i p to roll powers first, choosing the plant type that would fit
ment i n the right place at the right time usually prevent the the super abilities.
superbeing from having any special equipment. Remem
ber, any special weapons and gear for the superbeing No matter what type of plant(s) is chosen, a humanoid
must be carried by the members of the Gestalt g rou p and form is always taken by the Gestalt, with the d iffering col
might be il legal. Furthermore , the g roup probably wants to ors and shapes of the vegetation used to form h u man-like
remain anonymous and doesn't want to be seen associat features. The plants come together when summoned by
ing with the hero. The fact that they see th rough h is eyes the controlling outside force, slowly forming it over a min
(and senses) enables them to control and operate the ute's time ( 1 D4 melee rounds).
superbeing thousands of miles away (unli mited) . The cos
tu me is the creation of the g roup's su bconscious. Plants used to form the body may include just about
anything . Pick one or rol l percentile d ice for random deter
Available Financial Resources : The Gestalt Being it m i nati o n .
self has none, at least to start. Available cash will depend
on each of the individual members of the Gestalt and 01 -1 0% S h rubs & Bushes : These are plants that g row
whether they are wi l l i ng to spend their personal cash on and flower as a bush such as l ilac and rose bushes. A va
the superbeing and crime fig hting. Any rewards their riety of d ifferent plants compose the Gestalt Being , but
superbeing alter-ego receives should be d ivided eq ually tend to be all the same general class of plant. Horror Fac
among each member of the Gestalt, and/or part of it put tor: 9 (+2 for bushes with thorns). A R . : 1 0 (+2 for plants
aside for fig hting evil and/or the superbeing persona. The with thorns).
Gestalt superbeing can sometimes fu nction as a separate
entity or member of the g roup, with his own cache of 1 1 -20% Moss, Lichen, Ferns and Similar Plants :
money, weapons, equipment and possessions, or the re Moss and lichen are the soft, fuzzy plant life that grows o n
wards (or booty) the su perbeing acq u i res are d ivided up t he sides of trees, rocks and deadwood . Ferns are soft,
(presu mably equal shares) between the individual mem simple plants that rather resemble the anten nae of a moth ;
bers of the Gestalt and the superbeing . both tend to g row i n cool , shadowy places. Though soft
and harmless in nature, moss and ferns densely packed to
Experience Levels : U se the Psionics experience chart create a humanoid Plant Gestalt have an impressive A R . ,
at the back of HU2 for level advancement. S . D . C . and weig ht. Horror Factor: 1 2 . A R . : 1 4 .
P l a nt Gesta lts 21 -35% Flowering Plants: Th is i s a huge, wide rang
ing category of plants, but in this case, it excludes flower
The Plant Gestalt is very similar to the Animal Gestalt ing bushes, vines and trees, but may include flowering
only it is a col lection of various types of plant life assem weeds and plants like l il ies, pansies, daffod ils, chrysanthe
bled into a whole that is g reater than the sum of its parts. m ums, snapdragons, sunflowers, and everyth ing in-be
This Gestalt Being is formed into a h u manoid shape, tween. Horror Factor: 8. A R . : 1 0 for most soft and delicate
made entirely of plant l ife. Of cou rse, the biggest change plant types, 1 2 for plant types with coarse stems and
for the Plant being is the freedom of movement and rea leaves like the sunflower or strong, flexible stems like the
soning abi lities that comes with its strange, new form. mum.
Step One: The Us ual 36-50% Grasses : There is actually a h uge n u mber of
d ifferent types of g rasses. Thoug h soft and familiar in na
This step does not apply a s i t would for other character tu re, g rass that is densely interwoven to create a h u man
types, as there are no h u man members of a Plant Gestalt oid Plant Gestalt has an impressive A R . and S . D . C .
character. The attributes of the Gestalt Being are rol led as Horror Factor: 8. A R . : 1 4 .
described in Step Th ree, #2 .
51 -60% Vines : These types o f plants have long tendrils
Step Two : H it Poi nts & S. D.C. that resemble stri ng or rope with leaves and flowers g row
ing from them. Vines either spread out along the ground or
Like Step One, this step does not apply as it would for climb u p fences, walls, bushes and trees. Ivy, morn
i ng-glory, and g rapevines are all examples of common
50 vine plants. Many vines are tough and hard to break, and
when densely interwoven into a h u manoid Plant Gestalt,
the th ing has an impressive A R. and S. D . C . Horror Fac-
tor: 1 1 . A R. : 1 5.
61 -70% Weeds : These are usually toug h , resilient u ral beings, including Exorcism and Ban ish ment. I n addi
plants, from crab g rass to milkweed , that g row i n clusters tion, the being (not the many plants that make u p its body)
and are hard to kil l . Horror Factor: 1 0. A R . : 1 3 . is vul nerable to most types of psionic attacks. Mag ic and
super abilities that control plant life have no effect on th is
71 -80% Mushrooms : Small, 50ft plants with the classic character as the Gestalt Spirit already controls the plants
"hat" shaped top; typically without any med icinal value (Le. and the spirit is the one mind that controls the living body.
most mushrooms are not edible nor do they have halluci
nogenic or other use as poison or d rugs). Typical ly pale Limitations: The living body can only be created/sum
brown, grey and off wh ite in color, often with dark or bright moned once per 24 hour day.
blotches or patches of color. Horror Factor: 1 0 . A R . : 9.
The Living Body: P . S . 3D6+ 1 5 ( Extraordinary) , P . P .
81 -90% Tiny Trees/Seed lings: These are the small 2 D6+9, P . E . not appl icable, S pd . 4D6; rol l once, always
" baby" trees one finds g rowing in their garden or between the same after the i n itial d etermi nation of the very fi rst
their fence spawned by a wind-swept seed . They are flexi Gestalt body.
ble but very hard to break, especially when interwoven to
form a Plant Gestalt h u manoid . Horror Factor: 9. A R . : 1 3. The composite body has the combi ned S . D . C. of the
vegetation that forms it. The first amount of damage in
91 -00% Water Plants : These are plants that g row i n fl icted to the body weakens it (red uce S . D . C . accordingly),
water or in water satu rated g round, including rice, water lil but does no permanent damage to any of the plants. The
ies, cattails/reeds, and similar. May, at the Game Master's Gestalt Being can lose 75% of its S . D . C . ( M . D . C . i n
discretion, include any variety of u nderwater plants/sea Mega-Damage envi ronments) before a n y plant life suffers.
weed . Horror Factor: 1 0. A R. : 1 0.
When the combined S . D . C . is red uced to zero or below,
2. The Controlling Plant Force/Intelligence the S . D . C . is depleted , the energy being/life force loses its
hold on the plants and the physical world , and the plants
This determi nes the controlling force of the Plant Ges that once made up its body suddenly fal l i nto a loose
ta lt Being, and perhaps also, its possible motives and heap. However, 1 D6x1 0% wil l be seriously withered and
goals. As always, the player may choose the type of con die without immed iate medical care. Conseq uently, Ges
trolling mind, or roll randomly . talt Beings of a good , U n principled or Aberrant align ment,
and nature spirits, usually release their hold on the plants
01 -25% Spirit o r Entity : Th is i s typically an ethereal when they lose 70-75% of the S . D . C . to avoid destroying
energy bei ng or life essence that is normally invisible and the plants. That also means releasing them (or actually
unable to interact with h u mans and the physical world un planting them) in a place where they can take root. Evil ,
less they assume a physical body - in this case, a Gestalt enraged or desperate beings may not care a n d fight till the
body. The energy bei ng may be of this earth , from another end, but only the body is defeated. When the body is gone
d i mension or world, or a su pernatural being (Le. , a the spirit cannot make a new one until 24 hours later.
god-like spirit or a splintered life essence of a god or Alien Note: The only way to stop the Gestalt from coming back
I ntel ligence). In many cases the spirit is very old , but in the next day is to somehow capture or destroy the spirit
others it may be young , naive or unfamiliar with Earth and th rough magic, psych ic or su pernatu ral means.
h u mans. To interact with the physical world it must create
its Gestalt body, in this case, with plants. The plants are S ize: Varies from 6-1 0 feet ( 1 . 8 to 3 m) tal l .
un harmed (except from external attacks, say from su per
beings or frightened h u mans) even though they weave Typical S . D . C . Range: 200-1 600 S. D . C. points. H it
and meld together in ways that might seem unusual. This Points not applicable.
mass of living vegetation forms a h u manoid body that may
range from 5-1 0 feet ( 1 . 5 to 3 m) tal l . In this form the spirit S. D. C. ofplants for the purpose of the Gestalt:
being can touch , move, and d o th ings in the physical
plane of existence, even speak, though the voice always • S h ru bs/Bushes typically have fifteen S . D . C. pOi nts
sou nds strange, perhaps like the sou nd of rushing wind or each , but 2 D4x1 0 plants make up the body (300 to 1 200
the rattle of d ry leaves or branches. Remember, the plants S. D.C. +300 bonus S. D.C.) and weighs 1 D4x1 ,OOO pounds
represent body parts, the energy/spirit being is the control (450 to 1 800 kg).
ling and intelligent force.
• Moss, Lichen & Ferns: T h e dense mass o f organic
Player Note: One player can role-play this type of Ges material that makes u p the Gestalt Being has a total of
talt character and despite its ethereal nature as an energy 2 D6x1 00 S . D . C . (200 to 1 200 S . D . C . total) and weighs
being or g hostly apparition, it behaves very human in 2 D4x1 , OOO+600 pounds ( 1 1 70 to 3870 kg) .
physical form . Exactly why the spirit has taken physical
form and joined a g roup of su perh u mans or other mortal • Flowering Plants (includes House Plants) typically
heroes is left up to the player. It may be someth ing as sim have five S . D . C . pOi nts each , but 4D6x1 0 make u p the
ple as battling evi l and chaos, trying to bri ng order to the body (200 to 1 200 S . D . C . total) and weighs 1 D4x1 , OOO
world, helping the innocent, seeking justice or revenge, or pounds (450 to 1 800 kg).
simply craving human companionsh ip.
• Grasses: Typically thousands if not tens of thousands
The disadvantage of playing this type of Gestalt Being of individual blades of g rass make u p the Gestalt Being in
is that the hero is completely vulnerable to all mag ic that a tig htly packed mass that has a total of 2 D6x1 00 S.D.C.
has power over spirits, possessing entities, and supernat- (200 t o 1 200 S . D.C. total) and weighs 2 D4x1 , OOO pou nds
(900 to 3600 kg).
• Vines typica l ly have ten S . D . C . points each , and
2 D6x1 0 individual plants of varying length , size and mass
51
make u p the body (200 to 1 200 S . D . C . total) and weighs torted. Thus the spirit is aware of the physical world only
1 D4x1 , 000 pounds (450 to 1 800 kg) . for 20 minutes after the loss of its body, after that, any
th ing it sees and hears is remembered in only fragmented
• M ushrooms: Typically have one S . D . C . point each , bits and pieces like a d ream. However, the being will know
and 2D6x1 00 make up the body (200 to 1 200 S . D . C . total) when enough time has elapsed to make a new physical
and weig h 2 D4x1 , 000 pounds (900 to 3600 kg ) . body . The spirit wi ll retu rn to its home d i mension or the
Astral Plane if it goes without making a physical body for
• Tiny Trees/Seed l i ngs typically have twenty S. D . C . more than 96 hours.
pOints each , and 2 D4x 1 0 plants make u p t h e body (400 to
1 600 S . D . C . total) and weig h 1 D4x1 , 000 pou nds (450 to • Physical stats, described under the living body, apply
1 800 kg). only to the physical form .
• Water Plants typically have ten S. D . C . points each , • H it Points: 1 D6x1 0 + M . E . attribute n u mber. However,
and 2 D6x1 0 individual plants of varying length , size and as an ethereal energy bei n g , only magic, magic weapons
mass make u p the body (200 to 1 200 S . D .C . total) and and psion ics that can affect the supernatu ral can damage
weigh 1 D4x1 , 000 pounds (450 to 1 800 kg) . the "spirit essence" of the Gestalt Being . Psionics and
mind control mag ic can also influence and affect the en
Duration o f the P hysical Body: The physical body can tity .
be kept for about eight days depending on circumstance,
but the plants that compose the body begi n to deteriorate Education and Skills: Limited and special. Somehow
after the thi rd day (6th day for Weeds and Seedlings). The (magic, psion ics, i ntu itive?) the spirit u nderstands all lan-
plant life can go th ree days (six for weeds and seedl ings)
without food or water (they can't d raw water or n utrients
while merged i nto a Gestalt body) , but beyond that, they
start to dehyd rate and suffer. Starting on day fou r (day
seven for weeds and seed lings), the Gestalt body loses
1 06+30 S . D . C . per day from deterioration. Note: S . D . C .
lost in combat or th rough the deterioration process de
scribed here, does N OT regenerate. Once lost it is gone,
and plants begi n to die when the orig inal S. D . C . amount
d rops below 75%.
