TEXT: Quentin Milton (Order #31246997)
  
  Warning! 
  Violence and the Supernatural 
  The fictional World of Heroes Unlimited™ is violent, deadly and filled with superhumans, super­
  natural monsters and strange powers. Mutants, aliens, monsters, vile criminals and nefarious villains 
  threaten, rob, torment, and prey on humans. Other alien life forms, monsters, gods and demigod, as well 
  as magic, psychic powers, insanity, and war are all elements in this book. 
  Some parents may find the violence, magic, insanity, super abilities, and supernatural elements of the 
  game inappropriate for young readers/players. We suggest parental discretion. 
  None of us at Palladium Books®condone or encourage the occult, the practice of magic, the use of 
  drugs, vigilantism or violence. 
  Heroes UnlimiteQfM is a work of fiction. NONE of the monsters, villains, superhumans, magic, pow­
  ers or depictions are real. 
  --�-
  -
  ... 
  Leap into the world of superhumans and pulse-pounding adventure! 
  Compatible with the entire Palladium Books® Megaverse®! 
  1 
  • 
  Quentin Milton (Order #31246997)
  
  Dedicated to Florence. Her secret identity, Mom! 
  Florence (a.k.a. Mom) was resolute in her convictions. She was genuine and warm. Unpretentious and accepting of 
  others. And oh so inquisitive - a mind anxious to explore the unexplored, fueled by an imagination that carried her to 
  exotic lands she had only visited through books, film and art. 
  Florence (a.k.a. Mom) was gentle, loving, and compassionate (although she could be tough as nails when she needed to 
  be). She always thought of others before herself, and stood ready to help them regardless of her own faltering condition. 
  Her strength came from an indomitable lust for life that honestly defies words or reason. 
  Florence's (a.k.a. Mom's) superpowers: To see the beauty and wonder in everything from a cloud or a butterfly, to a 
  smiling face or a battered, old toy. 
  Some years ago, after many battles - many she was never expected to win - Florence's only defeat came at the hands 
  of her most treacherous arch-nemesis, Cancer. But her memory lives on in every one of us mere mortals who were 
  fortunate enough to have been touched by her. 
  A greater hero I have never known. 
  - Kevin Siembieda, 1998 
  Special Thanks to Wayne Breaux Jr, who helped gather material and contribute ideas, text and rules; Steve, Aaron, and 
  Julius for their suggestions - fun stuff. To Paolo, Wayne, Scott, Ramon, Gusto, Mark, Ka, Brandon, Don, Jason, Jim and 
  the entire multitude of artists who contributed to this monster of a book (9 point print, and it's still hovering around 300 
  pages) ... 
  ... and most especially to my wonderful and hard working Maryann, Tenacious Thom, Jaunty Jim, All-Star Alex, Punster 
  Stevarino, Draino, Aikido-Kid Jules, Heroic Hank, and all the Palladium maniacs. They are my superheroes. 
  I also want to thank Doug, Scotty, Gabe and all the guys on the Palladium Books On-Line Mailing List for their 
  suggestions, comments, encouragement and silliness. 
  Boy, ain't I long-winded in this book? 
  - Kevin Siembieda, 1998 
  PDF Edition - September 2017 
  Copyright 1984, 1987, 1998 Palladium Books Inc. & Kevin Siembieda 
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole, in any form or by any 
  means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments and people 
  are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental. 
  Palladium Books®, RiftS®, RECON®, Megaverse®, After the Bomb@, The Palladium Fantasy Role-Playing Game@, The MechanoidS® 
  and Nightbane® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. 
  Heroes Unlimited™, Villains Unlimited™, Aliens Unlimited™, Ninjas & Superspies™, Beyond the Supernatural™, Vibro-Blade, 
  Mega-Hero, Mega-Damage, Cascade, S.D.C., P.P.E., LS.P. and other names, titles, and likenesses of characters are trademarks 
  owned by Kevin Siembieda and Palladium Books Inc. 
  Cover art and title design copyright 1998 Jim Steranko, visualizing his upcoming techno-hero USA 1 ™ 
  Palladium On-Line www.palladiumbooks.com 
  Heroes Unlimited, Second Edition™ is published by Palladium Books® Inc., 39074 Webb Court, Westland, M148185. Printed in the USA. 
  2 
  Quentin Milton (Order #31246997)
  
  PALLADIUM BOOKS® PRESENTS: 
  TM 
  I-IEROES UNLIMITED 
  REVISED SECOND EDITION 
  WRITIEN '4 CREATED BY: KEVIN SIEMBIEDA 
  ADDITIONAL TEXT '4 CONCEPTS: 
  WAYNE BREAUX JR. 
  ERICK WUJCIK 
  KEVIN LONG 
  AARONOLNER 
  STEVE TRUSTRUM 
  EDITORS: ALEX MARCINISZYN 
  JIM OSTEN 
  WAYNE SMITH 
  PROOFREADER: JULIUS ROSENSTEIN 
  COVER ART AND TITLE DESIGN BY: STERANKO 
  INTERIOR ARTISTS: PAULO PARENTE 
  WAYNE BREAUX JR. 
  DON HILLSMAN 
  JASON BAUM6ARTNER 
  SCOTT JOHNSON 
  RAMON PEREZ JR. 
  MICHAEL eUSTOVICH 
  KEVIN SIEMBIEDA 
  KEVIN LONG 
  ROSER PETERSEN 
  MARK DUDLEY 
  KAXIONG 
  BRANDON C. CLARK 
  DRUNKEN STYLE STUDIO 
  INTERIOR LOGO DESIGNS: MICHAEL eUSTOVICH 
  ., COMICRAFT FONTS 
  ART DIRECTION, MAPS '4 KEYLINING: KEVIN SIEMBIEDA 
  lYPOGRAPHY: MARYANN SIEMBIEDA 
  HEROES UNLIMITEDTM LOGO DESIGN: STERANKO 
  PALLADIUM BOOKS ON-LINE: WWW.PALLADIUMBOOKS.COM 
  3 
  Quentin Milton (Order #31246997)
  
  Table of Contents 
  Introduction by Kevin Siembieda . . . 
  How to Play a Role-Playing Game . 
  If you've never played ..... . 
  Glossary of Role-Playing Terms 
  Creating Characters. . . . . 
  Step 1: The Eight Attributes . 
  Attribute Bonus Chart. . . . . . 
  Different Applications of Strength. 
  Speed Chart . . . . . . . . 
  Step 2: Hit Points & S.D.C. 
  Determining Hit Points 
  Armor Rating (A.A.). . . . . 
  Natural A.R.. . . . . . . . . 
  Recovery of Hit Points & S.D.C. 
  Surviving Coma and Death. . . 
  Optional Damage Rules . . . . 
  Step 3: Determining Super Abilities . 
  Random Power Category Table .... 
  Step 4: Determining Education & Skills . 
  Step 5: Picking an Alignment. 
  Anti-Heroes and Vigilantes . 
  Criminals and Villains. 
  Good Alignments . 
  Selfish Alignments . . 
  Evil Alignments . . . . 
  Step 6: Rounding out One's Character 
  Money and Equipment . . . . . 
  Optional Rules for rounding out. . . 
  Experience Points. . . . . . . . . 
  Awarding Experience Points Table. 
  Insanity ...... . 
  Curses for Insanity . . 
  Addiction ...... . 
  Optional Crazy Hero. 
  Multiple Personality. . 
  Tradition & History 
  Supermen are Real? . 
  Heroes Throughout the Ages. 
  Role-Playing Tradition & Heritage 
  Fulfilling or Fighting a Legacy. . 
  Education & Skills. . . . . . . 
  Determining Educational Level . 
  Skill Programs (Scholastic) . . 
  Basic Skill Programs . . . . . 
  A few more notes about skills. 
  Skill Penalties. . . . . 
  Skill Descriptions . . . 
  Weapon Proficiencies. 
  Combat Rules . . . . 
  Steps in Hand to Hand Combat. 
  Combat Terms & Moves 
  Damage ... . 
  Kicks .... . 
  Saving Throws 
  S.D.C. Values. 
  Hand to Hand Combat 
  Notes on Super Abilities in Combat . 
  9 
  11 
  11 
  12 
  14 
  15 
  15 
  16 
  16 
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  18 
  18 
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  · 20 
  · 20 
  · 20 
  · 20 
  21 
  21 
  22 
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  23 
  24 
  24 
  28 
  26 
  27 
  . 28 
  · 32 
  · 32 
  · 33 
  . 36 
  . 39 
  · 29 
  . 40 
  · 42 
  · 42 
  · 44 
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  45 
  46 
  47 
  48 
  40 
  41 
  · 63 
  63 
  66 
  67 
  68 
  69 
  70 
  71 
  . 72 
  4 
  Combining Super Abilities 
  Modern Weapon Combat . 
  Firearm Tactics & Penalties 
  Robot & Assault Vehicle Combat 
  Volleys & Bursts . . . 
  Missiles .......... . 
  Missile Damage Table . . . 
  Vehicle Control & Combat 
  Crash & Damage Rules. . . 
  Vehicle Combat Rules . . . 
  Air & Space Combat Rules . 
  Damage & Crash Rules for Aircraft . 
  Outer Space . . . . . . . 
  Power Categories Begin 
  Aliens Power Category . . 
  Physiological Modifications. 
  Determining Super Abilities. 
  Reason for Coming to Earth 
  High-Tech Weapons ... 
  Bionics Power Category 
  Background Data . . . . . . 
  Cyborg Conversion Option . 
  Bionic Components & Costs 
  Bionic Eyes . . . . . . 
  Bionic Eye Weapons . . 
  Bionic Hand Weapons . 
  Other Bionic Weapons . 
  Bionic Armor . . . . . . 
  Experiments Power Category 
  The Experiment & Powers . 
  Determining Super Abilities. 
  Supersoldier Option ..... 
  Hardware Power Category 
  Special Over 100% Skill Rules . 
  Hardware: Electrical Genius . 
  Some Electronic Gimmicks. . . 
  Hardware: Mechanical Genius . 
  Building Super Vehicles . . . . 
  Hardware: Analytical Genius . 
  Analyze & Operate Devices 
  Hardware: Weapons Expert. 
  Make & Modify Weapons. 
  W.P. Sharpshooter ..... . 
  Some Gimmick Weapons. . . 
  Hardware: Building the Super Vehicle. 
  Optional Modifications . . . 
  Magic Power Category . . 
  Obtaining Magical Abilities . 
  Enchanted Weapon . . . 
  Weapons of Order (Good) 
  Weapons of Chaos ( Evil) . 
  Enchanted Object . . . . 
  Magic Spells or Super Abilities . 
  Mystic Study (Wizard). . . . . 
  Shortcut to Gaining New Spells. 
  Other Magic Abilities of the Wizard. 
  Mystically Bestowed Abilities 
  Physical Limitations (optional) 
  Mutants ............ . 
  . 74 
  . 75 
  . 78 
  · 78 
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  • 86 
  · 89 
  · 90 
  · 91 
  · 91 
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  Quentin Milton (Order #31246997)
  
  Unusual Physical Characteristics. 
  Determining Super Abilities. . . . 
  Unstable Powers Table. . . 
  Creating Mutant Animals . 
  Step 5: BIO-E Points . 
  Human Features 
  Animal Powers . . . 
  Animal Psionics. . . 
  Animal Descriptions. 
  159 
  161 
  161 
  · 162 
  165 
  167 
  168 
  170 
  172 
  The Mega-Hero (Optional Power Sub-Category) 
  Mega-Powers. . . . . . . . . . . . . 
  176 
  180 
  181 
  183 
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  187 
  168 
  189 
  190 
  192 
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  197 
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  200 
  Special Mega-Powers . . . . . . . . 
  Achilles' Heel (vulnerabilities). . . . . 
  Fighting a Bad Attitude or Reputation 
  Physical Training Power Category • 
  Special Hand to Hand Combat . 
  Psionics Power Category . . . 
  . 
  • 
  . 
  The Natural or Master Psionic 
  Robotics Power Category. 
  Selecting a Robot Body. . . 
  Type 4: Android. . . . . . . 
  Step Four: AI Programming. 
  Step Six: Robot Construction. 
  Special Training . . 
  The Ancient Master. . 
  HunterNigiiante. . . . 
  The Secret Operative. 
  The Stage Magician 
  The Super Sleuth. . . 
  Super Abilities. . . . 
  Who Has Super Abilities 
  Terms & Notes ..... 
  Random Super Ability Selection Tables 
  Descriptions of Minor Super Abilities . 
  Descriptions of Major Super Abilities . 
  Psionics, Descriptions of Abilities . 
  Healing Powers. . 
  Physical Powers . . . 
  Sensitive Powers . . . 
  Super-Psionic Powers 
  Magic Explained. . . . 
  How does Magic Work . 
  Other Sources of P.P.E. 
  Ley Lines, Nexus Points, & P.P.E. . 
  Animals & Magic 
  Magic Combat . . . . . . . 
  Saving Throws . . . . . . . 
  Magic Spell Descriptions • 
  Equipment Section 
  Ancient Weapons. . . . . 
  Modern Weapons. . . . . 
  Miscellaneous Equipment 
  Experience Point Tables 
  · 211 
  211 
  · 214 
  · 216 
  · 219 
  · 221 
  . 223 
  . 223 
  . 224 
  · 226 
  · 228 
  . 237 
  .. 297 
  · 297 
  300 
  . 305 
  . 309 
  · 315 
  315 
  316 
  317 
  314 
  319 
  319 
  . 320 
  . 340 
  . 340 
  . 342 
  . 345 
  . . 352 
  5 
  Quick Find Table 
  Bionic Components & Costs 
  Called Shot (guns) . 
  Called Shot (robots) .... 
  Character Creation . . . . . 
  Combat: Air & Space Vehicles . . 
  Combat: Hand to Hand by Steps . 
  Combat: Hand to Hand Tables . 
  Combat: Missiles . . . . . . 
  Combat: Modern Weapons. . . 
  Combat: Robot . . . . . . . . . 
  Combat: Super Abilities Notes . 
  Combat: Vehicle . . . . . . . . 
  Combat: Weapon Proficiencies. 
  Equipment (miscellaneous). . . 
  Equipment: Hardware Electronic Gimmicks 
  Equipment: Hardware Weapon Gimmicks . 
  Equipment: Making Super Vehicles . . 
  Equipment: Stage Magician Gimmicks . 
  Power Categories (list) . 
  Psionic Power Category . . . . . . . 
  Psionic Abilities. . . . . . . . . . . . 
  Psionics: Mutant Animal Psi-Powers . 
  Saving Throws . . . . . 
  Skill Programs (Listed) . 
  Skills: Secondary . . . . 
  Skill Penalties (General) 
  also see Hardware Section 
  Supersoldier . . . . . . . . 
  Ten Power Categories 
  Sub-Categories & Options 
  Alien ... . 
  Bionics .. . 
  Experiments 
  Supersoldier 
  Hardware . 
  Analytical . . 
  Electrical . . 
  Mechanical . 
  Weapon ... 
  Super-Vehicles . 
  Magic ..... . 
  Enchanted Object. 
  Enchanted Weapon. 
  Mystically Bestowed 
  Mystic StudylWizard/Spell Caster 
  Mutants ..... 
  Mutant Animals . 
  Optional: 
  Crazy Hero . 
  Legacy ... 
  Mega-Hero . 
  Physical Training . 
  Psionics .... . 
  Robotics ... . 
  Special Training. 
  Ancient Master . 
  · 104 
  . 78 
  . 79 
  · 14 
  . 86 
  . 63 
  · 71 
  . 80 
  . 75 
  78 
  . 72 
  . 83 
  . 75 
  . 340 
  125 
  134 
  136 
  221 
  20 
  · 189 
  . 297 
  · 170 
  . 69 
  . 45 
  . 47 
  . 48 
  · 118 
  · 91 
  100 
  114 
  118 
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  128 
  122 
  125 
  130 
  136 
  144 
  149 
  144 
  154 
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  162 
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  39 
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  186 
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  · 211 
  · 211 
  Quentin Milton (Order #31246997)
  
  HunterNigilante. 
  Secret Operative 
  Stage Magician . 
  Super Sleuth . . 
  List of Minor Super Abilities 
  Descriptions begin . 
  Adhesion ..... . 
  Alter Physical Body. 
  Bend Light ..... 
  Body Weapons . . . 
  Clock Manipulation . 
  Energy Expulsion: Electricity . 
  Energy Expulsion: Electrical Field 
  Energy Expulsion: Energy 
  Energy Expulsion: Fire . 
  Energy Expulsion: Light. . 
  Energy Resistance . . . . 
  Extraordinary Mental Affinity . 
  Extraordinary Mental Endurance . 
  Extraordinary Physical Strength 
  Extraordinary Physical Prowess . 
  Extraordinary Physical Endurance . 
  Extraordinary Physical Beauty 
  Extraordinary Speed 
  Flight: Glide. . . 
  Flight: Winged 
  Flight: Wingless. 
  Healing Factor . 
  Heightened Sense of Hearing 
  Heightened Sense of Smell. 
  Heightened Sense of Taste. 
  Heightened Sense of Touch 
  Horror Factor . . . . . . . 
  Impervious to Fire & Heat. 
  Manipulate Kinetic Energy 
  Mental Stun. . 
  Multiple Limbs . . . 
  Nightstalking . . . . 
  Power Channelling . 
  Radar ....... . 
  Superhuman Strength (new) . 
  Supervision: Advanced Sight. 
  Supervision: Nightvision . . . 
  Supervision: Ultraviolet & Infrared 
  Supervision: X-Ray . 
  Underwater Abilities . . . . . . . 
  List of Major Super Abilities 
  Descriptions Begin . . . . . . . . . . 
  Adapt to Environment (new) . . . . . 
  Alter Facial Features & Physical Stature . 
  Alter Limbs (new) . . . . . . . . . . 
  Alter Metabolism . . . . . . . . . . 
  Alter Physical Structure: Electricity . 
  Alter Physical Structure: Fire . . 
  Alter Physical Structure: Ice . . 
  Alter Physical Structure: Liquid. 
  Alter Physical Structure: Metal . 
  · 214 
  · 216 
  219 
  · 221 
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  6 
  Alter Physical Structure: Plant (new) . . . . . . 
  Alter Physical Structure: Plasma (new). . . . . 
  Alter Physical Structure: Smoke or Mist (new) . 
  Alter Physical Structure: Stone . 
  Animal Abilities . . . . . 
  Animal Metamorphosis . 
  Bio-Armor (new) 
  Bio-Ghost .. . 
  Chameleon .. . 
  Cloaking (new) . 
  Control Elemental Force: Air . 
  Control Elemental Force: Earth. 
  Control Elemental Force: Fire 
  Control Elemental Force: Water 
  Control Insects & Arachnids . 
  Control Kinetic Energy (new) . 
  Control Others . . . . . 
  Control Radiation . . . . 
  Control Static Electricity 
  Copy Physical Structure 
  Create Force Field 
  Darkness Control . 
  Disruptive Touch . 
  Divine Aura . . . . 
  Energy Absorption 
  Force Aura ... . 
  Gem Powers .. . 
  Gravity Manipulation 
  Growth ...... . 
  Holographic Memory Projection 
  Immortality . 
  Intangibility . . 
  Invisibility . . . 
  Invulnerability. 
  Item Reduction . 
  Karmic Power. . 
  Lycanthropy (new) 
  Magnetism .. 
  Mechano-Link. . . 
  Mimic ...... . 
  Multiple Beings/Selves . 
  Multiple Lives . . . . . . 
  Natural Combat Ability (new) . 
  Negate Super Abilities 
  Negative Matter. 
  Plant Control . 
  Shapechange. . 
  Shrink ..... . 
  Slow Motion Control 
  Sonic Power . . . . 
  Sonic Absorption & Reflection (new) . 
  Sonic Flight . . . . . . 
  Sonic Speed (running) 
  Spin at High Velocity . 
  Stretching (elasticity) . 
  Super-Energy Expulsion (new) . 
  Supernatural Strength (new) . 
  Teleport ..... 
  Tentacles (new). . . . . . . . 
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  · 259 
  · 259 
  · 261 
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  . 273 
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  · 282 
  · 281 
  282 
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  Quentin Milton (Order #31246997)
  
  Transferal Possession 
  Vibration ..... . 
  Weight Manipulation . 
  Notable References & Tables 
  Alien Physiological Modifications . . . . . . . . 
  Appearance: Alien . . . . . . . . . . . . . . . 
  Appearance: Mutant; Unusual Characteristics . 
  Appearance: Magic; Physical Limitations. 
  Attribute Bonus Chart. . . . . . . . . . . . . 
  Experience Point (Award) Table . . . . . . . 
  Experience Tables per Hero/ Power Category 
  Hand to Hand Combat Tables . . . . . 
  Hardware: Analyze & Operate Devices. 
  Hardware: Build/Modify Armor . . . 
  Hardware: Building Super Vehicles ... 
  Hardware: Computer Hacking . . . . . 
  Hardware: Electronics Construction . . . 
  Hardware: Electronic Countermeasures . 
  Hardware: Hot Wiring Automobiles. . .. .. 
  Hardware: Hot Wiring/By Passing Electronics . 
  Hardware: Recognize Vehicle Quality . . . . . . 
  Hardware Weapon: Gunfighter Paired Weapons. 
  Hardware Weapons: Make & Modify Weapons. . 
  Hardware Weapon: Quick-Draw Initiative 
  Hardware Weapon: W.P. Sharpshooter . 
  Injury: Minor Table . . . . 
  . . . . . . . . 
  Injury: Serious Side Effects Table . . . . 
  Injury: Recovery From Near Death Table. 
  Insanity: Random Table . . . . . . 
  Insanity: Affective Disorders Table . 
  Insanity: Crazy Hero . . . . . 
  Insanity: Multiple Personality . 
  Insanity: Neurosis Table . 
  Insanity: Obsession Table 
  Insanity: Phobia Table .. 
  Insanity: Psychosis Table. 
  Mega-HeroNiliain. . . . . 
  Missile Damage Table . . 
  Mutant: Unusual Characteristics . 
  Mutant: Unstable Powers Table . 
  Power Category Table (random) . 
  Psionic Power Listing. . . . . . . 
  Rounding out One's Character (optional). 
  Speed Chart (running) .... 
  Super Ability Selection Tables 
  Supersoldier Ability Table .. 
  Vehicle: 
  Combat ..... . 
  Vehicle: Road Speed Table. 
  Vehicle: Air Stunts Table .. 
  Vehicle: Air Vehicle Target Table. 
  Vehicle, Super: Construction Tables . 
  Vehicle, Super: Basic Air Vehicles Table. . . . 
  Vehicle, Super: Sub-Sonic Speed Class Table. 
  Vehicle, Super: Supersonic Speed Class Table 
  295 
  295 
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  93 
  91 
  159 
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  15 
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  . 29 
  . 33 
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  . 25 
  16 
  226 & 
  227 
  118 
  . 83 
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  7 
  Super Abilities 
  Alter Physical Structure Sub-Table . 
  Extraordinary Attribute Sub-Table 
  List of Major Super Abilities. 
  List of Minor Super Abilities. . . 
  Magic Explained 
  . . . . . . 
  Magic Spells . . . . . . . . 
  Mega-Powers. . . . . . . . . . . . . . . 
  Mega-Powers (special one) ....... . 
  Mega-Powers: Achilles' HeelNulnerabilities . 
  Psionic Power Descriptions. 
  Psionics: Healing Powers. . 
  Psionics: Physical Powers . 
  Psionics: Sensitive Powers . 
  Psionics: Super-Psionic Powers 
  Random Major Super Abilities Table . 
  Random Minor Super Abilities Table . 
  Super Abilities . . . . . . . . . . . . 
  Super Abilities, Number & Category of . 
  Supersoldier . . . . 
  228 
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  228 
  . 315 
  320 
  180 
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  . 297 
  . 297 
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  . 305 
  . 309 
  . 227 
  . 227 
  223 
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  Quentin Milton (Order #31246997)
  
  8 
  Quentin Milton (Order #31246997)
  
  The contin u i ng saga 
  of Heroes Unl i mited™ 
  The original Heroes Unlimited™ appeared on the game 
  shelves in June (or was it July?) 1 984. It was one of the last en­
  tries in a tidal wave of nearly twenty comic book hero inspired 
  role-playing games. We published Heroes Unlimited™ then, be­
  cause we felt that it offered more than its competitors. More vari­
  ety, more detail, and it more accurately captured the heroic world 
  of comic books. 
  Years later, it is one of a tiny handful of contemporary super­
  hero games (along with Palladium's record selling Ninja TurtleS@ 
  RPG, and Ninjas & Superspies) on the market and has never 
  gone out of print. 
  You might wonder, if it is such a great selling game, why do a 
  second edition? 
  The answer, "To make it even better!" 
  No, not a "Heroes Reborn" redo, but an even more ali-inclu­
  sive role-playing game with dynamic heroes, sinister villains, and 
  the making of fast paced adventures reflective of the comic book 
  genre, past and present. 
  Comic books have grown and changed a lot over the dec­
  ades. I know, because I've been reading and collecting them as 
  far back as I can remember. At age nine, I announced to my 
  Mom and Dad that when I grew up, I was going to be a comic 
  book artist. And it almost happened too. I "ghosted" on some 
  (second-rate) Marvel comic books in the early 1 980s, worked on 
  Mike Gustovich's original Justice Machine™ and Cobalt Blue, 
  and co-published five issues of a two-bit, black and white comic 
  book called A+Plus (Detroit's first comic book). In 1 980, I even 
  went to New York with my oid pal, William Messner Loebs, in 
  search of work in comics and illustration. I've gone to countless 
  comic conventions, own a massive comic collection and continue 
  to read and collect about 60 titles a month (yeah, I know that's 
  way too much, and a lot of it is junk, but I love comic books). In 
  fact, I was on the verge of breaking into the comic book market 
  when I stumbled onto role-playing and started Palladium Books. I 
  found out I enjoyed writing (and back then) drawing role-playing 
  books even more than doing comics ... and the rest is history. 
  Heroes Unlimited™ was Palladium Books' second major 
  RPG book, after the Palladium (fantasy) Role-Playing Fantasy 
  Game. It was a damn good game, but as one of my first, was a 
  bit clumsy and had limited amounts of artwork. Many of the ideas 
  were overshadowed by others. There were many little things that 
  could have done a little differently, and a little better. 
  The Revised Heroes Unlimited (1 987) fixed most of those 
  nagging points, but another ten years have passed and the great 
  old game has started to show its age. For one, the universal 
  game system I created has continued to evolve and change over 
  the years. Of course, that's the beauty of role-playing, it is an 
  ever changing, growing and living thing. Never static or repetitive 
  like many a board or card game with their "written in stone" rules 
  and methods of play. Role-Playing games are flexible and limit­
  less, like the ideas and imagination they draw upon to be played. 
  Thus, each gaming group, no matter how closely they follow the 
  framework of rules, will play their "version" of Heroes Unlim­
  ited™, each a little bit different than every other. That's because 
  each group of garners will impart their own views, character por­
  trayals, ideals and imagination on "their" playing of the game, not 
  to mention style of play and personal likes and dislikes. As I said, 
  the flexibility and limitless possibilities of play are the beauty of 
  role-playing. 
  9 
  Wayne Breaux Jr. was brought on board to lend a hand, be­
  cause, Heroes Unlimited™ is one of his favorite RPGs, as it is 
  one of mine. Wayne has run Heroes Unlimited™ campaigns for 
  years, and I was impressed with his knowledge and under­
  standing of the balance and nuances of the superhero genre and 
  the role-playing of super-characters. Wayne foolishly volunteered 
  to work on the Second Edition by collecting and reorganizing 
  data, doing some updates, clarifying rules, and offering sugges­
  tions. Meanwhile, I took all that, added my own new material and 
  updates, and rewrote the book. The foundation of the original 
  game and the basic rules are largely unchanged, just updated, 
  expanded and clarified. For example, I find the P.P.E. point sys­
  tem for magic to be more flexible and easy, so that's one big sys­
  tem change, at least for those who may prefer the old magic 
  characters. This is also a great example of how one change ex­
  pands the possibilities, because the magic wielding hero can now 
  (if the G.M. allows it) use magic spells and magic items from the 
  Palladium Fantasy RPG, RiftS®, and Nightbane® series 
  (among other Palladium titles) to supplement or vary the magical 
  character, villains and/or adventures. Moreover, we were all 
  growing tired of the multitude of letters, E-mail, telephone calls 
  and questions at conventions, asking, "How come Heroes Un­
  Iimited™ is the only Palladium game without a P.P.E. magic sys­
  tem?" 
  As long-time players know, we try to listen and respond to our 
  fans, so in many instances, the revisions and additions of the 
  Second Edition are in direct response to "you," our garners. If 
  suggestions, comments, and complaints make sense, we 
  (sooner or later) try to address them, and that's what we've done 
  with parts of the Second Edition. 
  Other additions and changes have grown out of new ideas 
  that, well, just seem to spring out of my own twisted imagination, 
  like playing characters with a historic legacy, or my approach to 
  the powers and weaknesses of the optional Mega-Hero. Still oth­
  ers were things that Wayne or I thought should be changed, or 
  just some stuff that we thought would be fun to role-play. 
  As for updating. Times change. The Palladium game system 
  has changed - evolved - so it made perfect sense, to us, to 
  bring one of the most popular and long-lived role-playing games 
  ever published into the 21st Century. 
  Now, if we're going to give one of our games a major rework, 
  we were going to go all out, so in these pages, you will find dy­
  namic, new artwork, along with some old, small changes and im­
  provements that should clarify rules and better define powers, 
  new super abilities, and new ideas and elements of play along 
  with optional rules. For the player's convenience, we've gathered 
  the additional super abilities from the Villains Unlimited™ and 
  Aliens Unlimited™ supplements and put them here, in one 
  place. Plus, there are some new powers, a few new robot and 
  bionic conSiderations, updated equipment list, a supernatural 
  P.S. system, and other good stuff. To fit it all in, we had to add 
  pages, but I don't think most folks will complain about that. We 
  gave it our best shot and hope you like most of what we've done. 
  I think long-time players will find the bulk of the clarifications 
  and new material to be helpful and welcomed additions. In a lot 
  of ways, the Second Edition is just bigger and better. I hope you 
  agree. 
  - Kevin Siembieda, 1998 
  Quentin Milton (Order #31246997)
  
  About the Cover 
  Artist Jim Steranko wanted to use one of his new creations, an 
  upcoming character he calls the "techno-hero,· USAf (© 1 997 
  and ™ James Steranko). I know Jim has always had a thing 
  about "Red, White and Blue" clad heroes, from Captain Amer­
  icEliJ) to this latest. I liked his character design and the concept 
  behind the cover, to depict American heroes throughout the ages 
  - from grunts in the field of combat, astronauts and historical 
  leaders to the superhuman. 
  When the cover made its debut On-Line (www.palladium­
  books. com), a handful of people grumbled about spotlighting 
  only American Heroes. To be honest, I don't think Jim or I 
  stopped to think about nationalism - it was just a kick ass de­
  sign and concept. I hope this ''focus'' on American heroes does 
  not offend our many friends and loyal gamers around the world. 
  To my thinking, depicting "heroes throughout the ages" gave 
  the game the kind of scope I was looking for. A hint of history and 
  the legacy of the "superhuman" hero that gives Heroes Unlim­
  ited™ increased depth (see the section on Tradition and Heri­
  tage). 
  Furthermore, let's not forget that the birthplace of "comic 
  books· and "superheroes· (Le. superpowered men and women 
  clad in colorful costumes) is the United States of America. Over 
  the ensuing decades since their inception in the 1 930's, comic 
  books and superheroes have taken the world by storm. Captain 
  Marvel/Shazam, Superman, Batman, The Flash, Spider-Man, 
  Captain America, The Hulk, The X-Men, Nexus, WildCAT.S, 
  Spawn, Quantum & Woody, and an incredible multitude of other 
  superhuman heroes (literally thousands upon thousands) have 
  been brought to life, worldwide. Yet the US remains the home of 
  the comic book,with over 200 different publishers and the most 
  recognizable legion of heroes to leap from the pages of these 
  four color wonders. Consequently, I also see our cover as some­
  thing of a tribute to the origin and long-running tradition of US 
  comic books and Spandex heroes. 
  Remember, Heroes Unlimited™ enables players to create 
  virtually any and every genre of hero imaginable. The cover de­
  picts only one slice of the vast "universe" of comic book heroes. 
  We expect you, the players and Game Masters, wherever you 
  live, to create your own dynamic vision of a world of superbeings. 
  We've only provided the groundwork. So get to it! 
  - Kevin Siembieda 1998 
  Some Words from Breaux 
  I have been a fan of Heroes Unlimited™ since I first played it 
  back in high school in 1 986. I think that part of the appeal for both 
  myself and the groups I have played with is not only the larger 
  than life heroes the book is named for, but the fact that Heroes 
  Unlimited™ was the only Palladium game with everything in it 
  (Rifts:® has since changed that, but Heroes Unlimited™ still puts 
  a lot in one book). There are psionics, magic, super abilities and 
  high technology, plus the game system includes vehicle combat 
  rules, cyborg and robot construction rules, air combat, space 
  combat, melee combat and modern weapon combat. It's all here. 
  So, when my gaming group received the second edition Palla­
  dium Fantasy Role-Playing Game, talk naturally turned to a 
  second revision of Heroes Unlimited™ . The book was one of 
  the older titles and Palladium's system had evolved in small ways 
  over the years, so it could use an updating. I never thought I 
  would get to do it though. When I posed the possibility to Kevin, 
  he was enthusiastic and said, "Do it!" We did. 
  - Wayne Breaux Jr., 1998 
  10 
  Quentin Milton (Order #31246997)
  
  How to Playa 
  Role-Playing Game 
  Role-playing games are really just an advanced form of regu­
  lar board games. In fact, they are so advanced that they no 
  longer use a board. Some of the elements are still the same. You 
  still need paper and pencil, dice and players, but the main thing 
  you need to play a role-playing game is imagination. Let's take it 
  a step at a time. 
  Imagine The Scene 
  Picture a shabby looking building; the brick is dull and crum­
  bled due to deterioration. On the face of the sagging structure is 
  a dirty, sun faded sign, pleading, "Office Building for Rent or 
  Lease 220,000 square feet." As the sun dips behind the building, 
  the last of the downtown commuters heads for home. 
  Can you picture this scene? Try to keep the mental image in 
  your head. Don't worry if you forget the details; one of the great 
  things about role-playing is the way your memory is improved 
  with practice. Now you are ready for the next step ... 
  Imagine The Setting 
  A dark sedan crawls out of the shadows, its pace slow and de­
  liberate, as if looking or waiting for somebody. A light flickers 
  from one of the second story windows. A moment later, the front 
  door opens; its frame filled with the bulk of a massive man. As he 
  steps out, his hair brushes the top of the door frame. Your guess 
  is that he must stand seven or eight feet tall and weigh a good 
  500 Ibs. You position yourself on the opposite roof for a better 
  view. It would seem Benny the Stooly's tip might be dead on this 
  time. 
  Okay, we've established a setting and some atmosphere. 
  Now let's figure out where you, the player, fits into this. 
  Imagine The Character 
  Now here comes the tricky part. YOU are not on the neighbor­
  ing rooftop, but there is somebody whose eyes you see through. 
  That person is your character. An imaginary individual that is 
  your playing piece in this game. It is your imaginary character 
  who has tracked down a lead regarding a drug operation. It is this 
  imaginary "super" character who reacts and interacts with the 
  other playing pieces ... the other characters. 
  Normally, you will spend an hour or so developing a new 
  player character. Once the character has been created, you will 
  probably continue playing the character for many weeks, perhaps 
  years. 
  In our example, your "character" is peering over the edge of a 
  somewhat smaller, six story building across the street. Just pic­
  ture yourself, as your hero, crouched at the edge of the roof 
  watching the scene unfold on the street below. 
  Imagine The Action 
  Actually, you need one, important, extra ingredient to make a 
  role-playing game work, the Game Master. The Game Master 
  (G.M.) is another player (a real person) who controls all the char­
  acters in the game, except for the different players' characters. In 
  this case, you are the only player and I am acting as the Game 
  Master (G.M.), as I describe the scene and set the story into mo­
  tion. 
  1 1  
  The Game Master says to you: "You hear a faint clunk behind 
  you. What are YOU going to do?" 
  At this point you must decide what your playing piece, your 
  character, is going to do. Does he spin around quickly, weapons 
  drawn, ready for attack? Or does he casually glance back, trying 
  not to let on that he's heard his WOUld-be assailant sneaking up 
  on him. The decision is yours. The Game Master will have your 
  opponent(s) react appropriately to your character's actions. Like 
  improvisational theater, you, your fellow players and the Game 
  Master are all building an adventure, a story, together. When the 
  game is over, you'll have a complete chapter of a larger story 
  locked in your memory. A story that you helped create. 
  In a role-playing game, there are no simple answers. There 
  are also almost no limits to what you can do. The only restrictions 
  are you can not go beyond the physical, mental and emotional 
  limits of your character. 
  If you've never played ... 
  If you've never played a role-playing game before, you're in 
  for a treat, because there is nothing like it. 
  New player's should follow one cardinal rule: Relax and 
  have fun. Don't let the size, scope or seeming complexity of this 
  game book worry you. Role-playing is really very easy and lots of 
  fun. As a player, you don't need to understand every little thing 
  about the game (that task goes to the Game Master), just the ba­
  sics in how to create a character, how skills and super abilities 
  apply to that character, and which dice to roll when. Other play­
  ers and the Game Master should offer a helping hand and words 
  of advice to "new guys." If you're all new, well, just hang in there, 
  the more you play the better you'll get. 
  Heck, when I first started to play role-playing games (RPGs), I 
  was a complete geek. The text with "06" this and "04" that, and 
  lots of other strange terms, which seemed like some incompre­
  hensible secret language. I could barely make heads or tails out 
  of any of it. I needed help to roll up my character, help in picking 
  out skills and equipment, and lots of help rolling dice. I just 
  couldn't remember which dice to roll, when! 
  The first two games, I felt like a fish out of water and kinda 
  embarrassed, so feeling defensive, I thought role-playing was 
  stupid. Then something magical happened during that third game 
  and I had a riotously good time. Suddenly role-playing games 
  were fantastic and brilliant, although I still didn't understand a lot 
  about the "mechanics" - i.e. the rules and how to play, let alone 
  how to run a game. To my surprise, just playing once a week for 
  a few months I picked up a great deal more than I consciously re­
  alized. In six months, I was the Game Master of my own cam­
  paign, although I still needed help from my players with some of 
  the rules, and which damn dice to roll, when. 
  What You Need To Play 
  Other than imagination, you will also need the following: 
  Game Master and players: At least two players plus the G.M. 
  An average-sized group of players is 4-6, although 7-1 2  are not 
  uncommon. 
  Quentin Milton (Order #31246997)
  
  Paper and Pen for taking notes and keeping track of equip­
  ment, experience points, and data about your character and en­
  counters you might feel are important. 
  Character Log Sheets can be made on a sheet of paper or 
  photocopied from one of Palladium's supplemental books. A 
  "character sheef should contain all the information about your 
  character. His size, height, weight, skills, bonuses, super abilities, 
  equipment, etc. 
  Dice: 2 four-sided, 4 six-sided, 2 eight-sided, 2 ten-sided and 
  2 twenty-sided. These can be purchased at most hobby stores 
  and many comic book shops; even many mainstream bookstores 
  carry such dice. They can also be acquired through mail order 
  and at gaming conventions. You can find out about gaming con­
  ventions, stores, and mail order from magazines like Dragon, 
  Shadis, Pyramid, and others. These role-playing game maga­
  zines can be found in book stores and hobby shops around the 
  WOrld, so check 'em out. There are also numerous on-line sites 
  dedicated to role-playing, as well as on-line games. Palladium's 
  Web-Site is www.palladiumbooks.com. 
  Glossary of Role-Playing Terms 
  Attributes: These are numbers used to evaluate the 
  strengths and weaknesses of your character. For example: P.P. 
  means Physical Prowess; how smooth, agile and quick a charac­
  ter is in combat. A P.P. of 4 would indicate that the character is 
  pretty clumsy. A P.P. of 1 0  would be an average, fairly coordi­
  nated human being. While a P.P. of 1 6  or higher would belong 
  only to characters with exceptional speed and reflexes. Attributes 
  are also called Statistics or Stats. 
  Adventure: An adventure is the heroic story that the player 
  character engages in. It is the responsibility of the Game Master 
  to create and orchestrate each adventure. 
  Bonuses: Many skills and some power categories, magic 
  spells, weapons and other things may provide the fictional char­
  acter with bonuses to strike, parry, dodge, save, etc. These bo­
  nuses are typically added to a particular combat or melee action. 
  Always be sure to include your character's bonuses, they may 
  make the difference between life and death, or worse. See the 
  combat section for more details. 
  Campaign: A word used to describe an ongoing game. If you 
  play the same characters with the same Game Master on a regu­
  lar basis, then you are in a Campaign. 
  Character: Every player (except the G.M.) has a character 
  that serves as an imaginary playing piece; also called the Player 
  Character or Pc. 
  Death: Just as in real life, characters can die. The death of 
  heroes in comic books and role-playing games are usually a 
  fairly rare event. The amount of death in a campaign usually de­
  pends on the individual Game Master and/or the actions of the 
  characters. Players should take a fictional character's death 
  calmly. Remember, it's ONLY a game. G.M.s should allow play­
  ers to roll up a "new" character and include it in the game as 
  soon as it is appropriate for the ongoing game. However, charac­
  ters should not be a dime a dozen. 
  Dice: There are a variety of different dice used in role-playing 
  games. First of all, there are the standard six-sided dice; the kind 
  you use for most board games. We call them "06." Often we let 
  you know how many dice to roll with an expression like, "roll 
  306." This means, roll three six-sided dice and add the results to­
  gether. Dice are also available with four-sides (04), eight-sides 
  (08), ten-sides (01 0), and even twenty-sides (020). They are 
  available at most hobby stores and some large, chain stores. 
  Game Master: (G.M.) This is the person who controls the 
  game "world." All the non-player characters, innocent bystanders, 
  1 2  
  police, politicians, villains, punks, and even the weather, are con­
  trolled by the G.M. He or she also establishes the setting and de­
  velops the adventures, as well as serves as the general referee 
  and rules interpreter. 
  Game Session & Adventures: Each time you play is consid­
  ered a game or gaming session. A game session can last a cou­
  ple hours or half the day. A typical game runs about 3-4 hours. A 
  game session can be a complete story/adventure in itself, like a 
  single adventure comic book story that begins and ends with that 
  session, or a "chapter" in a much larger, continuing story. 
  I.S.P. or Inner Strength Points: LS.P. are spent or expended 
  every time a character uses a psionic power. Each psionic power 
  costs a certain number of LS.P. to activate and perform. When all 
  LS.P. are used up, the character cannot use any more of his or 
  her psychic powers. LS.P. are restored at a rate of two per hour 
  while one sleeps or relaxes. They can also be restored through 
  meditation at a rate of six points per hour. Only psionic/psychic 
  characters have LS.P. points and psychic powers. See the Mind 
  Mage and Psionics section for a complete description about 
  LS.P. and psychic powers. 
  Magic: Heroes Unlimited and many role-playing games in­
  clude magic spells, powers, weapons and monsters. Although 
  some of these things may be inspired from myths and legends, 
  NONE of them are real! The magic in these games is entirely fic­
  tional - make-believe. The use of mystical powers is reserved 
  exclusively to for heroes and villains who fall under the Power 
  Category of magic. 
  Megaverse®: The trademark we use to identify the multi­
  genre, anything goes, infinite worlds and possibilities that Palla­
  dium's one game system has to offer. A complete catalog of 
  Palladium role-playing games and sourcebooks is available upon 
  request for only 50 cents to cover postage and handling. The 34 
  page catalog offers over 1 00 different products. Send catalog re­
  quests (and letters of comments) to Palladium Books Inc., De­
  partment P, 12455 Universal Drive, Taylor, M1 481 80. 
  Natural Twenty: In all of Palladium's role-playing games 
  (RPGs), the outcome of combat is determined by the roll of a 
  twenty-sided die (1 020). The higher the roll the better. Many 
  combat "rolls" get bonuses to strike, parry, dodge, etc. These bo­
  nuses are added to the roll of the die. For example if a 12 is 
  rolled, but a character has cumulative bonuses of +4 to strike, 
  then the roll is modified to 1 6. 
  A natural twenty is rolling the highest possible number (a 20) 
  without adding any bonuses to the number rolled. A natural 20 
  never misses unless one's opponent also rolls a natural 20 (very 
  uncommon, but I have seen it happen). Yes, a natural 20 will hit 
  even if an opponent's roll is higher than 20 after bonuses are 
  added to it. A natural 20 also does double damage. See the com­
  bat section for complete details. 
  Non-Player Character (NPC): A character that is not played 
  by any of the players, such as villains and other characters 
  played by the Game Master (G.M.). 
  Percentile Dice: Also referred to as "roll percentile." This 
  means roll two different colored ten-sided dice (201 0). Indicate 
  that one color represents "tens" and the other "ones." If an eight 
  appears on the ''tens" die, and a three on the "ones," that's a roll 
  of 83. 
  Player: A player is a person (yes, Gamers are people) who 
  plays a character in a role-playing game. 
  P.P.E. or Potential Psychic Energy: P.P.E. is the energy 
  that magic draws its powers from. All intelligent creatures, hu­
  mans, wolfen, demons, etc., have some level of P.P.E. That level 
  is minimal in most humans, but immense in practitioners of 
  magic, creatures of magic, and supernatural beings. The average 
  superhuman has 606 pOints. 
  Quentin Milton (Order #31246997)
  
  Psionics or Psychic Abilities: Like magic, the psionic pow­
  ers and abilities described in this book are fictional, although they 
  may be inspired by myths, legends and reports of psychic phe­
  nomena. 
  Role-Playing Game: Sometimes called a role-playing game 
  (RPG), or fantasy role-playing (FRP), or an adventure game, are 
  all games with Game Masters and imaginary characters. 
  Roll a Twenty-Sided: Simply roll a twenty-sided die for a 
  number. 
  Roll Percentile: Take two ten-sided dice of different colors. 
  Let's say we have one green and one red. First, you declare 
  which die will be high ("I call red high".) Next, you roll the dice. 
  First, you read the High die and then the Low die; just put the 
  numbers together and you have a percentile. For example: "Red 
  is 4 and green is 8, so I have a 48%." 
  1 3  
  Run: This is just a term gamers use to describe playing a 
  game. Example: "He runs an excellent campaign," or "I ran in 
  Kevin's game last week." 
  Saving Throw: This is a roll (usually on a twenty-sided die) to 
  avoid some unpleasant event. For example: A character might 
  have to roll a saving throw to avoid being overcome by tear gas. 
  Scenario: This is a specific adventure that confronts the char­
  acters in a role-playing game. A scenario is usually a story with a 
  beginning (hearing about the criminal), a middle (tracking down 
  the criminal's hide-out), and an end (defeating the criminal). Most 
  campaigns are developed around a number of scenarios. 
  Note: Terms used for character stats and abilities are ex­
  plained in the creation and combat sections of this book. 
  Quentin Milton (Order #31246997)
  
  .. 
  o O '---f 
  . -
  • 
  • 
  At first glance, a role-playing game can look intimidating. Page 
  after page of rules and information ... how can you ever learn it 
  all? Well, relax. First of all, you don't have to learn everything 
  there is to know about this game. That's why you have this beau­
  tiful book as a companion and reference. Second, a lot of the ma­
  terial is fun to read, but it's not stuff you must know. Take your 
  time and enjoy. 
  .... 
  1 4 
  The creation of a character is relatively simple, requiring six 
  main steps. Each is reasonably straightforward. If anything, play­
  ers will get bogged down with the vast number of choices avail­
  able to them, that's why most sections offer the option of rolling 
  on random tables for quick and unpredictable creation. 
  Quentin Milton (Order #31246997)
  
  Step 1: The Eight Attributes (and bonuses) 
  Step 2: Hit Points and S.D.C. 
  Step 3: Determinging Super Abilities 
  Step 4: Determining Skills & Education 
  Step 5: Picking an Alignment 
  Step 6: Rounding out One's Character 
  (optional stuff) 
  Every type of hero possible is at your fingertips - really! The 
  idea behind Heroes Unlimited™ has always been to allow play­
  ers to create (or recreate) virtually every type of comic book style 
  hero imaginable. More than ever before, this RPG empowers its 
  players with the ability to do so. 
  In addition to being able to create a vast array of completely 
  new and original heroes and villains, players should be able to 
  recreate their favorite comic book, pulp, book, and film heroes 
  too. The possibilities are as limitless as one's imagination. 
  Step 1: 
  The Eight Attributes 
  & Attribute Bonuses 
  The first step in creating a character is to roll up the eight at­
  tributes: La., M.E., M.A., P.S., P.P., P.E., P.B., and Spd. These 
  eight attributes represent your character's natural mental and 
  physical abilities. Some of the physical skills, power categories, 
  and super abilities will increase a character's attributes, so it may 
  be wise to write them down in pencil until all modifiers and bo­
  nuses are accounted for. 
  Three six-sided dice are rolled to determine each attribute. 
  The higher the number, the greater the ability. If an attribute is 
  "exceptional," 1 6, 1 7  or 1 8, then an additional six-sided die is 
  rolled and added to the total for that attribute. If another six is 
  rolled (very rare), roll again! This bonus die is only rolled during 
  initial attribute generation and does not apply to attributes raised 
  to 1 6  or higher from skills, Power Categories or super abilities. 
  Many of the physical skills will provide the character with at­
  tribute bonuses. For example, Wrestling offers a +2 to P .S. and 
  P.E., so if the player has already rolled a total of 1 6  for P.S., he 
  adds another two pOints for a total of 1 8, if his P.E. was 8, the +2 
  would raise it to 1 0. All physical skill bonuses are accumulative. A 
  player can enhance and adjust the physical attributes of his char­
  acter through the careful selection of physical skills. Some Power 
  Categories and Super Abilities also offer attribute bonuses, or 
  ATIRIBUTE BONUS CHART 
  16 
  17 
  18 
  19 
  20 
  I.Q. add to all skills. This is a one 
  +21170 
  +31170 
  +41170 
  + 51170 
  +61170 
  time bonus 
  M.E. save vs. psionic attack 
  +1 
  +1 
  +2 
  +2 
  +3 
  save vs. insanity 
  +1 
  + I 
  +2 
  +2 
  +3 
  M.A. trust/intimidate 
  401170 
  451170 
  501170 
  551170 
  601170 
  P.S. Hand to Hand combat: dama!:!e 
  +1 
  +2 
  +3 
  +4 
  t5 
  P.P. parry and dodge bonus 
  +1 
  + 1 
  +2 
  +2 
  +3 
  bonus to strike 
  + 1 
  + 1 
  +2 
  +2 
  +3 
  may offer other bonuses on skill performance or on initiative, sav­
  ing throws and others. All of these are added to the character's 
  overall abilities. Being "superhuman," many of these bonuses 
  and powers make some powerful characters, but then, they are 
  facing equally tough villains. 
  The Eight Attributes 
  Intelligence Quotient (I.Q.): Indicates the intelligence of the 
  character. The exact La. is equal to the La. attribute multiplied 
  times ten. Characters with an La. of 1 6  or better will receive a 
  one-time bonus added to all the character's skill percentages, in­
  cluding Secondary skills. 
  Mental Endurance (M.E.): Measures the amount of mental 
  and emotional stress the character can withstand. 
  Mental Affinity (M.A.): Shows the character's personal charm 
  and charisma. Natural leaders, with an M.A. of 1 6  or higher, have 
  a bonus to invoke trust or intimidation in others. 
  Physical Strength (P.S.): This is the raw physical power of a 
  character. Any character with a P.S. of 1 6  or better receives a 
  bonus to damage in hand to hand combat. 
  Physical Prowess (P.S.): Shows the degree of dexterity and 
  agility of the character. A P.P. of 1 6  or higher is rewarded with 
  bonuses to dodge, parry and strike. 
  Physical Endurance (P.E.): Demonstrates the character's 
  stamina and durability. The amount of physical punishment and 
  resistance to fatigue, disease, poison and magic are determined 
  by P.E. Characters with a P.E. of 1 6  or better receive bonuses to 
  save vs. coma, death, toxins and magic. 
  Physical Beauty (P.B.): Is an indication of the physical attrac­
  tiveness of the character. A P.B. of 1 6  or better will be rewarded 
  with a bonus to charm or impress. 
  Speed (Spd): Specifically, this is the character's maximum 
  running speed. The speed times 20 is the number of yards or 
  meters that the character can run in one minute. Speed times five 
  is the number of yards/meters covered in a melee round ( 1 5  sec­
  onds). Dividing the distance covered in a melee round by the 
  character's number of attacks indicates how far the character can 
  move on each attack. 
  Attributes beyond 30 
  Mental Endurance (M.E.), Intelligence Quotient (I.Q.), Men­
  tal Affinity (M.A.), and Physical Beauty (P.B.) are normally 
  maxed out at 30 for mortals. Bonuses do not increase should the 
  character have a number higher than thirty; the only exception 
  might be a god and aliens (which are clearly not normal humans). 
  This will be extremely rare, but not impossible. Use your discre­
  tion. 
  Physical Strength (P.S.): Some characters will acquire a 
  P.S. attribute beyond the limits of the bonus chart. Occasionally, 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  + 71170 
  +81170 
  +91170 
  + 101170 + 111170 + 121170 + 131170 + 141170 + 15117. + 16'1. 
  +3 
  +4 
  +4 
  +5 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
  +4 
  +5 
  +6 
  +7 
  +8 
  +9 
  +10 
  +11 
  + 12 
  + 13 
  651170 
  701170 
  751170 
  801170 
  841170 
  881170 
  921170 
  941170 
  961170 
  97'10 
  +6 
  +7 
  +8 
  +9 
  +10 
  +11 
  +12 
  +13 
  +14 
  + IS 
  +3 
  +4 
  +4 
  +5 
  +S 
  +6 
  +6 
  +7 
  +7 
  +8 
  +3 
  +4 
  +4 
  +S 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
  P.E. save vs. coma/death 
  +41170 
  + 51170 
  +61170 
  + 81170 
  + 101170 + 121170 + 141170 + 161170 + 181170 +201170 +221170 + 241170 + 261170 + 28'10 + 30'10 
  save vs. ma!:!ic/eoison 
  +1 
  +1 
  +2 
  +2 
  +3 
  +3 
  +4 
  +4 
  +S 
  +5 
  +6 
  +6 
  +7 
  +7 
  +8 
  P.B. charm/impress 
  301170 
  351170 
  401170 
  451170 
  501170 
  551170 
  601170 
  651170 
  701170 
  751170 
  80'10 
  831170 
  861170 
  90% 
  92'1. 
  Spd. No special bonuses other than the raw, natural ability to run. 
  1 5  
  Quentin Milton (Order #31246997)
  
  even normal, albeit exceptional, humans can also exceed a P.S. 
  of 30 (usually a combination of incredibly lucky dice rolls and the 
  selection of physical skills that provide P.S. bonuses). 
  In these cases, the damage bonus for a P.S. beyond 30 con­
  tinues to accumulate at a rate of + 1 per each additional P .S. 
  point. Thus, if a P.S. 30 provides a damage bonus of +1 5, then a 
  P.S. 31 inflicts a damage bonus of +1 6, P.S. 32 is +1 7, P.S. 33 is 
  +1 8, P.S. 34 is +1 9, and so on. A physical strength of 40 is the 
  absolute P .S. limit for normal humans and humanoids, including 
  aliens, mutants and mutant animals. See the super abilities Ex­
  traordinary P.S., 
  Superhuman Strength and 
  Supernatural 
  Strength for abilities that transcend the boundaries of ordinary 
  humans. 
  Superhuman characters have no limits on their P.S. and can 
  do amazing amounts of damage with their bare hands, even 
  damaging metal and stone structures (see below). 
  Physical Prowess (P.P.): The bonus to strike, parry and 
  dodge, stops at 30. But for every four P.P. points beyond 30, the 
  character gets a bonus on his initiative roll. Thus, add +1 on in­
  itiative at P.P. 34, 38, 42, 46, and 50. A physical prowess of 50 is 
  the absolute P.P. limit even if they are superhuman or alien! 
  Physical Endurance (P.E.): The bonus to save vs poison and 
  magic stops at 30, but the percentage to save vs coma continues 
  at an increment of one point per each additional point beyond 
  30%. Thus, a P.E. of 31 provides a 31 % chance to save vs 
  coma, 32 is 32%, and so on. 
  Speed (Spd): Indicates the rate of speed in which a character 
  can run (or fly). Most ordinary humans never exceed 30, how­
  ever, superhumans, cyborgs, aliens and others may achieve 
  mind boggling running speeds (see Super Ability Combat for 
  more information and rules for extraordinary running and flying 
  speed). Every 1 0  Spd points equals approximately 7 mph (1 1 
  km). 
  Different Applications 
  of Physical Strength 
  Carrying Heavy Weights 
  Normal characters, with a P.S. of 3 to 1 6, can carry 1 0  times 
  their P.S. in pounds (P.S.x1 0 = total in pounds). For Example: A 
  character with a P.S. of 9 can carry 90 pounds (40.5 kg). A char­
  acter with a P.S. of 1 5  can carry 1 50 pounds (67.5 kg). 
  Strong characters, with a P .S. of 1 7  or higher, can carry 20 
  times their P.S. in pounds. This means a character with a P.S. of 
  1 8  can carry 360 pounds (1 62 kg). 
  Lifting Heavy Weights 
  Lifting weight is a little different than carrying weight. You may 
  have noticed, yourself, that you can usually lift up a heavier 
  amount than you can carry. I'm not talking about weight-lifting in 
  a body building sense, nor lifting a heavy weight above the chest. 
  Simply the ability to bend over and lift something that weighs 
  more than you can carry. The simple rule is that a human charac­
  ter can lift TWICE as much as he can carry. This means that the 
  character with a P.S. of 9 can carry 90 pounds, but can lift 1 80 
  pounds. 
  Movement and Exertion 
  A character can carry the maximum weight load (see Weight 
  and Movemen� for their P.E. times 4 minutes. Carrying the maxi­
  mum weight while running or fighting can only be done for the 
  P.E. times 2 minutes. If a character lifts the maximum weight 
  (see Weight and Movemen�, then it can only be held for as many 
  melee rounds (1 5 seconds each) as the character has points of 
  P.E. A character can run at maximum speed for one minute for 
  1 6  
  each point of P.E. Some super abilities and superhuman P.S. will 
  augment these times. 
  Keep the game simple and quick moving. Light activity, such 
  as walking, jogging, driving, standing guard, doing repairs and 
  similar activity, can be conducted for hours without affecting the 
  character adversely. Both players and Game Master should ap­
  ply common sense and logic to the duration of an activity. Even 
  intense activity, such as 20 minutes of combat followed by rest or 
  light action, will not Significantly impair the character's efficiency. 
  Ifs all a matter of pacing. 
  Prolonged periods of combat or heavy exertion (an hour or 
  more of intense, continual, physical exertion) will take its toll on 
  the character. Reduce the following once every hour: 
  Speed -2 
  Initiative -2 
  Parry and Dodge -1 
  Damage -2 
  Super-Strength 
  See the appropriate super abilities, Extraordinary P.S. (Minor), 
  Superhuman Strength (Minor) and Supernatural Strength (Major) 
  for the specific abilities of each strata of physical strength. 
  The strongest superbeings, dragons, gods, demons and other 
  supematural creatures inflict a great deal more damage than nor­
  mal humans, even humans with extraordinary and superhuman 
  strength. 
  While the strongest human in the world may be able to bend 
  metal bars and lift great weights, he is not be able to punch 
  through a metal door or tear through a brick wall, but those with 
  supernatural strength can! Furthermore, superhuman/supernatu­
  ral beings do not show signs of fatigue even after hours of com­
  bat and great physical exertion, 
  Speed Chart 
  The following i s  a simple conversion table o f  speed factors 
  into approximate miles per hour (mph) and kilometer equ ival-
  ants . 
  __________________________________________ _ 
  Speed Factor 
  AEprox. MPH 
  Kilometers Per Hour 
  5 
  3 V2 
  5 . 6  
  1 1  
  7 V2 
  1 2  
  22 
  1 5  
  24 
  27 
  1 8 V2 
  29 . 7  
  3 3  
  22 1/2 
  36 
  44 
  30 
  48 
  50 
  35 
  56 
  55 
  37 1/2 
  60 
  58 
  40 
  64 
  66 
  45 
  72 
  77 
  53 
  85 
  8 8  
  60 
  96 
  1 1 0 
  75 
  1 20 
  1 32 
  90 
  1 4 8  
  220 
  1 50 
  24 1 
  293 
  200 
  32 1 
  Quentin Milton (Order #31246997)
  
  Step 2 :  
  Hit Points & S.D.C. 
  Hit Points might best be thought of as life points because they 
  indicate how much physical damage (cuts, bruises, etc.) a char­
  acter can withstand before he or she dies. These are the points 
  that are observed during a battle (or melee rounds) to determine 
  how much damage is inflicted on friend or foe. Each time a char­
  acter is struck by a punch, kick, weapon, bullet or energy blast he 
  takes physical damage. The individual players keep score of how 
  many Hit Points their character has by subtracting the damage 
  from his character's Hit Points each time that character is hit and 
  injured. Likewise, the Game Master keeps score of how much 
  damage the player inflicts upon his opponent. When a character 
  has zero Hit POints, he is in a coma and will soon die unless ex­
  tensive medical aid is applied. When a character's Hit Points 
  have been knocked far below zero, he is dead and beyond sav­
  ing. 
  Determining Hit Points 
  Now that you have some idea of what Hit Points are about, let 
  us get into the technical aspects of their determination and use. 
  1 .  Base Hit Points: Having rolled up your eight attributes, you 
  will recall that one is physical endurance (P.E.). The physical en­
  durance score indicates your character's base/starting amount of 
  Hit Points. This number means that he or she can lose that many 
  Hit Points before dying. 
  Some of you will have a character with many Hit Points ... 
  don't get too cocky; a laser or knife in the right hands can whittle 
  you down to size in one melee round. Others will find themselves 
  with a character who has only a handful of Hit Points (as little as 
  3) ... don't despair or feel cheated, you'll just have to use clever­
  ness and cunning in avoiding direct confrontations until you've 
  built up your Hit Points (and S.D.C.; more on that later). 
  2. Building Hit Points: After determining your base Hit 
  POints, pick up one six-sided die, roll it, and add the number to 
  your Hit Point base. Only roll one six-sided die, one time. 
  As your character grows in knowledge and experience, he will 
  gain more skill and expertise. At the same time he will also ma­
  ture physically, increasing his Hit Points. Thus, each time a char­
  acter attains a new experience level, roll one six-sided die and 
  add it to the existing Hit Points. 
  S.D.C. or Structural Damage Capacity 
  There are two types of S.D.C. The first applies to living crea­
  tures and is a sort of supplement to Hit Points. The second ap­
  plies to inanimate, non-living structures such as chairs, locks, 
  doors, buildings, vehicles and so on. 
  Determining physical S.D.C. is simple. Each of the hero 
  categories automatically provides a base S.D.C. rating. Addi­
  tional physical S.D.C. is gained from physical skills such as box­
  ing. In this way you can build and toughen your character as 
  much as you would like. Some Power Categories, super abilities 
  and mutations also provide S.D.C. (and occasionally extra Hit 
  Points). All S.D.C. points are accumulative. 
  Many heroes will have a superhuman amount of S.D.C.; any­
  thing over 1 00 points is generally beyond normal human capabili­
  ties. Such immense amounts of S.D.C. can be thought of as a 
  sort of limited invulnerability or, more accurately, superhuman en­
  durance to pain and battery. 
  When a character is hurt, the damage is first subtracted from 
  his or her S.D.C. points. S.D.C. damage is painful, but not 
  deadly. It's like an old movie where John Wayne gets shot, but 
  continues to punch it out with three desperadoes, and when it's 
  1 7  
  all over, dusts himself off and says, "Ah shucks mam, it's Only a 
  scratch." S.D.C. in action. 
  It is only after a/l S.D.C. has been depleted that damage is 
  subtracted from Hit Points. By comparison, Hit Point damage is 
  serious and potentially life threatening. 
  Game Masters should use some common sense with S.D.C. 
  and Hit Points. Some situations (diving on a grenade, getting 
  shot in the head at point blank range, falling from a great height, 
  which in the case of superbeings might be 1 000 feet/305 m, etc.) 
  will do damage "direct to Hit Points," skipping S.D.C. entirely. 
  S.D.C. Type Two: Inanimate objects, such as the walls of 
  buildings, vehicles, furniture, body armor, and so on, also have 
  S.D.C. In this case, the S.D.C. indicates the total amount of dam­
  age that the object can withstand. These S.D.C. function exactly 
  like hit points, except that they apply to non-living things. Any 
  damage sustained is subtracted from the S.D.C. When the 
  S.D.C. is reduced to zero, it is broken or smashed beyond repair. 
  Note to the Game Master: The S.D.C. system just described 
  is a standard rule in most Palladium Books games. From time to 
  time I hear the complaint, for example: How can somebody be 
  bashing or shooting into a door and the door is in perfect condi­
  tion until all its S.D.C. is depleted? My answer is, it's not in per­
  fect condition. Using the example of the door, the G.M. should 
  explain exactly what's happening. "You bash into the door with 
  your shoulder. It's a very solid door and you inflict minimal dam­
  age (give S.D.C. damage). You realize that it will take quite a 
  while to gain entry this way and you may hurt yourself." Or "You 
  can feel the door give a little under your great strength (give 
  S.D.C. damage). Another bash and the door's frame cracks and 
  moans, but it still holds (give S.D.C. damage). It will take another 
  couple of attempts (as the door's S.D.C. dwindles), but it's defi­
  nitely giving." Or, "Your sub-machinegun riddles the wood door 
  with a dozen holes (something the player can look through), but 
  the door is still locked and holding strong." 
  The point is, attacks on normal objects will scrape, dent, 
  crack, splinter, crumble, punch holes through it, and so on, even 
  if the object is not destroyed. To smash or destroy something 
  may require multiple attacks, and in some cases, like being 
  locked behind an iron door or bulkhead without a weapon, proper 
  tools, or a suitable super ability, it will be impossible to damage 
  the item at all. 
  Armor Rating (A.R.) 
  Artificial armor, such as bulletproof vests and bionic armor, 
  also have an Armor Rating (A.A.) as well as S.D.C. The Armor 
  Rating indicates exactly how much protection is afforded by the 
  armor (or object) and how easily it is penetrated. The higher the 
  A.A. the better. If an attack roll to strike with all bonuses is less 
  than the A.R. of the armor or object (door, shield, etc.), the armor 
  absorbs the attack - subtract the damage from the armor's 
  S.D.C. When the armor's S.D.C. is depleted, it no longer affords 
  protection and is useless. Any future attacks will hit the charac­
  ter's body. 
  If an attack roll to strike, including all bonuses, is higher than 
  the A.A. it penetrates the armor, inflicting damage to the physical 
  body's S.D.C. (not the armor's S.D.C.) and/or Hit Points. 
  Note: The defender always wins ties, so if the roll to strike is 
  1 6  against somebody with body armor that has an A.A. 1 6, the 
  attack hits the character, but damages the body armor because it 
  didn't surpass the A.A. protection. However, if that strike roll had 
  been 1 7  or higher, the attack would have struck an area not cov­
  ered by the armor or punched right through it and do damage to 
  the character underneath it. 
  Quentin Milton (Order #31246997)
  
  Natural A.R. 
  Some fonns of armor are vastly superior to simple body ar­
  mor. Such armors include vehicle annor, robot annor, and Natu­
  ra/ Armor. 
  Natural Armor applies to aliens and mutants who have protec­
  tive skin with an Armor Rating. Some super abilities, most nota­
  bly Bio-Armor and Alter Physical Structure powers, also provide 
  a Natural A.A. In these cases, a roll to strike that falls under the 
  A.R. does hit, but inflicts no damage. Punches and bullets 
  bounce off hannlessly, lasers are deflected, and combat contin­
  ues. A roll above the Natural A.R. strikes and inflicts full damage, 
  first to the physical S.D.C. and then to the character's Hit Points. 
  Recovery of Hit Points and S.D.C. 
  After a battle, characters who have sustained physical dam­
  age must tend to their wounds. The attending of wounds can be 
  administered by fellow characters, trained medical personnel or 
  by oneself, provided the character has the first aid skill and is not 
  physically impaired. 
  First aid-type skills include basic and immediate medical treat­
  ment, such as bandaging and cleaning of wounds, stopping of 
  bleeding and so on, until the character can receive better medical 
  care. This is fine for minor wounds, but serious injury, like internal 
  bleeding and broken bones will require professional treatment (or 
  magic). Note: Unless a character stops the bleeding of cuts and 
  stab wounds, he will continue to lose blood and suffer damage at 
  the rate of one Hit Point per minute. When all Hit Points are re­
  duced to zero, the character falls into a coma and hovers near 
  death. 
  Recovery: Non-professional treatment. This is basic, first 
  aid-type treatment by oneself, or non-medically trained people. 
  This type of treatment may be used if the character is not able to 
  seek professional treatment immediately. It is not necessarily in­
  ferior treatment, especially for not too serious of an ailment, but 
  just lacks the full facilities and experience of a major medical in­
  stitution. Rate of Recovery: Two Hit Points per day (24 hours) 
  and/or four S.D.C. per day. 
  Recovery: Professional treatment. This is medical treatment 
  from a doctor, clinic or hospital. Rate of Recovery: Two Hit 
  Points per day for the first two days and four per each following 
  day, until the character has regained all of his/her original Hit 
  Points. S.D.C. points are restored at a rate of six per day. 
  Some superbeings, nonhumans, and supernatural beings may 
  possess superior healing capabilities and may even be able to 
  regeneratel 
  Surviving Coma and Death 
  When a character's Hit Points are reduced to zero (or less), 
  he/she collapses and falls into a coma. This character is near 
  death, and will die in a matter of hours unless he/she receives 
  immediate medical treatment. 
  How much damage below zero a character can undergo is in­
  dicated by the Physical Endurance (P.E.) attribute. A character 
  can take one point of damage below zero (negative 1 ,  -2, -3, etc.) 
  for each P.E. point. Example: A character with a P.E. of 9 will 
  lapse into a coma at zero hit points, but still lives up to a negative 
  9. However, if the character receives more damage (which is 
  very possible) than the P.E., he is dead with no hope of recovery. 
  Thus, if a character with a P .E. of 9 takes 1 0  points or more, be­
  low zero, exceeding his P.E., he is beyond medical help and 
  dies. Note that some super abilities may extend the amount of 
  damage, below zero, a character can endure, and in some 
  cases, continue to function. 
  18 
  Quentin Milton (Order #31246997)
  
  Coma Length 
  The length of time a character in a coma will survive without 
  treatment is again indicated by the P.E. Add one hour for each 
  P.E. point. Example: P.E. 9 = 9 hours, P.E. 1 0  = 1 0  hours, and 
  so on. 
  Recovery From a Coma 
  Whether a character survives the coma and is stabilized 
  (brought back to, at least, one Hit Point above zero), is deter­
  mined by the roll of percentile dice. If the player rolls two suc­
  cessful recovery rolls out of three, the character breaks out of the 
  coma and is no longer in danger of dying. This also means that 
  he is brought up to one Hit Point above zero. Recovery of Hit 
  Points from that time on is standard; see Recovery of Hit Points. 
  Note: This can be attempted every hour until the character dies. 
  Recovery Ratio (roll 2 out of 3) 
  Treatment from unprofessional, medical individual, but with 
  medical skills: 01 -1 8% 
  Treatment from an intern or nurse (R.N.): 01 -32% 
  Treatment from a doctor without proper facilities: 1 -46%. 
  Treatment from a doctor at a clinic (fair facilities): 01 -56% 
  Treatment from a hospital: 01 -66%. 
  Treatment from a major, large hospital (or by magic, psionic 
  healing, or from a god): 01 -70% 
  Optional Damage Rules 
  It is not very believable for a character with less than ten Hit 
  Points and no S.D.C. to be dancing around in the middle of com­
  bat with little or no impairment. As the human body, even a su­
  perhuman body, takes damage, especially Hit Point damage, it 
  will suffer impairment from pain, blood loss, and fatigue. To emu­
  late this in a role-playing game, we apply penalties to the charac­
  ter's actions. Below are some optional tables that list side effects 
  from physical damage. Each time a character suffers damage 
  equal to 1 0% of his Hit Points (not S.D.C.), roll on the appropriate 
  table (or pick an appropriate result if a called shot was made). 
  The effects of the damage are generally temporary and cumu­
  lative. Thus, if a character suffers the loss of a great deal of Hit 
  Points within a short time, he will suffer the multiple effects of 
  physical damage. Roll each time severe damage is endured. 
  Magic and/or psionic healing can usually negate all of these ef­
  fects if they are available. 
  An optional system that is more generic and simpler to keep 
  track of is to apply a penalty of -1 on initiative, -1 to strike, parry, 
  and dodge, as well as -5% to skills and speed for every 1 0% of 
  Hit Points lost. With this system, a character with 25 Hit Points 
  will receive these penalties for every three H.P lost (not applica­
  ble to S.D.C.). 
  Optional: Minor Injury Table 
  None of these effects are permanent or life threatening. Mi­
  nuses apply to that one limb (50% chance for right or left limb). 
  Speed minuses affect the whole body. Remember, symptoms 
  and penalties are cumulative; roll each time the character suffers 
  a fall, explosion, or more than 1 0% of Hit Points in damage from 
  a single attack. Duration: Typically 1 04 days. 
  01-1 4 Minor bruises and lacerations; -2 on Spd and -1 to 
  dodge. 
  1 5-29 Severely bruised and battered muscles; -1 04 on Spd, -
  1 to P.P. and -3 to Spd. 
  30-44 Damaged (sprain, pulled, cut, etc.) arm or shoulder; -3 
  to P.P. and -2 to parry. Duration is 304 days. 
  45-59 Damaged leg or hip; Spd is 1/2 and -2 to dodge. Duration 
  is 304 days. 
  1 9  
  60-74 Damaged hand and/or wrist; -1 to P.P., -2 to P.S., and 
  cannot lift weights of more then 1 0  Ibs (4.5 kg) with that hand. 
  The character is -10% on all skills that require that hand. 
  75-89 Head Injury; -5% on all skills and -2 to Spd. 
  90-00 Damaged back or pelvis; -1 to P.E., reduce attacks per 
  melee round by one, and Spd by 50%. Furthermore, the char­
  acter can not lift or carry more than 1 0 Ibs (4.5 kg) without ex­
  cruciating pain (double all penalties, due to pain, until weight 
  is put down). Duration is 304 days. 
  Optional: Side Effects from 
  Serious (Hit Points) Damage 
  The minor injury table is rolled on multiple times, once for 
  each injury. Roll on this table only once, when 75% to 99% of Hit 
  Points are depleted. Impairment is temporary, lasting 1 -4 weeks 
  (roll one four-sided die). 
  01-1 0 Severely battered and bruised: Reduce Spd by half, 
  combat bonuses by -2 points, and - 3 to dodge. 
  1 1 -20 Torn arm muscle: -3 to P.P., -2 to P.S., -1 attack per me­
  lee round, -2 to strike or parry, and the character cannot lift or 
  carry more than 1 0  Ibs (4.5 kg) without excruciating pain (dou­
  ble penalties due to pain). 
  21-29 Torn leg muscle: Reduce Spd by half and -2 to dodge. 
  30-39 Fractured bone: arm: Reduce P.P. and P.S. by 40%, -5 
  to strike or parry, and the character can not lift or carry more 
  than one pound (0.45 kg) without excruciating pain (double 
  penalties due to pain). 
  40-49 Fractured bone: leg: Reduce Spd by half and -4 to 
  dodge. 
  50-59 Fractured bone: ribs or pelvis: -2 to P.E., reduce attacks 
  per melee round by one, and Spd is halved. Furthermore, the 
  character cannot lift or carry more than 5 Ibs (2.3 kg) without 
  excruciating pain (double penalties due to pain). 
  60-69 Broken bone: ribs or pelvis: -4 to P.E., reduce attacks 
  per melee round by half and speed by 80%. Furthermore, the 
  character cannot lift or carry more than 5 Ibs. (2.3 kg) without 
  excruciating pain (double penalties due to pain). Duration is 
  doubled. 
  70-79 Punctured lung: -4 to P.E., reduce attacks per melee by 
  half and Spd by 80%. Furthermore, the character fatigues 
  three times faster than normal. 
  80-89 Weakened Immune System and Fever: In this weakened 
  state, the character catches a virus resulting in constant low­
  grade fever, chills, and fatigue. Reduce P.E. by half, P.S. and 
  P.P. by 25%, reduce attacks per melee round and all bonuses 
  by half, and Spd by 40%. Furthermore, the character fatigues 
  twice as quickly as normal. 
  90-00 Severe Concussion; Reduce attacks per melee and all 
  combat bonuses by half, reduce Spd by half, and all skills are 
  performed at -30%. 
  Optional: Recovery Side Effects 
  From Near Death (Hit Points) 
  For a sense of additional realism, a player can roll on this ta­
  ble when a character has lost all (reduced to zero or below) of 
  his/her Hit Points and has been near death (in a coma). Impair­
  ment is permanent as a result of the grave physical damage. 
  Note: This is not a mandatory table, but is left up to the Game 
  Master and player's discretion. 
  01-1 0 No permanent damage. 
  1 1 -20 Major stiffness in joints; reduce P.P. by 2. 
  Quentin Milton (Order #31246997)
  