Bonuses: I mpervious to disease, poison, heat, cold ,
and possession, and + 1 06+ 1 to save vs Horror Factor in
spirit form. The plant body is i mpervious to disease, pos
session, pOisons and d rugs that hurt mammals, but vege
tation kil l i ng poisons do dou ble damage to the plant body.
The plant body is also resistant to cold and heat (half
damage), but fi re , extreme cold (below freezing) and mag
ical fire and cold all do fu ll damage. Add itional bonuses
may come from high attributes, certain skills and super
abilities.
The Life Essence/Spirit: L a . 2 06+4, M .A. 1 06+6, M . E .
2 06+4. Its natu ral state i s invisible, a n d i t can hover and
fly at a Spd of 506+6. Note: Though the spirit essence
can fly around and watch l ife like an invisible ghost, time
and happenings in the physical world are warped and dis-
52
guages but cannot read or write. Also knows Basic Math Limited to those skills, can't learn new ones. For q u ick re
at 80%, Hand to Hand : Basic, and 1 06 Oomestic, 1 06+ 1 sults use the random table for Educational Level (page 44
Wilderness, and one Physical ski l l (typically someth ing l i ke of H U2) and select ski l l programs.
Climbing), that's it. S . O . C . and attribute bonuses from
skills do not apply. 51 -75% Force of Nature: Myths and legends of every
people from around the world tell of natu re spi rits, nature
26-50% Human Folly (once h uman essence) : Some gods and nature beings - even of Mother Natu re, herself
kind of an experi ment gone wrong , an accident, a d i men and that's exactly what this Gestalt Being is, a nature spirit
sional anomaly, alien device, meteor, rad ioactive waste, or the fragmented life essence of a natu re god or powerfu l
mag ic item, or some other weird outside influence or event spirit (or maybe the planet Earth itself).
has destroyed the character's natu ral physical body, but
has un leashed his life essence and mind as a sort of spirit I n add ition to the usual myriad reasons a spirit may
or energy being. In th is case, the life essence will perish make an appearance in the physical world , nature spirits
un less a Gestalt body connecting it to the physical world is sometimes appear to save the environment or to exact re
reg u larly created . venge on the despoilers of nature. All humans sometimes
forget how to respect and treat the world and the life forms
Limitations: The living body can only be created/su m that abound within it. They lose respect and appreciation
moned twice per 24 hour day. If the S . O . C . physical form for natu re and someti mes hurt and destroy wildlife, some
is destroyed or let go, the character must wait at least 1 2 th ing with wh ich nature spirits take issue. Thus, the mo
hours before making a new body, with a maxi mum of two tives of th is being may involve rig hting an environmental
bodies possible per 24 hours. Once both bodies are ex wrong or teaching humans how to l ive with natu re or pros
pended in a 24 hour period the character must wait 24 per without destroying natu re, or maybe to stop some ac
hours after losing the second, before being able to make a tion that will harm people or nature.
new one.
The disadvantage of th is character is that not only is it
The Living Body: P . S . 306+ 1 3 (Su perhuman), P . P . distant from h u mankind, it may also have its own high or
2 06+ 1 0, P . E . not applicable, Spd . 306+ 1 0; roll once, al strange standards for (and view of) l ife, and may be
ways the same after the i n itial determination of the very preachy or self-rig hteous. Many also have a d isdain for
fi rst Gestalt body. tech nology and mach ines. The most self-rig hteous may be
an noying and irritate many people even if they are good
All else is the same as 0 1 -25% Spirit, described previ g uys. Also , some of these natu re spi rits have l ittle regard
ously. for h u mankind (or outrig ht d islike them as despoilers of
nature) and may not stick around if there is no cause for
Size: Varies from 5-8 feet ( 1 . 5 to 2.4 m) tall. them to champion , no matter how d i re the conseq uences
for the rest of the heroes in the g roup or mankind at large.
Typical S . O . C . Range: 200-1 600 S. O .C . pOints. H it
Points not applicable. Limitations: The living body can only be created/sum
moned once per 24 hour day. The natu re spirit can
S. D. C. of plants for the purpose of the Gestalt: Same choose to possess a large plant, such as a tree, as an a/
as the Spirit. temative, but this takes the place of the Gestalt Being and
only one or the other can be performed once every 24
Bonuses: Same as Spirit. h o u rs .
The Life Essence/Spi rit: I . Q . 306 , M .A. 306, M . E. 306. The Livi ng Body: P . S . 3 06+28 (Su perhuman) , P . P .
The character's natu ral state is invisible, and he can hover 206+8, P . E . not appl icable, Spd . 506+8; rol l once, always
and fly at a Spd of 6 06+25 . Note: Vanishes/d ies if no the same after the initial determi nation of the very first
physical body is created for more than 72 hours. Thoug h Gestalt body.
the once h u man life essence can fly and watch life around
it like an i nvisible g host, time and happe n i ngs i n the physi All else is the same as 0 1 -25% Spirit, described previ
cal world are warped and distorted . Th us the spirit is ously.
aware of the physical world only for 20 min utes after the
loss of its body, after that, anyth ing it sees and hears is re S ize: Varies from 7-1 0 feet (2 . 1 to 3 m) tal l .
membered in only fragmented b its and pieces l i ke a
d ream. However, the bei ng will know when enough time Typical S . O . C . Range: 200-1 600 S . O . C . pOi nts. Hit
has elapsed to make a new physical body. The once-h u Points not applicable.
man life essence is more fragi le than other Gestalt Beings
and the character wil l die, his energy essence fading away S. D. C. of plants for the purpose of the Gestalt: Same
to nothing, un less a physical Gestalt body is made at least as the Spirit.
once every 72 hours.
Bonuses: Same as Spirit, plus the followi ng, +2 to save
• Physical stats, descri bed u nder the l iving body, apply vs mag ic and + 1 to save vs Horror Factor.
only to the physical form.
Special Abilities: 1 . Heal Plants and Animals by Touch :
• H it Poi nts of the Spirit: 1 06x1 0 + M . E . attribute n u m Restores broken bones or stems and branches, heals
ber. However, as an ethereal energy being, only mag ic, wounds and injuries, negates toxins or poisons and re
magic weapons and psionics that can affect the supernat stores 50% of the lost H it Points and S . O.C. (Restores
u ral can damage the "spirit essence" of the Gestalt Being . only 20% when worked on h u mans and other intelligent
Psionics and mind control magic can also i nfl uence and
affect the entity. l ife forms. ) This healing touch can only be done fou r times
per 24 hours.
Ed ucation and Skills: Roll u p as you would for a normal 2 . Instead of creating a Gestalt body, the natu re spirit
h u ma n ; S . O . C . and attribute bonuses do not apply . can possess a large plant (at least 6 feeU1 . 8 m tal l or
53
long) or tree. I n this form the powerfu l spirit can watch the The Life Essence/Spi rit: L Q . 206+4, M.A. 1 06+ 1 0,
world u n recogn ized , but it can speak i n plant form (voice M . E. 2 06+3. Its natural state is invisible, and it can hover
sounds like the wind or the rattle of d ry leaves) and its and fly at a Spd of 606+30.
physical attributes are the same as those of the Gestalt
body. S. O.C. is whatever is normal for the plant +60; the All else is the same as 0 1 -25% Spirit, descri bed previ
plant's Hit Poi nts are u nchanged . The possession can last ously, except this energy being feels most comfortable i n
as long as the spirit desires - min utes, hours, days or a physical body a n d is lonely a n d afraid in energy form.
years - and serves to anchor it to the physical world just
like the Gestalt body. Education and Skills: Limited and special. Somehow
the U n known Being can understand all languages but can
3. Animate Plants: Same as the Major super ability: not read or write. Also knows Hand to Hand : Basic,
Plant Control described on page 285 of H U2 . Climbing 70/60%, Swimming 50%, and Land Navigation
50%; all increase as normal with each level of experience.
Also see Education. May also learn one Secondary Skill with each new level of
experience. S . O . C . and attri bute bonuses from skills do
The Life Essence/Spirit: L Q . 306+4, M .A. 306+3, M . E . not apply.
306+4. The character's natural state i s i nvisible, a n d h e
can hover and fly a t a Spd o f 6 06+25. P . P . E . : 3. Determining Plant Gestalt Abilities
1 06x1 00+300.
At first level, roll on the Plant Gestalt Ability Table once,
• Physical stats, descri bed u nder the living body, apply and again at levels 3, 6 , 9 , 1 2 , and 1 5 . Some of the abili
only to the physical form . ties below can be taken more than once, but if a result
cannot be taken again, ignore it and re-roll on the table or
• Hit Poi nts: 3 04x1 0 + M . E . attribute n u m ber. However, select one of the Minor Super Abilities listed .
as an ethereal energy bei n g , only mag ic, mag ic weapons
and psion ics that affect the su pernatu ral can damage the Plant Gestalt Abil ity Table
"spirit essence" of the Gestalt Being. Psion ics and mind
control magic can also infl uence and affect the entity. 01 -04% Animal Psionics: Yes, the player may select
one of the Ani mal Psionic powers listed on pages 1 70-1 72
Education and Skills: Somehow the natu re spirit can in H U2 , but Animal Control or Ani mal Speech powers are
understand all lang uages but cannot read or write. Also not available to the Plant Gestalt. These abilities req u ire
knows Advanced and Basic Math , Hand to Hand : Expert, no L S . P . , and can be used as often as the character has
all Domestic ski lls, all Wilderness skills, and Navigation , attacks. This ability may be rol led more than once, but
Astronomy, Biology, Botany, Chemistry, Hol istic Medici ne, each An imal Psionic power may only be selected once.
First Aid , and Wi lderness Su rvival at 1 06+90%, plus 1 04
Espionage skills at 1 06+72 % . S . O . C . and attri bute bo 05-08% Minor S u per Ability : Heig htened Senses.
nuses from skills do not apply. May select any M i nor ability . See H U2 and Powers U n lim
ited One for a variety of d ifferent Heig htened Sense pow
76-00% U n known Being : Th is Gestalt Being has no ers. Note: A d ifferent type of Heig htened Sense can be
past. This energy bei ng doesn't know why it can form liv selected each time this category is rolled .
ing plants together to make a living body or why he's on
Earth . Th is character is l i kely to be ch ild-like, trustin g , in 09-1 2% Minor Super Ability : Livi ng Anatomy. See
nocent and uned ucated , and has joined the player g roup page 34 of Powers U n l imited One.
to g ive itself some sense of purpose, a moral compass
(follows their lead) and a sense of belong ing. Otherwise, 1 3-1 6% Minor S u per Ability : Solar Powered. See
the Gestalt Being is very much like the Spirit only it lacks a page 41 of Powers Un limited One.
sense of direction, pu rpose and h istory. Likewise, it has
only a very basic understanding of culture, customs, law 1 7-20% M i nor Super Ability : Power Channeling. See
and proper social behavior. Note : Th is is not amnesia. page 236 of H U2.
The character wi ll not remember its past someday. It is as
if the character was born yesterday, and it is learning from 21 -24% Minor S u per Ability : Freq uency Absorption.
the other player characters and experience as it goes See page 28 of Powers U nlimited One.
along.
25-28% Minor S u per Ability : Color Man ipulation .
Limitations: The living body can only be created/su m See page 1 7 of Powers U nlimited One.
moned once per 24 hour day.
29-32% Mi nor Super Ability : Healing Power. See
The Living Body: P.S. 306+20 (Su perhuman), P . P . page 30 of Powers U n l i mited One.
2 06+ 1 , P . E . not applicable, Spd. 406+2; roll once, always
the same after the in itial determination of the very first 33-36% Minor S u per Ability : H ibernation & Stasis
Gestalt body. Field. See page 44 of Powers U n l i mited One.
All else is the same as 0 1 -25% Spirit, descri bed previ 37-40% Minor Super Ability : Adhesion . See page
ously. 228 of HU2.
Size: Varies from 6-1 0 feet ( 1 . 8 to 3 m) tall. 41 44% M i n o r Super Ability : Bend Lig ht. See page
229 of HU2.
Typical S . O . C. Range: 200-1 600 S. O.C. points. H it
Points not applicable. 45-48% Major S u per Ability : Alter Physical Struc
ture: Rubber. See page 58 of Powers U n l i m ited One.
Duration of the Physical Body: Same as the Spirit.
49-52% Major Super Ability : Alter P hysical Struc
Bonuses: Same as Spirit. ture: Wood . See page 62 of Powers U n l i m ited One.
53-56% Major Super Ability: Chem ical Secretion.
See page 64 of Powers U n l i m ited One.
54
· 57-60% Major Super Ability : Matter Expu lsion. Any , 94-97% Plant Control: Same as the Major super abil
pick one. See page 77-78 of Powers U n l i m ited One. ity of described on page 285 of HU2, except that all the
ranges (or area effects) are doubled .
61 -65% Major Super Ability : Chameleon. See page
255 of HU2. 98-00% Budding to make a Duplicate Self: By ger
minating the plants that form the Gestalt Being's body, the
66-69% Major S u per Ability : Cloaking. See page 256 Gestalt Being can create an exact, but temporary copy of
of HU2. h i mself made of leaves and flowers. The copy has the
same exact skills, memories, powers (other than creating
70-73% Major Super Ability : Control Elemental another copy), and attri butes as the original, but level of
Forces : Earth . See page 257 of H U2 . experience, n u mber of attacks, bonuses and S . D.C. are all
half. Furthermore, only one copy can be made and the
74-77% Alter Physical Structu re : Plant: Same as the copy only lasts for 1 04 hours +30 min utes per level of ex
Major su per ability described on page 247 of the H U2 . The perience . It takes only 1 D6x1 0 min utes to create the copy
hero does not tu rn into a plant, the Plant Gestalt character and the copy and orig inal work wel l together, but can op
is already made of plants, so it gets the powers, abilities erate independently. The orig inal Gestalt Being is always
and bonuses the power provides. the leader and is the only one who can make the other do
anyth ing he wants. Furthermore, if the orig inal Being is de
78-8 1 % Multiple Limbs/Tentacles of Vines : As a stroyed , the copy falls into a lifeless clump too. However,
plant, the Gestalt Being has many limbs, not just two the copy can continue to function if the original Gestalt Be
arms. This ability enables the being to u n leash vines and ing is knocked u nconscious or placed in stasis.
flexible plant material to form into tentacles - one extra
limb per level of experience, starting at level one (each Step Four: Education & Skills
pair of tentacles provides one extra attack at every other
level of experience) . These tentacles fu nction l i ke the Ma Level of education and skills are listed under Step
jor super ability: Tentacles, except as noted i n th is text.
The Tentacle power is found on page 294 of H U 2 . Three, #2. The Controlling Plant Force/lntelligence.
82-85% P rojectile Attack: Small portions o f t h e body Step Five : A l i g n ment
can be fired off like shooting spikes, barbs and blunt pro
jectiles without h u rting the creatu re. Range: 200 feet (6 1 Any alignment can b e selected , but heroes are gener
m), plus 20 feet (6. 1 m) per level of experience. Bon uses: ally of good alignment.
+2 to strike, in add ition to any possible P . P . attri bute bo
n us, as well as +1 attack per melee rou nd. Damage: Ar Step Six: Other Stuff
rows, Spears and Spikes: 2 06 damage, +2 per level of
e�perience. Blunt Projectiles (spheres, clu b-li ke th rowing Weapons and Armor: Althoug h it is not impossible for
sticks, etc.): 1 06 +1 per level of experience. Note: Each the Plant Gestalt character to use such items, it is un usual
projectile attack counts as one melee action/attack. and d ifficult for the character; -20% to skills, -1 to stri ke
and parry with ancient weapons (swords, clubs, etc. ) and
86-89% Rooti ng: The Plant Gestalt is able to "anchor" -5 to strike using guns and hig h-tech tools.
h i mself to the g round by sending roots deep into the
earth . This takes th ree melee actions to accomplish and Attacks per Melee: Three to start, +1 at levels 3, 6, 9,
must be done on su itable terrain (ultimately u p to the 1 2 , and 1 5 . Note that additional limbs/tentacles and cer
G . M . ). Once anchored , moving the character req u i res a tai n super abilities may i ncrease the number of attacks per
Su pernatu ral P . S . that is g reater than the Plant Gestalt's ro u n d .
own P.S.
P.P.E.: All Plant Gestalts have a high amount of P . P . E . :
90-93% E ntang lement: T h e Plant Gestalt may send 1 D6x1 0+14.
out 1 04+4 tend rils per level of experience to entang le one
or two specific targets or opponents (must d ivide the n u m Available Financial Resources : Th is character beg ins
ber of tendrils to entangle two). These tendrils are able to with no starting cash and wou ld probably have tremen
travel in the air (like tentacles) , across the g round or dous d ifficu lty getti ng a standard job. Luckily , the individ
th rough d i rt, sand or earth up to 50 feet ( 1 5.2 m) + 1 0 feet ual plants can be left to fend for themselves most of the
(3 m) per level of experience, to entang le a target. The time and the character doesn't need food or water, or
tendrils do no damage, but can entangle, pin and tie up an even shelter to su rvive.
opponent in fou r melee actions (0 1 -80% + 1 % chance of
success). May also entang le and hold vehicles i n place Experience Levels: Use the Robotics experience table
(needs a Su pernatu ral P . S . equal to the Plant Gestalt's at the back of H U2 for level advancement.
own P . S . ) . These small tendrils can be cut, but they have
1 0 S . D. C. each and an A. R . of 8 (attackers m ust roll 9 or
hig her to infl ict damage). This power provides a bonus of
+ 1 attack per melee rou nd.
55
By Carmen Bellaire
Not all heroes are permanently bestowed with their
super powers from birth or by the fl u ke of an experiment
gone wrong. Some gain their powers through the use of a
temporary agent, like a d rug , pill, chemical i njection ,
nano-robots, mag ical potion, ritual, hypnotic cond itioning
or any other method that is only temporary i n natu re. The
exact reason for the character's powers is sti l l u p to the
player, but there are some charts to help with the details.
The important thing to remember with these characters
is that the character will on ly have abilities for a limited
time each day and will have to be carefu l when to take h is
super power ind ucing agent. If it is used too soon the
character may run out of powers j ust when he needs them
the most. To offset th is disadvantage and due to the rather
limited natu re of I m bued heroes, they tend to have a few
more su per abilities than many of the other su per powered
heroes in the Heroes Unlimited game.
Step One: The Us ual
Determine the eight attributes a s you would any char
acter. Don't worry about low physical attributes, si nce
those can be altered through the character's selection of
powers and Physical skills. Keep all the i nitial stats in pen
cil as skills and super abilities will modify them. Remem
ber that the character may have a few attribute bonuses
that only apply when using the imbuing agent. This means
players need to keep track of two sets of attri butes, those
with and without the effects of the imbuing agent.
Step Two : H it Poi nts & S . D . C .
Add u p the character's P . E . attribute n u mber and an
additional +1 D6 per level of experience to determine H it
P o i n ts .
The character gets a base amount of 30 S. D . C. points,
plus any bon uses from Physical skills or special powers.
Step Three:
Imbued Super Abilities
Pick one or make a random roll using percentile dice on
each table and write down the resu lt to build th is charac
ter.
The following tables provide important backg round in
formation about the I mbued Hero and the substance or
process that changes the character from a normal h uman
i nto a superh u man. They may also provide some possible
motives and goals for the character. If the rolls made do
not fit the type of hero envisioned , you can ig nore the re
sult and rol l agai n, or pick the desired from each table.
56
1. What is the nature of the Imbuing Agent? 4. Who can make th e I m b u i n g Agent?
0 1 -80% J u st the I mbued character.
0 1 -1 5% Chemical: Designer d rug, pill, injection, potion , 8 1 -95% O n ly those i n structed by the I mbued Hero.
herbal concoction, tea, o r chemical solution that i s in 96-00% An yone with a basic l a bo rato ry , the right chem-
gested to gain power.
ica l s and the written recipe/instructions.
1 6-30% Biological: Bacterial or viral infection/reaction ,
or ingestion of, or contact with , a solution made of blood or 5. How long does each dose last before
venom, and similar. wearing off?
3 1 -45% Mystic: Mag ical potion , a magic amuleUitem or The g reatest weakness of the I m bued Hero is the lim
magic ritual. ited amount of time that the hero has his " i mbued" super
abilities.
46-60% Radioactive Compound.
01 -05% Only 1 D6x1 0 minutes.
61 -75% Nano-Technology. 06-20% 2 D6x1 0+30 min utes.
76-90% Hypnotic Cond itio n i ng/Brai nwashing which ac 2 1 -40% 1 D6+ 1 hours.
tivates in response to certain triggers. 4 1 -70% 1 D4+4 hours.
9 1 -00% An u n known quantity: Perhaps an alien sub 7 1 -85% 1 D6+4 hours.
stance or device, a strange form of energy, frag ment from 86-00% 2 D4+5 hours.
a meteor, or d i mensional anomaly, or anything "out of th is
world . " Note: Whatever the alien ind ucing agent, the char 6. How often can the Imbuing Agent be
acter can not reproduce it (ski p the Who Can Make It ta taken?
ble), but he has a h uge supply of the I mbuing Agent,
enough for several years - or it is a common mixtu re of 0 1 -1 0% Once per 24 hours.
chemicals or beverages (soda pop and orange juice) that 1 1 -80% Twice per 24 hours.
tu rns into someth ing more when exposed to the rad iation 8 1 -95% As needed or desired .
from an alien device or rock, or when exposed to a caged 96-00% Only once per 48 hours. Taki ng it sooner/more
alien i nsect or a ni mal, mixed with a pinch of a mysterious freq uently causes the super abilities it imbues to fu nction
powder, etc. at half the usual strength and the character gets momen
tary d izzy spells and bouts of nausea (lasts 1 D6 melee
2. What kind of addiction does the agent rounds and inflicts the fol lowing penalties: -2 on i n itiative,
cause? -2 to strike and all other combat moves, and -1 0% on skill
p e rfo rm a n ce ) .
If the I mbued character can no longer take his I mbuing
Agent he may suffer from the effects of drug withdrawal, 7. Imbued Super Abilities
see page 33 of Heroes Unlimited , 2nd Edition, but as
mod ified below. All I m bued characters are not created equal, some may
have more Minor or Major abilities than others. Roll on the
0 1 -20% None. following table to determine how many powers the charac
ter gets.
2 1 -40% Psycholog ical only.
4 1 -55% M i n imal, can recover i n only one week. As for the type of powers imbued , the player gets to
pick those as he desires. They can all be similar (Le. , all
56-70% Moderate, standard recovery time. are energy based , or sound based or physical, etc. ) or
completely u n related (for example: one might be
7 1 -85% Severe, takes twice as long to recover. Nig htstalking, another is Matter Expulsion and a th i rd is I n
86-00% Debilitating and deadly. The character can re tangibility). Note : Once the super abilities g ranted are
cover from the agent's effects if forced to go cold tu rkey, chosen, the I mbuing Agent will always imbue the exact
but will never choose to. If the character misses even one sa me powers each time.
daily dose of his I mbuing Agent, the I mbued character wi l l
i mmediately suffer from t h e effects o f d rug withd rawal. 0 1 -02% Five Minor super abi lities (no Major powers ) .
Plus there is a straight 0 1 -1 0% chance that the character 03- 1 0% Fo u r Minor s u p e r abil ities (no Major powers ) .
will simply die from system shock. 1 1 - 1 8% One Major and one M i n o r a b i l ity.
1 9-26% Two Major super abi lities (no M i nor powers ) .
3. Who can gain Super Abilities by using the 27-34% One Major and one M i no r su per a b i l ities.
Imbuing Agent? 35-42% One Major and two M i nor super abil ities.
43-50% Th ree M i nor super a b i l ities (no Major powe rs) .
0 1 -50% Only by the I m bued Hero. 5 1 -58% One Major and th ree M i nor su per a b i l ities.
59-66% Two Major and one M i no r a b i l ity.
5 1 -70% The I m bued Hero or any member of the I m 67-74% Fo u r Minor super abil ities (no Major powers ) .
bued Hero's blood line may use the I m buing Agent with
similar results.
7 1 -90% Anyone may use the I mbuing Agent, but first
the person to use the agent must have it specifically tai
lored to his own body chemistry .
9 1 -00% Anyone and everyone.
57
75-82% Th ree Major and one M i nor s u per abil ity. lab will depend on the nature of the I mbuing Agent that the
83-90% Two Major and two M i nor super abil ities. character uses. The lab can be in the basement, garage, a
9 1 -98% Six M i nor s u per abil ities (no M ajor powers). hidden room or any other suitable location .
99-00% Th ree Major su per abilities (no M i no r powe rs) .
A l l the su per abilities possessed b y the I mbued Hero Other Stuff: Hand to Hand Combat: Combat skills are
are of the standard type found i n H U 2 , Powers U n l i m ited not gained automatically. They must be selected as a
One, and other HU2 sou rcebooks, like th is one. Any pow learned skill.
ers that are constant in effect, l i ke Healing Factor or I nvul
nerability, are active from the first moment the I mbuing Attacks Per Melee ( Hand to Hand): As with all other
Agent is taken. Powers l i ke Giant, Growth , Sh ri n king and superbeings, the character automatically gets two hand to
all the Alter Physical Structu re (APS) powers also become hand attacks per melee round for being a hero. Any addi
active with the taking of the agent and can NOT be turned tional attacks are developed th rough Hand to Hand Com
off - the character m ust wait for the I mbuing Agent to bat, Boxing and super abilities.
wear off. All other powers (and the APS sub-powers) can
be used as normal and are under the hero's complete All I mbued characters gain an additional +6 to save vs
contro l . all types of d rugs, poisons, toxins and mag ical potions.
Step Fou r: Ed ucation & Ski l ls Apartment or house: Presumably the character has a
n ice apartment or a modest, th ree bedroom home.