  21-39 Minor stiffness in joints; reduce P.P. by 1 .  
  40-55 Legs impaired; walk with a limp, reduce Spd by 2. 
  56-70 Major scarring; reduce P.B. by 2. 
  71-82 Chronic pain; reduce P.E. by 1 .  
  83-92 Minor brain damage; reduce 1.0. by 1 .  
  93-00 Major brain damage; reduce 1.0. by 2 and M.E. by 1 .  
  Step 3 :  
  Determining Super Abilities 
  Before deciding on an education and selecting skills, it is best 
  to determine which Power Category your character will fall into, 
  and exactly what his exceptional powers and abilities are. This 
  way you can more precisely choose skills that will help build your 
  hero into the ultimate crime-fighter. 
  The possible origins of a hero's power are broken into ten 
  main categories (and some sub-sets). Even though some may 
  offer the same or similar abilities, there is always a new twist that 
  differentiates him from the others. Each category is designed to 
  recreate a particular, classic type of comic book hero. The same 
  process can be used to create supervillains as well. The amount 
  of variety in each case should allow players the latitude to build 
  countless superbeings, all unique in themselves. 
  Players can either choose the Power Category (which is often 
  the best way to go) or roll on the Random Power Table. After a 
  Power Category has been determined, flip to that section and 
  read about the powers, training, orientation, and options available 
  to a character in that category. Many times there are a variety of 
  choices and directions one can take with each type of character. 
  Once the powers and abilities are determined, you are in a far 
  better position to shape your character with skills. 
  Either pick a Power Category or make a random determina­
  tion by rolling percentile dice on the following table. 
  Random Power Category Table 
  01 -10 Experiment 
  1 1 -20 Robotics 
  21 -30 Bionics and Implants 
  31 -40 Special Training 
  41 -50 Mutants 
  51 -60 Psionics 
  61 -70 Physical Training 
  71 -80 Magic 
  81 -90 Hardware 
  91 -00 Aliens 
  Note: The category descriptions are not presented in alpha­
  betical order. The optional categories of Crazy Hero and Mega­
  Hero are not part of this list. 
  P.P .E. Note: All superbeings will have an unusually high 
  amount of Potential Psychic Energy (P.P.E.), compared to most 
  human adults. Unless stated otherwise (like in the Magic Power 
  Category of hero), the character will have 606 P.P.E. 
  Super Abilities. Not all the Power Categories provide what 
  might be called traditional super abilities. Mutants, Experiments, 
  Aliens, Psionics, and to a different degree Magic, provide the 
  classic "I have strange abilities greater than mortal men." (See 
  the Super Abilities Section for available powers and selection 
  process.) 
  Robotics and Bionics are likely to be exactly what you would 
  expect them to be. Rules allow you to build these technological 
  marvels to your own specifications. Well, within your budget any­
  way. 
  20 
  Special Training is the superexpert, the superspy, superin­
  ventor, supermechanic, stunt pilot, and so on. 
  Physical Training is your classic self-made hero who has 
  honed his or her body into physical perfection. 
  Hardware is the weapons and or gimmick master, armed with 
  an arsenal of wild devices to aid him in his battles against crime. 
  The Crazy Hero is an optional personality modification that 
  can be applied to any of these categories. 
  The Mega-Hero is an optional personality and power modifi­
  cation that can be applied to many of these categories. The op­
  tional, super-superhuman can be applied to Aliens, Experiments, 
  Mutants, Psionics and, if the G.M. allows, Magic, Physical Train­
  ing and Special Training characters, at least under certain condi­
  tions. Such incredibly powerful beings should be included only 
  after serious consideration and agreement with all players. 
  Something for everyone. 
  Step 4: 
  Determining Education & Skills 
  The determination of education and skills is very simple. A 
  player rolls on the Educational Level Table. The table will indicate 
  the type of education (high school, college, military, or trade 
  school), educational bonus, and the number of Skill Programs 
  and Secondary skills to be selected. The choice of Skill Pro­
  grams and individual Secondary skills is left up to the player. The 
  average character will have about 1 5  to 24 skills. Remember to 
  choose skills that will help your character in crime-fighting. 
  The educational skill bonus is a one time bonus applied to all 
  the skills learned through a Skill Program, but does not apply to 
  Secondary skills. See Education and Skills for details. 
  Step 5 :  
  Picking an Alignment 
  All players must choose an alignment for their character. An 
  alignment will define the character's attitudes and moral princi­
  ples. 
  The Alignments 
  Good: Principled and Scrupulous. 
  Selfish: Unprincipled and Anarchist. 
  Evil: Miscreant, Aberrant and Diabolic. 
  Alignments are an important factor in developing a character 
  and the elements of "role" playing. Whether we are consciously 
  aware of it or not, every person has his or her own code of ethics 
  and morals, as well as a sense of justice and what constitutes 
  good and evil, right and wrong. It is this sense of right and wrong 
  that helps to build our moral fiber, mold our behavior, and dictate 
  our reactions to people, events, and circumstances in the world. 
  It is this code that makes the thought of stealing or hurting some­
  body abhorrent to one person, but acceptable to another. 
  So it is with the player and non-player characters in Palla­
  dium's role-playing games. The alignment of a character is his or 
  her view of the world, justice, honor and the value of life. Align­
  ments should be regarded as a guideline for the character that 
  will indicate how he or she is likely to react to any given situation, 
  violence, good and evil. 
  It is natural to have conflicted emotions and want to give into 
  hatred or anger, and kill or hurt, but characters of a good align­
  ment are not likely to give in to such dark emotions. Similarly, a 
  selfish or evil character may, to his surprise, suddenly find com-
  Quentin Milton (Order #31246997)
  
  passion, or a sense of loyalty to another character, and find him­
  self wanting to help him (which he may or may not do). Moral 
  dilemmas and the conflicts they bring are part of life. It is natural 
  to have such feelings even when playing a fictional character. It's 
  also what adds to the drama of a situation, and part of what 
  makes role-playing fun. 
  Try to stay in alignment and act accordingly. However, a 
  player may find himself slipping (or slipped) out of character. The 
  G.M. should stop the game for a moment and, as the referee/di­
  rector of the story, point out that the player's intended actions go 
  against the character's alignment. The G.M. should then wam 
  that moving forward will cause the character to change align­
  ment. For example: A principled good character that acts in ha­
  tred and deliberately tortures another being is likely to drop to the 
  anarchist or even miscreant alignment. A principled character 
  who decides to steal or "bend" the law is likely to drop to a scru­
  pulous or unprincipled alignment. Meanwhile, a miscreant evil 
  character who has leamed the value of friendship and begins to 
  perform acts of good and compassion, or forsakes his eviVcrimi­
  nal ways, may go up to anarchist or unprincipled (and eventually, 
  even higher). Note that it seems easier to give in to cruelty and 
  dark emotions and thus drop in alignment, than it is to become 
  (or stay) good. A single terrible act of evil can plummet a good 
  character's alignment, but it should take numerous acts of kind­
  ness and goodness to climb back to a good alignment (often go­
  ing up one notch at a time). Playing in character (e.g. in 
  alignment) can be a challenge, but is always fun. 
  Heroes 
  Most heroes will be of a good alignment - principled or scru­
  pulous - or unprincipled (somebody who usually does the right 
  thing in the end; ideal for anti-heroes). These characters have a 
  high regard for life, justice and freedom. They will never (or 
  rarely) intentionally take a life, even that of a villain, always try to 
  up hold the law, and never betray their word of honor. These are 
  the "classic" good guys. 
  Anti-Heroes and Vigilantes 
  Roguish heroes are usually best suited to the selfish align­
  ments of unprincipled and anarchist. The evil alignments of aber­
  rant (with its twisted sense of honor and duty, but with the 
  attitudes of "eye for an eye" and "the ends justifies the means"), 
  and even miscreant (self-serving evil) may apply depending on 
  the character's regard or disregard of life, justice, fair-play, and 
  the law. 
  The Anti-Hero and Vigilante characters tend to have their own 
  code of ethics and views of justice which usually conflict with the 
  law. Anti-heroes, and even more often, vigilantes, are ruthless 
  and merciless characters who blatantly break the law and violate 
  the rights of the individual to extract revenge, bring a (worse) 
  criminal to justice, or help others. They tend to be somber loners 
  who see a grim and dark, savage world of violence and corrup­
  tion. While they usually stand above corruption, they are a part of 
  the violence and savagery. It is not uncommon for either to 
  threaten or beat up a person if they feel justified, break into 
  homes and offices, steal documents and items (and even "dirty 
  money"), destroy property, and act as judge, jury, and execu­
  tioner! The end always justifies the means! Despite this, these 
  contradictory souls are usually good intentioned, compassionate, 
  and cling to high ideals. They often work and fight to help and 
  protect others, bring justice, and restore peace. While they'll beat 
  or kill a villain, they can show astonishing compassion, kindness, 
  and gentleness to the weak, innocent, frightened and downtrod­
  den, especially women and children. It's just that they have a 
  rather extreme and personal view of justice, and have decided to 
  fight fire with fire. Many may argue that these are both appropri-
  21 
  ate and necessary actions to combat those villains who are "be­
  yond the law." But in the eyes of the law, these actions are just 
  as illegal and wrong, as the criminals these characters bring to 
  their justice. The degree of violence, cruelty and mercy is also a 
  factor in an anti-hero's alignment. Those who have a strong per­
  sonal code of honor and high regard for innocent people are 
  likely to be unprincipled or aberrant. Anti-heroes who have little 
  regard for others and have no code of honor are likely to be anar­
  chist or miscreant. 
  Criminals and Villains 
  Criminals and villains will always be of an evil or selfish align­
  ment. The common alignments among underworld figures will be 
  anarchist, miscreant, diabolic, and, to a lesser degree, aberrant. 
  In general, most petty thieves, robbers, stoolies, numbers run­
  ners, strongmen, flunkies, forgers, fences, and con-artists tend to 
  be of anarchist and, especially, miscreant alignments. White col­
  lar crooks like embezzlers, gigolos, and even some con-artists 
  and stoolies/police informants, may be unprincipled or borderline 
  unprincipled/anarchist. In this case, these are guys who don't re­
  ally want or mean to hurt anybody, but who, for one reason or an­
  other Ounkie, alcoholic, gamble-aholic, lives on the streets, runs 
  Quentin Milton (Order #31246997)
  
  with a gang, etc.), seems to find himself entangled with criminals 
  and involved in activities on the wrong side of the law. However, 
  these criminals with a tarnished heart of gold are a rarity, and 
  most of these guys are the scum of the earth and evil as could 
  be. 
  The majority of the armed robbers, burglars, murderers, extor­
  tionists, drug dealers, drug lords, criminal kingpins, upper eche­
  lon gangsters, hit men and similar tend to be of miscreant or 
  diabolic alignments. Of course, some are not as bad as others 
  and can be aberrant or anarchist. Especially brutal and sadistic 
  criminals, murderers, torturers, kidnappers, serial killers, and rap­
  ists, are almost always diabolic or miscreant, occasionally aber­
  rant. 
  Of course, anyone can break the law under the right circum­
  stances. 
  No Neutral Alignments 
  There is no such thing as an absolute or true neutral align­
  ment. An absolute, true neutral person could not make a deci­
  sion, fight crime, hurt others, go adventuring, or take any action 
  of any kind without leaning toward good, evil, or self-gratification. 
  It is humanly impossible, and is therefore eliminated in the con­
  text of this game. 
  I realize that some of the philosophers out there may disagree 
  with this, but that's a topic for philosophical debate and not a fac­
  tor of this game. Sorry, no neutrals. This is one of the very few 
  definitive, unbending rules of this game. 
  Good Alignments 
  Principled 
  Scrupulous 
  Because a character is of a good alignment, it does not make 
  him or her a saint. Good characters can be irritating, obnoxious 
  and arrogant, even prejudiced and full of quirks. Likewise, they 
  may find themselves stepping outside the boundaries of the law 
  in their quest to combat evil and injustice. To these heroes, life 
  and freedom are of the highest priority. Such a character can al­
  ways be trusted in a life and death situation. 
  Principled (Good) 
  Principled characters are, generally, the strong, moral type. 
  The "Boy Scout" or "do-gooder" who tends to put others before 
  himself - Superman is of principled alignment, with the highest 
  regard for the lives and well-being of others, freedom, truth, 
  honor and justice. Principled characters will always attempt to 
  work with and within the law, and have a high regard for (and 
  trust of) authority, as well as for life and freedom. He or she is 
  usually compassionate, merciful, caring, cooperative and sincere. 
  A principled character will ... 
  1 .  Always keep his word. 
  2. Avoid lies. 
  3. Never kill or attack an unarmed foe. 
  4. Never harm an innocent. 
  5. Never torture for any reason. 
  6. Never kill for pleasure. 
  7. Always help others. 
  8. Always work within the law whenever possible. 
  9. Never break the law unless conditions are desperate. This 
  means no breaking and entry, theft, torture, unprovoked 
  assaults, etc. 
  1 0. Respect authority, law, self-discipline and honor. 
  1 1 .  Work well in a group. 
  1 2. Never take "dirty" money, or ill-gotten valuables or goods. 
  1 3. Never betray a friend. 
  22 
  Note: Dirty money, including property, is money or items that 
  belong to criminals. It doesn't matter how the money or items 
  were gained, the hero will not touch it even if destitute. As far as 
  he is concemed, it is blood money. 
  Scrupulous (Good) 
  Scrupulous characters value life and freedom above all else, 
  and despise those who would deprive others of them. This type 
  of hero is typically portrayed in many Clint Eastwood and Charles 
  Bronson films; the person who is forced to work beyond the law, 
  yet for justice (or vengeance), and the greater good of the peo­
  ple. They are not vicious or vindictive characters, but are indi­
  viduals driven by injustice to right a wrong or take a (bloody) 
  stand. These characters will always attempt to work with or within 
  the law whenever possible. 
  A scrupulous character will ... 
  1 .  Keep his word to any other good person. 
  2. Lie only to people of selfish or evil alignments. 
  3. Never attack or kill an unarmed foe. 
  4. Never harm an innocent. 
  5. Never torture for pleasure, but may use muscle to extract 
  information from criminals or evil characters. 
  6. Never kill for pleasure; will always attempt to bring the 
  villain to justice alive, no matter how vile he may find him. 
  7. Always try to help others. 
  8. Attempt to work within the law whenever possible. 
  9. Bend and, occasionally, break the law when deemed neces­
  sary. This means he may use strong-arm techniques, harass, 
  break and enter, steal, and so on. 
  1 0. Distrust authority and fear the law may not be an effective 
  weapon against injustice and crime. However, he will try not 
  to blatantly break the law, nor mock it. 
  1 1 .  Work with groups, but dislikes confining laws and bureauc­
  racy (red tape). 
  1 2. Never take "dirty" money or items. 
  1 3. Never betray a friend. 
  Selfish Alignments 
  (But Not Necessarily Evil) 
  Selfish alignments are not necessarily evil, but are characters 
  who always have their best interest and opinions in mind above 
  all others. 
  Unprincipled (Selfish) 
  This, basically, good person tends to be selfish, greedy, and 
  holds hislher personal freedom and welfare above almost every­
  thing else. He dislikes confining laws, and self-discipline, and dis­
  trusts authority. He views the law as well intentioned, but clumsy 
  and ineffective. Keeping his best interests in mind, the character 
  will always look out for himself. This tends to be an arrogant, im­
  petuous schemer seeking the praise of millions and making a 
  buck to boot. He is a freebooter who will do what he must to 
  achieve his goals, stopping short of anarchy and a total disregard 
  of the law. This guy is likely to be a vigilante or anti-hero whose 
  intentions are good, tries to be fair and honest, but finds the law 
  corrupt, slow and ineffective. Thus, he goes his own, more effi­
  cient route (at least that's how he sees it), working outside the 
  law. 
  This character is also likely to take "dirty" money and items, 
  with the concept that it will help him in his crusade against evil. 
  Quentin Milton (Order #31246997)
  
  He may also destroy property of known criminals. He will not deal 
  in illegal activities, drugs, or take money from innocent or good 
  people. The unprincipled character may associate with both good 
  and evil characters, and often has paid informants, spies, and 
  stoolies. 
  This is the Han Solo, Star Wars, character. The guy who is al­
  ways looking for the best deal, associates with good and evil 
  characters, is continually tempted to lie and cheat, and hates 
  himself for being loyal and helping others. 
  An unprincipled character will ... 
  1 .  Keep his word of honor. 
  2. Lie and cheat if necessary (especially to those of anarchist 
  and evil alignments). 
  3. Not kill an unarmed foe (but will take advantage of one). 
  4. Never harm an innocent. 
  5. Not use torture unless absolutely necessary. 
  6. Never kill for pleasure; will attemptto bring the villain to 
  jus­
  tice alive or ruin him. 
  7. Usually help those in need. 
  8. Rarely attempts to work within the law. 
  9. Blatantly break the law to achieve his crime-busting goal. 
  1 0. Dislike and distrust authority, the law, and bureaucracy. 
  Feels they have been corrupted and abused. 
  1 1 .  Works with groups, especially if it serves his needs, is 
  profitable, and/or he's in the limelight. 
  1 2. Take "dirty" money. 
  1 3. Never betray a friend. 
  1 4. Have a high regard for life and freedom. 
  Anarchist (Selfish) 
  This type of character likes to indulge himself in everything. 
  He is the insurgent, con-artist, gambler and high roller. The un­
  committed freebooter who is more likely to be a crime-fighter be­
  cause he enjoys the thrill of danger and excitement, or fame, 
  than any cause. This character will at least consider doing any­
  thing, if the price is right, or the challenge alluring enough. These 
  characters are intrigued by power, glory and wealth. Like a moth 
  drawn to a flame, the anarchist is attracted to the lure of the im­
  possible, dangerous, and the underdog. Life has meaning, but 
  his has the greatest meaning. 
  Laws and rules infringe on personal freedom and were meant 
  to be broken. He will not hesitate at using strong-arm techniques, 
  breaking and entering, theft, harassment, destruction of private 
  property, and so on. This can also include acting as judge, jury, 
  and executioner. These characters are usually the daring vigilan­
  tes or anti-heroes who feel the end justifies the means. The anar­
  chist aligned person is always looking for the best deal and 
  self-gratification. He will work with good, selfish or evil to attain 
  his goals. The anarchist is continually teetering between good 
  and evil, rebelling against and bending the law to fit his needs. 
  Mercenaries and thieves often fall into this category. 
  An anarchist characters will ... 
  1 .  May keep his word. 
  2. Lie and cheat if he feels it necessary. 
  3. Not likely to kill an unarmed foe, but certainly knockout, at­
  tack, or beat up an unarmed foe. 
  4. Never kill an innocent. 
  5. Use torture to extract information, but not likely to do so for 
  pleasure. 
  6. Seldom kill for pleasure. 
  7. Not likely help someone without some ulterior motive (even if 
  it's only to show off). 
  8. Rarely work within the law unless it serves his purpose. 
  9. Constantly break the law to achieve his goals. 
  23 
  1 0. Have little respect for authority, the law, or self-discipline. 
  1 1 .  Does not work well within groups; tends to do as he 
  pleases despite orders to the contrary. 
  1 2. Take "dirty" money without hesitation. 
  1 3. May betray a friend. 
  Evil Alignments 
  Aberrant 
  Miscreant 
  Diabolic 
  All evil characters are not bent on universal genocide or domi­
  nation over all living creatures. They are not all maniacal fiends 
  actively seeking to harm innocent people. Nor are all evil charac­
  ters sadistic and untrustworthy. Many evil characters may actu­
  ally seem kind or likable. 
  There is nothing wrong with playing an evil character, al­
  though he may not survive too long if he betrays or harms too 
  many people. This is fantasy role-playing, not reality. You can 
  play any type of character you desire, just continue to play in 
  character. 
  Evil alignments are a step beyond the self-gratification of the 
  selfish alignments. Evil characters are ruthless individuals who 
  are willing to say or do anything to achieve their goals. Human 
  life has little meaning to them, and friends tend to be (but not al­
  ways) people to use and discard when they are no longer of 
  value. Evil aligned characters do not automatically slay any good 
  aligned person because of different ethics and philosophy. All the 
  better to use good to achieve their own goals, for the end always 
  justifies the means. 
  Aberrant (Evil) 
  The cliche that there is "No honor among thieves" is false 
  when dealing with the aberrant character. This is a person who is 
  driven to attain his goals through force, power, and intimidation. 
  Yet the aberrant character stands apart from the norm, with his 
  own, personal code of ethics (although twisted ethics by the 
  standards of good). He expects loyalty from his minions, punish­
  ing disloyalty and treachery with a swift, merciful death. An aber­
  rant character will always keep his word of honor and uphold any 
  bargains. He will define his terms and live by them, whether any­
  one else likes it or not. 
  If an anti-hero, he will completely disregard the law and deal 
  out justice as he sees fit. He will never be cruel or vindictive, and 
  will always be absolutely positive that the person is guilty before 
  he deals out his brand of justice. However, once he condemns a 
  character, he will see to it that he is destroyed. When he acts he 
  will strike without mercy. 
  Whether villain or anti-hero, the aberrant character looks upon 
  people without honor or loyalty as worthless and disgusting low­
  lifes. 
  Do not think of the aberrant character as a misguided good 
  guy. They will break all laws with impunity, harass their victims, 
  destroy property, beat and murder. This applies to both villains 
  and anti-heroes. Only their methods and degree of violence may 
  vary. 
  An aberrant characters will ... 
  1 .  Always keep his word of honor (he is honorable). 
  2. Lie to and cheat those not worthy of his respect; good, self­
  ish or evil. 
  3. May or may not kill an unarmed foe. 
  4. Never kill an innocent, particularly a child, but may harm, har­
  ass, or kidnap. 
  Quentin Milton (Order #31246997)
  
  5. Never torture for pleasure, but will use it to extract infonnation. 
  6. Never kill for pleasure; will always have a reason. 
  7. May or may not help someone in need. 
  a. Rarely attempt to work within the law. 
  9. Break the law without hesitation. 
  1 0. Have no use for the law or bureaucracy, but respects 
  honor, self-discipline and the "concepr of laws and order. 
  1 1 .  Work with others to attain his goals. 
  1 2. May take "dirty" money. 
  1 3. Never betray a friend. 
  Miscreant (Evil) 
  This self-serving, unscrupulous character is out only for him­
  self. Power, glory, wealth, position, and anything that will make 
  his life more comfortable or pleasurable is his goal. It doesn't 
  matter who gets caught in the middle, as long as he comes out 
  smelling like a rose. This person will lie, cheat, hurt and kill any­
  one to attain his personal goals. 
  If a miscreant character becomes a vigilante, mercenary, or 
  bounty hunter, it will be for some personal reason, a vendetta, 
  money or glory. This character can be no better than an a savage 
  anti-hero unless he changes his ways (Again, just as good char­
  acters can fall into an evil alignment, evil aligned characters can 
  upgrade themselves into good alignments. To change to a good 
  alignment, the character must work at it and not break the guide­
  lines set for that specific alignment). 
  A miscreant characters will ... 
  1 .  Not necessarily keep his word to anyone. 
  2. Lie and cheat indiscriminately (good, evil, or selfish). 
  3. Kill an unanned foe as readily as he would a potential threat 
  or competition. 
  4. Use or harm an innocent. 
  5. Will use torture for extracting information and pleasure. 
  6. May kill for sheer pleasure. 
  7. Feels no compulsion to help without some sort of tangible re­
  ward for him. 
  a. Have no deference to the law, but will work within the law 
  if he must. 
  9. Blatantly break the law for his own goals and pleasure. 
  1 0. Dislike and distrust authority and the law. 
  1 1 .  Works with others if it will help him attain his personal goals. 
  1 2. Take "dirty" money, stolen goods and illegal items. 
  1 3. Betray a friend if it serves his needs. 
  1 4. Have no respect or concern for the lives or welfare of others. 
  Diabolic (Evil) 
  This is the category where the megalomaniacs, violent, and 
  most despicable characters fall. This is the cruel, brutal killer who 
  trusts no one and has no value for any life other than his own. A 
  diabolic character will crush anyone that gets in his way. The dia­
  bolic low-life will lie, cheat, use, abuse and kill anyone less pow­
  erful than he is. Aberrant aligned characters find these 
  dishonorable people more revolting than a good aligned charac­
  ter. 
  A diabolic character will ... 
  1 .  Rarely keep his word, and has no honor. 
  2. Lie to and cheat anyone. 
  3. Most certainly attack and kill an unarmed foe. 
  4. Hurt and kill an innocent without a second thought and for 
  pleasure. 
  5. Use torture for pleasure and information, regularly. 
  6. Kill for sheer pleasure. 
  7. Be likely to help someone only on a whim. 
  24 
  a. Rarely attempt to work within the law. 
  9. Blatantly break the law and mock authority. 
  1 0. Despise honor, authority and self-discipline. Views them 
  as weaknesses. 
  1 1 .  Not work well within a group; constantly disregarding orders 
  and vying for power/command. 
  1 2. Always take "dirty" money, drugs, stolen goods, etc. 
  1 3. Betray a friend without hesitation; after all, you can always 
  find another friend. 
  1 4. Associate mostly with other evil alignments. 
  Step 6: 
  Rounding Out One's Character 
  Money and Equipment 
  The novice hero (or villain) starts with only the bare essentials. 
  Certain Power Categories like Aliens, Bionics, Robotics, Hard­
  ware, and Special Training will provide the character with unique 
  weapons, equipment, and, sometimes, additional equipment, 
  cash and resources. When this happens, use those resources in­
  stead of, or in addition to, those given here, whichever seems 
  most appropriate. 
  Cash on Hand: 4D6x1 0 dollars are in the character's pocket. 
  See optional rules to Rounding Out One's Character for a pos­
  sible life savings. We assume the character has no outstanding 
  debt, credit cards, or huge expenses. 
  Job: The character will have a fair to good paying job suitable 
  to his Educational Level, so this could be flipping hamburgers at 
  a burger joint to an executive in an office. However, other than 
  cash on hand and a possible life savings, the character has no 
  additional money or valuables. 
  Apartment: The character can live alone (or with super team­
  mates) in an apartment, a flat (the upstairs or downstairs of a two 
  family house; basement and attic shared by both occupants), or 
  at home. If he lives at home, he has his own room or two, but 
  shares the rest of the house or apartment with family. 
  Automobile: Each Power Category will indicate the likelihood 
  of the character owning a conventional vehicle (car). If not, there 
  is a 01 -50% chance of owning a 1 D6 year old car or motorcycle. 
  Personal Possessions: Are everyday odds and ends like a 
  hair brush or comb, clothing, a 1 9  inch television, personal com­
  puter, stereo system or CD player, telephone, etc. The character 
  can have a modest selection of average range personal items; 
  nothing expensive or unique. 
  Basic "Superhero" Equipment: The character new to super­
  heroing has the most basic equipment. 
  A complete costume and a spare. 
  A knife, gun and two other weapons provided the character 
  uses such things (many don't, relying on their super abilities). 
  CB/police radio to listen to police calls and other Citizen Band 
  radio channels. 
  Basic crime-fighting stuff can include rope or nylon cord, a 
  pair or two of handcuffs, utility belt, backpack, duffle bag, magni­
  fying glass, pen-sized flashlight, full-sized flashlight, an inexpen­
  sive pair of binoculars, pocket tape recorder, Polaroid Instamatic 
  camera or a used 35 mm camera, and a few other similar odds 
  and ends. 
  Quentin Milton (Order #31246997)
  
  Optional Ru les 
  I've found that many players like as much background and de­
  tails about their characters as possible. Consequently, I've as­
  sembled a series of optional tables and rules to satisfy those 
  details. All tables require the roll of percentile dice. 
  Birth Order 
  01 -30 First Born 
  31 -44 Second Born 
  45-55 Third Born 
  56-65 Fourth Born 
  Weight 
  01 -10 Skinny 
  1 1 -30 Thin 
  31 -55 Average 
  56-74 Husky 
  75-89 Pot-Belly 
  90-00 Obese 
  Note: Average Weights: 
  66-80 Last Born 
  81 -90 First Born of Twins 
  91 -00 Illegitimate 
  Male - 1 50 to 1 80 Ibs (67.5 to 81 kg) 
  Female - 1 1 0 to 1 40 Ibs (49.5 to 63 kg) 
  Height 
  01 -30 Short 
  31 -70 Average 
  71 -00 Tall 
  Note: Average Heights: 
  Male - 6 feet (1 .8 m) 
  Female - 5 feet, 6 inches (1 .7 m) 
  Age 
  I think it is best to generally assume most characters are 
  young - late teens to mid-twenties. It is best to determine the 
  age by the level of the character's education and the player's 
  preference. 
  Disposition 
  01 -10 Mean, suspicious, vengeful. 
  1 1 -1 5 Shy, timid, tends to be a loner. 
  1 6-20 Gung-ho, guts and glory type who sees himself as a 
  hero. 
  Likes combat. 
  21 -25 Worry wart, nervous and cautious. 
  26-37 Hot-head, quick-tempered, emotional, but basically nice. 
  38-45 Schemer; gambler who likes to take chances. 
  46-50 Blabber-mouth, nice guy, but too talkative. 
  51 -56 Wild man, cocky, overconfident, takes unnecessary risks. 
  57-66 Nice guy, friendly, courteous and hospitable. 
  67-76 Snob, arrogant, feels superior to others. 
  77-84 Tough guy, self-reliant, cocky, a lone wolf. 
  85-89 Paternal, overbearing, overprotective of others, espe­
  cially 
  young characters. 
  90-94 Complainer, constantly aggravated about something. 
  95-00 Paranoid, trusts no one. 
  Life Savings 
  01 -10 $1 600.00 
  1 1 -20 $2700.00 
  21 -37 $4000.00 
  38-59 $5000.00 
  60-79 $6000.00 
  80-90 $7000.00 
  91 -00 $1 0,000.00 
  25 
  Land of Origin 
  01-1 0 Australia 
  1 1 -20 Great Britain 
  21 -55 United States 
  56-70 Canada 
  71 -80 Europe; Non-English speaking. 
  81 -85 Africa; may speak English or not. 
  86-90 Mexico or South America. 
  91 -00 Asia/Orient (China, Korea, Japan, etc.) 
  Note: The Land of Origin Table is designed with the assump­
  tion that the majority of players will be North American and want 
  to play characters from their native homeland. Players should 
  feel free to select whatever country and language they desire as 
  their character's homeland. Characters of non-English speaking 
  ethnic backgrounds can speak and understand English or one 
  additional language at 75% proficiency, but are not literate in that 
  language. Add +1 5% to the foreign language skill if that language 
  is also studied as a Secondary skill. A Scholastic bonus is appli­
  cable if the language is part of a formal education. 
  Our friends in other lands will want to adjust this table, replac­
  ing the U.S. with their own country and Canada with their nearest 
  neighbor. It is probably best to assume that the superbeings live 
  and work in the country of the player group, unless the group 
  wants to play in an exotic location. 
  Childhood Environment 
  01 -20 Agricultural/Farm Community. 
  21 -40 Countryside, small town or village. 
  41 -60 Suburb, a small city or a large town. 
  61 -85 Large City (New York, Los Angeles, Detroit, Toronto, Lon­
  don, Paris, Mexico, etc.). 
  86-00 City - Medium Size (population of 200,000 to 500,000). 
  Social/Economic Background 
  01 -09 Military/Middle Class 
  1 0-1 9 Laborer/Poor 
  20-29 Laborer/Lower Class 
  30-59 Laborer/Middle Class 
  60-74 SkilledlMiddle Class 
  75-84 Highly Skilled/Upper Middle to Upper Class 
  85-89 Political/Upper Middle Class 
  90-00 Wealthy 
  When Extraordinary 
  Abilities First Manifested* 
  01-1 1 Child 
  1 2-29 Preteen 
  30-49 Early Teens 
  50-74 Late Teens 
  75-00 Adult (Recently?) 
  * Bionics will not be implanted until the character is in his 
  twenties. Other categories, like Special Training, may note spe­
  cifically when the character began his training or developed his 
  above average abilities. 
  Other Optional 
  Character Features 
  Insanity 
  The Crazy Hero 
  Legacy: Tradition & History 
  The Mega-Hero (or Villain) 
  Each of these expansive options are given their own section. 
  Whether they are used at all, slightly or extensively is up to the 
  individual Game Master and his players - try not to incorporate 
  something that the players feel uncomfortable with or hate. 
  Quentin Milton (Order #31246997)
  
  Experience 
  Poi nts 
  By Kevin Siembieda 
  Except in specially devised scenarios and tournaments, there 
  is no winner in a role-playing game. The accumulation of heroic 
  deeds, friends, prestige, weapons, equipment, knowledge and 
  skills can be construed to be the results of winning. If a character 
  survives and meets with success in his endeavors, that is win­
  ning. However, there are rewards besides the acquisition of ma­
  terial goods and reputation, and those are developing your 
  character's skills, knowledge, and abilities. This is accomplished 
  through the gathering of experience points. 
  Why an Experience Point System? 
  The reason I use an experience point system is because I find 
  them extremely realistic and practical. Training is useful, but 
  there is no substitute for experience. I don't know how many 
  times I have read a comic book with the main character thinking 
  to himself something like, "Only my years of experience enabled 
  me to defeat him," or "He's good, but lacked the years of experi­
  ence and training to handle the situation." Practical experience in 
  the field is an important and real factor in the development of a 
  character. 
  In this game, the player's character begins his career as a su­
  perpowered hero. The character has studied, practiced, trained, 
  plotted and planned. He or she is ready physically and emotion­
  ally to begin a career of crimefighting, but no matter how well pre­
  pared, the character still lacks practical experience. 
  Likewise, the character generally starts off at a slight disad­
  vantage. His superpowers are not yet fully developed or defined 
  and, much like the Scholastic Skills, must be developed through 
  use and experimentation. Thus, the character's powers, whether 
  they be super, psionic, or trained, develop, grow and strengthen 
  as the character grows in experience. Even in comic books, most 
  character's powers and skills grow and develop as the characters 
  mature and gain combat experience. Those fantastic-fellows and 
  that spider-guy are two excellent examples of characters that 
  started out fairly formidable, but matured and mastered their 
  powers and abilities to become truly formidable forces of power 
  ... and good. 
  Why do the experience levels only go to level 1 5? Because 
  characters are not likely to ever reach that level, even after years 
  of regular play. In my original Palladium Fantasy Role-Playing 
  Game play-test campaign, after two and a half years of regular, 
  weekly, long (averaged 9 hours) playing sessions, the characters 
  averaged 7th to 9th level and were progressing ever so slowly to­
  ward tenth level. Realistically a high level character is not neces­
  sarily all that fun to play, unless the campaign maintains a high 
  level of challenge and adventure. Ancient NPCs that are immor­
  tal, supernatural, or otherwise ultra-powerful can have experi­
  ence levels beyond 1 5th (see the Ancient Dragon experience 
  table in Rifts: Atlantis or The Ancients in the Heroes Unlimited™ 
  Galaxy Guide). 
  Experience Points and Their Application 
  It is difficult to devise a point system by which a Game Master 
  can judge and reward his players fairly. The ultimate purpose of 
  experience points and experience levels is to provide a means by 
  which the player's character can grow and develop. Many fan­
  tasy role-playing games have their own unique system, charts, 
  equations, and computations for distributing experience pOints. 
  26 
  You may want to adapt one of these systems to this game if 
  that's what you're comfortable with. Many superhero games 
  avoid the whole question of experience pOints by using a system 
  in which points are pumped back into the powers, but this leaves 
  skills undeveloped as well as being pretty drab. 
  The subjective method of observation and logiC introduced in 
  the Palladium Fantasy Role-Playing Game has been so well re­
  ceived over the years that I've successfully transplanted it to all 
  our RPGs; it's become an integral, trademark of the Palladium 
  game system. I feel that any twit can punch-out or blast a villain 
  that just crawled out of the woodwork. Most experience systems 
  concentrate on the "kill factor," but what about the thought proc­
  ess? What about the decisions, plans, and motives behind a par­
  ticular action? Doesn't cleverness and a cool head count? Aren't 
  these the true ingredients of good role-playing? Shouldn't the bril­
  liant medical student playing a character with an La. of 4 (and 
  staying firmly in character, saying and doing things as the char­
  acter would, even though he realizes the stupidity as a player) 
  get experience for playing "in character?" Hell Yes!!! Considering 
  how flexible and subjective most of the other role-playing condi­
  tions and rules are, I don't see the logic in having a strict, limited 
  experience point system. 
  Each player's character involved in a given situation or con­
  frontation should receive the appropriate experience points. The 
  Game Master should make a list of his players at the beginning 
  of the game and jot down each player's experience points as 
  they gather them throughout the course of the game. At the end 
  of the game, the Game Master totals each player's points and 
  gives them the total, so that they can keep track of their growing 
  experience and skills. 
  The difficulty with this system of determining experience 
  points is the subjectivity. The Game Master must utilize the pro­
  ceeding experience outline with some thought. Example: Eight 
  third level heroes brimming with cosmic power and armed to the 
  teeth attack and subdue one, lone, fourth level supervillain. The 
  eight players should receive experience points for subduing a mi­
  nor menace. After all, the poor guy didn't have a chance and pre­
  sented no real threat to the characters. However, if one or two 
  first or second level characters subdued or killed the same villain, 
  they should receive experience for subduing a major, or possibly 
  a great menace, because the threat and ingenuity involved is 
  much greater. 
  I have found this method stimulates imaginative playing in­
  stead of promoting slash and kill. Game Masters, don't be Santa 
  Claus by heaping on wonderful amounts of experience points. Be 
  fair and tolerant. Let your players truly earn their experience 
  points, growing in skill, knowledge and power. If you have a 
  group of players with characters rising rapidly in experience lev­
  els, you will know it's because they are clever and imaginative. 
  That's what this game is all about! 
  Character Experience Levels 
  Each Power Category has a listing for levels of experience. A 
  character involved in an adventure gains experience points for 
  his thoughts, actions and deeds. As these experience points ac­
  cumulate, the character will reach new plateaus indicating his 
  continual growth, development, and mastery over his abilities and 
  skills. Each time a player's character gets enough experience 
  points to reach the next "level," his skill increases accordingly. In 
  many instances, the super ability also increases in range, dura­
  tion, power/damage, and scope. Example: When a first level mu­
  tant has accumulated at least 2051 experience points, he has 
  attained second level, and all his scholastic and secondary skills 
  become second level, meaning that he can perform them at a 
  higher level of proficiency. 
  Quentin Milton (Order #31246997)
  
  A clever plan, a quick attack, all earn experience points. The 
  more experience points a character receives, the higher the level 
  he attains and the greater his abilities. Players, be certain to keep 
  a careful record of the experience given to you at the end of each 
  game. When a character attains a new level, be certain to tell the 
  Game Master so that the skills, hit points, S.D.C. and other ele­
  ments can be increased accordingly. 
  Experience and Hit Points 
  Each time a character reaches a new level of experience, the 
  player gets to roll one six-sided die (1 D6) and adds the number 
  rolled to the character's pool of Hit Points. This indicates the 
  physical development and maturity of the character. 
  Per Level of Experience 
  "Per level of experience," or "per each level of experience," or 
  "per level of the hero," indicates that the character can perform a 
  skill, power, or ability at his personal, highest level of experience. 
  This often indicates the amount of damage that can be inflicted or 
  a duration of an effect. Unless specifically noted otherwise, these 
  additions start at first level. 
  Experience Points Table 
  A guide to awarding Experience Points. 
  Experience Point 
  Action 
  Reward 
  25 
  25 
  100 
  100 
  200 
  400-1000 
  100-300 
  500-700 
  50- 100 
  100-200 
  50 
  50 
  50- 100 
  25-50 
  75- 100 
  150-300 
  Perfonrung a skill (successful or not) 
  Clever, but futile idea. 
  Clever, useful idea or action. 
  Quick thinking idea or action. 
  A critical plan or action that saves the 
  character's life and/or a few comrades. 
  Critical plan or action that saves the entire 
  group or many people. 
  Endangering the character's own life to help others. 
  Self-sacrifice (or potential self-sacrifice) in a life and 
  death situation (like leaping in front of a fireball 
  meant for someone else to save that person, even 
  though he/she is likely to die, or offering his/her own 
  life to save the group or another). 
  Avoiding unnecessary violence. 
  Deductive reasoning and/or insight. 
  Good judgment. 
  Playing in character bonus. 
  Daring or heroic (whether clever or not). 
  Killing or subduing a minor menace. 
  Killing or subduing a major menace. 
  Killing or subduing a great menace. 
  Quentin Milton (Order #31246997)
  
  Insan ity 
  By Kevin Slembieda 
  Insanity rules have proven to be a favorite among RPG play­
  ers for years, so I've included a new and improved insanity sec­
  tion in this Second Edition. However, the inclusion of insanities is 
  entirely optional and left up to the Game Master. 
  In the context of this game, we will assume that all players' 
  characters are mentally and emotionally sound (NPC villains, on 
  the other hand, may be disturbed from the start). Any insanities 
  developed from this point forward will result from physical or psy­
  chological trauma. A psychological trauma may resuH from a vio­
  lent, emotional experience, shock, or mental abuse, as well as 
  from physical damage (blow to the head) or a chemical imbal­
  ance in the body. As adventurers, the characters will be some­
  what prepared and hardened to seeing the horrors of war, man's 
  inhumanity to man, frightening monsters, and unnatural or bizarre 
  experiences, so a trauma that results in an insanity will have to 
  be quite horrible, frightening or magically or psionically induced. 
  Game Masters may want to use the insanity tables as an ad­
  ditional means to establish player characters with quirks, but I 
  don't recommend this. What I do recommend is having the char­
  acters roll on the insanity tables after experiencing a terrible 
  and/or traumatic experience. The G.M. should consider the char­
  acter's level of experience (the lower the level the less likely the 
  character will be prepared to deal with a traumatic situation) and 
  his or her M.E. attribute (the higher the mental endurance the 
  less likely the character is to succumb to mental and emotional 
  duress and shock). Insanities should not be handed out like 
  candy at a party. The human mind is really quite resilient. 
  28 
  Please note that this section is not meant to be a medical the­
  sis on mental illness, or intended to make light of mental health. It 
  is included to add color, flavor, character, drama and pathos to a 
  campaign. 
  Trauma 
  I've found that having a character roll on the insanity tables af­
  ter a terrible trauma is very appropriate/realistic and fun; adding a 
  new element to the game and dimension to the character. What 
  constitutes a traumatic experience is, in part, up to the G.M. and 
  the actual situation. In all cases, the Game Master should use his 
  or her discretion as to whether or not an insanity roll is appropri­
  ate. The tables on the following pages are guidelines for using 
  and playing insanities, however the G.M. can modify, delete or 
  add to them as he/she deems appropriate -just be fair and 
  maintain game balance. 
  The following is a guide to some traumatic situations requiring 
  a roll on the insanity tables. 
  Long period of physical and/or mental torture: Two to 
  eight weeks; roll once on the Random Insanity Table. Nine weeks 
  to months: roll once on the Random Insanity Table and once spe­
  cifically on the neurosis table. 
  Drug or magically induced hallucinations that were particu­
  larly terrifying, hideous, or realistic; roll once on the phobia table. 
  If extremely traumatic, lengthy or reoccurring hallucinations, roll 
  on the Random Insanity Table. A real life encounter with the sub­
  ject of the traumatic hallucination is likely to cause more trauma; 
  1 -70% chance of developing another insanity - roll on the Ran­
  dom Insanity or Phobia Table (whichever seems most appropri­
  ate), 71 -00 cured the insanity (met and conquered this inner 
  demon). 
  Witnessing or experiencing shockingly grotesque atroc­
  ity. Roll once on Phobia table. 
  Terribly frightening or unusually terrible brush with death. 
  Roll on Random Insanity table. 
  Dying and being magically resurrected. This is as close to 
  death as one can get, and miraculously retuming to the living to 
  tell the tale. Roll once on the Random Insanity Table and the 
  Phobia Table. 
  Severe physical disability. 01 -60% chance of alcoholism or 
  drug addiction. 61 -80% Neurosis, 81 -00% Affective Disorder. 
  Possession. 1 0-60% likelihood of developing a phobia toward 
  the type of creature or the specific person/character who had 
  possessed the character. 
  Being the direct or indirect cause for the accidental death 
  of several innocent people. 01 -80% chance of insanity for char­
  acters of a good alignment, 01 -40% chance of insanity for char­
  acters of a selfish alignment, and only a 01 -20% chance for 
  characters of an aberrant or miscreant alignment (diabolic won't 
  care). In all cases, roll on the Random Insanity Table. 
  Insan ity Tables 
  Random Insanity Table 
  01 -10 Reborn: Alignment reversal; good becomes evil, evil 
  becomes good and selfish becomes principled or scrupulous. 
  1 1 -20 Neurosis: Roll on the Table that follows. 
  21-25 Compulsive Liar: Constantly tells lies and tall tales, 
  even if of a good alignment. 
  26-30 Kleptomaniac: A compulsion to steal, even if of a good 
  alignment. 
  31 -40 Obsession: Roll on the table that follows. 
  Quentin Milton (Order #31246997)
  
  41 -50 Phobia: Roll on the table that follows. 
  51 -60 Psychosis: Roll on the table that follows. 
  61 -70 Fear of Animals: See neurosis. 
  71-75 Recluse: The character prefers to be alone. He is quiet 
  and unobtrusive. 
  76-80 Hypochondriac: The character is constantly con­
  cerned about sickness, disease and poisoning. He exaggerates 
  the slightest discomfort and illness he may suffer and is con­
  stantly under the belief that he is "coming down" with something. 
  He may avoid others who are sick even with the common cold, 
  may blame others for his illnesses (so and so coughed in my di­
  rection yesterday) and is likely to have a half dozen "quack" 
  cures for every ailment imaginable; most taste terrible, or are ri­
  diculous, and none of them work! 
  81 -90 Affective Disorder: Roll on the table that follows. 
  91 -00 Neurosis: Roll on the table that follows. 
  Affective Disorders Table 
  01 -19 Frightened by loud noises to the point of cowering and 
  wetting self. 
  20-35 Disgusted by anything sticky and will go to any length 
  to avoid touching it. 
  36-54 Obsessed with cleanliness and must clean up any area 
  he/she is at for more than a few minutes. 
  55-75 Outraged by acts of violence, becoming violent him­
  self; 72% chance of going berserk and attacking the perpetrator 
  of the violent act without regard for self. Bonuses: +1 to strike 
  and +2 to damage. 
  76-88 Hates music and musicians, and will try to destroy or 
  stop the source of those terrible noises. 
  89-00 Intimidated by spoken language; cannot speak mean­
  ingful sentences (must use sign language or written communica­
  tion); has difficulty understanding long sentences. 
  Neurosis Table 
  Neurosis is any of a variety of illnesses that affect the mind or 
  emotions without an obvious physicaVorganic reason, and in­
  volves depression, phobia/fear, compulsion, anxiety, hysteria and 
  other abnormal patterns of behavior. 
  01 -10 Fear of Animals: More than a simple phobia, this char­
  acter has been so traumatized (perhaps chewed on by the family 
  pet while a little nipper), that he avoids all animals, will push 
  away the cutest pet, run away when confronted even by tiny ani­
  mals like a mouse, and will kill them whenever he feels cornered 
  by them. Insects, fish, sea-life and humanoids (Le. animal-like ali­
  ens, werebeasts, etc.) are not included in this irrational fear. 
  1 1 -20 Fear of the Dark: Spent too much time locked in clos­
  ets, to the point that the character becomes a gibbering zombie 
  when locked or placed in dark, confined areas (only one melee 
  attack/action, no combat bonuses, no skill capabilities, speed is 
  reduced by half). Will collapse (unconscious) after 204 melee 
  rounds and will remain catatonic until removed from the darkness 
  or a light is lit. Has trouble sleeping at night. 
  21 -30 Cannot tell the Truth: Compulsive liar, even if of a 
  good alignment. Most lies are harmless, but they can be annoy­
  ing and can get the character and his fellow adventurers into 
  trouble. 
  31 -40 Personal Cleanliness: Compulsive need to be clean. 
  In fact, the character will wash his hands and face 204 times in a 
  row before he "thinks" he is clean, as well as wash clothes when­
  ever he can, and bathe frequently. He hates being dirty or engag­
  ing in something that will make him dirty and tries to avoid it 
  (changes into clean clothes whenever he can and apologizes for 
  being dirty). 
  29 
  41 -50 Invasion of the Body Snatchers: Acute anxiety and 
  paranoia toward all aliens, mutants, other races, and creatures of 
  inhuman/uncommon appearance. "They're out to get you! They 
  could be anybody!! Even ... you!?!". The character is nervous, a 
  bit jumpy and suspicious of all beings who are either a different 
  race than himself or not human (even if he's not human himself 
  -in this case, he trusts humans in general, but not others. Even 
  members of his own race are suspect). 
  51 -60 Fear of Heights: Uncle Goober used to dangle the 
  character, by one foot, out of windows. Now the character is terri­
  fied of heights to the point of being frozen when above the sec­
  ond story; character is fine as long as he can't see how high up 
  he may be. 
  61 -70 Thinks He's Being Followed: Another compulsion mo­
  tivated by an unfounded fear that one is being followed. The 
  character finds himself frequently stopping to look and see 
  whether or not he's being followed. This includes checking be­
  hind himself, looking around, constant sideways glances, check­
  ing to see doors are locked (checking the same doors 1 06 times 
  each) and similar compulsive paranoid behavior. Note, the char­
  acter is not paranoid in the sense that he thinks people are out to 
  get him or conspiring against him (the character is likely to have 
  numerous trusted friends), it's just that he has this constant feel­
  ing or anxiety that he may be followed or is being watched. 
  71 -80 Fear of Success: "Mom always said I wasn't any 
  good," The character will sabotage himself at critical moments. 
  The following minuses apply during critical, or high pressure mo­
  ments (battle, danger, watched by others, etc.): - 1 5% to all skills, 
  -3 to hit, dodge, parry, initiative and damage. 
  81 -90 Psycho-Reliance (luck fixation): The character be­
  comes convinced that his "good fortune" is because of a particu­
  lar item, a "lucky charm." The character touches, taps, or kisses 
  the charm for good luck before entering battle or tackling any dif­
  ficult situation. If the character loses the item, he suffers the fol­
  lowing penalties until either the item is recovered or he can find a 
  replacement "good luck" charm (completely psychosomatic). 
  Penalties: -5% on the performance of all skills, -3 to save vs hor­
  ror factor, -3 on initiative and -1 on all combat bonuses. Any other 
  coincidental misfortune will be attributed to the loss of the lucky 
  charm. 
  Note (optional): If the character is a practitioner of magic or a 
  psionic, he may believe his powers come from his "lucky charm" 
  or that an ordinary object (rusty old knife, ring, medallion, or even 
  a pebble, etc.) gives him his powers. Without it, he is powerless 
  and cannot cast magic, or use his psionics, at least until he re­
  covers it or can find a new enchanted item to empower himself. 
  See the Optional Crazy Hero section for more details. 
  91 -00 Hysterical blindness: When under pressure (battle, an 
  important opportunity, watched by others, etc.), the character 
  loses his sight until the pressure is removed; 1 -89% likelihood of 
  happening - roll for each situation. -9 to strike, parry and dodge 
  while blind; no initiative and skill performance is half. 
  Psychosis Table 
  A psychosis is any severe mental disorder in which the person 
  partially or completely withdraws from reality -delusional. Their 
  behavior is often anti-social and violent. 
  01 -1 5 Fascination with death in all its forms. The character 
  examines and studies ways one can die and kill, as well as im­
  plements of death, how the human (and non-human) body re­
  acts/responds to the threat of deathlfear reactions, tolerance to 
  pain, survival responses, and even the philosophical concepts of 
  death, the soul, life after death and so on. Its interesting to note 
  that the character is not afraid of death and is not morbid about it, 
  simply fascinated. Others may find him to be disturbingly callous 
  and ghoulish. 
  Quentin Milton (Order #31246997)
  
  16-20 Paranoid: A general suspicion that everybody is out to 
  get you, so the character tends to trust no one, is a bit secretive, 
  is careful about what he says in front of whom, and keeps to him­
  self. Roll to determine alcoholism or drug addiction: 01 -30% is 
  yes, 34-00, no. 
  21 -30 Manic depressive: Alternate severe depression one 
  week (nobody loves him, he's a loser, incompetent, and is going 
  to die if he isn't careful; -10% on all skills, and reduce all combat 
  bonuses by half), followed with a manic episode the next week 
  (everything is great, he's the best there is, life is grand! +5% on 
  all skills and +2 on initiative, all bonuses are normal). 
  31 -40 They're out to get me (paranoid schizophrenic): 
  Voices tell the character that most everybody, human and non­
  human, men and gods, hate and/or fear him. Thus, he believes 
  "they" are out to get him (torture, kill, imprison, hurt, cheat, dis­
  credit him, etc.). As a result, he has trouble sleeping (because 
  he's vulnerable to "them"), is constantly jumpy/nervous and is 
  suspicious of others, sometimes even of long-time friends. The 
  character blames all of his misfortune on others and sees con­
  spiracies everywhere. Tends to be a loner and distrusts every­
  body except his closest comrades. Roll to determine alcoholism 
  or drug addiction: 01 -50% is yes, 51 -00, no. 
  41 -45 Superman syndrome: The character thinks he's 
  stronger, faster, smarter, more handsome and better than any­
  body else. He tends to respect only brute strength, power, ruth­
  lessness and strong beings. As a result, the character accepts 
  foolish challenges, takes dangerous risks and often underesti­
  mates his opponents or the chance of failure/defeat. If it's any 
  consolation, the character is usually cheerful, helpful and posi­
  tive. 
  46-50 God syndrome: The character believes he is "god," the 
  voices in his head tell him so. As "god," the character believes he 
  is above the law, jUdgment, and comprehension of all creatures. 
  Consequently, he ignores the laws of any place he visits. The 
  character isn't necessarily mean about it, nor blatant or deliberate 
  about breaking the law, he just doesn't think about them and re­
  fuses to pay the consequences when accused of breaking them. 
  The least offensive characters are cocky, arrogant, bossy, 
  condescending and trivialize everything that does not directly in­
  volve them (they are the center of their universe). The most ex­
  treme believe they are truly a superhuman "god" and act 
  accordingly as directed by their alignment, so some are reason­
  ably benevolent "gods" while others are cruel, vengeful or mali­
  cious. 
  51 -60 Hysterical aggressive reaction: The character reacts 
  in anger and violence to a particular thing or occurrence. This 
  ''trigger" is usually a response to accusations and criticism about 
  his appearance, courage, honor and virtue, such as being called 
  a coward, sissy, wimp, cheater, ugly, stupid, crazy, etc. However, 
  the reaction may also be a response to the actions of others that 
  reminds the character of something that was traumatic in his own 
  life (may tie to other insanities). This can include things like a 
  child being beaten, acts of torture or cruelty, seeing someone at­
  tacked by an animal, a particular threatening monster, and so on. 
  In most cases, the character flies off the handle, ranting and 
  raving like a lunatic, shoving, threatening or challenging his ac­
  cuser or the perpetrator of the "trigger" action - i.e. "How would 
  you like it if I slapped you around like that, punk?!" The slightest 
  act of antagonism, aggression or intolerance toward him, like 
  pushing him away, a smart remark, ignoring him, etc., will send 
  the character into a fury and attack the person or thing that set 
  him off. 
  61 -70 Hysterical aggressive reaction to fear/phobia: In this 
  case, the "trigger" is something the character has a phobia about, 
  except instead of cringing in fear, he lashes out to destroy the ob-
  30 
  ject of his fear. This is usually a tangible thing like spiders, 
  snakes, a particular monster, etc. For example, a superhuman 
  with a phobia about spiders sees an itty bitty spider dangling from 
  the shelf behind the bar in a club. He's likely to shout something 
  like, "Oh my god! Look out! Get out of my way," leap over the bar 
  and swing at the spider with his beer bottle, chair, etc., shouting, 
  "Did I get it? Did I get it? God, I hate spiders." Of course, in the 
  process he may have caused a panic (after all, what is it that has 
  frightened this brawny guy to such a degree?) or caused damage 
  by his extreme actions. If the phobia is something like a fear of 
  the dark, he will fight anybody (to the death) who tries to put him 
  someplace dark or who tries to take away his light, and he'll do 
  just about anything to get out of it. 
  Remember, this is an unreasoning response driven by terror, 
  consequently the character's actions may not make sense. For 
  example, the hero who is afraid of spiders will scream his battle 
  cry and lunge into battle with a giant, monster spider even though 
  it can be easily avoided (it may not have even seen him). Simi­
  larly, he may attack a spider-like being without the slightest 
  provocation and kill without regret or reasoning (he can't help 
  himself). Obviously, this can draw his fellow adventurers into 
  some serious (and pointless) conflicts (and the reason why this 
  phobia shouldn't include intelligent beings that are too common, 
  like average people. 
  71 -80 Mindless Aggression: Roll percentile dice again. 
  01 -94 Semi-functional. When frustrated, angry, or upset, there 
  is a 1 -72% likelihood of going berserk and lashing out at anybody 
  who gets in the way. The character pushes, beats and lashes out 
  (stands and fights anybody who opposes him) until physically re­
  strained, rendered unconscious or killed! It takes 304 minutes of 
  restraint or unconsciousness before the character regains his 
  composure. 
  95-00 Non-functional, homicidal maniac! Continually going 
  berserk at the slightest provocation as well as when frustrated, 
  angry or upset. He fights to severely injure or kill those who upset 
  or oppose him. The character must be confined constantly (or 
  killed) - he has only one lucid day a week and will try to talk his 
  way out of confinement on that day (seem completely normal and 
  rational that entire day). 
  81-85 Jekyll and Hyde: The character hears a voice in his 
  head and feels powerful emotions contrary to his original align­
  ment. There will be moments, especially when under stress, or 
  when angry or drunk, that the voice speaks so loudly and con­
  vincingly, that the character will respond to it. The response is the 
  opposite of the character's normal, original personality and can 
  be frightening; as if he were a completely different person! When 
  he returns to normal, the character may regret his actions and try 
  to make restitution, but there is little he can do when his other 
  personality takes over. This means if the character is a principled 
  or scrupulous good character, his opposite, Hyde personality, will 
  be one of the evil alignments. As a result, in the heat of combat, 
  or under stress, the Hyde personality may surface and engage in 
  acts of cruelty, intimidation, torture, belittle others, kill an un­
  armed foe out of anger or spite (or even sheer pleasure), and so 
  on. 
  86-00 Become a psychiatrist. The character thinks he's a 
  psychiatrist, and sees ordinary quirks, legitimate fears and con­
  cerns as a serious psychosis, neurosis, phobia or obsession. 
  They're all sick (even if only he has the perspicacity to recognize 
  this)! The character will try to help people by counseling them 
  and offering his "expert" or "professional" services; tends to 
  charge stiff fees. He is especially fascinated with people who he 
  considers extremely insane (have real insanities), but he can't 
  help himself, let alone anyone else. 
  Quentin Milton (Order #31246997)
  
  Random Phobia Table 
  01 -03 Blood 
  04-06 Reptiles (may limit to a specific type). 
  07-1 0 Boats 
  1 1 -1 3 Spiders (or insect of G.M.'s choice). 
  1 4-1 5 Water 
  1 6-1 9 Warehouse or other large abandoned buildings. 
  20-22 GhostsiEntities 
  23-24 Sewers or basements. 
  25-28 Confining Enclosures 
  29-30 Cats 
  31 -32 Dogs 
  33-35 Contamination 
  36-38 Mutants 
  39-42 Priests 
  43-45 Funerals/graveyards/and symbols of death in general. 
  46-48 Heights 
  49-51 Flying (by any means). 
  52-55 GraveyardsffombS/Burial Mounds and other places of the 
  dead. 
  56-58 Darkness 
  59-62 Snakes and Snake-like Creatures. 
  63-64 Open spaces 
  65-66 Aliens 
  67-68 Robots 
  69-70 Opposite sex 
  71 -73 Computers 
  74-75 Dead Bodies/corpses/skeletons (including animated dead). 
  76-77 A particular Vehicle (select a specific one). 
  78-80 PSionics/Magicians 
  81 -85 Police or other government/authority figures. 
  86-90 Drugs 
  91 -94 Hospitals/Doctors 
  94-96 Bats and Bat-like Creatures. 
  97-98 Slimes and Gooey Substances. 
  99-00 Strangers 
  F 
  About Phobias 
  A phobia is an irrational fear which may result from a horrify­
  ing traumatic experience. The object of the phobia can be any­
  thing: bugs, snakes, the dark, heights, typewriters ... anything 
  which may have been the focus or cause of a severe psychologi­
  cal trauma. While there are scientific names for specific phobias, 
  it is far easier to simply identify the object of the fear. 
  To determine a specific phobia, the player can roll on the ran­
  dom table or the G.M. and player can decide on a phobia which 
  best applies to the experience. In the latter case, use common 
  sense to determine the phobia. For example, if the character had 
  a horrifying experience in a haunted house, walked through spi­
  der webs, descended into a dark cellar and encountered a walk­
  ing skeleton,. the phobia is likely to be one of the following: empty 
  old houses, haunted houses, ghosts, the dark, spiders, skele­
  tons, or animated dead. G.M. Note: Encounters with the super­
  natural and magic are often scary, horrifying, bizarre and deadly 
  situations, but it is only the most horrifying and unexpected expe­
  riences that may create a phobia or other insanity. Remember, 
  the player character will be prepared and hardened to sights, 
  magic, concepts, and creatures that might bedazzle the mind of a 
  normal person. 
  Phobic Panic 
  Characters who suffer from a phobia will become terrified 
  when the object of fear is encountered. If the character is sur-
  31 
  rounded by friends who can talk and soothe away his fears, the 
  person may be able to contain himself long enough to safely 
  avoid it (40% chance). However, if the character is alone, already 
  nervous, or feels threatened, he or she will be overcome by fear. 
  This is phobic panic. 
  Upon reaching the breaking point, the character's mind will 
  defend itself by responding in one of the following ways: 
  01-25 Pass outlfall unconscious for 2D4 minutes. 
  26-80 Flee/run away at top speed! Panic-stricken, the charac­
  ter will ignore the outcries, pleas or needs of his companions. All 
  the terrified person knows is that he must escape. The character 
  will run and run until he is certain he's escaped the object of his 
  fear, or until subdued or restrained. The person will fight only if 
  there is no other way to escape, and then only until he can get 
  away and run. 
  81 -00 Paralyzed with fear, the character can only whimper, 
  sob or scream as he faces the horror. Physically, the character 
  will stand completely rigid or huddled in a corner, immobilized 
  with fear. He cannot run, fight, use skills or move in any way (no 
  attacks per melee) until the object of the fear is removed or de­
  stroyed, or he is dragged away from it. 
  Obsessions 
  Obsessions are either an intense, irrational love/desire of 
  something or an intense hatred/loathing of it. The former is likely 
  to motivate the obsessed person to obtain the object of his de­
  sire, while the latter is likely to cause the character to avoid or de­
  stroy it. The G.M. can decide which is most appropriate under the 
  circumstances or roll once on the following table. An obsession 
  may drive a character to incredible, even outrageous lengths to 
  satisfy his or her irrational feelings. 
  Focus of the Obsession 
  01-50 Love/desire (select or roll for obsession) 
  51-00 Hate/destroy (select or roll for obsession) 
  Random Obsession Table 
  01-05 Opposite sex: If a man, the character will either love to 
  be around women or finds fault in everything they say or do and 
  avoids them. 
  06-1 2 Secrecy: Either prizes his secrecy above all else, or ab­
  hors even the thought of keeping a secret. 
  1 3-20 Timeliness: Either a fanatic about being on time or al­
  ways late. 
  21 -27 Wealth: Either wants it or gives it away. 
  28-35 High Technology (either loves to aquire/use or loathes 
  it). 
  36-43 A specific individual: Hates or loves 'em (NPC or player 
  character). 
  44-50 Specific object/item or animal - wants one or hates it. 
  51-55 Appearance: A fashion plate or a slob. 
  56-63 Danger: Either loves the thrill of danger, which usually 
  means throwing caution to the wind (the more deadly the better), 
  or despises danger and is overly cautious; a jumpy, worry wart. 
  64-69 Food: Covets and pays for only the finest foods and 
  drink (complains about common or plain food; prefers not to eat 
  it). Or eats any slop put down in front of him, the cheaper the bet­
  ter. 
  70-75 Alcohol: Either a heavy drinker with a keen taste for the 
  finest liquor, or a fanatical teetotaler, anti-alcohol prude. 
  Quentin Milton (Order #31246997)
  
  76-80 Specific person: either desires that person's love/atten­
  tionlfriendship so much, they will go to any lengths to impress 
  them or get their attention, or is obsessed with humiliatinglbest­
  ing or bringing about the person's downfalVruin (or their death de­
  pending on alignment). 
  81 -85 Gambling: Either loves it and bets on everything even 
  when on a losing streak (a gamble-aholic), or is an anti-gambler 
  who never bets on anything and looks down upon those who do. 
  86-90 Solitude: Either loves peace and quiet, and being alone 
  to the point of growing irrationally angry and frustrated if continu­
  ally bothered or interrupted, especially during quiet times; or can't 
  stand the thought of being left alone even for short periods of 
  time. 
  91 -96 Crime-busting: If of a good or unprincipled alignment, 
  the character loves to be a hero and is obsessed with stomping 
  out crime and evil everywhere. If an anarchist or evil alignment, 
  the character likes to think of himself as a master con-man or 
  criminal mastermind and engages in criminal activity and dodging 
  the law whenever he can. 
  97-00 Power/leadership: Either craves power and wants to be 
  a leader of men, or couldn't care less and prefers to be a fol­
  lower. 
  Cures for Insanity 
  1 .  Affective Disorders & Neurosis: Therapy and counseling 
  by a psychologist. Requires a minimum of three months of ther­
  apy with the following results. 
  01 -29 No effect; requires longer therapy (roll again in three 
  months). 
  30-69 Half cured. The character feels the occasional return of 
  the old neurosis or disorder when under stress; 1 -48% chance. 
  70-00 Total cure! The insanity is gone. 
  Cures by a Psionic can be faster and more effective be­
  cause the character can use hypnosis and other psionic abilities 
  to probe and understand his patient in order to help him. The 
  Psionic must be 6th level or higher. Requires six weeks of ther­
  apy with the following results: 
  01 -29 No effect; requires longer therapy (roll again in three 
  months). 
  30-60 Half cured. The character feels the occasional return of 
  the old neurosis or disorder when under stress; 1 -48% chance. 
  61 -00 Total cure! The insanity is gone. 
  Also see the super psionic power cure insanity for instant, but 
  usually temporary relief from insanity. 
  2. Curing Psychosis: Therapy and possible use of hypnosis 
  and drugs are known to control mood swings, depression, 
  schizophrenia, paranoia and stress. Treatment by a psychologist 
  requires 4D4 months of therapy with the following results: 
  01 -33 No effect; requires another six months of therapy. 
  34-68 Psychosis is replaced by a phobia (this could be an im­
  provement). 
  69-00 Total cure. 
  Treatment by a Psionic has the same results but takes only 
  three months of therapy. Also see the super psionic power cure 
  insanity for instant, but usually temporary relief from insanity. 
  3. Curing Phobias and Obsessions: There is no known 
  cure for these conditions, but prolonged or repeated exposure to 
  the object of one's fears in a controlled environment, along with 
  counseling, can lessen the intensity of the fear, making it less ir­
  rational and manageable (scared but can still function). Treat­
  ment by a psychologist requires 1 D4 months of therapy, a 
  Psionic one month, with the following results: 
  32 
  01 -39 No effect; requires 1 D4 more months of therapy. 
  40-88 Fear is lessened so that the character can function nor­
  mally, but still doesn't like the object of the phobia - ugh! 
  89-00 Fear is intensified so that there is a 50% likelihood that 
  the character will become completely paralyzed until the source 
  of the fear is removed or the person is physically removed from 
  its location. 
  Cures by Magic (any type of insanity). There may be magical 
  cures that can instantly eliminate mental and emotional illnesses, 
  as well as those induced by magic or magic curses. The trick is 
  finding someone with this magical knowledge. Furthermore, a 
  magical cure does not guarantee that the same or a different in­
  sanity might not occur as a result of a new trauma. 
  Addiction 
  The Effects of Alcoholism 
  The alcoholic is in a total, staggering drunken state 25% of the 
  time, intoxicated as often as possible (at least 80% of the time) 
  and tends to drink even more during a crisis. 
  Penalties when totally drunk: 
  -4 on initiative. 
  -2 on all other combat moveslbonuses (strike, parry, etc.) 
  Reduce speed by half. 
  Reduce the performance of al/ skills by half. 
  Alcohol Withdrawal & Recovery 
  Alcoholism can be cured, but requires a willingness to seek 
  aid and give up drinking, therapy, support of friends and absolute 
  abstinence from all types of alcohol. 
  The following are Alcohol Withdrawal Symptoms & Penalties 
  (Cold Turkey): 
  First Week: -5% on all skills, -2 on initiative, strike, parry, and 
  dodge, and speed is reduced by 25%. Has the shakes, head­
  aches, feels very sick and insecure. 75% chance will fall back to 
  drinking; roll every day of the week unless alcohol is not avail­
  able. 
  Second Week: -2% on all skills, -2 on initiative, -1 to strike, 
  parry, and dodge, and speed is reduced by 1 0%. Still shaky, in­
  secure, irritable, and craves alcohol. 40% chance will fall back to 
  drinking; roll every day of the week unless alcohol is not avail­
  able. 
  Third through Sixth Week: -1 on initiative. Still shaky and in­
  secure, but feels much more confident and physically well. 1 5% 
  chance will fall back to drinking; roll once a week and when under 
  great stress. 
  The next six months: Now it's a battle to stay dry; 1 5% 
  chance the character will return to alcohol under extreme pres­
  sure. Roll for each high pressure situation. 
  After six months: There is still a possibility of returning to 
  drink, particularly when under extreme pressure or depression; 
  5% chance when in crisis. If the ex-alcoholic should ever drink 
  again, there is a 1 -43% chance of becoming addicted again. Roll 
  for each glass drunk. A character can attempt to fight alcoholism 
  repeatedly. 
  The Effects of Drug Addiction 
  Drug addiction is generally more severe in its effects and in­
  itial withdrawal symptoms than other addictions. However, once 
  detoxified, the person is less likely to return to drugs than an al­
  coholic. Most references to drug addiction refers to hard drugs, 
  such as L.S.D., heroin, P.C.P., barbiturates (downers), ampheta­
  mines (speed), cocaine derivatives, and mood altering drugs. 
  Quentin Milton (Order #31246997)
  
  Roll on the following table for random effects of drugs on 
  the character's disposition while intoxicated. 
  01 -10 Quick tempered, argumentative; +1 on initiative. 
  1 1 -20 Totally passive and a bit disoriented, just wants to be 
  left alone and enjoy the high. The character will not fight unless 
  forced into it, and is -5 to parry, dodge or roll with impact, no in­
  itiative. 
  21 -30 Extremely paranoid. Trust no one, not even friends; +1 
  on initiative. 
  31 -40 Disoriented, has difficulty following the movement of 
  others; -2 to initiative and strike, -4 to parry and dodge. 
  41-50 Hallucinations! Totally oblivious to the real world; 1 -50% 
  chance of not recognizing a friend or foe, or of attacking a friend 
  or innocent stranger thinking him an enemy. -4 to initiative, strike, 
  parry and dodge. 
  51 -60 Withdrawn, quiet - spaced out. -3 to initiative, strike, 
  parry and dodge, -6% on all skill performance. 
  61 -70 Secure and confident, but only when high, despite the 
  fact that he is -5% on all skills and -1 on initiative. 
  71 -80 Depressed, pessimistic; -8% on all skills, -2 on initiative. 
  81 -00 Reoccurring hallucinationslflashback when under se­
  vere pressure or life and death combat! Loses sight of the real 
  world. Roll percentile dice for the character's response: 1 -33% 
  chance of not recognizing a friend or foe and attacks whomever 
  he believes is his enemy. 34-65% fights in a frenzied blood lust, 
  shows no mercy and will not stop until all his enemies are slain 
  (real or imagined), unless restrained; +1 to initiative, strike and 
  parry. 66-00% the character knows things are not right, that he's 
  experiencing a hallucination and consequently is tortured and 
  confused by it; -2 to initiative, strike, parry and dodge, and -10% 
  on the performance of all skills. 
  Some general notes about drugs: 
  * Takes 1 0-20 minutes to take effect. 
  * Effects last 45 minutes to two hours. 
  * Remains in system even after the high is gone for 48 hours. 
  * Addicts need a continual supply, taken at least twice a day. 
  Drug Withdrawal & Recovery 
  Drug addiction can be cured, but requires a willingness to 
  seek aid and being slowly weaned off its dependency. Total with­
  drawal, or going "cold turkey," is the sudden abstinence from an 
  addictive drug. 
  The following are Withdrawal Symptoms & Penalties of going 
  "Cold Turkey" : 
  First Week: -35% on all skills, reduce speed by 50%, -8 on all 
  combat skills. Violently ill with fever, body tremors, vomiting, 
  headaches, and convulsions, as well as feeling helpless, angry 
  and desperate (needs his fix). 75% likelihood of taking drugs if 
  available; roll every day of the week unless not available. 
  Second Week: -20% on all skills, -4 on all combat skills. Still 
  feels sick with fever, chills, nausea and all the rest. Feels angry 
  and depressed, extremely volatile temper. 50% chance of taking 
  drugs if available; roll every day of the week unless not available. 
  Third Week: -10% on all skills, -2 on all combat skills. Feels 
  weak and insecure, but considerably better. 28% chance of tak­
  ing drugs if available; roll every day of the week unless not avail­
  able. 
  Fourth Week: Completely detoxified, only psychological de­
  pendence remains; needs continuing support from friends (possi­
  bly therapy). 1 4% chance of taking drugs if available; roll once a 
  week. 
  33 
  The Next Six Months: This is the battle to stay clean; 1 0% 
  chance the character will return to drugs under extreme pressure 
  or depression. Roll for each high pressure situation. 
  After those Six Months: There is still little chance of turning 
  to drugs even under extreme pressure. A character can attempt 
  to fight addiction repeatedly. 
  Optional :  
  The Crazy Hero 
  Crazy super characters seem to be more and more popular in 
  comic books. Some are fanatically driven, some given to frenzy, 
  others have multiple personalities and still others are just plain 
  coo-coo. Playing a hero who is mentally or emotionally off-kilter 
  can be a lot of fun if player for a bit of color and comedy. How­
  ever, the nature of the insanity directly effects, and often limits, 
  the character. Experienced role-players should have no problems 
  with such a character. On the other hand, new players may find 
  the crazy element a little too demanding or awkward to play right 
  away. Insane characters are not for everyone. The rules are op­
  tional and should NOT be imposed on any player who feels un­
  comfortable with the idea. 
  Creating the Crazy Hero 
  The creation of a wacko character is easy. He or she is de­
  signed exactly like any other character in Heroes Unlimited. De­
  termine the attributes, hit points, SD.C., skills, alignments, power 
  category and powers, just like always. The twist comes in how 
  the character sees himself or how some random crazy element 
  effects his or her life. The exact type of affliction can be selected 
  from one of the following or determined by random rolls. All the 
  crazy elements are presented in a chart/table form so that per­
  centile dice can be used if desired. As you already know I per­
  sonally favor the random roll. 
  Some things to keep in mind when playing one of these es­
  tranged characters, is that they truly believe the conditions of 
  their affliction and nobody is going to convince them otherwise. 
  This is true even under life threatening situations. 
  Select one wacko characteristic or roll on the Random Crazy 
  Element Table. 
  Random Crazy Element Table 
  Roll Percentile Dice 
  01 -30 Frenzy 
  31 -60 Power by Association 
  61 -85 Multiple Personalities 
  86-00 Crazy Man 
  Frenzy 
  The hero who suffers from a frenzy will appear normal most of 
  the time, but will fly into a wild, uncontrolled rage under certain, 
  high pressure, conditions. What triggers a frenzy varies some­
  what, but is usually on the following (roll percentile dice). 
  01 -20 Intense Frustration 
  21 -50 Intense Anger 
  51 -80 Intense Pain 
  81 -00 Extreme Tension 
  Intense Frustration arises when the character feels helpless, 
  very confused or trapped into a situation he/she can not tolerate. 
  At a certain pOint the person can not endure any more and 
  snaps, flying off into a frenzy. 
  Quentin Milton (Order #31246997)
  