Roll to determine the character's ed ucational level and
select skills as usual. The character can have any level of Veh icle: 0 1 -50% chance of havi ng a high performance
ed ucation, from high school to doctorate, without sign ifi vehicle (sports car) or S UV, 5 1 -75% a newish , basic se
cantly affecting hi s role as a super hero (or villai n). dan, 76-90% a 2D6 year old cl unker (but rel iable) or
9 1 -00% police or mil itary su rplus (may be a sedan sou ped
Step Five : Alignment up for speed [up to 1 50 mph/240 km] and handling [+ 1 0%
to trick and evasive maneuvers], or a jeep, h u mvee, small
P ick the alig n ment as desired . Most "heroes" will be truck or small APC with an A. R. of 1 3 and 1 D4x1 00
good or selfish. S.D.C.).
Job: Ideally someth ing that offers a g reat deal of flexi
bility when it comes to hours and expectations on perfor
mance.
Experience Levels : U se the Psionics experience chart
at the back of HU2 for level advancement.
Step Six: !lmmortals
Eq u i pment, Budget & Other Stuff Optional - Mega-Heroes
Due to the come and go natu re of the I mbued Hero's By Carmen Bellaire & Kevin Siembieda
powers, the character should have some " backup· by way
of a small supply of weapons, gear and equi pment to use Comic books are fil led with immortals that come to
wh ile he waits for the rig ht time to take his I mbuing Agent Earth to further their own causes, be it world domination ,
and become s u perh u man . Roll on the following budget ta to gain worshipers, to save o r steal souls, to help h u man
ble to determine the amount of money available and then ki nd, to gather knowledge, to find thei r lost h u manity , to
make your purchases. Up to 30% of the money can be learn hum il ity , extract revenge on an old ( I m mortal?) en
spent on weapons and weapon related items (like ammu emy, or any n u mber of other personal agendas. Some I m
nition , gun sights, etc. ), the rest can be spent on a vehicle, mortals are in the service of chaos, others fig ht for the
body armor, or anyth ing else the character th i n ks he might side of order in the eternal battle between good and evi l .
need . As much as 60% of the money can be saved for Others are wanderers or explorers, some are swashbuck
later purchases and expenses. ling adventu rers, and some are lonely souls trying to redis
cover themselves or find pu rpose i n their immortal l ives.
0 1 - 1 0% 1 D4x$ 1 , OOO Still others have been d riven i nsane by centu ries of loss,
failure and tragedy. I mmortals may be h u mans who have
1 1 -20% 1 D4x$1 , OOO +$ 1 , 000 found (or been cu rsed with) some form of i mmortality ,
2 1 -35% 1 D4x$ 1 , OOO +$2, 000 vampires, aliens a n d so-cal led gods a n d demigods of
myth or heralding from an alien world . The latter may be
36-50% 1 D4x$ 1 , OOO +$3 , 000 novices to the ways of Earth and its tech nology, wh ile
some are u p to date on h u man tech nology and civilization .
5 1 -65% 1 D6x$ 1 , OOO +$2 , 000
Godlings a n d Demigods. A Mega-Hero I m mortal i s a s
66-80% 1 D6x$ 1 , 000 +$4 , 000 close to a Greek God or other myth ical demigod , demon
lord , angel, avatar or al leged god from another world as a
8 1 -90% 2D4x$ 1 , OOO +$6, 000 character gets. These god ly beings or I m mortal humans
may act like heroes, villains, or demons depend ing on
9 1 -00% 2D6x$ 1 , OOO +$8 , 000 their nature, life experiences and age.
Weapons and Armor: Only conventional forms of body
armor, weapon ry and eq u i pment are available.
Note: If a science or tech guy, the character may have
a workshop eq uipped with all the tools and necessary
eq u i pment to prod uce h is I mbuing Agent. The look of the
58
Note: God-l i ke Mega-Characters are especially use and clever characters that are most memorable and fu n to
able as strange and u n ique Non-Player Characters play, not the most powerful ones.
( N PCs) and NP C villains, but may need to be toned down
to be allowed as player characters in a low level cam Step One : The Us ual
paig n . Conseq uently , any I mmortal, especially a demigod
or god-level bei ng, should g et the approval of the Game Determine the Eight Attributes a s you would any char
Master, and are probably best su ited for games where all acter. Don't worry at all about low physical attributes,
the characters are high-powered . I n the alternative, the since most will be altered as a resu lt of the Nature of the
Game Master might consider ton i ng such a character Immortal and the su per abil ities, skills and backg round of
down , and in the case of any god-level superbei ng, the the character. Keep all the i n itial stats in pencil as skills or
character should have at least one, perhaps two, Ach il les' powers will mod ify them.
Heels. If the Game Master does not al low I mmortals or
any type of Mega-Hero, accept it g racefu lly and roll up any Step Two : H it Points & S. D.C.
number of other cool characters.
The n u mber of Hit Points & S . D . C . available to the
Someth ing to remember is that the power level of the character varies with who or what the I mmortal is, and is
individual characters is not what's important in a role-play presented u nder The Nature of the Immortal i n Step
ing game, but the range of abilities, uniq ueness and fu n T h re e .
factor. At Pallad i u m Books, we've found it is the colorfu l
Step Th ree :
S u per A b i l ities & I m morta l ity
P.P.E.: All I m mortals get some P . P . E . even if they do
not cast spells, because their very natu re smacks of
mag ic. U n less otherwise stated , the character has 1 D6x1 0
+ P . E . attribute nu mber. Each new level of experience
adds 1 D6+4 P . P. E. to the character's total . Add itional
P . P. E . is awarded to select types of I m mortals and those
with spell casting abilities.
p er e� . 0\
59
Level of Experience: Presu mably most I m mortals sired (in some cases, centu ries) and while the ability can
have been around for h u n d reds to thousands of years. be used for the pu rpose of disg u ise, it can not be used to
However, their immortality has made many a Jack of all i mpersonate others. Attri butes and powers remain the
trades, but a master of none, to down right lazy, wh ile oth same in whatever form it takes.
ers are so busy exploring the world and enjoying l ife that
they don't hone their skills and are surprisingly low level: Dragon I mmortals with wings can also fly at speeds of
1 D4+ 1 , but probably know a large range of skills. A new up to 300 mph (480 km) and can fly into outer space if so
I mmortal may be much younger and be only 1 st or 2nd desired . Wi ng less Oriental d ragons can also fly, but at half
level; G . M . 's d iscretion . (Note: The N PC villain may be an that speed and are limited to an altitude of 30,000 feet
exception at 1 D6+4 levels of experience and may be con (91 44 m).
siderably older. )
I ncreased Healing : An I mmortal Dragon can recover
1 . T h e N atu re of the I m m o rta l ( M e g a - H e roes) from physical inj u ry by sleeping for at least four hours
Due to the pure variety of different I mmortals that are (usually much longer) , healing 4D6 H it Points and 4D6
S. D.C. per hour of sleep.
possible, all of them could never be listed here, but we've
tried to cover the key archetypes. Players may pick one of An I m mortal d ragon also has Su pernatural Strength ,
the available types listed below, or roll percentile d ice for nig htvision 200 feet (6 1 m), can see the i nvisible, and has
random determination. Remember, the G . M . may N OT al a Horror Factor of 1 5.
low I m mortals or may limit them to those who are not
Mega-Heroes. Get G . M . approval on th is character before Attribute Bonuses: + 1 D6 to 1 . 0 . , + 1 D6 to M .A. , + 1 D4 to
you spend time rolling it up. Note: U n less stated other M . E . , +2D6 to the P . S . , 1 D4 to P . P . , and + 1 D6 to P . E . and
wise, the character is h u man-sized . P . B. Natu ral A. R. : 1 3 . H it Points: 2 D6x1 0 + P . E . attribute
n u mber and 1 D6+2 per level of experience. S . D . C . :
01 -05% Lesser Demon : The character looks like some 2 D6x1 0+50. ( H . P . a n d S . D . C . are combined and the total
sort of demonic h u manoid or demonic half-man, half-an i becomes M . D . C . in Mega-Damage environments. ) Bo
mal, a classic gargoyle or devil or someth ing clearly evil nuses: +2D4x1 0 P . P . E . , +1 on initiative, +2 to pull punch ,
and i n h u man. Only 1 5% have a pair of bat-like wings or an + 2 to save v s magic, + 2 to save v s possession a n d + 1 D6
extra pai r of limbs (arms and hands) , but 33% have a tai l , to save vs Horror Factor.
5 0 % have animal featu res, and 9 5 % have fangs and/or
pointy teeth , strange or glowing eyes and clawed fingers Dragon Penalties: Because the d ragon has a nu mber of
(add 1 D6 to damage from hand to hand attacks). special abilities to begi n with , red uce the nu mber of su per
abilities as follows: -1 Major ability or -2 Mi nor abilities. If
Attribute Bon uses: +1 D4 to M . E . , P . E . , and P . P . , Psionic, red uce the nu mber of abilities by 1 0% .
+ 1 D6+4 to the P . S . and Spd . Height: 1 D4+4 feet ( 1 . 5 to
2.4 m). Natu ral A. R . : 1 1 . H it Points: 2 D4x1 0 + P . E. attrib 1 1 -20% I n human or Alien Immortal: The immortal
ute nu mber and 1 D6+ 1 per level of experience. S . D . C . : alien looks obviously alien in some way (may roll on the
2 D6x1 0. (H . P . a n d S. D .C . are combined a n d dou bled , with Alien Appearance table on page 91 of H U2 or the U nusual
the total becoming M . D . C . , in Mega-Damage environ Characteristics table on page 1 59 of H U 2 , or make some
ments). Horror Factor: 1 D6+6. Bonuses: +5D6 P . P . E . , + 1 thing up). The being may come from another planet or an
to in itiative, + 1 to pull punch , + 1 to save vs mag ic, + 2 to alien d i mension , but is defi nitely not h u man (strange ap
save vs poison and disease, +3 to save vs possession pearance) .
and +1 D4 to save vs Horror Factor, plus the Immortal
power described on page 1 8 1 of H U2 (in the Mega-Hero Attribute Bonuses: +2 to 1 . 0 . or M . E . , +1 D4 to M .A. ,
section), as well as any other possible super abilities or and + 1 D4+3 to the P . P . and P . E . attri butes. H it Poi nts:
psionics the character might have. Education : Limited to 6D6 + P . E. attri bute n u mber and 1 D6 per level of experi
High School or Trade School, the latter only if the charac ence . S . D . C . : 1 D6x1 0+8, plus bonuses from powers and
ter specializes in something (hu nter, scout, etc. ) . skills. ( H . P . and S . D . C . are combined and the total be
comes M . D . C . in Mega-Damage environ ments. ) Bon uses:
06-1 0% Dragon : When t h e I mmortal Hero is in his true +2 on i nitiative or +2 to parry, +1 to pull punch, +2 to save
form, he appears as a large d ragon , 30 feet (9. 1 m) long , vs magic or psionics, plus any bonuses from super abili
1 5 feet (4.6 m) tall and weighing 2 D4 tons. The d ragon ties or skills.
may or may not have wings depending on the cul
tu re/country of origin (for example, most European d rag 21 -25% Angel or Ancient Spirit of Order/Light or
ons have wings, but most Chi nese d ragons do not) . The Good : The character is some sort of supernatural being
character, even in hu man form , consumes five ti mes what that appears to be a good spirit or an angel on Earth , or
a normal human his size would eat and loves the taste of an i mmortal creatu re of flesh and blood that appears and
qual ity food and d ri n ks. In d ragon form, the I mmortal being acts l i ke an angel. It has wi ngs made of feathers or like
may eat animals and livestock. Dragons, even good ones, some attractive insect (butterfly, or gossamer and irides
tend to be selfish , greedy and long for wealth and power cent like a d ragonfly's), or made of energy. The wings may
or g lory/fame/respect. magically appear and disappear as desired , and the angel
can fly at speeds of up to 300 mph (480 km) and can fly
Special Abilities: Metamorphosis: H u man - can i nto outer space if they so desire. These characters are al
shapechange to look like a h u man of any h u man race. most always of a clearly good alig n ment: Principled (60%)
or Scrupulous (40%), unless fallen and evil (any evil align
The false appearance can be maintained as long as de- ment; rare), or fallen and confused ( U npri ncipled or Anar
chist; rare) .
60
Attribute Bonuses: +3 to L Q . , +1 D6 to M .A. , +2 to M . E . , strous features i n a vag uely h u manoid form. Meanwh ile,
+ 1 D6+5 to P . S . , + 1 D6 to P . E . , P . P . , and Spd . , and an alien godling may look like almost anyth ing, from com
+ 1 D4+4 to P . B . Natu ral A R. : 1 0. Hit Points: 1 D6x1 0 + P . E . pletely h u man to a g lob with tentacles to everyth ing in-be
attri bute nu mber a n d 2 D6 per level o f experience. S . D . C . : twee n .