  Intense Anger is probably the most common catalyst for a 
  frenzy. As in all the cases for frenzy, we are talking about high 
  pressure situations that already have the characters blood boiling 
  and adrenaline pumping. Not common little peeves or dislikes. 
  The anger frenzy is likely to occur in battle if things are not going 
  well (the thought of defeat is too much to bear), an innocent per­
  son or ally is hurt or tortured or if the villain(s) verbally mock the 
  hero and his buddies. Anger can also happen when extremely 
  frustrated by bad luck or carelessness/stupidity by others (or 
  self). It is not wise to make the character mad! "Watch it buddy, 
  you won't like me when I'm mad." Truer words were never spo­
  ken. 
  Intense Pain can also be a catalyst for a frenzy. The charac­
  ter will only endure so much before he/she is suffocated by a 
  sense of overwhelming failure, fear of death and physical pain. 
  The hero flies into a frenzy when al/ S.D.C. points are gone 
  and/or approximately half his hit points are depleted. When this 
  happens the person is engulfed by an uncontrollable rage 
  (frenzy). 
  Extreme Tension is another inducer of frenzy. If the hero is 
  super nervous or so pent-upltense about something, he/she is 
  likely to fly into a rage. This occurs when the character feels un­
  der a lot of pressure, especially do or die type situations. At a 
  critical point, where tension is greatest, the person becomes fren­
  zied. 
  When the character succumbs to a frenzy he or she is over­
  come by emotion and supplemented by adrenal and other chemi­
  cal reactions in the body. This plunges the character into a 
  berserker rage or bloodlust that blinds the person to everything 
  but the focus of the rage. All sense of personal safety is lost. The 
  environment, dangers, purpose, and friendships are forgotten 
  when the enraged person is engulfed in an unreasoning frenzy. 
  He can only lash out wildly, desperately, to destroy the source of 
  34 
  frustration, anger, pain or tension. The frenzied hero's thoughts 
  are primal and ferocious: kill or be killed, escape or die, fight until 
  the enemy is stopped or he stops you! Because the character 
  can no longer distinguish between friend or foe, he will lash out 
  an anybody who gets in the way. The frenzied hero caught in a 
  blood lust must lash out. Wants to hurt and destroy. If no living 
  target/enemy is available he will vent his rage on a room, de­
  stroying everything within it, or vehicle, or machinery, and so on. 
  Whatever is handy or perceived to be a part of the problem will 
  become a target to be smashed. The ferocity of the onslaught is 
  terrifying for there is no restraint nor thought, only action. 
  Although a timely frenzy can be helpful and save lives, it is 
  equally likely to hurt or even kill innocent people. For Example: 
  Combat is going badly. The villains seem to be triumphing; ten­
  sion is high. A friend and fellow hero is blasted from behind into 
  unconsciousness and almost killed. The hero who suffers from 
  frenzy is outraged by this act of treachery against his friend. Sud­
  denly everything becomes a blur as the rage takes over. The 
  frenzy begins. The crazed hero becomes a wild man, attacking 
  with incredible speed, skill and ferocity. The villains fall, one after 
  another. A pair try to flee, but are struck down. Their pleas for 
  mercy falls upon deaf ears. A figure steps from around the cor­
  ner. The wild man sneers and attacks. His victim shouts "Halt! 
  Police!", but the words are meaningless. The policeman falls to 
  the hammering assault. The law officer could just as easily have 
  been a woman or child. To the frenzied character there is no dis­
  tinction. He pauses looking for more "enemy" . The mayhem will 
  continue until the frenzy wears off all opponents are defeated, or 
  the wild man is subdued. 
  The power of the frenzy: Lost in an unreasoning berserker 
  rage the character will first lash out at the focus of his/her rage 
  and then all known enemies. Anybody else, innocent bystander, 
  friend or foe, who tries to stop the character or even attracts his 
  Quentin Milton (Order #31246997)
  
  attention, will be attacked with full force. As soon as one target is 
  rendered helpless (this can mean stunned, unconscious, coma, 
  trapped, killed or otherwise incapacitated) the wild man tums his 
  attention to the next target. Instinctively, the most dangerous tar­
  get is attacked first, unless others get in the way. 
  Frenzy bonuses and abilities: One additional attack per me­
  lee, +30 S.D.C., +1 06 damage which applies to all physical at­
  tacks, as well as superpower type blasts and beams (does NOT 
  apply to mechanical weapons like guns), +1 to strike, parry, 
  dodge, roll, and speed is increased by 30%. Duration: The frenzy 
  will not stop until all opponents are defeated, the frenzy wears off 
  or the character is subdued. A frenzy will normally last one melee 
  (15 seconds) for each Physical Endurance (P.E.) attribute point. 
  For Example: A hero with a P.E. of 1 2  will be lost in a frenzy for 
  1 2  melees. That's three minutes. After that time the character will 
  snap out of the rage and function normally. All affects and bo­
  nuses of a frenzy are temporary! This includes the 30 S.D.C. 
  Don't be confused by the temporary S.D.C. Any damage comes 
  off of that temporary physical S.D.C. bonus first. After the frenzy 
  and extra S.D.C fades the damage sustained by the temporary 
  30 S.D.C. is a little more than painful cuts and bruises. Do NOT 
  subtract those 30 S.D.C. damage from the character's normal 
  physical S.D.C. 
  Power by Association 
  This unusual fixation has the character convinced that he 
  gains his strength, skills or powers from some sort of object or 
  other worldly source. This is not true. The hero's abilities are 
  natural or achieved through training and have nothing to do with 
  any outside force. Yet, psychologically, the character is totally de­
  pendent on the object of his fixation. A sort of super security 
  blanket that gives him/her the confidence to be a super crimebus­
  ter and champion of justice. These characters are so dependent 
  on their imagined source of power that they are powerless with­
  out it. Even if threatened with death they will not change their be­
  lief. The mind is a powerful force that remains a mystery. It is 
  very possible that without the psychological focus and security of 
  a particular word, object or perspective, that the person would 
  never have discovered his special abilities nor become a hero. 
  There are six common factors that seem to stimulate superhu­
  man response and abilities. Roll percentile dice to determine 
  which one affects your character. Note: None of these apply to 
  robots or bionic hero categories. 
  Hero by Association 
  Powers Stem From . . .  
  01-1 6 Daytime Complex 
  1 7-30 Nightime Complex 
  31 -50 Popeye Syndrome 
  51 -70 Magic Object 
  71 -85 Power Words 
  86-00 Solar Syndrome 
  The Daytime Complex is the belief that ones abilities exist 
  only during daylight hours. Thus, from the first few seconds of 
  dawn till the last rays of sunlight disappear with the setting sun, is 
  the character endowed with exceptional abilities. At night the 
  powers are gone and he or she is a relatively normal human. Al­
  though the hero believes his/her powers are linked to the sun, it 
  is not the same as being solar powered. This character's powers 
  andabilities are unimpaired by being indoors or locked in dark­
  ness. As long as it is daytime the person is a super endowed 
  hero. It is the time of day that affects the abilities. Bonuses and 
  Penalties: During nightime hours the hero believes he has no 
  special powers or skills, but can still use his/her conventional 
  skills and training just as any normal human. If the character is 
  invulnerable or super strong he will imagine pain and vulnerabil-
  35 
  ity, or normal human strength (P.S. 1 2  maximum). The hero's 
  identity/name is likely to refer to the sun, heat or light. 
  The Night Time Complex is identical to the daytime complex 
  except that the character believes his/her powers exist only dur­
  ing night hours. From dusk till dawn this person is a super hu­
  man. With the first light of day those powers and abilities fade. All 
  the same conditions listed under the daytime complex apply to 
  the nightime complex except during night hours. Being exposed 
  to any kind of light during night hours has no adverse effects. The 
  only applicable factor is the hour of the day (nightime). Note: The 
  hero is likely to use a code name that reflects the night or dark­
  ness, such as Night Hunter, Moon Beam, etc. 
  The Popeye Syndrome is the belief that a particular type of 
  food or drink gives the character his super abilities. Without this 
  special food the hero is just an ordinary Joe with no unusual pow­
  ers. Consequently, the power giving foodstuff must be eaten be­
  fore super heroics can begin. The metamorphosis happens just 
  like the old Popeye cartoons. The WOUld-be hero pops a handful 
  of his/her special "power" food and zowie! . . .  an instant power­
  house. 
  Conditions and limitations: Generally, the "power food" can 
  be eaten raw or prepared in any way. Quite literally one full hand­
  ful of the stuff will instill the character with powers (Whatever 
  powers or abilities the person may actually possess. Nothing new 
  or random). Duration: One handful will instill superhuman powers 
  for approximately THREE HOURS. At the end of that time an­
  other handful of the power food will be needed to remain super 
  endowed. There is no limit to how many times per day the food or 
  drink can be eaten. Type of Food: The food or drink should be an 
  exotic, or bizarre item or combination of items. Players can 
  make-up something or use the table that follows. 
  Random Power Food Table 
  Roll Percentile Dice 
  01 -05 Garlic 
  06-1 0 Asparagus dipped in vanilla yogurt. 
  1 1 -14 Raw Rhubarb (crunchy, celery-type sticks with tough, 
  stringy fibers). 
  1 5-19 Granola Bar (fruit types are the best). 
  20-23 Chicken Livers 
  24-27 Raw Brown Rice 
  28-32 Pig's Ear 
  33-36 Parsnips and Pumpkin Seeds 
  37-40 Dogfish Croquettes 
  41 -45 Corn Husks (just the husks) 
  46-49 Eel Marinated in Red Wine 
  50-53 Fresh Chives and Parsley 
  54-57 Anchovy Stuffed Grape Leaves 
  58-62 Oxtail 
  63-66 Carrot Juice 
  67-70 Apple Cores 
  71 -75 Cabbage Quiche 
  76-79 Pickled Herring 
  80-83 Instant Breakfast Mix (must be mixed with low fat milk). 
  84-88 Collard Greens (a green, leafy vegetable, like spinach) 
  89-92 Walnuts and Bay Leaves 
  93-96 Raw Eggs and Bean Sprouts 
  97-00 Twinkies 
  Why does the character believe these foods give him/her in­
  credible powers? The simplest, most common reason is because 
  his/her super abilities manifested itself for the first spectacular 
  time right after eating that particular food or drink. As a result, the 
  powers are associated with a specific type of food. The character 
  may have all kinds of ridiculous explanations or theories, but it's 
  purely psychological. 
  Quentin Milton (Order #31246997)
  
  The Magic Object Syndrome is the absolute certainty that a 
  special object is the source of the person's powers. The source 
  of the power is usually thought to be mystical, supernatural or ex­
  traterrestrial. Without the object the hero is powerless, just an or­
  dinary human (or so he/she believes). If the power object is lost 
  the hero will become depressed and despondent for 306 weeks. 
  The only exception is the time spent searching for the lost item. If 
  the item can not be recovered the character will become an ordi­
  nary person, leading an ordinary life. His exceptional powers for­
  ever locked within him. 
  G.M. Note: If the power object is permanently lost, you could, 
  at your discretion, allow the character to become empowered by 
  some new, equally silly means, such as one of the other condi­
  tions listed in this section. However, this should occur only after a 
  painfully long time and if it does NOT screw-up your game conti­
  nuity. Most of the time (60%) the character will never find an al­
  ternative, psychological power source. 
  The object is not really magic so it can be anything: A ring, old 
  coin, favorite childhood toy (teddy bear), earmuffs, medallion, 
  staff, walking stick, jewelry, cloak, cape, shoes, belt, flashlight or 
  bottle cap. Anything at all. The object is usually small enough to 
  carry or be worn and should have some odd or distinguishing 
  feature. 
  The Solar Syndrome has the character convinced that he is 
  solar powered. This is different than the Daytime Complex in that 
  the hero believes he actually draws on the sun's energy like a so­
  lar battery. With sunlight shining brightly and/or directly on the 
  hero, he/she is at absolute full power and confidence. So confi­
  dent that the hero is tougher and better at everything. 
  Bonuses and penalties: In full daylight or in direct sunlight 
  the character is at full power; adds +1 0 to his/her S.D.C. and 5% 
  to all skills. In shadow, artificial light or a gloomy day, all the abili­
  ties are half and skills are (minus) -5%. In darkness or at night 
  (without artificial light) the character has NO superhuman pow­
  ers, and skills are -20%, because of his lack of confidence and 
  feeling of inadequacy. 
  Power Words are another form of hero/super association that 
  has the person believing to be empowered by a word code or 
  phrase. Usually the person believes the word(s) to be of magic, 
  supernatural or alien origin. To become a superhuman the per­
  son needs only to shout the super words, and sha-zoom _ a hero 
  is born. The person is completely convinced that he/she is an or­
  dinary person with NO powers. It is the power words that make 
  them something more. Thus, the word(s) must be shouted in or­
  der to become a superbeing! If the word(s) are not spoken the 
  person remains a mere, powerless mortal. 
  Multiple Personality 
  One of the more unusual phenomenons are heroes with sev­
  eral distinct personalities. Each of these different personalities 
  manifest themselves as a completely different person, with differ­
  ent dispositions, attitudes, and beliefs. This is a much more com­
  plex character and will require rolling on several tables. 
  Step One: How Many Separate Personalities? 
  Roll Percentile Dice 
  01 -30 Two 
  31 -50 Three 
  51 -65 Four 
  66-89 Five 
  90-00 Six 
  Step Two: Who Is The Dominant Personality? 
  This is the main hero personality, so it should be among the 
  most "good" and competent of all the personalities. 
  A. Name: Player's choice. 
  36 
  B. Alignment: Player's choice of principled, scrupulous or unprin­
  cipled. 
  C. Disposition: Roll or pick from the optional rules section for 
  rounding out one's character. 
  D. Rejects the belief of having a split personality, so he/she does 
  not know about the other personalities. 
  The main personality will be the one most often in control. 
  Step Three: 
  Who Are The Other Personalities? 
  A. Name each one. 
  B. RoITTor random alignment of each personality. 
  01 -20 Principled 
  21 -35 Scrupulous 
  36-50 Unprincipled 
  51 -65 Anarchist 
  66-77 Miscreant 
  78-89 Aberrant 
  90-00 Diabolic 
  C. Personality Quirks/Attitude: Roll for each personality (or 
  choose). 
  C. Personalities of Good Alignment: 
  01 -10 Despondent: Withdrawn; curls up into a fetal position 
  and gurgles. Can not fight or take any action. Can not use pow­
  ers or even communicate. 
  1 1 -20 Coward: Afraid of everything: heights, flying, fighting, 
  knives, guns, etc. Will fight only if absolutely necessary, and then 
  only enough to escape. This character will surrender at the slight­
  est hint of trouble. Super abilities can be used, but only for self­
  preservation. He may use the powers to help friends, but would 
  rather stay on the sidelines. Penalties: Always the last to attack in 
  a melee round. Skills are - 1 0%. Doesn't know any of the other 
  personalities. 
  21 -30 Pacifist: Gentle, merciful and compassionate. This 
  character is as bright and bold as the main personality (maybe 
  even more so), but will not fight. This personality is adamant 
  against fighting for any reason. If confronted he will dodge, parry 
  and try to otherwise incapacitate a foe, all the while delivering a 
  speech against fighting and cruelty. He can use his powers, but 
  will rarely use them against others. Will NEVER kill, torture or 
  strike out of anger. There are no power or skill penalties. Bo­
  nuses: +2 to dodge, +1 to parry and roll. Knows about the domi­
  nant personality only. There is a 40% chance that he can be 
  convinced to let the dominant personality back into control, but 
  only under extreme protest (too violent). 
  31 -40 Arrogant Warrior: Cold, aloof, snob, but extremely ca­
  pable and confident (over confident). Tends to be incredibly inde­
  pendent, rude and insensitive. To this personality there are two 
  points of view to everything; the wrong one and his (the only right 
  and logical opinion). This personality uses his powers and skills 
  as he sees fit; usually cold and calculating. There are no skill 
  penalties. Bonuses: +1 0% on all skills, + 1 to parry. Knows all the 
  other personalities, but will not willingly let any of them resurface. 
  After all they are inferior to him. 
  41 -50 Righteous Indignation: A personality that has a black 
  and white view of the world. Evil must be crushed at all costs. 
  This is a war, thus the end justifies the means. He tends to be 
  judgmental, reactionary and brutal toward evil. Gentle and com­
  passionate to the good and innocent. A potentially volatile and 
  dangerous character. There are no skill or ability penalties, nor 
  bonuses. He uses his extraordinary abilities well. Knows and de­
  spises all the other personalities for one reason or another. 
  There's a 50% chance of convincing him to let any of the other 
  personalities out, except the arrogant warrior. 
  Quentin Milton (Order #31246997)
  
  51 -60 The Normal: A very mundane, innocent, bumbling 
  nerd-like youth (teenager) who knows nothing about super abili­
  ties, crimefighting or heroics. He is friendly, but shy, and totally 
  bewildered about super beings. He has no recollection of his 
  other personalities or super abilities. Penalties: Can NOT use his 
  extraordinary abilities, has no combat training (one attack per 
  melee), and only high school equivalent skills and knowledge. 
  This is a normal kid! 
  61 -70 The Wildman: An overzealous, gregarious, and ex­
  tremely hyperactive personality with delusions of grandeur. He is 
  fanatically loyal and dedicated to crime fighting, justice and the 
  American way. He is very reactionary, takes needless risks, and 
  has a complete disregard for his personal safety. This is a char­
  acter whose intentions are always 1 00% sincere, but acts without 
  considering the consequences. Basically, a nutcase with a heart 
  of gold. Penalties: Suffers from the Frenzy condition discussed 
  elsewhere in this section (triggered by anger or pain). Bonuses: 
  Can use all powers and skills equal to the dominant personality. 
  +4 to roll, +1 to parry and dodge. Add 1 0ft to leaping (up and 
  across) abilities and 20% to climbing, swimming and balancing 
  skill abilities. This personality knows all the others, and can be 
  convinced to let any of them take control if it is for the good of the 
  group or a good cause; 80% likelihood. 
  71 -80 Hypochondriac: A personality obsessed with cleanli­
  ness, and avoiding injury and disease. He will continually whine 
  about potentially filthy or germ laden environments, and instruct 
  his comrades about proper eating habits, vitamins, medication 
  and sanitation. If injured in the slightest (one S.D.C.), the person­
  ality will whine and moan about it for hours. Penalties: Never 
  takes the initiative, -5% on all skills. Bonuses: +1 to parry and 
  dodge, and has a paramedic skill with an 86% skill proficiency. 
  Knows all the personalities, but is hesitant to let any take control 
  because they are either too reckless or whimpy and might get 
  him hurt. And they are all "so filthy!!!!" However, there is a 50% 
  chance of being convinced to let any of them take control, except 
  the wildman because "that guy's crazy". If letting another person­
  ality take control is likely to prevent his death or grievous injury, 
  there is an 88% likelihood of letting out a different personality 
  (player's choice, but the dominant personality is most likely). 
  81 -90 Opposite Sex: Pick from or roll on the optional rules 
  Disposition table to determine the general attitude of character. 
  May or may not know of the super abilities; 1 -40% _ does not, 
  41 -00% _ does know. If she/he doesn't know about the power or 
  abilities, then all skills are -20%, there is no combat skill (one at­
  tack per melee), and extraordinary powers can NOT be used. If 
  the personality does know about the abilities he/she knows about 
  the other personalities. There is a 40% chance of it being con­
  vinced to let a different one surface. If he/she knows nothing 
  about the other personalities and can not willingly let a different 
  one surface. 
  91 -00 The Anti-Super Dude: This personality is against the 
  entire concept of super powered beings and vigilantism. Conse­
  quently, while he knows about the special powers he possesses 
  he will not use them for any reason. Nor will he engage in super­
  heroics. Penalties: -10% on all skills, no combat skill (one attack 
  per melee and no bonuses to strike, parry, dodge or roll). Bo­
  nuses: None. Knows about the other personalities, but will NOT 
  let any of them take control! 
  C. Personalities of Evil Alignments: Roll or choose for each 
  personality: 
  01 -10 Jack the Ripper: A twisted personality that preys on 
  the weak, mostly women. Some demented obsession drives this 
  personality to hurt and torment women. If any opponents are fe­
  male, she will be his first target. The more she fights, the better 
  37 
  he likes it. This is a sick individual who loves to torture and watch 
  torment. Penalties: -1 0% on all skills because he is physically ori­
  ented. Bonus: +1 to strike. Knows about his other personalities, 
  but will NOT willingly let any of them take control. Uses his super 
  abilities and skills well. Prefers blade weapons above all others. 
  1 1 -20 Traitor: A personality that goes with what is always 
  best for him. He will betray a friend or cause for money, revenge, 
  or to save himself. He will sell or steal information, equipment or 
  persons without hesitation. To this personality, everything has a 
  price and he intends to cash in on it. The character is amoral, 
  cold and merciless, taking action that will benefit only him. Com­
  pletely untrustworthy. Penalties: None. Bonuses: None. He can 
  use all powers and skills. Knows about the other personalities 
  and uses them freely to get his way or save his skin. 
  21 -30 Greedy: A personality that craves wealth and fame. He 
  will always look for the profit and value of any activity. He is a 
  stingy braggart who always connives to get the most money and 
  all the glory. He tends to be secretive, sneaky, deceptive, under­
  handed and self-centered. Penalties: None. Bonuses: None. 
  Uses all skills and powers equally as well as the dominant per­
  sonality. Although he knows about the other personality. Al­
  though he knows about the other personalities he is extremely 
  reluctant to let any of ''these losers" take control (20% chance). 
  31 -40 Kleptomaniac: A compulsive thief who just likes the 
  challenge of stealing. Steals from everybody all the time, just for 
  fun. Penalties: Has none of the dominant character's skills. Bo­
  nuses: Knows the following skills at the proficiencies listed: Pick 
  Pockets 65%, Pick Locks 55%, Prowl 55%, Disguise 60%, Sur­
  veillance Systems 50%, Hand to Hand: Basic (2nd level with 4 at­
  tack per melee total), Pilot Automobile 88%, Motorcycle 68%. 
  Knows all the other personalities and about his exceptional abili­
  ties. 
  41 -50 Blood Thirsty: A personality that loves to fight, hurt 
  people, torture and kill. A sadistic bully who shows no mercy and 
  intentionally strikes to do maximum damage. This is the person­
  ality's way of proving his superiority, as well as satisfying his 
  cruel pleasures. Penalties: -5% on all non-combat oriented skills. 
  Bonuses: +1 to strike, parry, and dodge, +1 0 S.D.C. He can use 
  the super abilities well. Although he knows about the other per­
  sonalities he will pretend not to and will refuse to willingly let an­
  other take control. 
  51 -60 Megalomaniac: Arrogant, feels far superior to all oth­
  ers; mean, cold and calculating. This personality is totally self­
  serving. The means justifies his ends and there is only the wrong 
  opinion and his opinion. Those who ignore or chastise his opinion 
  are either fools or potential enemies. The personality is only a 
  team player in the sense that he can use the team to achieve his 
  desires. Tends to be domineering (will try to usurp the leader­
  ship), insensitive and ruthless. There are no skill penalties. Bo­
  nuses: +1 0% on all skills. He knows and uses all the skills and 
  powers of the dominant personality. 
  61 -70 The Psychopath: A wild, daring, deadly personality 
  who thrives on danger. Nothing is too risky or impossible. Tends 
  to be reactionary, cruel, and strikes with deadly force. Also likes 
  cat and mouse games, as long as he is the cat. Penalties: Does 
  not know the dominant personaly's skills. Bonuses: Knows the 
  following skills at the proficiency level listed: Hand to Hand: Ex­
  pert (3rd level for a total of 4 attacks per melee), W.P. Blunt, 
  W.P. Knife, W.P. Revolver, W.P. Automatic Pistol, W.P. Rifle, 
  Sniper, Prowl 55%, Climbing 65/45%, Pilot Automobiles 92%, 
  Motorcycle 72%, Truck 76%, and Escape Artist 45%. Add +20 
  S.D.C. (applies only when the psychopath personality is in con­
  trol). Can use all extraordinary powers equal to the dominant per­
  sonality. Will not willingly allow any other personality dominance. 
  Quentin Milton (Order #31246997)
  
  71 -80 Opposite Sex: Pick from or roll on the optional rules 
  Disposition table to determine the general attitude of character. 
  May or may not know of the super abilities; 1 -40% _ does not, 
  41 -00% _ does know. If she/he doesn't know about the power or 
  abilities then all skills are -20%, there is no combat skill (one at­
  tack per melee), and extraordinary powers can NOT be used. If 
  the personality does know about the abilities he/she knows about 
  the other personalities. There is a 40% chance of it being con­
  vinced to let a different one surface. If he/she knows nothing 
  about the other personalities and can not willingly let a different 
  one surface. 
  81 -90 Hypochondriac: A personality obsessed with cleanli­
  ness, and avoiding injury and disease. He will continually whine 
  about potentially filthy or germ laden environments, and instruct 
  his comrades about proper eating habits, vitamins, medication 
  and sanitation. If injured in the slightest (one S.D.C.), the person­
  ality will whine and moan about it for hours. Penalties: Never 
  takes the initiative, -5% on all skills. Bonuses: +1 to parry and 
  dodge, and has a paramedic skill with an 86% skill proficiency. 
  Knows all the personalities, but is hesitant to let any take control 
  because they are either too reckless or whimpy and might get 
  him hurt. And they are all "so filthy!!!!" However, there is a 50% 
  chance of being convinced to let any of them take control, except 
  the wildman because "that guy's crazy". If letting another person­
  ality take control is likely to prevent his death or grievous injury, 
  there is an 88% likelihood of letting out a different personality 
  (player's choice, but the dominant personality is most likely). 
  91 -00 The Normal: A very mundane, innocent, bumbling 
  nerd-like youth (teenager) who knows nothing about super abili­
  ties, crimefighting or heroics. He is friendly, but shy, and totally 
  bewildered about super beings. He has no recollection of his 
  other personalities or super abilities. Penalties: Can NOT use his 
  extraordinary abilities, has no combat training (one attack per 
  melee) and only high school equivalent skills and knowledge. 
  This is a normal kid! 
  Step Four: 
  When Do The Different 
  Personalities Take Control? 
  The dominant personality is the one who is usually in control. 
  He or she is the main force behind the character and the one 
  who has decided to become a super crimefighter. Another per­
  sonality takes over under the following circumstances: 
  1 .  Severe shock or trauma, such as seeing a loved one 
  killed or seriously injured, psionic or drug induced hallucinations, 
  feeling completely helpless, or intense pain/torture. In these 
  cases, the personality best suited to handle the situation will take 
  control. 
  2. Coma or near death: Any one of the other personalities 
  will take random control. 
  3. Hypnosis: 50% chance of calling forth a specific personal­
  ity. If the roll fails, roll to see who takes random control. There is 
  an 80% chance of bringing the dominant personality back into 
  control when using hypnosis. 
  4. Telepathic Probe: 65% chance of pulling out a specific 
  personality. If the roll fails, roll to determine which personality sur­
  faces to take control. Once the personality is aware that a psionic 
  probe is being used to suppress him and bring out a different per­
  sonality, he gets a +4 to save vs psionics and is likely to attack 
  the psionic. If he fails to make the savings throw, there is a 65% 
  chance of pulling forth the specific personality desired. 
  5. Hypnotic Suggestion (psionic): Has a small chance of 
  being used to pull out a specific personality (30%). The current 
  personality automatically gets a +3 to save vs psionic attack 
  when hypnotic suggestion is being used. 
  38 
  6. Mind Wipe (psionic): Whenever a mind wipe is being used 
  the current, dominant personality will retreat into the subcon­
  scious, automatically breaking the effect of the mind wipe and 
  bringing out a new personality. Roll for random control. 
  Determining Random Control 
  Determining which personality takes random control is easy. If 
  you have TWO personalities, 1 -3 represents the dominant per­
  sonality, 4-6 the other, secondary, personality. THREE personali­
  ties: 1 -2 is the dominant, 3-4 a secondary personality, 5-6 the 
  other. FOUR personalities: 1 -3 represents the dominant, 4, 5 
  and 6 each represents one of the secondary personalities. FIVE 
  personalities: 1 -2 the dominant, 3, 4, 5 & 6 each represents one 
  of the other personalities. SIX personalities #1 is the dominant, 2, 
  3, 4, 5, and 6 each represent one of the other personalities. As­
  sign a numerical designation to each personality and roll a six­
  sided die to determine which one is in control. 
  The Crazyman 
  The crazy-man type hero is a wild, flamboyant, and jocular 
  character. This person might be a cross between Daffy Duck, Er­
  rol Flynn and a stand-up comic on speed. Zany, dynamic, caustic 
  and hyper. This guy is the wisecracking daredevil who seems to 
  be as cocky and carefree leaping into the jaws of death as he is 
  at a tea party. He will batter his opponent with sarcastic quips, 
  bad jokes and silly observations while he's socking it out with him 
  or facing the barrel of a gun. 
  These characters are always fidgeting. Tapping fingers, crack­
  ing knuckles, tapping feet, wringing hands, pacing, rocking, 
  standing on ones head, doing cartwheels, suspended by rope, 
  bouncing a ball, flipping a coin, juggling, etc. They are extremely 
  hyper and can't seem to sit still. In combat, they are usually the 
  one bounding into a group of baddies, hanging out the window, 
  or displaying dazzling footwork. 
  The crazy-man heroes seem to have a consistent habit of 
  laughing, giggling or snickering at the most unusual times. Usu­
  ally this occurs during combat, under high pressure situations 
  and triumph. Sometimes this can be extremely effective in rattling 
  one's foe. Other times it is downright annoying. They also tend to 
  come up with inane battle cries. 
  In combat, the crazy-man hero usually appears to be fearless, 
  leaping into a foray with a joke on his lips and armed with his 
  bare hands and a crowbar (that's a joke, son). They tend to be 
  reactionary, believe themselves to be indestructible, take need­
  less risks, and have a complete disregard for personal safety, es­
  pecially when an innocent life is at stake. 
  Bonuses and Penalties: These heroes tend to be physically 
  and action oriented, thus they are usually too impatient to master 
  skills that require sitting still and/or intense contemplation or 
  study. -10% on all skills other than physical, piloting and weapon 
  proficiencies. Add +10% to prowl, climbing, swimming, gymnas­
  tics and dancing skills. Add +4 to roll with punch, fall and explo­
  sion. Also +1 to dodge. Note: As a reactionary, the crazy-man 
  hero tends to be naive and a sucker for a sad tale, good cause or 
  pretty face. Also roll twice on the phobia table and once on the 
  obsession table found in the insanity section. These are addi­
  tional little quirks that plague the hero. 
  Quentin Milton (Order #31246997)
  
  Tradition & H istory 
  By Kevin Siembieda 
  Supermen are real ! ?  
  The fundamental concept in any game, comic book or story 
  about superbeings is that such people are real. Thus, in this fic­
  tional version of our modern Earth, us ordinary folk have come to 
  accept that superhumans, mutants, and nonhumans possessing 
  extraordinary power, soar through our smog-filled skies and fight 
  for truth and justice. Such beings are relatively commonplace, 
  say one in a million, so just about every major North American 
  city has one or two, if not more. 
  39 
  In this world of superbeings, many of the people tum to the 
  "good guys" for their protection, guidance and camaraderie. 
  Meanwhile the very existence of these "heroes" seems to draw 
  out their evil counterparts, and leads to conflicts between good 
  and evil. Of course, the very nature of humankind spawns such 
  melodrama, for humans seem to have an equal capacity for good 
  and evil. Those with "power" tend use that power in one way or 
  another - all too often, selfish and evil men and women (su­
  pervillains) use it to hurt, control and destroy. 
  Quentin Milton (Order #31246997)
  
  Heroes and villains come in many shapes and sizes; some 
  aren't human at all. Some are outspoken and flamboyant, attract­
  ing fame (or infamy) like a magnet, while others are reserved and 
  avoid the limelight, while still others try to hide their very exist­
  ence, preferring shadows and innuendo to the spotlight and cam­
  eras. 
  The term "superhero," first coined in comic books, may be 
  used as a common, catch-all name attributed to all men, women 
  and people who dare to step forward and use their unique pow­
  ers to defend, protect, and help humankind. The so-called, "su­
  pervillain" is the antithesis of the hero; cruel, self-serving or evil 
  beings who use their powers to attack, hurt and enslave others 
  for their own personal gain or pleasure. 
  Such is the realm of superbeings. Such is the world of Heroes 
  Unlimited™. 
  Heroes Throughout 
  the Ages 
  Most comic books and role-playing games use our modem 
  world as the setting for superhumans. Heroes Unlimited™ is no 
  different, but we ask this question, "When did superhumans first 
  appear in the world?" 
  In the context of this role-playing game setting, we take the 
  premise that supermen have walked the Earth since the begin­
  ning of the human race! Stories, myths and legends about great 
  heroes, prophets, oracles, demigods and gods (Beowolf, GiI­
  gamesh, Vishnu, Bishamon, Merlin, King Arthur, Hercules, Thor, 
  and countless others) may actually recount tales about real peo­
  ple with superhuman powers! The term "superhero" didn't exist 
  back then, so in the vernacular of the times, they were dubbed 
  warrior kings, spirit warriors, great heroes, immortals, demigods, 
  gods, sorcerers, and the blessed, or cursed, as the case may be. 
  Likewise, ancient accounts of strange beings, dragons, monsters, 
  demons, and faeries may actually tell of early superpowered mu­
  tants, alien visitors, and superpowered villains. With the passage 
  of time, these earliest superbeings have been relegated to the 
  stuff of legend, fantasy and faerie tales. 
  Even some historical figures known to be "real" but renowned 
  for their keen insight, great minds, strange powers, physical 
  prowess, and/or fighting abilities, may have been supermen 
  -people like Goliath, King David, Alexander the Great, William 
  the Conqueror, Ghengis Khan, St. George the Dragon Slayer, 
  Nostradamos, Leonardo Da Vinci, Confucius, Geronimo, Thomas 
  Alva Edison and thousands of inventors, healers, oracles, saints, 
  warriors, and leaders. 
  On the Earth of Heroes Unlimited, scholars and historians who 
  accept this theory have discovered there have been periods 
  throughout history in which "superhuman heroes and gods" have 
  made an appearance. Researchers have found what they call 
  waves of paranormal activity. Specific, reoccurring periods when 
  superhumans appeared in great abundance, often followed by 
  generations and even eons where only a minuscule number ex­
  isted, if any at all. The historical records also seem to suggest 
  that such "appearances" of legendary heroes, villains and super­
  beings, en masse, have never been a global phenomenon, but 
  rather limited to one particular continent, people or region at a 
  time; i.e. the ancient heroes and gods of Mesopotamia (GiI­
  gamesh), the Hindu gods of India, the heroes and demons of the 
  Orient, the legendary gods of Greece and Rome, as well as the 
  Celtic gods, and later, King Arthur, among countless others. In 
  each case, these superhuman heroes and gods played an impor­
  tant role in that part of the world, battling equally superpowered 
  40 
  monsters and madmen. These heroes and gods typically domi­
  nated several generations before they disappeared - some 
  would die, but many simply vanished or were said to have re­
  turned to their godly domain (Mount Olympus, Asgard, etc.). In 
  each of these cases, the adventures of these heroes and gods 
  are elaborate and detailed, and occasionally connected to "real" 
  historical events! In most cases, these superhuman beings, even 
  gods, possessed all too human emotions, desires and weak­
  nesses, and they had direct interactions with "mere mortals." In 
  fact, many of these ancient gods and demigods are obsessed 
  with human affairs and serve as champions (and enemies) of a 
  particular people or nation. Exactly why these heroic figures will 
  appear at a particular time, in 1 -4 particular countries, continents 
  or cultures, remains a mystery. Those who dismiss the theory 
  that superhumans regularly appeared in human culture, insist 
  these stories are nothing more than myths and fantasies. They 
  claim any similarities to each other, regardless of the time or dis­
  tance between each civilization, is coincidence and parallel CUl­
  tural developments. As for any similarities between modem 
  superbeings and the heroes of myth and legend, it is just the fic­
  tion conjured by an overactive imagination. 
  It can't be denied that if these mythic beings were really mor­
  tals and mutants with super abilities, they would certainly have 
  seemed like gods, demigods, demons, saints and sorcerers to 
  ordinary humans. The advantage these powers gave the super­
  being would quickly elevate him or her in society and help in 
  achieving goals and (if desired) power. In more primitive days, a 
  boy with Super Strength, Super Prowess or Super Speed would 
  have had a tremendous advantage over his rivals and oppo­
  nents. If combined with Invulnerability, Healing Factor or Genius 
  (strategy and tactics), the individual would likely become a legen­
  dary warrior or leader. Those with the powers of energy expul­
  sion, transformation, and other spectacular abilities would have 
  been regarded as something "more than human," perhaps as the 
  child, chosen, or avatar of a god, or a god himself. Inevitably, it 
  would be the individual's deeds that would earn him or her a 
  place on the side of good or evil. 
  The presence of ancient superbeings might also explain such 
  enigmas as the pyramids, Stonehenge, the Nazca Lines, the an­
  cient electric battery and a great many other mysteries that seem 
  to defy modern science or the technology of the era. 
  The controversial scholars and historians who believe such 
  mythical characters were indeed superbeings, see our present 
  day as a new age of "gods and heroes" - or as they would be 
  called today, "superbeings and superheroes." This time, they ap­
  pear on the North American continent, for while other nations 
  throughout the world have a smattering of superbeings, North 
  America, particularly the USA and Canada, contain a dispropor­
  tional part (at least 42% and 1 5%, respectively) of the world's 
  known superbeing population. Now some argue that the initial 
  emergence and acceptance of superhumans in the United States 
  and Canada has served to attract them to these parts of the 
  world above and beyond others, thus making North America the 
  unofficial, "home of the superbeing." A similar argument is used 
  by those who insist that the presence of one or more super "he­
  roes" inevitably attracts supervillains and other dangerous super­
  beings. 
  The debate as to whether or not superhumans have existed 
  throughout human history is likely to never be resolved, however, 
  those who believe it is true have a warning. Historically, the prolif­
  eration of superhuman heroes, sorcerers, demons and godlings 
  preceded war or great conflict - a conflict that required the inter­
  vention of superhumans. Often these wars grew out of the inter­
  vention of these gods and heroes (taking sides, seeking revenge, 
  helping one people and not another, etc.). Just as frequently, ti­
  tanic clashes resulted from conflicts between one group of gods 
  Quentin Milton (Order #31246997)
  
  41 
  with another, catching ordinary humans in the cross-fire or using 
  them as fodder or pawns in their games and wars, or as prizes to 
  be won. Inevitably, these mythic beings seemed to polarize into 
  opposing factions, with one side representing the forces of good 
  and the other, the forces of evil - not unlike super "heroes" and 
  super "villains" of the modern wor1d! Ultimately, these opposing 
  powers clashed, sometimes in subtle ways (evil ones instigating 
  or plotting disasters, plagues, treachery, evil deeds, and war 
  among mortals, while the forces of good sought to foil their plans 
  and prevent disaster) to outright war! Wars were sometimes 
  fought entirely or mostly among the gods, but typically involved 
  mortal humans, with the planet Earth serving as the field of bat­
  tle. 
  A brief history of 
  Superbeings in America 
  The occasional known or suspected super "hero" can be 
  traced back to the American Revolutionary War (500 years earier 
  among some Indian Tribes), but before the 20th Century, Ameri­
  can history records fewer than a dozen suspected superbeings. 
  For whatever reason, superbeings began to appear with the 
  advent of Wor1d War II, particularly in the United States, as op­
  posed to war-torn Europe where one might surmise they were 
  more desperately needed (of course most American superbeings 
  of the 1 930's and 40's did join the War). An estimated 70 super­
  beings, heroes and villains, appeared between 1 940 and 1 950. 
  The 1 950's and 60's showed a decline in superbeings and 
  many (not all) of those who appeared in the 1 940's retired or 
  went into seclusion. 
  However, the late 1 960's saw a subtle increase of superbe­
  ings in the United States, and a somewhat startling appreciation 
  and acceptance of them. Within a few years, a handful rose to 
  the status of national heroes, and many more became regional 
  celebrities, renowned crimebusters and protectors, as well as ne­
  farious villains. Some feel that this acceptance and celebrity of 
  superhumans led to a superbeing explosion in the Americas and, 
  to a considerably lesser degree, around the wor1d. 
  Today, there are at least one thousand superbeings in the 
  United States alone, with more popping up every day (perhaps 2-
  3 times more than is officially acknowledged when including 
  those who have chosen to ignore or conceal their unique powers 
  and live ordinary lives, especially those with comparatively minor 
  abilities). Conservative estimates suggest that one in every mil­
  lion people possesses super abilities. Note: These numbers are 
  frequently disproportionate to actual land areas and population. 
  That is to say, nations like the USA and Canada with a consider­
  ably smaller population than, say, China, have many more super­
  beings than China with its billion plus population. 
  The explosion of superbeings has led to increasing social, 
  moral and political issues regarding the use of their powers, re­
  sponsibilities, vigilantism, the law, secret identities, and duty to 
  one's nation, as well as many other debates and concems. In ad­
  dition, there are splinter groups that both support and condemn 
  the so-called "superhero." Those who speak against such heroes 
  raise such questions as lawlessness, law enforcement, double 
  standards, ethics, morals, secrets, paranoia, the presence of ali­
  ens from other worlds (not to mention mutants, "unholy aberra­
  tions") and the ever present fear that superbeings may represent 
  a threat to humankind ("What's to stop these superfreaks from 
  conquering and enslaving the world someday?"). Yet despite the 
  naysayers and paranoiacs, the majority of public opinion is posi­
  tive and supportive of super "heroes· (popularity fluctuates, on 
  average, between 59% and 85%), especially for those who have 
  Quentin Milton (Order #31246997)
  
  earned the public's trust and respect with years of public service. 
  This is the modern world of Heroes Unlimited™. 
  Optional : Role-Playing 
  Tradition & Heritage 
  Keeping in mind that on the Earth of Heroes Unlimited, super­
  beings, heroes, mercenaries and supervillains have existed in 
  large numbers for over 50 years, players may be playing a super­
  being who comes from a long line of heroes, or who is following 
  in the footsteps of his (or her) Grandfather, Father, Uncle, Men­
  tor, etc. If so, the superbeing (hero or villain), even before em­
  barking on his first mission, represents a particular family, 
  heritage, or tradition and reputation eamed by those who came 
  before him. This can be a blast to play! The new young turk who 
  has assumed the identity of his father (or mentor, or whoever), or 
  who appears as a new hero, but with an emblem, name/hero 
  identity, and/or costume design that can be linked to a particular 
  hero, group or tradition of heroes from the past. 
  The Legacy of Heroes 
  The idea behind Heroes Unlimited™ has always been to al­
  low players to create (or recreate) virtually every type of comic 
  book hero imaginable. The consideration of a heroic "legacy" or 
  "history," can add incredible dimension to player characters, vil­
  lains as well as heroes. 
  Those who follow a family tradition, honor the legacy of a fa­
  mous organization/group, or who take up the name and costume 
  of a previous superbeing (presumably a retired or deceased one) 
  has big - gigantic - shoes to fill. This character is likely to feel 
  both honored and pressured to live up, or down, to the reputation 
  and expectations that this association with the past will bring. 
  The following are just some of the elements a hero (or villain) 
  with ties to the past, an already famous hero (or villain), or a 
  group or family of superbeings, may fall into. They are provided 
  as guidelines and food for thought, so the G.M. and players are 
  encouraged to build on these or create an entirely new ones. 
  Good or evil, there will be shadows from the past. In most 
  cases, his links to the past (good, bad or mostly indifferent) will 
  haunt him. All the baggage that comes with the past glory, suc­
  cesses, failures, crimes, accusations and reputation (true or 
  false) and being identified with a particular name, costume and 
  past will both help and hurt the new hero. 
  Whoever takes up the mantle of justice (or villainy) by assum­
  ing the identity and costume (modified or exactly the same) of a 
  preexisting hero (or villain) is continuing a "legacy." His actions 
  will shine upon or tarnish the past reputation. The current man or 
  woman behind the mask may overshadow his/her predecessor in 
  fame and glory, or in infamy and shame. Likewise, a hero or vil­
  lain who is associated in some way with a past or present hero, 
  organization, or tradition, may bring glory or shame to his associ­
  ates. He may take actions or say things that may besmirch the 
  reputation and good will of those he's associated with - "I can't 
  believe somebody like the Masked Crusader could ever have 
  trusted somebody like that! How do we know that the Masked 
  Crusader isn't involved somehow? Gee, can we trust anybody 
  who hides behind a mask?" or, "Well you know what they say, 
  the apple doesn't fall far from the tree," and so on. 
  In fact, a good guy tumed bad typically breeds fear and worry 
  about all masked heroes in general, and those closest to the 
  turncoat will be specifically looked upon with concern or disdain 
  ("Why didn't they see this coming? Can we trust their judge­
  ment?" etc.). 
  42 
  Superbeings who strive to become protectors and heroes take 
  on huge responsibilities and deal with reputation and trust prob­
  lems as it is. Consequently, a loose cannon, show-off, hotheaded 
  loud mouth, misanthrope, fanatic, or irresponsible colleague, to 
  name just a few, can become a liability for the entire group or as­
  sociates. This of course, typically leads to comrades disassociat­
  ing themselves with the troublesome character. Those who don't 
  (and there are circumstances where heroes and friends 
  shouldn't) are likely to pay the price by getting their share of bad 
  press and related trouble (revenge, charged with crimes, etc.). 
  Fulfilling or Fighting a Legacy 
  When playing a character who has a "past," there are a 
  number of questions and issues to consider. 
  Legacy of heroes. Why is the character following in his fa­
  ther's (or Mother's, Brother's, Uncle's, etc.) footsteps? Or is he 
  the student, protege, or just a fan of a famous hero (or villain)? 
  Does he adopt his own identity, but with known or obvious ties 
  to the famous hero, family or a hero (or villain) group that came 
  before him? Or does he adopt the exact identity of the former 
  hero, pretending to be him? 
  Does he wear the famous costume, or does he modify it? 
  If the old hero (or villain) still lives, what does he think of this? 
  Does he try to meet the character? Does he become his mentor 
  or a supporter, or an enemy? Does the old hero approve or dis­
  approve, and what does he do about it? Try to strip the character 
  of the super identity and good will that comes with it, because the 
  kid hasn't eamed it, or doesn't deserve it? Does he come back 
  into action? Or does he introduce his own "official" protege to 
  take his identity? 
  Does he uphold the same values as those who came before? 
  If not, there is likely to be hell to pay if his values are less than his 
  predecessor. Is he better or worse? Is he or she as brave or cow­
  ardly? Fair and compassionate or self-serving and dispassion­
  ate? And so on. 
  Legacy of evil. Is this the son or daughter of an infamous vil­
  lain who has inherited super abilities, but who has rejected the 
  evil ways of his father? If so, does he try to hide his past? Will the 
  public (and other heroes) ever trust him? If not, how does this af­
  fect him (Make him bitter and cruel? Turn him toward evil and be­
  come a traitor or supervillain? Perseveres regardless of what 
  people think or say about him - staying a true hero? Or what)? 
  Is there a sibling, cousin or protege of his father who resents, 
  hates and hounds him (blood enemies)? Is Daddy still alive? If 
  so, what does he think of this, and more importantly, what does 
  he do about it (mortal enemy who seeks to discredit and destroy 
  his rebellious child; ignores him; opposes him only when directly 
  confronted; or any number of possibilities)? For that matter, does 
  Sonny directly oppose his evil father or Dad's underworld organi­
  zation, or does he avoid it, focusing on other villains, etc. 
  Inevitable Comparisons. This applies to heroes and villains. 
  Inevitably, the character will be compared to his predecessor 
  (sometimes heartlessly) and certain things will be expected or 
  feared of him. He may be expected to follow a particular tradition, 
  code of conduct, ethics, and way of doing things. Departure from 
  these things may work for or against him - i.e. "The original 
  Masked Crusader would never have done that! Or, "He's not his 
  old man. Just doesn't have the skills ... or the courage." Or, "The 
  'real' Masked Crusader would have figured out some way to save 
  those people. This kid just doesn't have what it takes." Or, "Man, 
  the original Masked Crusader was an S.O.B., but this new guy, 
  he's got class and courage. I like him." Or, " Yep, just like his fa­
  ther ... this boy will make his family proud." And so on. 
  Quentin Milton (Order #31246997)
  
  Legacy of Insanity. Family (or group members) is known to 
  have suffered from insanity. The specter of being insane or later 
  falling to insanity and hurting others (let alone himself) will over­
  shadow anybody who follows in the footsteps of this hero, group 
  or tradition, especially if a family has suffered from generations of 
  madness. Remember, insanity is prevalent among superbeings 
  and crimefighters because of the stress and horrors of their job. 
  Legacy of Cruelty. Those the character follows or emulates 
  like to fight and hurt others. Known to be mean, vicious and dis­
  passionate, especially toward his enemies. Stories of ruthless­
  ness, spitefulness, bloody vengeance and even sadism are likely 
  to be part of the reputation. Thus, whether those who follow in 
  the shadow of this reputation deserve it or not, they are usually 
  feared and distrusted by criminals, supervillains and the public 
  alike, sometimes by other heroes too, especially if they don't per­
  sonally know the character. 
  Legacy of Brutality. The persona and costume of this super­
  being is associated with violence, brutality, and extreme meas­
  ures. In the past, the ends usually justified the means. And all too 
  often, might made right. Anybody following in this shadow will be 
  presumed to behave similarly. He is typically regarded as a dan­
  gerous, heartless, loose cannon who works outside the law and 
  who may believe himself to be above the law. Thus, the worst is 
  usually thought of this character (even if he isn't like that) -
  threats, lies, battery, blackmail, robbery, murder, etc. -"Yeh, I 
  know what kind of tactics creeps like you use to extract informa­
  tion. Break many arms? Kill anybody? Or did you just beat some 
  poor Schmoe to a bloody pulp?" It will take years to fade (rarely 
  eliminate) this reputation. 
  Legacy of Failure. The identity of this superbeing is associ­
  ated with failure and perhaps tragedy (if a tradition carried on for 
  generations, each one who has tried to carry the mantle of hero­
  ism may have failed in some major way). Anybody following in 
  these undistinguished footsteps will be regarded with low expec­
  tations and expected to fail - an accident waiting to happen or a 
  fool destined to failure and/or tragedy. Critics will have few posi­
  tive things to say, and tend to heap unfair criticism and ill-favored 
  conjecture on this guy, even when it is not justified. Seen as a 
  loser, second-rate, or doomed. 
  Legacy of Patriotism. The identity of this superbeing has 
  been constantly associated with a particular country, nation, or 
  cause, and is likely to have been involved in one or more wars, 
  special assignments (spy or special agent), or similar conflicts 
  (war against drugs or crime, etc.). The character is likely to have 
  very strong political views and public allies (past presidents, gen­
  erals, political leaders, and/or public or secret organizations like 
  the CIA, FBI, ATF, DEA, and so on). Depending on the current 
  state of politics, popular opinion, and world view, even good past 
  associations may be viewed with some disdain or prejudice 
  rather than favor. 
  Anybody following in these footsteps will be expected to share 
  his predecessors' strong views and allegiances, and to continue 
  to fight for king (president, minister, or whatever) and country. 
  Those who, for whatever reason (personal conviction, different 
  values or politics, ethics, etc.), break from tradition and follow a 
  different path and/or make new alliances, will be regarded with 
  mixed feelings. Some will consider him a traitor and/or a right 
  wing, left wing, or some other political/ethical position stooge or 
  fanatic. Others will continue to regard him as a hero with the 
  courage to stand up for what he believes, sometimes even if they 
  don't agree with the character's position or how he made his 
  stand. A small percentage (5-1 0%) will hate or love the hero no 
  matter what. Unfortunately, old allies and associates may have 
  been personally or professionally hurt by the character's break 
  from tradition and may seek petty or damaging revenge, and will 
  almost certainly sever any past ties, with prejudice. 
  43 
  Legacy of Famous Heroes. Those who have come before 
  have been truly "great" heroes, so "big things" are expected of 
  anybody associated with them, especially a character who takes 
  the identity of one of these famous and beloved champions. The 
  newbe has huge shoes to fill and everybody is watching. Even 
  small failures are magnified to be bigger than they really are, and 
  every action, word and attitude is scrutinized. Acts of indiscretion, 
  fear, brutality or cowardice, will be viewed with disdain and public 
  outcry. 
  Legacy of Good. The character follows a tradition of the no­
  ble, honest and courageous hero. Not necessarily a Boy Scout 
  (although it could be), but a trustworthy and compassionate de­
  fender of truth, justice, and freedom. A protector of the weak, 
  downtrodden and innocent. It is a reputation he is expected to 
  uphold. Those who flounder from it will be judged harshly, even 
  unfairly, because of the high standards established in the past. 
  Legacy of Evil. The character's family or past is checkered or 
  blighted by (legendary? infamous?) acts of unbridled power, self­
  ishness, treachery, bloodletting and/or cruelty that has labeled 
  his family or group (and him by association) as evil. Anybody fol­
  lowing in their footsteps will have to overcome the sentiment of, 
  "like father, like son." The character is generally, not trusted, is 
  suspected of everything (the worse, the better) and is disliked 
  and feared. It will take years to crawl out from under this reputa­
  tion and be completely trusted, if ever (doubt is rarely eliminated 
  completely). Never, if family members or old associates continue 
  their evil ways. 
  Legacy of Tyranny. In the past, the character's name and 
  reputation has been associated with, or directly involved in, acts 
  of tyranny and/or extreme supremacy (racist in favor of mutants, 
  superhumans, his family, etc.). This is likely to include the ma­
  nipulation, degradation and abuse of those weaker, different or 
  less fortunate than he. In the past, this costumed identity has 
  been associated with brazen intolerance, ruthlessness, cruelty, 
  murder (possibly mass murder or genocide), and slavery. Those 
  who dared to defy him/them publically suffered the conse­
  quences. Anybody associated with such a past is assumed to be 
  a maniacal, megalomaniac with delusions of power and con­
  quest, perhaps even global domination. They are feared and 
  often hated. 
  Legacy of being Inhuman. The character and those who 
  have come before, are mutants or aliens. While this in and of it­
  self is not necessarily a bad thing, the public's sentiments, fears 
  and concerns about nonhumans can fluctuate wildly. When an 
  anti-mutant/alien craze is on the rise, the superbeing may be 
  considered a danger, a criminal or even a monster who should 
  be caged or destroyed! When mutants and aliens are regarded in 
  a positive light, so is the character. Of course, there will always 
  be anti-mutant and anti-alien fanatics who want to see nonhu­
  mans persecuted, imprisoned or destroyed. Such racists can be 
  found in all walks of life, from ditch-digger to Senator. Some will 
  be members of extremist groups and may even include other su­
  perbeings, cyborgs, robots, ex-military or government agents, 
  and even rogue cells within the government or military. 
  Quentin Milton (Order #31246997)
  
  Education & Ski l ls 
  We have kept the old Heroes Unlimited™ Skill Program sys­
  tem due to popular demand, and because it works well in a mod­
  em world setting. 
  The Heroes Unlimited™ skill system differs from other Palla­
  dium games in one big way, namely there are no Occupational 
  Character Classes (O.C.C.s), at least not in the traditional sense. 
  Instead, there are Superbeing Power Categories. They are simi­
  lar to O.C.C.s in the sense that each Category helps to define 
  that particular type of hero, but these Categories are not as spe­
  cific or focused as O.C.C.s. Unlike most of Palladium's other 
  games, where the character's occupation defines that character, 
  it doesn't work in Heroes Unlimited™. Why? Because the moti­
  vating factor or goal behind all these characters is the same, to 
  be heroes (or supervillains, as the case may be)! Each character 
  may approach that goal in a different way, and each may pos­
  sess wildly different powers and training, but they strive to be he­
  roes. It doesn't matter if the character is a mutant, alien, cyborg, 
  vigilante, or any of the myriad other types or categories of super­
  beings, they all share one purpose - one vision - to stand 
  above the norm and be something special, a hero. 
  The hero business is typically altruistic and philanthropic, 
  meaning heroes do what they do for moral and/or personal rea­
  sons, and without pay. The characters of Heroes Unlimited™ 
  have to earn money to pay bills and buy food somehow (not to 
  mention equipment for daring-do) . The average hero does not 
  find lost treasures or have booty from war to sell to pay his bills 
  (although rare individuals might be able to). Nor is he usually 
  able to go into the woods and hunt for food when he is broke and 
  live in a cave or tree-house (although, again, a rare few might). 
  To survive in the modem world, the hero must turn to the fame 
  and fickle fortunes of celebrity, government sponsorship, or have 
  some secret means of making money. This is one area where 
  skills and education come into play. Villains represent the other 
  end of the spectrum. They take what they want, hurt who they 
  please, and strike down anybody who gets in their way. They use 
  their special abilities not to help, protect or nurture, but to de­
  stroy, harm and do as they please. Yet even notorious villains will 
  have civilian alter-egos, aliases, and secret identities. 
  All that having been said, perhaps the ultimate reason for hav­
  ing a broad range of skills and a civilian identity is simply that 
  most of these superhuman men and women were born and 
  raised in human society. Modern Earth is their past and their fu­
  ture. Whether they like where they have come from or what they 
  are becoming, they still share a point of origin, kinship and orien­
  tation with ordinary humans. And no matter how godlike they may 
  become, there will always be a part of them that is forever hu­
  man. 
  Most superbeings will keep a secret identity that is completely 
  different than their heroic (or villainous) alter-egos. In fact, as un­
  believable as it may seem, most have "real" jobs and effectively 
  do heroing, protecting the innocent, fighting for justice, and sav­
  ing the world, part-time! 
  Most of their skills are probably a part of that secret identity 
  rather than the "super" one. Remember, in most cases, the hero 
  started life as any ordinary person. It was only through some ex­
  traordinary occurrence that he or she became a costumed hero. 
  Many didn't become superhuman or dedicate their lives to fight­
  ing crime until their teens or adult years. This means they grew 
  up in a city or town, went to school, and pursued pedestrian ca­
  reers (factory worker, shop clerk, doctor, lawyer, soldier, artist, 
  44 
  role-playing game designer, etc.). In most cases, the majority of 
  heroes developed their education and skills during these "ordi­
  nary" years. Consequently, a hero (or villain) can be anyone from 
  a high school drop-out to a college professor. 
  Don't forget, the ultimate part of the final equation in becoming 
  a hero doesn't lie in their powers or skills, but each characters' 
  heart - and whether or not they have what it takes to stand up 
  for what's right, even if they must stand alone, and, win or lose, 
  fight the good fight. 
  Determining Educational Level 
  The Educational Level reflects the character's years and in­
  tensity of study. The amount of formal education directly trans­
  lates to the educational bonus and the number of skill programs a 
  character can select. The one time bonus is applied to all Scho­
  lastic Skills. Do not add this bonus to Secondary skills. Scholastic 
  Skills are skills leamed through formal education, whether it was 
  high school, college, military or on the job training. 
  Secondary Skills are skills learned and developed on one's 
  own through observation, practice and self-education. 
  The bonuses are the percentile number found in the parenthe­
  ses. The bonus is added to the base skill indicating the superior 
  level of expertise. For example: Computer Operation (+1 0%) 
  means the character is more knowledgeable in computers than 
  the average hobbyist, so his skill proficiency is higher. Add the 
  + 1 0% to the base skill of 40% for a total of 50%. At second level 
  of experience, another 5% is added, making the skill 55%. At 
  third level, another 5% is added and so on. 
  Important Note: Characters who fall into the Hero Power 
  Categories of Special Training and Physical Training do not roll 
  on the Educational Level Table. Instead, go to that hero Power 
  Category to see how special skills and training are selected. 
  Depending on the role-playing campaign, Game Master and 
  intentions of each individual player, the Educational Level can be 
  selected or randomly determined by rOiling percentile dice. Se­
  lecting an Educational Level, with G.M. approval and/or supervi­
  sion, is appropriate when trying to recreate a favorite comic book 
  hero, or when the G.M., player or group is trying to make a par­
  ticular type of character. For example, if the hero is supposed to 
  be a renegade scientist or a soldier, it would make sense to 
  make a random roll. On the other hand, using the random table is 
  good for quicker character creation and/or the fun of creating and 
  playing a character without any predetermined notions; building 
  upon what fate (the random rolls) hands you. Using random ta­
  bles throughout the character creation process can give players 
  exciting characters that they might never have otherwise consid­
  ered playing. After all, this is a "role" playing game. 
  Educational Level Table 
  01-1 0 Street Schooled: No formal education, instead all skills 
  are learned from parents (if any) and on the streets. The charac­
  ter is not necessarily a criminal, low-life, or an anti-authority punk, 
  although membership in a gang is possible (01 -33% chance; 
  may or may not be an active member). Unless a Street skill or 
  Secondary skill is given up for literacy, the character can barely 
  read and write (No more than a 3rd grade education with a liter­
  acy proficiency of 30% +2% per level of experience). 
  Street Skills (special): Automatically gets Streetwise (+1 4%), 
  Prowl (+5%), W.P. knife or automatic pistol, and can select three 
  Quentin Milton (Order #31246997)
  
  Rogue skills (no hacking without literacy), two Domestic skills, 
  two Technical skills and eight Secondary skills. 
  1 1 -20 High School Graduate: Select two Skill Programs 
  (+5% bonus) and 1 0  Secondary skills. 
  21-30 Military: Basic Military Skill Program (+1 0%), plus one 
  additional Military or Communications Skill Program (+1 0%), and 
  one Skill program of choice (+5%; excluding Science and Espio­
  nage), plus 8 Secondary skills. 
  31 -40 Trade School or On The Job Training: Select two 
  Skill Programs (+1 5%) and eight Secondary skills. 
  41 -50 One Year of College: Select two Skill Programs 
  (+1 0%) and eight Secondary skills. 
  51 -60 Two Years of College: Select two Skill Programs 
  (+1 5%) and ten Secondary skills. 
  61 -70 Three Years of College: Select three Skill Programs 
  (+1 5%) and eight Secondary skills. 
  71-80 Four Years of College: Select three Skill Programs 
  (+20%) and ten Secondary skills. 
  81 -85 Military Specialist: Basic Military Skill Program 
  (+20%), plus one additional Military or Espionage Skill Program 
  (+20%), one Espionage Skill Program (+1 5%; this can be a sec­
  ond selection), one W.P. Modern Skill Program and one other 
  Skill Program (+1 0%) of choice, as well as five Secondary skills. 
  86-90 Bachelor's Degree (College): Select four Skill Pro­
  grams (+20%) and 1 0  Secondary skills. 
  91 -95 Master's Degree (College): Select four Skill Programs 
  (+25%) and 1 0  Secondary skills. 
  96-00 Doctorate or Ph.D (College): Select four Skill Pro­
  grams (+30%) and 1 0  Secondary skills. 
  Skill Programs (Scholastic Skills) 
  A skill program is an area of study, training and knowledge at­
  tained from formal education. All the skills listed under the pro­
  gram heading are known. Apply the educational bonus to each. 
  See the individual skill descriptions for exact details regarding 
  each skill ability. 
  45 
  Special Restrictions & Notes: 
  1 .  High School Educational Level can only select from the 
  following skill programs: Computer, Criminal, Domestic, Physical, 
  Language, Thief, Technical and W.P. Ancient. 
  2. Criminal Program is available to Education Levels: High 
  School, Trade School, Military and Espionage. If taken again, 
  four skills are selected from the Rogue category. The Profes­
  sional Thief is only available to Trade School, Military and Es­
  pionage. 
  3. The Military (or Police) Skill Program is limited to the Mili­
  tary, Military Specialist and Trade School (specialized training) 
  educational levels. 
  4. The Military Specialist is the only educational level that 
  automatically selects Espionage Skills and can select the Espio­
  nage Program a second time to get additional training. 
  5. Espionage Skills are limited to the educational levels of 
  Military Specialist and Trade School (specialized training that can 
  include paramilitary, terrorist, criminal and survivalist skills that 
  are effectively Espionage) and can NOT be selected by any other 
  education levels. The superbeing Power Categories of Special 
  Training and Physical Training are the only exceptions. 
  6. Advanced Piloting and Weapons Engineer skills are 
  available only to Military, Military Specialist, Trade School (spe­
  cialized training program) and Doctorate/Ph.D. Educational Lev­
  els, and the Hero Power Category of Special Training. 
  7. Medical Doctor is limited to characters who have achieved 
  the educational level of Master's (spent years of study, although 
  not a legal, practicing doctor) and Doctorate Ph.D (a legal, full­
  fledged doctor). Characters with less education must settle for 
  paramedic and/or holistic medicine. First Aid is available as a 
  secondary skill. Note: The Science Program must also be se­
  lected to be an M.D. 
  8. Robot Program can only be selected by characters with a 
  Masters Degree or Ph D.lDoctorate education level (see the 
  Hardware section for construction/repair rules). 
  9. Only one hand to hand combat skill can be selected. In 
  cases where more than one type is available, the player must se­
  lect only one and disregard the others. Also note that Hand to 
  Hand: Expert always costs two skill selections, even as a scho­
  lastic skill, and Hand to Hand: Martial Arts always costs three skill 
  selections. 
  1 0. "Fundamental" or "Basic" Skill Programs are the ones 
  included in the following list. If a skill program is selected a sec­
  ond time, the player can make four skill selections of choice from 
  whatever skills are left in the Skill Category that seems appropri­
  ate (most are self-evident; i.e. Doctor selects from medical and/or 
  science skill category, mechanic from mechanical skills, etc.), or 
  whatever skills remain in the overall Category, whichever is less. 
  For example, there might only be one or two skills available un­
  der the Mechanical Category, but it would be a significant one, 
  like Robot and/or Aircraft Mechanics. 
  If skills are duplicated in two or more Skill Programs, the one 
  with the highest bonus counts, the other repeats are ignored. 
  1 1 .  Four skills known to a/l regardless of Education Level: 
  Pilot Automobile 
  Mathematics: Basic 
  Speak Native Language (+25%) 
  Read and Write Native Language (+20%). 
  Quentin Milton (Order #31246997)
  
  Basic Scholastic Skill Programs 
  Select as many skill programs as allowed by your character's 
  Educational Level; usually 2 or 3 programs. Remember to add 
  the educational skill bonus to each of these Scholastic Skills. 
  Business Program 
  Basic Mathematics 
  Business & Finance 
  Computer Operation 
  Law (general) 
  Research 
  Communications Program 
  Basic Electronics 
  Radio: Basic 
  Radio: Scrambler 
  T.VNideo 
  One communications skill of choice. 
  Computer Program 
  Basic Electronics 
  Computer Operations 
  Computer Programming 
  Computer Repairs or one Radio skill of choice. 
  Criminal Program 
  Streetwise 
  Pick Locks 
  Three Rogue skills of choice. 
  If a second Criminal Program is selected, a total of four skills can 
  be chosen from the Rogue and/or W.P. categories. 
  Domestic Program 
  Basic Mathematics 
  Select three of choice. 
  Also available as Secondary Skills 
  Electrical Program 
  Electrical Engineer 
  Basic Mechanics 
  Computer Operation 
  One Electronic skill of choice. 
  Espionage Program (Basic) 
  Hand to Hand: Martial Arts 
  Detect Ambush 
  Intelligence 
  Wildemess Survival 
  Two Espionage skills of choice. 
  Journalist/lnvestigation Program 
  Computer Operation 
  Research 
  Photography or Surveillance Systems 
  Writing (Joumalistic Style) 
  If a second Investigation Program is selected, a total of four 
  skills can be chosen from the following skill categories: Commu­
  nications, Espionage (at half the usual Education bonus), Rogue 
  and/or Technical. 
  Language 
  Select Four of choice. 
  Also available as Secondary Skills 
  46 
  Mechanical Program (General) 
  Mechanical Engineer 
  Basic Electronics 
  Locksmith 
  Medical Assistant Program 
  Basic Mathematics 
  Business & Finance 
  Computer Operation 
  Biology 
  Paramedic 
  Medical Doctor Program 
  Biology 
  Chemistry 
  Pathology 
  Medical Doctor 
  Medical Investigation Program 
  Criminal Science/Forensics 
  Biology 
  Chemistry 
  Pathology 
  Basic & Advanced Mathematics 
  Military Program (Basic) 
  Hand to Hand: Basic 
  Running 
  Climbing 
  Military Etiquette 
  Radio: Basic 
  W.P. Rifle 
  Military Demolitions Program 
  Basic Electronics 
  Basic Mechanics 
  Demolitions 
  Demolitions Disposal 
  Underwater Demolitions 
  Pilot: Basic 
  Available as Secondary Skills 
  Pilot: Advanced Program 
  Navigation (Air, Land, Water) 
  Read Sensory Equipment 
  Mechanics, Vehicles 
  Automotive Mechanics 
  Aircraft Mechanics 
  Basic Electronics 
  One mechanical skill of choice. 
  Weapon Systems or Pilot Related skill. 
  Two Basic Piloting skills of choice 
  Two Advance Piloting skills of choice. 
  Physical/Athletic Program 
  Select Four of choice. 
  Police/Law Enforcement (Basic Cop) 
  Hand to Hand: Basic 
  W.P. Pistol or Revolver 
  Radio: Basic 
  Criminal Science (doesn't include Forensic Medicine). 
  Law (general) 
  Intelligence, or Surveillance Systems, or Streetwise (pick one). 
  If a second Police Program is selected, a total of four skills can 
  be chosen from the Espionage and/or Rogue, and/or W.P. cate­
  gories. 
  Quentin Milton (Order #31246997)
  
  Robot Program 
  Computer Operation 
  Computer Programming 
  Robot Electronics 
  Robot Mechanics 
  Science Program 
  Computer Operation 
  Advanced Mathematics 
  Chemistry 
  Three of choice. 
  Technical Program 
  Four of choice. 
  Also available as Secondary Skills 
  Professional Thief Program 
  Locksmith 
  Prowl 
  Climbing 
  Surveillance Systems 
  If a second Thief Program is selected, five skills (yes, five) can 
  be chosen from the Rogue Category. 
  Weapon Proficiency: Ancient Weapons Program 
  Paired Weapons 
  Three ancient weapons of choice. 
  Weapon Proficiency: Modern Weapons Program 
  Select Three 
  SurvivallWilderness Program 
  Wilderness Survival 
  Select Four Wilderness Skills 
  Secondary Skills -----
  Secondary skills are additional areas of knowledge that the 
  character has learned through experience. They may be related 
  to the person's occupation, but usually relate to other interests, 
  hobbies, and entertainment. For example: In real life you may 
  have an interest in computers and computer programming. In 
  your spare time you read books and experiment with your com­
  puter. Before long, you can operate and understand computers 
  better than ever and can even do some programming. You might 
  even be good at it, but you are not at the same level as a top pro­
  fessional in the field (O.C.C). 
  This is a secondary skill. An area of knowledge, usually self 
  taught, but not at the same level as an expert trained in the sub­
  ject. 
  Some skills can be found under both the Scholastic Skill Pro­
  grams and skill Categories, while other, highly specialized skill 
  areas like Espionage, Medical, Mechanics, Military, etc., are not 
  available as Secondary skills, or limited to one or two specific 
  ones. 
  The main differences between identical Scholastic skills and 
  Secondary skills are the degree of knowledge and level of profi­
  ciency. A Scholastic skill is considered to be at a professional or 
  near-professional level or quality. A cook or photographer with 
  Scholastic skills from an education higher than High School are 
  of a commercial, professional quality. The same skills selected as 
  Secondary ones means the quality is competent, does the job, 
  and may even show great talent, but it is not of professional or 
  commercial quality. This is true even if the Secondary skill's per­
  centage number is higher than somebody else's same Scholastic 
  skill. 
  47 
  Note: Secondary skills NEVER get any bonuses from higher 
  education Level, only I.Q. bonuses and the occasional special 
  bonus from the Super Power Categories. 
  Secondary Skill List 
  Note: Do not add educational skill bonuses to any of the sec­
  ondary skills selected. Secondary skills are selected in addition to 
  Scholastic skills. 
  Communications: Radio: Basic and TVNideo only. 
  Domestic: Any 
  Electrical: Basic Electronics only. 
  Espionage: Wilderness Survival only. 
  Mechanical: Basic Mechanics and Auto Mechanics only. 
  Medical: First Aid or Holistic Medicine, but the latter counts as 
  two skill selections. 
  Military: Recognize Weapon Quality only. 
  Physical: Any, excluding acrobatics, gymnastics, boxing and 
  wrestling. Hand to Hand: Expert counts as two skill selections 
  and Hand to Hand: Martial Arts (or Assassin if evil) counts as 
  three. 
  Pilot: Basic: Any 
  Pilot: Advanced: None. 
  Pilot Related: None. 
  Rogue: Any, except Computer Hacking, Find Contraband, and 
  Safecracking. 
  Science: Astronomy and Math skills only. 
  Technical: Any 
  W.P. Ancient Weapons: Any 
  W.P. Modern Weapons: Any, except energy weapons. 
  Wilderness Skills: Any 
  A few more notes about skills 
  If I have a 1 00% or higher skill proficiency, does that 
  mean the skill automatically succeeds? 
  No! The maximum possible skill proficiency is 98%. There is 
  always a margin for error; however, some power categories have 
  superhuman abilities with a basic skill, specifically the Hardware 
  and some of the Special Training sub-categories. Characters 
  from those categories can have skill percentages in excess of 
  1 00% because their rolls will almost always have bonuses, but 
  even they will always have a margin of error (98% skill rating). 
  Full details on those special skill rolls are given in the respective 
  categories. 
  Are physical skill bonuses cumulative? 
  Yes. The player should decide what areas of physical strength 
  and prowess are most important to hislher character and select 
  the appropriate skills to bolster those areas. Physical attributes 
  (P.S., P.P., P.E. Spd.), S.D.C., and combat bonuses to strike, 
  parry, dodge, and roll with impact, are often provided by a par­
  ticular physical skill. All such pluses and bonuses are cumulative 
  with those from super abilities or a Power Category. See Creat­
  ing a Character for an example. 
  Note: Acrobatics and gymnastics provide similar abilities and 
  bonuses. If both are selected, add the bonuses and pluses to 
  your overall character as just explained. However, the abilities 
  such as back flip, climb rope, etc., are not added together, nor is 
  the educational bonus added twice. The "besr proficiency of a 
  duplicated skill is taken, and the normal educational skill bonus is 
  applied. Also note that the prowl and climbing skills given under 
  acrobatics and gymnastics are a part of these skills and do not 
  increase with level unless they are selected as separate, addi­
  tional skills. 
  Quentin Milton (Order #31246997)
  
  How many hand to hand skills can be selected? 
  Only One. The hand to hand skill will, however, add to the to­
  tal number of attacks per melee round and provide combat bo­
  nuses to initiative, strike, parry, dodge and other moves or 
  abilities. 
  More complex and varied forms of Oriental Martial Arts are 
  available in Ninjas and Superspies™, also by Palladium Books. 
  However, these fighting abilities and related mystic powers are 
  only available to characters from the Power Categories of Physi­
  cal Training and Special Training, and only if the G.M. approves 
  (modification and conversions will be necessary). 
  How do you learn more skills? 
  A player may select two, new Secondary skills at levels 3, 6, 
  9, 1 2  and 1 5. All new skills begin at first level proficiency and 
  grow as the character grows in experience (Le .. a skill selected at 
  third level has the base percentage and goes up to second level 
  proficiency when the character reaches fourth level, and so on). 
  Can a character go back to school to learn or improve his 
  skills? 
  Yes. However, this is very difficult for a hero or villain to do. 
  Why? Because he or she spends so much time and energy fight­
  ing crime and world beating, they usually don't have the time to 
  properly devote to scholastic pursuits. 
  To learn a new scholastic skill (one) or a skill program (sev­
  eral) the character must attend college or a special trade school. 
  This will require money for class, time spent at classes and time 
  spent on homework. The Game Master should logically assign 
  time requirements for each. A good rule of thumb is 4-6 hours a 
  week in class (regular hours - not at the hero's discretion) per 
  each subject/skill, and another 6-1 0  hours per week spent on 
  homework and study per each subject/skill. Three missed as­
  signments or three absences from classes means a flunking 
  grade. No skill, no skill bonus and no refund of tuition. Your may 
  try again. 
  Successful scholastic studies means three completed semes­
  ters (one and a half to two school years) of passing grades in that 
  area(s) of study. The skill is now known at its "base skill" profi­
  ciency. Skill bonus is +5% for every three semesters of passed 
  classes (total possible is 9 semesters, for a combined total bonus 
  of +1 5%). 
  The cost of education varies with the individual college and 
  level of study. The following are reasonable prices per each indi­
  vidual subject/skill. 
  Community College: Costs $200 per each skill for one semes­
  ter of study. The educational standards are less demanding, so 
  there is a skill penalty of -5% for each skill. 
  College or University: Costs $500-$800 per each skill for one 
  semester of study. 
  College or University with an excellent reputation for quality 
  and scholastic excellence: Costs $1 200-$2000 per each skill for 
  a semester of study, and will require the maximum amount of 
  time in class and study time for each subject, but adds a +5% 
  skill bonus at the end of two years of serious study. 
  Ivy League Universities cost an arm and a leg, $8,000-
  $1 5,000 per each skill for one semester of study, and will require 
  the maximum amount of time in class and study time for each 
  subject, but adds a +5% skill bonus at the end of two years. 
  Skill Penalties 
  Alien or Super-Advanced Technology: As a rule of thumb, 
  there should be a skill penalty of -30 or -40% when trying to fig­
  ure out, operate, repair, or use such mechanisms and technolo­
  gies. In some cases (G.M.'s discretion), the technology may be 
  so different that the character will be unable to use the simplest 
  48 
  of devices (-80% to -95% penalty). The Game Master should al­
  ways use his or her discretion when dealing with alien or futuristic 
  sciences. 
  Likewise, magic and magical devices often defy conven­
  tional science, technology, and understanding, with similar penal­
  ties. 
  The following are some situations and appropriate penalties 
  for some likely circumstances where the attempt to use one's 
  skills will suffer a penalty. 
  Pressure situation, but no big deal. -5% to - 1 0%. 
  Pressure situation, deadly. Time is running out, with dire 
  consequences! -1 5% or 30 penalty if a life and death situation, 
  especially if thousands of lives hang in the balance. 
  Countermeasures, traps and alarms are in place. Depend­
  ing on their level of complexity and sophistication, -10 to -30%. 
  Difficult Task/Complex or Unfamiliar, -1 0% to -1 5%. 
  Trying to do something while moving, -5% to -40% de­
  pending on the situation and just how bumpy the ride is. 
  Frightened or jumpy, -5% to - 1 0%. 
  Seriously wounded. Hit Points down by more than half, 
  - 1 5%. 
  Note: The Game Master may also impose a reasonable pen­
  alty to any situation where the character faces an unusual or diffi­
  cult task. A reasonable penalty will range between -1 0% to -30%, 
  but sometimes lower or dramatically higher penalties may be ap­
  propriate. Again, G.M.s use your discretion and be fair. 
  <-.c::rC-
  Quentin Milton (Order #31246997)
  
  Ski l l  Descriptions 
  Complete Alphabetical List of 
  Skills, Old and New, by Category 
  Communications 
  Cryptography 
  Laser 
  Optic Systems 
  Radio: Basic 
  Radio: Satellite 
  Radio: Scrambler 
  Surveillance Systems 
  T.V. & Video 
  Read Sensory Equipment 
  Domestic 
  Cook 
  Dance 
  Fishing 
  Play Musical Instrument 
  Sewing 
  Sing 
  Electrical 
  Basic Electronics 
  Computer Repair 
  Electrical Engineer 
  Robot Electronics 
  Espionage 
  Detect Ambush 
  Detect Concealment 
  Disguise 
  Escape Artist 
  Forgery 
  Impersonation 
  Intelligence 
  Interrogation 
  Pick Locks 
  Pick Pockets 
  Sniper 
  Tracking 
  Wilderness Survival 
  Mechanical 
  Aircraft Mechanics 
  Automotive Mechanics 
  Basic Mechanics 
  Locksmith 
  Mechanical Engineer 
  Robot Mechanics 
  Weapons Engineer 
  Medical 
  Criminal Science & Forensics 
  First Aid 
  Holistic Medicine 
  Paramedic 
  Medical Doctor 
  Pathology 
  Military 
  Armorer (Field) 
  Camouflage 
  Demolitions 
  Demolitions Disposal 
  Find Contraband & Illegal Weapons 
  Military Etiquette 
  Nuclear, Biological, & Chemical Warfare 
  Parachuting 
  Recognize Weapon Quality 
  Trap/Mine Detection 
  Underwater Demolitions 
  Physical 
  Hand to Hand: Basic 
  Hand to Hand: Expert 
  Hand to Hand: Martial Arts 
  Hand to Hand: Assassin 
  Acrobatics 
  Athletics (general) 
  Body Building & Weight lifting 
  Boxing 
  Climbing 
  Gymnastics 
  Prowl 
  Running 
  Swimming 
  S.C.U.B.A.lAdvanced Swimming 
  Wrestling 
  Pilot, Basic 
  Airplane 
  Automobile 
  Boats: Sail-Types 
  Boats: Motor-Types 
  Boats: Ships 
  Horsemanship 
  Motorcycle 
  Race Car 
  Truck 
  Water Scooters 
  49 
  Pilot: Advanced 
  Helicopter 
  Hover Craft 
  Jet Aircraft 
  Jet Fighter 
  Jet Packs 
  Submersible 
  Tanks and APCs 
  Warships & Patrol Boats 
  Pilot Related 
  Navigation 
  Navigation: Space 
  Read Sensory Equipment 
  Weapon System 
  Rogue 
  Card Sharp 
  Computer Hacking 
  Concealment 
  Find Contraband & Illegal Weapons 
  Palming 
  Pick Locks 
  Pick Pockets 
  Prowl 
  Safecracking 
  Seduction 
  Streetwise 
  Ventriloquism 
  Science 
  Anthropology 
  Archeology 
  Astronomy 
  Astrophysics 
  Biology 
  Botany 
  Chemistry 
  Chemistry: Analytical 
  Mathematics: Basic 
  Mathematics: Advanced 
  Note: Computer is found under Technical. 
  Technical 
  Art 
  Business & Finance 
  Computer Operation 
  Computer Programming 
  General Repair/Maintanence 
  Law (General) 
  Language 
  Literacy 
  Photography 
  Research 
  Writing 
  Wilderness 
  Boat Building 
  Carpentry 
  Hunting 
  Identify Plants & Fruits 
  Land Navigation 
  Preserve Food 
  Skin & Prepare Animal Hides 
  Track Animals 
  Quentin Milton (Order #31246997)
  
  Weapon Proficiencies 
  Ancient Weapon Proficiencies 
  W.P. Archery & Targeting 
  W.P. Blunt 
  W.P. Chain 
  W.P. Knife 
  W.P. Paired Weapons 
  W.P. Polearm 
  W.P. Shield 
  W.P. Spear 
  W.P. Staff 
  W.P. Sword 
  W.P. Targeting 
  W.P. Whip 
  Modem Weapon Proficiencies 
  W.P. Revolver 
  W.P. Automatic Pistol 
  W.P. Bolt-Action Rifle 
  W.P. Automatic & Semi-Automatic Rifles 
  W.P. Sub-Machinegun 
  W.P. Shotgun 
  W.P. Heavy Weapons 
  W.P. Energy Pistol 
  W.P. Energy Rifle 
  W.P. Heavy Energy Weapons & Rail Guns 
  Ski l l  Descriptions 
  Communications 
  Cryptography: Skill in recognizing, designing, and cracking 
  secret codes and messages. The character must study the code 
  for two hours to attempt to break it successfully. A failed roll 
  means the individual must study the code for an additional two 
  hours before he can try to break it again. The character may at­
  tempt to break the code sooner, after only 1 0  minutes of study, 
  but suffers a penalty of -30%. Base Skill: 25% +5% per level of 
  experience. Requires: Literacy. 
  Laser: This skill provides the character with an in-depth 
  knowledge of sophisticated laser communication systems and fi­
  ber optic communications. Base Skill: 30% +5% per level of ex­
  perience. Requires: The radio basic, electrical engineer, and 
  computer operation skills. 
  Optic Systems: Provides expert training in the use of special 
  optical enhancement equipment such as telescopic lenses, laser 
  targeting, thermo-imagers, passive light intensifiers, infrared and 
  ultraviolet systems, polarization, light filters, optical scanners, and 
  related devices. Base Skill: 30% +5% per level of experience. 
  Adds a special one time bonus of +5% to T.V.lvideo skill if both 
  are selected. 
  Radio: Basic: This is the rudimentary knowledge of the op­
  eration and maintenance of field radios and walkie-talkies, wire 
  laying, installation, radio procedure, communication security and 
  visual signs/communications, as well as morse code. It does not 
  include repairs. Base Skill: 45% +5% per level of experience. 
  Radio: Scramblers: This is training in the use of electronic 
  masking, scrambling and unscrambling equipment, and codes for 
  the transmission of radio signals. Base Skill: 35% +5% per level 
  of experience. 
  Radio: Satellite: This is an understanding of the methods and 
  operations of satellite relay technology. A vital skill in the modem 
  world where nearly all communications and video are transported 
  by satellite. Base Skill: 25% +5% per level of experience. 
  50 
  Surveillance Systems: This is the study and understanding 
  of the operation, methods, and techniques in the use of surveil­
  lance systems. Includes motion detectors, simple and complex 
  alarms systems, audiolvisual recording and display equipment, 
  recording methods, amplified sound systems, miniature listening 
  devices (bugs, line tapping), and some optical enhancement sys­
  tems (specifically as they relate to camera lenses). 
  Tailing, or following someone without their knowledge, is an­
  other form of surveillance. This also includes stake-out proce­
  dures. A failed surveillance roll indicates that the subject has 
  spotted the tail and is aware that he is being followed/observed. 
  A failed roll in the use of surveillance equipment means that 
  the equipment does not function as desired, impairing or prevent­
  ing surveillance; i.e. bug does not transmit, recording garbled, 
  film blurred or fails to record, etc. 
  A failed roll when hiding listening devices means the bug does 
  not function and is easily discovered through the course of casual 
  activity. 
  Base Skill: 30% +5% per level of experience. Requires: 
  Electronics basic or electrical engineering and computer opera­
  tion and literacy (the latter two are needed only for complex, 
  high-tech systems). 
  T.V & Video: In depth training in the use of video and audio 
  recording equipment, filming, editing, dubbing, title making, dupli­
  cation, and transmission. Includes the use of field equipment, i.e. 
  portable video camera, and studio equipment, i.e. editing and 
  transmission, etc. Base Skill: 25% +4% per level of experience. 
  Read Sensory Equipment: Same skill as described under Pi­
  lot Related Skills. 
  Domestic 
  Note: Characters with Secondary Domestic skills can attain 
  professional quality by selecting the same domestic skill twice 
  (Only secondary domestic skills may be taken twice this way). 
  Add a one time bonus of + 1 0% and note that the end result is of 
  superior quality. 
  Cook: Skill in selecting, planning, and preparing meals. A 
  cooking roll failure means that the cooked food is not properly 
  prepared. It is edible but tastes bad (greasy, too spicy, sour, 
  burnt, leaves a bad aftertaste in mouth, etc.). Base Skill: 35% 
  +5% per level of experience. 
  Dance: A practiced skill in the art of dancing. The character is 
  especially smooth and graceful, a joy to dance with. Can leam 
  new dance steps/moves much more quickly than somebody who 
  can not dance. Base Skill: 30% +5% per level of experience. 
  Fishing: The fundamental methods and enjoyment of the re­
  laxing sport of fishing. Areas of knowledge include the use of 
  lures, bait, poles, hooks, lines, and the cleaning and preparation 
  of fish for eating. Also includes a basic knowledge of freshwater 
  fish, their habits and taste. Base Skill: 40% +5% per level of ex­
  perience. 
  Play Musical Instrument: The individual has learned to play 
  a particular musical instrument with a fair amount of skill. The 
  sound is generally pleasant (except when a bad roll is made). 
  Note that each specific instrument requires the selection of this 
  skill. For example: a character who can play the guitar, violin, and 
  harmonica must select the play musical instrument skill three dif­
  ferent times. Base Skill: 35% +5% per level of experience. 
  Sewing: The practiced skill with the needle and thread to 
  mend clothing, do minor alterations, and layout, cut and sew sim­
  ple pattems. This is not a tailoring ability, but can become tailor­
  ing if the player selects this skill twice. Base Skill: 40% +5% per 
  level of experience. 
  Sing: The simple ability to read music and carry a pleasant 
  tune. Base Skill: 35% +5% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Electrical 
  Basic Electronics: This is a rudimentary understanding of the 
  principles of electricity, simple circuits, wiring, and so on. This 
  person can do basic wiring, repair appliances, and read schemat­
  ics. Base Skill: 30% +5% per level of experience. 
  Computer Repair: Knowledge of the intemal electronics of 
  computers and related devices (terminals, printers, modems, 
  etc.). The character can attempt to repair or sabotage computers. 
  Note that figuring out the repair or sabotage procedure counts as 
  one roll, and the actual repair is a second roll. A failed roll means 
  the repair is faulty and does not work (try again). No computer 
  operation or programming skills are included nor required to fix 
  computers. Many computer repair personnel don't even know 
  how to turn the computer on! Base Skill: 25% +5% per level of 
  experience. 
  Electrical Engineer: Knowledge of electricity. Characters can 
  diagnose and locate electrical problems, repair complex electrical 
  devices, wire entire buildings or vehicles, and build electrical 
  equipment. The character can also attempt to bypass security 
  systems, alarms, and surveillance systems, but at a penalty of -
  20% for simple systems and -50% for complex systems (reduce 
  these penalties by half if the character also has the surveillance 
  systems skill). For construction and/or modification of electronic 
  devices, use the penalties listed in the Hardware section. Base 
  Skill: 30% +5% per level of experience. Requires: Advanced 
  mathematics skill and literacy. Note: There is a -30% penalty 
  when working on alien or extremely unfamiliar electronics. 
  Robot Electronics: A specialized area of knowledge as it di­
  rectly relates to micro-circuitry and robotics or bionic parts. Base 
  Skill: 30%+5% per level of experience. Note: Any character us­
  ing this scholastic skill does so at -40% (see Hardware: Electri­
  ca�, but the Technical Genius from the hero power category of 
  Hardware is a special case and the -40% does not apply. 
  Espionage 
  Detect Ambush: Training which develops an eye for spotting 
  locations and terrain suitable for ambushes and being ambushed. 
  It also provides a rudimentary knowledge of guerrilla tactics used 
  by the enemy. Base Skill: 30% +5% per level of experience. 
  Detect Concealment: This is a skill which enables the individ­
  ual to spot and recognize camouflage, concealed struc­
  tureslbuilding and vehicles, as well as the ability to construct 
  unobtrusive shelters, use camouflage and blend into the environ­
  ment. It can also be used to detect secret or hidden doors and 
  panels. Base Skill: 25% +5% per level of experience. 
  Disguise: The character knows how to apply make-up, wigs, 
  skin putty, dyes, and other special effects in order to alter his ap­
  pearance or those of somebody else. Base Skill: 25% +5% per 
  level of experience. 
  Escape Artist: The methods, principles, and tricks of escape 
  artists. Includes muscle control (tenSing and relaxing muscles), 
  flexing and popping joints, knowledge of knots, and the ability. to 
  conceal small objects on the person. The character can try slip­
  ping out of handcuffs, ropes, straitjacket, etc. Note: Picking locks 
  is a separate and distinct skill. Base Skill: 30% +5% per level of 
  experience. 
  Forgery: The techniques of making false copies of official 
  documents, signatures, passports, I.D.s, and other printed mate­
  rial. The forger must have an original or photocopy to work from 
  in order to make an accurate copy. Skilled forgers can recognize 
  other counterfeits at -1 0%. Base Skill: 20% +5% per level of ex­
  perience. Prerequisites: None, but if the charact�r is �oing to be 
  forging electronic documents, computer operation Will also be 
  needed. 
  51 
  Imitate Voices & Impersonation: The ability to imitate the 
  voice, accent and expressions of another person or regional dia­
  lect. This skill is common among thieves, assassins, and secret 
  agents. The first number indicates . the �haracter's abili� to 
  change his voice and imitate accents, Inflections and expressions 
  from other regions. A successful roll means he has disguised his 
  normaVtrue speaking voice and accent, and convincingly sounds 
  like he is from another region or part of the world. 
  The second number indicates the character's ability to accu­
  rately imitate the voice, inflections and attitude of a specific per­
  son! This is very difficult. The character will need to know the 
  person being imitated very well, have spent hours studying him 
  or her in person, or on quality video tape. Base Skill: 36%/1 6% 
  +4% per level of experience. 
  Impersonation Note: When combined with the disguise and in­
  telligence skills, the character is able to completely impersonate 
  a specific person or person of a particular occupation (soldier, 
  mechanic, reporter, police officer, etc.). This is likely to include 
  knowledge of the subject being impersonated, military procedure, 
  dress, rank, etc., and will usually require speaking the language 
  fluently. This means the character can convincingly impersonate 
  a general type of person/soldier/advisor with an accurate dis­
  guise, proper action, and language. A failed roll means some ele­
  ment of the impersonation is flawed, most likely some incorrect 
  behavior or character trait, or lack of information about the per­
  son being impersonated ("Tell me again what you said that 
  night," etc.). Such "holes" will give the character away sooner or 
  later. Thus, the longer a character remains under the eyes of oth­
  ers, the more likely that something will happen to reveal the char­
  acter is an impostor. This is fun to role-play, so take advantage of 
  it. 
  Base Skill: 1 6% +4% per level of experience for a regional 
  disguise of an average local person (farmer, laborer, vagabond, 
  etc.), 1 2% +4% to impersonate a person in a specific occupa­
  tion (sheriff, guard, inspector, messenger, merchant, priest, etc.), 
  and 1 0% +4% per level of experience to impersonate a specific, 
  known person. If the character also possesses the Intelligence, 
  Disguise, and Language skills, a one time bonus of +20% is ap­
  plied. 
  The success of one's impersonation can only be determined 
  by exposing oneself to those whom you wish to trick. A success­
  ful impersonation requires the player to roll under his skill for 
  each of the first three encounters. Afterward, the character only 
  needs to roll under his skill for each encounter with an offi­
  cer/authority figure. If interrogated/questioned, he must roll for 
  every other question or be revealed as an imposter. A failed �Oll 
  means his impersonation has failed, he is recognized as an Im­
  poster, and is in immediate danger. 
  Intelligence: This is the specific training in the practices and 
  principles of recognizing and analyzing sources of infor�ation 
  about the enemy, observation techniques, counter-intelligence 
  measures and proper procedure. This includes the practical as­
  sessment of sights and sounds, estimation of ranges, what to re­
  port, 
  handling prisoners of 
  war, 
  and 
  handling captured 
  documents and equipment (tagging and reporting to group leader 
  or proper authority). This means the character will be able to ac­
  curately estimate ranges, the number of enemies, direction, pur­
  pose, and assess the importance of specific information. 
  Further intelligence training includes a working knowledge of 
  indigenous guerrilla warfare, enemy practices, appearance, and 
  current activities. This enables the intelligence officer to recog­
  nize suspicious activity as guerrilla actions and identify guerrilla 
  operatives. For Example: A particular booby trap, or weapon or 
  mode of operation may be indicative of guerrilla activity in the 
  Quentin Milton (Order #31246997)
  
  area. It may be up to the character to confirm the existence of the 
  enemy and their strengths, number, and location. 
  Another area of training made available to intelligence is the 
  identification of enemy troops, officers, and foreign advisors. This 
  means the person learns the many distinguishing ranks and 
  marks that identify specific military units, special forces, groups, 
  and leaders of the enemy. Such identification can pinpoint and 
  confirm enemy operations, goals, and movement, as well as con­
  firm outside intervention/aid. 
  Note: A failed roll in any of the areas of intelligence means 
  that evidence is inconclusive, or that the character has incorrectly 
  assessed the information/situation and is uncertain. A failed roll 
  involving individual clues may mean the person has dismissed it 
  entirely as being meaningless (game masters use your discre­
  tion). Intelligence can be applied to an urban environment and 
  used to identify and keep track of gangs, politicians and their 
  helpers, villains and their cronies, and other organizations or cor­
  porations, but such rolls are made at -1 0%. Base Skill: 32% 
  +4% per level of experience. 
  Interrogation: This skill is learned by policemen, intelligence 
  officers, etc. The character knows the techniques to get informa­
  tion from (typically unwilling) subjects. This includes such old 
  methods as "good cop, bad cop" (one interrogator is threatening 
  and intimidating, the other is sympathetic and friendly), deceiving 
  and misleading the subject into giving away information, and 
  similar methods. The character also can judge if the subject is ly­
  ing (the game master might assess bonuses and penalties de­
  pending on how good a liar the subject is). This skill also includes 
  some basic knowledge on methods of torture, from basic tactics 
  like depriving the subject from sleep, to the old "medieval" instru­
  ments and new sophisticated techniques like sensory depriva­
  tion, partial electrocution, and drugs. Note: Only evil characters 
  52 
  will engage in torture routinely. Base Skill: 40% +5% per level of 
  experience. 
  Pick Locks: The character knows the methods and tools for 
  picking/opening key and basic tumbler type locks. This does not 
  include sophisticated computer or electronic locks. It takes 1 D6 
  melee rounds for each attempt to pick a lock. A failed roll means 
  the lock holds; try again. Base Skill: 30% +5% per level of expe­
  rience. 
  Pick Pockets: An ability to remove items from a person with­
  out their being aware of it. If a pick pocket attempt fails, the item 
  has NOT been removed and there is a 67% likelihood of the in­
  tended victim recognizing the intent of the action. Base Skill: 
  25% +5% per level of experience. 
  Sniper: This skill represents special training in long range rifle 
  firing and marksmanship. Only rifles that can be made to fire a 
  single round or blast can be used for sniping (no automaticlmulti­
  firing rifles). Adds a bonus of +2 to strike on an aimed shot. 
  Tracking: Visual tracking is the identification of tracks, and 
  following the path of men or animals by the signs they leave on 
  the ground and vegetation. Tracking is a precise art, requiring 
  much practice. The skill includes the evaluation of tracks, indicat­
  ing whether the person being tracked is loaded down with equip­
  ment, running, moving slowly (by measuring the space between 
  steps), and so on. By this means, the tracker can estimate the 
  person's rate of movement, apparent direction, the number of 
  persons in the party, and whether the person knows he is being 
  followed. Other methods of tracking require recognizing other tell­
  tale signs, such as blood and other stains, broken and displaced 
  vegetation, overturned rocks, litter (such as cigarette butts, ration 
  cans, candy wrappers, soiled bandages and campfire remains), 
  and even odors carried by the wind. 
  Tracking also includes the recognizing of dangerous animals 
  by their tracks, habits and feces. Likewise, tire tracks of vehicles 
  can reveal much, such as size and type of the vehicle, the weight 
  of its load, etc. 
  Counter-Tracking techniques are also known, such as cover­
  ing one's trail, misdirection, parallel trails, and avoiding obvious 
  pitfalls like littering and others. 
  A failed roll means that the signs are inconclusive, vague or 
  misleading. Additional signs must be found to verify or clarify (roll 
  again). Three consecutive failed rolls means the tracker has 
  completely lost the trail. Roll once every 40 yards/meters when 
  following a trail. Persons attempting to follow a skilled tracker are 
  -25% when following his trail, if he is deliberately trying to con­
  ceal that trail (however, his rate of travel is reduced by half). 
  Base Skill: 25% +5% per level of experience. 
  Wilderness Survival: Techniques for getting water, food, 
  shelter, and help when stranded in wild forests, deserts, or moun­
  tains. Characters without this skill will not be able to stay healthy 
  for more than a few days in the wilderness once their supplies 
  run out. Base Skill: 30% +5% per level of experience. 
  Mechanical 
  Aircraft Mechanics: The understanding of aerodynamics and 
  the training to repair, rebuild, modify, and redesign conventional 
  aircraft; including single engines, twin engine airplanes, jets, heli­
  copters and hovercraft. Robot body armor and high tech military 
  vehicles are not included (see robot mechanics). Base Skill: 
  25% +5% per level of experience. 
  Automotive Mechanics: The ability to repair, rebuild, mOdify, 
  and redesign conventional vehicles with internal combustion 
  (gas) engines. It also includes body work, turbine engines, 
  methanol, ethanol and diesel truck engines. Working on hover jet 
  systems for ground vehicles is possible, but with a -20% penalty. 
  Quentin Milton (Order #31246997)
  
  When working on reactor engines there is a -40% penalty. See 
  the Hardware section for additional penalties and rules. Base 
  Skill: 25% +5% per level of experience. 
  Basic Mechanics: A general familiarity and understanding of 
  basic mechanics. This character can fix a toaster, repair a bicy­
  cle, replace a belt on a motor, repair or replace a switch, handle 
  or a knob, replace a spark plug, change oil, assist in automobile 
  repairs, maintain machinery, read a schematic and similar funda­
  mental tasks. Base Skill: 30% +5% per level of experience. 
  Locksmith: The study of lock designs and the ability to repair, 
  build, modify and open locks. The methods, techniques, and 
  tools of lock picking include the old-style key and tumbler, combi­
  nation, and modern electrical locking systems. Time require­
  ments: 1 04 melees to open an antiquated key type lock or simple 
  tumbler/combination type, 1 04 minutes to open an elaborate 
  tumbler type, 204 minutes to open a simple electronic lock (usu­
  ally by patching in a bypass system), and 1 04 hours to break a 
  complex, state-of-the-art electronic lock system such as those 
  used in high security and restricted areas. Super high-tech sys­
  tems, such as those used by the military and government, will re­
  quire 304 hours and have a skill penalty of -20%. Note that much 
  quicker times on the electronic locks are possible with pass 
  codes or plans of the locks (both of which can be rather difficult 
  to obtain). 
  If an unsuccessful skill roll is made, the lock is not opened and 
  the process must be repeated. If an attempt to open an electronic 
  lock fails, roll again. A second failed roll means that the lock is ir­
  reparably damaged and can not be opened! Base Skill: 25% 
  +5% per level of experience. Requires: At least basic electronics 
  skill (-5% penalty when working on complex or high-tech locks) 
  or electrical engineer (+5% bonus instead). 
  Mechanical Engineer: Training, understanding, and knowl­
  edge of how machinery is designed, operated, built, and main­
  tained. Characters can attempt to redesign, modify, repair, 
  construct, or sabotage mechanical devices. The player must first 
  roll to see if his character can figure out how to operate/ana­
  lyze/design a machine. When a successful diagnostic roll has 
  been made, roll again to determine when the character can 
  fixlchangelbuild the mechanism. For construction and/or modifi­
  cation of mechanical devices, use the penalties listed in the 
  Hardware section. Base Skill: 25% +5% per level of experience. 
  Special Bonus: Add a one time bonus of 5% to the locksmith 
  and surveillance systems skills if mechanical engineering is also 
  known. There is a -30% penalty when working on alien or ex­
  tremely unfamiliar mechanics (See Hardware). Requires: Basic 
  or advanced mathematics, at least basic electronics, and literacy. 
  Robot Mechanics: A comprehensive knowledge and ability to 
  repair, maintain, build, and modify robots, including androids, and 
  bionic/robotic limbs and exoskeletons. Base Skill: 30%+5% per 
  level of experience. Note: Any characters using this scholastic 
  skill do so at -40% due to the very specialized nature of the skill 
  (see Hardware: Mechanica�. However, the Technical Genius 
  from the hero power category of Hardware is an expert and suf­
  fers no penalties. 
  Weapons Engineer: This skill is usually reserved for military 
  personnel. The character can maintain, repair, modify, mount, 
  and figure out most weapon systems. He can repair an assault ri­
  fle and install a missile system into a vehicle. The engineer can 
  also add and repair body armor (but not make or modify it) and is 
  an expert welder. Constructing/modifying weapons is done at -
  1 5%; for additional penalties, see the Hardware section and sug­
  gestions at the end of this section. Base Skill: 25% +5% per 
  level of experience. Requires: Mechanical engineering and basic 
  electronics. 
  53 
  Medical 
  Criminal Science & Forensics: Basic knowledge of police 
  skills, including basic criminal law, fingerprinting, ballistics 
  (matching bullets to weapons and angles of impact), and general 
  investigative techniques. Criminology or police etiquette would be 
  technical skills, but are not included because of their specialized 
  nature. 
  Forensic medicine is the methods and techniques which en­
  ables the character to find evidence regarding the cause of 
  death, time of death, and other details when examining a corpse. 
  Base Skill: 35% +5% per level of experience. Requires: Biol­
  ogy, Chemistry, Chemistry Analytical, advanced mathematics, 
  and literacy. 
  First Aid: Rudimentary medical treatment which includes how 
  to bandage wounds, stop bleeding, administer CPR/artificial res­
  piration, and use antiseptiCS and common anti-inflammatory 
  drugs and painkillers. Base Skill: 45% +5% per level of experi­
  ence. 
  Holistic Medicine: Training in the recognition, preparation, 
  and application of natural medicines usually made from plants 
  and their parts (roots, leaves, fruit). The holistic doctor is basi­
  cally a natural pharmacist and naturalist who creates drugs from 
  vegetation and studies common ailments. He can find and use 
  plants to create salves, balms, ointments, and lotions to soothe 
  burns, boils, rashes, and insect bites, reduce swelling, as well as 
  create local anesthetics, and to heal wounds faster (twice as 
  quick as normal). Potions and tonics are created to settle upset 
  stomachs, induce drowsiness, or hallucinations. The individual 
  can also make alcohol and poison (hemlock and mandrake for 
  example). 
  The student of herbology also has a good knowledge of plant 
  lore and when and where to find healing plants, edible fruit, ber­
  ries, roots, and bark, as well as how to use and/or avoid danger­
  ous flora. The character can also preserve foods and knows how 
  to set and mend bones, bandage cuts, and suture cuts. Note: 
  Plants are seasonal and the right root or leaf may not be readily 
  available in certain times of the year/season, or may be found ex­
  clusively in remote regions. Game Masters should use a certain 
  amount of common sense and drama with this skill. Base Skill: 
  20% +5% per level of experience. A failed roll means the treat­
  ment or concoction did not work. 
  Paramedic: An advanced form of emergency medical treat­
  ment which includes all first aid techniques, the setting of broken 
  bones, suturing of wounds, use of oxygen and emergency medi­
  cal equipment, administering of drugs, knowledge of how to 
  move a critically injured person, and other life saving techniques. 
  A failed roll means the patient has not responded to treatment 
  or that the treatment has been improperly administered. Note: 
  For serious injury or coma, roll three times, consecutively, on per­
  centile dice. A roll of two successful, out of three, means the 
  wound has been properly treated or that the patient's condition 
  has been stabilized. Failure means the patient's condition is un­
  changed. Another character can immediately attempt to apply 
  medical aid or the same player can try again, but only after the 
  character has spent six minutes re-examining and/or concentrat­
  ing on the problem. Base Skill: 40% +5% per level of experi­
  ence. 
  Medical Doctor: The medical doctor is a trained surgeon and 
  has a doctorate in the medical sciences. Some specific areas of 
  training include: clinical skills, medical discipline, code of ethics, 
  physiology (muscle, respiratory, blood, body fluids), pathology 
  (diseases, their structure and function), rudimentary pharmacol­
  ogy (use, reaction, and interaction of drugs), laboratory skills, and 
  techniques and methods of data collection. However, the typical 
  Quentin Milton (Order #31246997)
  
  Medical Doctor (MD.) has little to no training in cybernetics. This 
  means, as a surgeon, the Doctor can try to remove, attach or de­
  tach a cybernetic mechanism, but does so with a penalty of -1 5% 
  to diagnose problems associated with cybernetics and -40% to 
  correct the cybernetic related problem. Base Skill: 60/50% +5% 
  per level of experience. The first percentage number is the doc­
  tor's ability to accurately diagnose the problem. The second per­
  centage number is the doctor's skill at successfully treating the 
  problem. Requires: Biology, Pathology, Chemistry, basic or ad­
  vanced mathematics and literacy. 
  Pathology: This branch of medicine deals with the nature of 
  diseases, their cause, and symptoms, and the functional and 
  structural changes caused by disease. Training includes anat­
  omy, physiology, cell biology, manifestation of disease, tissue in­
  jury and repair, abnormal cell structure, metabolism, diagnosis of 
  human disease, tissue culture methods and applications, analy­
  sis of drugs in biological samples and laboratory research, inves­
  tigative methods, and use of instruments, tools and equipment. 
  Base Skill: 40% +5% per level of experience. Requires: Biol­
  ogy, chemistry, and literacy skills. 
  Military 
  Armorer (Field): This is a somewhat simplistic version of the 
  weapons engineer as it applies to infantry weapons. A competent 
  armorer character can maintain, fix, modify, mount, reload/charge 
  ammunition, and figure out most small arms. They can repair all 
  types of pistols and rifles, repair minor damage to body armor (20 
  SD.C. maximum), adjust targeting sights, use and repair optical 
  enhancements, reload missiles and ammo drums, recharge E­
  clips, install/mount a rail gun or machinegun on a vehicle, and 
  even fix most simple robot and bionic weapons like forearm blas­
  ters and retractable blades. Base Skill: 40% +5% per level of ex­
  perience. Note: Automatically gets the basic mechanics skill at 
  +20% as part of this package. 
  Camouflage: The skill of concealing a fixed base position, ve­
  hicle, bot, equipment or individual, using natural or artificial mate­
  rials. A fair amount of time is involved in the preparation of a 
  larger position. Large cargo nets, cut branches or underbrush are 
  used most often in camouflage. This skill is also used to conceal 
  traps. Base Skill: 20% +5% per level of experience. 
  Demolitions: This skill provides the person with an advanced 
  knowledge in the use and workings of explosives and detonation 
  devices for the purpose of blowing up bridges, buildings, and 
  sabotage. This includes all types of explosives, such as mines, 
  dynamite, plastics, nitro, blasting caps, etc. It also includes a ba­
  sic understanding of the strategic placement of mines and booby 
  traps. This will increase the character's awareness of suspicious 
  rope, string, and wire. Base skill: 60% +3% per level of experi­
  ence. A failed roll means a dud; no explosion. 
  Demolitions Disposal: This skill enables the character to 
  safely defuse unexploded mines, bombs, explosive booby traps, 
  dud artillery rounds, dud explosive charges, or any other explo­
  sive device. Base Skill: 60% +3% per level of experience. A 
  failed roll results in an explosion (A full bomb suit provides A.A.: 
  13 and SD.C.: 1 20). 
  Find Contraband & Illegal Weapons: The character with this 
  skill knows where to find arms dealers, smugglers, Black Market 
  shops/dealers, forgers, fences and illegal medical treatment, and 
  how to acquire illegal items (guns, ammunition, explosives, false 
  identification, drugs, etc.) and services (Fences for stolen goods, 
  forger, etc.). He is also familiar with their practices, hang-outs, 
  gang or criminal ties, general practices, code of conduct, pricing 
  structures and modes of operation. Likewise, the character has a 
  good idea of what Black Market and illegal items and weapons 
  should cost and what these people pay for contraband items 
  (typically only 20% of the retail market price). The character also 
  54 
  knows the penalty for being caught with an illegal weapon or 
  item. This skill is especially appropriate in large cities around the 
  world. Base Skill: 26% +4% per level of experience. Note: This 
  skill should be considered separate and apart from streetwise. 
  Military Etiquette: This skill grants a clear understanding of 
  the way the military works, including rules of behavior (when to 
  salute, how to address superiors/subaltems, etc.), military proce­
  dures and routines, standard issue of equipment, special order­
  ing procedures, proper display of rank and medals, advancement 
  in rank (and the duties that come with it), proper troop formations, 
  how to deal with military bureaucracy, the chain of command, 
  proper channels, who to contact to get things done, and other 
  useful information in matters of military protocol and bureaucracy. 
  Base Skill: 35% +5% per level of experience. Note: All soldiers 
  have a fundamental knowledge of military etiquette (base skill 
  30% with no improvement), but this skill is much more complete, 
  with a strong knowledge of what is expected, correct and the for­
  mal approach (e.g. by the book knowledge). 
  Military:Nuclear, Biological, & Chemical Warfare (NBC): 
  This is the knowledge of safety precautions to protect oneself 
  and others from the effects of nuclear, biological or chemical war­
  fare, waste and contamination. The character is also knowledge­
  able in the safe handling and "clean-up" and containment of such 
  hazardous materials. Base Skill: 35% +5% per level of experi­
  ence. 
  Military: Parachuting: The skill of parachuting includes the 
  methods, procedures, and techniques of parachuting, packing 
  the chute, skydiving techniques, precision landing, landing with­
  out injury, and practice of jumping from a high altitude aircraft. 
  The advantage of parachuting is secrecy, since the troopers' in­
  sertion into enemy territory is silent and often goes unnoticed. 
  The following three methods are the ones most commonly used 
  by modem paratroopers: 
  High-Altitude-High-Opening (HAHO) jumps take place from a 
  height of 25,000 to 30,000 feet (7620 to 9144 m). As the para-
  troopers drop they travel laterally to the desired drop zone (DZ) 
  where they wish to land. This technique is used to ''throw off' en­
  emy units since they will probably search for paratroopers di­
  rectly beneath the path of the aircraft. 
  High-Altitude-Low-Opening (HALO) operations also begin at 
  25,000 to 30,000 ft (7620 to 91 44 m) but the paratrooper does 
  not pop the chute until an altitude of 4,000 ft (1 220 m), or even 
  less. The jump takes place so rapidly that there is little chance for 
  the paratroopers to be viewed after the chutes open. 
  The most dangerous method is Low-Altitude-Low-Opening 
  (LALO) drops. The jump is made at the mere height of 300 to 500 
  feet (91 to 1 52 m). If there are any complications (a failed roll) the 
  paratrooper is likely to be injured (broken bones) or killed (30% 
  chance)! Even if the jump goes without a hitch, there is a 20% 
  chance of taking 606 SD.C. from an awkward landing, even if 
  wearing body armor. 
  Failure on a parachuting roll indicates that there are complica­
  tions somewhere along the jump. This might mean an improperly 
  packed chute, tangling of lines, etc. On a high altitude jump, the 
  character gets a second roll for their reserve chute. If the second 
  roll also fails then the character falls to his death! There is not 
  enough time on a low altitude drop to use a reserve chute, so a 
  failed roll means the character hits the ground (humans die!) 
  without a second chance. Parachuting can be selected as a Mili­
  tary or Pilot Related skill. Base Skill: 40% +5% per level of expe­
  rience. 
  Recognize Weapon Quality: The ability to accurately deter­
  mine a weapon's function, durability, reliability, and quality by 
  physically examining it. This includes knowing which manufactur­
  ers are reputed to make the best weapons, the ability to recog-
  Quentin Milton (Order #31246997)
  
  nize damage or signs of misuse, modifications/customization or 
  wear and tear, whether the weapon can be made as good as 
  new with a little repair work and/or cleaning, whether it is a cheap 
  (or quality) "knock-off' (copylimitation), and so on. The character 
  can also recognize if the weapon is stolen (serial numbers filed 
  away, etc.), new, old, and if it has any other special features or 
  properties as well as know what the fair price should be. Base 
  Skill: 25% +5% per level of experience. Note: Reduce the skill 
  ability by half if the item is not actually handled (seen but not 
  touched/examined), likewise if it is of alien origin. 
  TraplMine Detection: Knowledge of the strategic placement 
  of booby traps and mines, the tell-tale trademarks and indications 
  of traps and mines, how to avoid them, and the use of mine and 
  explosive detection equipment. The character has been trained 
  to watch for suspicious objects, dirt mounds, trip wires and 
  camouflaging materials that may denote the presence of a trap. 
  Simple snare traps and trip wires can be easily disarmed by the 
  character, but the demolitions disposal skill is required to disarm 
  mines, explosives or complex traps. Base Skill: 20% +5% per 
  level of experience on visuals alone. Add +50% when using spe­
  cial detection equipment to locate mines/explosives, or + 1 0% to 
  locate other types of traps with detection equipment. 
  Underwater Demolitions: Fundamentally the same basic 
  skills and training as demolitions, but with an emphasis on using 
  explosives in an underwater environment, including underwater 
  techniques, area affect, sound wave damage, different types of 
  explosives, as well as arming, disarming and repairing torpedoes 
  and depth charges. Base skill: 56% +4% per level of experi­
  ence. Note: Any character with the demolitions skill can use ex­
  plosives underwater, but is -1 0%. 
  Physical 
  Special Note: One of the unique aspects of this RPG is that 
  the player can build and increase his or her character's physical 
  attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical 
  skills that will build and develop the body's muscles and endur­
  ance. All attribute and skill bonuses are cumulative. However, a 
  specific physical skill may only be chosen once, including hand to 
  hand combat. Also note that attributes raised to 1 6, 1 7, or 1 8  in 
  this manner do not gain a bonus die roll (see the Eight Attributes 
  in the Character Creation section). 
  There are four major kinds of fighting techniques available to 
  the characters. Boxing and wrestling add to the techniques and 
  power of a specific hand to hand training. 
  Characters without combat training get one hand to hand at­
  tack/action at levels 1 ,  2, 5, 1 0  and 1 5. 
  55 
  Hand to Hand Basic: Provides elementary fighting tech­
  niques and methods of attack and self-defense as taught in mili­
  tary basic training or in self-defense classes. It costs one of the 
  character's skill selections to learn. See the combat section for 
  listing of specific abilities. 
  Hand to Hand Expert: An advanced form of self-defense and 
  unarmed combat usually taught to commandos. It costs two of 
  the character's skill selections to learn. See the combat section 
  for listing of specific abilities. 
  Hand to Hand Martial Arts: This is some form of oriental 
  fighting skill (karate, kung-fu, etc.) that teaches advanced hand to 
  hand combat. It costs three of the character's skill selections to 
  learn. See the combat section for listing of specific abilities. 
  Hand to Hand Assassin: This is an advanced form of combat 
  with an emphasis on immobilizing or killing one's opponent 
  quickly. It costs three of the character's skill selections to learn. 
  See the combat section for listing of specific abilities. 
  Acrobatics: Aerial feats of agility and strength, such as walk­
  ing a tightrope, high wire, trapeze, and stunts performed above 
  ground. Other physical abilities include rolls, somersaults, leaps, 
  and falls. 
  Provides all of the following: 
  Automatic kick attack at first level; 204 damage. 
  60% +2% per level - Sense of balance 
  60% +3% per level - Walk tightrope or high wire 
  70% +2% per level - Climb rope 
  50% +5% per level - Back flip 
  40% base climb ability (does not increase) or adds a +1 5% to 
  climb skill. 
  30% base prowl ability (does not increase) or adds a +5% to 
  prowl skill. 
  +2 bonus to roll with punch or fall 
  +1 to P.S. 
  +1 to P.P. 
  +1 to P.E. 
  + 1 06 to S.D.C. 
  Athletics (general): Training in, and enjoyment of, vigorous 
  exertion for competitive sports, exercises, and contests of 
  strength, endurance, and agility. 
  Provides the following bonuses: 
  + 1 to parry and dodge 
  + 1 to roll with punch or fall 
  +1 to P.S. 
  +1 D6 to Spd. 
  +204 to S.D.C. 
  Body Building & Weight Lifting: The building of muscle tone 
  and body strength through weight lifting and exercise. 
  Provides the following bonuses: 
  +2 to P.S. 
  + 10 on S.D.C. 
  Boxing: Classic art of fighting with fists. Training helps build 
  the body and reflexes. Skilled boxers will automatically knock out 
  opponents on a roll of a natural twenty when fighting with their 
  fists. The victim of a knockout will remain unconscious for 1 06 
  melees. Bionic characters, alter physical structure heroes, min­
  erai aliens, and other characters with superhuman strength or 
  tough bodies are only stunned instead of rendered unconscious 
  (-4 to strike, parry, and dodge). Unlike normal knock out/stun, the 
  player does not have to announce that he is trying to knockout 
  his opponent before making a roll to strike. 
  The following bonuses are provided: 
  +One additional attack per melee. 
  +2 to parry and dodge 
  + 1 one to roll with punch or fall 
  +2 P.S. 
  +306 on S.O.C. 
  Quentin Milton (Order #31246997)
  
  Climbing: Knowledge of the tools and techniques for climbing 
  up sheer surfaces. Players should roll once for every 20 feet (6 
  m) of a vertical climb. If the roll fails, it means he is losing his 
  grip, however, every "skilled" climber gets a chance to regain his 
  grip, roll again. Two consecutive failed rolls means the character 
  falls. Base Skill: 40% +5% per level of experience. 
  Rappelling is a specialized, rope climbing skill used in de­
  scending from helicopters, scaling walls and cliff facings. For 
  game purposes, rappelling will include ascending and descend­
  ing climbs. Base Skill in rappelling: 30% +5% per level of experi­
  ence. 
  Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, 
  somersaults and to work the parallel bars and rings. This sport 
  builds great upper body strength, grace, and balance. 
  Provides all of the following: 
  Automatic kick attack at first level; 204 damage. 
  50% +3% per level - Sense of balance 
  60% +3% per level - Work parallel bars & rings 
  60% +2% per level - Climb rope 
  70% +2% per level - Back flip 
  25% base climb ability (does not increase) or adds a +5% to 
  climb skill. 
  30% base prowl ability (does not increase) or adds a +5% to 
  prowl skill. 
  +2 bonus to roll with punch or fall 
  +2 P.S. 
  +1 to P.P. 
  +2 to P.E. 
  +206 to S.O.C. 
  Prowl: This skill helps the character to move with stealth; qui­
  etly, slowly, and carefully. Techniques include balance and foot­
  ing, short steps and pacing, rifle positioning, prone positions for 
  low visibility, and crawling. A failed prowl roll means that the 
  character has been seen or heard. If the prowl roll is successful, 
  then the character is not seen or heard and may make a sneak 
  attack. Game Masters should use some common sense with this 
  skill. A character can successfully prowl when there is no cover 
  to hide behind, but in such a case he is only moving silently and 
  can be seen easily. Base Skill: 25% +5% per level of experi­
  ence. 
  Running: A regular routine of running and exercise to build 
  speed and endurance. 
  Provides the following: 
  +1 to P.E. 
  +404 to Spd. 
  + 1 06 to S.D.C. 
  Swimming: The rudimentary skill of keeping afloat, dives, 
  swimming and lifesaving techniques. The percentile number indi­
  cates the overall quality of form as well as skill of execution. A 
  character can swim a distance equal to 3x his P.S. in yards/me­
  ters per melee. This pace can be maintained for a total of min­
  utes equal to his P.E.lendurance. Base Skill: 50% +5% per level 
  of experience. 
  Swimming & Fatigue Note: For humans and similar surface 
  dwelling people, the act of swimming on the surface of the water 
  has the same fatigue rate as running and medium to heavy exer­
  tion, especially at great speed or for long periods of time. Swim­
  ming underwater with S.C.U.B.A. equipment or other underwater 
  equipment is considered to be light activity, unless extremely ac­
  tive, involved in combat or fast swimming (in which case it is con­
  sidered strenuous or heavy activity). 
  For most aquatic life forms, including aliens and mutants, un­
  derwater activities such as fast swimming, diving, playing and un­
  derwater acrobatics are considered light activities and can be 
  conducted for hours without fatigue. Pulling a heavy load and en­
  gaging in combat is considered medium to heavy activity. 
  56 
  The buoyancy of water reduces the weight of most items by 
  30% when used/carried underwater. This means the fatigue rate 
  for carrying a heavy load is reduced by 30% - meaning 30% 
  more can be carried at the normal fatigue rate. Characters can 
  also lift 30% heavier weights. 
  S.C.U.B.A. (Advanced Swimming): The letters S.C.U.B.A. 
  stand for Self-Contained Underwater Breathing Apparatus. Indi­
  viduals learn the methods and equipment needed for skin diving, 
  snorkeling and underwater swimming. A character can swim a 
  distance equal to 2x his P.S. in yards/meters per melee. This 
  pace can be maintained for a total of minutes equal to his 
  P.E.lEndurance. Base Skill: 50% +5% per level of experience. 
  Note: The maximum safe depth without getting the bends is 
  about 1 20 feet (36.5 m). Oeeper depths are possible with depres­
  surization, special suits and submarines. Swimming is required to 
  S.C.U.B.A. 
  Wrestling: As taught in old high schools and colleges, wres­
  tling is more of a sport than a combat skill, but it does provide 
  some useful combat moves. 
  Provides the Following: 
  Body block/tackle does 1 04 damage and the opponent must 
  dodge or parry to avoid being knocked down (lose one melee at­
  tack if knocked down). 
  Pinlincapacitate on a roll of 1 8, 1 9, or 20. 
  Crush/squeeze does 1 04 damage per squeeze attack. 
  + 1 to roll with punch or fall. 
  +2 to P.S. 
  +1 to P.E. 
  +406 to S.D.C. 
  Pilot, Basic 
  Piloting Note: Moving at high speeds, taking evasive or ag­
  gressive action or any type of driving/piloting that is out of the or­
  dinary, are considered stunts for unskilled drivers and those who 
  take the ability as a Secondary Skill. See the combat and vehicle 
  section for special maneuvers, skill penalties, and vehicular at­
  tacks. 
  Airplane: Includes old propeller, single and twin engine types, 
  including bi-planes and modern Cessnas. Base Skill: 50% +4% 
  per level of experience. 
  Automobile: Manual and automatic transmission; includes 
  dune buggies, jeeps, and pick-up trucks. Anyone can drive a car 
  without the pilot automobile skill. As long as the unskilled charac­
  ter drives at reasonable speeds and is following the road, they 
  are fine, but attempting any kind of stunts, combat, or trick driving 
  will result in a crash. Base Skill: 60% +2% per level of experi­
  ence. 
  Boat: Sail Type: Small sailing and medium sized sailing 
  yachts, and fishing boats. Base Skill: 60% +5% per level of ex­
  perience. 
  Boat: Motor and Hydrofoils: These include all types of small 
  motor driven boats and yachts, including jet skis. Anyone can 
  drive a small motor boat without the pilot skill. As long as the un­
  skilled character drives at reasonable speeds or on a moderate 
  course, they are fine, but attempting any kind of stunts, combat, 
  or trick driving will result in a crash/capsize. Base Skill: 55% 
  +5% per level of experience. 
  Boat: Ships: This includes all large sailing and motor driven 
  seafaring vessels longer than 45 ft (1 3.5 m). Note that this skill 
  only covers the actual driving of the boat. A crew will be needed 
  to sail the craft. Base Skill: Sailing ships 45% +5% per level of 
  experience. Motor driven ships 44% +4% per level of experience. 
  Quentin Milton (Order #31246997)
  
  Horsemanship: The skill includes the basic principles of rid­
  ing, the care and feeding of the animal, recognizing breed and 
  quality, charging, and jumps. The percentile number is used 
  whenever the character tries to determine breed, quality, and 
  special jumps or maneuvers. Base Skill: 50% +4% per level of 
  experience (-35% when riding an alien or monstrous creature 
  suitable for, and trained to be, a riding animal). 
  Special Bonuses: The horseman has the advantage of 
  height, leverage, and velocity when attacking on a horse. This 
  provides the following bonuses when charging on horseback: +1 
  to parry and dodge, +4 damage. Note that a person can not 
  shoot a projectile weapon of any kind (bow and arrow or gun) 
  with any degree of accuracy. An aimed shot is impossible on a 
  moving animal! Bursts are possible if the horse is moving quickly, 
  but not at a full gallop. At full gallop, the shooter can fire only as 
  wild. 
  Motorcycle: This skill includes the piloting of all two and three 
  wheeled vehicles such as motorcycles of all types, dirt bikes, and 
  mopeds. Anyone can drive a motorcycle without the pilot skill. As 
  long as the unskilled character drives at reasonable speeds and 
  follows a road, they are fine, but attempting any kind of stunts, 
  combat, or trick driving will result in a crash. 
  Base Skill: 60% 
  +4% per level of experience. 
  Race Car: This is a specialized skill for vehicles that can 
  travel at regular speeds above 1 20 mph (1 92 km). Characters 
  without this skill are at -15% to pilot rolls at speeds above 1 25 
  mph (200 km). Maximum speed is typially around 220 mph (352 
  km). Characters with no driving skill can not drive at these 
  speeds, and crash. Base Skill: 55% + 3% per level. 
  Truck: This piloting skill specifically applies to large cargo and 
  transport vehicles like eight to sixteen wheeled commercial 
  trucks and multi-ton transports. Base Skill: 40%+4% per level of 
  experience. 
  Water Scooters: The knowledge and skill of piloting all types 
  of one and two-man water sleds (underwater) and jet skis (sur­
  face sleds). Base Skill: 50% +5% per level of experience. 
  Pilot, Advanced 
  Note: Advanced Piloting skills involve vehicles and training 
  that are not normally available to ordinary people. Most have 
  highly specialized purposes or are used for military applications. 
  Helicopter: The specialized skill required in flying all types of 
  helicopters, including combat 'copters (but must have the weap­
  ons systems skill to operate weapons on a combat helicopter). 
  Base Skill: 35% +5% per level of experience. 
  Hovercraft (ground): The knowledge needed in piloting 
  hover cycles and other hover vehicles used for ground transport. 
  These vehicles can be tricky, because they utilize several air jets 
  and directional thrusters that push the craft along, above the 
  ground, on a cushion of air. The vehicles can usually attain great 
  speeds and are capable of driving over incredibly rugged terrain 
  and make sensational jumps over craters and ravines. Only ali­
  ens, robots, or hardware characters are likely to have access to 
  hover vehicles. Base Skill: 50% +5% per level of experience. 
  57 
  Jet Aircraft: Includes large and small commercial transport 
  jets, like Lears and the giant DC models. Base Skill: 40% +4% 
  per level of experience. 
  Jet Fighters: Training includes flying, maneuvering, aerial 
  combat strategies, and typical fighter jet weapon systems (these 
  are just typical systems, and the weapon systems skill will be 
  needed for a working knowledge of all jet weapon systems). 
  Base Skill: 40% +4% per level of experience. 
  Jet Packs: This is the piloting skill of back pack-like units that 
  strap to the back of an individual to carry him airborne. The typi­
  cal jet pack is a one person unit capable of hovering above the 
  ground and flying at an average altitude of 300 feet (91 .5 m). 
  Most people cannot use a jet pack at all, and the skill is abso­
  lutely necessary for other maneuvers like high and low altitude 
  flight, controlled movement (between buildings or trees), stunts, 
  and especially combat. Base Skill: 42% +4% per level of experi­
  ence. 
  Submersibles: The knowledge and skill of piloting all types of 
  submersibles, including underwater sleds, mini-subs and most 
  types of submarines, including military submersibles. Base Skill: 
  40% +4% per level of experience. Note: -20% when using alien 
  or unusual submarines. Does not include power armor or deep 
  sea diving suits. 
  Tanks and APCs: Military vehicles often have unconventional 
  controls and handle differently than conventional vehicles, espe­
  cially the many ton, armored, combat vehicles such as tanks and 
  armored personnel carriers (APC). Thus, special training is re­
  quired to pilot them. Base Skill: 36% +4% per level of experi­
  ence. 
  Warships/Patrol Boats: Special training in the use of military 
  warships, combat hydrofOils, patrol boats and amphibious beach­
  craftltransports. Includes a basic idea of how to use sonar and 
  targeting equipment, depth charges, torpedoes, and other com­
  mon weapon systems, as well as evasive maneuvers and pilot­
  ing. Base skill: 40% +4% level. Note: Characters with the motor 
  boat or ship skill can also pilot these vessels but at a -12% pen­
  alty. 
  Pilot Related Skills 
  Navigation: Training in map reading, star charts, course com­
  putation, following landmarks, and use of navigational equipment. 
  Includes land, air, and water navigation, as well as piloting by in­
  struments alone. A failed roll means the pilot is off course. Roll 
  2D6x1 00 for most aircraft, 4D6x1 00 for jets, and 2D6x1 0 for 
  ground vehicles to determine how many miles/kilometers they 
  are off course. Roll for every hour that one is off course. Base 
  Skill: 50% +5% per level of experience. Requires: Basic math, 
  read sensory equipment, and at least minimal literacy. 
  Navigation: Space: The ability to navigate in outerspace us­
  ing instruments, mathematical computations, sensory equipment 
  and the stars. Base Skill: 40% +5% per level of experience. Re­
  quires: Navigation, basic math, read sensory equipment, and lit­
  eracy. 
  Read Sensory Equipment: Individuals with this training can 
  operate, maintain, understand, and "read" or interpret sensory 
  data from all types of conventional sensor devices. These de­
  vices include radar, sonar, motion detectors, surveillance equip­
  ment, optical enhancements, instrument panels, and so on. Note 
  that characters without this skill cannot understand nor operate 
  aircraft, radar, or detection/surveillance equipment (including 
  thermo-imagers and ultraviolet sights). Base Skill: 30% +5% per 
  level of experience. 
  Weapon Systems: This is the complete understanding of 
  weapon units and systems incorporated in military vehicles, 
  Quentin Milton (Order #31246997)
  
  power armor, and robot vehicles. It includes machineguns, mis­
  sile and grenade launchers, cannons, and other heavy weapons 
  systems. Adds a special bonus of +1 to strike when using these 
  types of weapons; this does not include hand-held weapons (see 
  Weapon Proficiencies). The skill percentage is rolled when a 
  character first attempts to familiarize himself with a specific vehi­
  cle's weapon systems. If the roll is failed, he can not figure 
  out/find the controls and will be at -1 to strike instead of +1 . He 
  can roll once for every five minutes of study. Base Skill: 40% 
  +5% per level of experience. 
  Rogue Skills 
  Cardsharp: A skill that involves the manual dexterity of hand 
  and finger manipulation to perform tricks, palming, and other gim­
  micks of sleight of hand with playing cards. This includes dealing 
  from the bottom or middle of the deck, stacking a deck (to the 
  cardsharp's favor), hiding cards up the sleeve (and elsewhere), 
  fancy and impressive methods of shuffling and dealing the cards, 
  as well as "marking" cards, card counting and understanding the 
  odds. 
  Marking cards often includes a complex series of Braille-like 
  indentations, punctures or trimmed edges so that they are slightly 
  concave or convex, all things that the delicate touch of the pro­
  fessional cardsharp can feel as he deals the cards. Other types 
  of "marks" include incredibly subtle, almost indiscemible vari­
  ations of the pattern on the back of cards, typically in the right, 
  upper comer. 
  A failed roll means the character has fumbled the trick, missed 
  (or misread) one of his secret markings, or was too obvious and 
  is caught cheating! Base Skill: 24% +4% per level of experience. 
  Add +4% if the character also has the palming skill. 
  Computer Hacking: This is a computer skill similar to com­
  puter programming, however, the emphasis of the skill is break­
  ing computer access codes to gain illegal access to other 
  computer systems and steal or sabotage their data. The charac­
  ter is an expert in tracing computer data, bypassing defense sys­
  tems, and breaking ("hacking") codes; add a one time bonus of 
  +5% to the cryptography, surveillance, and locksmith skills if the 
  character is a hacker. Use the penalties listed in the hardware 
  section whenever hacking is attempted. Base Skill: 30% +5% 
  per level of experience. Requires: The ability to read and write, 
  computer operation, computer programming, and at least basic 
  mathematics. 
  Concealment: The practiced ability to hide small items on 
  one's body or in hand, usually by continually moving it around 
  from hand to hand or place to place unnoticed. Objects must be 
  no larger than 1 4  inches in height or length, and six inches in 
  width. The weight must also be 1 0  pounds or less (4.5 kg). The 
  smaller and lighter the object, such as a knife, gem, key, credit 
  card, etc., the easier it is to conceal (add a bonus of +5%). Hiding 
  handguns and knives under clothes is also done at +5%. Larger 
  items such as a book, scroll, club, statue, or similarly large or 
  heavy object are more difficult to conceal on one's person for ob­
  vious reasons. Base Skill: 20% +4% per level of experience. 
  Find Contraband & Illegal Weapons: See the skill descrip­
  tion under Military Skills. 
  Palming: Simply the ability to pick up and seemingly make a 
  small object, such as a coin, key, or credit card, disappear by 
  concealing it in one's hand. Adds a bonus of +5% to the pick 
  pocket skill. Base Skill: 20% +5% per level of experience. 
  Pick Locks: The character knows the methods and tools for 
  picking/opening key and basic tumbler type locks. This does not 
  include sophisticated computer or electronic locks. It takes 1 06 
  melee rounds for each attempt to pick a lock. A failed roll means 
  58 
  the lock holds; try again. Base Skill: 30% +5% per level of expe­
  rience. 
  Pick Pockets: An ability to remove items from a person with­
  out their being aware of it. If a pick pocket attempt fails, the item 
  has NOT been removed and there is a 67% likelihood of the in­
  tended victim recognizing the intent of the action. Base Skill: 
  25% +5% per level of experience. 
  Prowl: This skill helps the character to move with stealth; qui­
  etly, slowly, and carefully. Techniques include balance and foot­
  ing, short steps and pacing, rifle positioning, prone positions for 
  low visibility, and crawling. A failed prowl roll means that the 
  character has been seen or heard. If the prowl roll is successful, 
  then the character is not seen or heard and may make a sneak 
  attack. Base Skill: 25% +5% per level of experience. 
  Safecracking: This is a specialized skill in which the charac­
  ter studies the strengths, weaknesses, and construction of safes 
  and how to open them without damaging the contents inside. The 
  fingers of the safecracker are so sensitive that they can "feel" the 
  subtle calibration of combination locks and other locking mecha­
  nisms. When using explosives, they can use their abilities to such 
  precision that they can "blow" the lock off a safe, security door, 
  safe deposit box and similar without creating a big, area affect 
  explosion or inflicting damage to the contents (a failed safecrack­
  ing skill or demolitions roll means the explosion was too much 
  and the contents are damaged). Base Skill: 20+4% per level of 
  experience. Bonuses: Adds +5% bonus to the lock picking and 
  demolitions skill. Penalties: Requires focus, concentration and 
  keen hearing, so characters with an M.E. under 1 5  are -10% on 
  this skill. 
  Seduction: This is the ability to make the opposite sex melt 
  with desire. This skill is somewhat similar to the interrogation 
  skill, in that the seducer knows how to ask the right questions to 
  get information without being obvious. The seducer usually 
  seems attentive, sympathetic, and alluring/sexy. Men and 
  women, who are seduced, tend to have loose lips - meaning 
  they tend to talk freely, say more than they should, and tell se­
  crets. They also lose track of time, spend big money to impress 
  and please their seducer, and lavish her or him with their affec­
  tion, time and attention, while oblivious to everything else around 
  them. 
  Most of all, somebody who is seduced is vulnerable. The per­
  son who is successfully seduced is distracted, skill performance 
  is half and takes twice as long to perform, the character has no 
  initiative, doesn't notice people or events around him/her, and is 
  easily caught off-guard; no initiative and all bonuses are at half 
  when attacked by a character other than the seducer. Worse, the 
  victim(s) of seduction is completely vulnerable to the seducer! 
  The seducer always gets the first strike/attack/action (any roll 
  above a 4 hits or is successful). The victim has no chance of self­
  defense against that first attack, plus loses one attack/action from 
  surprise or horror. In addition, the seducer is +5% to pick the 
  pockets of, palm, or plant things on his/her victim of seduction, as 
  well as +5% to the cardsharp, sing and dance. Research has 
  shown that the more alcohol the intended victim drinks, the eas­
  ier it is to seduce someone (+5%). Base Skill: 20% +3% per ad­
  ditional level of experience. Skill Bonuses: +1 % for every one 
  M.A. attribute point above 20, and every two P.B. above 1 7. So a 
  character with a P.B. 23 (+3) and M.A. 24 (+4) would be +7% to 
  successfully seduce. The seducer can influence more than one 
  person at a time; one additional per every three levels of experi­
  ence. 
  Streetwise: This skill instills an understanding of the darker 
  side of city life and the scoundrels who roam those streets. The 
  streetwise character will be able to recognize gang members by 
  their actions and philosophies, gang colors (emblems and cloth­
  ing that denote membership to a particular organization), gang 
  Quentin Milton (Order #31246997)
  
  symbols mannerisms, as well as identify dangerous locations and 
  gangland haunts. The individual will also recognize a potential 
  brawl situation, assess a gang member's rank/power in the or­
  ganization, and know some of the hangouts, modes of operation, 
  rituals, ethics, and perhaps even notorious gang leaders of the 
  more infamous street gangs. This skill also includes the ability to 
  recognize and locate black market dealers/organizations, illegal 
  clinics, drugs and arms dealers, and similar criminal outfits. 
  The streetwise skill also gives the character the ability to rec­
  ognize characters addicted to drugs, street corner pushers, big 
  time dealers, drug smugglers, DEA agents, and undercover 
  agents looking to bust dealers. Similarly, the character has a 
  good idea of what drugs cost, how to use them, and where to buy 
  them (even if he doesn't use them himself). The character also 
  knows most of the "street names" of common drugs, recognizes 
  the drug when he sees it and knows the general effects and dan­
  gers it represents. He can also recognize the symptoms in others 
  and can guess what drug a user may be high on with reasonable 
  accuracy (roll under skill ability). Base Skill: 20% +4% per level 
  of experience. 
  Ventriloquism: The practiced ability to throw one's voice. 
  This can be used to create the illusion of not speaking while mak­
  ing a voice or verbal noise appear to be coming from someone or 
  something else, such as a puppet, a tree, box, chair, etc. Maxi­
  mum range is 1 0  feet (3 m) away. A failed roll means the voice is 
  not well thrown or the ventriloquist's mouth is seen moving, so 
  the trick does not work. Base Skill: 1 6% +4% per level of experi­
  ence. 
  Science 
  Note: Literacy and Computer skills are found under Technical 
  skills and computer hacking is found under Rogue Skills. 
  Anthropology: This is the behavioral study of man and other 
  intelligent life forms and their environments. Studies include so­
  cieties, customs and beliefs, religions, political structure, as well 
  as rudimentary history and archaeological background. It is im­
  portant to note that anthropology is more concerned with the 
  study of modern races and societies than it is with ancient ones. 
  This is especially important when dealing with other races and 
  cultures in the present time to avoid accidentally breaking taboos 
  or codes of behavior. It will also tell the anthropologist whether he 
  may be dealing with a dangerous people (fear technology or 
  magic, are cannibals, worship demons, etc.). 
  The skill can also be used in the examination of items/artifacts 
  and ruins to identify the probable people/race, purpose, and tech­
  nological level. The character can identify the period in which the 
  item was used (contemporary or ancient), but is not skilled 
  enough to tell whether an item is an authentic artifact or a forgery 
  without much research and possibly a laboratory. Base Skill: 
  20% +5% per level of experience. 
  Archaeology: This is the scientific study of relics of ancient 
  civilizations by excavation and analysis of artifacts. Studies in-
  59 
  clude proper excavation (digs) techniques, preservation, restora­
  tion, and dating methods (including carbon dating), as well as 
  rudimentary history and anthropological notes (a base 25% or 
  +5% to the anthropology skill if also taken) background. Base 
  Skill: 20% +5% per level of experience. 
  Astronomy: The study of the stars and other celestial bodies, 
  their movements, positions, cycles, alignments, and interrela­
  tions with the earth and each other. This knowledge can also be 
  used to determine direction, approximate distances, identify sea­
  sons, and tell the time of day. Base Skill: 25% +5% per level of 
  experience. 
  Astrophysics: Includes a working knowledge of astronomy, 
  which is the study of the stars and other celestial bodies, their 
  movements, positions, cycles, alignments, and interrelations with 
  the earth and each other. This knowledge can also be used to 
  determine direction, approximate distances, identify seasons, 
  and tell the time of day, but more importantly, it is used to study 
  the universe and how it relates to nuclear physics, quantum me­
  chanics, relativity, and other explanations of deep space phe­
  nomena like quasars and black holes. The skill combines 
  astronomy and physics and also includes a working knowledge 
  of the theories of time and space. 
  Requires: Basic and Ad­
  vanced math. Base Skill: 25% +5% per level of experience. 
  Biology: Basic understanding of cells, anatomy, physiology, 
  evolution, and genetics. The character will know how to use a mi­
  croscope, cultivate bacteria, and how to classify new organisms. 
  Base Skill: 30% +5% per level of experience. 
  Botany: Plants, their categories and functions, are studied ex­
  tensively. Characters will know the basics of cross-fertilization 
  and germinating, as well as growing experimental plants. Base 
  Skill: 25% +5% per level of experience. 
  Chemistry: The basic understanding of chemical principles 
  and formulae. Characters know enough chemical laboratory pro­
  cedures for analyzing and synthesizing chemical compounds in 
  order to be competent assistants. Propellants for bullets can be 
  made with this skill, but not explosives. Base Skill: 30% +5% per 
  level of experience. 
  Analytical Chemistry: Training in chemical engineering theo­
  ries useful in the analysis of compounds and their practical appli­
  cations. Characters will be highly skilled in the use of laboratory 
  equipment and can analyze and synthesize chemicals (including 
  explosives, but their use still requires the demolitions skill). Base 
  Skill: 25% +5% per level of experience. Requires: Chemistry, 
  advanced mathematics, and literacy. Computer operation is 
  highly suggested but not required. 
  Basic Mathematics: Knowledge of basic math, including the 
  ability to count, addition, subtraction, multiplication, division, and 
  fractions. Requires: Literacy. Base Skill: 45% +5% per level of 
  experience. 
  Advanced Mathematics: Knowledge of all basic and ad­
  vanced mathematics including algebra, geometry, trigonometry, 
  calculus, and techniques for advanced mathematical formulae. 
  Requires: Basic mathematics. Base Skill: 45% +5% per level of 
  experience. 
  Technical 
  Art: The ability to draw or paint or sculpt or do craft-work. 
  Scholastic art training indicates a professional quality, while a 
  secondary skill indicates a talented amateur. Base Skill: 35% 
  +5% per level of experience. 
  Business and Finance: This skill represents some form of 
  skill in either big business or the financial world. The character 
  can either be a manager/overseer, a CEO (depending on skill 
  percentage and rolls) or an investor/stock broker. This is a career 
  Quentin Milton (Order #31246997)
  
  skill and will have little bearing on the character's adventuring, 
  but some players want to define their characters' occupation, and 
  this was the only area where there were no skills to correspond 
  to real world jobs. So here it is. Base Skill: 35%+5% per level of 
  experience. 
  Computer Operation: A knowledge of how computers work, 
  along with the skills to operate peripherals like keyboards, print­
  ers, and modems. Characters can follow computer directions, en­
  ter and retrieve information, and similar basic computer 
  operations. However, this does NOT include programming or 
  hacking. Base Skill: 40% +5% per level of experience. Re­
  quires: Literacy. 
  Computer Programming: Advanced computer knowledge 
  that includes designing, programming, debugging, and testing 
  computer programs and software. Hacking is possible, but at a 
  penalty of -40% unless the character also has the computer 
  hacking skill (see Rogue Skills). Base Skill: 30% +5% per level 
  of experience. Requires: Computer operation and literacy. 
  General RepairlMaintenance: Not everyone can be a me­
  chanic or electrician, but many are good with their hands and ca­
  pable of doing satisfactory repairs on simple mechanisms, gears, 
  pulleys, wheels, rope, and so on. The general repair/mainte­
  nance skill includes: sharpening blades, minor repairs on weap­
  ons, pack their own S.D.C. bullets/ammunition, sew torn clothing 
  (it may not look pretty, but it does the job), replace a wagon 
  wheel, change a tire, shoe a horse, repair furniture, paint, var­
  nish, nail and assist in basic woodworking, and even do minor 
  patchwork on armor (restores 206 S.D.C.). 
  Roll once to see whether the character can figure out what's 
  broken, what must be done to fix it, and whether it's beyond his 
  meager abilities. Roll again to determine success or failure in 
  making the actual repair. If failure, the player may try again, but 
  only twice. Base Skill: 35% +5% per level of experience. Reduce 
  skill proficiency by half if the item is extremely damaged, com­
  plex, high-tech or alien. 
  Law (general): This general study of law provides the charac­
  ter with a basic understanding of laws and customs and a rudi­
  mentary understanding of legal 
  procedures, 
  crimes and 
  punishment throughout the Western parts of the World (USA, 
  Canada, Mexico, Britain and Europe). Base Skill: 25%+5% per 
  level. 
  Language: Characters with a language skill can understand 
  and speak in a language other than their own native tongue. lan­
  guage is one of the few skills that can be selected repeatedly in 
  order to select several different languages. Each selection gives 
  the character knowledge of a different language and costs one 
  skill selection each time. Base Skill: 50% +5% per level of expe­
  rience. 
  Literacy: By the end of the 20th century, literacy has de­
  creased even in industrialized nations; however, it is assumed 
  that all heroes will be literate. Only those poor unfortunates that 
  dropped out of school and grew up on the streets or in the wilds 
  somewhere will not have the most basic levels of literacy. A 
  Game Master running a grittier street campaign may require all 
  characters to purchase literacy as a skill, but otherwise, it is here 
  for reference purposes only. Base Skill: 30% +5% per level of 
  experience, but educated individuals will have 98% literacy in 
  their native language. 
  Photography: Training in the art of still photography, the use 
  of lighting, cameras, lenses, filters, and other camera equipment, 
  as well as storage, development, enlargement, and duplication of 
  film/photos. Base Skill: 35% +5% per level of experience. 
  Research: Training in the use of methods, techniques, and lo­
  cations for finding information, including public records, libraries, 
  federal information services, data bureaus, interviews, surveys, 
  60 
  demographics, trade journals, clipping services, computer serv­
  ices, and legal searches. This skill is helpful in locating informa­
  tion about people, places and things. The game master will 
  ultimately regulate the availability of accessible, known informa­
  tion regarding a particular subject. In some cases, there may be 
  a ton of history and information, while in others, very little or noth­
  ing at all (which may reveal something by its sheer lack of info). 
  The research skill simply gives characters access to available 
  data. Base Skill: 50% +5% per level of experience. 
  G.M. Note: A good rule of thumb is to let characters investi­
  gate/research something as much as they want, but keep the 
  game moving along. If no information is available, find out where 
  they are conducting research and say something like, "Despite 
  the help of a clerk, and three hours of research, you still find 
  nothing (or nothing unusual)." If the character(s) wishes to keep 
  looking, let him, but quickly click off the hours; "Another hour and 
  still nothing." If another player conducting research elsewhere 
  says, "What do I find in the City County Building?" Make the an­
  swer "Nothing", or "Something quite surprising", and tell himlher 
  something in private. Do not drag out the research aspect, but do 
  consider a reasonable length of imaginary game time. Likewise, if 
  the information is common knowledge or easy to locate, fast for­
  ward through what might be a couple of hours of research and 
  tell the character what he has found. 
  ANY CHARACTERS CAN DO RESEARCH AND ASK QUES­
  TIONS! However, the research skill will reduce the amount of 
  time by half and the character is trained to notice relevant data 
  that an untrained character is liable to overlook. Thus, for the 
  truly mysterious, secret or difficult information, have the character 
  with the research skill try to uncover it. Only roll to determine suc­
  cess on these difficult or hushed up bits of information, including 
  addresses, unlisted telephone numbers, car license plate num­
  bers, obscure and suppressed data. 
  Quentin Milton (Order #31246997)
  