2 D6x1 0+25. ( H . P . a n d S . D . C . are combined a n d the total
becomes M . D . C . , in Mega-Damage environments . ) Bo Roll up as a Mega-Hero (see pages 1 78- 1 85 in H U2).
nuses: + 1 D6x1 0 P . P . E . , +2 on in itiative, +2 to dodge while Attri bute Bonuses: + 1 D6 to L Q . , M .A. , M . E . , P . E . , and
flying, +4 to pull punch , +2 to save vs mag ic, +6 to save vs + 1 D6+6 to P . S . , P . B . and Spd . Natu ral A R. : 1 4. Hit
possession and + 1 D6+ 1 to save vs Horror Factor, plus Points: 3 D6x1 0 + P . E . attri bute num ber and 4D6 per level
any bonuses from su per abilities or skills. of experience. S . D . C . : 1 D4x1 00. ( H . P . and S . D . C . are
combined and dou bled , with the total becoming M . D. C . , i n
26-35% Monster: As an u n n atural thing from some Mega-Damage environ ments . ) Height: 1 D4+5 feet ( 1 . 8 to
other worl d , d i mension or ancient Ea rth myth , the charac 2 . 7 m) tal l . Bon uses: +2D6x1 0 P. P. E . , +2 attacks per me
ter must try to disgu ise its i n h u man appearance when in lee rou nd, +1 D4 on i n itiative, +5 to pull punch, +3 to save
cog nito or it will scare people. The only exceptions are vs magic, +6 to save vs possession and +7 to save vs
those who have become known to the public as "heroes, " Horror Factor, plus the Immortal power descri bed on page
some of whom are beloved regardless of how scary or 1 8 1 of H U 2 (in the Mega-Hero section) and one other
bestial they may look. Note: Characters with a sha pe Special Mega-Power or one Major super ability (or 1 0 ex
cha nging su per abil ity can make themselves appear hu tra Mag ic spells from levels 1 -1 0 if a spell caster) , as well
man as desired . as any other possible super abilities or psion ics the char
acter mig ht have. The god l i ng is also resistant to fire and
Roll up as a Mega-Hero (see pages 1 78-1 85 in H U2). co l d .
Special: The Monster is impervious to disease, and resis
tant to fire, heat, and cold (all do half damage). Attri bute 41 -45% D emon Lord : This is always an evil su pern at
Bonuses: + 1 D6+ 1 to P . P . , P . E . and Spd, and +2D6+ 1 0 to ural be ing from some d i mension of hell. Only on ra re oc
P . S . (Su pernatu ral Strength ) . N atu ral A R . : 1 D6+9. Height: cas ion wil l the demon be a runway malcontent or outcast
1 D4+6 feet (2 . 1 to 3 m). H it Points: 2 D6x1 0 + P . E . attri bute with an al ig nment of U n pri n cipled or An arch ist. As a
number and 2D6 per level of experience. S . D . C . : Demon Lo rd , the creatu re believes it is su perior to lesse r
1 D6x1 0+60. ( H . P . a n d S . D . C . are combi ned a n d doubled, bei ngs, and is used to com mand ing lesser demons.
with the total becoming M . D .C . , i n Mega-Damage envi ron Thus, this character wi l l see h u mans as little mo re than
ments. ) Horror Factor: 1 D6+ 1 0. Bonuses: +1 attack per potential pawns, hench men and minions, and possibly as
melee round, +1 D4 on i n itiative, +1 D4 to pull punch , +1 D4 cattle/food or slaves. Evil Demon Lord s have no respect
to save vs poison, +2 to save vs possession and +1 D6 to for the law or morality , though the be ing may work with in
save vs Horror Factor, plus the Immortal power descri bed the law to get what it wants. Its ap pearance can ra nge
on page 1 8 1 of HU2 (in the Mega-Hero section), in addi from an attractive h u manoid to an ugly or alien looking
tion to other powers to be determined i n a d ifferent table mon ster. Even th ose that look q u ite human usually have
that fol lows. Ed ucation: Maximum education is Hig h one or more physical featu res marki ng them as " i n h u
School or Two Years o f College. man , " such as red , golden , black, blue or other color of
ski n , and/or clawed hands and feet (add 2 D6 S. D.C. to
36-40% Godling : This hero never tires, is never h u ngry hand to hand da mage) , fangs or pointed teeth (+ 1 D6 to
(does not need to eat or d ri n k for nourish ment, but may do bite attacks) , g lowi ng eyes, a ta i l , spikes, strange mark
so for pleasu re or to be sociable) and is stronger than ings, or even large or small wings (particu larly if F l i g ht is
mere humans (has S u pernatu ral P . S . ) . These cha racters one of the being's powers). I n short, the characte r looks
may be kin d and innoce nt, unfamiliar with h u man laws and like a demon .
customs, to arrog ant and haug hty , perhaps seeing them
selves as above human laws and/or better than any mere Roll up as a Mega-Hero (see pages 1 78-1 85 in H U2).
morta l s . Special: The demon has nig htvision 400 feet ( 1 22 m), is
i mpervious to d isease, fire and heat, and resistant to cold
A god-li ke being based on classic European mythology (half damage). Attribute Bonuses: +1 D6 to L Q . , M .A. ,
(Greek, Roman, Norse, Celtic, Russian , etc.) is l i kely to M . E . , P . E . , and + 1 D6+ 1 0 to the P . S . and Spd . Natu ral
look l i ke a tal l , attractive h u man , probably some kind of A R. : 1 3. Height: 1 D4+6 feet (2 . 1 to 3 m). Hit Points:
warrior. Likewise, most, though not all, gods/spirits found 3D6x1 0 + P . E . attribute n u mber and 2 D6 per level of expe
i n the myths of Native Americans tend to be h u man i n ap rience. S . D . C . : 4 D6x1 0. ( H . P . and S . D . C . are combi ned
pearance, thoug h as with many " natu re" cu ltu res the spirit and dou bled , with the total becoming M . D.C. , in
may have horns, antlers or some other animal trait or fea Mega-Damage environ ments . ) Horror Factor: 1 D6+9. Bo
tu re, as well as gods who appear in animal form . How nuses: 2 D4x1 0 P . P . E . , +1 attack per melee round, + 1 D4
ever, mythical gods from other cu ltu res such as Africa, on i n itiative, +3 to pull punch, +3 to save vs magic, +2 to
I ndia, China, Southeast Asia, Polynesia and some other save vs poison, +2 to save vs mind control of any sort, +7
cultures have both hu man-looki ng and strange, alien-look to save vs possession and +8 to save vs Horror Factor,
ing gods. Most Egyptian deities and many African gods, plus the Immortal power described on page 1 8 1 of H U 2 (in
for example, have human bodies but the head of an ani the Mega-Hero section), plus one other Special Mega
mal. So do many of the elder gods of China. Meanwh ile, Power or one Major super ability (or 1 0 extra Magic spells
many gods and demons of China, I ndia and Asia are h u from levels 1 -1 0 if a spell caster), as well as any other
manoid , but with extra arms and/or legs, and the body of a possible super abilities or psion ics the character might
serpent, or a body that com bines several animal or mon-
61
"J ute nu mber and 1 D6 per level of experience. S . D . C . :
'" 6D6+ 1 0. ( H. P. and S. D . C . are combined a n d the total be
comes M . D . C . in Mega-Damage enViron ments. ) Bon uses:
'tI V +4D6 P. P . E . , +2 on in itiative, +2 to dodge when one foot
(0.3 m) above the g round and when flyi ng, +2 to rol l with
\I i mpact, +1 to save vs poison and toxins/d rugs, +3 to save
vs mag ic, +1 D6 to save vs possession and +1 D6 to save
have. Education & Skills Note: Limited to the equ ivalent of vs Horror Factor, as well as any bon uses from super abili
Two Years of College or Trade School, maximum. ties or skills.
46-50% Merman/Mermaid : The character comes from 56-70% Human Immorta l : The character is ancient -
an Earth or alien underwater civilization - ( maybe even the at least 2 D6x1 00 years old - but may go back ten or
lost city of Atlantis, though not Rifts Atlantis). The I mmortal twenty thousand years, before written history, to the ti mes
has webbed hands and feet, as well as g i lls and l u ngs or of Atlantis, Lemuria or some long forgotten civilization of
some alien dual breath ing system that enables him to h u mans. Somewhere along the way, he or she found the
breathe in water and air. secret of i mmortality th rough mag ic, wisdom, l uck or mis
fortune/cu rse. Looks completely human. The I mmortal's
Special: Swimming ability is at 98%, with a swimming "natural" form is that of the race into wh ich he was born ,
speed of 3 D4x1 0, depth tolerance is about th ree miles but as an immortal he can shapechange to look like a
(4. 8 m) and can breathe underwater indefi n itely, resistant member of any h u man race on Earth . The false appear
to cold (does half damage) and nig htvision 400 feet ( 1 22 ance can be maintained as long as desired (in some
m). Attri bute Bon uses: + 1 D6 to the P . S . and P . E. attri b cases, centu ries) but the ability cannot be used to imper
utes. H it Points: 6 D6 + P . E . attribute n u mber and 1 D6+ 1 sonate others.
per level of experience. S . D . C . : 1 D6x1 0+20. ( H . P . and
S . D .C . are combined and the total becomes M . D . C . in Attribute Bonuses: + 1 D6 to I . Q . , + 1 D4 to M .A. , + 1 D4 to
Mega-Damage environments). Bonuses: +2 on in itiative, M . E . , and +1 D6 to the P . S . , P . E . and P . B. attri butes (no
+2 to pull punch, +2 to save vs water and cold based P . P. or Spd bonus). Natural A. R . : 1 0. H it Points: 1 D6x1 0
magic, +1 to save vs possession and +1 D4 to save vs + P . E . attri bute nu mber and 1 D6+2 per level of experience.
Horror Factor, plus any bonuses from su per abilities or
skills, plus the Immortal power described on page 1 8 1 of S . D . C . : 2 D6x1 0+20. ( H . P . a n d S. D . C . are combined and
HU2 (in the Mega-Hero section). the total becomes M . D . C . in Mega-Damage environ
ments). Bon uses: +2 to initiative, +2 to pull pu nch , +2 to
51 -55% Faerie Fol k: The character appears to be save vs mag ic, +4 to save vs illusions, +5 to save vs pos
some sort of Faerie or Faerie-like being (may actually be a session and + 1 D6 to save vs Horror Factor, plus any bo
nature spirit, mutant, alien or a true Faerie). Faeries and nuses from su per abilities or skills, plus the Immortal
Faerie Folk tend to be misch ievous and have a love for power described on page 1 8 1 of H U 2 (in the Mega-Hero
natu re, animals, ch ildren and sweets. The character only section).
stands 3-5 feet (0.9 to 1 . 5 m) tall and can shri n k to just 1 2
inches (0.3 m) tall, has butterfly or gossamer wings, and 71 -75% Avatar of a god : Th is immortal hero is the
can fly at a speed of 4D4x1 0+20 (about 40-1 25 mph/64 to power of a god made flesh, a fragment of the deity's life
200 km). essence in q uasi-mortal form. An avatar never tires, is
never hungry (does not need to eat or d rink for nourish
Attri bute Bon uses: +1 D6 to M .A. , +1 D6 to the P . P . , ment, but may do so for pleasure or to be sociable), and is
P . E . , P . B . and Spd attributes. H it Points: 4D6 + P . E. attri b- stronger than mere h u mans (has Extraord inary P . S . ) , but
otherwise looks like an attractive h u man.
Attribute Bonuses: + 1 D6 to I . Q . , + 1 D4+2 to M .A. , + 1 D4
to M . E . , 1 D6+3 to P . S . , + 1 D6 to P . E . and P. P . , + 1 D4+4 to
P . B. and +4D6 to Spd . Natu ral A. R. : 1 2 . H it Poi nts:
2 D6x1 0 + P . E . attribute n u mber and 2D6 per level of expe
rience. S . D . C . : 2 D6x1 0+20. ( H . P . and S . D. C . are com
bined and the total becomes M . D.C. in Mega-Damage
envi ronments. ) Bon uses: + 1 D6x1 0 P . P . E . , +1 to in itiative,
+3 to pull punch , +3 to save vs mag ic, +6 to save vs pos
session and +6 to save vs Horror Factor, plus the Immor
tal power described on page 1 8 1 of H U 2 (in the Mega
Hero section) as wel l as any other super abilities or
psionics. The avatar is also resistant to all pOisons, toxi ns,
fi re, heat and cold (all do half damage), has nig htvision of
1 20 feet (36.6 m) and bio-regenerates 1 D6 H it Points or
S . D . C . per melee rou nd.
76-80% Demigod : The classic "dem igod" is part hu
man and part divine. H e' s less powerfu l th an a godling ,
but powerfu l in his own right. Th is hero never tires, i s
never hung ry (does not e a t or d ri n k), a n d i s stronger than
62
mere h u mans (has Su perh u man P . S . ) but resem bles a 86-90% Fallen Demigod, Godling or Demon Lord :
normal hu man in all other ways. The demigod also has The I mmortal is a supernatu ral entity that was forced into
nightvision of 60 feet ( 1 8 . 3 m). the permanent form of a lowly h u man as a punishment, a
lesson to find humility or purpose, or by accident (may not
Roll up as a Mega-Hero (see pages 1 78- 1 85 in H U2). remember being a god ). The former power level is gone
Attribute Bonuses: +2 to L a . , + 1 D4 to M A , M . E . , P . E . , and the being is a shadow of what he or she once was.
a n d + 1 D6+3 to P . S . , P . B . and S pd . Natural A. R. : 1 2 . H it
Points: 1 D6x1 0+60 + P . E . attribute n u mber and 2 D6 per Attribute Bonuses: +2 to L a . , +1 D6 to M A , +1 to M . E . ,
level of experience. S . D . C . : 3D6x1 0 . ( H . P . and S . D . C . are + 1 D 6 to P . S . , + 1 to P. P. and P . E . and + 1 D 6 to P . B . and
combined and dou bled , with the total becoming M . D . C . i n Spd. Size: 6-7 feet ( 1 . 8 to 2 . 1 m) tall. H it Points: 6D6
Mega-Damage environ ments .) Height: 1 D4+4 feet ( 1 . 5 to + P . E . attri bute nu mber and 1 D6 per level of experience.
2.4 m) ta l l . Bonuses: 6D6+6 P . P . E . , + 1 attack per melee S . D . C . : 1 D6x1 0+ 1 0 . ( H . P . and S . D . C . are combined and
rou nd, +1 D4 on in itiative , +2 to pull punch and d isarm, +2 the total becomes M . D . C . i n Mega-Damage environ
to save vs mag ic, +5 to save vs possession and +1 D6 to ments . ) Bon uses: +4D6 P. P . E . , +1 to initiative, +2 to pull
save vs Horror Factor, plus the Immortal power descri bed punch, +2 to roll with impact, +2 to save vs mag ic, +3 to
on page 1 8 1 of H U 2 (in the Mega-Hero section) and one save vs possession , +4 to save vs poison and d isease,
other Special Mega-Power as well as any other super abil and + 1 D4 to save vs Horror Factor, as wel l as any bo
ities or psion ics the character might have. nuses from super abilities or skills. Special : Heals th ree
times faster than normal, has Extraord inary P . S . and has
81 -85% Immortal Golem: The trad itional golem is a perfect vision and a keen (though normal) range of
creatu re of mag ic and stone or i ron created as a g iant au senses.
tomaton to wreak vengeance u pon its creator's enemies.
An I mmortal Golem, however, is a step beyond that and 91 -95% U ndeadNampire: I mmortal ity is via vampirism
can be any construct of l iving wood , stone or i ron i n which or some other form of the undead or necromantic mag ic.
its original " mortal" creator has placed his life essence.
Th is transferal of life essence from h u man body to a mag i Special: The powers & abilities of the Undead as de
cal elemental construct may have been deli berate or by scri bed in the Mega-Hero section of H U2 , page 1 82 . In ad
accident. In the case of the I m mortal, the flesh and blood d ition, reduce any super abilities by one Major or two
body has perished and rotted to nothingness ages ago,
leaving only the living body of wood , stone or iron (usually Minor powers, or any spells or psion ics by 25%. Size:
the latter two). As long as the gOlem-like body survives, 1 D4+3 feet ( 1 .2 to 2 . 1 m) tal l .
the life essence is trapped inside and effectively im mortal.
96-00% Astral Being or Ghostly Spirit. The hero i s a
Special: The I mmortal Golem regenerates damage at a l iving spirit stuck on Earth (an Astral being, natu re spirit or
rate of 2D6 S. D. C. per melee round. Lost l imbs regenerate some other type of g host/specter). The spirit can only as
in 8 hours and even if the body is chopped to bits or blown sume and keep its mortal form for 1 D6 hours, +1 hour per
to pieces, the I mmortal Golem completely reforms at full level of experience, every day. The rest of the time the
strength with in 48 hours. The only way to destroy the spi rit appea rs as a g hostly Astral spirit, able to travel both
creatu re is to infl ict more than 600 S. D .C . pOints of dam on the Astral Plane ( H it Points remain u nchanged) and on
age by mag ical means (spells, mag ic weapons, etc.) and the physical plane of Earth .
to take the gemstone that is the Golem's heart (buried in
side its thick chest) and th row the gem into the ocean (not Attribute Bon uses: +1 to L a . , +1 D4 to M . E . and Spd at
a lake or sea, but an actual ocean) where it is not likely to tributes. H u man Size: 5-6 . 5 feet ( 1 . 5 to 1 . 9 m) tal l . Hit
be recovered. If the gem is recovered with i n 20 years of Points: 3 D6 + P . E. attri bute n umber and 1 D6 per level of
being d ropped into the ocean , the I mmortal Golem wi ll re experience. S . D . C . : 4D6+ 1 6 . ( H . P . and S. D . C . are com
form with i n 48 hours after being brought to d ry land. Th is bined and the total becomes M . D.C. in Mega-Damage en
information about the ocean is u n known to most people viron ments . ) Bonuses: +2D6 P . P . E . , + 1 0% to Prowl ski l l ,
except a handful of I mmortals (including other I mmortal + 1 to save v s mag ic, +3 t o save v s possession , impervi
Golems) and a few master wizards and gods, thus ous to d isease, cold, pOison and d rugs, and +1 D4 to save
Golems often appear to be indestructible, retu rn ing time vs Horror Factor, as wel l as any bon uses from super abili
and time again (regenerating from the gemstone). Attrib ties. S. D . C . and attribute bonuses from skills do NOT ap
ute Bonuses: +2D6+8 to P . S . (Su pernatural Strength), ply to g hostly spi rits. Special: Intangible to physical
+ 1 D4 to P . P. and P.E. Natu ral A. R . : 12 if wood , 14 if damage in spirit form, but mag ic spells, magic items and
Stone and 16 if i ron or any metal. H it Poi nts: Not applica psionics do fu l l damage. Leaves no footprints or finger
ble, for the Golem is not tru ly alive, at least as we under prints in g hostly form, and moves silently. Limitation and
stand life. S . D . C . : 1 D4x1 00+ 1 60. (S . D. C . becomes M . D . C . Penalties: Cannot use super abilities or physical attacks in
i n Mega-Damage environ ments like Rifts Earth . ) Height: ghost form a n d can only attack with psionic powers a s a
1 D4+6 feet (2 . 1 to 3 m) tall. Bon uses: +1 to stri ke , +6 to spirit. I n stead of rolling on the Super Abilities Table, th is
pull punch, +2 to d isarm and roll with i mpact, + 1 D6 to character selects two M i nor or one Major super ability
save vs Horror Factor, resistant to cold ( half damage) and (avai lable only in mortal form) and a total of 1 D6+6 psionic
i mpervious to possession , poison, d rugs, gases, and dis powers; selections may be made from the Healing, Physi
ease, as wel l as any bonuses from super abilities the cal and Sensitive categories.
character might have (S . D. C . and attribute bon uses from 2. Super Abilities &
ski lls do NOT apply to this character) .
Other Powers of Immortals
Next the player must roll for the type and amount of
super abilities that the immortal will possess, but not all
63
immortals are created equally. Some will have magical 91 -95% Wizard Su preme: Select a total of 20 spells
spells, others psionics, many have super abilities and a from levels 1 - 1 0, plus an add itional 1 06+6 from levels
few have a combi nation of either two or th ree of these. All 1 1 -1 5. Plus one additional magic spell selected from lev
are in add ition to any su per powers, bonuses, or special els 1 - 1 0 per level of experience. P. P . E . : +206x 1 0+90 and
abilities described u nder the I mmortal's Natu re. an additional 1 0 P . P . E . per level of experience.
Plus all I m mortals l ive for a very long time, 1 00's, 96-00% Super Abilities : Seven Minor super abilities or
1 000's or even 1 0, OOO's of years - based on the G . M . 's th ree Major powers and one Minor (or one Major and five
game. M inor) .
01 -05% Super Abilities: Four Minor super abilities (no 3. The Reason for Being on Earth
Major powers)
For I mmortals not originating on Earth , roll on the fol
06-1 5% Psionics: Starts with two psionic powers from lowi ng two tables to determine some of the possible rea
each of the Categories of Healing, Physical, Sensitive, sons an I m mortal may have come to our world (or if the
and two Su per psion ic powers. Select a total of two addi G . M . okays it, make up your own) . With a little tweaking ,
tional (non-Su per) psionic powers per level of experience. these tables could also be used to determine why Earth
I . S . P . : 304x1 0 + M . E . attribute nu mber and another + 1 0 born I mmortals chose to walk among h u mans rather than
I . S . P . per level of experience. other I mmortals and god-like beings.
1 6-20% S u per Abilities : One Major su per ability and 01 -20% An Outcast: A reject, renegade or fug itive
two M i nor abilities. from the I mmortal's own pantheon or clan for political, so
cial , racial, religious or criminal reasons. The I mmortal
21 -25% Powers Grow with Age and Experience:
Starts out with one Major super ability and gains one Ma may be hu nted by members of his former g roup or simply
jor ability at levels 3, 6, 9, 1 2 and 1 5. banished (forever?).
26-30% Mag ic: A Spell Casting Wizard . Select a total 21 -30% Sad and Angry Loner: A character who has
of ten magic spells from levels 1 -6 and a total of another lost his pu rpose and misses the mu ltitude of mortals he
six spells from levels 7-1 2. P . P . E. bon us: + 1 06x1 0+60. has met, befriended , loved and lost - outliving them all.
He has seen plagues, wars, and i nhumanity to man that
31 -35% Super Abilities : Two Major and one M i nor. has made him jaded and disillusioned with people and hu
man society. (Note: P robably starts as an Unprincipled ,
36-40% Psion ics & Super Abilities : One Major or two Anarchist or Aberrant alig n ment, though there is still a
Minor super abilities, and 1 04 Super psionic powers and a spark of hope and goodness i nside him. If it can be rekin
total of 204+2 minor psionic powers selected from dled , the Im mortal can find renewed faith and hope and
Healing , Physical and/or Sensitive. I . S . P . : 1 06x1 0+50. become a hero; raise Anarchist or Aberrant alignments to
Unprincipled and Unpri ncipled to Scru pulous. )
41 -45% Psion ics & Super Abilities : One Major and
one Minor super abilities, and a total of 1 04+3 selected 31 -40% Study or Exploration : Came to Earth to study
from one of the followi ng psion ics categories: Healing , or the world and/or human society or the new phenomenon
P hysical or Sensitive. I . S . P . : 1 04x1 0+40 + M . E. attri bute of "su perbeings." Likes the people of Earth and could not
n u mber. help but become emotionally involved with its people. Now
the immortal strives to become one of the planet's true
46-50% Mag ic & Psionics: Select a total of ten mag ic protectors.
spells from levels 1 -5, plus two Super psionic powers and
a total of 2 04+2 psionic powers selected from the catego 41 -60% The Immortal who would be god . Wants to
ries of Healing , Physical and/or Sensitive. I . S . P . : 1 06x1 0 be worshiped as a god . Seeks new worshipers and may
+ M . E . attribute nu mber and + 1 0 per level of experience. even start his own cult or religion. Craves power and ado
P . P . E . : 404x1 0 +206 per level of experience. ration. Sees the people of Earth as simple-minded, lesser
beings that are easy to exploit and manipulate. H u mans
51 -55% Super Abilities : One Major and fou r M inor. are inferior beings, but useful pawns and min ions. Re
sents rival gods and I m mortals who try to steal his glory or
56-60% Super Abilities : Th ree Major. his worshipers.
61 -65% S u per Abilities : Two Major and two M i nor. 61 -80% Glory Hou n d : Earth was chosen as the place
to gain fame, fortu ne and/or power. Though th is character
66-70% Super Abilities : Two Major super abilities and doesn't necessarily want to be worshiped as a deity, he or
th ree Minor. she seeks the adoration of millions and longs to be a
world renowned hero. Craves celebrity, fa me, glory and all
71 -75% Super Abilities & Mag ic: One Major and one that comes with it more than anything else. Hams it u p for
Minor super abilities, plus select a total of eight mag ic television and the media. Needs to be loved and adored ,
spells from levels 1 -5 and a total of five from levels 7-9. and becomes cranky, short-tempered and, perhaps, even
P . P . E . : +204x1 0+20. deeply depressed when the med ia or, worse, the people
tu rn against him.
76-80% Master Psych ic: Select 1 04+4 powers from
each of the categories of Heal ing, Physical and Sensitive, 81 -90% Last of Pantheo n : The rest of the I mmortal's
plus six Super psionics. I . S . P . : M . E. attribute nu mber x1 0, people have been destroyed by the forces of chaos, and
+ 1 5 I . S.P. per each level of experience. No new powers
for additional levels of experience.