  Writing: The ability to write prose (stories), poems, or journal­
  istically (articles, reports, news). Scholastic training indicates a 
  professional quality, while the secondary skill indicates a talented 
  amateur. A failed roll means an awkward and poorly written work 
  that is boring and difficult to understand. Try again. Base Skill: 
  25% +5% per level of experience. Requires: Literacy. 
  Weapon Proficiencies 
  Ancient Weapon Proficiencies 
  Ancient weapon proficiencies cover all forms of hand-held or 
  projectile weapons common before the advent of firearms, even if 
  the weapon being used is a modern version, like a compound 
  bow or Bowie knife. Each ancient W.P. provides combat training 
  with a particular type of weapon. The result is hand to hand com­
  bat bonuses to strike and parry whenever that particular weapon 
  is used. All bonuses are accumulative. Each W.P. counts as one 
  skill. The character may select several W.P.s or few. Note: Char­
  acters without a W.P. can use any weapon, but without benefit of 
  the W.P. bonuses. 
  W.P. Archery and Targeting: This is an expertise with 
  thrown and bow weapons. It includes throwing spears, forks, 
  slings, short bow, long bow, cross bow, and modem bows. Bo­
  nuses: Add 20 feet (6.1 m) to the normal effective range per 
  level of the character, +1 to parry with that weapon (effective at 
  level one), and +1 to strike at levels 2, 4, 6, 8, 1 1 ,  and 1 4. Note: 
  The character loses all bonuses and rate of fire is half when rid­
  ing on horseback or a moving vehicle. Rate of Fire: Two at level 
  one, +2 at level three, +1 at levels 5, 7, 9, and 1 2. 
  Weapon Type and Ranges 
  Boomerangs - 60 ftl1 8.3 m 
  Sling - 80 ftl24.4 m 
  Short Bow - 340 ftl1 04 m 
  Long Bow - 640 ftl1 95 m 
  Oamage Per Arrow/Weapon 
  1 06 damage 
  1 06 damage 
  1 06 damage 
  Modern Compound Bow - 700 ft/ 21 3  m 
  206 damage 
  206 damage 
  206 damage 
  406 damage 
  Traditional Cross Bow - 600 ft/1 83 m 
  Modern Cross Bow - 700 ftl21 3  m 
  W.P. Battle Axe: Training in all types of battle axes and picks. 
  Bonuses: +1 to strike at levels one, four, eight, and twelve. +1 to 
  parry at levels two, five, nine and thirteen. +1 to strike when 
  thrown at level three, eight and twelve. 
  W.P. Blunt: Training with all types of blunt weapons, including 
  maces, hammers, cudgels, pipes, staves, and clubs. Bonuses: 
  + 1 to strike and parry at level one, add another +1 to strike and 
  parry at level four, and another +1 to strike and parry at levels 
  eight and 1 3. 
  W.P. Chain: Training with all types of chain weapons, includ­
  ing ordinary lengths of chain, nunchaku, flail, and ball or mace 
  and chain. Bonuses: +1 to strike at level one, add another +1 to 
  strike and parry at level four, add another +1 to parry at level 
  eight, and +1 to strike and parry at level 1 3. 
  W.P. Knife: Training with all types of knives. Bonuses: +1 to 
  strike when thrown on level one, +1 to strike and parry at level 
  two, add another +1 to parry at level four, add another +1 to 
  strike and throw at level seven, add +1 to parry at level eight, and 
  + 1 to strike, parry, and throw at levels 1 1  and 1 5. 
  W.P. Paired Weapons: This skill is automatic at 7th level 
  hand to hand Expert and Martial Arts, but it can also be taken as 
  a separate skill. The effects are identical (see Combat Terms), 
  but when taken as a skill, only two specific kinds of paired weap­
  ons are included. For example, the character may be skilled in 
  61 
  paired short swords or paired axe and short sword, but not both 
  (that would require two paired weapons skills). When the skill is 
  acquired under hand to hand, it represents a high level of 
  achievement and any single-handed weapon can be used in a 
  pair. Unlike a separate selection of the skill, high level combat­
  ants do not have to specify their paired weapons, they can use 
  any two single-handed weapons. 
  W.P. Polearm: Training in the large spear-like weapon known 
  as the polearm. Also includes tridents. Bonuses: +1 to strike at 
  levels one, five, nine, and fourteen. +1 to parry at levels one, 
  three, six, nine and twelve. +1 to strike when thrown at levels 
  two, five, nine and fourteen. 
  W.P. Shield: Combat skills with large and small shields used 
  primarily for parrying and self defense. Bonuses: +1 to parry at 
  levels 1 ,  3, 6, 9, 1 2  and 1 5. A shield can be used in one hand 
  and a weapon in the other. +1 to strike with a shield (1 04 dam­
  age) at levels 4, 8, and 1 2. No bonus to strike when thrown. 
  W.P. Spear: Combat skill with large and small spears (the use 
  of a rifle equipped with a bayonet also falls into this category). 
  Bonuses: +1 to strike and parry at levels 1 ,  3, 5, 8, 1 1  and 1 3. 
  + 1 strike when thrown at levels 3, 6, 1 0  and 1 4. 
  W.P. Staff: Combat skill with large and small staffs. Bonuses: 
  + 1 to strike at levels 1 ,  3, 7, 1 0  and 1 3. +1 to parry at 2, 5, 8, 1 1  
  and 1 4. +1 to strike when thrown at levels 5, 1 0, and 1 5; not de­
  signed for throwing. 
  W.P. Sword: Combat skills with large and small swords, in­
  cluding fencing type training. Includes rapiers, sabers, two­
  handed, and short swords. Bonuses: +1 to strike and parry at 
  level one, an additional +1 to strike and parry at level three, and 
  add another at levels seven, eleven, and fourteen. 
  W.P. Throwing Weapons (small): See W.P. Targeting. In­
  cludes throwing knives, throwing axe, throwing stickslirons, darts, 
  bolas, and similar. 
  W.P. Targeting (ThrowinglMissile Weapons): Expertise with 
  a thrown weapon and proficiency with missile weapons, such as 
  the sling, sling-shot, bolas, boomerangs, throwing sticks, throw­
  ing axes (small), throwing knives, shurikens, javelin, and spear 
  (the use of the bow is a separate skill; see archery). Bonuses 
  when thrown or slung: +1 to strike at levels 1 ,  3, 5, 7, 1 0, and 
  1 3. Characters who select both W.P. targeting and w.P. bow, or 
  W.P. crossbow (See W.P. Archery), or W.P. spear get the usual 
  bonuses for that W.P., plus a bonus (from W.P. targeting) of +1 
  to strike at levels 2, 5, and 1 0. Rate of Fire: Equal to the charac­
  ter's normal number of hand to hand combat attacks. Note: The 
  character loses all bonuses and rate of fire is half when riding on 
  horseback or in a moving vehicle. 
  Typical Effective Range & Damage per Projectile Weapon 
  Type: 
  Blow-gun: 30 ft (9 m) -1 04 damage 
  Boomerangs: 60 ft (18 m) - 1 06 damage 
  Bow, Short: 340 ft ( 1 04 m) - 1 06 damage 
  Bow, Long: 640 ft (1 95 m) - 206 damage 
  Cross Bow, Small (pistol size): 1 20 ft (36.5 m) - 1 06 damage 
  Cross Bow, Light (rifle size): 340 ft ( 1 04 m) - 204 damage 
  Cross Bow, Large (rifle size): 600 ft (182 m) - 206 damage 
  Oart: 30 ft (9 m) - One point of damage. 
  Javelin: 300 ft (91 m) - normal javelin damage +1 04 
  Throwing Sticks and Knives: 40 ft (1 2.2 m) - 1 06 damage 
  Throwing Irons and Axes: 40 ft (1 2.2 m) - 204 damage 
  Spear: 1 00 ft (30.5 m) - normal spear damage + 1 06 
  Sling or Slingshot: 80 ft (24 m) - 1 06 damage 
  Note: Swords, large axes, (non-throwing) knives, hammers, 
  clubs, maces, pole-arms and most other hand-held weapons are 
  Quentin Milton (Order #31246997)
  
  NOT designed to be thrown. Consequently, the average throwing 
  range is a mere 20 feet (6 m) and the character is -1 to strike. An 
  attacker can try to throw such weapons farther, but is -3 to strike 
  for every additional 1 -1 0  feet (3 m) beyond 20 (6 m). 
  Spears, javelins, slings, throwing knives/sticks/axes, and 
  bows, can be thrown or fired by anybody without penaHy at the 
  typical effective range listed above. 
  The ''Typical'' effective range applies to most characters un­
  less stated otherwise in the description of the Occupational Char­
  acter Classes (O.C.C.s). Greater range and proficiency for an 
  O.C.C. or R.C.C. is typically the result of special training or natu­
  ral ability. 
  The average giant weapon does one additional die of damage 
  plus P.S. bonus, and range is increased by 20%. 
  W.P. Whip: Skill at "whipping" or snapping with long, flexible, 
  light weapons. Bonuses: Start with +1 to strike at level one. +1 
  to strike at 3rd, 5th, 7th, 9th, 1 1  th and 1 3th levels. +1 to damage 
  at 4th, 8th, and 1 2th. +1 to entangle at 2nd, 6th, 8th, 1 0th, and 
  1 4th levels. A typical whip and Cat-o-Nine tails inflicts 1 06 dam­
  age, a bull whip 204 damage. 
  Modern Weapon Proficiencies 
  Modern Weapons include firearms and energy weapons, but 
  they do not cover modern versions of ancient weapons (see An­
  cient Weapon Proficiencies). These are areas of training and 
  practiced skill with a particular class of modern weapon. Each 
  W.P. counts as one skill selection. Modern W.P. bonuses are 
  found in the combat section under Modem Weapon Proficiency 
  Explanation. Characters with no knowledge of modem weapons 
  can fire loaded weapons, but will take twice as long to reload and 
  always shoot "wild"; no bonuses to strike. 
  W.P. Revolver: All cylinder style hand guns; not automatic 
  (trigger must be pulled each time the gun is fired). 
  W.P. Semi-Automatic Pistol: All modern military pistols 
  which fire as quickly as the trigger is pulled. 
  W.P. Bolt-Action Rifle (hunting & sniping): Includes most 
  hunting rifles; not an automatic firing weapon. 
  W.P. Automatic and Semi-automatic Rifles: Includes all as­
  sault rifles like the M-1 6  and AK-47. 
  W.P. Sub-Machinegun: Includes all automatic and semi­
  automatic small arms weapons like the Uzi and Skorpion. 
  W.P. Shotgun: All types of shotguns. 
  W.P. Heavy: Includes machineguns, bazookas, LAWS, and 
  mortars. 
  W.P. Energy Pistol: Includes lasers and all types of energy 
  firing small arms. 
  W.P. Energy Rifle: Includes all long range energy firing rifles. 
  W.P. Heavy Energy Weapons: Includes plasma ejector, rail 
  guns, and similar high tec, mega-damage weapons. 
  Note: Energy weapons, including lasers, are not generally 
  available even to most superbeings. See the Modern Combat 
  section for details. 
  62 
  Wilderness 
  Boat Building: This skill enables the character to build a vari­
  ety of rafts, small row boats, large flatbed boats, and canoes. A 
  small raft (two man) can be made within 1 06+1 hours if the lum­
  ber or other suitable materials and tools are readily available. A 
  large raft will take about 406 hours, a canoe 206 days, row boat 
  404 days, large flat bed 1 04x1 0 days. Time is doubled or tripled 
  if trees must be cut down and wood prepared. Of course, the 
  time can be reduced if several knowledgeable people are work­
  ing on the construction. A failed skill roll means the boat has 
  leaks. Trying to patch it will require 404 hours. Base Skill: 25% 
  +5% per level of experience. 
  Carpentry: A fundamental knowledge of working with wood. 
  The character knows how to prepare, treat, and preserve wood, 
  recognize quality craftsmanship, can repair damaged wood and 
  wood items, and build (chests, chairs, tables, cabinets, houses, 
  etc.). Adds +5% bonus to the boat building skill if taken. Base 
  Skill: 25% +5% per level of experience. 
  Hunting: The skill of killing and preparing an animal for food. 
  Special Bonuses: Add the following bonuses to the appropriate 
  skills: +2% prowl, +5% track animals, +5% skin animals, +5% wil­
  derness survival, and +5% to cook the catch only. No base skill. 
  Identify Plants & Fruits: Training in the recognition of the 
  many different types of plants and vegetation and where they 
  grow. The emphasis is placed on edible, herbal, and poisonous 
  plants. Base Skill: 25% +5% per level of experience. 
  Land Navigation: This skill enables the person to stay on 
  course while traveling over land by means of observation. It in­
  cludes mentally marking/recognizing geographic landmarks, esti­
  mating distance and movement, recognizing sounds, night travel, 
  and other navigational tricks. The player should roll once for ap­
  proximately every three miles (4.8 km) traveled. A failed roll 
  means the character is drifting off course; 2D1 0x1 00 yards/me­
  ters. Consecutive failed rolls means the individual does not real­
  ize that he's off course and continues in the wrong direction. 
  Note: A group of average men can cover about five miles (8 
  km) an hour at a brisk, but relaxed, pace through grassland, 
  along dirt roads or pavement. Travel through dense forest or jun­
  gle at a cautious pace, with eyes open for danger, is about one 
  mile (1 .6 km) an hour. Heavy rain or snow, fog, swamps, etc., will 
  also reduce speed. Base Skill: 36% +4% per level of experi­
  ence. 
  Preserve Food: Knowledge in the preparation of foods for 
  storage and later consumption. Includes canning fresh fruit and 
  vegetables, making jams and honey, drying fruit, vegetables, and 
  herbs, drying meat and fish, plus various smoking, salting, and 
  pickling methods. Base Skill: 25% +5% per level of experience. 
  Skin and Prepare Animal Hides: Training in the methods 
  and techniques in skinning, tanning, stretching, and preserving 
  animal hides as fur or leather. Adds a +5% bonus to the sewing 
  skill. Base Skill: 30% +5% per level of experience. 
  Track Animals: This skill enables the character to identify an 
  animal by its tracks, scent, spore, and habits. The individual can 
  also follow the animal's tracks and other signs. This means he 
  can also estimate how fresh the tracks are, what direction they 
  are heading, whether the animal is hurt or sick, and guess its 
  age. The habits and habitat of animals and animal behavior are 
  also learned. 
  Tracking humans with this skill is also possible, but is done 
  with a penaHy of -20%. Base Skill: 20% +5% per level of experi­
  ence. 
  Quentin Milton (Order #31246997)
  
  The Palladium combat system is relatively simple, quick and 
  realistic. It has been thoroughly play-tested and has appeared in 
  a dozen different RPGs with great success. It is designed to be 
  fast-moving and easy to understand. All combat moves (strikes, 
  parries, dodges, etc.) are resolved by rolling a twenty-sided die 
  (1 020). 
  Hand to Hand Combat 
  STEP 1 :  Determine Initiative 
  Any time opponents square off for battle, the Game Master 
  must determine who has the initiative. In other words, who will at­
  tack first. Successful Sneak Attacks or Long Range Attacks will 
  always have initiative for that melee round (1 5 seconds). Other­
  wise, whoever rol/s highest on a twenty-sided die will attack first. 
  In the case of a tie, rerol!. Initiative is rolled only once per melee 
  round. That roll will determine the pace for the entire melee 
  round. 
  STEP 2: Attacker Rolls Strike 
  The next step is for the first attacker to roll a twenty-sided 
  die. If the result is a four or less (counting bonuses), the attacker 
  misses. Any rol/ above a four will hit the opponent, unless the de­
  fender can parry or dodge the attack. 
  Body Armor 
  Body armor may absorb the damage from a successful strike. 
  To hit the physical body of one's foe, the strike roll must be 
  higher than the Armor Rating (A.R.) of the protective armor. 
  For example: A Hard Armor Vest has an A.R. of 1 2, this 
  means the attacker must roll 1 3  or higher to penetrate the armor 
  and inflict damage directly to his foe's body. Deduct damage first 
  from the physical S.D.C. of the body and, when that's reduced to 
  zero, deduct damage from hit points. 
  A roll of 5-1 2  would usually strike, unless parried, but would 
  only inflict damage to the body armor (A Hard Armor Vest has 50 
  S.D.C.). When all the S.D.C. of the armor is destroyed (reduced 
  to zero), the armor is so tattered that it no longer affords any pro­
  tection (no A.R. and no S.D.C.). Any attacks that are five or 
  higher will strike and do damage to the character's body, unless 
  they are parried or dodged. 
  Natural Armor is similar but a little different. A Natural Armor 
  Rating (A.R.) applies to superbeings, mutants, aliens and crea­
  tures who have or transform to have a tough skin or hard body 
  covering, like Bio-Armor and Alter Physical Structure: Stone, etc. 
  The natural armor is so tough and resilient, that any strike below 
  the character's Natural A.R. does no damage! It might scuff or 
  scratch the body, but there is no substantive damage. A roll 
  above the Natural A.R. inflicts damage, but, in this instance, the 
  damage is first deducted from the character's (often large amount 
  of) physical S.D.C. - S.D.C. typically afforded by the natural ar­
  mor/transformation. Such immense amounts of S.D.C. can be 
  thought of as superhuman endurance to pain and physical pun­
  ishment. 
  • 
  STEP 3: Defender may Parry, 
  Dodge or Entangle 
  Any time an attacker rolls a successful hit, the defender can 
  choose to parry, dodge, or entangle. 
  Parrying can be done automatically by anyone trained in any 
  form of hand to hand combat. A parry blocks the attacker's strike, 
  preventing damage from being inflicted. For example, a punch 
  can be blocked by the character's hands or arms. A weapon at­
  tack (sword, axe, mace, etc.) can be parriedlblocked by a shield, 
  sword, or other weapon or object held in the defender's hand. A 
  weapon should only be parried with another object. Trying to 
  parry a weapon with one's hand or arm is likely to result in a 
  failed parry and the usual amount of damage being inflicted by 
  the weapon. Parrying a weapon bare-handed is dangerous, and 
  all such attempts are without benefit of the character's parry bo­
  nuses. 
  A parry can be performed without wasting a melee attack/ac­
  tion. Characters with no hand to hand combat training will lose 
  their next melee attack every time they parry. Defending by dodg­
  ing or entangling means automatically giving up the next melee 
  attack. 
  Disarm means an attack designed not to injure, but to knock a 
  weapon out of an opponent's hand(s). 
  Entangle means the character actually pins or snares an op­
  ponent's weapon(s) or arm. 
  A dodge means the character physically moves out of the 
  path of the attack. With only a few exceptions, each dodge uses 
  up one of the character's attacks per melee round. So constantly 
  dodging means the defender has no opportunity to attack. 
  Dodging energy blasts and bullets. Energy attacks, eye 
  beams, bullets, arrows and other fast moving aerial attacks can­
  not be parried by ordinary humans, and even most superhumans 
  can't do it. However, a dodge, although difficult, can be at­
  tempted. 
  The problem is, dodging energy blasts and bullets means tim­
  ing the evasive action just right. Even if a character can see a 
  bad guy pointing a gun at him, he doesn't know if or when he is 
  going to shoot. Such a guess is based on a response to the as­
  sailant's body language and movement - often subtle move­
  ment, such as the tensing of muscles, the movement of the 
  trigger finger, a frown, sneer, or wisecrack, etc. In that split sec­
  ond, the character must make his move and hope his attacker 
  doesn't compensate fast enough to hit. We're also talking split­
  second timing because bullets and energy blasts are so fast that 
  is near impossible to move out of the way in time, even if one 
  knows the attack is comingl 
  Thus, normal humans and most superhumans dodge energy 
  blasts, rockets and other projectiles (bullets, arrows, etc.) without 
  benefit of their usual dodge bonuses (straight die roll), and with a 
  penalty of -4 to dodge! To be successful, the dodger must roll 
  higher (after the penalty is deducted) than his attacker's roll to 
  strike. A mean feat. This penalty can be ignored if the WOUld-be 
  assailant doesn't really want to hurt anybody, or if the dodger has 
  63 the initiative. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Please note that there are a handful of super abilities for su­
  perbeings who have superspeed and/or special abilities or bo­
  nuses to dodge or parry energy blasts and bullets. 
  Parrying bullets and energy blasts is even more difficult, and 
  only a tiny handful of superbeings can try it. If an ordinary human 
  or even the average superbeing tries it, he does so without bene­
  fit of parry bonuses (straight, unmodified die roll) with a -8 pen­
  alty, and must have something like a shield, piece of metal, or a 
  weapon that can be used to parry the attack. One cannot parry 
  bullets or energy blasts with his bare hands! Furthermore, after 
  the substantial penalty is subtracted from the parry roll, to suc­
  ceed, the roll must be higher than the strike roll of the attacker! 
  Note: In all cases, the defender can only parry and dodge 
  against attacks that are within his line of vision. Attacks from the 
  rear cannot be parried, dodged or entangled. Likewise, long­
  range attacks (especially from a concealed assailant/sniper) can­
  not be dodged or parried, and the first shot from any long-range 
  attack, is a surprise attack and cannot be dodged or parried. Af­
  ter the first shot, the character(s) can dodge, run or leap to take 
  cover, and try to figure out where the attack is coming from. This 
  can be done by discerning the direction of subsequent attacks, 
  the sound of gunfire (if any), muzzle or energy flash, and other 
  tell-tale signs. 
  The defender always wins ties when parrying, entangling or 
  dodging. 
  STEP 4: Attacker Rolls Damage 
  If a successful strike is not parried, dodged or entangled, the 
  attacker hits his target and rolls for the amount of damage in­
  flicted. Each weapon description will indicate the type and 
  number of dice to roll to determine damage. For example, a knife 
  does 1 06 damage (roll one six-sided die), while a claymore 
  sword does 306 damage (roll three six-sided dice), and a war 
  club, 204 damage (roll two four-sided dice). 
  In addition to the weapon damage, the attacker may also 
  get damage bonuses from hand to hand combat skills, P.S. 
  (strength), quality craftsmanship of the weapon, or magic en­
  chantment. All bonuses are cumulative, so if the character has a 
  P.S. of 20 he adds +5 to the damage. If he is also using a 
  weapon that is +2 to damage, that is also added, as well as +2 
  from the hand to hand combat skill. Thus the total amount of po­
  tential damage inflicted in this example is for the weapon, say 
  206 +9 from cumulative bonuses (x2 if a critical strike). Remem­
  ber, superhuman P.S. does either its listed damage or the 
  weapon's damage, whichever is greater, plus the P.S. damage 
  bonus. Only magical weapons combine the two ratings. 
  Critical strikes do double damage. Combined critical strikes, 
  like a natural 20 and a jump attack, do triple damage. Add the 
  damage bonus to the roll before doubling or tripling damage. A 
  natural, unmodified 20 is always a critical strike. A normal human 
  punch inflicts 1 04 damage; a normal kick 1 06. 
  A pulled punch/strike, whether with fist or weapon, inflicts as 
  little damage as the attacker desires (down to one point), pro­
  vided he was successful (rolled an 1 1  or better on a 1 020). A 
  failed attempt to pull a punch means full damage, bonus and all, 
  has been inflicted. 
  STEP 5: Defender May Attempt 
  to Roll with Impact/Punch 
  If the attack is a physical impact attack, from things like a 
  punch, kick, club, mace, hammer, staff, thrown rock, fall, explo­
  sion, and similar, the defender can attempt to roll with the im­
  pact/punch/fail. In order to roll with the impact, the defender must 
  65 
  roll a twenty-sided die and match or better the attacker's roll to 
  strike. Successfully rolling with a punchlimpact or fall, means the 
  character takes half damage! Successfully rolling with a knockout 
  punch means the character takes double damage, but is NOT 
  knocked unconscious or stunned. Rolling with a death blow re­
  sults in the loss of half of all remaining S.D.C. or Hit Points if all 
  S.D.C. are gone. Failing to roll with impact means the character 
  has used up one of his melee actions/attacks and still takes full 
  damage from his attacker. Roll with impact/punch/fall counts as 
  one melee action/attack. 
  Combat Sequence 
  The typical combat sequence goes like this: 
  Step One: Everybody rolls for initiative. The character with the 
  highest initiative rolls to strike first, the others follow in descend­
  ing order. 
  Step Two: The one with initiative rolls to strike and adds in 
  any strike bonuses he may have. 
  Step Three: The character under attack can attempt to roll a 
  parry or dodge. The high roll wins. Defender always wins ties. A 
  parry blocks the attack, while a dodge is an attempt to move out 
  of harm's way. 
  Step Four: If the strike successfully hits, determine if the 
  strike penetrates the armor (A.R.) and roll damage dice. Deduct 
  damage from the armor or the physical body, depending on 
  which is struck and damaged (when A.R. is applicable, the strike 
  must be higher than A.R. number to hit and damage the body). 
  The character being struck may opt to roll with impact in order to 
  suffer half damage, but to do so will count as one of his melee 
  actions/attacks. 
  If successfully parried, no damage is inflicted and the de­
  fender readies himself to counterstrike. 
  Now it's the defender's time to return the attack: The char­
  acter who was under attack follows Steps 2-4, striking back (roll 
  to strike). His opponent may try to parry or dodge, determine 
  whether or not damage is inflicted (and how much) and repeat 
  the process. 
  One on one combat goes back and forward like this for the en­
  tire melee round; first one strikes and the defender tries to parry 
  or dodge, then the defender retaliates, hitting his attacker back. 
  This goes on, back and forth until one yields/surrenders, is 
  beaten into submission/unconsciousness/captured, or slain. 
  The melee round ends when each character has used up all 
  of his attacks. 
  In many cases, one combatant will have more attacks than the 
  other, that's okay. When the fighter with the least number of at­
  tacks uses them all up, all he can do is parry. Yes, this is fair. 
  Watch a boxing match, the boxer who is faster will throw more 
  punches (attempts to strike) than a slower or less experienced 
  opponent. When both combatants have used up all their attacks 
  (and all other pairs of combatants in the group have done like­
  wise), that melee round is over and the next one begins. A melee 
  round lasts approximately 1 5  seconds in fictional game time, but 
  can last several minutes in real, player time, especially if the 
  player group is large. 
  Next melee round: Start again by having everybody roll for 
  initiative (step one) and repeat steps 2-5. This continues until one 
  set of combatants is triumphant over the other. This can be when 
  one side or the other are all slain, surrender, are captured or flee. 
  Combat Clarification on Group Combat: In group combat, 
  each player character pairs off with an opponent. The G.M. 
  should handle it so that one player has strikes and parries 
  against an opponent, then the next player, and the next, and so 
  on. In some cases, there is a dramatic effect in having the entire 
  Quentin Milton (Order #31246997)
  
  combat sequence fought out between one or two players, and 
  then the next one and the next, but as a rule, it is best to divide 
  the action up so everybody has something to do and feels like 
  they are contributing to the outcome of the battle. 
  Since villains fight dirty, and heroes are frequently outnum­
  bered, a player character is likely to find himself under attack 
  from two or more enemies. Depending on the hero, his super 
  abilities and his opponents, this may or may not be a serious 
  problem (remember, running away is, sometimes, the better part 
  of valor). However, facing multiple foes means the hero must 
  either ignore some of his attackers while he focuses on the most 
  dangerous or important one (giving those he ignores a free shot 
  at him without benefit of parrying or dodging them), or divide his 
  attacks. Of course, this gives his enemies the advantage, and 
  that's exactly why they would gang up on him. The hero can at­
  tempt to parry all hand to hand attacks that he can see coming at 
  him. 
  Note: Parries are great in close, hand to hand combat, i.e. 
  fisticuffs and melee weapon combat (swords, clubs, etc.), but 
  often inappropriate or impossible against bullets and energy 
  blasts. Dodging and taking cover is probably the necessary tactic 
  to escape death in such situations. Those with a Natural Armor 
  Rating will be in a better position to "stand and take" damage 
  from guns and energy blasts, but even while the attacks initially 
  damage only physical S.D.C. (nothing deadly), these attacks 
  hurt, wear the character down, and will eventually lead to life 
  threatening Hit Point damage. 
  66 
  Combat Terms & Moves 
  Note: The following combat maneuvers are applicable to 
  many forms of hand to hand combat and martial arts. A specific 
  or special "move" like disarm or jump kick, will be indicated under 
  the particular hand to hand skill description and may not be avail­
  able until higher levels. 
  Armor Rating or A.R.: The A.R. indicates what an attacker 
  must roll above in order to strike and do damage to the charac­
  ter's physical body (hit points or physical S.D.C.). Any roll above 
  the A.R. of the body armor will penetrate the armor and directly 
  damage the person underneath. The higher the A.R., the better 
  the protection. Any roll above four but below the A.R. hits and 
  damages the armor only. When the armor is destroyed (all 
  S.D.C. has been depleted), so is the A.R. protection. All sub­
  �equent attacks will hit the character's body; subtract damage 
  first from the character's physical S.D.C. and then, when all 
  S.D.C. are gone, from hit points. 
  Natural A.R.: Some superbeings and many supernatural be­
  ings, like demons, and many creatures of magic, as well as many 
  nonhumans possess a natural protective skin, armor or magical 
  body armor. These living creatures have a Natural Armor Rating 
  (A.R.). Any rolls to strike below the creature's Natural A.R. may 
  hit and even sting (like a slap), but inflicts no damage! Bullets 
  and explosions bounce off harmlessly, stabbing swords skitter 
  across the armor plates, scales or skin, and so on. Only by rolling 
  Quentin Milton (Order #31246997)
  
  a number higher than the creature's AA. can damage be in­
  flicted. For example: Attacks against a mutant with a natural A.A. 
  of 1 3, means only rolls to strike of 14 or higher will penetrate his 
  natural armor and inflicts damage! Any rolls of 13 or below, only 
  annoy, not hurt, it. A roll of 1 -4 won't even hit. 
  Attribute bonuses: Combat and saving bonuses gained 
  through physical or mental strengths that give a character an ex­
  tra added degree of agility, strength, endurance, etc. (See the 
  eight attributes). 
  Automatic Dodge: The character moves so quickly by twist­
  ing, tuming, bending, ducking, bobbing and weaving, or stepping 
  out of harm's way, and back into an attack position, that it does 
  not use up a melee attack/action (if you recall, a normal dodge 
  uses up one melee action). Only a select few of the Power Cate­
  gories and super abilities provide an automatic dodge ability. 
  Those that do offer it mean the character is so fast, skilled, or 
  lucky that he can move out of the way of attacks on a reflex level 
  equal to a parrying maneuver. When a character is trying an 
  automatic dodge, only the automatic dodge bonuses and his P.P. 
  attribute bonuses (if any) are used. The automatic dodge and 
  regular dodge bonuses are not cumulative. The two maneuvers 
  rely on different techniques and thus have separate bonuses. 
  The use of the word "automatic" is something of a misnomer, in 
  that the dodge is not automatic, dice still need to be rolled for a 
  successful dodge. It is automatic in the sense that it is a quick, 
  reflex movement that does not burn up a melee attack/action. 
  Automatic Body Flip: Only the Physical Training category 
  can have this ability. Like the automatic parry and dodge, this 
  ability is used to prevent an attack from hitting the character, but 
  instead of simply blocking the blow, the automatic body flip al­
  lows the character to use the momentum of his attacker to throw 
  him crashing to the ground! All without using a single one of his 
  own melee attacks/actions to do so! 
  Damage is 1 06 points plus P.S. damage bonus (if any), and 
  the victim also loses initiative (if he had it) and one melee attack. 
  A body flip counts as one melee attack. A victim of a throw can 
  try to roll with impact/fall to diminish the damage (half if success­
  ful), but other penalties are unchanged. 
  Another unique aspect of this ability is that it can be used to 
  disarm an attacker by using the flipping action to turn the arm 
  and bend the hand to make the attacker drop his weapon (no 
  damage), or to flip him in such a way that no damage is inflicted, 
  but the attacker drops his weapon. Bonuses to disarm can be ap­
  plied to this maneuver along with any Body Flip bonuses. 
  Back Flip: The back flip involves throwing oneself backwards 
  with the arms and shoulders, flipping the legs completely up, 
  over, and back down on the ground into a standing position. The 
  result is that one quickly moves backwards by a full body length. 
  This skill also enables one to perform cartwheels as well. Doing a 
  back flip (or cartwheel) counts as one melee attack/action and 
  can be used as a dodge or for entertainment. 
  If used in place of a dodge, the character must roll higher than 
  his opponent's strike roll, using only the natural die roll (do not in­
  clude any dodge bonuses). Failure to beat the strike means tak­
  ing full damage without a chance to Roll with Punch. Success 
  means avoiding the attack, like a dodge. 
  Body BlocklTackle: This is a combination of moves that in­
  volves a body block and a knockdown attack (counts as two me­
  lee attacks). A successful body block strike does 1 04 damage 
  plus P.S. damage bonuses, and the opponent is likely to be 
  knocked down. A successful strike always inflicts damage (from 
  a shoulder, elbow, or tucked head), unless his opponent dodges 
  (no damage and no knockdown), but the victim who is hit can 
  avoid being knocked down only by trying to maintain his balance; 
  roll percentile dice, characters with no special balanCing abilities 
  67 
  must roll above 60% or be knocked down. Those with a special 
  balanCing ability like those from acrobatics or gymnastics must 
  roll under their current skill level (if 45%, they must roll under 45, 
  if 80%, they must roll under 80). A successful maintain balance 
  means the victim is not knocked down but loses one melee at­
  tack, and takes full damage. Being knocked down causes the 
  character struck to lose initiative (if he had it) and one attack/ac­
  tion for that melee round, plus he is knocked 1 06 feet away from 
  where he was standing at the moment of the attack. A roll with 
  impact can reduce damage by half, but counts as one melee ac­
  tion. 
  Body FliplThrow: A judo style throw or flip that uses an at­
  tacker's own momentum and leverage to "flip" or "throw" him off 
  his feet and onto the ground. Damage is 1 06 points plus P.S. 
  damage bonus (if any), and the victim also loses initiative (if he 
  had it) and one melee attack. A body flip counts as one melee at­
  tack. A victim of a throw can try to roll with impact/fall to diminish 
  the damage (half if successful), but other penalties are un­
  changed. 
  Combat Bonuses: All appropriate bonuses available to the 
  character are added to the various fighting abilities, such as 
  strike, parry or dodge, as well as initiative and saving throws. 
  High physical attributes, certain physical skills, weapon proficien­
  cies (W.P.), super ability, the occasional Power Category, and 
  magic may provide one or more combat bonuses. All applicable 
  bonuses are combined and added to the character's dice rolls. 
  Do not combine the strike bonus with the parry bonus, and so on; 
  each combat maneuver is considered a separate category, so 
  only the various bonuses to strike are added to the strike roll, bo­
  nuses to parry, added to the parry roll, and so forth. 
  Critical Strike: A powerful, special or nerve shattering strike 
  that inflicts double the usual amount of damage. Critical 
  strike/damage can be inflicted with bare hands or with a weapon. 
  Death Blow: A special attack designed to kill an opponent in 
  one or two strikes! This attack is often limited in hand to hand 
  combat to the roll of a "natural" strike number; i.e. death blow on 
  a natural 1 9  or 20. Whenever the words "death blow" are pre­
  sented without limitation, the character can use a death strike 
  whenever he desires; however, he must announce his intentions 
  to use this attack. This devastating attack counts as two melee 
  attacks. 
  A death blow attack does double the normal damage, plus 
  P.S. bonuses direct to hit points! This attack can be used with 
  punches and kicks or hand-held weapons such as swords, clubs, 
  etc. It is not applicable to bow and arrows, thrown weapons, or 
  guns, and does not work through body armor; the armor must be 
  removed or penetrated - penetration meaning the strike must be 
  above the AA. Likewise, against opponents with a Natural AA., 
  the attack must be higher than the Natural AR. to affect Hit 
  Points, but even if beneath the Natural A.R., the death blow will 
  inflict SD.C. damage ("Hey! I felt that!"). 
  Damage: The following are some of the typical damage 
  amounts inflicted by the various types of punches and kicks. Re­
  member to add P.S. attribute bonuses to damage. 
  Hand Strikes: 
  Backhand Strike - 1 06 
  Body Flip - 1 06 
  Human Fist (punch) - 1 04 
  * Karate Strike/Punch - 204 
  Elbow/Forearm - 1 06 
  Power Punch - does double dice damage +P.S. bonus damage 
  (if any), but counts as two melee attacks. Applicable to all hand 
  strikes. 
  * Only available to characters with Hand to Hand Martial: Arts, 
  and not until they reach third level. 
  Quentin Milton (Order #31246997)
  
  Foot Strikes: 
  Average Human Kick Attack - 2D4 
  Karate Kick Attack - 2D6 
  Jump Kick - 3D6x2 
  Roundhouse Kick - 3D6 
  Snap Kick - 1 D6 
  Wheel Kick - 2D6 
  Knee - 1 D6 
  Backward Sweep - No damage, but knocks down opponent if 
  strike is successful (he loses one melee action and initiative). 
  Power Kick - Does double dice damage +P .S. bonus damage 
  (if any), but counts as two melee attacks. Applicable to all 
  kick/foot strikes that inflict damage, except leap and jump kicks. 
  Disarm: The act of disarming is simply getting rid of the oppo­
  nent's weapon; it does no damage. It can be used as a defensive 
  move in place of a dodge or parry, or it can be done as an at­
  tack/strike. 
  The disarm move is a strike, hold or grappling maneuver that 
  causes an opponent to drop his weapon or whatever it is he's 
  holding. The maneuver counts as one melee attack/action. Dis­
  arm does not give the weapon to the character making the dis­
  arming move. True, the item is forced out of the victim's grasp, 
  but it is either knocked away or falls to the ground. 
  When used as a defensive move, an opponent is disarmed on 
  a roll of a 1 9  or 20 (include any disarm bonuses). A disarming 
  strike to attack requires the usual strike roll, with the high roll win­
  ning, as usual. Thus, a successful strike means the weapon has 
  been knocked out of his opponent's hand. A failed disarming at­
  tack does no damage and means one's opponent remains 
  armed, is probably mad, and ready to strike. 
  Entangle: A defender can attempt to trap the weapon or arm 
  of an attacker. This is done instead of parrying or dodging, and 
  counts as one melee attack/action. An entangle is successful if 
  the defender rolls above the attacker's strike roll. It takes one at­
  tack and a roll to entangle to keep an opponent's arm or weapon 
  trapped/pinned every melee round. In order to get free, the en­
  tangled opponent must roll a dodge against the entangle roll; 
  high roll wins. The character using the entangle move cannot at­
  tack without releasing his entangling hold. 
  Hand to Hand Combat: Fighting skills that provide the char­
  acter with attacks per melee round, bonuses, techniques and 
  special moves. Characters without combat training only have one 
  attack per melee round and have no automatic chance to parry or 
  to make special moves. 
  Hit Points: The number of points of damage a character can 
  take before dying. 
  Hold (optional): Using both hands, the attacker grabs on to 
  some part of the opponent's body and attempts to immobilize 
  him. If the strike is successful, then the victim is helpless until re­
  leased. Holds do no damage. Neither the attacker nor the victim 
  can attack, parry or dodge while the hold is working. It's easy for 
  the attacker to hold the victim so that some third character can 
  attack unopposed or attack from the rear. 
  Getting out of a hold requires agility. Both the victim and at­
  tacker roll twenty-sided dice and add in their P.P. attribute 
  scores. The person doing the hold also gets to add in all his bo­
  nuses to hold and from the P.P. attribute (if any). High roll wins! If 
  the attacker wins, then the hold continues. If the victim wins, then 
  the hold is released and combat can continue. Holds are avail­
  able to characters skilled in wrestling at first level. Hand to hand: 
  martial arts can use them at third level, expert can use them at 
  fourth level, and basic gains them at fifth level. 
  Types of Holds Include: 
  Arm Hold: This involves twisting the arm around to the victim's 
  back. Any items in the hand of the arm being held can be easily 
  removed. 
  Leg Hold: The victim is on the ground with his leg held up. 
  There's no way for him to get up until the hold is released. 
  68 
  Body Hold: Any number of wrestling holds. The victim can be 
  held on the ground or in a standing position. 
  Neck Hold: The victim is held around the neck from behind. 
  This leaves the victim totally vulnerable to attacks from any other 
  character. 
  Kick Attack & Flying Jump Kicks: There are a whole range 
  of foot-based attacks. Each kick attack works differently and does 
  different amounts of damage. 
  Kick Attack: This is a conventional, karate-style kick. It starts 
  with bringing the knee, folded, up to chest level, then the foot is 
  completely extended. Does 2D4 damage. 
  Snap Kick: A very short, very fast kick. Usually delivered low, 
  striking the opponent somewhere below the waist. It works well in 
  confined spaces and in grappling range but does relatively little 
  damage; only 1 D6. 
  Roundhouse Kick: By turning the body and swiveling the hips, 
  there's tremendous power packed into this kick. Can be used 
  only once per melee round, and no other kicks can be used in 
  that melee round. Does 3D6 damage. 
  Wheel Kick: A damaging kick that involves sweeping the leg 
  completely around the body. Cannot come right before or right af­
  ter another kick. Does 2D6 damage. 
  Crescent Kick: A swivel-hipped kick that sends the foot out on 
  a sweeping arc. Does 2D4+2 damage. 
  Axe Kick: A very high kick that goes up and over the oppo­
  nent, coming down on the neck or shoulder. Can't be used in the 
  same melee round with any other kicks. Does 2D6 damage. 
  Backward Sweep: Used only against opponents coming up 
  behind the character. Does no damage, it's purely a knockdown 
  attack. Cannot be parried. 
  Tripping/Leg Hook: An attack on the opponent's legs. Does no 
  damage, it's purely a knockdown attack. Cannot be parried. 
  Horror Factor (optional): All supernatural creatures, dragons 
  and most monsters have a Horror Factor (this may be more like 
  an awe factor when it comes to superbeings, angels and gods). 
  The Horror Factor represents either the hideous appearance of 
  the monster or its overwhelming aura of evil and power (or a 
  combination of the two). Whenever a human/mortal encounters 
  one of these monstrosities, the character must roll a 20-sided die 
  to see whether or not he or she is momentarily stunned by the 
  sheer horror of the thing. This Horror Factor roll might be thought 
  of as a saving throw or mental parry. Fortunately, the character 
  only needs to roll for the first melee round of each encounter, not 
  every round of combat. 
  To save vs Horror Factor (H.F), the player must roll a 20-sided 
  die. Just like a parry, the roll must be equal to, or higher than, the 
  Horror Factor. For example: A slobbering creature, with a horror 
  factor of 1 0, emerges from a crypt. All characters who see it must 
  roll to save against horror. In this case, a successful save is 1 0  or 
  higher. Everybody but poor Tom rolls above a 1 0  and saves. 
  Tom rolls a six, so his character is momentarily stunned with hor­
  ror. 
  A failed roll to save means the character is so overwhelmed 
  that he or she is temporarily stunned. In game terms this means 
  the character loses initiative (don't even roll for it), loses one at­
  tack/melee action, and cannot defend himself (no parry or dodge) 
  against the creature's first attack of that melee round. Fortu­
  nately, the character snaps out of the shocked stupor quickly, 
  and can join in the combat that same melee. By the second me­
  lee round, the character has completely recovered his senses 
  and is functioning as normal; roll for initiative and combat as 
  usual. 
  Knock Out/Stun: This special attack will momentarily knock 
  out or stun/daze its victim for 1 D4 melee rounds. Usually avail-
  Quentin Milton (Order #31246997)
  
  able on an unmodified strike of 1 9  or 20 and can be used in place 
  of a critical strike, but the player must announce his intention to 
  use a knock out attack before he rolls to strike. 
  Victims of a successful KO/stun attack must roll above a 1 5  on 
  a 020 (P.E. bonuses apply) to remain conscious. Failure to save 
  means results in being knocked unconscious for 1 04 melee 
  rounds! A successful save means the character remains con­
  scious but his head is full of cobwebs. It will take 1 04 melee 
  round for his head to clear, and in the meanwhile, the character 
  loses two melee attacks and all combat bonuses are reduced by 
  half. 
  Jump Kicks are performed by leaping completely off the 
  ground and attempting to land foot-first on an opponent. Jump 
  kicks can be used only by those skilled in hand to hand: martial 
  arts (and only at higher levels of experience). The advantage of a 
  jump kick is that it works as a critical strike and doubles the nor­
  mal damage inflicted (the listed damages double the number of 
  dice instead of multiplying damage). The disadvantage of a jump 
  kick is that no other attack may be performed in that melee round 
  (all attacks for that melee are used up in the kick). The jump kick 
  must be the character's first attack of that melee round. For the 
  rest of the melee round, the character can only parry, dodge or 
  move into position. 
  Jump Kick: 606 damage plus any P.S. or hand to hand dam­
  age bonuses! 
  Flying Jump Kick: Must be made from long range. The char­
  acter launches into the air, taking a position that will smash one 
  foot into the opponent. Does 406 plus any P.S. or hand to hand 
  damage bonuses, but counts as two melee attacks. 
  Leap Attack: An airborne assault where the weapon and/or 
  fists or feet are wielded in mid-leap. An attack must be made only 
  at the beginning of a melee round and, like a jump kick, uses up 
  al/ attacks for that melee round. Usually only a single strike can 
  be made during a leap attack. However, if two opponents are 
  close together, the attacker can leap between them and strike 
  both at the same time; roll to strike for each character. After the 
  leap, the character may not attack again until the next melee 
  round, but can parry or dodge or move into position. Note: Auto­
  matic parries work in mid-leaps but dodges are impossible. 
  Magic Combat: See the magic section for details. 
  Maintain Balance: When some kind of knockdown attack has 
  succeeded, and while the character is starting to fall over, this is 
  his last chance to attempt to recover. A successful roll (over the 
  opponent's strike roll) means that the character will immediately 
  regain his balance and remain standing. He can continue to fight 
  but the act of retaining balance means he used up one melee at­
  tack/action. 
  When 
  maintain 
  balance 
  is 
  used, 
  roll 
  with 
  punchlfaillimpact can't be. 
  Melee Action: Instead of attacking, a character can elect to 
  do something else, Le. look for something in his backpack, drink 
  a magic potion, run to a different position, hide, climb a tree, etc. 
  Each action counts as one melee attack. 
  Melee Attack: During combat every attack action (strike, 
  dodge, entangle) counts as one melee attack or action. Parries 
  are automatic and don't count as a melee attack or action. 
  Multiple Attackers:There will be times when a character is 
  besieged by more than one opponent. Unfortunately, he can only 
  attack one at a time and may elect to divide the number of his at­
  tacks per melee between the attackers or concentrate on only 
  one, attempting only to parry the others. The lone defender can 
  parry all attacks that are within his line of vision. If an opponent 
  slips far to one side or behind him, the defender cannot parry the 
  strike because he is concentrating on the assailants in front of 
  him. 
  69 
  No Hand to Hand Combat Skill: In Heroes UnlimitecPM, 
  characters without combat training get one hand to hand at­
  tack/action at levels 1 ,  2, 5, 1 0  and 1 5. Any attempt to dodge 
  counts as a melee action. Likewise, this character does not get 
  an automatic parry, so any attempt to parry counts as one melee 
  attack/action. The player must announce whether his character is 
  attempting to parry or dodge; no announcement means no parry 
  or dodge is made. To prevent the loss of an attack, the non­
  fighter must hold his ground, taking any damage from the attack, 
  and then striking back. Any bonuses to strike or parry are from 
  what few weapon skills (W.P.) or P.P. attribute bonuses the char­
  acter may have. 
  Number of Attacks: Most player characters start off with two 
  attacks per 1 5  second melee round. Additional attacks may be 
  acquired as one advances in hand to hand combat skill and ex­
  perience, as well as from the boxing skill, and special bonuses 
  from a Power Category or the occasional super ability. The expe­
  rienced, trained fighters will have an average of 4-7 attacks per 
  melee, sometimes more! 
  Paired Weapons: Certain kinds of weapons, such as sais, 
  nunchaku, knives, clubs and swords, can be used as paired 
  weapons. Users of paired weapons can strike and parry simulta­
  neously, can do twin strikes against a single target or against a 
  pair of targets, and can parry two different opponents at the same 
  time. In other words, warriors skilled in paired weapons often can 
  do two actions for every one of their melee attacks (Le. strike and 
  parry). However, a twin, simultaneous strike with both weapons 
  means losing the automatic parry and leaves the character open 
  to his opponent's next attack without benefit of a parry (dodge is 
  optional but uses up a melee action). Characters who select the 
  paired weapons skill under the Ancient Weapon skill program 
  must choose which two weapons they are skilled at using paired 
  (Le. paired sword and knife, or paired sword and sword, or paired 
  sword and axe, etc.), but seventh level characters skilled in hand 
  to hand martial arts or expert and the physical training hero are 
  able to use any two single-handed weapons in a pair (they do not 
  have to specify) because they have taken so much time to build 
  up their skill to that level. 
  Penalties: Some types of psionic attacks, poison, drugs, ill­
  ness, magic, curses, or fatigue will afflict a character with penal­
  ties. These are negative modifiers or minuses to strike, parry, 
  dodge, damage, etc. that are subtracted from the die roll de­
  creasing the chance of a successful maneuver. Penalties can 
  also reduce attributes and skills performance. 
  Pull Punch: The ability to control the force of a hand to hand 
  attack, whether it be a punch, kick or with a hand weapon. The 
  character can choose to inflict half damage, quarter damage, a 
  single point of damage, or no damage at all! A character must 
  declare a pulled punch and the player must roll an 1 1  or better 
  (1 020) to successfully pull his punch. A failed roll to pull means 
  full damage is accidentally inflicted. 
  Saving Throws: Occasionally, characters must roll to save 
  against exotic attacks like poison, gas, disease, magic, curses, 
  psionics, etc. The following are the minimum or base saving 
  throws needed in each category. 
  Coma/Death: (see coma and Hit Points) 
  Harmful OrugsIToxins: 1 5  or better. 
  Magic: Basic Spell: 1 2  minimum, higher against powerful wiz­
  ards. 
  Magic Circles: 1 3, (Protection: 1 6-20) 
  Magic Ritual: 1 6  or better. 
  Magic Wards: 1 3  or better. 
  Poison: Lethal: 1 4  or better. 
  Poison: Non-Lethal: 1 6  or better. 
  Insanity: 1 2  or better. 
  Quentin Milton (Order #31246997)
  
  Psionics: 1 5  or better for non-psionics. 
  1 2  or better for Latent, Minor and Major Psionics. 
  10 or better for Natural or Master Psionics. 
  Simultaneous Attacks: Combatants can parry or dodge each 
  other's attacks or they can forfeit any type of defensive maneu­
  vers (probably taking damage from the opponent's strike) and 
  strike back simultaneously. The advantage of a simultaneous at­
  tack is that, while opening oneself to damage, it deprives one's 
  opponent from parrying or dodging the counter strike. The reason 
  the attacker loses his opportunity to parry when the defender at­
  tacks simultaneously is that he cannot both attack and defend at 
  the same time. Thus, both combatants may take damage from 
  each other's blows. This tactic can be used by any O.C.C. 
  Sneak Attacks or Attack from Behind: No initiative roll for 
  the first melee round. When someone sneaks up (prowl or at­
  tacks from behind or above), using the element of surprise on his 
  opponent, the attacker has the initiative. The opponent is un­
  aware that he is about to be attacked and has no time to prepare. 
  The sneak attacker has the first strike. His victim stands totally 
  unaware and does not even get a parry for the first strike. If the 
  opponent survives the first strike, he can gather his wits and 
  strike back and/or parry the next attack, but still lacks initiative for 
  that melee round in which combat was begun. 
  S.D.C. Values 
  The following list are the basic S.D.C. values for a variety of 
  objects and items. When an object's S.D.C. is reduced to zero, it 
  is considered broken and worthless. Game Masters should exer­
  cise common sense in applying these values. For example, a 
  normal human cannot break through a metal vault door with his 
  bare fists, no matter how long he pounds on it or how many natu­
  ral twenties may be rolled. 
  The S.D.C. of different weapons is applicable only if someone 
  is specifically trying to break one (average weapon has 50 
  S.D.C.) A properly wielded sword can inflict and parry many 
  times its S.D.C. without fear of breaking. On the other hand, us­
  ing the sword to wedge open a door could easily snap the blade 
  in half. 
  Airplane, Single Engine 400 S.D.C. 
  Airplane, Jet Airliner 2,000 S.D.C. 
  Boat, Canoe/Row Boat 
  40 S.D.C. 
  Boat, Cabin Cruiser 450 S.D.C. 
  Boat, Cargo Freighter 8,000 S.D.C. 
  Box, Cardboard 
  2 S.D.C. 
  Box, Wood Shipping Crate 12 S.D.C. 
  Box, Metal Shipping Crate 48 S.D.C. 
  Car, Compact 250 S.D.C. 
  Car, Luxury 450 S.D.C. 
  Car, Door Only 1 50 S.D.C. 
  Car, Windshield 70 S.D.C. 
  Car, Window (side) 
  35 S.D.C. 
  Chain (to cut or snap) 30 to 50 S.D.C. 
  Door, Interior, Wood 
  1 00 S.D.C. 
  Door, Exterior, Wood 1 70 S.D.C. 
  Door, Metal Grille 350 S.D.C. 
  Door, Solid Metal 600 S.D.C. 
  Door, Metal Safe 800 S.D.C. 
  Door, Bank Vault 5,000 S.D.C. 
  Handcuffs, Regular 60 S.D.C. 
  Handcuffs, Heavy 1 20 S.D.C. 
  Handcuffs, Super-Alloy 
  300 S.D.C. (for superhumans) 
  Leather Strap: Light 
  1 -4 S.D.C. 
  Leather Strap: Heavy 
  1 0  S.D.C. 
  Leg Irons, Light 
  1 20 S.D.C. 
  Leg Irons, Heavy 
  200 S.D.C. 
  70 
  Leg Irons, Super-Alloy 
  500 S.D.C. (for superhumans) 
  Lock, Common Latch 
  40 S.D.C. 
  Lock, Dead Bolt 1 00 S.D.C. 
  Lock, Heavy Padlock 75 S.D.C. 
  Motorcycle 1 00 S.D.C. 
  Rope: Light (to cut) 
  6 S.D.C. 
  Rope: Heavy (to cut) 
  1 2  S.D.C. 
  StringlTwine (to cut) 
  1 S.D.C. 
  Truck, Medium Sized Pickup 450 S.D.C. 
  Truck, Half-Ton Hauler 550 S.D.C. 
  Truck, Freight Hauler 650 S.D.C. 
  Wall, Interior Plaster 
  75 S.D.C. per sq. 1 0  ft (3 m) 
  Wall, Exterior Wood 
  1 50 S.D.C. per sq. 1 0 ft (3 m) 
  Wall, Exterior Brick 200 S.D.C. per sq. 1 0 ft (3 m) 
  Wall, Cinder Block 300 S.D.C. per sq. 1 0 ft (3 m) 
  Wall, Reinforced Concrete 400 S.D.C. per sq. 1 0 ft (3 m) 
  Wall: Super-Alloy 1 ,000 S.D.C. per sq. 1 0 ft (3 m; military) 
  Weapon, Hard Wood 
  40 S.D.C. 
  Weapon, Metal Sword 1 00 S.D.C. 
  Weapon, Small Pistol 
  35 S.D.C. 
  Weapon, Assault Rifle 
  75 S.D.C. 
  Weapon, Artillery Piece 1 ,500 S.D.C. 
  Window, Ordinary Glass 
  20 S.D.C. 
  Window, Plexiglas 
  35 S.D.C. 
  Quentin Milton (Order #31246997)
  
  Hand to Hand Combat 
  Note: The basic moves of initiative, strike, parry, entangle, 
  dodge, disarm, body blockitackle, and roll with impact are auto­
  matic to all hand to hand training. 
  Remember, all heroes and villains automatically have two at­
  tacks per round before they acquire combat training. Each type of 
  Hand to Hand Combat skill offers additional attacks, starting with 
  level one, as well as bonuses and combat maneuvers that im­
  prove with experience. 
  Hand to Hand: Basic 
  Level 
  1 
  An additional two attacks per melee round. +2 to roll with 
  punch/fall/impact, +2 to pull punch. 
  2 +2 to parry and dodge. 
  3 
  Kick attacks: Karate style kick does 2D4 damage or Snap 
  Kick, 1 06 damage. 
  4 One additional attack per melee. 
  5 +1 to strike and +1 on initiative. 
  6 Critical Strike on natural 1 9  or 20 (double damage). 
  7 +2 to damage. 
  8 Body Throw/Flip and +1 to disarm. 
  9 One additional attack per melee. 
  10 An additional +2 to pull punch and roll with impact. 
  1 1  An additional + 1 to parry and dodge. 
  12 An additional +1 to strike. 
  13 Critical strike or knockout from behind. 
  14 An additional +2 to damage. 
  1 5  One additional attack per melee. 
  Hand to Hand: Expert 
  Level 
  1 
  An additional two attacks per melee round. +2 to roll with 
  punchifalilimpact, +2 to pull punch. 
  2 +3 to parry and dodge. 
  3 +2 to strike and +2 on initiative. 
  4 One additional attack per melee round. 
  5 Kick attacks: Karate style kick does 2D4 damage and any two 
  of choice. 
  6 Critical strike on an unmodified roll of 1 8, 1 9  or 20. 
  7 Paired weapons. 
  8 Body throw/flip and +2 to disarm. 
  9 One additional attack per melee. 
  10 +3 to damage and an additional +2 to pull punch. 
  1 1  Knockout/stun on an unmodified roll of 1 8, 1 9  or 20. 
  12 An additional +2 to parry and dodge. 
  13 Critical strike (triple damage) or knockout from behind. 
  14 One additional attack per melee round. 
  1 5  Death Blow on a roll of a natural 1 9  or 20 (if desired). 
  71 
  Hand to Hand: Martial Arts 
  Level 
  1 
  An additional two attacks per melee round. +3 to roll with 
  punch/falilimpact, +2 on initiative, and +3 to pull punch. 
  2 +3 to parry and dodge, +2 to strike, and disarm. 
  3 Kick attacks: Karate style kick (does 2D4 damage) and any 
  four of choice, except jump kicks. 
  4 One additional attack per melee round. 
  5 Jump kicks (all). 
  6 Critical strike on an unmodified roll of 1 8, 1 9  or 20. 
  7 Paired weapons and +2 to disarm. 
  8 Leap attack (critical strike). 
  9 One additional attack per melee. 
  1 0  Body throw/flip and +1 on initiative. 
  1 1  An additional +4 to damage. 
  12 An additional +2 to parry and dodge. 
  13 Knockout/stun on an unmodified roll of 1 8, 1 9, or 20. 
  14 One additional attack per melee round. 
  15 Death Blow (if desired; must announce his intention). 
  Hand to Hand: Assassin 
  Level 
  1 One additional attack per melee round, +1 on initiative, +2 to 
  strike, and +2 to pull punch. 
  2 Two additional attacks per melee round. 
  3 +3 to roll with punch/fall/impact and +3 to pull punch. 
  4 +4 to damage, +3 to disarm and +2 on inititive. 
  5 One additional attack per melee round. 
  6 +3 to parry and dodge, and body flip/throw. 
  7 Death Blow (if desired; must announce his intention). 
  8 One additional attack per melee round. 
  9 Kick attacks: Karate style kick (does 2D4 damage) and any 
  two of choice, except jump kicks. 
  1 0  Critical strike on an unmodified roll of 1 8-20. 
  1 1  Knockout/stun on an unmodified roll of 1 7-20. 
  1 2  +2 on initiative, +2 to strike, and +1 to disarm. 
  1 3  One additional attack per melee round. 
  14 +2 to damage, and roll with impact, punch or fall. 
  15 +2 to strike and +1 on initiative. 
  Quentin Milton (Order #31246997)
  
  Notes on Super 
  Abil ities in Combat 
  By Wayne Breaux Jr. and Siembieda 
  The following are some helpful combat notes and sugges­
  tions. 
  Energy Expulsion Powers in combat 
  The bonus to strike listed in the skill description and the char­
  acter's P.P. bonuses (if any) are the only ones that apply to this 
  power - point and shoot. Do not include strike bonuses from 
  hand to hand combat, weapon proficiencies (W.P.), Power Cate­
  gory, or any others. 
  The more powerful and experienced characters (3rd level and 
  higher) can regulate the strength of each blast in increments of 
  1 06. 
  In addition, the more experienced superbeing (3rd level and 
  up) can also divide the energy to fire two simultaneous blasts at 
  two different targets. This means he can fire an energy bolt from 
  both hands (or from one hand and the eyes) at an opponent in 
  one direction and a second in another direction. However, the 
  key word here is a "divided" attack. The amount of damage in­
  flicted by each blast can not be greater than half his normal maxi­
  mum damage. Staying with the example of a 3rd level hero, the 
  character could shoot two simultaneous blasts, each doing a 
  maximum of 406 damage. Or one shot could be a warning shot 
  doing 1 06, while the other could be a deadly blast doing the 
  maximum 406 (the max because it is a divided attack and the 
  blasts cannot be greater than half the usual damage even if the 
  other blast is less). 
  72 
  -:= --
  Limitations of the Divided attack: Neither blast gets any spe­
  cial bonuses to strike! Only the natural roll of the die (020) 
  counts. Moreover, both targets must be in his line of sight. How­
  ever, the dual divided attack counts as only one melee attack. 
  Superhuman Speed Abilities in Combat 
  Characters with Extraordinary or Sonic Speed super abilities, 
  cyborgs and robots (the latter two must have Spd. attributes of at 
  least 88/60 mph to use these rules), get the impressive damage 
  bonus of +4 damage per every 20 mph (32 kmlh) they are travel­
  ing. This means a character traveling at a speed of 340 mph (544 
  kmlh) can hit somebody or something and inflict 68 points of 
  damage, plus his normal damage and P.S. attribute bonus (if 
  any). However, such an attack counts as the equivalent of HALF 
  his total melee attacks! Why, because the speedster must have 
  some time to reach a high speed and to deliver the devastating 
  blow. 
  The lost attacks are in the first half of the round, as the char­
  acter builds up speed and closes with the target. Thus a charac­
  ter with six attacks would lose his first three and deliver the 
  speed augmented attack during the fourth attack segment of the 
  round. He can then stop or slow down to deliver comparatively 
  normal punches and blows to use up the rest of his melee at­
  tacks or maintain his speed, running past his first target and com­
  ing back for another strike next melee. However, it will take him 
  another half melee round (approximately 7.5 seconds) to reach 
  the high speed to be able to deliver another superspeed punch, 
  kick or body block. This means the superspeed attack can only 
  be used once per melee round and effectively reduces the 
  number of attacks by half (a second high speed attack on the 
  same target would be delivered on the first action of the next me­
  lee round, if that's what the speedster wants to do). 
  Quentin Milton (Order #31246997)
  
  Moreover, it takes some room to build up the necessary 
  speed for this kind of assault. Each 1 0  mph (1 6 kmlh) of speed 
  requires at least 1 0  feet (3 m) of running distance, so full speed 
  assaults may not be possible indoors. 
  The best a punch or kick can do from a standing position or 
  trot - a comparatively, slow speed - is 40 mph (64 kmlh), add­
  ing a bonuses of +8 to damage (plus any damage bonuses from 
  hand to hand combat and P.S. attribute or weapon, like a club or 
  sword). 
  Body blockingltackling someone at speeds exceeding 50 mph 
  (80 kmlh) is considered ramming, and the attacker takes one 
  third of the damage inflicted in his own attack 
  Sticking one's extremities in the path of a very fast moving ob­
  ject will hurt, so one third of the damage that would be imposed 
  in a body block/ram is inflicted to that character and his arm or 
  leg will be momentarily paralyzed as well as damaged. It is also 
  applied to people attacking a speeding character that passes 
  them at 50+ mph. 
  So, for example, Brightwind, the heroine, extends a leg to im­
  pede the progress of Deathstreak as he races by at 80 mph (128 
  km). Deathstreak's speed adds +1 6 damage to his attacks, and it 
  also adds to the damage taken by anything hitting him. Bright­
  wind inflicts 8 points of damage (the speed does not affect her 
  damage). However, the speed modifier adds to the damage to 
  determine how much Brightwind takes when her legs hits the 
  speeding Deathstreak. The total damage is 24, so Brightwind 
  takes eight points of damage. If Deathstreak would get up and do 
  a speeding body tackle at 1 20 mph ( 1 92 km), a successful hit 
  would do 1 06+24 to Brightwind and 8-1 0  damage to Death­
  streak. 
  An optional rule to keep in mind when dealing with super 
  speedsters is knockdowns. What if the speed demon is tripped or 
  collideslbody blocks someone? Those kinds of impacts are going 
  to have spectacular results. Whenever a high speed collision or 
  accident occurs, so will a Knock Down. 
  Optional Damage Rules: Knock-Down 
  The impact from an explosion, parrying a powerful energy 
  blast, or a powerful punch/impact from a robot, robot vehicle, 
  power armor, cyborg, or supernatural creature might knock a 
  character off his feet, even if the damage from the attack is suc­
  cessfully parried. It is the force of the attack that is likely to knock 
  the individual off his feet. 
  Being knocked down, or off one's feet, means losing one me­
  lee attack/action that melee round. And if thrown/hurled/pushed 
  several yards/meters, the character is likely to lose two melee at­
  tacks. 
  The optional Humanoid Knock-Down Table can be applied 
  to most human-sized characters, even in body armor, but usually 
  not applicable to dragons, characters in power armor, robots, 
  powerful supernatural beings, and characters with a P.S. of 30 or 
  higher. But even these characters may be knocked down from 
  impacts that inflict 30 S.D.C. or more. 
  Humanoid Knock-Down Impact Table 
  (optional) 
  The chance of being knocked down from impact is measured 
  by the amount of damage the impact inflicts. The greater the 
  damage, the more likely one is momentarily knocked off his feet 
  (losing one melee attack). Note: This table is strictly optional and 
  its use and/or modification is left solely to the Game Master. 
  01 -15 S.D.C.: No chance. Withstands the blow. 
  1 6-30 S.D.C.: 01 -20% chance of being knocked off feet. 
  31 -40 S.D.C.: 01 -30% chance of being knocked off feet. 
  41-50 S.D.C.: 01 -50% chance of being knocked off feet. 
  73 
  51-60 S.D.C.: 01 -70% chance of being knocked off feet. 
  61-70 S.D.C.: 01 -90% chance of being knocked off feet. 
  71 or more S.D.C.: 1 00%! Knocked off feet and stunned! The 
  impact is so strong that, in this case, the character loses all at­
  tacks/actions that entire melee round (15 seconds). 
  Super-Foe Knock-Down 
  Impact Table (optional) 
  Applicable to characters in power armor, robots, powerful su­
  pernatural beings (elementals, demons, dragons, etc.), charac­
  ters who are invulnerable or can alter their physical structure and 
  characters with an S.D.C. of 250 or higher. These characters 
  may be knocked down from impacts that inflict 31 points of dam­
  age or more. 
  The use of this table is strictly optional. 
  1 -30 S.D.C.: No chance. Withstands the blow. 
  31 -50 S.D.C.: 01 -1 0% chance of being knocked off feet. 
  51 -70 S.D.C.: 01 -20% chance of being knocked off feet. 
  71 -100 S.D.C.: 01 -40% chance of being knocked off feet. 
  1 01-150 S.D.C.: 01 -60% chance of being knocked off feet. 
  1 51-200 S.D.C.: 01 -80% chance of being knocked off feet. 
  201 or more S.D.C.: 1 00%! Knocked off feet and stunned; loses 
  all attacks/actions that entire melee round (15 seconds). 
  The vulnerabilities of juggernauts 
  Invulnerable characters and superbeings with huge amounts 
  of S.D.C. plus super abilities, are sometimes said to be unstop­
  pable. Get real! Here are some things to keep in mind. 
  Unless a character has some reason for not breathing, such 
  as an experimental side effect or natural alien environment, he is 
  probably vulnerable to suffocation and unconsciousness from 
  lack of oxygen/atmosphere. This includes the possibility of 
  drowning (can he swim?). Even Invulnerable characters will be 
  rendered unconscious if deprived of breathable air. 
  Along the lines of suffocation and breathable air, most of 
  these heavily armored, so-called "unstoppable" characters are 
  also vulnerable to disease, toxic gases, ingested poisons and 
  drugs, and pollution (in some cases, to a lesser degree, but vul­
  nerable nonetheless). 
  Certain super abilities, notably Alter Physical Structures: 
  Stone and Metal, reduce the character's speed rating (in these 
  cases, by half). This penalty does apply to superspeeds and flight 
  powers that might be combined with Alter Physical Structure! If 
  the character wants to run at his full speed, he must revert back 
  to flesh and blood to do so. When he's slowed by the transforma­
  tion, it may make him easier to avoid or outrun. 
  Water can be your friend against opponents who can alter 
  their physical structure or who weigh a ton. 
  Swimming in metal or stone form is impossible! The character 
  must resort to walking on the bottom of the lake or sea floor (how 
  deep is it, can he survive the water pressure at great depth?), or 
  turn back to his vulnerable human-self and swim to safety. 
  Fire or plasma characters getting knocked into deep water (10 
  ftl3 m or more), will be extinguished. The shock forcing them to 
  return to normal (or use a different power). Being forcibly 
  shocked back to normal will prevent them from returning to an 
  "altered" state until 2D6 minutes after getting out of the water and 
  onto a dry surface. 
  Powerful explosions or equivalent force will hurt and knock 
  them down or at least slow them down. 
  These characters can usually be trapped or restrained (tied 
  up) any number of ways, not the least of which include being 
  Quentin Milton (Order #31246997)
  
  pinned under an automobile, truck or tons of debris, getting 
  pushed into a pit, hole or elevator shaft, getting stuck in goo, us­
  ing weight increasing or gravity powers against them, dark­
  ness/blindness can impair and slow them, and a number of other 
  things. 
  Hey, don't fall for first impressions, hype, bravado, or reputa­
  tion, think about your opponent. No matter how tough he may 
  seem to be, there is always some kind of weakness or vulnerabil­
  ity that can slow him down or enable a character to escape, if not 
  contribute to the juggernaut's eventual defeat. 
  Combining Super Abilities 
  The player and Game Master should use common sense to 
  determine whether or not two different super abilities can be used 
  at the same time. For example, a superbeing could not use Un­
  derwater Water Abilities and dive into the water and expect to 
  use Alter Physical Structure: Fire. No way! Flaming stone or 
  metal men are no problem, but flaming ice or flaming water is im­
  possible. If two powers are not compatible, each works normally, 
  but the two can not be active at the same time. 
  Sy contrast, a superbeing could use Alter Physical Structure 
  Fire and Winged or Wingless Flight or Energy Expulsion, or 
  Gravity Control, and a number of other powers, while in the al­
  tered form of a creature of fire. That is to say, he could both tum 
  into a creature of fire and fly in this form, or fire an energy bolt 
  that isn't made of fire as one of his attacks, and so on. However, 
  the character could not unleash both an energy blast and a fire 
  bolt at the same time. 
  Each use of a particular power counts as one melee action. In 
  fact, the act of transforming into an Altered Physical Structure 
  counts as a melee action. 
  Characters who might have two different Alter Physical 
  Structure powers cannot use them at the same time; pick one or 
  the other. Of course, the character can transform from one to the 
  other in a matter of seconds, switching back and forth as neces­
  sary. 
  Note: Two powers that alter the characters physical structure 
  can not be used simultaneously. This includes such physical al­
  tering powers as Growth, Shrink, Bio-Armor, Body Weapons, 
  Alter Limbs, Alter Facial Features & Physical Stature, Animal 
  Metamorphosis, Lycanthropy, Multiple Beings/Selves, Tenta­
  cles, Stretching, and all Altered Physical Structure powers. 
  It is wise to use different abilities in tandem to beneficial ef­
  fect, whenever possible. Two examples are the reduce gravity 
  aspect of Gravity Manipulation and reduce weight of Weight 
  Manipulation. These powers can be used on an area or item to 
  augment powers whose effects are based on weight, such as 
  Control Elemental Force: Water and Earth, Magnetism, Ex­
  traordinary P.S. (throwing weight and range), etc. 
  In the case of Gravity Manipulation, the augmented power 
  would now controVlift ten times its normal weight allowance (and 
  do 1 0  times the normal damage if applicable), while Weight Ma­
  nipulation adds one multiple per use, up to 1 0  times normal. 
  Gravity and Weight Manipulation can also be used in this manner 
  to keep transformed Alter Physical Structure Metal or Stone he­
  roes from falling through weak floors or ice, prevent their leaving 
  deep footprints, allow them to jump or be thrown farther, etc. 
  When combined with Control Insects and Arachnids, the 
  Weight Manipulation ability can be used to further augment the 
  damage and S.D.C. of giant insects by increasing their weight 
  (the 800 pound limit still applies). 
  One unique combination worth mentioning are Superspeed 
  with Alter Physical Structure: Water. A character using the 
  water behemoth while subsequently employing the high speed 
  74 
  attack from any superspeed ability will, in effect, create a huge 
  wave travelling at 200 to 700 mph (320 to 1 1 20 km) to rush over 
  opponents, doing 606+20 damage and forcing them off of their 
  feet 01 -89% of the time (a maintain balance roll may be allowed). 
  Those that are knocked off their feet by the rushing tidal wave, 
  lose their remaining attacks that melee round and are swept 
  1 D6x1 0 yard/meters away. 
  Some super ability effects note that to use it or to keep it in 
  place requires concentration, which means no other power can 
  be used for its duration (and sometimes no or few other actions 
  can be taken; not even throwing a punch or reading a comic 
  book). Negate Super Powers and Plant Control (specifically 
  Animate and Control Plants) are two abilities that require concen­
  tration to maintain which can preclude the use of other available 
  super abilities. 
  Mimic 
  combined 
  with 
  Shapechange 
  enables 
  the 
  shapechanger to grow funcional wings, tails and other append­
  ages or an extra pair of arms or tentacles, as the case may be. 
  Manipulate Kinetic Energy: This super ability will affect ob­
  jects repelled by Negative matter, doubling their range or dam­
  age. 
  Darkness Control: A character with this ability and the Minor 
  ability of Nightstalking can use Darkness Control to cast shad­
  ows and darken an area slightly, allowing the use of Nightstalking 
  during the day. Using Darkness Control this way requires little 
  concentration. 
  Alter Metabolism, Healing Factor, and Immortality: If a 
  character possesses more than one of these abilities, the accel­
  erated healing rates are not cumulative. Only the bestlfastest 
  healing rate is used, but it is increased by two points. Thus, a 
  character with Alter Metabolism or Immortality and Healing 
  Factor would recover 20 S.D.C. per hour and six Hit Points per 
  hour. 
  An Immortal character with Alter Metabolism would recover 
  under professional care at a rate of six hit points (2x2+2 = 6) per 
  day for the first two days, and 1 0  points (4x2+2 = 1 0) per day for 
  the following days. The same character would recover S.D.C. at 
  a rate of 1 4  (6x2+2 = 1 4) per day. Any poisonltoxin duration and 
  effect reductions are not cumulative, use the slowestlbest rate, 
  but add +2 to save vs toxins if two of these abilities are pos­
  sessed. All other aspects of the powers are compatible, including 
  the instant regeneration aspects of Healing Factor and Alter Me­
  tabolism. 
  Bio-Ghost and Intangibility. This is a deadly combination, 
  because the character can remain intangible for up to four of his 
  attacks per melee round and still be able to attack, with little fear 
  of a counterstrike. This combination is also very dangerous, be­
  cause the combining of the powers can temporarily overcome the 
  A.R. penetration restrictions of the Sio-Ghost ability, allowing the 
  character to attack Cyborgs and Aliens with any Natural A.R. or 
  body armor (but counts as two melee actions). 
  As always, Game Masters should use their judgement on 
  which powers can be overlapped or combined in intelligent and 
  reasonable ways. They also have the authority to modify the ex­
  act effects (penalties, damage, range, duration, saving throw, 
  etc.), add a saving throw, or outlaw such unique combos com­
  pletely. Players should try to understand and cooperate. Remem­
  ber, the idea is role-playing superhumans in action packed 
  adventures, not pimp the game system or trick the G.M. 
  Quentin Milton (Order #31246997)
  
  Modern Weapon Combat 
  Modern Weapon 
  Proficiencies 
  The system for modern weapons is basically the same as the 
  rules found in the pages of most of Palladium's RPGs set in mod­
  ern or future times. However, there have been some minor 
  changes and clarifications, especially regarding the machinegun. 
  Weapon Proficiencies (W.P.) are areas of training and prac­
  ticed skill with a particular type of weapon, such as a revolver, 
  automatic pistol, or sub-machinegun. This skill provides special 
  bonuses to strike when using that weapon. Do not add this strike 
  bonus to your character's hand to hand combat skills, it applies 
  only to the use of modem weapons - Le. all types of guns, 
  rocket launchers, energy rifles, and so on. The bow and arrow is 
  considered an "ancienf' type of weapon. 
  Weapon Proficiencies provide the following bonuses: 
  Aimed: +3 to strike with all guns, except the revolver; +4. 
  Burst: + 1 to strike. 
  Wild: No bonus or penalty. 
  Add a bonus of +1 to strike for every three levels of experi­
  ence beyond level one. 
  Training also enables the character to easily reload, disas­
  semble, unjam, clean and otherwise maintain the weapon. Rec­
  ognizes weapon quality - 30% at level one and +6% per each 
  additional level of experience. 
  Combat Range & Rolls to Strike 
  Close quarter firefights. A roll of five or higher strikes its 
  mark in hand to hand combat. The same is true of combat with 
  firearms at close range, firefights within a 60 foot area (1 8.3 m). 
  In combat at a greater distance (61 feet and farther), the 
  combatants must roll an eight (8) or higher to strike. High-tech 
  sensors, optics, targeting sensors and human augmentation are 
  so incredible that there are no further penalties for greater dis­
  tances other than the limitations of vision, the movement of the 
  target, protective cover, and the weapon's firing range. 
  Aimed Shot 
  An aimed shot means a person takes the time to carefully aim 
  and squeeze off one, well placed shot. Each individual shot 
  counts as one melee attack/action. Thus, if a character has four 
  attacks per melee round he can only shoot FOUR aimed shots. 
  This applies to all modem weapons. Roll to strike for each shot. 
  Bonus to Strike is +4 with a revolver or +3 for all others. 
  75 
  Firing a Burst 
  A "bursr involves shooting several rounds, immediately one 
  after another. All semi-automatic and automatic weapons, pistols, 
  machineguns and sub-machineguns, are designed for firing 
  bursts (three or more bullets at a time). The act of shooting sev­
  eral rounds makes aim more hasty and the recoil moves the 
  weapon with each shot, reducing the accuracy. The concept is 
  that, while accuracy is reduced, the odds of hitting one's target 
  with multiple rounds is increased because more shots are fired. 
  Note: Roll to strike once for the entire burst. Do not roll for each 
  individual bullet. If the burst misses its target, then all the rounds 
  in that burst miss. 
  Bonus to Strike is + 1 with all weapons. 
  Damage from a Short Burst: Roll the damage dice for ONE 
  round x2. Fires 20% of the entire magazine; Le., 30 
  rounds/magazine -6 roundslbullets are fired. Uses up one at­
  tack. Can be fired at only one target. 
  Damage from a Long Burst: Roll the damage dice for ONE 
  round x5 for clips with 30-50 rounds, or ONE round x2 if the clip 
  has 1 5  or less rounds. Fires 50% of the entire magazine; i.e., 30 
  rounds/magazine - 1 5  roundslbullets are fired. Uses up one at­
  tack. * Can be fired at only one target. 
  Damage from an Entire Magazine: Roll the normal damage 
  dice for ONE round x1 0 for clips with 30-50 rounds, or ONE 
  round x5 if the clip has 15 or less rounds. Shooting off the entire 
  clip within a melee round is possible. 1 00% of the rounds are 
  fired. Uses up three attacks that melee round.* Can be fired at 
  only one target. Machineguns are the only exception to this rule. 
  Spray: Shooting a burst at several targets at once is possible, 
  but is the same as Shooting Wi/d. You must fire a long burst or 
  entire magazine in order to spray. See Shooting Wild. 
  • Note: Semi-automatic weapons fire a bullet each time the 
  trigger is pulled, which means a pretty high rate of fire can be 
  achieved by rapidly pulling the trigger. However, this rate is not 
  as fast as automatic fire. Consequently, semi-automatic weapons 
  require an extra melee action/attack in order to squeeze off a 
  long burst (counts as two attacks), or to empty the clip in a full 
  melee burst (counts as three attacks). 
  All automatic pistols and double-action revolvers are semi­
  automatic, as well as all commercial versions of assault weapons 
  and some hunting rifles. Most military weapons and automatic ri­
  fles and sub-machineguns are full, automatic weapons, although 
  some have a switch to change them from full automatic to semi­
  automatic or even single shot. 
  Shooting Wild 
  Shooting wild occurs when a trained character shoots without 
  taking time to aim. This usually applies when the person is 
  blinded, angry, running, rolling, leaping, shooting from a moving 
  vehicle, etc. 
  Bonus to Strike: If the character has a W.P. for that particular 
  type of weapon (Le. W.P. Pistol or W.P. Sub-machinegun, etc.) 
  there is no bonus or penalty for shooting wild - straight, unmodi­
  fied roll of the dice (the G.M. can add a -1 to -4 penalty for ex­
  tenuating circumstances or extreme difficulties). 
  Characters with no W.P. skill in that type of weapon can shoot 
  bursts from it, but all shots are -6 to strike, and no other strike bo­
  nuses apply, not even P.P. attribute bonuses. Aimed shots by 
  somebody without a W.P. for that type of weapon get no bonuses 
  or penalties, they go with a straight, unmodified die roll (1 020). 
  Quentin Milton (Order #31246997)
  
  When shooting wild, either long bursts or the entire magazine 
  must be fired, and counts as two attacks if the magazine/clip has 
  less than 30 rounds, or counts as three attacks if there are more 
  rounds than that (up to 1 00 total). 
  Wild shooting can be fired at one target or in a wild spray. 
  Damage for shooting wild: Trying to hit one target: Roll normal 
  damage dice for ONE round x2 if under 30 shots were fired. ONE 
  round x5 if more rounds (up to 1 00 were fired; yes, even if a 1 00 
  rounds were fired!). There is a 01 -20% chance of hitting innocent 
  bystanders in the general area of the target. Roll percentile for 
  each character who was not under the protection of cover, but 
  who was in the immediate target area (20 footl6 m diameter) of 
  the shooting. 
  Only one roll to strike for the entire burst is necessary. 
  Spraying or Strafing an Area 
  but shooting at a specific target 
  Spraying an "area" with bullets can be dangerous and is con­
  sidered to be Shooting Wi/d. The object of a "spray" attack is to 
  hit several targets simultaneously or to strafe an area. 
  First, roll once to determine if any shots even hit the desired 
  target area (1 020; 5 or higher strikes that area). 
  Second, roll to strike, at -6, to hit the primary target (one spe­
  cific location or character). Damage is ONE round. 
  Third, roll 1 04 to determine how many secondary targets (still 
  player characters) were deliberately hit by the spray attack (re­
  member, the spray is designed to shoot several targets or to 
  spray an area indiscriminately to shoot everybody in the line of 
  fire). Damage is ONE round per each individual. 
  Fourth, determine how many innocent bystanders were shot! 
  There is a 01 -50% chance that 1 04 innocent bystanders were 
  struck by one round. 
  Indiscriminate spray of fire: There is a 01 -50% chance of 
  hitting everybody in the line of the spraying attack; usually done 
  in a swinging, side to side motion. This attack is intended to scat­
  ter crowds or clear a path by mowing down everybody in the line 
  of fire! This is a particularly lethal attack from machineguns. Roll 
  percentile for each Non-Player Character (Le. bystander) in the 
  area of shooting who was not under the protection of cover; or 
  the G.M. can make an arbitrary decision regarding how many 
  and which Non-Player Characters (NPCs) were hit. 
  Player Characters can see the direction the wild shooter is 
  turning and pointing to fire, so, in this particular case, get a nor­
  mal dodge without benefit of their normal bonuses. 
  Damage: ONE round per each individual shot. 
  Bursts or Sprays From Machineguns 
  Bursts or Sprays from a machinegun are different. It has 
  more lethal power, each round doing greater damage than a rifle 
  cartridge, superior range (thousands of feet), plus it has a far 
  greater ammunition capacity, can hit a larger number of targets, 
  and there is a much greater chance of hitting bystanders. 
  General Machinegun Stats: 
  Light Machinegun: 506 damage per round/cartridge. Range: 
  3000 feet (91 4  m). Payload: 50-1 00 round box magazine or belt 
  fed. Average weight: 20 Ibs (9 kg). 
  Medium Machinegun: 606+6 damage per round/cartridge. 
  Range: 3500 feet (1 066 m). 1 00 round magazine or 250 round 
  belt. Average weight: 30-50 Ibs (1 3.6 to 22.7 kg). 
  Heavy Machinegun: 1 D6x1 0 damage per round/cartridge. 
  Range: 6000 feet (1 828 m)! 1 00 round magazine or 300 round 
  belt. Average weight: 90-1 1 0  Ibs (40.8 to 50 kg). 
  76 
  Note: In all cases, a machinegun can fire as many as 1 00 
  rounds (bullets/cartridges) per melee round (1 5 seconds)! 
  Damage by Bursts: 
  Short burst directed at one target: Approx. 6-1 0  rounds. 
  Damage: ONE round x3. Counts as one melee attack. 
  Short burst spray: Approx. 8-1 2  rounds. Damage: ONE 
  round per individual struck; 01 -40% chance of hitting everybody 
  in the line of fire; usually done in a swinging, side to side motion. 
  Player Characters can see the direction the gunner is tuming and 
  pointing to fire, so they can try a normal dodge without benefit of 
  their normal bonuses. 
  Long burst directed at one target: Approx. 20-50 rounds. 
  Damage: ONE round x8. Counts as two melee attacks. 
  Long burst spray: Approx. 30-50 rounds. Damage: ONE 
  round x2 per individual struck; 01 -50% chance of hitting every­
  body in the line of fire; usually done in a swinging, side to side 
  motion. Player Characters can see the direction the gunner is 
  turning and pointing to fire, so they can try a normal dodge with­
  out benefit of their normal bonuses. 
  Emptying the entire magazine or belt at one target: All 
  rounds fired (50-300 depending on the weapon and ammo-feed 
  system). 50-99 rounds fired does ONE round x1 0 damage! 
  Counts as all melee attacks for one full melee round (1 5 sec­
  onds). Anybody entering the field of fire is cut to pieces. 
  1 00-1 90 rounds fired does ONE round x20 damage! Counts 
  as all melee attacks for one full melee round (15 seconds). Any­
  body entering the field of fire is cut to pieces. 
  1 91 -300 rounds fired does ONE round x30 damage! Counts 
  as all melee attacks for one full melee round (15 seconds). Any­
  body entering the field of fire is cut to pieces. 
  Empty the entire magazine in a spray: All rounds fired (50-
  300 depending on the weapon and ammo-feed system). 
  50-99 rounds fired does ONE round x2 per individual struck. 
  1 00-1 90 rounds fired does ONE round x3 per individual 
  struck. 
  1 91 -300 rounds fired does ONE round x5 per individual 
  struck. 
  Note that there is a 01 -70% chance of hitting everybody in the 
  line of fire; usually done in a swinging, side to side motion. Player 
  Characters can see the direction the gunner is turning and point­
  ing to fire, so they can try a normal dodge -5 and without benefit 
  of their normal bonuses. 
  Note: Triple damage against giant, slow moving or stationary 
  targets the size of a tank or bigger; they are much easier to target 
  and hit. Reduce the damage (Le. likelihood of hitting a target) by 
  half if the machine-gunner is moving (running, mounted on a 
  moving vehicle, etc.), or his target is fast moving (must be mov­
  ing faster than 40 mph/64 km). 
  It takes one full melee round to reload a belt-fed machinegun, 
  but only three melee actions to reload a magazine. 
  Notes About Shotguns 
  Most crack-barrel or pump shotguns can fire 2-6 rounds 
  before needing to be reloaded. Each shot counts as one melee 
  attack. It takes two melee actions to reload. Typical damage is 
  506 per shot. 
  A double-barrel shotgun can fire one or both rounds simulta­
  neously (the latter doing double damage). A single or double 
  blast counts as one melee attack. It takes two melee actions to 
  reload. Average damage is 506 per single shot or 1 D6x1 0 per 
  double. 
  Buckshot scatters, and will strike the specific target plus 1 04 
  others within its blast area, approximately a four foot (1 .2 m) 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  width, diameter area. Average damage is 406 per shot using a 
  lethal load, or 1 06 damage using a light load, usually meant to 
  frighten or chase people away. 
  Some military shotguns are semi-automatic and can fire sin­
  gle shots or short bursts (only). Clip magazine has 6-8 shots, a 
  drum magazine has 1 2-20 rounds. Oamage: 506 or 606 per 
  shot. 
  Fully automatic shotguns are very rare and can only be 
  used by bionic and superhuman gunman with a P.S. of 20 or 
  greater, otherwise the recoil is overwhelming (each shot after the 
  first is -2 to strike in a cumulative manner, so shot number two is 
  -2, shot number three -4, shot number four -6, and so on), plus 
  the character is likely to be staggered, with a 01 -40% chance of 
  being knocked off his feet. Clip magazine has 8 shots, a drum 
  magazine has 20 rounds. Oamage: 606 per shot. 
  Range for all full length shotguns is roughly 1 50-240 feet 
  (45.7 to 42.6 m). 
  Sawed-off shotguns have their range reduced to 60 feet (1 8.3 
  m), but increases the diameter of buckshot by an additional width 
  of about five feet (1 .5 m), damage to about a nine foot diameter 
  (can hit as many as 204 characters clustered together)! 
  Natural Energy Blasts 
  Hero characters whose power enables them to emit energy 
  blasts, whether it be fire, electricity, or other forms of energy, can 
  use their energy attack as often as they like, with each blast typi­
  cally counting as one melee attack/action. For Example: If the 
  hero has five hand to hand attacks per melee round, he can fire 
  as many as five energy blasts. Or he can mix his modes of at­
  tack, i.e. punch twice and blast three times, or blast once and 
  punch or kick four times, or blast once, use some other power, 
  punch, etc. 
  Firearm Tactics & Penalties 
  Called Shot: A "Called Shot" is required to shoot a specific 
  target or a specific small and difficult target to strike. For exam­
  ple: Attempting to shoot a weapon or object out of (disarm) 
  somebody's hand, or to shoot and damage an item in some­
  body's hand or off a table, to shoot somebody in the arm, leg, 
  head, etc., to shoot an antenna or item off a vehicle, as well as to 
  make a sniper shot. A "Called ShoY' is always an aimed shot, but 
  because it is a precision shot at a difficult target, all bonuses to 
  strike are half. A natural twenty always hits and does double 
  damage. 
  Ricochet Shot: The shooter can try to bounce bullets, arrows, 
  slings, and other fired projectiles (depending on the specific 
  W.P.) off of one surface and angle the shot in such a way that the 
  projectile ricochetslbounces off and hits a different/second target! 
  Inflicts only one point of damage to the first surface and full dam­
  age to the second. Can only be attempted as an "aimed/called 
  shot" but without benefit of any strike bonuses; straight unmodi­
  fied die roll only - needs a 1 5  or higher to hit. The real target 
  has no opportunity to parry or dodge a ricochet shot. 
  Shooting a rifle one-handed, the shooter loses all strike bo­
  nuses, and the "aimed shot," "Called Shot," and "sniper" attack 
  are impossible. If shooting one-handed while moving (running, 
  from a moving vehicle, etc.) all shots fired are considered wild 
  and -6 to strike the intended target (but likely to hit innocent by­
  standers). Machineguns and heavy weapons cannot be fired 
  one-handed unless the character has a P.S. of 35 or greater, or 
  has superstrength (extraordinary P.S. at 28 or more, superhu­
  man or supernatural with a P.S. of 22 or higher). 
  Shooting from a moving vehicle or while running: Consid­
  ered a wild shot; the "aimed shot," "Called Shot," and "sniper" at­
  tacks are impossible. 
  78 
  Trick Shooting: Shooting from over the shoulder at targets 
  behind the character, or shooting while hanging upside down, 
  while leaping, etc., are done without benefit of any bonuses when 
  a revolver, bolt-action rifle, semi-automatic weapon or laser is 
  used, but considered wild if shooting a burst with a semi-auto­
  matic or automatic weapon. The "aimed shot," "Called Shot," and 
  "sniper" attacks are impossible. Trick shooting can not be at­
  tempted with heavy weapons or machineguns. 
  Robot & Assault 
  Veh icle Combat 
  The Number of Attacks 
  Per Melee & Combat Bonuses 
  This is how it works. Players will find two skills that exclusively 
  determine the robot's number of attacks: One, the pilot's normal, 
  hand to hand combat skill, and, two, the pilot's robot combat skill 
  (purchased in the Robotics section during character generation). 
  Simply combine the number of attacks gained from each skill. 
  The total number indicates the total attacks per melee possible. 
  Most first level pilots, with both skills, will have a total of five at­
  tacks per melee round. 
  The same is done to determine the pilot's robot combat bo­
  nuses to strike, parry, dodge, etc. This means, if the pilot has a 
  +2 bonus to dodge in Hand to Hand Combat, and a + 1 bonus to 
  dodge in robot combat, the two are added together for a total of 
  +3 to dodge. Note: Attribute bonuses are also applicable and are 
  added to the total bonus to strike, parry or dodge. 
  The combining of number of attacks and combat bonuses ap­
  plies only when piloting the robot! When outside of the battle ar­
  mor, the pilot must rely exclusively on his or her Hand to Hand 
  skills and not the combined abilities of the two skills. Why? Be­
  cause the robot combat skill is not a physical training, but a me­
  chanical proficiency which relies on eye/hand coordination, reflex 
  and dexterity as they relate directly to the robot. The robot com­
  bat skill does not build physical strength, endurance or combat 
  techniques. 
  Unskilled Characters in 
  Robots and Assault Vehicles 
  If the pilot does not have robot combat training, he or she is 
  limited to one attack per melee and no special bonuses. Also, un­
  less he has the weapon system or read sensory instruments 
  skills, there may be very little he can do. Note: If the character 
  has any physical attribute bonuses they are transferred to the ro­
  bot, but they are all he gets. 
  Weapon Selection 
  The robot pilot usually has several modes of attack available 
  to him. These may include lasers, machineguns, grenade launch­
  ers, missiles and hand to hand combat. Weapons or modes of at­
  tack, can be used in any combination. You are limited only by the 
  number of attacks per melee and possible payload and rate of 
  fire restrictions. For example: A character piloting a robot has five 
  attacks per melee. The character fires a volley of four missiles 
  (attack #1 ), fires its top laser turret (attack #2), fires a long burst 
  Quentin Milton (Order #31246997)
  
  from its auto-cannon (attack #3), followed by another long burst 
  from its auto-cannon (attack #4), and punches the villain which 
  has just lunged out from around the corner (attack #5). All this in 
  one melee round or 1 5  seconds. 
  Wait a minute, you say. This character has five attacks, but, in 
  the example, he fires a volley of four missiles and then continues 
  to attack four more times. Isn't that EIGHT attack? No, and here's 
  why. 
  Volleys & Bursts 
  One volley or one burst counts as one attack, even if a dozen, 
  yes 1 2, missiles are launched. How? Because it requires only 
  one attack/action to fire several missiles or rounds, simultane­
  ously, at one specific target. Roll to strike and dodge as usual. 
  Disadvantages of Volleys & Bursts 
  1 .  The entire volley or burst must be directed at ONE specific 
  target. The character can not divide a volley or burst between 
  several targets. To attack more than one target, the pilot must 
  take time to aim and fire at each, which means each counts as 
  one individual attack that melee round. For Example: A robot is 
  up against four armed motorcycles. The pilot decides to launch 
  four of his 1 2  missiles at one of the cycles. That's one attack, 
  leaving three more that melee. He can not fire the four missiles 
  simultaneously at all four of the bikes. To strike all four motorcy­
  cles, the pilot must fire at each, individual one separately. How­
  ever, this will take up four of the pilot's attacks that melee. See 
  the machinegun spray as detailed under Modern Weapons Com­
  bat. 
  2. Must roll to strike for the entire volley or burst, as if it were 
  one unit. This generally means that the entire volley or burst, 
  either strikes and does multiple damage (roll for each missile in 
  the volley), or the entire volley misses, doing no damage at all. 
  00 not roll to strike for each, individual missile or round. Also see 
  Missiles for related combat data. 
  3. Payload: Volleys and bursts usually deplete a limited 
  number of missiles or rounds quickly. Once the payload is ex­
  pended, the weapon is temporarily useless. Note: Unless limited 
  by volleys, bursts, or other listed restrictions, the same weapon 
  can be fired repeatedly in the same melee or in tandem with oth­
  ers. 
  How To Strike 
  The procedure for ascertaining a strike is unchanged. The at­
  tacker rolls a 20 sided die (1 020). A roll of 1 ,  2, 3, or 4, is an 
  automatic miss. A roll of 5 or higher is a strikelhit, provided one's 
  opponent doesn't dodge or parry. 
  When the robot suffers damage, it always comes off the ro­
  bot's main body unless it is a "called shot." A Called Shot is 
  aimed at a specific target, typically a small target on a larger po­
  tential target, like the radio antenna, radar dish or weapon on a 
  vehicle or giant robot, or the weapon held in the hand of a hu­
  man. 
  The only way a target can avoid being struck is by dodging out 
  of the way or parrying the attack; the latter is very unlikely. 
  Strike Bonuses 
  Bonuses to strike can be gained by skills, such as hand to 
  hand combat and/or robot combat and/or from a high Physical 
  Prowess (P.P.) attribute. All bonuses are accumulative. Remem­
  ber, bonuses from robot combat apply only when a robot is being 
  piloted. This bonus does not apply to missile related combat and 
  P.P. bonuses do not apply to modern weapon combat. 
  79 
  Critical Strike 
  A critical strike occurs when a player with a hand to hand 
  combat skill makes an extremely high die roll to strike without the 
  aid of bonus modifiers. An unmodified "natural" 20 is always a 
  critical hit, regardless of hand to hand training. 
  Critical strikes do double damage. Optional damage tables 
  have been provided for additional side effects from critical strikes. 
  Their inclusion in the game is up to the GM and/or players. 
  Close Proximity Strike Bonuses 
  Technological advances have made war a long-range affair, 
  with soldiers firing missiles at opponents 20 miles away, who ap­
  pear as tiny blips on a radar screen. However, the creation of 
  battle armor, has restored the strength of the infantry, making 
  close range combat possible. Thus, if opponents are within close 
  proximity of one another (within 500 fV1 52 m), they gain a bonus 
  of +1 to strike. This bonus applies to all combatants, skilled and 
  unskilled, using weaponry or hand to hand combat with robots. It 
  does not apply to normal hand to hand combat among humans. 
  Called Shots 
  A character may attempt to shoot a specific target or area. 
  This is done by clearly stating what the exact target is before the 
  roll to strike is made. Once the shot is "called," the player rolls the 
  usual 1 020 to strike. A successful roll, above a 1 2, hits exactly 
  whatever the intended target was, unless the opponent dodges. 
  Called shots can be an important strategy, enabling charac­
  ters to disable a robot rather than destroy the whole unit. This 
  means a character can destroy specific targets on robots and ve­
  hicles, such as radar antennas, weapon barrels, sensors, me­
  chanical legs, arms, etc. 
  Note: Any shot that is not "called" will strike what is identified 
  as the main body of the robot or vehicle. The main body is the 
  largest, bulkiest part of the target and most likely to be hit. If a 
  player calls his shot, but misses by rolling under 1 2, but above 4, 
  he still strikes, but hits the main body instead of the specific, 
  "called" target. 
  I avoid random hit location tables because I feel the random­
  ness is too fluky and unrealistic. 
  To Roll With a 
  Punch, Fall, or Impact 
  This is a saving throw of sorts, or a second dodge, to minimize 
  damage. It is much like the hand to hand combat rule. In this 
  case, if the player fails his dodge to roll and is about to be hit by a 
  missile(s), he has a sort of second dodge or saving throw, where 
  the character tries not to resist the explosive impact and rolls with 
  it. A successful roll with impact works like a dodge. The player 
  must roll 1 020 and match or better the roll to strike. A success 
  means the character suffers only half damage. A failed roll 
  means a direct hit doing full damage. In Heroes Unlimited, a 
  character can roll with the impact from explosive missiles, 
  punches, body blocks, falls, and similar impact damage. 
  You can not roll with the impact of attacks from auto-cannons, 
  machineguns, energy weapons, or plasma/napalm missiles. 
  The Dodge 
  The dodge for robots is identical to its hand to hand counter­
  part. The defender must roll a twenty-sided die (1 020), and 
  match or better his attacker's roll to strike. A successful roll 
  means he has moved out of the way and takes no damage. A 
  failed roll means the dodge was not a success and the character 
  is hit, taking full damage. 
  Quentin Milton (Order #31246997)
  
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  M issi les 
  The varieties and types of missiles common to Palladium's 
  other vehiclelrobot combat games is now part of Heroes Unlim­
  ited, Second Edition. There are four classes of missiles: short, 
  medium, and long-range missiles, plus special mini-missiles. 
  Each missile class has specific statistics, including range, speed, 
  blast radius and destructive capability, and each class is further 
  divided into different missile types, like high explosive, fragmen­
  tation, plasma, and so on. Not all missile warheads are of a de­
  structive nature and there are smoke, tear gas or chemical (Le. 
  fire retardant, and knockout gas) types. Robots and vehicles can 
  have a variety of missile systems and missile types built into 
  them. The Robot and Vehicle construction rules detail how many 
  and which categories or types of missiles a robot or vehicle can 
  have. 
  Strikes: Guided Missiles 
  Missiles do not enjoy the pilot's combined bonuses to strike. 
  Since they are all self-guided, missiles are launched as separate 
  units with their own bonus of +3 to strike. Mini-missiles are usu­
  ally unguided and have no bonuses to strike, except possibly 
  from the weapon systems skill. 
  Rolls to strike are made on the usual, twenty-sided die. Mis­
  siles can be launched one at a time (roll to strike for each), or in 
  volleys of two or more (roll once to determine whether the entire 
  volley strikes its target). 
  It is possible to dodge one, two, or even three missiles. How­
  ever, it is impossible to dodge a volley of four or more missiles 
  (all four or more will hit and do damage). It is also possible to 
  shoot a missile(s) down before it hits you. See Volleys and 
  Bursts, and Dodging Missiles for more details about missile com­
  bat. 
  Damage From Missile Strikes 
  Direct hits do full damage. A volley of missiles inflicts full 
  damage from each and every missile in the volley. 
  Near misses do half damage. There are two ways one can 
  take damage from a near miss. The First is by being within the 
  blast radius of the target struck by a direct hit. For example: Your 
  80 
  companion, standing 1 0  feet (3 m) away, is hit by a high explo­
  sive missile with a 30 foot (9 m) blast area. He takes full damage 
  from a direct hit, but you are also caught in the blast because you 
  were standing too close together. Fortunately, your character 
  takes half damage since he was not caught directly in the blast. 
  Damage can be reduced by half again if the player makes a suc­
  cessful die roll to "roll with punch, fall or impact." 
  The Second way one takes half damage from a near miss is 
  by successfully "rolling with the punch, fall or impacr of the at­
  tack. In this case, the player fails his dodge roll and is about to be 
  hit by a missile(s). If the player can match or beat the roll to strike 
  on a 020 with his bonuses to roll with punch/fall added in, he suf­
  fers half damage. A failed roll means a direct hit doing full dam­
  age. 
  Shooting Missiles 
  Shooting and depleting the S.D.C. of a missile can detonate 
  and destroy it. However, there are restrictions. 
  1 .  The character must have an attack(s) available to him/her 
  that melee to assail the missile. If all the attacks for that melee 
  have already been used up, the character can not shoot at the 
  missile(s). 
  2. Can only shoot at one missile, within the volley, at a time. A 
  volley of six missiles would require six attacks, which is impossi­
  ble at the speed missiles travel. Example: a missile travelling at 
  500 mph (804 km) covers approximately 750 feet (229 m) per 
  second, or 1 500 feet (458 m) per melee action. This means the 
  player has only one or two attacks (G.M.'s discretion) to shoot at 
  one or two missiles within the volley. Characters with Extraordi­
  nary Speed and Sonic Speed can take up to four attacks to shoot 
  down missiles or run and/or dodge out of harm's way (same as 
  dodging a bullet). 
  A "Called Shot" is necessary to hit a missile, but the small size 
  and tremendous speed of the missile imposes a penalty of -3 (re­
  quiring a 1 5  to strike). If one missile is detonated, there is a 45% 
  chance (1 -45%) that its explosion will detonate the other missiles 
  in the entire volley. The player can also use his own missiles, if 
  available, to shoot down a missile volley. Under this circum­
  stance, there is a 75% (01 -75%) likelihood of detonating the en­
  tire volley of missiles. 
  Quentin Milton (Order #31246997)
  
  3. If the S.D.C. of the missile is not completely depleted, it is 
  damaged, but does not detonate and will still strike its target, in­
  flicting full damage. 
  4. Attacks on a missile count as a normal attack. 
  Special M issi Ie Defense Tactics 
  If a missile can not be dodged, a robot can sacrifice its arms 
  by covering its main body with them, thus allowing the arms to 
  take the damage instead of the body. The disadvantage of this 
  tactic is that the arms are likely to be blown to smithereens or se­
  verely damaged and immobilized. 
  Dodging Guided Missiles 
  ALL the missiles used against characters, except mini-mis­
  siles can be assumed to be self-guided. Generally, most are pre­
  programmed to respond to specific images (video camera/sensor 
  mounted in the nose of the warhead), or specific heat or radiation 
  levels which clearly identify the enemy. Most missiles follow a 
  straight course and if dodged will fly past the character and may 
  detonate on something beyond him, meaning the blast radius 
  could still catch him (especially in a building). 
  Smart bombs can identify the enemy and chase it down. They 
  will keep going until they find a target, or are destroyed. They can 
  actually dodge attacks directed at them, and turn around to at­
  tempt to hit a target if it misses, or if the target dodges the first at­
  tack. 
  Conventional Guided Missiles: +3 to strike. 
  Smart Missiles: +5 to strike, +4 to dodge, and have two at­
  tacks per melee (until it/they hit). 
  Contrary to what one might think, you can dodge one, two and 
  even three, guided missiles. The dodge rules are the same as al­
  ways. However, it is impossible to dodge a volley of four or more 
  missiles launched simultaneously. A volley of four or more mis­
  siles will strike every time, with each and every missile in the vol­
  ley hitting and inflicting damage. The character has two options 
  to avoid or minimize the damage of a massive missile volley; try 
  to roll with the impact, taking half the normal damage; or shoot 
  the missiles down before they strike. 
  Missile Notes 
  1 .  The terms, light, med. or medium and heavy, found in pa­
  rentheses after the warhead type, refers to the destructive force 
  of the warhead. 
  2. All missiles are self-guided; +3 to strike. All missiles always 
  strike the main body. 
  3. Self-guided "smart" bombs/missiles can be programmed to 
  seek out and attack a specific target. It can change course, ad­
  just speed to conserve fuel, dodge attacks aimed at it, and tum 
  around to try to strike a target again if it misses the first time. +5 
  to strike (instead of +3), +4 to dodge; 2 attacks per melee round. 
  Radar: 1 00 mile range. Smart missiles (very rare) can pursue a 
  specific target and attack for 1 0  melee rounds in this manner be­
  fore running out of fuel. 
  4. Multi-warhead missiles are usually a cluster of medium 
  range missiles housed inside the casing of a large, long range 
  missile. When the body casing runs out of fuel or reaches its tar­
  get, it fires the four medium range missiles. 
  5. Plasma is a new, concentrated, liquid heat, ten times hotter 
  than normal napalm. 
  6. Fragmentation missiles are missiles that send out frag­
  ments, or shards of metal, upon impact, affecting a larger area. 
  7. Fire Retardant missiles explode, releasing a chemical foam 
  that puts out fires. 
  81 
  8. Smoke missiles release large, billowing clouds of smoke, 
  filling the blast radius. They are used to provide cover or to mark 
  an area. 
  9. A Proton Torpedo is a longer range, more powerful, explo­
  sive, energy missile. 
  1 0. The maximum range is the maximum effective range of 
  the missile. 
  1 1 .  Missiles have been assigned an S.D.C.; depletion of the 
  S.D.C. from an attack will detonate the missile. 
  12. The speed is provided to give players an idea of how fast 
  the missiles travel. 
  13. The blast radius is the full area damaged by the missile 
  impact. The specific target of the missile takes FULL DAMAGE, 
  while all else in the blast radius takes half damage. 
  Other Combat Terms 
  Payload: Indicates the finite number of missiles or rounds. 
  Energy weapons are generally considered to have unlimited pay­
  load. 
  Range: The maximum effective range or distance a weapon 
  can fire; or a missile or vehicle can travel. 
  Rate of Fire: This will indicate any limitations as to how many 
  times a weapon can be fired per melee, and/or the number of 
  rounds or missiles in a burst or volley. 
  Generally, a weapon, especially energy weapons, can be fired 
  repeatedly, equal to the pilot's combined hand to hand and robot 
  combat skills. Any combination of weapons can be used per me­
  lee. 
  Quentin Milton (Order #31246997)
  
  Warhead 
  Damage 
  High Explosive (light) 
  2D4xlO 
  High Explosive (medium) 
  2D6xlO 
  Fragmentation (light) 
  2D4xlO 
  Armor Piercing (medium) 
  2D6xlO 
  Plasma/Napalm (medium) 
  2D6xl0 
  Tear Gas 
  None 
  Knock-Out Gas 
  None 
  Smoke (colors available) 
  None 
  Fire Retardent 
  None 
  Warhead 
  Damage 
  High Explosive (light) 
  2D4xl0 
  High Explosive (medium) 
  2D6xlO 
  High Explosive (heavy) 
  3D6xl0 
  Fragmentation (light) 
  2D6xl0 
  Armor Piercing (medium) 
  3D6xl0 
  Plasma/Napalm (medium) 
  4D6xlO 
  Multi-Warhead* 
  5D6xlO 
  Smoke (colors available) 
  None 
  Warhead 
  Damage 
  High Explosive (medium) 
  3D6xl0 
  High Explosive (heavy) 
  4D6xl0 
  Fragmentation (light) 
  2D6xl0 
  Armor Piercing (medium) 
  3D6xlO 
  PlasmalHeat (medium) 
  4D6xl0 
  PlasmalHeat (medium)* 
  5D6xl0 
  Proton Torpedo (heavy)* 
  6D6xl0 
  Nuclear (medium)* 
  ID4xloo 
  Nuclear (heavy)* 
  ID6x100 
  Nuclear multi-warhead* 
  2D4x100 
  Warhead 
  Damage 
  High Explosive 
  5D6 
  Fragmentation 
  5D6 
  Armor Piercing 
  ID4xlO 
  Plasma/Napalm (medium) 
  ID6xl0 
  Smoke (colors available) 
  None 
  *Available as smart bombs, +5 to strike. 
  Short Range missiles 
  Speed 
  Maximum Range 
  500 mph (804 kIn) 
  5 miles (8 kIn) 
  500 mph (804 kIn) 
  5 miles (8 kIn) 
  450 mph (724 kIn) 
  3 miles (4.8 kIn) 
  650 mph (1045 kIn) 
  5 miles (8 kIn) 
  500 mph (804 kIn) 
  3 miles (4.8 kIn) 
  200 mph (321 kIn) 
  112 mile (.8 kIn) 
  200 mph (321 kIn) 
  112 mile (.8 kIn) 
  300 mph (482.7 kIn) 
  1 mile ( 1 .6 kIn) 
  200 mph (321 kIn) 
  112 mile (.8 kIn) 
  Medium Range Missiles 
  Speed 
  Maximum Range 
  1200 mph (1929 kIn) 
  50 miles (80.4 kIn) 
  1200 mph (1929 kIn) 
  40 miles (64.3 kIn) 
  1200 mph (1929 kIn) 
  40 miles (64.3m) 
  1000 mph (1608 kIn) 
  40 miles (64.3 km) 
  1600 mph (2571 kIn) 
  60 miles (96.5 kIn) 
  1400 mph (225 1 kIn) 
  40 miles (64.3 kIn) 
  1200 mph (1929 kIn) 
  80 miles (128.7 kIn) 
  1000 mph (1608 kIn) 
  40 miles (64.3 kIn) 
  Long Range Missiles 
  Speed 
  Maximum Range 
  2010 mph (mach 3) 
  500 miles (804 kIn) 
  2010 mph (mach 3) 
  500 miles (804m) 
  1400 mph (225 1 kIn) 
  400 miles (643 kIn) 
  2010 mph (mach 3) 
  800 miles (1286 kIn) 
  1400 mph (225 1 kIn) 
  500 miles (804 kIn) 
  1400 mph (225 1 kIn) 
  500 miles (804 kIn) 
  2010 mph (mach 3) 
  1200 miles (1928 kIn) 
  2010 mph (mach3) 
  1000 miles (1608 kIn) 
  2010 mph (mach 3) 
  1000 miles (1608 kIn) 
  2010 mph (mach3) 
  1 800 miles (2893 kIn) 
  Mini Missiles 
  and Special Armaments 
  Speed 
  500 mph (804 kIn) 
  500 mph (804 kIn) 
  1400 mph (225 1 kIn) 
  1200 mph (1929 kIn) 
  500 mph (804 kIn) 
  82 
  Maximum Range 
  1 mile (1.6 kIn) 
  112 mile (0.8 kIn) 
  1 mile (1.6 kIn) 
  1 mile (1.6 kIn) 
  112 mile (0.8 kIn) 
  Blast Radius 
  10 ft (3 m) 
  15 ft (4.6 m) 
  20 ft (6. 1 m) 
  5 ft (1.5 m) 
  15 ft (4.6 m) 
  10 ft (3 m) 
  10 ft (3 m) 
  20 ft (6. 1  m) 
  20 ft (6. 1 m) 
  Blast Radius 
  20 ft (6. 1 m) 
  20 ft (6. 1 m) 
  30 ft (9. 1 m) 
  40 ft (12.2 m) 
  20 ft (6. 1 m) 
  40 ft (12.2 m) 
  20 ft (6. 1 m) 
  40 ft (12.2 m) 
  Blast Radius 
  30 ft (9. 1 m) 
  40 ft (12.2 m) 
  80 ft (24.4 m) 
  30 ft (9. 1 m) 
  40 ft (12.2 m) 
  50 ft (15.2 m) 
  50 ft (15.2 m) 
  40 ft (12.2 m) 
  50 ft (15.2 m) 
  50 ft (15.2 m) 
  Blast Radius 
  5 ft (1.5 m) 
  20 ft (6. 1 m) 
  3 ft (0.9 m) 
  15 ft (1.5 m) 
  20 ft (6. 1 m) 
  S.D.C. 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  S.D.C. 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  S.D.C. 
  20 
  20 
  20 
  20 
  20 
  20 
  25 
  20 
  20 
  25 
  S.D.C. 
  1 
  1 
  2 
  1 
  1 
  Quentin Milton (Order #31246997)
  
  Veh icle Control & Combat 
  Optional rules by Erick Wujcik. 
  Control Rules 
  Automobile Control Rolls 
  In a larger than life game of heroics, like Heroes Unlimited, 
  drivers are in constant danger of losing control of their vehicles. 
  To avoid losing control, the characters must roll against their Pilot 
  skill. Control Rolls must be made for each of the following situ­
  ations: 
  Exceeding Cruising Speed: Any time a driver exceeds the 
  Cruising Speed for the vehicle there's the danger of losing con­
  trol. Every melee round of excessive speed requires a Control 
  Roll. See Road/Speed Table for penalties. 
  Exceeding Road Speeds: Going too fast on back roads or 
  trails is dangerous no matter how well built the vehicle is. Any 
  travel over 75 mph (1 20 km) on a back road, or over 45 mph (72 
  km) on a trail, requires a Control Roll. This is not the case with 
  Highways; a vehicle can travel all the way up to Cruising Speed 
  on a Highway without rolling for Control. See Road/Speed Table 
  for penalties. 
  Exceeding Maneuver Speed: Every turn, swerve or lane 
  change while exceeding Cruise Speed or Road Speed requires 
  another Control Roll with a -12% penalty. 
  Driving in Reverse: Attempting to drive in reverse at any 
  speed over 25 mph (40 km). Roll a Control Roll with a -30% pen­
  alty. 
  83 
  Poor Road Conditions: Requires a Control Roll. This can in­
  clude anything from rain to steep inclines. -30% or optional. See 
  Road Quality and Obstacle Table for specific penalties. 
  Taking One's Eyes off the Road: Any time the character 
  does not devote all of his attention to the driving of the car, a con­
  trol roll must be made. During normal vehicle operation at speeds 
  less than cruising, the roll is unmodified. When exceeding cruis­
  ing speed or in the middle of combat/competitive driving, the roll 
  has a -1 0% penalty. 
  Avoiding Obstacle: Swerving around any object requires a 
  Control Roll, no penalty. If the swerve or dodge involves leaving 
  the road surface then the penalty is -40%. 
  Loss of Control Table 
  The game master or player should roll on the following table 
  every time a character fails a Control Roll. Roll percentile dice. 
  01 -1 0 Potholel Vehicle slams into something and rebounds. 
  Or, just as likely, the vehicle bottoms out, smashes the underside 
  into broken pavement or a pothole. Vehicle takes 406 points of 
  damage to S.O.C. and Speed Class is reduced 1 06. 
  1 1 -25 Out of Controll The vehicle skids out of control. Ends 
  up off the road, in a ditch or in some other embarrassing situ­
  ation. Stuck 306 Melee Rounds. 
  26-44 Stall! Forced to make a sudden stop; the car stalls out. 
  Getting it going again takes 206 melee rounds. 
  45-76 Skidl Skid out of control and into an object. The vehicle 
  takes half normal damage from this minor crash. Speed Class is 
  reduced 1 06 levels. See Crash and Damage rules. 
  Quentin Milton (Order #31246997)
  
  77-90 Crashl Skid out of control into an object. The vehicle 
  takes full damage and occupants take half damage. Speed Class 
  is reduced 2D6 levels. See Crash and Damage rules. 
  91 -97 Totaled! Vehicle crashes and is totally destroyed. Oc­
  cupants take full damage. 
  98-00 Roll and Burn! The vehicle goes completely out of con­
  trol and rolls over 1 D6 times. Vehicle takes double damage, oc-
  Road & Speed Table 
  Use the following table to determine how much ground is be­
  ing eaten up in V-to-V combat. 
  Travel Speed 
  DistancelMelee 
  Highway 
  1 to I S mph 
  lj32 mile 
  SAFE 
  Over I Smph 
  1j16 mile 
  SAFE 
  Over 30mph 
  Ijg mile 
  SAFE 
  Over 4Smph 
  1j6 mile 
  SAFE 
  Over 60mph 
  1,4 mile 
  ROLL 
  Over 7Smph 
  Y3 mile 
  ROLL 
  Over 90mph 
  1j2 mile 
  ROLL 
  Over 1 20mph 
  1 mile 
  - S  
  Over 240mph 
  2 miles 
  - 1 0 
  Over 360mph 
  3 miles 
  - I S 
  Over 480mph 
  4 miles 
  - 30 
  Over 600mph 
  S miles 
  - 4S 
  At 720mph 
  6 miles 
  - 60 
  Example: A motorcycle is going 240 mph (384 km) down a 
  back road in a hot pursuit. Every melee, the character must make 
  a Control Roll with a -10 modifier because the character is going 
  over 1 20 (1 92 km). If the speed were even 241 mph (384 km) 
  then the modifier would be -1 5. Every melee, the character cov­
  ers 2 miles of ground. 
  Crash & Damage Rules 
  Driver or Passenger Damage 
  Anyone not wearing a Seat Belt must roll to see if they are 
  thrown clear in an accident. With percentile dice, a roll of 25% or 
  higher indicates the character bounces around inside the vehicle 
  and takes double damage. If the roll is under that, then the char­
  acter is thrown clear and bounces around outside, taking 2D6 
  damage for every 1 0  mph (16 km) of vehicle speed. 
  Characters wearing Seat Belts or other restraining straps 
  take 1 D6 damage for every 20 mph (32 km). The addition of a 
  crash helmet and specially padded, asbestos suit reduces the 
  damage by half. 
  Motorcycle crashes are even more deadly. With helmet and 
  leather body covering, or some kind of protective garments, the 
  character(s) takes 1 06 for every 1 0  mph (1 6 km). Without helmet 
  or protective garments: 2D6 per 1 0  mph (16 km). 
  Lucky Fall: With all vehicles, motorcycle, car, van, truck, etc., 
  there is a slim chance that each passenger and driver will be 
  thrown clear, or luck-out with only minor damage even in a terri­
  ble crash. Roll Percentile Dice: 
  1 -20 Lucky Fall; 2D6 total damage. 
  21 -00 Full normal damage. 
  Vehicle Damage 
  Damage is based on relative speed. When something hits a 
  stationary object then the only thing to worry about is the speed 
  84 
  cupants take normal damage. In 1 D1 0  melee rounds the vehicle 
  fuel tank will explode, doing 1 D6x1 0 damage to anyone still in­
  side the vehicle. The resulting fire will torch anyone trapped in­
  side, doing 4D6 damage per melee round. See Crash and 
  Damage rules. 
  Note: Speed Class is found in the Hardware section under 
  "Building the Super Vehicle." 
  Control Roll Modifiers for: 
  Back Road 
  TraiIlBroken Road 
  SAFE 
  SAFE 
  SAFE 
  SAFE 
  SAFE 
  SAFE 
  ROLL 
  - S  
  ROLL 
  - 1 0 
  - S  
  - 20 
  - 10 
  - 30 
  - 10 
  - 4S 
  - I S 
  - 60 
  - 20 
  - 70 
  - 40 
  - 7S 
  - 70 
  - 8S 
  - 80 
  - 9S 
  of the moving object. When two moving objects meet, whichever 
  does the most damage will determine the actual damage. Round 
  up in all cases. 
  Vehicle Damage Table 
  Motorcycle - 1 06 per 1 0  mph (16 km) 
  Automobile, Small Truck, Mini Van - 2D4 or 1 D8 per 1 0  mph 
  (1 6 km) 
  Full-Sized Trucks, Vans, Jeeps & Utility Vehicles - 2D4+ 1 or 
  l OB+1 per 1 0  mph (16 km) 
  1/2 Ton Trucks and Buses - 2D4+2 or 1 D1 0 per 1 0  mph (1 6 
  km) 1 0  or 1 6  Wheeler Semi-Trucks - 2D6 per 1 0  mph (16 km) 
  Train (locomotive) - 2D4x1 0 per 1 0  mph (16 km)! 
  If Mike is driving a car north at 3B mph (60.B km) and runs into 
  something standing still, like a telephone pole, then both his car 
  and the pole take BD4 or 4DB damage. Note the 3B mph (60.B 
  km) is rounded up to 40 miles - 1 DB or 2D4 per 1 0  mph = 4DB 
  or BD4 damage. 
  Now let's look at Mike running head-on. Mike is travelling at 
  40 mph (60.8 km), a motorcycle approaches from the opposite 
  direction at 60 mph (96.5 km). Their added speeds are 1 00 mph 
  (160 km) so the damage to both vehicles is 1 0DB (or l OBx1 0 or 
  2D4x1 0; G.M.'s personal preference). Since Mike's car is 
  largeriheavier and does more damage, we use the automobile 
  damage formula rather than the motorcycle. 
  Pedestrian Impact Damage 
  Vehicle-to-Pedestrian Combat: In order to hit a moving ob­
  ject (mutant animal, insect or machine) requires a Strike roll from 
  the vehicle's driver. To avoid a vehicle hit/ram attack, the target 
  must make a Dodge roll greater than the Strike roll. Unconscious 
  characters and stationary objects do not Dodge. 
  Vehicle-to-Pedestrian Damage: Anything hit by a vehicle 
  takes full damage from the Vehicle Damage table according to 
  Quentin Milton (Order #31246997)
  
  type and speed. However, vehicles themselves also take impact 
  damage. Creatures or items under 1 0  Ibs (4.5 kg) do 206 points 
  of damage regardless of vehicle type and speed. With objects 1 1  
  to 200 Ibs (5 to 90 kg), the vehicle takes one third of damage re­
  ceived by the target. 201 to 400 Ibs (1 80 kg), the vehicle takes 
  half damage. The vehicle takes three quarters of the target's 
  damage when the size/weight is from 400 to 1 ,000 Ibs (1 80 to 
  450 kg). Hitting anything over 1 ,000 Ibs (450 kg) is the equivalent 
  of a crash -both the vehicle and the target take full damage. Ve­
  hicles with ram-prows take no damage unless the S.D.C. of the 
  ram-prow is depleted; after which, damage carries over to the ve­
  hicle. 
  Vehicle Combat Rules 
  Vehicle to vehicle combat in Heroes Unlimited shouldn't be all 
  that different from other kinds of modern combat. That is, the 
  game master should work at keeping things clean, quick and 
  simple. The only two differences are in rolls to Dodge and rolls to 
  Strike. 
  Control Roll penalties are applied as penalties to the charac­
  ter's piloting skill. Failure to roll underneath that modified skill per­
  centage means the drive either loses control (roll again at the 
  same penalty level to regain control, but loses 40% speed and 
  1 04 melee actions while fighting to regain control) or crashes. 
  Note: There is a -5 penalty when driving any vehicle for the 
  first time. In other words, if a character just stole a car and is try­
  ing to escape in it, he'll have a -5 penalty on the initiative rolls. 
  Melee Rounds: Vehicle-to-Vehicle 
  The most important difference in vehicle-to-vehicle combat is 
  that only one vehicle action, like a ram or sideswipe, etc., can be 
  taken per melee round. So, if the driver has other Melee Actions 
  left, he can use them to shoot a handgun out the window, grab a 
  fire extinguisher, or get a cup of coffee. Game Masters may rule 
  that certain involved maneuvers, like elaborate stunts or bootleg 
  turns, take up more than one of the driver's actions in that melee 
  round. Other than that, the melee round system is unchanged. 
  The idea is still to get the combatants in close quarters and let 
  'em slug it out 'til somebody goes down. 
  Don't get carried away with the possible complexities of the 
  systems. For example, avoid the trap of over-calculating the ex­
  act number of seconds required for a car going 1 93 miles per 
  hour (308.8 km) to catch up with a car going 1 87 mph (299 km). 
  Remember that in the real world, things are never that simple! 
  Cars have to swerve and weave, acceleration is never constant 
  and, at high speeds, drivers make mistakes constantly. Just read 
  a newspaper account about a police car chase. Usually the po­
  lice car is much faster than the criminal's. Even so, the chase can 
  go on for dozens of miles at very high speeds. 
  Keep it simple; if the pursuer is faster, then it'll catch up. If the 
  leader is going faster than the pursuer, then it leaves the other 
  car in the dust. There should only be three possible conditions: 1 .  
  Either the cars are neck-and-neck, or 2. one is behind the other 
  in firing range, or 3. the two cars are too far away for combat. 
  Dodge: Vehicle-to-Vehicle 
  In spite of their advanced Speed, vehicles have absolutely no 
  bonus to dodge against Firearms. Why? Well, first off, a vehicle 
  just isn't as maneuverable as a person, it generally goes in a 
  straight line, and, even on curves, the faster the thing is going the 
  smoother the curve; although, the Game Master may require a 
  called shot for vehicles travelling at extremely high rates of 
  speed. The other thing to bear in mind is the car's size (it's kind 
  of hard to miss). 
  85 
  However, drivers can dodge attacks from other vehicles. 
  When someone is attempting to cut-off, ram or sideswipe the ve­
  hicle then a Dodge roll is possible. A vehicle making a Dodge 
  can't do anything else in that melee round. 
  Strike: Vehicle-to-Vehicle 
  Rolls to Strike in Vehicle-to-Vehicle combat are exactly like or­
  dinary rolls to strike. The only difference is that a vehicle is sev­
  eral targets in one package. Every strike on a vehicle must be 
  "called." The attacker has to specify which target is being at­
  tacked; the crew compartment (driver), a turret, or the vehicle it­
  self. 
  "Ramming," or striking one vehicle with another, always at­
  tacks the vehicle itself. Area affect weapons, like explosives and 
  fire, can attack the vehicle, the turret and the occupant(s). See 
  Vehicle Combat Tactics. 
  Vehicle Combat Tactics, 
  Maneuvers & Techniques 
  The Ram. Ramming is a vehicle-to-vehicle attack where one 
  vehicle attempts to bash into the rear of another. The speed of 
  the ramming/attacking vehicle must exceed 1 0  mph (16 km) of 
  the vehicle it is attacking. Speeds greater than 1 0  mph (1 6 km) 
  above the defending vehicle's constitutes a crash; use the Crash 
  and Damage rules to determine the damage to both vehicles. 
  Likewise, head-on collisions/rams and ramming stationary ob­
  jects at speeds over 1 0  mph (1 6 km) constitutes a normal crash, 
  damaging all parties. 
  Ramming damage varies with the size of the attacking/ram­
  ming vehicle. 
  Attacking Vehicle & Damage 
  Motorcycle - 406 damage 
  Automobile, small truck, mini van - 606 damage 
  Full-Sized truck, Jeep, or van - 1 D4x1 0 damage 
  1 /2 ton truck or bus - 2D4x1 0 damage 
  1 0  or 1 6  wheeler/semi-truck - 2D6x1 0 damage 
  Train (locomotive) is not applicable in most situations 
  -1 D4x1 00. 
  Note: The attacking vehicle also suffers damage, but only one 
  third of that which it inflicts on its target. Only if the attacking vehi­
  cle has a ram-prow built onto it will the vehicle take no damage 
  (the ram-prow takes the 1/3 damage). 
  Control Rolls: Immediately after a successful ram both vehi­
  cles must make control rolls. The attacker is -25 and the de­
  fender is -40. 
  The Sideswipe 
  When cars are neck-and-neck, they can attempt to shove 
  each other off the road. Works exactly like the Ram except that 
  damage is half those listed. 
  Control Rolls are the same as for Ramming. 
  The Cut-Off 
  The attacker pulls in front of the defender, cutting off the lane 
  and forcing the defender to either hit/crash or swerve to avoid hit­
  ting. The attacker rolls to strike and must make a control roll. A 
  failed strike means the maneuver is unsuccessful or incomplete 
  and can be tried again. A failed control roll means a crash. If the 
  attacker succeeds and the defender fails to dodge (either by 
  missing the roll or by not rolling), then there is a collision. Use the 
  standard Crash and Damage Rules. 
  Control Rolls: The attacker is at -30, and the defender is at -
  25. 
  Quentin Milton (Order #31246997)
  
  The Block 
  Basically this happens when the attacker wants to keep the 
  defender in some position. A good example is where the cars are 
  neck-and-neck, the right hand car sees an oncoming truck in the 
  left lane and decides to force his opponent to stay in that lane. 
  This same technique can be used to keep one's opponent from 
  passing as well. If the attacker rolls a successful strike, and if the 
  defender does not try to dodge or fails to dodge, then the de­
  fender is stuck in that lane until the next melee. Neither a Sudden 
  Brake or a Drag Race is good against a Block. To execute a 
  block may require high speeds and/or quick maneuvering, like 
  switching lanes, swerving, etc. 
  Control Rolls should be made for each block/strike maneuver 
  and dodge/evasive action. Standard Control Rolls apply. 
  The Sudden Brake 
  When two cars are side-by-side, preferably in different lanes, 
  one of them can attempt to get behind the other by hitting the 
  brakes. Whether or not the braking car actually pulls behind de­
  pends on a straight, twenty-sided die, initiative roll. Both cars roll; 
  high roll wins. However, the braking car reduces speed by half for 
  one melee. An unsuccessful Sudden Brake means the opposing 
  car is still side-by-side. 
  Control Rolls must be made with a -15 penalty. 
  Warning: Don't attempt to brake with anyone immediately be­
  hind you unless you want a collision. 
  The Bootleg Turn 
  This is a special maneuver that lets the vehicle completely 
  change direction. Basically the driver turns, slams on the brakes 
  and "fishtails" the car into the opposite direction. While in the 
  Bootleg the vehicle has no chance to dodge. 
  Control Roll must be made with a -50 penalty. 
  Drag Racing 
  When two cars are neck-and-neck and trying to pull ahead of 
  each other, that's a Drag Race. The same thing happens when 
  one car is behind another and both decide to speed up. A lot de­
  pends on the Speed Class of the vehicle, the higher the better. 
  However, there's a lot more to drag racing than engine perform­
  ance. The driver's skill and reflexes, as well as raw luck, are just 
  as important. 
  Rolls for Drag Racing are made on twenty-Sided dice. There 
  are two modifiers. First, each driver can add in the Speed Class 
  of his/her vehicle. Second, the driver's P.P. bonus can be added. 
  If both cars were neck-and-neck, then the winner will be way 
  out in front. When one car is trying to overtake another, then win­
  ning means catching up and losing means falling way behind. In 
  case of a tie, the cars maintain their current position. A Natural 
  Twenty is perfect luck, either leaving a pursuer in the dust or 
  coming up neck-and-neck with a fleeing prey. 
  Remember, there is a -5 penalty when driving any vehicle for 
  the first time. 
  Critical Damage Table (Optional) 
  Any time a shot on a car penetrates the armor, either by a roll 
  over the car's A.R., or when the A.A. has been depleted, or on a 
  called shot followed by a "natural" twenty to strike, there's a 
  chance that the vehicle may be crippled by the damage. Roll Per­
  centile dice. 
  01 -05 Engine on Fire: Speed Class goes down 1 06 levels. 
  G.M. rolls 401 0; that's how many melees the characters have 
  before the fire spreads to the fuel tank. If they can pull over and 
  86 
  extinguish the fire before that, then no further damage will be 
  taken. 
  06-08 Tire Shot Out: Speed reduced by a third, driver must 
  make a Control Roll at -5 per each 1 0  mph ( 1 6  km) that the vehi­
  cle was traveling. 
  09-1 4 Frame is Seriously Dented: Alignment problems; drop 
  Speed Class by 1 06. 
  1 5-20 Hole in Radiator: Over the next 6 melees, engine will 
  get hotter and hotter. After that there's a 20% chance, every me­
  lee, that the engine will suddenly stop. Steam pours out from un­
  der the hood. 
  21 -25 Hole in Brake Line: Brakes don't work anymore. No 
  other problems until the character tries to stop. 
  26-30 Electrical System Damaged: Control panel inside the 
  crew compartment catches on fire. Until the smoke is cleared and 
  the fire is put out, Control Rolls are an additional -30 each melee, 
  and/or maneuver. All attacks are impossible until the smoke is 
  stopped. 
  31 -35 Steering Damaged: Take -50 on all Control Rolls. 
  36-50 Cosmetic Damage: Vehicle loses chrome, paint and 
  trim. Looks bad, but no real damage. 
  51 -60 Light Knocked Out: Depending on where the shot 
  came from, either the headlights or the brake lights are knocked 
  out. Could be serious at night. 
  61 -65 Exterior Electronics Disabled: Any electronic devices 
  on the outside of the vehicle are destroyed. 
  66-70 Battery Destroyed: Not a problem right away, but the 
  vehicle can't be started again without a jump or a replacement. 
  71-75 Alternator/Generator Wrecked: The car stops re­
  charging itself and is running off battery power alone. Will work 
  for 804 minutes before draining the battery, then it'll quit. 
  76-85 Transmission Fluid Leak or Damage: Shifting be­
  comes impossible and the transmission will start making hideous 
  grinding noises. Vehicle will continue operating for another 4-24 
  melee rounds. 
  86-90 Leak in Gas Tank: Vehicle will lose one gallon a m­
  inute until the fuel runs out. 
  91 -95 Fragments in Driver's Compartment: Roll 206 dam­
  age for each occupant. Driver make Control Roll at -50. 
  96-00 No Serious Damage: However, make a Control Roll at 
  -1 0%. 
  Ai r and Space 
  Combat Ru les 
  Aerial Combat Tactics, 
  Maneuvers & Techniques 
  Air combat really only has three possible states. Vehicles can 
  be coming together for combat, or jockeying for advantage, or ve­
  hicles are so far apart that no combat is possible. However, the 
  most common position in aerial combat is where one vehicle, the 
  Dog Tail, is following another vehicle, the Dog. 
  Each of the special air maneuvers requires one full melee 
  round to perform, except for a tilt dodge, which does not use any 
  attacks/actions. At the beginning of the round, after initiative is 
  determined, each character declares his air combat action for the 
  round and makes any necessary rolls. Once all rolls are made, 
  the round proceeds normally. During the round, if attacks are 
  Quentin Milton (Order #31246997)
  
  possible, all of the character's attacks can be taken. If the char­
  acter can not attack, he still has his full actions to do other things 
  like work computers and radios, get coffee, use a superpower, 
  etc. 
  If a player's character is battling a minor NPC or a number of 
  them, the Game Master can save time by having only the player 
  make rolls. For example, on a successful roll to dog tail, the PC 
  moves into dog tail position and the NPC must tilt dodge until the 
  PC misses a dog tail roll and the NPC can break away. When the 
  NPC attempts to dog tail, he does so successfully when the char­
  acter fails an evasive action roll. This helps to support the larger 
  than life hero image so vital to Heroes Unlimited (not to mention 
  making the G.M.'s job easier); however, tougher villains and ma­
  jor NPCs should be allowed to roll normally against the heroes in 
  order to give them a run for their money. When two characters 
  are opposing each other in rolls (like evasive action and dog tail­
  ing), two successful rolls means there is no change in the situ­
  ation (see the example of combat below). 
  Evasive actions and stunts are so involved and chaotic, that 
  the pilot (or gunner) can not hope to get a shot off at a target. 
  These two maneuvers prohibit the pilot (or gunner) from attack­
  ing, but they can still take actions equal to their number of hand 
  to hand attacks (within reason, of course). 
  Roll under the piloting skill to complete each maneuver. 
  Evasive Action 
  Fleeing or dodging another aircraft, obstacle, missile, or other 
  attack by moving out of the way. This is the only way to avoid a 
  large volley of missiles or several simultaneous attackslbursts. 
  All attacks are lost while engaged in evasive action; unless 
  something suddenly flies directly in front of the vehicle, but even 
  then the pilot is -4 to strike. This tactic will lose any attacker(s), 
  87 
  meaning they cannot attack unless the attacker(s) engage in a 
  "dog tail" chase. 
  Skill Penalty: -12% and no attacks are possible. 
  A failed roll means an ineffective evasive maneuver and the 
  craft is struck by any attacks it was attempting to avoid. A failed 
  roll also means that any dog tails can take their full round of at­
  tacks on the dog. All of the player's attacks are still forfeit if an 
  evasive action roll is failed (the maneuver takes one melee re­
  gardless of success). 
  Note: ground vehicles can use Evasive Action to attempt to 
  avoid missile volleys, but the penalty is increased to -30%. 
  Tilt Dodge 
  This is a difficult maneuver in which the pilot attempts to avoid 
  an attack by quickly tilting or jerking out of the way at the last m­
  inute. In this way, the pilot can stay on course and continue his 
  own attacks (if any). 
  Skill Penalty: -35%; -2 to strike for the round. 
  A failed roll means no dodge, the craft is hit and takes full 
  damage. A tilt dodge can be used to avoid each, individual at­
  tack. A tilt dodge can not avoid more than one blast from a multi­
  ple and simultaneous assault; evasive action would be necessary 
  (if evasive action is used in the middle of a melee round, instead 
  of the beginning, a whole new melee round begins, unless the 
  evasive action fails, in which case the aircraft is hit by the remain­
  ing attacks that round). 
  Stunts 
  These are sudden, severe or highly difficult maneuvers, in­
  cluding dives, sharp tums, dead man's drops (a nearly straight 
  down, high speed drop), tumbles, somersaults and similar ac­
  tions. 
  Skill Penalty: -30%; no attacks possible that melee. 
  A failed roll means the stunt is incomplete and serious diffi­
  culties are encountered. Roll percentile dice on the following ta­
  ble: 
  01 -40 Engine chokes, stalled out and descending. Must re­
  start the vehicle. Pilot skill roll at -25%; try once per melee. Alti­
  tude is lost at a rate of 500 feet (1 50 m) per melee (an 
  Emergency Landing may be necessary). All attacks are defen­
  sive only and at -4 to strike. 
  41 -70 Stunt maneuver botched, speed and altitude reduced 
  by 1/3. 
  71 -88 Engine difficulties; forced to make an emergency 
  landing. Repairs will require 4D6 hours. 
  89-00 Engine and/or vehicle damaged beyond repair, crash 
  inevitable. Character must parachute to safety (or use a space 
  suit). An optional tactic is to direct the vehicle on a suicide crash 
  into an immediate target (Requires a strike roll, and a pilot roll 
  must be made at -20% to parachute to safety in time. Failure 
  means the pilot suffers crash damage). 
  Emergency Landing 
  Executed when the vehicle or pilot is damaged and flight can 
  not be maintained, like during a failed stunt roll or when called 
  shots destroy/impair the engines. 
  Skill Penalty: -30%; attacks are all lost. 
  A failed roll will result in a crash landing. 
  Roll on the following table for Crash Landings: 
  01 -31 
  Pilot and/or passengers survive, minor injury (1/4 
  damage). 
  32-57 Crash, pilot and passengers take half normal damage. 
  Quentin Milton (Order #31246997)
  
  58-80 Pilot and passengers take full damage; or they are 
  in critical condition/coma (zero hit points) and require immediate, 
  extensive medical treatment. Treat as surviving death and coma. 
  81 -83 Vehicle explodes on impact, doing 2D6x1 0 additional 
  points of damage. 
  84-00 
  Passengers survive with minor injury (206), pilot 
  takes full damage. An option on this result and all crash landings 
  is for the pilot to simply parachute to safety, but in this case, the 
  craft will take double damage on impact. 
  Dumb Luck comes into play when the character has no other 
  choice. Even the worst crash can be survived if the character can 
  roll a 20 or less on percentile. Success means they are thrown 
  clear and take only 406 damage. Failure means taking full dam­
  age from the crash. 
  Remember to determine damage to the craft in a crash. 
  Shadow 
  This is a maneuver in which the air vehicle pursues another 
  vehicle without detection. It is usually done by flying above and 
  behind the pursued, using clouds as cover. The pursuer will 
  mimic the vehicle pursued in every way, so that they will be 
  thought to be a radar shadow or aberration. 
  Skill penalty: -20%; no attacks are possible without revealing 
  one's true position and nature. While imitating the evasive ac­
  tions, stunts, and so on, of the craft being shadowed, roll with the 
  appropriate penalty for each maneuver being copied. 
  Dog Tail 
  This an offensive maneuver i n  which the pilot closely pursues 
  an enemy air vehicle while locked in combat. This is the only 
  maneuver that can follow a vehicle taking evasive action. By 
  hanging onto the enemy's tail or "dog tailing," the attacker can 
  usually strike with little or no fear of counterstrikes. Note that 
  following an evading or stunt performing vehicle is as chaotic for 
  the dog tail as it is for the dog, and no attacks are possible. Only 
  during rounds where the dog chooses to tilt dodge, speed 
  escape, or fails an evasive action/stunt roll can the dog tailer 
  attack, but on those rounds, he gets his full attacks at no 
  penalties. If the dog makes a successful stunt or evasive action 
  roll and the dog tail fails his roll, the tail is lost and jockeying for 
  position begins again. If both succeed or both fail their rolls, there 
  is no change (unless a stunt roll fails and the plane crash lands). 
  A crashing plane can not be dog tailed, but an attack run can be 
  made every other melee round using all of the pilot's attacks. 
  Skill Penalty: -1 5%; no strike penalty. 
  A failed roll means the target has slipped out of striking 
  range/area (unless the target made a successful evasive action 
  roll, the dog tail is still in effect). Three failed dog tail rolls means 
  the dog slips away. Roll every other melee round to maintain the 
  dog tail position, orfor each evasive or stunt action by the dog. 
  Speed Escape 
  With this maneuver, the pilot attempts to flee combat by using 
  speed to take him out of range. Craft attempting to flee faster op­
  ponents will have to use stunts to escape instead of a speed es­
  cape. Once the character makes a successful skill roll, a 020 is 
  rolled. The craft's Speed Class is added to it, as well as the char­
  acter's P.P. bonus, if any. Any pursuers do the same. If a craft 
  was dog tailing the fleeing vehicle, it receives a +1 bonus to this 
  roll. The result works just like a combat roll. The highest wins and 
  ties go to the defender (in this case, the fleeing vessel). If the 
  pursuer wins, it gets a full round of dog tail attacks before the 
  craft compare their speeds and acceleration (combat only contin­
  ues if the pursuer is faster than the fleeing vehicle). If the fleeing 
  vehicle wins the roll, it escapes that round. 
  88 
  Skill Penalty: -1 5%; no attacks are possible, and neither is 
  dodging. 
  A failed roll means the vehicle has been overtakenlkept up 
  with and it is subject to a full melee of unavoidable fire. 
  Some Examples of Aerial Combat 
  For example, in their initial tussle, the two characters jockey 
  for advantage. Both attempt to dog tail and both succeed. They 
  are still in a stalemate, jockeying for position. A few rounds later, 
  one of them fails a dog tail roll while the other succeeds. The one 
  who failed now has a tail, but is not subject to a full round of fire 
  from the dog tail until next round, because it took all of this round 
  for the tail to get into position. The next round the dog tries eva­
  sive action, while the tail tries to attack. If the evasive action is 
  successful, the attacks from the dog tail will miss, and the tail 
  must make a roll to remain in the dog tail position. A new round 
  would then begin. Determine initiative normally. If the evasive ac­
  tion roll by the dog is failed, the tail does not have to make a dog 
  tail roll (unless it is the odd numbered round) and can take his full 
  number of melee attacks at the dog whose only option is to tilt 
  dodge (which is useless against bursts or missile volleys). If the 
  dog makes a successful evasion, stunt, or chicken roll and the 
  tail fails his dog tail roll, the tail is shaken and the two can now 
  roll to jockey for position. 
  Chicken Tactics 
  Everything we've talked about so far has dealt with the impor­
  tance of the vehicle, the importance of skill, and the importance 
  of luck in air-to-air combat. Chicken tactics bring in a new factor; 
  Guts. The idea is to challenge your opponent to a test of bravery. 
  Sure, it's foolhardy and suicidal, but it can save your hide when 
  you're outgunned and outmatched. 
  Chicken Tactics take place in a singe melee round. The melee 
  is divided up into either 1 0  or 5 (in the case of divebombing) op­
  portunities, or chances, for the vehicles to chicken out and veer 
  off. Playing Chicken in high-speed aerial combat is a very bad 
  idea for one big reason. It's sort of like playing Russian Roulette 
  with a fully loaded pistol, hoping for the one-in-a hundred chance 
  that the weapon will jam. 
  However, there are two good reasons for playing Chicken. 
  First, there's the possibility that your opponent will "Chicken Out." 
  And, if the enemy drops out of the game early enough you won't 
  have to go through with it either. The second good reason for 
  playing Chicken is that your opponent might go through with it 
  and fail. 
  Regardless of your reasons, if you're going to get killed any­
  way, isn't it better to have some company? 
  There are two, basic, "Chicken" maneuvers: 
  1 .  Mid-Air Ram Tactic: You don't really want to ram your op­
  ponent. A successful ram in mid-air is purely suicidal. The idea is 
  to make the opponent veer off before you do. 
  The Mid-Air Ram Tactic can start any time a pilot is being Dog 
  Tailed. If there is more than one Dog Tail then the player should 
  specify exactly which vehicle is going to be Mid-Air Rammed . 
  At the start of the Mid-Air Ram, the penalty for either side to 
  break off is - 1 0%. If both you and the enemy want to keep play­
  ing, then the game master increases the penalty to - 20%. Each 
  time both parties ask to keep playing, the Game Master will in­
  crease the penalty by - 1 0%. If both pass at 1 00% then they will 
  collide. At this point, attempts to use ejection seats are a good 
  idea (see the section on saving throws and Ejection Seats). 
  At any point, either party can give up and retum to the dog 
  and dog tail position, or attempt to veer away. The longer the 
  game takes, the harder it is to escape. If either character tries to 
  Quentin Milton (Order #31246997)
  
  veer away and fails to veer, it's up to the other character to suc­
  cessfully veer to avoid a collision. There is one and only one 
  chance to veer off for each. If both pilots fail the result is a head­
  on collision at full speed. 
  Incidentally, gunners (but not the pilot) on both craft can take 
  one melee round of shots at the very start of the Mid-Air Ram. 
  Here are the possible game results: 
  Success #1 : The enemy succeeds in veering off first. All Dog 
  Tails are lost. You now have the choice of Dog Tailing (automat­
  ic!) the fleeing enemy and taking a free shot, or running from the 
  combat. 
  Success #2: The enemy attempts to veer off and fails. You 
  succeed in veering off. All Dog Tails are lost and you have the 
  choice of trying for a Dog Tail, or escaping. 
  Failure #1 : You veer off before the enemy. You are still being 
  Dog Tailed and the enemy has a free shot. 
  Failure #2: You try to veer off first and fail. The enemy suc­
  ceeds in veering off. The vehicle that veered off has lost its Dog 
  Tail on you but any other Dog Tails remain. The enemy has the 
  chance to immediately recover a Dog Tail. 
  Failure #3: This is the worst result. Both you and your oppo­
  nent failed to veer off. The two of you collide head-on. See the 
  Crash and Damage Table. 
  Failure #4: To give up and simply slide back into the dog/dog 
  tail position. 
  2. Dodge'Em Tactic: This is a tactic for getting rid of a Dog 
  Tail. It's done by cutting close (too close!) to large, potentially fa­
  tal, objects. Can be used with buildings, bridges, deep mountain 
  passes, large space stations, and so forth. 
  At the start of the Dodge 'Em, there is no penalty to veer off. If 
  both, or all, (since several Dog Tails may be following) parties 
  wish to keep playing, the penalty for veering becomes -1 0%. If 
  both want to continue the next melee, then the game master in­
  creases the penalty to -20%. Each melee both parties ask to 
  keep playing, the game master will increase the penalty by -1 0%. 
  Waiting past the -90% penalty means the vehicles will collide with 
  no chance to veer. Another good time to try the Ejection Seat 
  saving throw. 
  At any point, either party can give up and attempt to veer 
  away. The longer the game takes, the harder it is to escape. 
  There is one and only one chance to veer off. Failure means run­
  ning into the obstacle at full speed. 
  Gunner strikes are not possible during Dodge 'Em. 
  Success #1 : Enemy fails to veer away and you succeed. En­
  emy crashes. 
  Success #2: Enemy veers away first and then you succeed in 
  following (a successful veer). You've lost your Dog Tail and you 
  can try to Dog Tail the enemy or try to escape. 
  Failure #1 : You veer away first. Provided that the enemy 
  doesn't fail to veer, you are then subject to a full melee round of 
  enemy fire and your opponent is still Dog Tailing you. 
  Failure #2: You fail to veer away. You crash at full speed. See 
  Crash and Damage Table. 
  Damage & Crash Rules for Aircraft 
  If an aircraft should crash, whether it's a result of failed stunts, 
  damaged engines, or running out of fuel, damage to both the 
  passengers and the aircraft are determined on the following ta­
  ble. 
  Impact Damage 
  Vehicle Payload 
  Under 1 ,000 Ibs (450 kg) 
  mph 
  Under 720 mph Over 720 mph 
  1 06 per 1 0  mph 1 06 times each 
  89 
  1 ,000 to under 9,000 Ibs 1 D8 per 1 0  mph 1 D8 times each 
  mph 
  9,000 to under 50,000 Ibs 1 D1 0 per 1 0  mph 1 D1 0 times 
  each mph 
  50,000 to 1 ,000,000 Ibs 
  2D6 per 1 0  mph 
  2D6 times each 
  mph over 1 ,000,000 Ibs 3D6 per 1 0  mph 
  3D6 times each mph 
  Notes: 
  1 .  "Vehicle Payload" refers to the payload rating found on 
  the Basic Aircraft Forms Table in the Hardware section. It does 
  not refer to whatever the vehicle happens to be carrying at the 
  time of the crash. 
  2. Damage is based on relative speed. Collision with a sta­
  tionary object (the Empire State Building, Boulder Dam, the 
  Earth) results in both the object and the vehicle taking damage 
  based on the vehicle's speed. Objects colliding head-on add their 
  speeds together to determine damage. Finally, if a vehicle 
  crashes into the back of another vehicle moving in the same di­
  rection (presumably moving a little slower), then the difference 
  between the two speeds determines the damage. 
  3. The heaviest vehicle involved in a crash determines which 
  row of the table is to be used for figuring crash damage. Remem­
  ber, both vehicles take exactly the same damage. 
  4. Characters wearing seat belts and flight or space suits take 
  only half damage from crashes. Characters not wearing seat 
  belts and suits take double damage from crashes. 
  5. As you'll notice from the table, it is very unlikely that any­
  one can survive a crash involving supersonic speeds (over 720 
  mph). Players should try to avoid such crashes or escape by 
  ejection. On the other hand, kamikaze crashes at high speed will 
  do impressive amounts of damage to even the largest enemy 
  ships and bases. 
  Air Vehicle Random 
  Target Table (Optional) 
  Player characters should "call" their shots when firing on en­
  emy aircraft. This means they should tell the game master ex­
  actly what they are aiming at. Choices include the crew 
  compartments, the fuel tank, or the engines. The following table 
  is set up so the game master can determine hit locations for non­
  player characters, or as a Random Hit Location Table. 
  01 -10 Crew: One of the crew is being shot at. If the crew 
  member is armored, then the Strike roll must be greater than the 
  A.R. of the armor in order to hurt the character. Otherwise, the 
  armor takes the damage. 
  1 1 -20 Fuel Tank: Depending on the Strike roll, the damage 
  will be taken by the fuel tank armor or will penetrate the tank. If 
  the tank is penetrated, roll on the following table: 
  01 -50 Tiny leak develops - No real problem. 
  51 -70 Serious Leak - Fuel will run out in 1/2 normal time. 
  71 -95 Large hole - Fuel will run out in 2D6 Melee Rounds. 
  96-00 Fuel catches fire - Will explode in 2D6 Melee Rounds. 
  21-30 Engine: If the Strike roll exceeds the engine armor's 
  A.R., then the engine will take damage. Roll on the following ta­
  ble: 
  01 -40 Minor Damage - Reduce Speed Class by 1 .  
  41 -55 Engine Stalls Out - Pilot must roll under Pilot Skill in 
  order to restart it. Can only roll once per melee round. 
  56-70 Engine Catches Fire - Speed Class goes down 2D6. 
  If the fire is not extinguished in 4D6 melee rounds, it will spread 
  to the fuel lines. 
  71 -00 Engine Becomes Irregular - Speed Class drops 1 D6. 
  Quentin Milton (Order #31246997)
  