8 1 -90% S uper Abilities & Psion ics: One M ajor and
two Minor super abilities (or two Major and no M i n or) , as
wel l as 1 04 Su per psionic powers and a total of 1 06+6
psio nic powers from the pSio nic categories of Heal i n g ,
Physical and/or Sensitive. I . S . P . Base : 2 04x 1 0+ 1 2 .
64
the I mmortal has fled to Earth to lose h i mself amongst hu 01 -1 0% Human Stud ies : Fascinated with Earth and its
manity, to build a new life, to hide from his enemies or to people and knows Anth ropology, Law (general), H istory
fi nd the enemy responsible and destroy h i m/them (or bri ng (general), Art and Research (all at +20%), one Domestic
them to justice). Or may have come to Earth to protect its Skill Prog ram, two Skill Prog rams of choice and 1 06+3
people from a similar fate from the same or similar villains. Secondary Skills of choice.
91 -00% Champion of J ustice: The I mmortal has come 1 1 -20% General Studies : Select a total of twelve skills
to Earth to protect its populace from the forces of evi l and from Domestic, Science, and Techn ical or Commun ica
chaos, because the god-like being likes the planet and its tions, plus six Secondary Skills, with a skill bonus of +5%
people. May be very paternal and overprotective about his to all skills, i nclud ing Secondary Skill choices.
adopted world .
21 -30% Trained Healer: Med ica l Doctor P rogram
Familiarity with Our World (+ 1 5%), plus Holistic Medici ne, I dentify Plants & Fru its
and Chemistry (all at +20%), plus six Secondary Skills.
How much does the I mmorta l know about the Earth and
humans of th is modern day? All dimensional traveling I m 31 -40% Eclectic Rhodes Scholar: Select five d ifferent
mortals will know basic math and how to speak, read and Ski l l Programs of choice (any), as well as 1 2 Secondary
write at least one widespread Earth lang uage such as Skills.
English, Spanish , French or C h inese (as well as
Oragonese/Elven) at 2 06+83% ski l l proficiency. His 41 -50% Primitive Warrior: Hand to Hand: Expert (may
knowledge of Earth cultures, customs, morals and laws, upgrade to Martial Arts or Assassi n at the cost of one
however, may be lacking. other skill selection), fou r Ancient W. P . s, four other P hysi
cal skills (+ 1 0% when applicable), and fou r M i litary or Wi l
01 -20% No famil iarity at all with the world's cultu res, derness skil ls (+ 1 5%), as wel l as six Secondary Skills of
sciences, or laws and may break them and cause prob choice.
lems out of ignorance.
51 -60% True Alchemist/Scientist: Select eight skills
21 -60% Some familiarity with our world, the laws, total from the Science Category (+25%), 1 04+ 1 Tech nical
cultures and customs of 1 04 world powers/major nations and ten Secondary Skills.
and can speak two different lang uages at 2 06+83%.
61 -70% Th ief: Automatically gets Streetwise ski l l
61 -00% Has stud ied the Earth extensively and is (+20%), Prowl (+ 1 0%) a n d W. P . and Knife, p l u s select
very knowledgeable about the world and its people, cul four Rogue skills (no Computer Hacking without Literacy),
tu res, customs, laws, basic history and tech nology. Can plus two skills each from Domestic, Espionage or Commu
speak 1 06+2 different lang uages fl uently at 2 06+83% and nications, Physical, Pi lot, Basic, and Tech n ical (all at
may pass as a native Earthling . +5%), and five Secondary Skills of choice.
Note: Obviously , I mmortals born on Earth , are effec 71 -80% Martial Artist: Hand to Hand : Martial Arts,
tively the same as 6 1 -00%. th ree Ancient W. P.s, fou r Physical ski lls (+ 1 0% when ap
plicable), one Domestic Skill Program and one Wilderness
Step Fou r: Education & Skills S ki l l Prog ram (both at + 1 0%), as wel l as six Secondary
Skills of choice. + 1 attack per melee round.
For I mmortals born on Earth , rol l u p as usual, plus the
fol lowi ng based o n age. 81 -90% Engineer: One Electrical and one Mechanical
Skill Program, plus th ree Tech n ical skills at +20%, plus
1 00 years old , select 1 04+ 1 add itional Secon dary select eight Secondary Skills (+5% bon us).
Skil ls.
91 -00% Military S peCialist: Basic M i l itary Skill Pro
200 years old, select one add itional Skill P rograms or g ram (+20%), plus one add itional Military or Espionage
1 06 + 1 Secondary Skills. Skill Prog ram (+ 1 5%), one Physical Skill Program (+5%;
when appl icable), plus two W. P. Ancient and four W. P .
300 years old, se lect one additional S ki l l P rog rams and Modern Weapon skills, a s well a s s i x Secondary Skills.
1 04 + 1 Secondary Skills.
Step Five: Alignment
400- 1 000 years old , select two add itional Skill Pro
g rams and 1 06+2 Secondary Skills. Actually, u n less a Any, though heroes are usually good .
ded icated scholar, most I mmortals don't spend a lot of
time read i ng and learn i ng , b ut " l iv i n g l ife" to its fu llest Step Six: Money,
th rough a succession of personal experiences, o bserva
tion and d i rect (or indirect) participatio n . Eq u i pment & Round ing Out
Education for Immortals not of Earth Experience Levels : U se the Mega-Hero experience ta
ble found on page 352 of H U 2 for the hero's level ad
This education table for I mmortals is more specific and vancement.
restricted than the normal ed ucation table for h u mans.
This is because many of the I mmortals origi nate from Earth Money for Alien Immortals
worlds and places (or earlier times) where technology is
not as important as it is here on modern day Earth and the The I mmortal who has no familiarity at all with Earth is
su perbeings tend to rely on thei r natu ral abilities, talents, l i kely to have equ ivalent money in precious metals, gem-
pSionics or mag ic to get by.
65
stones or other tradeable goods to very little of value. Roll 21 -50% Several sets (2D6) of the character's chosen
p e rce n ti l e . costume, which is made of j ust clothes, it is not armored .
0 1 -50% 1 D6x$ 1 , OOO i n tradeable/sellable goods. No 51 -80% H as 1 D8 (or 2 D4) sets of anCient-style armor
Earth currency. that serves as the immortal's battle d ress; see page 342 of
HU2.
5 1 -75% 2 D6x$ 1 , OOO i n tradeable/sellable goods, and
1 D4x$ 1 , OOO in Earth cu rrency. 81 -00% H a s acq u i red 1 D4+2 sets o f modern body ar
mor that has been worked into the character's ward robe
76-00% 4 D6x1 , OOO i n tradeable/sellable goods, and as part of h is costu me; may be concealed or obvious ar
2 D6x$ 1 , OOO in Earth currency. mor. See page 343 of HU2.
Those who have some familiarity with Earth are l i kely to Personal Weapon
have considerably more assets and Earth cu rrency (ac
q u i red from a previous visit). Roll percenti le dice. The I mmortal has a minor mag ical weapon (or not) at
0 1 -50% 2 D6x$ 1 , OOO i n tradeable/sellable goods. his/her disposal. The weapon may have been a boon from
1 D6x$ 1 , OOO in Earth currency. a h igher power or the spoils of war. Whatever the reason ,
5 1 -75% 4 D6x$ 1 , OOO i n tradeable/sellable goods, and i t i s a prized possession a n d the character will not part
2 D6x$ 1 , OOO in Earth currency. with it. Roll for the type of weapon and then roll twice for
76-00% 6D6x1 , OOO i n tradeable/sellable goods, and its mag ical powers. If the character did not get a mag ical
4D6x$ 1 , OOO in Earth currency. weapon, do not rol l for any mag ic powers for it (sorry ,
tough lUCk). Look i n the H U2 book, on page 350, for
Those who have studied Earth extensively are l i kely to weapon types and damages.
have a variety of common Earth cu rrencies and other eas Type of Ancient Weapon : Roll once.
ily tradeable resou rces (antiq ues , collectible coi ns, 0 1 -05% None, prefers to use Modern Weapons.
stamps, books, etc. ). Roll percentile d ice. 06-1 5% Battle Axe.
1 6-20% Spear or Trident.
0 1 -50% 4 D6x$ 1 , OOO in tradeable/sellable goods. 21 -30% Pole Arm.
2 D6x$ 1 , OOO in Earth cu rrency. 3 1 -45% Mace, Hammer or ClUb.
46-60% Sword (large or small).
5 1 -75% 1 D6x$ 1 0 , OOO i n tradeable/se llable goods, and 6 1 -75% Staff or other B l u nt Weapon .
3 D6x$ 1 , OOO in Earth cu rrency . 76-80% War Hammer or Morning Star.
76-00% 2 D4x 1 0 , OOO in tradeable/se l lable goods, a n d
2 D4x$ 1 , OOO in Earth cu rrency .
Earth Born Immortals : Money socked away in savings 81 -95% Ball and Chain or Flail.
for I mmortals origi nating from Earth is $2 D6x1 0 , OOO per 96-00% Bow and Arrow.
every 50 years of age as an I m mortal, plus a
$2 D6x1 00, OOO bonus for I m mortals who are more than a Magical Properties of the Weapon : Roll twice.
2000 years old. None of this includes the fortu nes the I m 0 1 -1 0% The magic weapon is totally indestructible.
mortals may have made and spent, g iven away or lost 1 1 -20% Makes the weapon wielder breathe without air
over the centuries. (and impervious to gas attacks and smoke) for u p to one
hour per activation , but can only be used four times per 24
Human Clothes and Disguises h o u rs .
01 -30% None. (What do h u mans wear these days?) 2 1 -30% The weapon is +1 to stri ke and parry, and re
tu ms when th rown immediately after h itti ng (or missing) its
31 -50% Out of date ward robe and used cloth ing. Sev i ntended target.
eral suits and sets of cloth ing that are obviously worn ,
used and/or out of fashion by 4 D6 years. 3 1 -40% Makes the weapon wielder resistant to fire and
heat (half damage).
51 -70% Several sets of cloth ing for everyday apparel.
All are n ice, clean and new, but inexpensive, generic la 4 1 -50% Shoots lightn i ng bolts: Range is 600 feet ( 1 83
bels and noth i ng fancy, only casual clothing. m). Damage: 4D6. Rate of fi re: Each blast counts as one
melee attack. Payload : U nlimited.
71 -90% Several sets of clothing of varying fash ion ,
from name brand ten n is shoes and jeans to d ress clothes. 5 1 -60% Weapon wielder is able to fly same as the Fly
as an Eag le spell . Maxim um d u ration is one hour and can
91 -00% Extensive wardrobe with all the latest fashions only be activated th ree times per 24 hours.
i n casual and chic; many sets of expensive clothes, de
signer labels and 1 D6x1 0 pairs of shoes. 6 1 -70% Shoots ice blast or ice dagger: Range is 200
feet (61 m). Damage: 4 D6 per attack. Rate of fire: Each
blast cou nts as one melee attack. Payload : U n l imited .
Battle Armor or Hero Costume 7 1 -80% Shoot fire blasts: Range is 200 feet (6 1 m).
Does the I mmortal use a costu me or body armor? If ar Damage: 4 D6 per attack. Rate of fire: Each blast cou nts
mor, what type does the hero use? Pick one specific type as one melee attack. Payload : U n l imited .
or rol l percenti le. 8 1 -90% Weapon wielder can tu rn invisible as per the
01 -20% None. (Why do I need a costume?) I nvisi bility: Si mple spell. Duration : Up to one hour per acti
vation, but l i mited to fou r uses per 24 hours.
66
9 1 -95% Weapon does 506 damage instead of the nor Structural Damage Capacity (S.D.C.): The inventor
mal damage for that weapon type. character and ordinary fol ks get a base amount of 20
S . D . C . pOints, plus any bon uses due to their choice of
96-00% Demon Slayer, does 306 damage against P hYSical skills or powers. Trained test pilots, govern ment
most opponents, but inflicts 1 D6x1 0 against demons and agents and sold iers gets an extra 3 06+20, i n add ition to
evil gods. those gained from Physical skills.
Note: If using modern weapons, select one hand g u n , Step Three:
o n e rifle and o n e heavy weapon or energy weapon (406
damage per blast, and weapon selection may include The S u per-G izmo & Powers
1 04+ 1 dozen rifle or hand g renades) , and the character
gets 1 D4x1 0 ful l cli ps of ammo for each . All weapons are The followi ng tables provide important backg round in
of outstanding quality. formation about the i nventor or test pilot, the super-i nven
tion and the organ ization he may be worki ng for or that
l l- may have created the g izmo the hero is using . Note : I n
the case of all tables, the player may "roll" percentile dice
-', - '"- 1-.'--,"-, - for random determination or "select" the one he wants to
mold a specific type of character.
INVEN TION
The Sponsoring Organization
By Carmen Bellaire & Kevin Siembieda
01 -20% Private I nd ustry.