  31 -50 Cargo: From 1 0% to 60% (ro1l 1 D6) of the cargo is ru­
  ined. 
  51 -00 Vehicle Random Damage: Roll on Air Vehicle Ran­
  dom Damage Table. 
  Air Vehicle Random Damage Table (Optional) 
  Any time a shot on a craft penetrates the armor, either by a 
  roll over the vehicle's A.R. or when the A.R. has been depleted, 
  there is a chance that the vehicle may be crippled by the dam­
  age. 
  01 -05 Control Mechanism Shot Out - Penalty of 1 D1 0% on 
  pilot rolls until repaired. 
  06-08 Landing Mechanism Shot Out - No problem cur­
  rently, but the vehicle will have to land without wheels, or skid. Pi­
  lot must roll below Pilot Skill with a - 25% penalty to land without 
  crashing. Crash speed will be from 20 to 120 mph (roll 2D6). 
  09-1 2 Streamlining is Warped - Air resistance drops Speed 
  Class by 1 D6. 
  13-1 5 Hole in Cooling System - Over the next 6 melees the 
  engine will get hotter and hotter. After that, there's a 20% chance 
  every melee that the engine will suddenly stop. Steam pours out 
  from under the hood. 
  16-20 Weapon Systems Out 
  - None of the weapons will 
  work. 
  21 -25 Electrical System Damaged - Control panel inside 
  the crew compartment catches on fire. All flying is blind until the 
  fire is put out. All Pilot Rolls are at a penalty of - 30. 
  Outer Space 
  Fighting i n  space is pretty much like fighting i n  the air . . .  with­
  out the air! Here are the main points to consider. 
  Chicken Games 
  - Divebombing 
  The divebombing tactic doesn't work i n  space unless there's a 
  handy fatal object to run into. Any large asteroid, planet or sun 
  will do. When the proper suicide-class object does appear, the 
  game will be somewhat slower, with a - 1 0  penalty at every deci­
  sion point. All other rules are the same. 
  Chicken Games 
  - Skimming The Atmosphere 
  To safely enter the atmosphere means you have to slow down 
  to Mach 1 00 or less. Otherwise, the friction of the atmosphere will 
  burn right through the ship's hull. And the denser the air gets, as 
  you go closer to the planet's surface, the more resistance you 
  get. At anything over 6 million mph (1 % lightspeed), the atmos­
  phere at sea level takes on the relative consistency of solid steel 
  and the ship simply crashes into thin air. 
  All of this makes for a wonderful, new, Chicken Game; Skim­
  ming the Atmosphere. The idea is to build up a high rate of speed 
  (at least Speed Class 42, Mach 200) and then force any pursuer 
  (Dog Tail) to follow you down. The longer the game goes on, the 
  deeper you go and the thicker the atmosphere. 
  The game is played just like Dodge 'Em, except that every 
  round the ships take an increased amount of damage. When the 
  game starts, the damage is equal to the ship's Speed Class. Next 
  stage, when the penalty increases, the damage is the Speed 
  Class times 2. Then the Speed Class times 4. Then times 8. 
  90 
  26-30 Pilot Controls Damaged 
  - Pilot skill rolls suffer a 
  2D1 0% penalty until fixed. 
  31 -50 Cosmetic Damage - Vehicle loses chrome, paint and 
  trim. Looks bad, but no real damage. 
  51-60 Navigation Equipment Destroyed - All further navi­
  gation must be done by dead reckoning. Navigator takes a pen­
  alty of - 35% on all further rolls. 
  61 -65 Exterior Electronics Disabled - Any electronic de­
  vices on the outside of the vehicle are destroyed. Includes radar 
  and radio antenna. 
  66-70 Battery Destroyed - Not a problem right away, but 
  the vehicle can't be started again without a jump or a replace­
  ment. 
  71 -75 Alternator/Generator Wrecked - The vehicle stops 
  recharging itself and is running off battery power alone. Will work 
  for 3 to 1 8  melee rounds (roll 3D6) before draining the battery, 
  then it'll quit. 
  76-85 Stall! - Engine linkage temporarily disturbed. Pilot can 
  roll under Skill on percentile to restart. Can try once every Melee 
  Round. 
  86-90 Roll-Over Control Jammed - Vehicle will start rotat­
  ing to the right and down. Pilot must roll under Skill every Melee 
  Round to avoid turning upside down, and all other stunts and 
  special maneuvers are performed at -1 5% (including landing). 
  91 -00 No serious damage. 
  Times 1 6  and so forth. When all vehicle armor is gone the dam­
  age comes off all the component armor and the vehicle's basic 
  S.D.C. In other words, at Speed Class 45, on round 3, the 1 80 
  points would come off the Crew Compartment, Energy Cells, and 
  Engine Armor, as well as basic S.D.C. 
  Missing a roll to Veer means that the ship went down instead 
  of up, crashing into the wall of air. 
  Sneak Attacks 
  Pulling off a sneak attack in space is hard, just because 
  there's not a lot to hide behind. Starting behind the shadow of a 
  planet or a space station is one possibility. Another way to do it is 
  to play dead and pretend to be debris. 
  Range 
  Since there's no air in space, the range for all energy weap­
  ons is multiplied by ten. Projectile weapons, like missiles and bul­
  lets, have double their normal range. 
  Zero Gravity 
  This doesn't really change much in the combat system. About 
  the only thing that changes is that you don't immediately start 
  crashing when the ship engine's fail. 
  Vacuum 
  Any hit that penetrates a space suit is potentially fatal i n  outer 
  space due to loss of air. Any hit over the A.R. of a vehicle will 
  give it a leaking hole. Any hit over the A.R. of the Crew Compart­
  ment's armor will cause a hole, and any additional hit over the 
  A.R. of a character's space suit will open it up and let air escape. 
  The size of the hole depends on the amount of damage. Holes 
  of 12 points or less can be patched in a single melee round. 
  Holes of 24 points or less can be patched within 6 melee rounds. 
  Holes of greater than 24 points can't be patched. It takes 3 to 1 8  
  rounds (roll 3D6) for all the air to leave any chamber or suit re­
  gardless of the size of the hole. 
  Quentin Milton (Order #31246997)
  
  By Kevin Siembieda & Wayne Breaux Jr. 
  Aliens are beings from other planets who possess unusual 
  and extraordinary powers. Some look very much like humans 
  while others are clearly inhuman. Their motives for coming to 
  Earth will vary, as will their attitudes. Note that inhuman aliens 
  with high P .B. attributes either look very much like a human, and 
  are thus attractive, or their inhuman appearance is pleasing and 
  attractive to humans. Since the setting is (an altemative) Earth, 
  the standards for beauty are those of the dominant race (and our 
  players), which is human. 
  It is important to recognize that not all aliens will be from supe­
  rior cultures. Nor will all of them be peaceful and wise. Aliens are 
  often just like humans. Their motives and reasons are varied, and 
  can be wholly "humanitarian" or totally selfish. Some are 
  peaceloving and others aggressive, even savage. 
  Aliens that are used to a much higher level of advanced tech­
  nology will have little advantage on Earth, should they lose the 
  weapons and devices they brought with them. Why? Well, if they 
  are incredibly advanced, Earth is not likely to have the techno­
  logical capabilities (too primitive and/or alien) to build or repair 
  their alien mechanisms. Likewise, some otherworldly sciences 
  (as well as cultural outlook and philosophy) may be so alien or 
  unique that Earth doesn't have an equivalent. 
  In addition, specific minerals, components and/or technologies 
  may be impossible to find or duplicate on Earth, or even in our 
  solar system. This may mean the alien character knows how to 
  build a particular weapon or device, but Earth just doesn't have 
  the capabilities or raw materials for him or her to do so. On the 
  other hand, the alien may (especially if the character is from the 
  Hardware power category) be able to jury-rig, build, improve or 
  modify certain mechanisms to make them superior to existing 
  Earth technology. 
  The following rules and tables try to take into account some of 
  the more likely variables when developing an alien character. 
  They provide ideas regarding the alien's appearance, environ­
  ment, familiarity with Earth, motives and others. These are op­
  tional (meaning all of them could be used, or only those that the 
  Game Master and players feel are appropriate) and designed to 
  allow G.M.s and players variety and flexibility when creating their 
  own alien races. They are guidelines that can be adjusted or 
  modified as necessary. Just be careful to maintain playing bal­
  ance and some reasonable level of plausibility. 
  Much more extensive information on playing alien characters, 
  including more than 80 specific, fully detailed races and a large 
  variety of alien weapons and equipment, can be found in the up­
  dated sourcebook, Aliens Unlimited™, for Heroes Unlimited 
  (fully compatible with this second edition). Also look for the He­
  roes Unlimited™ Galaxy Guide™ (a Summer '98 release) 
  which expands on the extensive information given in Aliens Un­
  IimitecJfM, plus Rifts® Dimension Book 4: Scraypers and Del­
  phineous's Guide to the Megaverse®, both of which are 
  designed for use with Rift5® and Heroes Unlimited, 2nd Edition. 
  91 
  Step 1 : The Usual Stuff 
  The eight attributes, Hit Points, and alignment are determined 
  as explained in the beginning of the book. Nothing is changed; 
  however, physiological differences may provide bonuses and 
  modifications to some of the attributes and S.D.C. so write them 
  in pencil until all cumUlative bonuses are accounted for. Likewise, 
  the alien's physical appearance may result in attribute or S.D.C. 
  adjustments and bonuses. All bonuses are cumulative. 
  Step 2: Alien Appearance 
  The unlimited possibilities for the appearance of aliens can not 
  even be adequately condensed into a single, or even a dozen, ta­
  bles, but the following table does provide a variety of possible ap­
  pearances for the aliens in a Heroes Unlimited™ campaign. 
  01 -20 Human-like: Can easily pass for being human. 
  21 -40 Humanoid: Resembles Earthlings closely, are bipedal, 
  have two legs and arms, one head, two eyes, a nose and ears, 
  but have some distinguishing alien physical characteristic(s). 
  Roll 1 04 times on the Unusual Characteristics Table in the 
  Mutant section. 
  Also roll to see if the alien has strange ears or odd skin color. 
  01 -07 Unusually tiny ears. 
  08-16 Unusually large or strangely shaped (pointy, etc.) ears. 
  1 7-35 Skin is consistent with the many colors and hues of or-
  dinary humans. 
  36-00 Odd Skin Color 
  Roll percentile dice to determine skin color: 
  01 -10 Yellow 
  51 -60 Stark White 
  1 1 -20 Green 
  21 -30 Red 
  31 -40 Grey 
  41 -50 Light Blue 
  61 -70 Dark Blue 
  71 -80 Coal Black 
  81 -90 Purple 
  91 -00 Orange 
  41 -45 Humanoid Insect Appearance: Large round eyes, an­
  tennae, claw-like hands and feet, no body hair, and a natural 
  exoskeleton. The antennae are additional sensory organs for air 
  vibrations, scent and sound, provides the following bonuses: +1 
  on initiative, +1 to dodge, half the normal penalties when blinded, 
  and is difficult to surprise. Roll for type of exoskeleton and its bo­
  nuses: 
  01 -40% Soft Exoskeleton: +3D4x1 0 S.D.C. and natural A.A. 
  of 1 0; skin/chitin color of choice. Increase speed attribute 1 0%. 
  Reduce P.B. by 1 0%. 
  41 -00% Hard Exoskeleton: +3D6x1 0+40 S.D.C. and natural 
  AA. of 1 4; skin/exoskeleton color of choice. Reduce speed by 
  1 0%, and the skills prowl, swim, acrobatics and gymnastics are 
  performed at -1 0% and disguise at -60%. Reduce P.B. by 20%. 
  46-51 Stereotypical "Classic" Alien Appearance: The tradi­
  tional alien with a bald, big head, dark almond-shaped eyes, 
  spindly arms and legs as reported by victims of alien abduction. 
  Little or no facial features, a slit or two for a nose, long, smooth, 
  featureless limbs, 1 04+1 fingers (plus an opposable thumb) and 
  toes; generally a non-human appearance. These aliens also 
  have a pale complexion. Bonuses: +2 to P.P. and +1 to M.E. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  52-56 Humanoid Skeletal: Sunken eyes and cheeks, very 
  thin, long limbs, thin waist, and bony hands and body; skin may 
  be soft and warm, or rough and hard, like bone. The shape of the 
  body does not have to be human, and can be humanoid, animal­
  like or any of the general shapes noted in this table. No body 
  hair, although some may have hair on their heads. Bonuses: +1 
  to P.P., +1 D6 to Speed, and has a Horror Factor of 9+1 D6. P .B. 
  cannot be higher than 8. 
  57-61 Humanoid Amphibian: Soft, smooth skin, webbed 
  hands and feet, semi-aquatic. Bonuses: Can hold breath for 20 
  minutes, the swimming skill is automatic at 90% proficiency and 
  swimming speed is six times greater than the alien's normal run­
  ning speed. Maximum depth tolerance (unless a super ability al­
  ters this) is 500 feet ( 1 52 m). 
  62-64 Vegetation: Composed of the same fibers and materi­
  als as Earth plant life. Bonuses: +40 S.D.C. The plant being does 
  not register on heat or infrared sensors. They also heal twice as 
  fast as humans, possess extraordinary strength, and draw nour­
  ishment from sunlight, water and minerals from the ground (gen­
  erally don't need to eat). 
  65-66 Humanoid Pig: Husky build with a large, wide, pig 
  nose and mouth, small eyes, and large ears. Can be smooth and 
  pink with thin hair, or have coarse white, grey or brown hair and 
  look boar-like, complete with a wild mane of hair on the head and 
  running down the back of the neck. Bonuses: +1 to P .S. and 
  P.E., and +3D6+6 to S.D.C. 
  67-70 Humanoid Atroxian: Tall, serpent-like alien with flat, 
  wide head, round eyes, large mouth, prominent fangs (1 D6 or 
  2D4 bite damage), long, thin neck and limbs, and a slim, pliable 
  body; 80% are double jointed. Able to slip out of hand cuffs or 
  bound ankles 65%, and 45% likelihood of escaping from bound 
  limbs, straight jacket or prison sell with bars (can try to escape 
  once per melee round/every 1 5  seconds). Bonuses: +1 D6 to 
  speed, +1 0 to S.D.C., +2 to save vs poison and drugs, natural 
  thermal imaging sense (range 50 feetl1 5 m), and +5% to the Es­
  cape Artist skill. 
  71 -73 Humanoid Reptilian: Lizard-like features, leathery or 
  scaly skin, little or no body hair, long, clawed fingers. Bonuses: 
  +30 to S.D.C., +2 to P.P. and +1 06 to damage from claws. 
  74-76 Humanoid Canine: Dog-like features, muzzle, ears, 
  body fur or extreme body hair, round dark eyes. Bonuses: +1 D4 
  to P.S., +2D6+4 to Spd, and +1 0 to S.D.C.; has excellent sense 
  of smell and hearing (top range of human capabilities). 
  77-79 Humanoid Avian: Bird-like features with large, round 
  eyes, clawed feet and hands, and feathers for hair. Only 1 0% 
  have large wings, capable of flying. Most bird humanoids have no 
  wings or the wings are small/stunted and incapable of flight. Bo­
  nuses: +1 D6 damage from claws, most (80%) are ambidextrous 
  and all have keen hearing and sight twice as good as a human's. 
  Those with flight capable wings will have a flying Speed attribute 
  of 1 D6x1 0+24. 
  80-82 Humanoid Mineral: Rocky or crystalline appearance. 
  Bonuses: Natural body armor with an A.R. 1 4, +1 80 S.D.C. and 
  +4D4+1 0 to P.S. 
  83-85 Humanoid Feline: Cat-like features; bright oval eyes, 
  fur covered body, pointy ears, and small fangs (+1 D6 damage 
  from bite attack). Bonuses: +2 to P.P., +1 D6 to Spd, +1 0% to 
  climb, +1 0 S.D.C. and 01 -50% will have retractable claws (+1 06 
  damage from claw attacks in addition to usual punch and P.S. 
  bonus damage). 
  86-88 Humanoid Ape: Resembles an ape (no tail); long 
  arms, fur covered or extreme body hair. Bonuses: +1 to La and 
  M.A., +1 06 to P.S., and +20 to S.D.C. 
  89-90 Humanoid Elephant (or similar beast, hippo, etc.): 
  Large body, short limbs, thick, wrinkled skin (A.R. 7), wide head 
  93 
  with long nose, large ears, small eyes, and may have tusks (01 -
  45% chance; inflict 2D4 damage). Bonuses: +2D6 to P.S. and 
  +1 04 to P.E. attributes, +30 to S.D.C. Also add 4D6 inches (8D6 
  cm) to height. Weighs twice as much as a human of comparable 
  size. 
  91 -92 Humanoid Bison or Wildebeest: Wide, low forehead, 
  wide nose, huge shoulders, may have horns (1 D6 damage), and 
  long hair or fur. Bonuses: +1 D6 to P.S., +2 to P.E. and +24 to 
  S.D.C. 
  93-94 Humanoid Rhinoceros: Large, powerful body, thick 
  skin (A.R. 1 0), little or no hair, wide hands and feet, long, wide 
  face with high ears, and a small mouth low on the face. May or 
  may not have one or two horns (01 -45% chance) above the 
  nose. If so, it does either 2D4 (01 -75%) or 2D6 (76-00%) dam­
  age. Bonuses: +2D6+12 to P.S., +1 04 to P.E., +2D6+6 to Spd, 
  and +40 to S.D.C. Weighs nearly twice as much as a human of 
  comparable size (about 80% more). 
  95-96 Demonic Appearance: Either fairly human in appear­
  ance but devilishly attractive (+2D4 to P.B.), with small horns, 
  fangs, and red or bronze skin, or monstrous, with large horns or 
  spines (especially on the head, forearm, elbow or shoulders), 
  pointed teeth and/or large fangs, claws (+1 D6 damage), and un­
  usual skin color and texture (lumpy, scaly, slimy, etc.). A tail (only 
  prehensile 01 -33% of the time) or an extra pair of limbs (01 -15 no 
  extra limbs; 1 6-45 wings with a flying attribute/speed of 6D6+ 1 0; 
  46-80 two small arms with a P.S. of 2D6+6; 81 -00 two normal 
  arms: same P.S. as the character. In either case, the extra arms 
  add one melee attack but do not gain the other bonuses for Multi­
  ple Limbs unless that minor ability is also possessed). 
  Bonuses: +2 to P .S. (which is superhuman for those with the 
  monstrous appearance), +1 on initiative, +2 to save vs Horror 
  Factor, and a +20 to S.D.C. 
  97-98 Humanoid but Artificial Life FormIRobot: These ali­
  ens are some sort of advanced robot or android. They will seem 
  more human than machine-like, and possess an organic intelli­
  gencelbrain, or super-sophisticated artificial intelligence on the 
  level of a human brain. Bonuses: The character is immune to 
  pSionic powers that are not physical in nature, never tires, and 
  rarely sleeps (only needs 3-4 hours of sleep or rest). 
  99-00 Humanoid Aquatic: Fish or aquatic mammal (dolphin, 
  whale, seal, etc.) with webbed feet and hands, smooth or scaly 
  skin, blow-hole or gills, no body hair, and dull grey to brightly col­
  ored. Bonuses: Swimming ability is equal to the swimming skill at 
  98%, swimming speed is 3D4x1 0, running speed is rarely higher 
  than 1 0, can hold breath underwater for 3D6 minutes (indefinitely 
  for gills), depth tolerance is 2D6x1 000 feet, and +20 to S.D.C. 
  Step 3: 
  Physiological Modifications 
  due to Unearthly Environments 
  Roll percentile dice to randomly determine the environment of 
  the alien's homeworld. If the G.M. allows it, the player can make 
  a selection rather than a random roll, however, in this case, ran­
  dom is probably preferred and more fun than predetermination. 
  Of course, if several players have characters that are from the 
  same planet, then all should have the same Unearthly Environ­
  mental category and subsequent features, bonuses and penal­
  ties. 
  01 -05 Normal Earth Environment: The homeworld of the 
  alien is virtually identical to that of Earth; no bonuses or abilities. 
  06-1 4 High Gravity: The gravitational force of the alien's 
  homeworld was considerably greater than Earth's. That gave the 
  Quentin Milton (Order #31246997)
  
  alien greater mass and physical endurance, but he is much faster 
  and lighter on our planet than on his homeworld. 
  Height: 5 feet plus 1 D6 inches (1 .5 to 1 .7 m). 
  S.D.C. Bonus: 3D4x1 0 
  Other Bonuses: +2D4 to the P .S. and increase speed attribute 
  by three times. +1 on initiative. 
  1 5-21 Low Gravity: The alien's homeworld had a much 
  lighter gravity than Earth's. This has made the alien much taller 
  than a typical human. Although the increased gravitational pull of 
  Earth slows the alien down, it also provides him with somewhat 
  greater mass. 
  Height: 5 feet, 5 inches plus 1 D6 additional feet (2.0 to 3.5 m). 
  Weight: Add 1 D4x1 00 pounds (1 D4x45 kg). 
  S.D.C. Bonus: 1 D4x1 0 
  Other Bonuses: Add 1 D4 to the P.P. attribute. 
  Speed Penalty: Reduce normal speed by half. 
  22-30 High Radiation: Impervious to radiation that is normally 
  deadly to humans. The character can also see ultraviolet light. 
  The alien radiates low levels of radiation that will begin to harm 
  humans exposed to him for more than a few weeks. If the alien 
  does not wear a radiation shielded survival suit, those around 
  him will contract radiation poisoning on a result of 1 -30%; roll 
  once per each week of exposure. 
  Note: The symptoms and effects of radiation poisoning are 
  given under the Control Radiation Major Super Ability. 
  Height: 6 feet plus 1 D6 inches (1 .8 to 2.0 m). 
  Weight: 1 90 plus 1 D6 pounds (87 to 89 kg). 
  S.D.C. Bonus: 1 D4x1 0  
  31 -40 Frozen World*: Extremely low temperatures are the 
  normal condition on this planet. Temperatures will range from 
  freezing to hundreds of degrees below zero. The alien can come 
  from areas that experience some warmth, up to +30 degrees 
  Fahrenheit (0 C), or constant sub-zero temperatures as low as -
  200 degrees Fahrenheit (or -1 30 C). 
  Height: 5 feet plus 3D6 inches (1 .6 to 2.0 m). 
  Weight: 1 20 plus 2D6x1 0 pounds (63 to 1 09 kg). 
  The following table determines the exact temperature range a 
  character comes from. All aliens adapted to frozen worlds must 
  wear refrigerated environmental suits to survive outside of their 
  comfortable range of frigid temperatures - warmth hurts. 
  01 -39 Tropical to temperate latitudes. Average temperatures 
  are in the teens with highs near 25 degrees Fahrenheit (average 
  -7 to -1 0 C, high near -4 C). The alien becomes very uncomfort­
  able at temperatures above 45-50 degrees Fahrenheit (7 to 1 0  
  C). Heat will begin to take its toll at 60 degrees Fahrenheit ( 1 6  C) 
  or higher. Bonuses: +4 to save vs cold-based attacks or condi­
  tions, and suffers only half damage if the roll to save fails. Does 
  not suffer from exposure in temperatures as low as zero Fahren­
  heit. Add 1 5  points to S.D.C. 
  40-64 Cold, upper latitudes. Temperatures stay at or near 20 
  degrees below zero (-29 C) most of the year. The alien begins to 
  suffer heat effects at 30-40 degrees Fahrenheit (0 to 4 C). Aliens 
  from these conditions must wear some form of light refrigeration 
  suit to keep them comfortable in an Earth-like environment. Bo­
  nuses: Automatically takes half damage from any cold-based at­
  tack and does not suffer from exposure unless the temperature is 
  lower than 20 degrees below zero Fahrenheit (-29 C). Is +6 to 
  save from cold based attacks (no damage if successful) and +25 
  to S.D.C. 65-00 Arctic pole areas. Temperatures hover around 
  40 degrees below zero (-40 C) most of the year but can drop 
  three times below that. Heat damage begins to affect the alien at 
  20 degrees Fahrenheit (-7 C). 
  94 
  Bonuses: +40 to S.D.C. These aliens are impervious to even 
  deadly cold, no damage, but they must wear heavy refrigeration 
  suits to survive in Earth-like environments or temperatures above 
  zero Fahrenheit. 
  41 -50 Toxic Atmosphere: The alien's homeworld has an at­
  mosphere that is poisonous to Earthlings. It is either a chemical 
  soup of pollution, or made up of gases different than those found 
  in Earth's atmosphere. As a result, the alien can not breathe the 
  air on Earth. He will have to wear a breathing apparatus to sur­
  vive on Earth. The alien can also be from a planet with little or no 
  atmosphere and doesn't need to breathe at all. However, if this is 
  the case, the character will not have a sense of smell or taste. In 
  either situation, the alien is immune to the effects of gases, odors 
  and many toxic airborne substances, but disease, radiation, 
  strong liquid poisons and acids will still harm him. 
  Height: 6 feet plus 1 D6 inches (1 .8 to 2.0 m). 
  Weight: 1 80 plus 2D6 pounds (82 to 87 kg). 
  S.D.C. Bonus: Add 2D4x1 0 
  51 -60 Vegetation World: The alien's home planet is a fertile 
  garden of greenery. The land masses are covered with immense 
  growths of brush and huge plants. The trunks of giant vines are 
  used as thoroughfares and massive trees are hollowed out for 
  homes. The alien spent much of his time climbing through the 
  dense foliage and is likely to have evolved body features to help 
  him get around in this environment; roll on the following table: 
  01 -1 5 Prehensile feet and tail. 
  1 6-30 Prehensile tail only. 
  31 -50 Prehensile, clawed feet only. 
  51 -70 No fear of height and a natural acrobat; +1 0% on climb 
  skill and +2 to roll with fall or impact. 
  71 -00 No special developments; +5% to climb skill. 
  Height: 5 feet plus 1 D4 feet (1 .8 to 2.7 m). 
  Weight: 1 50 Ibs plus 3D6 Ibs per extra foot (68 kg plus 0.9 to 
  9.1 kg per extra 0.3 m). 
  Bonus: Acrobatics: These aliens automatically have the acro­
  batics skill at +1 0%. 
  S.D.C. Bonus: +1 0 to S.D.C. 
  61 -70 Thermo World*: This planet is the exact opposite of 
  the frozen world. Temperatures will range from 95 degrees Fahr­
  enheit (35 C) to highs of nearly 300 degrees Fahrenheit (150 C). 
  The alien can come from a variety of areas on the planet with 
  varying ranges of temperatures. All such aliens must wear envi­
  ronmental suits with a heating unit to survive in places other than 
  the tropics or a desert. 
  01 -39 Cold, upper latitudes. Temperatures stay at or near 
  1 1 0 Fahrenheit (43 C) most of the year. The alien begins to suf­
  fer cold exposure at 75 degrees Fahrenheit (24 C). 
  Bonuses: +4 to save vs heat attacks and reduce damage by 
  25% even if the roll to save fails. Is unaffected by temperatures 
  under 1 40 degrees Fahrenheit and gets a +1 5 S.D.C. bonus. 
  40-64 Temperate, middle latitudes. Average temperatures 
  are 1 30 to 1 45 degrees Fahrenheit (54 to 63 C). The alien will 
  become very uncomfortable at temperatures below 1 00 degrees 
  Fahrenheit (38 C) and will suffer cold exposure at 85 degrees 
  Fahrenheit (29 C). Aliens from these conditions must wear some 
  form of survival suit to keep them alive and comfortable in an 
  Earth-like environment. 
  Bonuses: Half damage from any heat-based attack and is un­
  affected by temperatures under 200 degrees Fahrenheit; +25 
  S.D.C. 
  65-00 Tropical, near the equator. Temperatures regularly 
  reach 200 degrees Fahrenheit (93 C). The alien has a high toler­
  ance to heat and will freeze in the pervasively cold environment 
  Quentin Milton (Order #31246997)
  
  of Earth - 99 degrees Fahrenheit (37 C) or colder. These aliens 
  are impervious to even scathing heat up to 300 degrees Fahren­
  heit (1 1 2  C); no damage, but must wear an environmental suit to 
  survive in an Earth-like environment, with its wide range of tem­
  peratures. 
  Bonuses: +40 to S.D.C. 
  Height: 5 feet plus 4D6 inches (1 .6 to 2.1 m). 
  Weight: 1 00 plus 2D6x1 0 pounds (45 plus 2D6x4.5 kg). 
  71 -80 Twilight World: An extremely dark, night-like world, 
  which makes the alien highly sensitive to light and dark. While 
  the alien can see well in near total darkness, light more than 60 
  watts is considered bright, and 1 00 watts or higher is blinding. 
  The alien must wear a protective photo-sensitive visor, goggles, 
  or similar eye shields to see in daylight, otherwise he is blind and 
  -8 to strike, parry, and dodge. 
  Height: 4 feet plus 1 D4 feet (1 .5 to 2.4 m). 
  Weight: 1 00 plus 2D4x1 0 pounds (45 plus 2D4x4.5 kg). 
  S.D.C. Bonus: Add 1 0  S.D.C. 
  Bonuses: Nightvision 600 feet (1 83 m). Sensitive hearing, 
  about 20 decibels beyond the human range, and +1 on initiative. 
  81 -90 Aquatic World: The alien comes from a civilization that 
  never left the ocean to walk on dry land, or has returned to the 
  water where they have flourished. These aliens do not have to be 
  fish-like in appearance. They swim with 85% proficiency and a 
  speed equal to 2D4x1 0 (running speed is typically 70% slower!). 
  Aliens with an aquatic appearance are already assumed to come 
  from an aquatic planet and may be allowed to re-roll their home­
  world if they wish. 
  Height: 6 feet plus 4D6 inches (1 .8 to 2.4 m). 
  Weight: 1 90 plus 4D6 pounds (86 plus 2D6 kg). 
  P.S. Bonus: +1 above water; +1 D6 below water. This is a one 
  time bonus that remains constant each time they enter the water. 
  S.D.C. Bonus: +1 0 above water and an additional +20 below. 
  Other Bonuses: +2 to dodge underwater, can hold breath for 
  1 D6x1 0 minutes (or may have gills, and can only breathe air for 
  1 D6x1 0 minutes), and has a depth tolerance of two miles (3.2 
  km). 
  91 -00 Abrasive Atmosphere: High, scathing winds or a cor­
  rosive atmosphere is this alien's natural environment. The being 
  has developed a tough, thick skin or leathery plating like an Earth 
  rhinoceros. 
  Height: 4 feet plus 1 D6 feet (1 .5 to 3.0 m). 
  Weight: 200 plus 4D6x1 0 pounds (90 plus 4D6x4.5 kg). 
  A.R.: 1 2. This is a natural armor rating; results below 12 may 
  hit, but they do no damage. 
  S.D.C. Bonus: Add 3D6x1 0 S.D.C.; physical strength is equal 
  to the Minor Super Ability of Extraordinary Strength. 
  * Note: Any alien exposed to temperatures beyond his toler­
  ance level will begin to suffer from exposure which will slowly kill 
  the character. In game terms, it has the following effects: 
  A penalty of -2 on P.S. and P.P., -8 on S.D.C., and a reduction 
  of speed by one-third is applied for every 1 2  hours of exposure. 
  These penalties are cumulative for each 12 hour period. After the 
  S.D.C. is gone, damage continues to be done and Hit Points drop 
  at the same rate. The alien is slowly dying and needs to be put 
  into a refrigerated/heated suit, and/or into a freezinglblistering en­
  vironment to stabilize and recover. These same rules apply to hu­
  mans and other aliens exposed to temperatures beyond their 
  normal tolerance. 
  95 
  Step 4: 
  Determining Super Abilities 
  The player can select or randomly roll a power category, de­
  pending on what the Game Master allows. 
  Random Power Category Table 
  01 -1 0 Alien Mutant (has Super Abilities): Design as usual, 
  including rolls on the Unusual Characteristics Table in the Mutant 
  section and random determination of Super Abilities (see that 
  section for tables). 
  1 1 -40 Possesses Super Abilities: Select one Major and one 
  Minor super ability, or four minor powers, or roll on the Random 
  Ability Tables. These abilities are common to all members of that 
  alien race, and are natural aspects of the alien's biology, like his 
  five senses. This also means they are not affected by the Negate 
  Super Powers ability. 
  41 -50 Hardware or Physical Training: Create as usual, but 
  keep in mind the alien's background, orientation and motives. 
  Alien Hardware Weapons characters are only -40% for energy 
  weapon construction. 
  51 -60 Psionics: Design as usual. 
  61 -70 Experiment (has Super Abilities): Select two minor 
  super abilities and one major, or four minor powers, or roll on Ta­
  ble C in the Experiment section (rolling on tables A, B, D, E, and 
  F are optional). 
  71 -80 Bionic: Design as usual, but maximum P.S. is 40, P.P. 
  is 26 and Spd. is 200. 
  81 -90 Alien Mystic: Design as usual. 
  91 -00 Robot: Design as usual, but maximum S.D.C.s are in­
  creased by 5%. 
  Step 5: 
  Determining Education & Skills 
  The alien education table is more specific and restricted than 
  the normal education table for humans. This is because alien 
  visitors are usually part of a larger crew (you're not likely to get to 
  Earth in a one-man spacecraft), and thus, a specialist in their 
  field. The Heroes Unlimited™ Galaxy Guide offers an alterna­
  tive to this system. 
  Randomly roll for skill range or pick one, depending on what 
  the G.M. allows. 
  01 -1 4 General Studies: Select three skills from science, pilot 
  and communications, plus select nine secondary skills. Skill Bo­
  nus: +5% to all skills, including secondary. 
  1 5-28 Pilot: Select five piloting skills (any), three pilot related 
  skills, and two skills from communications and mechanical, as 
  well as basic and advanced mathematics, computer operation, 
  and four secondary skills. Skill Bonus is + 1 5% on all piloting and 
  pilot related skills, +5% on all others. 
  29-42 Military Specialist: Select five from espionage and five 
  from military, 1 D4 from physical, plus one hand to hand combat 
  skill of choice, four weapon proficiencies and select four secon­
  dary skills. Skill Bonus: +1 0% on espionage and military skills 
  only. 
  43-55 Science Specialist: Select five skills from science, two 
  from medical, two from physical, two from communications, plus 
  computer operation, basic math, and read sensory instruments. 
  Also select five secondary skills. Skill Bonus: +20% to all sci­
  ence skills and + 1 0% on all others, except secondary skills. 
  56-71 Combat Specialist: Select four physical skills plus one 
  hand to hand of choice, six weapon proficiencies (any), one pilot, 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  and first aid, plus six secondary skills. Skill Bonus: +10% except 
  on secondary skills. 
  72-85 Rogue/Smuggler: Select 1 D4+3 skills from the rogue 
  category and 1 D4 from espionage, plus two from communica­
  tions, weapon proficiencies, mechanical, and physical. The char­
  acter also has the basic math skill and computer operation, and 
  four secondary skills. Skill Bonus: 1 0% to all rogue and espio­
  nage skills, and +5% to all others, except secondary skills. 
  86-00 Engineer: Select six skills from the combined catego­
  ries of electronics and mechanical, two each from science and 
  communications, plus computer operation, read sensory equip­
  ment, and basic and advanced mathematics. Also select five 
  secondary skills. Skill Bonus: +25% on all electronic and me­
  chanical skills, and +5% on all others except on secondary skills. 
  Special Note: All aliens can learn three additional secondary 
  Earth skills, but only if taught by a friendly human. Most aliens 
  who have studied Earth can speak two languages or have a lan­
  guage translator (G.M. decision). 
  Step 6: 
  Reason for Coming to Earth 
  01 -19 Last of a race of people. Has come to Earth because: 
  01 -25 Earth reminds him of home. 
  26-50 It's a nice place; he/she just likes this planet. 
  51 -75 To save mankind from itself. 
  76-00 Crash-landed and is stuck here with no hope of repair­
  ing (or recovering) spaceship - ship is destroyed. 
  20-38 Crash-landed! Trapped on Earth, but will try to make 
  the best of things; spaceship is destroyed. Feelings about Earth 
  are: 
  01 -20 It's an unpleasant world filled with barbarians. 
  21 -40 It's a nice place; he/she likes it here. 
  41 -60 Reminds him of home. 
  61 -80 It's okay, but a bit primitive for his taste. 
  81 -00 Undecided, but has no place else to go. 
  39-55 Outcastl A fugitive from his own world for political, so­
  cial, racial, religious or criminal reasons. There is a 01 -50% 
  chance that the alien is being hunted/pursued by his persecutors, 
  bounty hunters or the law. He/she has selected Earth as a new 
  home because: 
  01 -20 It's more primitive and life should be easy. 
  21 -40 To be free of his world's prejudice and/or persecution. 
  41 -60 It's a nice place and he/she likes it here. 
  61 -80 To hide from those seeking him out for punishment or 
  retribution. 
  81 -00 Lost, this seems as good a planet as any to settle on. 
  56-70 Intergalactic Champion of Justice. The alien has 
  come to protect Earth because: 
  01 -20 Earth needs guidance and direction if it is to blossom 
  into a productive member of the intergalactic community. 
  21 -40 It caught his eye and seems like a worthy cause/place; 
  generally likes Earth and its people. 
  41 -60 Chose Earth because he/she likes the planet and its 
  people, but tends to be very paternal and overprotective about 
  his or her adopted world. 
  61 -80 Assigned to Earth. Finds humans to be very interesting, 
  but has not yet decided if he likes them or not. Tour of duty on 
  Earth is at least 4D4 years. 
  81 -00 Assigned to Earth. Finds its people primitive, aggres­
  sive, unfriendly, crude, and generally beneath him. The alien 
  tends to be rude, arrogant, and condescending toward most "in-
  97 
  ferior" humans, but he does his job the best he can (whether the 
  people want his help or not). Assigned for 4D4 years. 
  71 -85 Glory hound who chose Earth to get fame and fortune. 
  Since Earth is more primitive than the alien's homeworld, it 
  seemed like an ideal and easy opportunity. While the alien views 
  Earth as "inferior," he/she does not dislike it or its people. On the 
  contrary, he/she likes it very much. It's just that he/she is supe­
  rior. This character is friendly, sincere, and gung-ho, but also a 
  condescending, arrogant braggart and show-off. 
  86-00 Explorer or scientist who came to study Earth and 
  couldn't help getting emotionally involved. The alien likes the 
  people of Earth very much, and strives to become a champion, 
  protector or mentor to its people. 
  Step 7: 
  Familiarity with Earth 
  01 -20 No familiarity with Earth's culture, science, or laws. 
  However, he can understand, speak, and write one Earth lan­
  guage quite well; 80% skill proficiency (a quick study). The G.M. 
  can also allow a universal language translator at 88% proficiency 
  in order to understand and speak other languages. 
  21 -60 Some Familiarity with Earth, its major nations, cul­
  tures, customs and laws. Can speak, read, and write three Earth 
  languages at 90% skill proficiency. 
  61 -00 Has studied Earth extensively and is as knowledge­
  able about the planet, its people, customs, laws and cultures as 
  any educated, native Earthling. The alien can speak, read, and 
  write five different Earth languages fluently (98% skill proficiency) 
  and may have a language translator as well. 
  Step 8: Equipment 
  Earth Clothes/Disguises 
  01 -30 None 
  31 -55 Several sets of clothing of varying fashion, from name 
  brand tennis shoes and designer jeans to dress clothes. 
  56-75 Several sets of clothing for everyday apparel; generic 
  labels and nothing fancy, only casual clothing. 
  76-00 Several suits of worn, used (shabby) and/or outdated 
  clothes 4D6 years out of fashion. 
  Special Alien Weapons 
  There are two tables for special weapons. One is for high-tech 
  ranged weapons, and the other is for special, high-tech melee 
  weapons. The player should roll or choose which table he/she 
  wishes to roll on for his character's special weapon (not likely to 
  have both). Roll on only one of the tables. 
  01-40 Special Ranged Weapons Table 
  41-00 Special Melee Weapons Table 
  See the equipment section for conventional S.D.C. weapons. 
  Also see the Compendium of Contemporary Weapons for over 
  400 different weapons, including pistols, rifles, machineguns, ba­
  zookas, laws, and mortars, plus hand grenades, scopes, riot con­
  trol items, body armor, and a selection of tanks, armored cars, 
  optional hit location tables and rules for shock and blood loss. 
  High-Tech Weapons 
  01 -08 Laser Rifle: Range: 1 400 feet (427 m), damage 6D6 
  per blast, 20 shot energy Clip. 
  09-1 6 Laser Pistol: Range: 300 feet (91 m), damage 4D6, 1 5  
  shot energy clip. 
  17-24 Stun Pistol: Range: 1 35 feet (41 m). Damage to nerv­
  ous system dazes victim: -8 to strike, parry, dodge, no initiative, 
  Quentin Milton (Order #31246997)
  
  and reduce attacks per melee by half. Duration: 1 D4 melee 
  rounds. 1 0  shot energy clip. 
  25-32 Ion Blaster (Pistol or Rod): Range: 200 feet (61 m), 
  damage 5D6, and a 20 shot energy clip. 
  33-40 Alien Submachine Gun: Range: 600 feet (1 83 m). 
  Damage 4D6 per shot, 60 round magazine. 
  41 -48 Mini-Laser: Small rod the size of a flashlight. Range: 
  1 00 feet (30.5 m). Damage 2D6; 1 0  shot energy clip. 
  49-56 Sonic Blaster: The sonic blaster generates shock 
  blasts. The vibrations that cause the damage tend to jolt some­
  one, even when they impact against body armor. On a roll below 
  the armor rating, a sonic blaster does half damage to the armor. 
  Half of any sonic damage carries through the armor and hits the 
  person inside. Range: 80 feet (24 m), damage 3D6, 20 shot en­
  ergy clip. 
  57-64 Sonic Disrupter: Similar to the stun gun, these weap­
  ons cause disorientation and loss of consciousness by using high 
  frequency sound. Range: 1 50 feet (46 m). Physical damage is 
  only one ( 1 )  pOint, but there is a chance that a person shot by the 
  blast is rendered unconscious for 1 D4 melee rounds (victims 
  must roll a 1 4  or higher to save, P.E. bonus applicable; +4 to 
  save if wearing protective armor), otherwise they lose one melee 
  action and are -4 to strike, parry and dodge. 1 0  shot energy clip. 
  65-71 Microwave Gun: This can be either a pistol (1 -60%) or 
  rifle (61 -00%). The energy from these weapons concentrates 
  within a target as it passes through it and generates heat. The 
  nature of the energy is such that it penetrates/bypasses force 
  fields and all forms of natural body armor, Kevlar, ceramic, plas­
  tic, and other types of armor which are not made of metal. Micro­
  waves are reflected by all types of metal, including material as 
  frail as tin foil. 
  Range: pistol: 1 20 feet (36 m), rifle: 1 000 feet (305 m). Dam­
  age: pistol: 2D6, rifle: 3D6. 1 5  shot energy clip for pistols and 20 
  shot for rifles. 
  72-80 Energy Melee Weapon. A bow type weapon or ordi­
  nary melee weapon (sword, battle axe, hammer, spear, etc.) that 
  ripples with an energy field when activated. This energy field 
  makes the weapon virtually indestructible and inflicts double 
  damage when it strikes (in the case of a bow weapon, it fires 
  beams of energy instead of shafts). In addition, the weapon can 
  fire energy bolts; just point and shoot (typically triggered by a ver­
  bal or mental command). Range: 1 000 feet (305 m), damage 
  5D6 per blast, up to 1 D4+ 1 blasts per melee round (each counts 
  as one melee attack); automatically recharges itself. 
  81 -86 Mini-Explosive Grenades: The size of a golf ball. Ef­
  fective Throwing Range: 1 00 feet (30.5 m). Damage: 1 D6x1 0. Ef­
  fective casualty radius is 1 2  feet (3.7 m). The character has 
  2D6+1 0 grenades. 
  Also has mini-smoke grenades the size of a golf ball. Throw­
  ing range: 90 feet (27 m). Damage: smoke covers a 20x20 foot 
  area (6.1 m x 6.1 m). People inside the smoke cloud are -8 to 
  strike, parry and dodge. The character has 2D6+4 smoke gre­
  nades. 
  87-90 A pair of Mini-Energy Wrist Blasters or Gauntlets: 
  This weapon is typically a high intensity laser or ion blaster. 
  Range: 200 feet (61 m). Damage: 3D6 per single blast, 6D6 per 
  double blast (both arms are pointed at the same target and fired 
  simultaneously; counts as one attack). Payload: 30 blasts each 
  per hour; self-regenerating. 
  91 -95 Mini-Missile Launcher: Can be a backpack unit (holds 
  six, fires one at a time or in volleys of 2, 4, or 6), or a special ar­
  mored gauntlet (only one for one arm) or one shoulder unit that 
  holds two mini-missiles (takes four melee actions to reload; extra 
  mini-missiles can be carried in a duffel bag, suitcase or back-
  98 
  pack). Range of the missile is one mile (1 .6 m), can be used as a 
  point and shoot projectile or programmed to target one specific 
  target (type of vehicle, uniform/costume, etc.). The character has 
  2D4+6 mini-missiles. 
  96-00 Plasma Ejector or Particle Beam Rifle: An over-sized 
  rifle or bazooka-type weapon that fires devastating blasts of en­
  ergy. Range: 1200 feet (366 m). Damage: 6D6+20. 1 0  shot en­
  ergy clip. 
  Ammunition for High-Tech Weapons 
  Energy clips and magazines: 1 D6. Recharging on Earth 
  costs $5,000 a clip if a proper facility can be found (something 
  can usually be jury-rigged by a Hardware character or an electri­
  cal engineer). In a space campaign, recharging only costs 1 00 to 
  200 credits and facilities are readily available. 
  Grenades: Special grenades like these cost 1 0  to 20 times 
  their normal cost on Earth, and the alien must find someone to 
  make them (demolitions roll at -35% to make them). On their 
  homeworld, they can be found as easily as normal grenades on 
  Earth and cost about the same, 20 to 50 credits/dollars each. 
  High-Tech Melee Weapons 
  The term "melee" weapon refers to ancient styles of weapons 
  such as knives, swords, axes, spears, clubs, staves, and similar. 
  All advanced, high-tech melee weapons are single-handed 
  weapons. The use of two hands adds +2 to the damage plus any 
  P.S. bonus. 
  Vibro-Blade weapons have their damaging edge surrounded 
  by a high-frequency field that greatly increases their damage ca­
  pacity (in the Rift� setting they inflict equivalent Mega-Damage). 
  Energy weapons are hilts, shafts or rods with energy field 
  generators that form their blades from concentrated light or other 
  damaging energies (in the Rift� environment they inflict equiva­
  lent mega-damage). The energy does all the damage, so P.S. 
  bonuses are not added to the damage of energy melee weapons. 
  Kisentite weapons are forged from a dense meteorite metal 
  that has an amazing hardness, and keeps a sharp edge when 
  made into a blade. These blades are a deep blue/black color (in 
  Rift� they inflict M.D. that is equal to one-third the S.D.C. dam­
  age listed here; i.e. 3D6 = 1 D6 M.D., 2D6 = 1 D4 M.D., and so 
  on). 
  Weapon Notes: Anyone who successfully parries one of 
  these special weapons with a conventional one will have that nor­
  mal weapon suffer minor damage. If a long sword is used to 
  parry an energy sword, the laser beam will scorch and pit the 
  metal of the sword. Only a kisentite or magic weapon can parry a 
  Vibro or energy weapon and not suffer some sort of damage. 
  Physical Strength bonuses are added to the damage done by 
  conventional melee weapons. 
  01 -10 Vibro-Sword: A standard-looking long sword. The gen­
  erator is in the handle. Average length: 3 feet (0.9 m). Average 
  weight: 4.2 pounds (1 .9 kg). Typical Damage: 4D6. 
  1 1 -20 Energy Axe: This large, axe-shaped weapon has no 
  blade until the power is turned on and the laser blade springs 
  forth. Average length: 2.5 to 2.75 feet (.8 m). Average weight: 2.3 
  to 2.8 pounds (1 .0 to 1 .3 kg). Damage: 5D6. 
  21 -30 Vibro-Axe: A standard axe with a handle generator like 
  the sword. Average length: 2.25 feet (0.7 m). Average weight: 4.5 
  pounds (2.0 kg). Damage: 3D6. 
  31 -39 Kisentite Sword: Typically a long, slim blade anchored 
  in an elaborately etched hilt and cross guard. Average length: 3 
  feet (0.9 m). Average weight: 3.5 pounds (1 .6 kg). Damage: 
  2D6+3. 
  Quentin Milton (Order #31246997)
  
  40-46 Kisentite Axe: A finely crafted and decorated double­
  headed weapon. Average length: 2.75 feet (0.8 m). Average 
  weight: 4.6 pounds (2.1 kg). Damage: 3D6+3. 
  47-55 Energy Knife: A glowing blade springs from the small 
  handle generator of the knife. Average length: 0.75 feet (0.2 m). 
  Average weight: 0.5 pounds (0.23 kg). Damage: 3D6. 
  56-66 Vibro-Knife: Same as the sword and axe. Average 
  length: 1 2  inches (30 cm). Average weight: 1 pound (0.45 kg). 
  Damage: 2D6. 
  67-75 Kisentite Knife: A broad, double-edged blade nestled 
  in a wide, ornate cross guard and hilt. Average length: 1 .5 feet 
  (0.45 m). Average weight: 1 pound (0.45 kg). Damage: 2D4. 
  76-88 Energy or Vibro-Clubs: A clubbing weapon sur­
  rounded by either an energy or high-frequency field for increased 
  damage. Average length: 2.25 feet (0.8 m). Average weight: 3 
  pounds (1 .4 kg). Damage: 3D6. 
  89-94 Neuro or Stun Clubs: Special energy clubs that over­
  load the nervous system to daze the victim. Average length: 2.5 
  feet (0.8 m). Average weight: 2.7 pounds (1 .2 kg). Damage: 1 06 
  S.D.C. plus it stuns the victim who is now at -4 to strike, parry, 
  and dodge, reduce speed by half and has no initiative for 2D4 
  melees. 
  95-00 Energy Sword: A long (12 inches/3� cm) hilt, with or 
  without cross guard, holds the powerful energy generator for this 
  weapon. The balance and length of the sword give it +1 to strike 
  and parry. Average length: 3.5 feet (1 .1 m). Average weight: 1 .5 
  pounds (0.7 kg). Damage: 5D6. 
  Special Vehicles 
  01 -08 One-Man Fan Jet: A small aircraft with a single seat. A 
  passenger may sit in the pilot's lap, but all pilot rolls are made at -
  1 0% and he suffers a penalty of -2 on initiative. Can fly as low as 
  20 feet (6.1 m) above the ground. Maximum speed: 300 mph 
  (480 km) and VTOL capable. S.D.C.: 275. Range: 500 miles (800 
  km) before needing to refuel. The alien must have the piloting 
  skill: airplane to fly this craft. 
  09-1 5 One-Man Hover Car: Maximum speed: 200 mph 
  (321 .8 km). S.D.C. 220. Hovers 3 to 1 2  feet (.9 to 3.65 m) above 
  the ground. The piloting skill of automobile (-1 0%), or pilot hover 
  vehicle must be one of the driver's skills. 
  16-24 Two-Man Hover Car: Maximum speed: 200 mph (321 
  km). S.D.C.: 340. Hovers 3 to 1 2  feet (0.9 to 3.65 m) above the 
  ground. The piloting skill of automobile (-1 0%), or pilot hover ve­
  hicle must be known to the driver. 
  25-33 Hover Cycle: Can be a two- or four-person model. 
  Maximum speed: 1 60 mph (256 km). S.D.C.: 1 70. Hovers 3 to 20 
  feet (0.9 to 6.1 m) above the ground. The piloting skill of motorcy­
  cle (-1 5%), or pilot hover cycle must be known to the driver. 
  34-42 Micro-Jet Hover Boots: A pair of rigid boots similar to 
  ski boots with several small thrusters. Maximum speed: 65 mph 
  (1 05 km) and is +1 to dodge while airborne. S.D.C.: 50. Maxi­
  mum altitude is 600 feet (183 m). The character must have the jet 
  pack piloting skill. 
  43-50 Hover Platform: A round or square platform, 4x4 feet 
  (1 .2x1 .2 m) in size, that comfortably supports two people (can 
  hold up to four). Maximum speed: 90 mph (145 km). S.D.C.: 1 50. 
  Hovers 3 to 300 feet (0.9 to 91 m) above the ground. The charac­
  ter must have the pilot hover vehicle skill. 
  51 -60 Detachable Jet Pack: Straps onto the person's back. 
  Maximum speed: 90 mph (145 km) and is +2 to dodge while air­
  borne. S.D.C.: 80. Maximum altitude is 600 feet ( 1 83 m) above 
  the ground. The character must have the jet pack piloting skill. 
  61 -68 Antigravity Disk: Can attach to feet, back, or chest. 
  Maneuvered by simple hand controls, or a voice-activated com-
  99 
  puter. They are about the size of a dinner plate. Maximum speed: 
  1 60 mph (256 km). S.D.C.: 40 per disk. Maximum altitude is un­
  limited and can carry the character into outer space. Maximum 
  weight allowance: 1 000 pounds (450 kg). 
  69-77 Antigravity Ring or Medallion: Creates an antigravity 
  field around the wearer. Maximum speed: 1 00 mph (1 60 km). 
  S.D.C.: 8. Maximum altitude is unlimited and can carry the char­
  acter into outer space. Maximum weight allowance: 500 pounds 
  (225 kgs). 
  78-87 A.T.V. Hover Vehicle: Large sedan-styled hover vehi­
  cle that can hold five passengers and the pilot comfortably. Maxi­
  mum speed: 1 80 mph (288 km). S.D.C.: 480. Hovers 3 to 1 2  feet 
  (0.9 to 3.65 m) above the ground. Space and underwater flight is 
  also possible, but the vehicle cannot fly into space under its own 
  power. 
  88-95 Antigravity Suit: A close-fitting body suit that creates 
  an antigravity field around the wearer. Maximum speed: 300 
  mph (482 km). S.D.C.: 45 (provides no A.A. and minimal armor 
  protection). Maximum altitude is unlimited and can carry the char­
  acter into outer space. Maximum weight allowance: 500 pounds 
  (225 kgs). 
  96-00 One-Man Gyro-copter (VTOL): A small, single seat ro­
  torcraft. There is usually no canopy, just a seat, motor, landing 
  gear, and tail. Maximum speed: 1 80 mph (290 km); cruising 
  speed: 1 45 mph ( 1 33 km) and is +1 to dodge. S.D.C.: 300. 
  Money 
  The alien visitor who has no familiarity with Earth is likely to 
  have equivalent money in precious metals or stones. Those who 
  have some familiarity with Earth may have half in real Earth cur­
  rency (acquired from a previous visit). While those who have 
  studied Earth extensively may actually have a variety of common 
  Earth currency. Roll percentile dice to determine the amount of 
  "money" available to the alien. 
  Aliens may also sell or trade a weapon, alien artifact, informa­
  tion, technology or service to acquire Earth currency. However, 
  whether they get a fair price or exchange will depend on who 
  they are dealing with and how desperate a situation they may be 
  in. Such trades or sales can be with Earth corporations, individu­
  als, scientists, a government, criminal organization, super hero(s) 
  or super villain(s). 
  Money - Usually in precious stones or metals 
  01 -1 4 2D4 x $1 ,000 
  1 5-29 3D6 x $1 ,000 
  30-44 4D6 x $1 ,000 
  45-59 5D6 x $1 ,000 
  60-74 6D6 x $1 ,000 
  75-88 2D6 x $5,000 
  89-00 2D6 x $1 0,000 
  Step 9: Other Stuff 
  Alignment: Any alignment can be chosen; of course, heroes 
  and anti-heroes are usually of a good or selfish alignment. 
  Level of Education and Skill Selections: See Step Five of 
  this section. 
  Structural Damage Capacity (S.D.C.): All aliens have a base 
  S.D.C. of 20. This is in addition to S.D.C. bonuses for physiology, 
  appearance and physical training. 
  Hand to Hand Combat: Combat skills are not automatic, and 
  must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all heroes, the 
  alien character automatically gets two attacks per melee round. 
  Additional attacks must be gained from hand to hand combat, 
  and other physical skills. 
  Quentin Milton (Order #31246997)
  
  Weapons and Armor: Except for the special ones already 
  determined by the Special Weapons Table, only conventional 
  weaponry, body armor, and equipment of Earth manufacture will 
  be available. If a special protective suit is needed, the alien char­
  acter automatically gets one suit and a single spare. Any addi­
  tional suits will have to be specially built or acquired. Repairs will 
  be possible only from high-tech scientists, high-tech armor manu­
  facturers, Hardware characters and fellow aliens. 
  Spacecraft: It is best to assume that most alien player char­
  acters do not have a spacecraft at their disposal for Earth based 
  campaigns. 
  Other Options: Game Masters may allow players to use any 
  of the alien or "D-See" races presented in the numerous RiftS® 
  RPG sourcebooks as well as creatures from the Palladium Fan­
  tasy RPG® series (see Monsters & Animals and Dragons & 
  Gods in particular). Likewise, the characters from Nightbane® 
  and Beyond the Supematural™ should also adapt nicely (may 
  offer some bad guys and story ideas too). Some inhuman RiftS® 
  characters will have to be converted from M.D.C. to Hit Points 
  and S.D.C. (basically divide the M.D.C. in half and make one half 
  H.P. and the other S.D.C.; likewise, M.D. does H.P./S.D.C. dam­
  age instead). All such outside characters must be subject to the 
  final approval of the Game Master. 
  As mentioned previously, the alien races in Aliens Unlim­
  ited™ were designed specifically for Heroes Unlimited™ and 
  can be selected and dropped in with little or no conversions. 
  1 00 
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  Quentin Milton (Order #31246997)
  
  �""""""""""""""""""""""'� 
  By Kevin Siembieda & Wayne Breaux Jr. 
  Bionics must not be confused with Robotics. Robots are ma­
  chines. Although it may have an artificial intelligence, or even a 
  transferred human intelligence, a robot is not alive, it is a ma-
  chine that functions as an independent unit to replace a human 
  \� 
  being. Bionics, by comparison, is the integration of machine with 
  the human body - man and machine literally made one. Bionics 
  can be special implants placed "in" the body or mechanical re­
  , .. ,,: 
  placement limbs. These mechanized limbs are far more than 
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  cosmetic prostheses. They are super-sophisticated, mechanical 
  limbs that look and respond like real, flesh and blood append­
  ages. A delicate system of sensors is implanted to react and in­
  teract with the body's nervous system. The result is an artificial 
  limb that functions exactly like a real, flesh and blood arm or leg. 
  A true medical miracle. 
  " " " " �  
  1 01 
  High technology makes it possible to create replacement 
  limbs that far exceed the capabilities of the ordinary body part. 
  Super strength, energy blasters, secret compartments, optics 
  and sensors, can be combined to create a super-man - part 
  flesh, part machine. Unfortunately, the art of cybernetic surgery is 
  still new and experimental. The surgical process is long, and diffi­
  cult for both the patient and the doctors. The bionic replacements 
  are highly specialized, often designed for a specific individual, 
  and extremely expensive. This means only the largest, high-tech 
  corporations (which are few), the military, and other government 
  sponsored organizations can actually afford cybernetic research. 
  Another important factor in bionic research is the individual 
  who would volunteer for such experimentation and augmentation. 
  Any surgery is painful, and bionic surgery is extremely complex, 
  painful and traumatic. Remember, we're talking about the re­
  moval of human body parts and replacing them with mechanical 
  ones. Few completely, physically healthy volunteers are ac­
  cepted, and all applicants undergo intensive psychological analy­
  sis and preparation. Even the physically impaired individual, who 
  might view this as a new lease on life, will suffer some physical 
  and psychological trauma from the experience. 
  Then comes the practice with the new artificial mechanisms. 
  This process is both exhilarating and exhausting at the same 
  time. One thing the recipient quickly learns is that no matter how 
  real they may look, or how much more powerful they may make 
  him, they are not flesh and blood. The senses we take for 
  granted are compensated for, but not completely or realistically 
  duplicated. Sensors will indicate how warm, cold or soft some­
  thing might be, but the bionic hand will never ''feel'' it in the same 
  way that a flesh and blood hand does. That aspect of humanity is 
  forever lost. Such is the sacrifice to become more than human 
  and bond with machines. 
  Important Note: The inclusion of non-organic components to 
  the human body disrupts its normal energies. Because of this, 
  characters with any supernatural, magical or superhuman abili­
  ties are severely limited in the number of bionic or cybernetic im­
  plants they can have without an adverse effect (Le. magic or 
  superpowers are literally replaced with mechanical attributes). 
  One limb and three small systems/organs can be implanted with 
  no noticeable effects, but each additional cybernetic system be­
  yond the first four will have severe repercussions. 
  Mystics or supernatural beings will have their P.P.E., all spell 
  effects, damage, range, and duration cut in half for each addi­
  tional implant. Any natural or magical shapechanging abilities are 
  forever lost if even one appendage is bionic or more than one 
  small cybernetic implant is installed. 
  Psychics lose half of their I.S.P., and the range, duration, and 
  damage of all psi-powers are reduced by half for each implant or 
  bionic body part beyond four. 
  Quentin Milton (Order #31246997)
  
  Superbeings lose one melee attack and the range, damage, 
  effects, and duration of all abilities are reduced by half for each 
  additional bionic system above four. Any natural shapechanging 
  abilities are forever lost if even one appendage is bionic, or more 
  than two small cybernetic implants are installed. 
  All penalties and modifications are cumulative for each implant 
  beyond the one large and three small limit. Thus seven implants 
  would reduce all applicable categories by 1/8th their normal ca­
  pabilities. Regardless of ratings, a character loses all of his spe­
  cial abilities (Le. spells, psionics, super abilities, etc.) if half or 
  more of his body (partial reconstruction) is replaced by bionics. 
  Such a character leaves his old power category behind to join the 
  Bionic Category. Note that these rules are most likely to pertain 
  to NPCs and characters in technologically advanced or alien 
  wor1d settings where bionics are more readily available, such as 
  a space campaign or Skraypers. 
  The disruptive effect of bionic implants on the body's energies 
  also has some benefits to the bionic character. For example, "full 
  conversion" bionic characters are not affected by the psionic See 
  Aura and Bio-Manipulation abilities. Likewise, the major super 
  ability of Disruptive Touch will not affect a bionic character who 
  has both a bionic skull and spine, or an exoskeleton that protects 
  the head. 
  Creating The 
  Bion ic Character 
  The creation of a bionic character is a little more complex than 
  some of the other power categories, because the player actually 
  builds his or her character. A budget is determined in order for 
  the player to purchase the various mechanical parts, sensors, 
  weapons, abilities and gimmicks that make up a cyborg. It may 
  be wise to have some notepaper and a calculator handy to keep 
  track of purchases and expenses. 
  Step One: The Usual 
  Determine the eight physical attributes, Hit Points, alignment 
  and optional rounding out of your character as you would any 
  character. Don't worry at all about low physical attributes, since 
  those are likely to change with the addition of bionic parts. Like­
  wise, unless a partially reconstructed cyborg (half human, half 
  machine), S.D.C. isn't important either, for it will be replaced by 
  the S.D.C. of cybernetic parts and armor. 
  Step Two: Education and Skills 
  Roll to determine the character's educational level and select 
  skills as usual. The character can have any level of education, 
  from high school to doctorate, without significantly affecting his 
  role as a bionic superhuman. 
  Step Three: The Budget 
  Roll percentile dice on the following table to ascertain what 
  your construction budget is. All money must be spent. Any 
  money not spent gets you a hardy handshake from the financial 
  allotment committee for coming in under budget, but that money 
  is then permanently lost. Since it is possible that the character 
  will have disassociated himself from his creators, it may be wise 
  to purchase reasonable spare parts. The money cannot be spent 
  on automobiles, handguns and other equipment, only cybemetics 
  and related bionic weapons. Note: Much of the horrendous cost 
  of an item is due to the micronization, rarity, and expense of the 
  operation to merge machine with man. 
  102 
  Bionic Construction Budget 
  01-1 7 7 million 
  1 8-33 7.5 million 
  34-49 8.2 million 
  50-66 9 million 
  67-84 9.5 million 
  85-00 1 0  million 
  Step Four: Building a Cyborg 
  Now that you have a budget, it's time to build your character. 
  To do this, flip to the bionic components section, a page or two 
  down, and buy the desired items. However, first decide on which 
  body parts are being replaced with synthetic ones, and second, 
  buy the most important and basic items first, then buy up the gim­
  micks. An option to speed up the character creation process 
  called Cyborg Conversion Option is also presented. This option 
  provides the bulk of the bionic systems for a price, and the player 
  spends his remaining money for customizing and improvements. 
  Players may make their characters as human or mechanical 
  in appearance as personal taste dictates. 
  Step Five: Background Data 
  The following tables will provide important background infor­
  mation about the character and the organization that rebuilt him/ 
  her. 
  Conditions For Bionic Reconstruction 
  01-20 Healthy specimen; destitute or fantastically motivated to­
  ward bionic research. Deemed psychologically suitable. 
  21-40 Lost both legs or arms (or both) to disease or injury. 
  41-60 Paraplegic; no hope of recovery. 
  61-80 Deteriorating bone or muscle disease; no hope for recov­
  ery or normal life. 
  81-00 Completely paralyzed from a spinal injury, but no brain 
  damage; no hope for recovery. 
  The Sponsoring Organization 
  01 -25 Medical research facility. 
  26-50 Private Industry 
  51 -70 Secret organization (roll again for motive) 
  71 -00 Military 
  Motive for Cybernetic Reconstructions 
  01-20 Military 
  21-50 Medical 
  51-80 Criminal 
  81-00 Crime Fighting 
  Current Status with 
  the Sponsoring Organization 
  01-1 9 Allowed to leave; very good, friendly relationship. 
  20-41 Allowed to leave after a great antagonism/conflict. Not 
  friendly, but may aid the character. 
  42-64 Thrown out of the program! All ties are permanently dis­
  solved; very angry/hostile toward the character. 
  65-89 Ran away; secretly hunted by the organization. Hostile, 
  but not necessarily deadly. 
  90-00 Ran away; considered to be a criminal and/or extremely 
  dangerous. Hunted by law enforcement agencies and the organi­
  zation. 
  Other Stuff 
  Hand to Hand Combat: Combat skills are not automatic, but 
  must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all heroes, bionic 
  characters automatically get two attacks per melee round. Addi­
  tional attacks must be developed through hand to hand combat 
  and the boxing skill. 
  Quentin Milton (Order #31246997)
  
  Weapons and Armor: Other than those built into the cyborg, 
  only conventional weaponry and equipment is usually available. 
  However, if the character is in the employ of the organization that 
  built him, or on good terms with them, he may have access to all 
  types of facilities and equipment. Note: A cyborg may be an alien 
  from another planet. If so, the physical bonuses for the alien are 
  not likely to apply (bionic stats and armor replace them), but spe­
  cial high-tech weapons and alien bionics (items from RiftS® and 
  other Palladium RPG books, or made up by the G.M.) may be 
  used. 
  Personal Money: The character has 1 D4x1 000 dollars of his 
  own cash readily available (this is in addition to a possible life 
  savings). There is also a 01 -80% likelihood that the character 
  owns a car that's 1 06 years old. Presumably, the person has an 
  apartment and reasonable personal items. 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good or selfish alignment. 
  Structural Damage Capacity (S.D.C.): Although a cyborg is 
  still human, if only a partial cyborg (40% or more is a human 
  body), he gets a base S.D.C. of 30, which can be increased 
  through physical training. Mechanical body parts, exoskeletons 
  and bionic body annor are artificial means of adding more S.D.C. 
  protection to cyborgs. The typical bionic limb has an individual 
  S.D.C. of 40 and each additional point of P.S. that is purchased 
  adds 2 S.D.C. to the limb (maximum total S.D.C. of 88). 
  The Cyborg Conversion Option 
  The Cyborg Conversion Option offers players three different, 
  quick roll possibilities for their characters: partial reconstruction, 
  full bionic conversion, and the brain transplant conversion. These 
  options are combat models designed and built by the military, a 
  covert government agency, or a mega-corporation. Systems in­
  clude increased strength and physical prowess, high speed rat­
  ings, sensor packages, and weapon options. Improvements and 
  additional systems are purchased with the character's remaining 
  budget. If the G.M. allows it, the player can opt for one of the first 
  two even if they cost more than the amount he rolled for a 
  budget. However, the player cannot purchase additional features, 
  improvements or weapons - every last nickel was spent on the 
  basic conversion. 
  Partial Constructed Cyborg 
  Normally used as special operatives and spies, the partial 
  conversion option provides a light, fast cyborg with little or no ar­
  mor, but mechanical limbs and numerous sensors. If using the 
  Ninjas & Superspies RPG, all systems will be plastic and ce­
  ramic components and undetectable by metal sensors. 
  Bionic hands and arms (2) with a P.S. of 1 9  and P.P. of 1 9. 
  Bionic feet and legs (2) with a P.S. of 22 (for jumping) and Spd. 
  of 1 88 (1 30 mph/208 km). 
  Amplified Hearing, Receive wide band radio transmissions. 
  All Bionic Eye Special optics and sensors. 
  Half suit of "light" body armor: A.R. 1 1 ,  S.D.C. 120; no move­
  ment penalties. Conventional half suit can be substituted but it 
  has a prowl, climb, acrobatics, and gymnastics penalty of -1 0%. 
  Cost: 6.8 million dollars. 
  Full Conversion Cyborg 
  This is always a heavy combat model, but not always obvi­
  ously so. Nearly all have human-sized (about 6 ft, 6 inches to 7 
  W1 .95 to 2.1 meters tall) and sculpted bionics with heavy armor 
  and exoskeletons added to it. In full combat gear, these 'borgs 
  look very much like robots, with large plates and often fear-inspir­
  ing styling. Only the face and head are obviously "human," but in­
  terior organs and other parts may also be human. The face and 
  head are partially protected by the exoskeleton and completely 
  protected by a removable helmet and face covering - the face­
  plate can be a traditional visor styling or made to look mysterious 
  or frightening. 
  Bionic arms and hands (2) with a P.S. of 22 and P.P. of 1 8. 
  Bionic feet and legs (2) with a P.S. of 24 and Spd. of 77 (53 
  mph/85 km). 
  Bionic lungs with gas filter. 
  "Full" Body Exoskeleton (all five). Total S.D.C. bonus: 230. 
  Full Bionic Body Annor: A.R. 1 8  and 900 S.D.C., but impairs 
  movement: -30% on prowl, climb, acrobatics, and similar skills. 
  103 
  Quentin Milton (Order #31246997)
  
  Machine Pistol implant. 
  Bionic weapon of choice. � ..... �.-
  7-=-� 
  Cost: $7.5 million. 
  ....��� .. 
  A Cc/T· AWAY 
  V/EYV OF WHA T A 
  PART/AU Y 
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  AND IE YE MI(3HT 
  LOOK 
  LIKe. 
  The Brain Transplant Cyborg 
  This option is only available to those with the largest budgets. 
  It is similar to the Full Conversion Cyborg, but all of the charac­
  ter's flesh and blood components, except the brain, are replaced 
  with bionic counterparts. This makes for a superstrong, superca­
  pable frontline soldier, and offers a few advantages over full con­
  version (but only if bought as this package). Consider this the 
  ultimate example of bionic technology. It is only one step re­
  moved from robotics; the only differences are the living brain and 
  the general human appearance of the cyborg. 
  Bionic hands and arms (2) with a P.S. of 24 and P.P. of 22. 
  Bionic feet and legs with a P.S. of 24 and Spd. of 1 20 (80 
  mph/128.7 km). 
  Bionic skull, chest, heart, kidneys, mouthlthroat and all internal 
  organs. 
  Bionic body with "Full" Body Exoskeleton (all five). Total S.D.C. 
  Bonus: 350 
  Full Bionic Body Armor: A.A. 1 8  and 900 S.D.C., but impairs 
  movement: -30% on prowl, climb, acrobatics, and similar skills. 
  Advanced Optics. 
  One eye weapon of choice. 
  Advanced sensors includes radar and mini-computer. 
  Energy Weapon of choice. 
  Two large, retractable forearm blades. 
  Mini-missile launchers (2) in chest. 
  Cost: $9.5 million and Game Master's approval. 
  1 04 
  Bionic Components 
  & Costs 
  Note: Cybernetic sensors, eyes, and ear/audio systems can 
  be part of a partial or full bionic reconstruction or implanted in a 
  completely flesh and blood human being without any bionic limbs 
  or major reconstruction. Cyber-Optics and eye weapons require 
  that one eye is replaced with one artificial, bionic eye. 
  Additional cybernetic implants, gimmicks and styling can be 
  found in Ninjas & Superspies™ (no modifications necessary, 
  completely compatible with Heroes Unlimited™) as well as vari­
  ous RiftS® titles, most notably the RiftS® RPG, TriaxTM & the 
  NGR, and RiftS® Japan. 
  Major Body Parts 
  One Hand: P.S. 1 0, P.P. 1 0, Cost: $300,000. 
  One Arm: P.S. 1 0, P.P. 1 0, Cost: $700,000. 
  One Leg: P.S. 1 0, Spd. 1 0, Cost: $1 million. 
  Chest and/or Partial Ribs: Cost: $600,000. 
  Skull and/or Face: Cost: $500,000. 
  Eye (basic): simulates normal eye in appearance. Cost: 
  $80,000. 
  Ear (basic): simulates normal ear/hearing. Cost: $1 00,000. 
  MouthlThroat with voice synthesizer to simulate a normal hu­
  man voice. Cost: $250,000. 
  Lungs simulate normal respiratory system. Cost: $95,000. 
  Heart functions like the real thing. Cost: $1 million. 
  Kidney functions like the real organ. Cost: $1 .5 million. 
  Special Attribute Features 
  Increased P.S.: Extra P.S. must be purchased for each limb 
  separately; i.e., hand, arm, and leg (includes the foot). Cost: 
  $2,000 for each P.S. point above 1 0, with a maximum of 28 pos­
  sible. Increased P.P.: Remember, P.P. must be bought for each 
  of the bionic arms and hands separately. To get the strike and 
  parry bonuses afforded by a high physical prowess, both the 
  hand and arm must match. Cost: $1 0,000 for each P.P. point 
  above 1 0, with a maximum of 24 possible. 
  Increased Speed: A speed of 88 (60 mph/96 km) is the maxi­
  mum possible without a reinforcing exoskeleton. With an exo­
  skeleton of legs and hips, and spine and shoulders, the 
  maximum speed is 220 (1 50 mph/240 km). Cost: $1 0,000 for 
  each speed point above 1 0  per pair of legs. Note: Both legs must 
  be bionic to acquire exceptional speed. Every 20 speed points 
  also enables the cyborg to leap four feet (1 .2 m) straight up and 6 
  feet (1 .8 m) lengthwise. 
  Internal Organs 
  Artificial Heart: 40 year life. Cost: $470,000. 
  Artificial Kidney: 30 year life. Cost: $420,000. 
  Artificial Liver: 30 year life. Cost: $440,000. 
  Artificial Spleen: 30 year life. Cost: $320,000. 
  Artificial Intestine: 25 year life. Cost: $80,000. 
  Bionic Ear, Special Features 
  Amplified Hearing: Equal to the minor super ability, height­
  ened sense of hearing, including all bonuses. Cost: $350,000. 
  Ear Microphone, Radio Receiver and Transmitter is built 
  into the ear. Enables the character to pick up and relay radio 
  transmissions just like a hand-held radio. It is so effective that 
  the character can transmit a whisper, or the voices of other peo­
  ple within 6 feet (1.8 m) of him. Range: 3 miles (4.8 km). Cost: 
  $50,000. 
  Quentin Milton (Order #31246997)
  