Comic books are filled with characters who invent, build 21 -40% Secret organization.
and use su per-science g izmos to provide them with their 41 -60% M i litary/Govern ment.
powers. Without their equipment the characters have ab 61 -80% I ndependent: The character (or a buddy) is the
sol utely NO superh u man powers at all. Some of these i nventor.
heroes are the i nventors of the gadgets themselves, but 81 -90% Su per-hero g roup (good or evi l).
many others are the test pilots or special agents/opera 91 -00% Alien interests on Earth .
tives g iven the gear by the corporation or govern ment
agency they serve (some secret, some public). Who is the Character?
As a crime fig hting hero, th is character, even if he is the 01 -30% The Inventor: The character is the inventor of
i nventor h i mself, is likely to be physically fit and capable in the su per-g izmo(s) and has an i n-depth u nderstanding of
combat. This means at least basic fighting skills as well as how it works and everyth ing about it. H is background is
a few other Physical and/or M i litary, Espionage or Rogue science, inventing and building.
skills, but the real emphasis is on the use of the super-i n
vention . Many of these items are experimental and poten 31 -80% The Chosen OperatorlTest Pilot: Th is char
tially dangerous prototy pes, with systems that still need to acter is a skilled test pilot or agenUsoldier who was cho
be tested and bugs to be worked out. Most req uire some sen to field test the device for the pu rpose for which it was
degree of orientation and special training to use properly, designed . He has a good idea of how it's supposed to
and all are q u ite expensive, especially hig h-tech proto work and is good at finding and adapting to its flaws and
ty p e s . q ui rks. He is l i kely to have a background in police work/the
law/investigation or the military.
Step One: The E i g ht Attri butes
81 -00% J ust Somebody Chosen by Fate: This char
Determine the eight attributes as normal. Don't worry acter has no special training in the super-g izmo or law en
about low physical attributes, since those can be altered forcement or the military, but shows a remarkable i ntu itive
th rough PhYSical skills or augmented (or even su per ability to use the invention. Should be in good physical
ceded) by the su per-gizmo. Keep all the i n itial stats i n health and is probably young (u nder 40 years old). May
pencil u ntil the character is completely fin ished , and be work for or with the sponsoring organization or be com
aware that, i n th is case, there are likely t o b e two sets of pletely unaffiliated.
stats: one for the character without the su per-g izmo and
one set when he is wearing or using the equ ipmenUitem. Current Status with the
Sponsoring Organization
Step Two : H it Points & S . D . C .
Only rol l on th is chart if the character is NOT the I nven
H it Points : Take the character's P . E. attribute n u mber tor of the su per-i nvention that he uses.
and add 1 06 per level of experience, starting with level
one. 01 -20% Active but d isavowed agent of the prog ram.
The character is, i n effect, a secret agent. He works for
the sponsori ng organ ization, but any con nection to the
company has been erased as if he never existed or has
been d isavowed and probably branded as a rog ueagent
no longer with the organ ization . However, he secretly
67
Radiation) and one Minor Energy Expu lsion power Oust 21 -50% Repairs aren't too d ifficult or too expensive for
about any). Similarly, the device might i mpart the Major someone who knows what he's doing . This req u i res
ability of Control Density or Weight Manipulation , and the someone knowledgeable in the skills Weapons Engineer,
Mechanical Engineer and Electrical Engineer. Cost is
Minor ability or abilities of Density Walking and/or 3 D6x1 000 dollars.
Hyperdensity. And so on. 7) Bion ics, Robotics and Hard
ware are separate Power Categories that also offer artifi 51 -80% Repairs are time consuming (6D6+4 hours of
cial en hancement and power, but are very d ifferent from work) , specialized (req uires someone knowledgeable in
th is I nvention category. 8) Duplicates? In most cases, the the skills Weapons Engi neer, Mechan ical Engineer, Elec
su per-invention is a one of a kind prototype, or one of a trical Engineer, Computer Operation , and possibly other
small handful of items (rare prototypes or designed for a areas of expertise) and a bit costly (4D6x1 , 000 dollars).
small, elite team). 01-60% One of a kind prototype, 81 -90% Expensive. Repairs are time consuming
61-80% One of two prototypes, 81-94% One of a small (6D6+24 hours), d ifficult, specialized , and expensive
handfu l (2D4+2) or 95-00% One from a secret arsenal (4D6x1 0 , 000 dollars). May also req uire the acquisition of
rare or illegal parts, compounds or materials. These re
(govern ment or other power) of 2 D6x1 a identical or similar pairs req uire the skills Weapons Engineer, Mechanical En
(but different) super-g izmos. If the character is the inven g ineer, Electrical Engineer, Computer Operation, and
tor, them there are probably only one or two. 9) How possi bly other areas of expertise performed at a skill pen
many su per-inventions does the character have? We sug alty of -20%.
gest O N E , perhaps two or th ree, provided each device
only has one or two abilities built i nto it and only half of the 91 -98% Repairable only at a few of the most el ite
abilities are Major. high-tech labs in the world , such as KLS Corp . ,
Cyberworks Network or Fabricators I nc. , government com
Other Exclusions (powers not avai lable under th is pounds, alien facilities, and similar super-facilities. Cost is
Power Category): Absorb Bio-Mass, any Alter Physical exorbitant, 3D6x1 00, 000 dollars, thoug h the actual repairs
Structu re, Anatomical I ndependence, Animal Metamor may be q u ick and easy with the rig ht tools and facil ity.
phosis, Bio-Ghost, Divine Aura, Divine Healing, Gem
Powers, I mmortality, I mmune to Magic, I ron Will , Karmic 99-00% NOT repai rable, too delicate and expensive
Power, Liquefaction, Lycanthropy, Mega-Wi ngs, Negative (5D6x1 00, 000 dollars), except by the original creator or
Matter, Quills & Spines, Shadow Shaping , Shapechange, design team. Are they available?
Rocket Fists, Tentacles, Tentacles of Hair, and Totem En
ergy Aura . Note: This is d u e to the rather limited nature of Step Four: Education & Skills
the mechan ical i nventions to reproduce many of the
amazing super abilities that seem to defy the laws of sci If a Test Pi lot or Sold ier use the Military Education
ence as we understand them. Level plus one Basic and one Advanced Piloting skill
package since the character's speciality is test pilot.
Determin ing the number of powers and general
type. Depending on the edict of the Game Master, the If an elite Police Officer or Military Specialist/Spe
player may select from the table or randomly rol l for the cial Operative use the Military Specialist Education Level
nu mber of powers. Selection of the specific super abilities plus one Basic Piloting skill package.
is left to the player creating the character.
If a s killed , Semi-Professional Ath lete use the High
01 -1 3% One Major su per ability or two Minor abilities. School or Two Years of College Education Level with a
skill package in P hysical Athletics plus 1 D4 extra Piloting
1 4-27% One Major su per ability and one M inor. skills as Secondary Skills (+5% bonus since the character
has an aptitude for piloting as wel l as athletiCS) .
28-40% Two Major super abilities (no M i nor powers).
If an Ordinary Joe use the High School or Street Skilsl
41 -53% Three Minor su per abilities (no Major powers). Education Level with a skill package i n Physical Athletics
or the General Mechanical Program, plus Hand to Hand :
54-66% One Major su per ability & th ree M inor. Basic and 1 D4 extra Pi loting or Rog ue ski l ls as Secondary
67-73% Four Minor super abilities (all related , or de Skills (no bonuses).
sig ned to create one overall effect).
If an Inventor Genius roll u p as a Hardware Power
74-87% Two Major super abilities and one M inor. Category: Electrical or Mechanical Genius, but without any
of the usual gadgets, g i mmicks, equipment or budgeUre
88-00% Two Major su per abilities and two M inor. sou rces because it has all gone i nto the creation of the
super-i nvention . Note: See HU2 for details on th is Power
Repairing the Super Invention Category and character. Hardware starts on page 1 2 1 of
H U2 .
Remember, these are inventions, someth ing new, d if
ferent and rare, in many cases, a one of a kind prototype. Step Five : A l i g n ment
If the character is the inventor, then he can repai r the
super-invention at half the cost and in half the time. The Any alignment can b e selected , but heroes are typically
player should make a random roll on the table below or a good alignment, or at worst, selfish. Vi llains can be Self
the Game Master should pick one. ish or Evil .
01 -20% The i nvention can be repaired at min imal cost
with the use of common electronic and mechan ical parts
available most everywhere except th ird world countries
and the wilderness. Costs only 2 D6x1 00 dollars to make it
as good as new and only req u i res a skill in Basic Me
chan ics and Basic Electronics.
70
Step Six: The new Minor Heroes option hearkens back to the
days of the orig inal Heroes U n l i m ited game. With weaker,
Rou n d i ng O ut & Other Stuff but just as (or even more) i nteresting su per power based
heroes. These are heroes that have to th i nk before leap
Hand to Hand Com bat: As per education and skills. ing into battle and that have to use skills, bluffs, i ntimida
tion and trickery along with their powers to be effective in
Attacks Per Melee (Hand to Hand): As with all other defeating the forces of evil and villainy. These heroes may
superbeings, the character automatically gets two hand to not g rab morni ng head li nes most of the time, but they are
hand attacks per melee round plus those from Physical j ust as brave and bold as the flashier and more powerful
skills. superbeings, and work even harder to keep the neigh bor
hood safe and the streets q u iet.
Weapons and Armor: Except for the special inven
tion(s) determi ned earlier, only the most conventional The M i nor Hero O ption
weaponry and eq ui pment are available.
The Minor Hero represents a set o f simple limitations
Additional Financial Resou rces : Little - 4D6x1 00 dol that are put onto the hero d u ring the normal character cre
lars - un less backg round involvement with the sponsoring ation process. In th is sense, the Minor Hero is j ust an op
organ ization dictates otherwise. tion that limits the normally more powerful hero types. The
Minor Hero category is also just an option that is being
Experience Levels : Use the Hardware experience made available for players and Game Masters who enjoy
chart on page 352 of H U2 for the hero's level advance these types of th i nking heroes or who may be looking to
ment. create and play a weaker sidekick to a more powerfu l or
experienced hero. Make certain the Game Master wil l al
Minor low this character before creating him, and remember that
H e ro es heroes who are much more powerfu l may steal the l i me
light u nless the player of the M inor Hero is resou rcefu l and
By Carmen Bellaire and Kevin Siembieda imaginative.
Did you ever wonder what happened to all the minor Construct a character as normal from the categories of
heroes of the Heroes U n limited u n iverse? The various Hardware, Physical Training, Special Training, Weapons
heroes represented in the HU2 ru le book tend to be pow Training, Natu ral Genius, or M utant Ani mals - or - any of
erfu l beings with Major or n u merous powers. This is in d i the other Power Categories, particu larly the Alien, Experi
rect response to gamers who begged us to up the power ments, and Mutants Power Categories (as wel l as those
level when we d id Heroes Unlimited, 2nd Edition . But presented in th is book) that generate bei ngs with su per
what about the l ittle guys? The characters who aren't in abilities, by imposing the fol lowi ng limitations and mod ifi
credibly powerfu l and who rely on their cu nning, resou rce cations.
fu lness, or pure chutzpa as much as any super ability.
Can you play a devoted champion of justice with just one Attri bute Limits : Minor Heroes are limited to a maxi
Major super ability or a couple Minor ones? Yes, but it re mum of 30 for any attri butes. If any are h igher than 30, re
quires the player to be imag i native, i nventive and clever. duce them to 30. This also i ncludes attri butes increased
by super abilities.
Many of the older comic books are filled with heroes
that are li mited to j ust one super ability and a fierce ded i Hit Points: Stay the same.
cation to protecti ng others or fig hti ng crime. S idekicks S.D.C.: Stays the same or reduced by one thi rd .
and members of team comics reg ularly are brave but
comparatively pu ny heroes, as is true with some of the Lim ited Skills: The character comes from a h u mble
modern and more famous comic book heroes. These
so-ca lled Minor Heroes are g reat for playing low-powered beginning so his Education Level is 01-25% Street Skilled ,
campaigns, games set in neigh borhoods where half of 26-50% H ig h School, 51-75% Trade School or 76-00%
their foes are criminals with g u ns and bad tempers, and
th inking man's games where working as a team, using in One Year of College. That's it. This doesn't mean the
vestigative techn iq ues and hardware are important. Th is character is d umb, just lacking i n an advanced ed ucation
includes characters generated from the Power Categories and/or world ly experience (a neigh borhood kid) .
of Hardware, Physical Trai ning and Special Training. And
what makes these characters cool is the very fact that Number of Attacks per Melee: Keep a s usual, or re
they don't have any amazing super abilities per se, they duce by one or two.
are ordinary people who have molded themselves into
someone exceptional through hard work, training and ded Otherwise, each existi ng Power Category is limited i n
i ca ti o n . a slightly different way t o create a m i nor hero. Th e follow
i ng is a l ist of the mod ifications to each category to create
the M i nor Hero.
Mod ifying Other Power Categories :
Al iens, Empowered , Experiments, Gestalts, Immor
tals, Invention, Mutants, S u persold iers, and Symbiotic
characters are l i mited to just two M inor super abilities or
71