  Receive Wide-Band Radio Transmissions, including com­
  mercial radio (AM & FM), citizen bands (C.B.), police bands and 
  common communications frequencies. Channels are changed by 
  wiggling the jawbone which calibrates an implanted control/chan­
  nel switch. A pocket size, hand-held remote control can also be 
  used. Range: 6 miles. Cost: $70,000. 
  Bug Detector: An implant that picks up radio signals from lis­
  tening devices (bugs). Range: 20 feet (6.1 m). Cost: $1 0,000. 
  Radar Signal Detector: A tiny radio receiver which softly 
  pings in the character's ear when he's being scanned by radar. 
  Cost: $1 0,000. 
  Psionic Electro-Magnetic Dampers: This is really a series of 
  "brain" implants that distort and fog telepathic and other psionic 
  probes. Psychic opponents find it difficult to read the thoughts 
  and emotions of characters with the psionic dampers. Bonuses: 
  + 1 to save vs all psionic attacks, +2 to save vs possession, and 
  + 1 to save vs magic illusions and mind control. Cost: $500,000 
  Sound filtration system: This is an ear accessory that can 
  be combined with an implanted head or jaw radio and ear re­
  ceiver, or as a separate unit. The filter will automatically react to 
  potentially damaging sounds by filtering or plugging the ear. 
  Sounds are muffled to protect the character from deafening or 
  disorienting levels of sound such as gunfire, explosions, heavy 
  machinery, and painful sound waves. Cost: 95,000 
  Bionic Eyes 
  Special Optics and Sensors 
  Infrared Vision: The artificial eye emits a pencil-thin beam of 
  infrared light (invisible to the human eye, but a beacon to another 
  infrared optic system) to illuminate its target when in darkness. 
  The narrowness of the beam limits the scope of vision to about 7 
  feet (2.1 m). Range: 600 feet (1 83 m). Cost: $60,000. 
  Light Beam: A harmless beam of light emitted from the eye 
  that can be used as a flashlight or beacon. Range: 220 feet (67.1 
  m). Cost: $20,000 
  Macro-Eye: A robot-looking eye that enables the character to 
  magnify tiny objects or areas at close range (within three feet/0.9 
  m) like a microscope! It also comes equipped with a variety of fil­
  ters. Microscopic magnification ranges from 1 x to 30x. It is ex­
  tremely popular among medical officers and doctors. Cost: 
  $40,000 per single eye. A photographic camera (still or video) 
  feature can be added for the additional cost of $20,000, and add 
  $1 0,000 to make the eye removable. 
  Macro-Eye Laser: This eye is very similar to the standard 
  macro eye except that it also has a tiny surgical laser built into it. 
  A targeting beam indicates exactly where the laser will fire before 
  it is engaged. The laser is intended for surgery and precise, detail 
  work, consequently, it inflicts little discernible physical damage 
  when used as a weapon (one S.D.C. point; range: 1 0  feet/3 m). It 
  is a favorite of doctors, forgers, and engineers. Microscopic mag­
  nification is 1 x  to 1 0x. Cost: $1 50,000 credits for a single eye. 
  Note that a character would seldom get two macro-eyes of any 
  kind. 
  Micro-Video Camera Eye: Can only be implanted if the cy­
  borg has a false eye. Sixty minutes of video can be taped to re­
  cord key actions or information, or 400 snap-shot style pictures 
  for a still photo-like effect. The cyborg can control the length of 
  exposure time, from a few seconds to 60 minutes maximum. The 
  camera can be designed to activate by voice command or a spe­
  cific eye movement, or mental impulse, or by touching a particu­
  lar 
  area 
  near the 
  temple. 
  A 
  zoom 
  lens 
  allows 
  the 
  photographingltaping of documents or images up to 300 feet 
  (91 .6 m) away. The video footage can be transmitted to video-re­
  cording systems for the making of a permanent copy. The video-
  1 05 
  eye cartridge can be erased and taped over repeatedly (an 
  estimated 1 0,000 times). Cost: $50,000 for all control systems 
  other than mental. Add another $50,000 if the camera eye is con­
  trolled via mental impulse. 
  Multi-System Eye Socket: This is a special, permanent 
  housing that enables the character to put in and take out different 
  types of eyes as needed or desired. Bio-system eyes do not work 
  in this housing, only mechanical types. A character will seldom 
  have more than one multi-system eye. Cost: $200,000 for the 
  multi-system eye socket and $1 5,000 credits to make each eye 
  interchangeable with the socket. 
  Night Sight: A passive image intensifier that electronically 
  amplifies existing ambient light to provide a visible picture without 
  emitting any light of its own. Range: 600 feet ( 1 83 m). Cost: 
  $80,000; add $30,000 for telescopic capability and double the 
  range. 
  Targeting Sight: A special system that superimposes target 
  cross hairs. Add a bonus of +1 to strike. Range: 1 500 feet (457 
  m). Cost: $50,000. 
  Telescopic Vision: Magnifies an image area like a gun 
  scope. Automatic, self-focusing. Range: 1 500 feet (457 m), 1 0  
  foot (3 m) image area, up to 20x magnification. Cost: $35,000. 
  Thermo-Imager: An optical heat sensor that converts the in­
  frared radiation of warm objects, including warm-blooded animals 
  and people, into a visible image. This device allows its operator 
  to see in darkness, shadows and through smoke. Range: 600 
  feet (183 m). Cost: $1 20,000. 
  Third eye: This is a cybernetic eye that is implanted either 
  above a real eye or in the center of the forehead (sometimes in 
  the back of the head!). The mechanical eye can be any of the 
  available artificial eyes, but is typically one of the camera eyes or 
  a multi-optic eye. Cost: $450,000. PenaHy: Reduce the charac­
  ter's physical beauty by 20% and, if he has an H.F., increase it by 
  2 points. 
  Ultraviolet and Polarized Sight: Enables the character to 
  see ultraviolet light (often used in security systems). The polar­
  ized filter system reduces glare by 90%. Range: 600 feet (1 83 
  m). Cost: $30,000. 
  Cybernetic Sensors 
  and Other features 
  Sensors all tie into the bionic eye's optic system in that the 
  data readout is superimposed over the optics like a tiny, personal 
  view screen. The sensors themselves can be implanted almost 
  anywhere; usually in the hand, arm, chest, or head. The sensors 
  can also be linked to the ear's audio, with a soft voice reporting 
  data only the character can hear. Or the data readout can be 
  connected to both. Add $1 0,000 to each if a dual link to optics 
  and audio. 
  Bio-Scan: A series of implants and sensors tied to and/or built 
  into the bionic augmentation that transmit fundamental physi­
  ological information, such as respiration, blood pressure, blood 
  loss, body temperature, pulse rate, damage to internal organs 
  and bionic parts, etc. Cost: $1 00,000. 
  Bio-Comp self-monitoring system: This is a cybernetic sys­
  tem that can be used in partial cyborgs and human agents with 
  cyber-implants rather than partial or full bionics (typical of spies). 
  Nano-implants tied to a tiny computer system monitor, measure 
  and transmit fundamental physiological information about the 
  person they are implanted in. The data is typically displayed on a 
  wristwatch or bracelet style monitor, but can also be displayed 
  and recorded on a computer or portable bio-scan monitor via a 
  modem. 
  Quentin Milton (Order #31246997)
  
  Data includes pulse rate, blood pressure, body temperature, 
  blood sugar level, respiratory rate and difficulty breathing, and 
  the presence of foreign elements in the bloodstream (indicating 
  the presence of drugs or poison). Cost: $250,000. 
  Clock Calendar: A device that can be implanted almost any­
  where, that continuously keeps track of the exact time down to 
  111 00th of a second, as well as the calendar date. Data can be 
  transmitted as an audio report through one of the ear implants or 
  to a wristwatch-like receiver. Cost: $1 1 ,400. 
  Gyro-Compass: A device that can be implanted almost any­
  where, that can always locate North and the other directions, as 
  well as up and down. Particularly useful when piloting aircraft. 
  Data can be transmitted as an audio report through one of the 
  ear implants or to a wristwatch-like receiver. Cost: $9,600. 
  Internal Comp-Calculator: A tiny computerized calculator 
  usually connected to an ear implant or artificial eye. The com­
  puter responds to spoken, radio or computer transmitted mathe­
  matical equations. The answer is transmitted to the ear or eye 
  implant. Cost: Basic cybernetic system with basic math program 
  (addition, subtraction, multiplication, division and fractions): 
  $40,000. Add $1 5,000 to include advanced math (algebra, ge­
  ometry, and calculus). Mini-Computer: Actually a glorified micro­
  processor with 640K of memory. Data can be displayed via a 
  bionic overlay or transmitted to a hand-held monitor, or to an 
  audio relay built into a bionic ear implant. The computer can be 
  accessed by a verbal code transmitted through an audio relay 
  implant or a bionic ear mic. radio system. As a security measure, 
  the computer can be designed to respond only to the character's 
  voice pattern. Cost: $300,000. 
  Motion Detector: Registers vibrations in the air indicating 
  movement. A collision warning system will sound an alarm to 
  warn the cyborg of an impending collisionlimpact. Range: 60 
  feet. Cost: $80,000. Bonuses: Adds +1 to initiative, +1 to parry, 
  and +2 to dodge. 
  Radar: A super-sophisticated, micro-radar system that can 
  identify up to 1 5  targets and simultaneously track six. Rate of 
  travel, direction and location are all indicated on the data readout. 
  Range: One mile (1 .6 km). Cost: $250,000. 
  Radiation Detector: Registers and pinpoints radioactivity. 
  Range: 60 feet (1 8.3 m). Cost: $50,000. 
  Bionic Lung Features 
  Standard Bionic Lungs can capture and regulate air much 
  more precisely than natural ones, enabling the character to hold 
  his breath for seven minutes. Cost: $1 75,000. 
  Independent Oxygen supply can be built into the chest and 
  lung cavity, increasing the time the cyborg can hold his breath to 
  1 5  minutes. Cost: Add $40,000 to lung cost. 
  Gas Filtration System: A miniature air filtration system that 
  removes impurities from the air; built into the bionic lung. When 
  exposed to gaseous toxins the system attempts to filter them out. 
  Adds a bonus of +6 to save vs gases of all kinds. Cost: Add 
  $1 00,000 to lung cost. 
  Mouth and Throat Features 
  Modulating Voice Synthesizer allows the character to 
  change/ disguise his voice by altering tone, bass, pitch, etc. Adds 
  + 1 0% to imitate voice skill and impersonation, which is especially 
  effective over the telephone. Cost: Add $1 50,000 to the 
  mouthlthroat cost. 
  Inaudible Frequency Range: The ability to emit sound fre­
  quencies inaudible to the human ear, like a dog whistle. This is 
  excellent for communicating with a bionic mini-computer or voice 
  actuated system. It will also allow secret conversations with other 
  1 06 
  bionic characters (if they have a bionic ear) and individuals with a 
  heightened sense of hearing. Cost: $80,000. 
  Built-In Loudspeaker: Enables the cyborg to amplify the 
  loudness of his voice like a bull horn. Cost: $40,000. 
  Built-In Radio Scrambler: This allows the character to have 
  security coded and decoded conversations over the radio and 
  telephone. Note that the person on the other end must have a 
  scrambling system to decode received messages and to transmit 
  coded ones. Cost: $1 50,000. 
  Bionic Eye Weapons 
  Eye Laser: The eye can emit a laser beam activated by ver­
  bal code or command, or by pressing a trigger stud implanted un­
  derneath the skin near the temple. 
  Range: 220 feet (67 m) 
  Damage: 2D6 or 4D6 if two laser eyes fire simultaneously at 
  the same target; counts as one melee attack. Cannot be divided 
  to shoot two different targets simultaneously. 
  Energy Capacity: 20 blasts per hour maximum per eye. 
  Rate of Fire: Each blast counts as one melee attack. 
  Bonus: +2 to strike 
  Cost: $400,000 
  Eye Ion Blaster: The eye fires an ion energy pulse activated 
  by a verbal code/command or by pressing a trigger mechanism 
  implanted underneath the skin. 
  Range: 1 1 0 feet (33.5 m) 
  Damage: 2D4 (2D6+4 if two eyes fire simultaneously at the 
  same target) 
  Energy Capacity: 24 shots per hour maximum per eye. 
  Rate of Fire: Each blast counts as one melee attack. 
  Bonus: +2 to strike 
  Cost: $300,000 
  Bionic Hand Weapons 
  Chemical Excretion: This is the use of toxins, usually com­
  bined with retractable claws or blades. The chemical is excreted 
  on the blade and enters the bloodstream of its victims when 
  slashed. All toxins require 2D4 melees to take effect. Saving 
  Throw: 14 or higher. If a person saves vs toxins he is not af­
  fected. 
  Range: Touch 
  Damage: Special 
  Paralysis: Victims have no initiative and are -6 to strike, parry, 
  and dodge for the first two melees that the toxin begins to take 
  effect and then become completely paralyzedlimmobile. Dura­
  tion: 4D4 minutes. Cost: $50,000. Chemical Replacement: 
  $8,000. 
  Convulsive: Victims are racked with nausea and stomach 
  cramps; -6 to strike, parry, dodge and on initiative. Duration: 
  3D4 minutes. Cost: $40,000. Replacement Cost: $6,000. 
  Poison: Victims take 2D6 points of damage off their S.D.C. or 
  Hit Points every melee for 1 D6 melee rounds. Cost: $50,000. 
  Replacement Cost: $1 0,000. 
  Chemical Spray: This is a toxic spray that covers a person, 
  creating a chemical reaction. 
  Range: 1 0  feet (3 m). 
  Bonus: +1 to strike. 
  Damage: Special 
  Blind: This mace-like spray temporarily blinds its victims for 
  3D4 melees. Characters wearing protective goggles or a helmet 
  with a visor will not be affected. 
  Quentin Milton (Order #31246997)
  
  Tear Gas: This gas causes impairment of vision, difficulty in 
  breathing, and skin irritation. Victims are -10 to strike, parry, and 
  dodge. Duration: 4D4 melee rounds or until thoroughly rinsed 
  with water. 
  Buming Vapor: This is a mild acid, doing 1 D6 damage, which 
  causes extreme skin irritation - great for shock value. Victims 
  are -4 to strike, parry and dodge for 1 D4 melee rounds (double 
  damage, duration and penalties if sprayed in the eyes; must be a 
  "called shof'). Skin remains red and irritated for 1 D6x1 0 minutes. 
  C02 Foam: This concentrate can be sprayed to put out small 
  fires. 
  Note: All of the chemical spray apparatus costs the same: 
  $75,000 plus $20,000 per chemical. No more than two chemical 
  sprays can be hooked through the same unit. One unit per arm or 
  one as a retractable rod in the leg. 
  Electrical Discharge: An electrical discharge erupts from the 
  hand. For an additional $20,000, this system can also duplicate 
  the effects of a stun gun by touching the target (See Special 
  Guns for detai/s). 
  Range: 20 feet (6 m) or by touch. 
  Damage: 1 D6, 2D6 or 3D6 damage (character can adjust the 
  degree of damage; counts as one melee attack regardless of 
  damage amount). Can be fired as an arcing blast or the hand can 
  be electrified to inflict damage by touch (add normal punch and 
  P.S. damage to the electrical damage if used as an electrified 
  punch attack). Note: This system is not as powerful as the Su­
  persoldier option. 
  1 07 
  Energy Capacity: 20 blasts per hour maximum; self-regener­
  ating. 
  Rate of Fire: Each electrical attack counts as one melee ac-
  tion. 
  Bonus: +1 to strike. 
  Cost: $250,000. 
  Extendible Hydraulic Hand/Arm: Typically only one limb will 
  have an extendable, hydraulic hand. The control mechanism is 
  typically mental or verbal and responds with the speed and flexi­
  bility of a normal arm. The arm's reach is typically increased by 
  three to six feet (0.9 to 1 .2 m). The extendible hand/arm enables 
  the character to reach into narrow places like storm drains, venti­
  lator shafts, and so on, as well as places normally out of reach, 
  like a high shelf or window ledge. Typical Arm P.S.: 10 to 1 6. 
  Cost: $250,000. 
  Explosive Finger Joints: One finger on each bionic hand 
  (usually the smallest) is really a detachable (three segmented) 
  grenade. 
  Range: Can be thrown about 60 feet (1 8.3 m); too small and 
  light to throw any farther. 
  Damage: 4D6 each 
  Blast Area: 6 feet (1 .8 m) 
  Cost: $600 per 3 joints (one finger). 
  Quentin Milton (Order #31246997)
  
  Finger Gun: One finger fires a small calibre cartridge. The fin­
  ger gun can only be built into the middle finger and/or thumb of 
  each hand. Firing more than one finger gun simultaneously uses 
  the volley rules. 
  Range: 90 feet (27.4 m) 
  Damage: 206 - normal bullet (.38), or 406 - exploding 
  shell. 
  Rate of Fire: Each shot counts as one melee attack. 
  Payload: One; reloading takes one melee round (15 sec-
  onds). 
  Bonus: +1 to strike. 
  Cost: $1 0,000 
  Finger Blaster: Fires ion beams. One finger blaster can be 
  built into each of the middle three fingers on each hand. 
  Range: 1 1 0 feet (33.5 m) 
  Damage: 204 (406 if three fingers are fired simultaneously). 
  Energy Capacity: 4 shots per hour maximum. 
  Rate of Fire: 4 per melee for each finger blaster. 
  Bonus: +2 to strike 
  Cost: $1 50,000 
  Knuckle Spikes: Spikes can be fired from the four knuckles 
  where the fingers join the hand. The trigger mechanism can be a 
  stud concealed in the palm, or in the index finger where the 
  thumb can press it. 
  Range: 1 20 feet (36.6 m) 
  Damage: 1 04 each 
  Rate of Fire: One at a time or in volleys of two, three, four, or 
  eight. Use robot volley rules when multiple spikes are fired simul­
  taneously. 
  Payload: 1 2  total per hand; easy reload cartridges can be car-
  ried and concealed, but take 2 melees (30 seconds) to reload. 
  Bonus: +2 to strike 
  Cost: $50,000 
  Spike and Towline: This unit can be built into the bionic 
  hand/arm or installed as a retractable device hidden within a 
  bionic limb. The line has a 1 000 Ib (453.6 kg) test strength and a 
  1 20 foot length. A rewind device can recoil the line, but only has 
  a 500 Ib (226 kg) weight limit. The spike is usually fired from the 
  wrist/forearm. 
  Range: 1 20 feet (36.6 m) 
  Damage as a Weapon: 1 06 
  Cost: $40,000 
  Note: A grappling hook can be fitted in place of the spike, but 
  can not be concealed. 
  Razor Sharp Fingernails: The four fingers have razor sharp 
  blades for fingernails. Can be used as a slashing or clawing at­
  tack rather than punch. 
  Damage: 1 06 +P .S. damage bonus (if any) per set. 
  Cost: $6,000 
  Retractable Claws: Razor sharp, one or two inch long claws 
  that can be extended or retracted at will, like a cat. Slashing or 
  clawing attacks. 
  Damage: 306 +P.S. damage bonus. 
  Cost: $40,000 per hand; a set of five. 
  Retractable Finger Blades: Three to four inch long, double­
  edged blades extend from each of the fingers. 
  Damage: 404 +P .S. damage bonus. 
  Cost: $50,000 
  1 08 
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  Retractable Blades (Large): These are extremely long 
  blades that are contained in the forearm until extended. The 
  blades extend out of an access portal on the top of the hand. No 
  more than two or three blades can be used per each hand. 
  Damage: 1 06+1 per blade +P .S. damage bonus. 
  Length: One foot (0.3 m) 
  Bonuses: +1 to strike and +1 to parry. 
  Cost: $40,000 per blade. 
  Note: Implanted weapons such as retractable blades and 
  claws add their damage to the base punching damage plus P.S. 
  bonus damage. These items should be considered exceptional 
  quality weapons for the purpose of determining whether they 
  break (unlikely). 
  Wrist Blaster: A larger, heavier unit with greater range and 
  power. Ion beams are used instead of lasers because they re­
  quire less energy per blast, giving it a greater payload. 
  Range: 600 feet (183 m). 
  Damage: 306 
  Energy Capacity: 24 blasts per hour maximum; recharges. 
  Rate of Fire: 4 per melee round; each blast counts as one 
  melee action. 
  Bonus: +1 to strike 
  Cost: $300,000 
  Wrist or Palm Spikes: Needle-like spikes are fired from the 
  wrist or palm. A variation on the knuckle spikes. 
  Range: 90 feet (27.4 m) 
  Damage: 1 04+1 each 
  Rate of Fire: Volleys of 2, 4, or 6; use volley rules. 
  Payload: 6 total; reload takes 2 melees (30 seconds). 
  Bonus: +1 to strike 
  Cost: $30,000 
  Quentin Milton (Order #31246997)
  
  Other Bionic Weapons 
  Most of these weapons can be built into an arm, leg, chest, or 
  foot, but while the weapon itself is hidden, the clip (whether en­
  ergy or bullets) will be obvious when loaded/armed. The hidden 
  cost is for built-in weapons. 
  Grapnel & Launcher: A launch compartment and housing 
  that looks like a small weapon nozzle fires a collapsible grappling 
  hook and line. A pneumatic winch reels the line back in, helping 
  characters to scale walls and non-metallic surfaces and hitch 
  rides on giant bots and vehicles. The cord is a super thin, super­
  strong wire with a test strength of 2000 pounds (900 kg). 
  Damage as a Weapon: 204 
  Range: 200 feet (61 m) of lightweight wire (retractable). 
  Cost: $45,000 
  Ion Rod: The ion rod is a tube-like device that is a foot and a 
  half to two feet long (0.6 m) and fires an energy charge. The rod 
  can be attached to the exterior of a leg or back, or concealed in a 
  hidden compartment inside a limb. When needed, the rod ex­
  tends out of the concealed compartment. 
  Range: 300 feet (91 .6 m) 
  Damage: 306 
  Rate of Fire: Single shots or automatic fire (See Modem 
  Weapon Comba�. 
  Energy Capacity: 36 charges per energy clip. 
  Bonus: +2 to strike 
  Cost: $450,000 hidden1$350,000 as a sidearm. An energy 
  clip costs $20,000; requires two melee actions to reload. 
  Laser Rod: Identical to the ion rod in operation, but fires a la-
  ser pulse instead of an ion energy charge. 
  Range: 1 000 feet (305 m) 
  Damage: 406 
  Rate of Fire: Single shots or automatic fire (See Modem 
  Weapon Comba�. 
  Energy Capacity: 20 charges per energy clip. 
  Bonus: +2 to strike 
  Cost: $550,000 hidden/$450,000 as a sidearm. An energy 
  clip costs $25,000; requires two melee actions to reload. 
  Mini·Laser: A miniature laser that can be easily concealed in 
  a secret compartment inside a bionic arm, leg, hip, chest, etc. 
  The mini-laser is only slightly larger and bulkier than a pen flash­
  light, measuring about six or seven inches long and two inches 
  wide. 
  Range: 60 feet (1 8.3 m) 
  Damage: 1 06 
  Rate of Fire: Single shots or automatic fire (See Modem 
  Weapon Comba�. 
  Energy Capacity: 10 shots. 
  Bonus: +1 to strike 
  Cost: $200,000 with concealment; energy clips cost $1 0,000 
  each. 
  Flame Thrower: A small unit with a retractable nozzle and 
  hose, usually housed in the hip. 
  Range: 25 feet (7.6 m) 
  Damage: 306, plus a 01 -60% chance of setting combustibles 
  ablaze, including clothing, carpet, drapes, wood, dry grass, etc. 
  Rate of Fire: Five short bursts per melee, each counts as one 
  melee attack. 
  109 
  Energy Capacity: 20 blasts; refilling the concealed fuel tank 
  takes 1 0  minutes. 
  Cost: $45,000. 
  Concealed Arm Gun: Larger than the finger gun, this weapon 
  system is implanted "in" the forearm where it takes up the entire 
  length of that limb and replaces the bones with its artificial frame. 
  The barrel opening is in the base of the palm and its length runs 
  down the center of the arm. The weapon is totally concealed until 
  fired. There are several types available as follows: 
  1 .  Automatic Weapon: Sub-machinegun: Four rounds can be 
  loaded into the arm itself, providing one short burst or four aimed 
  shots. A clip can also be used (inserted into a concealed slot in 
  the forearm) to increase ammo capacity, but it will be obvious as 
  it sticks out of the arm. Caseless ammo increases the con­
  cealability by eliminating ejected shells. There are two models of 
  the arm gun: the smaller machine pistol and the larger sub-ma­
  chinegun. 
  Range: 1 60 feet (48.7 m) 
  Oamage: 206 per individual round or via burst. 406 for armor 
  piercing or special damage rounds. 
  Rate of Fire: Standard automatic fire (See Modem Weapon 
  Comba�. 
  Ammo Capacity: 4 rounds internal or 1 5, 30 or 50 round clips. 
  Cost: $275,000 
  2. Automatic Weapon: Rifle: Two rounds can be loaded into 
  the arm itself, providing one short burst or two aimed shots. A clip 
  can also be used (inserted into a concealed slot in the forearm) 
  to increase ammo capacity, but it will be obvious as it sticks out 
  of the arm. The main advantage is increased range (although not 
  as great as a real rifle) and increased damage and penetration 
  value. 
  Range: 500 feet (1 52 m). 
  Oamage: 406 per individual round or via burst. 
  Rate of Fire: Standard automatic fire (See Modem Weapon 
  Comba�. 
  Ammo Capacity: 2 rounds internal or 1 0, 20 or 30 round clips. 
  Cost: $300,000 
  3. Energy Weapon: Fires a high-powered laser or ion blast. 
  Range: Laser: 800 feet (244 m) or Ion: 300 feet (91 .6 m). 
  Damage: Laser: 406 per blast; Ion: 506 per blast. 
  Rate of Fire: Standard automatic fire (See Modem Weapon 
  Comba�. 
  Payload: Five shots, drawing on an internal energy system 
  which regenerates at a rate of five shots per every 1 0  minutes. 
  Can be augmented with an Energy Clip (1 0 shots), but the clip 
  sticks out of the arm. Cost: $850,000 
  Exterior Forearm Weapon: This is a weapon mounted on 
  "top" of the forearm, which means it is obvious to all what it is. All 
  the same weapons as the Concealed Weapon Arm are available 
  at a cost 40% less - no concealment expense. 
  In addition, the forearm weapon can include a grappling hook 
  and pneumatic rewind system or a grenade/mini-missile launcher 
  (holds only one grenade or missile and takes four melee actions 
  to reload. Grenade Range: 300 feet (91 .6 m); damage: 606 or 
  1 04x1 0 to a 12 foot (3.6 m) radius. Mini-missile as below). 
  Mini·Missile Launcher: A cyborg who has both the bionic 
  chest/ribs and the bionic lungs can get a single mini-missile 
  launcher implanted in each side of his chest, near the shoulders. 
  The launchers are concealed until they fire, and reloading has to 
  be done manually, requiring one full melee round (1 5 seconds) 
  per missile. Characters who use this weapon often will go 
  Quentin Milton (Order #31246997)
  
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  Quentin Milton (Order #31246997)
  
  through a lot of clothes and fake skin (1 sq. ft. is destroyed with 
  each missile launch, 3 square feet, if two are launched simultane­
  ously). All missile launchers come with a full payload of missiles, 
  See Robotics for additional missile costs. 
  Range: About 2,400 feet (731 .5 m), point and shoot. 
  Damage: Varies by missile type, but high explosive (1 06x1 0) 
  are the most common. 
  Rate of Fire: One missile at a time, or in a two missile volley, 
  provided two are available. 
  Bonuses: None. Straight dice rolls. 
  Payload: One missile per launcher built into the body; two 
  launchers maximum. 
  Note: Can also be used as a forearm mounted weapon. 
  Cost: $500,000 per built-in launcher; $350,000 for an arm 
  mounted model. 
  Bionic Military Weapons 
  The following options are normally available only to military 
  forces for use in heavy assaults. They are large and obvious, and 
  therefore impractical for the average hero or vigilante. They are 
  presented here as Game Master options and inspiration. For 
  more of these heavy cyborg weapons, see the upcoming Heroes 
  Unlimited Galaxy Guide. Note that these options require arm and 
  spine exoskeletons and a P.S. of at least 20 to use. Also note 
  that these weapon systems are rare and expensive. Most military 
  cyborgs will be issued large rifles, like .50 calibers and automatic 
  shotguns instead. See Robotics for examples of heavy assault ri­
  fles for use by superhuman foot soldiers. 
  Multi-Missile Arm Launcher: This system replaces the entire 
  forearm of the 'borg, thus there is no hand on that limb (a possi­
  bly severe handicap without the proper support). The system can 
  be switched for a normal arm, but requires a skilled mechanic or 
  cybernetic doctor and takes three hours. 
  Range: Varies with missile type, usually about 1 mile (1 .6 
  km). 
  Damage: Varies by missile type, but armor piercing (1 D4x1 0) 
  are the most common. 
  Rate of Fire: One missile at a time or in volleys of 2, 4, or 6. 
  Bonuses: +2 to strike. 
  Payload: Five missiles per launcher. 
  Cost: $1 .5 million per launcher. 
  Shotgun Arm Cannon: Similar to the arm guns above, this 
  system replaces the entire forearm with a double-barreled auto­
  matic shotgun. The cyborg must have a full body exoskeleton 
  and a P.S. of 24 to use this weapon in full auto mode. This sys­
  tem can be interchanged with a normal arm just like the multi­
  missile launcher above. 
  Range: 80 feet (24.4 m) with shot, 1 20 feet with slugs (the 
  short barrels make the range low). 
  Damage: Shot does 406, but slugs are more common (506). 
  Military units will often use armor piercing slugs doing 606 dam­
  age and lowering the A.A. value by 2 (Le. AA. 1 6  becomes AA. 
  1 4  against these armor piercing rounds). 
  Rate of Fire: Standard automatic fire, see Modern Weapon 
  Combat. 
  Bonuses: +1 to strike. 
  Payload: 30 rounds. To achieve the automatic rate of fire, 
  both barrels fire simultaneously. So, each weapon has its own 
  ammo, but they share ammo on bursts. Reloading is done with 
  six round tubes and takes one action per tube. 
  Cost: $450,000 
  1 1 1  
  Over-the-Shoulder Missile Launcher: This unit attaches to 
  special shoulder plates on half or full suits of bionic body armor. It 
  takes one action to reload each missile. 
  Range: Varies with missile type, usually about 1 mile (1 .6 
  km). 
  Damage: Varies by missile type, but armor piercing (1 D4x1 0) 
  are the most common. 
  Rate of Fire: One missile at a time or in volleys of 2 or 4. 
  Bonuses: +1 to strike. 
  Payload: Four missiles per launcher. 
  Cost: $900,000 per launcher. A speed loader that reloads all 
  four missiles in one action costs $1 0,000. 
  Micro Mini-Gun: Similar to the arm guns above, this system 
  replaces the entire forearm with a small caliber, short-barrelled 
  mini-gun. The weapon is a full, six-barreled, rotating gatling-style 
  mini-gun. Its high rate of fire compensates for the small caliber 
  rounds. The bullets will not penetrate anything with an AA. 
  above 1 4  or a natural/robot/vehicle A.A. of 1 2. They simply 
  bounce off, but armor piercing rounds will work normally against 
  any armor rating. 
  Range: 200 feet (61 m). 
  Damage: 1 06 per round or 1 06+4 for armor piercing rounds, 
  but the weapon only fires in bursts. 
  Rate of Fire: Standard automatic machinegun fire, see Mod­
  ern Weapon Combat, but all bursts use only one melee attack, 
  even full melee bursts. 
  Bonuses: None. 
  Payload: 1 00 round cylinders. A full melee round burst emp­
  ties the cylinder. Replacing cylinders requires two melee actions. 
  A triple cylinder port can be purchased that will hold and feed 
  three cylinders before reloading. An optional belt feed cylinder al­
  lows the use of 1 ,000 round belts giving ten times the ammo ca­
  pacity. 
  Cost: $1 ,000,000 for the weapon and 1 full cylinder. Ammo 
  costs the same as .22 caliber bullets. Triple cylinder port costs 
  $50,000 and the belt feed cylinder costs $1 00,000. 
  Quentin Milton (Order #31246997)
  
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  Quentin Milton (Order #31246997)
  
  Laser Weapon Eye (1 or 2): Short range; usually draws its 
  energy from the artificial power source of the cyborg. In the in­
  stances where this feature is used, the eye (or eyes) is unusually 
  large or a visor-like implant rather than a human-looking eye. 
  Sometimes the entire head is oversized. 
  Damage: 206 per single eye blast or 406 per double blast 
  (both eyes fire simultaneously at the same target). A double blast 
  counts as one melee action. 
  Rate of Fire: Each blast counts as one melee action. 
  Range: 400 feet (122 m) 
  Payload: Effectively unlimited. 
  Bonus: +1 to strike. 
  Cost: 330,000 per individual eye. 
  Bionic Armor 
  Bionic Body Armor is flexible and surprisingly mobile, inter­
  locking sections of armored plates. They are NOT permanent 
  body parts and can be taken off and replaced at any time. How­
  ever, the donning of bionic body armor is a time-consuming proc­
  ess requiring about one hour. Taking it off is considerably 
  quicker, consuming only about 1 5-20 minutes. The high armor 
  ratings are the result of the close fitting, interlocking plates and 
  advanced technology when compared to conventional body ar­
  mors. Bionic body armor uses the normal body armor rules for 
  penetration of A.A. and application of resulting damage. 
  Full Body Armor: A.A.: 1 8, S.D.C.: 750. Weight: 1 20 Ibs 
  (54.46 kg). Cost: $350,000. 
  3/4 Body Armor (covers chest, abdomen, arms, hips, legs): 
  A.A.: 1 6, S.D.C.: 500. Weight: 90 Ibs (40 kg). Cost: $250,000. 
  2/5 Body Armor (covers, chest, abdomen and hips): A.R.: 1 4, 
  S.D.C.: 400. Weight: 80 Ibs (36 kg). Cost: $1 50,000. 
  Half Suit (covers chest and abdomen): A.A.: 1 1 ,  S.D.C. 250, 
  Weight: 50 Ibs (22 kg). Cost: $75,000. 
  Hips and Legs: A.R.: 9, S.D.C.: 200. Weight: 45 Ibs (21 kg). 
  Cost: $60,000. 
  Neck, Head and Shoulders: A.A.: 7, S.D.C. 1 50. Weight: 30 
  Ibs (1 3 kg). Cost: $60,000. 
  Note: More than one suit of body armor can be bought and 
  kept in reserve. 
  Reinforced Exoskeletons: Reinforcing exoskeletons are 
  necessary to support joints, body connections, and bones. With­
  out the exoskeleton, a bionic limb could be damaged, snapped 
  1 1 3  
  and torn off, as well as being pulled apart or strained, o r  could 
  tear muscles and bone. A cyborg can not lift a half ton over his 
  head just because his arm has exceptional strength; the spine 
  and shoulders must also be reinforced. The amount of exoskele­
  ton a character may have depends solely on the needs and de­
  sires anticipated by the player creating him. Bonus: +1 to roll with 
  punch, fall or impact. 
  Spine and Shoulders, adds 50 S.D.C., Cost: $1 million. 
  Arms and Shoulders, adds 30 S.D.C., Cost: $550,000. 
  Hands and Wrists, adds 1 0  S.D.C., Cost: $200,000 each. 
  Legs and Hips, adds 40 S.D.C., Cost: $1 million. 
  Feet and Ankles, adds 10 S.D.C., Cost: $1 00,000 each. 
  Bionic Chest and/or Ribs: Will protect the heart and lungs 
  like body armor, providing an extra 55 S.D.C. to the upper body. 
  Cost: $500,000 
  Bionic Skull will help protect the head and brain, providing an 
  extra 30 S.D.C. to the skull. It can also add up to +4 to the P.B. 
  attribute with custom sculpting (the latter adds $50,000 to the 
  skull cost). Cost: $1 90,000. 
  Hard Plastic Skin that resembles human flesh can also be 
  used. It does not feel anything like real skin. Normal weapons 
  such as knives, clubs and low caliber bullets (.22,.25) do half 
  damage. No special A.A.; S.D.C. bonus of artificial limbs is 1 5  
  each. Cost: $500 per square foot. Necessary square footage is 
  identical to synthetic plastic skin. 
  Synthetic Plastic Skin that looks and feels like real human 
  flesh can be used to cover the artificial limbs. Although slightly 
  tougher than human skin, it does NOT provide an additional pro­
  tectionlbody armor (S.D.C. or A.A.). Cost: $1 ,000 per square 
  foot. It requires 22 sq. ft. to cover the average man and 1 7  sq. ft. 
  for the average woman. Each arm requires 3 sq. ft., each leg 4 
  sq. ft., the torso 6 sq. ft., and the head 2 sq. ft. 
  Small Secret Compartments can be built into bionic body 
  parts to hold small tools or weapons. Cost: $8,000 per compart­
  ment. Number of compartments possible: 
  Arm - one in lower and one in upper arm; very small. 
  Leg - three small or two largish. 
  Chest - two small, flat compartments. 
  Special Note: Additional cybernetic implants and disguises 
  are found in the Ninjas and Superspies™ RPG and can be in­
  cluded as additional items to purchase. 
  Quentin Milton (Order #31246997)
  
  1 1 4  
  Quentin Milton (Order #31246997)
  
  The hero or supervillain created by scientific experimentation 
  is a bit different from most of the other power categories in that 
  his or her extraordinary powers are man-made. 
  Presumably, prior to the experiment, the character was an or­
  dinary human being or perhaps even a physically impaired or un­
  derdeveloped human specimen. It is the experiment that has 
  transformed and/or instilled the character with superhuman abili­
  ties. This complicates matters in several ways. It means a dozen 
  or more people (perhaps an entire organization or govemment) 
  knows about the experimental project, and, while as few as only 
  one or two mad scientists might actually know the character's 
  true identity (the experiment conducted without the knowledge or 
  permission of the scientist's superiors), it is more likely that doz­
  ens of people know. Even worse, it is likely that the organization 
  that is responsible will have some legal rights over the "volunteer 
  test subject." In most cases, the test subject will be obligated 
  (forced or blackmailed) to work for the organization or individual 
  responsible for empowering him. A military sponsor may auto­
  matically enlist the character into the service of his nation (effec­
  tively a mandatory conscription), although a military or other 
  governmental organization is likely to elicit genuine volunteers 
  under the condition that the individual agrees to several preset 
  conditions, including working for them. 
  Of course, there are governments and militaries headed by 
  evil or insane leaders, renegades who engage in unauthorized (il­
  legal and dangerous) experimentation, corrupt or deranged 
  members of private industry, criminal organizations, and mad sci­
  entists who may also be capable of such incredible experiments. 
  These groups are less likely to acquire genuine volunteers and 
  may kidnap drunks, junkies, children and innocent people off the 
  streets, or enlist criminals (or enemies assuming they won't sur­
  vive the dangerous experiment and/or can be terminated after­
  ward), or entice "volunteers" through promises of money, 
  promotion, power and revenge (blackmail works too). 
  Whatever the case may be, the subject of experimentation is 
  transformed and given incredible super abilities. This may sound 
  wonderful, and as long the "test subjecf' gets along with the or­
  ganization and enjoys his "work," there's not a problem. How­
  ever, should the newly empowered superbeing clash with his 
  creator(s) and/or employer(s), there can be serious problems. 
  This can lead to the superbeing's unauthorized departure from 
  his creators to operate as an independent. Such actions are typi­
  cally regarded as a betrayal or even an act of treason, giving the 
  "renegade's' sponsoring organization reason to hunt him down! 
  Wanted fugitives are usually on the run from authorities and/or 
  agents of their creators. This can include hired mercenaries, 
  bounty hunters, criminals, supervillains, and even old colleagues 
  or rivals (superhumans and otherwise). A superbeing publically 
  branded (often such manhunts and vendettas are secret) as a 
  dangerous criminal will find lawmen and other superheroes on 
  his tail, as well as agents of his creator. Those assigned or en­
  listed to "ger the rogue superbeing may be instructed to appre­
  hend or kill, depending on the circumstances and the code of 
  ethics of the people involved. 
  Of course, if the character is on favorable terms with the spon­
  soring organization, they will offer support, access to superior sci­
  entific facilities and data bases, medical facilities, a secret 
  identity, and some level of general assistance, as well as a regu­
  lar salary (probably fairly substantial, 1 00,000 to 300,000 dollars 
  to start). If an agent of the govemment, law enforcement, or a 
  high profile private company, the superbeing's agenda and activi­
  ties may be open and publicly acknowledged and promoted by 
  the sponsoring organization. On the other hand, the character 
  may literally be a "secret agent" with a secret sponsor, secret 
  identity and agenda, and officially disassociated from (no links to) 
  the people or group who created him and for whom he works. 
  1 1 5  
  The Creation of a Superhuman 
  through Experimentation 
  There are also other considerations. These experiments often 
  produce unintentional side effects that can help and/or hinder the 
  individual. 
  Step One: The Usual 
  Determine the eight attributes, Hit Points, alignments, and op­
  tional rounding out data as usual. Physically or mentally inferior 
  characters are okay, perhaps even preferred. Keep all initial at­
  tributes and bonuses written in pencil as skills and special bo­
  nuses will see them modified. 
  Step Two: 
  Education & Skills 
  This character can come from virtually any walk of life and se­
  lections will depend largely on the sponsoring organization, i.e. 
  some will want only those with a military background or currently 
  in the military, or mentally or physically superior (or inferior if the 
  experiment is meant to improve weakness, frailty or disease), 
  and so on. Consequently, the determination of education level 
  and skills is typically unchanged - select as usual. The charac­
  ter can have any level of education, from high school to doctor­
  ate, without affecting the outcome of the experiment. 
  It may be prudent to first determine the nature of one's super 
  abilities and side effects before selecting skills. In this way the 
  player can select skills that will complement his character or off­
  set negative side effects. 
  Step Three: 
  The Experiment & Powers 
  In many cases, the manifestation of super abilities is a one in 
  a trillion fluke that was not expected and can not be duplicated. 
  Even if the purpose of the experiment was to create a super­
  soldier or instill superpowers, either it has no noticeable effect on 
  half to three quarters of its test subjects or seriously injures or 
  kills most others. Only a tiny percentage have a successful reac­
  tion, and even then the experiment is likely to have unpredictable 
  results - cannot duplicate the exact same effects twice. The 
  powers themselves often defy scientific explanation. 
  The random elements of experiments means the player rolls 
  once on each of the following tables to determine the general 
  type of powers and side effects (Roll percentile dice for all). Like­
  wise, when it is time to determine specific abilities, the player 
  should roll on the appropriate random super ability tables. 
  Table A: The Nature of the Experiment 
  01 -25 Chemical 
  26-50 Radiation or other energy. 
  51-75 Chemical and radiation combined. 
  76-00 Exposure to an unknown quantity (radiation, chemical, en­
  ergy or microbes from a meteor, dimensional anomaly, alien 
  substance or device, explosion, etc., abducted by aliens, etc.); 
  the exact cause may never be determined. 
  Table B: The General Type of Experiment 
  01 -20 A deliberate and successful attempt to create a human 
  with superhuman powers, but results cannot be duplicated. 
  21-50 ACCident; the manifestation of super abilities is completely 
  unexpected, unintentional, and impossible to duplicate. 
  51 -70 Unexpected side effect of an experiment. 
  Quentin Milton (Order #31246997)
  
  71-00 A deliberate experiment to augment or atter the human 
  body; an X-factor has produced staggering results. Cannot be 
  duplicated at this time; requires further analysis. 
  Table C: The Number of Super Abilities 
  01-1 3 One Major Super Ability and three Minor abilities. 
  1 4-25 Four Minor Super Abilities only (no Major powers). 
  26-38 Two Major Super Abilities and one Minor ability. 
  39-40 One Major Super Ability and two Minor abilities. 
  41-52 Five Minor Super Abilities only (no Major powers). 
  53-64 Two Major Super Abilities (no Minor powers). 
  65-76 One Major Super Ability and 1 04+1 Minor Psionic powers. 
  n-88 Two Minor Super Abilities and two Super Psionic powers. 
  89-00 Three Major Super Abilities or Six Minor powers, player's 
  choice! 
  The Supersoldier Option: Rather than roll on Table B or Ta­
  ble C, for super abilities, the player can opt to build a so-called 
  "supersoldier," described toward the end of this section. 
  Specific super abilities are listed and described in the Super 
  Abilities Description section. We strongly suggest using the ran­
  dom tables to determine specific abilities, but if a player prefers, 
  and the G.M. allows it, he may select the abilities. 
  Table D: Side Effects (Permanent) 
  01-08 Hair Growth Stimulated; all body hair tripled. 
  09-1 6 Odd Skin Pigmentation: 
  01 -1 0 Two toned; one light color for underbelly, neck, face 
  and hands, a dark one for the rest of the body. 
  1 1 -25 Light Green 
  26-40 Pale Blue 
  41 -55 Stark White or Bluish White 
  56-70 Light Grey 
  71 -85 Pale White 
  86-00 Dark Brown 
  1 7-24 Odd Skin Texture that detracts from physical beauty; -2 
  on P.B. attribute. 
  25-33 Whole Body Glows faintly in the dark; makes a great tar­
  get at night; -40% to prowl in darkness. 
  34-40 Vulnerable to Radioactivity (even the tiniest levels): Re­
  duce all physical attributes by half while exposed to radioactiv­
  ity. 
  41-47 Must Physically Transform every time a power is used. 
  Add 1 04 feet (0.3 to 1 .2 m) to height, add 3D4x1 0 pounds (13 
  to 54 kg) to weight, skin color changes (roll on the previous 
  odd skin pigmentation table). On the good side, it adds 
  2D4x1 0 S.D.C. and +1 06+4 to P.S. 
  48-54 Requires Energy for Nourishment: Can not eat or drink 
  normal food; must absorb energy such as electrical, light or 
  heat energy (not organic life energies). Must have 200,000 
  amps or six hours of light per day. On the good side, the char­
  acter never gets hungry nor fatigues when exposed to sunlight 
  or heat, and is resistant to energy weapons. Electricity, heat 
  and laser blasts do half damage (punches, plasma, magic en­
  ergy, and others do full damage). 
  55-63 Increased Mass: Physical proportions are unchanged, but 
  mass/weight is increased; add 1 04x1 00 Ibs (45 to 1 80 kg) to 
  weight, decrease speed attribute by 20% and -1 0% to climb, 
  1 1 6  
  acrobatics and gymnastics skills. Add 1 D4x1 0+20 to S.D.C., 
  +6 to damage from punches and kicks (in addition to P.S. bo­
  nus), and +1 06+4 to P.S. 
  64-70 Chemical Resistance: An automatic saving throw at +5 to 
  save against all chemicals, drugs, toxins and pollution (only 
  +2 to save vs magic potions). Even if the character fails to 
  save, all penalties, effects, duration and damage are half nor­
  mal. Unfortunately, this applies to good, lifesaving chemi­
  cals/drugs, as well as deadly ones. 
  71-77 Breathe Without Air: The character does not need to 
  breathe air, but still functions normally, even in airless environ­
  ments. Impervious to gases. On the downside, the character 
  has no sense of smell or taste. None! 
  78-84 Chronic Pain: On the positive side (be that as it is), the 
  character has developed great tolerance to pain. This means 
  he/she can endure torture and severe injury, fighting on up to -
  32 Hit Points below zero, before collapsing (+5% to save vs 
  coma). On the negative side, the character constantly suffers 
  from some level of pain and tends to push himself. Reduce 
  P.E. by one point, -1 on initiative, and -5% on all skills (the 
  pain is distracting and debilitating). 
  85-93 Hair Permanently Falls Out: All hair on the head, face 
  and body falls out and never grows back. 
  94-00 No Facial Features: (including facial hair) Except a slit for 
  a mouth, two tiny holes for nostrils, a slight ridge just above 
  what was once eye sockets, small narrow eyes, and button 
  sized ears, the face is featureless. Despite this physical de­
  formity, the character can breathe, hear, speak, and see as 
  well, or better than ever. Vision: Perfect 20/20 vision, even if 
  the person needed eyeglasses before. Can naturally see in 
  the infrared and ultraviolet range (600 feetl1 83 m). Sense of 
  Hearing and Smell is much sharper; adds +2 on initiative. 
  The character can also discem between different sounds 
  much more clearly, and is +20% to the imitate voices skill. 
  On the negative side, reduce physical beauty by half. Also, 
  roll on the random insanity table resulting from trauma. 
  Table E: The Sponsoring Organization 
  01-24 Private Industry 
  25-50 Medical Research Facility 
  51-75 Military 
  76-00 Secret Organization (roll again for motive) 
  01 -20 Medical 
  21 -50 Criminal 
  51 -80 Crime Fighting 
  81 -00 Military 
  Table F: Status with Sponsoring Organization 
  01-20 Allowed to leave on very good terms; friendly relationship. 
  Both the superbeing and the organization may ask the other 
  for the occasional favor. 
  21-30 The powers are unknown to the organization because they 
  manifested long after the experiment or incident. Thus, the 
  agency (at this point in time) has no idea the character has su­
  per abilities. 
  31-36 Left in the cold. The sponsoring organization has been dis­
  banded and all evidence of its existence is completely gone. 
  Nobody - no government, industry or individual - will ac-
  Quentin Milton (Order #31246997)
  
  knowledge the program ever existed or that they even know 
  the superbeing! 
  The character may have no knowledge of his past or why he was 
  imbued with incredible power. 
  37-41 Ran away and is hated by the sponsoring organization! 
  The superbeing is regarded as a dangerous renegade and 
  loose cannon (whether he is or not) who must be destroyed! 
  They have publicly branded the character as a psychopathic 
  monster. Thus, he is hunted by the law as well as the organi­
  zation, bounty hunters and even the occasional superhero. 
  Media coverage is seldom positive, and will usually focus on 
  the negative (damage, injuries, recklessness, criminal implica­
  tions, past crimes, etc.) 
  42-50 Allowed to leave after a great antagonism/conflict. Not 
  friendly, but may deal with the superbeing occasionally. May 
  have enemies in powerful places, but they won't bother with 
  him unless the superbeing causes them grief. 
  51-60 Ran away; secretly hunted by the organization. The spon­
  soring organization is hostile, but not deadly (not yet); wants 
  the superbeing for further experimentation and research. 
  61-70 Thrown out of the program. All ties are permanently dis­
  solved. The organization is very angry/hostile toward the char­
  acter and is easily antagonized by him. 
  71-80 Ran away; considered to be a criminal and/or extremely 
  dangerous. Hunted by law enforcement agencies and the or­
  ganization that created him. 
  1 1 7  
  81-89 Ran away, but the organization is secret and is afraid their 
  runaway rogue will expose them. Hunted by the organization, 
  which is likely to use other superpowered agents as well as 
  human agents, and will consider outside "freelancers" (su­
  pervillains, mercenaries, etc.). Initially, they'd like to appre­
  hend (and imprison indefinitely) the rogue super being, but 
  may decide to terminate him! On the other hand, depending 
  on how the character conducts himself, they may eventually 
  decide he is no danger to them and just leave him alone. 
  90-00 Currently employed by the organization and makes no less 
  than $1 00,000 a year (probably triple). The character is loyal 
  to his creators and their cause (good or evil - may be their 
  pawn). 
  Other Stuff 
  Level of Education and Skill Selection:Standard; see creat­
  ing a character and educational level. 
  Hand to Hand Combat: Combat skills are not automatic, but 
  must be selected as a leamed skill; see Hand to Hand Combat 
  skill. 
  Attacks Per Melee (Hand to Hand): As with ALL heroes, the 
  experiment characters automatically get two attacks per melee 
  round. Additional attacks must be developed through combat or 
  physical skills, or super (and supersoldier) abilities. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor are avail­
  able to him. If the character is on amicable terms with the organi-
  Quentin Milton (Order #31246997)
  
  zation that created him, or in its employ, he may have access to 
  specialized equipment. The degree of available items is left 
  solely to the discretion of the Game Master. 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good or selfish alignment. 
  Structural 
  Damage Capacity 
  (S.D.C.): 
  All 
  characters 
  spawned by experimentation have a base S.O.C. of 40, plus any 
  additional S.O.C. from physical skills or side effects from the ex­
  periment. 
  Available Financial Resources: 506x1 00 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (see optional rules to round out one's character). There is a 01-
  84% likelihood the character owns a conventional car that is 1 06 
  years old. Presumably the character has a job, apartment and 
  reasonable personal possessions. 
  Other Options: With Game Master approval, players can use 
  experiment-type C.C.C.s from other Palladium games like 
  RiftS®. The Juicer and Crazy D.C.C.s are particularly easy to 
  adapt since they do not have M.D.C. and are experimental type 
  characters. Use only the bonuses and special abilities as listed in 
  RiftS® (not tables A-F), but roll education normally for Heroes 
  Unlimited™. Equipment will of course come from Heroes Un­
  Iimited™, unless the characters are from another dimension or 
  alternate future Earth. 
  STERANKO 
  1 1 8  
  The Supersoldier Option 
  Players may opt to build a supersoldier character rather than 
  roll for random super abilities. The supersoldier is a catch name 
  that means the "experimenf was a deliberate attempt to create a 
  superior, human fighting machine. The focus is usually on tap­
  ping into the vast human potential. To bring the human body and 
  mind to their ultimate capabilities. Although the limited use of cy­
  bernetic implants may be part of the experiment, their inclusion is 
  minimal when compared to the bionic character. Note: If this op­
  tion is selected, the player does not roll on Tables B & C. Like­
  wise, the super being is much more likely to be an active agent 
  for a govemment or organization, so it may not be appropriate to 
  roll on Tables E or F unless he is no longer affiliated with that 
  group. Do roll on Tables A and O. 
  Determining Supersoldier Abilities: As usual, the player 
  can select or randomly roll for his powers as a supersoldier. 
  Roll for one Minor Super Ability and roll three times on the ta­
  ble that follows. If the same Supersoldier ability is rolled twice, ig­
  nore it the second time and either reroll on this table or roll on the 
  Minor Super Abilities Table elsewhere in this book. 
  Supersoldier Ability Table 
  01 -1 0 Attempted to Increase Physical Agility and Dexter­
  ity: Increase P.P. attribute to 22 (do not change if the P.P. is al­
  ready higher) and is ambidextrous. Bonuses: +2 on initiative, 
  automatic dodge, paired weapons, and add +5% to skills requir­
  ing manual dexterity and/or agility such as acrobatics, climb, 
  swim, pick locks or computer operation, etc. 
  1 1 -20 Attempted to make the character invulnerable: Adds 
  80 Ibs (36 kg) to weight (muscle, not fat), skin has a natural ar­
  mor rating of A.R. 1 3, plus gets an extra 206 H.P. and 406x1 0 
  S.O.C. An opponent's roll to strike must be 1 4  or higher to inflict 
  damage. Rolls under 1 4  may hit, but do no damage. 
  21-30 Attempted to Increase Physical Speed: Triples speed 
  attribute and enables the character to leap 1 5  feet (4.6 m) 
  straight up and 20 feet (6.1 m) across; +1 on initiative, +1 to 
  dodge, and +1 to roll with impact, punch or fall. However, the 
  character is hyperactive, has trouble relaxing and trouble sleep­
  ing. 
  31 -40 Mind and Body are more attuned to each other, in­
  creasing reaction time and alertness. Adds one hand to hand at­
  tack per melee, +2 on initiative, +4 to save vs Horror Factor, and 
  +2 to save vs possession. 
  41 -50 Bionic Implants in the head stimulate certain brain 
  neurological, chemical and glandular activity to increase Physical 
  Endurance and Strength. Raise P.E. attribute to 1 9  (if already 1 9  
  o r  higher, add 1 04 points), increase S.D.C. 306, P.S. by 204 
  points and Speed by 204 points. The character is not affected by 
  physical exhaustion/fatigue for the first two hours of strenuous 
  activity. However, the character suffers from chronic headaches 
  and eats four times as much as normal without gaining weight, 
  because the higher metabolism burns up the calories. 
  51-60 Brain Boost: Raises La. attribute to 20, but will not in­
  crease an La. that is already 20 or higher. Standard La. attribute 
  bonus applies, plus the character is +1 to save vs illusions and 
  +2 to save vs Horror Factor and possession. 
  61 -70 Physical Transformation: The character is physically 
  altered, with fat becoming lean muscles, bones strengthening 
  and/or healing, hair filling out, physical impairments such as poor 
  vision and poor hearing corrected, and disease, even a terminal 
  one, eliminated (at least for the time being; may retum in 406 
  years). Bonuses: Add 1 04 to P.E., 204 to P.B., 1 06 to speed, 
  Quentin Milton (Order #31246997)
  
  and 1 06 to P.S. plus P.S. is equal to the Minor Super Ability of 
  Extraordinary Strength; +206 to Hit Points and +406 to S.D.C. 
  71 -80 Bionic Weapon System is built into one of the charac­
  ter's hands and arms. This is not an artificial limb, but a bionic im­
  plant. The weapon responds to bio-electrical impulses from the 
  brain and is under the complete control of the character. Unfortu­
  nately, the power system is limited to a maximum of 40 blasts per 
  hour, but automatically recharges. P.S. of the bionic hand and 
  arm is 20, and it has 50 S.D.C. 
  Select two from the following: 
  Electrical Discharge: Does 1 06, 206 or 506 damage (charac­
  ter can adjust the degree of damage; counts as one blast regard­
  less of damage amount). Can be fired as an arcing blast or the 
  hand can be electrified to inflict damage by touch (add normal 
  punch and P.S. damage to the electrical damage if used as an 
  electrified punch attack). Range: 1 00 feet (30.5 m). Payload: 50 
  per hour; self-regenerating. 
  Laser or Energy Blast: A concentrated bolt of energy intended 
  for close to medium-range combat. Inflicts 206 or 406 damage 
  per blast. Range: 400 feet (122 m). Can fire 50 per hour. 
  Retractable Claws: One in each finger; adds 404 damage to 
  clawing/slashing or jabbing punch attacks. 
  Retractable Forearm Blades: A pair of blades equal in length 
  to a short sword can extend and retract from a housing in the 
  forearm; does 206 damage per strike and +1 to parry. 
  Rocket Hand: The bionic hand can fly off to strike an opponent 
  or to grab something and then return to its mechanical housing. 
  Range: 200 feet (61 m). Damage from its punch is 204, takes 
  one melee action to return and reconnect. Has 1 8  S.D.C. 
  81 -90 Bionic Sensor System: Built into one of the charac­
  ter's hands, arm or head. This is not an artificial limb, but a series 
  of bionic implants. The sensors alert the character to certain dan­
  gers or conditions. Select six. 
  Clock Calendar: Accurately keeps the time of day and date. 
  Electronic Bug Detector: Range: 20 feet (6.1 m). 
  Explosives Detector: Range: 8 feet (2.4 m). 
  Motion Detector: Picks up motion all around the character 
  within a 1 0  foot (3 m) radius, alerting him to imminent attacks 
  from behind or above; +1 to parry and dodge. 
  Radiation Detector: Measures radiation and warns of danger­
  ous levels. 
  Radiation Detector: Picks up, pinpoints and measures the de­
  gree of radioactivity. 
  Heat Sensor: Picks up and measures heat, Range: 30 feet (9 
  m). 
  Radio Scrambler: Will distort or "scramble" outgoing radio sig­
  nals, preventing interception and interpretation by the enemy. 
  The character must be using a radio. 
  Infrared Warning System: Alerts the character whenever infra­
  red light is focused on him. 
  91 -00 Uncanny Targeting and Throwing: The character can 
  throw any weapon or item designed for throwing (a ball, spear, 
  knife, grenade, etc.) with astonishing accuracy (+1 to strike when 
  throwing or making an aimed or Called Shot) and at twice the 
  normal distance. Additionally, the character can fire a weapon or 
  throw from a moving vehicle or while riding a horse, while hang­
  ing upside down or while leaping or falling without penalty! 
  He can also throw two items simultaneously at the same tar­
  get or at two different targets (in this latter case, no bonus to 
  strike applies to either) and only uses up one melee attack/ac­
  tion. 
  1 1 9  
  --foHN6oN 
  The character's ability to see and track (some say sense or 
  feel) moving objects/targets enables him to attempt to parry or 
  dodge projectiles (bullets, arrows, etc.) and energy blasts, but 
  with no other bonus than +2 to parry or dodge. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  By Wayne Breaux Jr. & Kevin Siembieda 
  The character who falls into this category possesses no un­
  usual super ability, magic power or bionics. He or she is a normal 
  person with an exceptional knack for building and using ma­
  chines and gimmicks. This is the guy who has an incredible sou­
  ped-up car and a jet pack in the trunk. As a crime-fighter, the 
  character is likely to be physically capable in combat, and pos­
  sess a number of physical skills, but the real emphasis is the 
  man and his machines. 
  The Hardware character is an expert with his machines and 
  gimmicks devices - many of which are experimental creations 
  of his own design (or at least souped-up modifications). Many 
  take hours and hours to design and then build. Some are poten­
  tially dangerous. Most require special training, and can be quite 
  expensive. Consequently, the Hardware guy is not likely to outfit 
  his super-buddies with his gizmos for personal and safety rea­
  sons. 
  Hardware Skill Notes 
  Anyone with the right skills, namely Mechanical Engineer, 
  Electrical Engineer, and Weapons Engineer, can attempt to cre­
  ate the same high-tech items that Hardware characters can, like 
  trick guns, souped-up cars, and electronic gizmos. However, 
  Hardware characters are natural geniuses when it comes to ma­
  chines, so they have a higher chance of success in building and 
  modifying machines. The following Hardware categories present 
  a number of special abilities, along with skill penalties for per­
  forming certain high-tech work. These penalties apply to anyone 
  trying to perform the listed feat. 
  Thus, a character trying to hot wire a car with Streetwise or Pi­
  lot Automobile will use the penalties listed under the Hot Wire 
  skill in the Hardware Electrical Genius section, and a Robotics 
  Engineer attempting to restore S.D.C. to his damaged robot with 
  Robot Mechanics would check for penalties under Robot Con­
  struction and Repair in the Hardware Analytical Genius section. 
  In addition, anyone using a Secondary skill or alternate skill to 
  perform a task (such as Electrical Engineer instead of Robot 
  Electronics to repair a Type Three exoskeleton) suffers an addi­
  tional penalty of -1 0% on top of any listed penalties. 
  Special, Over 100%, 
  Hardware Skill Percentage Rules 
  Hardware characters are absolute naturals at their chosen 
  area of expertise, thus they start with amazing skill percentages, 
  even at first level. This is to reflect their capabilities and to set 
  them apart from other characters with similar backgrounds. As 
  the following section will show, doing the kind of unique and ad­
  vanced feats that are commonplace to these characters is not 
  easy. There are numerous penalties to skill rolls, and some of 
  them can be substantial (like the -60% for hacking an ultra-so­
  phisticated computer). These penalties apply to all characters at­
  tempting the described actions, not just Hardware characters. 
  1 21 
  In order to keep the Hardware expert continually ahead of 
  other characters in similar fields, their incredible percentages 
  continue to increase with experience and go beyond the 98% skill 
  rating cap! 
  Players with these characters should keep track of their char­
  acter's total skill percentage, even beyond 1 00%, because this 
  "extra" will help to offset skill penalties. This is done by taking the 
  over the top skill ability - say a skill with a 1 35% proficiency -
  and subtracting any penalties from that incredible aptitude. Okay, 
  so if a penalty of -20 was applied to the skill with 1 35%, the Hard­
  ware character is unaffected by the penalty because he still has a 
  1 1 5% skill proficiency. However, to gauge success, the character 
  still has to roll under 98%, because there is always a chance that 
  even a genius will make a mistake (maybe he's too overconfi­
  dent, waits too long, doesn't pay it enough attention because it is 
  so easy, and so on). If the skill penalty was -60%, then the Hard­
  ware guy with the 1 35% skill would perform it at 75% proficiency 
  instead of his maximum 98%. By contrast, even the best engi­
  neer would perform that same skill at 38% (98 - 60 = 38), so the 
  Hardware character has a tremendous advantage. 
  Hardware Costs 
  The costs given in the respective Hardware Sub-Categories 
  for building and buying the gimmick items are rather self-explana­
  tory. If a character can build the item, he uses the reduced "Cost 
  to Build" price. If he can not, or does not have the time to build 
  the item himself, the "Cost to buy ready made" price is used. This 
  applies to all characters attempting construction. Note that all ve­
  hicle construction prices are considered "Cost to Build" prices, so 
  the "Cost to buy ready made" for the same item would be about 
  ten times the "Cost to Build" prices (except for Hardware: Me­
  chanical Genius characters). 
  Time Restrictions 
  The amount of time needed to work on a high-tech gizmo var­
  ies with the complexity of the task. The player and Game Master 
  will have to work out, together, how much time is needed to do 
  the work properly. Also, the man-hours of work may have to be 
  spread out over a period of days, weeks or even months. Preci­
  sion (and experimental) work requires a clear head and one's full 
  attention. Remember, even heroes need to sleep and rest, and if 
  the character is maintaining a secret identity, holding a part-time 
  job, and spending time superheroing, there's not much time (or 
  energy) lett to spend creating new ''toys.'' On the other hand, the 
  Hardware character loves toys and enjoys tinkering almost as 
  much as adventuring. 
  A reasonable formula for determining time is at least one hour 
  for every one penalty point. Two or three hours per each penalty 
  point if it's the character's own design, or something experimen­
  tal, and add 1 0  hours per point for miniaturization. This is the 
  time needed to "build" one prototype device. Additional time will 
  be required for research, study of problems, analysis of new sys-
  Quentin Milton (Order #31246997)
  
  tems and theories, travel, gettinglfinding and/or building specific 
  parts to the proper specifications, and finally some method in 
  making money to purchase all the parts and materials needed. 
  Players and G.M.s should consider all these issues. 
  Creating a Hardware Character 
  Step One: The Usual 
  Determine the eight physical attributes, Hit Points, S.D.C., 
  alignments and optional rounding out data as usual. The only ex­
  ception is, if the 1.0. attribute is 8 or less increase it to "9." If the 
  1.0. is higher than "9," that's great, just leave it alone. Nine is the 
  minimum 1.0. for Hardware characters. 
  Step Two: 
  Education & Skill Modifications 
  Roll to determine the character's Educational Level as usual. 
  Then subtract one entire Skill Program from those normally avail­
  able. Why? Because each of the four Hardware categories get a 
  handful of skills to take its place. 
  The character can have any level of education, from high 
  school to doctorate, without significantly affecting him in his Hard­
  ware role. Of course, it is wise to select skills that will help sup­
  port his tinkering or to round him out for his role as a superbeing. 
  Note: The Analytical Genius, is the only exception, he does 
  not determine education as usual, but gets a special range of 
  skills. 
  Step Three: Special Skills; 
  Hardware Area of Expertise 
  There are now four hardware categories of expertise and abili­
  ties. Players can either select one of the categories or randomly 
  roll. 
  01 -25 Electrical Genius 
  26-50 Mechanical Genius 
  51-75 Weapons Genius 
  76-00 Analytical Genius 
  Once a category has been determined, go to that section and 
  build your character. It is in each of the four sections that one's 
  abilities, budgets and equipment will be explained. 
  Hardware: 
  Electrical Gen i us 
  This character is a genius in electronics - a whiz kid when it 
  comes to wiring, rewiring, circuitry, microchips, working on and 
  with computers, communication devices, listening devices 
  (bugs), and electronic gizmos of all kinds. Thus, he can use, con­
  struct, design, repair and modify electronic devices with great 
  skill and precision. Working alone, the Electrical Genius can build 
  equipment that normally takes a full design team months to come 
  up with. Unlike the Analytical Genius, this character can produce 
  finished, expert looking work. 
  1 22 
  Electrical and Related Skills and Bonuses: 
  The following are in addition to Scholastic and Secondary 
  skills. 
  Electrical Engineer (+30%) 
  Read Sensory Instruments (+20%) 
  Surveillance Systems (+20%) 
  Optic Systems (+20%) 
  Computer Operation (+30%) 
  Computer Programming (+20%) 
  Radio: Basic (+20%) 
  Basic Mechanics (+1 0%) 
  Mathematics: Advanced (+20%) 
  Special Electrical Skills 
  Hot Wiring 
  90% +1% per level of experience. 
  Generally the term "hot wire" refers to car thieves who by­
  pass an automobile's ignition by tearing out the ignition wires and 
  connecting them to their own ignition or crossing wires to get an 
  electrical charge to start the ignition without a key. The Hardware 
  Electrical character can do this and more! In addition to hot wiring 
  cars, the character can electrically bypass, redirect, rechannel, or 
  tap into alarms, telephone lines, satellite feeds, cables (electrical, 
  TV, and telephone), electrical circuits, surveillance/camera sys­
  tems, and computer networks. Basically, the character can rewire 
  or modify the wiring of any electronic device. 
  Hot Wiring/Electrical Bypass Penalties: 
  The following penalties apply whenever the character tries to 
  hot wirelbypass, redirect or tap into something. They generally 
  reflect the complexity and difficulty of the job. In some cases, 
  more than one penalty may apply. For Example: A new model 
  car may have an electrical alarm with keypad lock/entry, and 
  must be hot wired for a cumulative penalty of -20%. All penalties 
  are cumulative. 
  Hot Wiring Automobiles 
  -0% Cars built before 1 985; a snap; time required, 1 -2 melees. 
  -5% Cars built after 1 985, a little more sophisticated; time re-
  quired, 1 D4 melees (that's still only 30-60 seconds). 
  -5% Auto-alarm, should be disconnected first; time required, 1 D4 
  melee rounds. 
  -5% Foreign cars can be tricky; time required - 1 D4+ 1 melee 
  rounds. 
  -1 0% Auto Electric Lock or entry keypad, this can be a toughy; 
  time required, 1 D4+2 melee rounds. 
  -12% Hidden cut-off switch (automobile); time required, 1 04+4 
  melee rounds. 
  -20% High-Tech Spy or Military anti-theft/protection system (state 
  of the art); time required, 1 D6+ 1 minutes. 
  Security & Alarm Systems 
  -5% A common, standard alarm system, a breeze; time required, 
  2D4 melee rounds. 
  -10% A sophisticated alarm system; time required, 3D4+4 melee 
  rounds. 
  -15% A superior alarm system; time required, 1 D4+4 minutes. 
  -15% An unfamiliar type of security system, add 2D4 minutes. 
  -1 0% Tamper-proof, well supposedly; add 2D4 minutes. 
  -30% A super, high-tech, state of the art complex alarm system 
  (this is the bank, museum and spy type of security alarm); 
  time required, 4D6 minutes. 
  Quentin Milton (Order #31246997)
  
  -5% if tied to a camera system, and adds 1 04 minutes. 
  -1 0% if tied to motion or heat detection system, adds 1 04 min-
  utes. 
  -10% if tied to a laser system, and adds 1 06 minutes. 
  -1 0% if mechanical construction or deconstruction is necessary. 
  Note: A failed roll means the alarm has been accidentally trig­
  gered. 
  Electrical Locks 
  -10% A basic lock system; time required - 1 04 minutes. 
  -15% A more sophisticated lock system; time required - 204 
  minutes. 
  -25% A sophisticated lock system; time required - 304 minutes. 
  -35% A super sophisticated, complex lock system; time required 
  - 604 minutes. 
  -15% A timer lock system (set to open only at a specific prepro-
  grammed time; often combined with the sophisticated sys­
  tems); add 204 minutes. 
  Special. An alarm system is linked with the lock system. See se­
  curity alarms foradditional penalties and additional time re­
  quired. 
  Miscellaneous 
  -10% to work on miniaturized systems. 
  -15% to correctly disarm a bomb (no penalty if demolitions is one 
  of the character's skills), 
  -20% to rewire or hot wire an energy weapon. 
  -5% to tap into cable television. 
  -10% to tap into a computer system/network. 
  -1 5% to tap into telephone wires. 
  -15% to tap into a satellite feed (another -1 5% if a military or spy 
  system). 
  -10% Bypass keypad entry system, commercial type; time re­
  quired: 204 melees. 
  -20% Bypass keypad entry system, superior industrial or military 
  type; time required: 1 04 minutes. 
  -10% Tamper-proof keypad system (often combined with the su­
  perior industrial types); add 1 04 minutes. 
  -15% Hot wire or shut down electrical doors, escalators, or eleva­
  tors (access panel must be available): 204 melees. 
  -55% RepairlWork on super-sophisticated circuitry like robots, 
  cybernetics, or nano or alien technology. 
  Computer Hacking 
  82% +1% per level of experience 
  This is a slang term for a computer operator who gains access 
  to other computers, usually by telephone modem, and breaks 
  their security code to plunder their data or to infect it with a virus. 
  This skill includes an in-depth knowledge of computer programs, 
  useful in pirating computer information. Only the Special Training 
  Super Sleuth is better than the Hardware Electrical character. 
  Hacking Penalties 
  The following penalties apply whenever the character tries to 
  gain access to computers and computer programs that are not 
  his own. The penalties generally reflect the complexity and diffi­
  culty of the job. 
  -5% to surf the Internet or World Wide Web for free. 
  -10% to break a simple security program; time required: 204 
  minutes. 
  1 23 
  -20% to break a moderately sophisticated security program; time 
  required: 606 minutes. 
  -40% to break a sophisticated security program; requires 406 
  hours. 
  -50% to break a super-sophisticated security program or repro­
  gramming an Artificial Intelligence; requires 806 hours. 
  -60% to break a superior military, state of the art (or alien) secu­
  rity program, or reprogram an advanced Artificial Intelligence; 
  time required: 404 days (a "day" is a minimum of 1 0  hours). 
  -10% to decipher an unknown data code; time required: 406 
  hours. 
  -25% to decipher an encrypted code; time required: 304 days. 
  -15% to "lurk" undiscovered on an active system. 
  -5% to 1 0% to replace a security code with his own (must first 
  break the original code). These are predesignated codes that 
  the character has designed some time ago and can just be 
  "keyed in." A good security program takes weeks or even 
  months to design. 
  Time required to load depends on the complexity of the pro­
  gram: 
  Simple - 406 minutes 
  Moderately sophisticated - 204x1 0 minutes. 
  Very sophisticated - 1 04 hours. 
  Special: Changinglreprogramming a computerized system: 
  Simple: -5% and takes 206 minutes. 
  Moderately sophisticated: -1 0% and takes 1 04x1 0 minutes. 
  Very sophisticated: -15% and takes 1 04 hours. 
  Special: Building security codes: 
  Simple: -1 0%, and takes 304 days. 
  Moderately sophisticated: -30% and takes 1 04 months. 
  Very sophisticated: -50% and takes 304 months. 
  Quentin Milton (Order #31246997)
  
  Special: Building viruses: 
  Simple: -20%, and takes 304 days. This is the annoying, but not 
  particularly damaging type. 
  Moderately sophisticated: -35% and takes 204 months. This is a 
  more serious and troublesome type of virus. 
  Very sophisticated: -60% and takes 406 months. This is a dan­
  gerous and destructive type of virus that can destroy memory 
  files, cause serious malfunctions, etc., and requires an expert to 
  find and remove it. 
  Note: These penalties can be applied to anybody with the 
  Computer Hacking and Programming skills. 
  Electronics Construction 
  88% +1% per level of experience 
  The Electrical Genius can not only figure out, operate, tap into 
  and bypass electronic devices, but he can also repair, build and 
  modify them. With the proper materials, the character can con­
  struct, rebuild, combine and program calculators, computers, 
  stun guns, telephones, radios, cameras, and everything from 
  toasters to electrical engines. Virtually all household items, to 
  most of the electronic equipment in the Equipment section, can 
  be built, rebuilt, combined or modified by the Electrical Genius. 
  Cost is typically 40% less than the listed prices because the char­
  acter is doing all building and customization himself. 
  The following tables give some penalties for building elec­
  tronic systems or devices. For example, building a quality laptop 
  computer by hand is computer construction (-05%) requiring mi­
  cronization (-1 5%), minor hardware enhancements (-1 0%), and 
  complex programming (-1 5%), for a total penalty of -45%. Like­
  wise, building that laptop into a robot would add a further -1 5% 
  (-60% total), but integrating it into the robot as part of the control 
  system would require robot electronics and adds -40% instead 
  for a whopping -85% penalty. The Electronic Gimmicks section 
  provides other specific examples. 
  Penalties 
  -15% for micronization. 
  -20% for microprocessors. 
  -40% for nano-technology. 
  -15% for special optic systems (thermo, nightvision, etc). 
  -15% for special sensor and sensory capabilities. 
  -20% for laser technology (computer and communications only. 
  No weapons) 
  -35% if integrated into bio-systems; like cybemetics. 
  -5% for computer construction. 
  -10% for minor computer hardware/electronic enhancements. 
  -15% for major computer hardware/electronic enhancements. 
  -15% for complex memory systems and programming. 
  -10% for complex electronics, like expensive stereos, bugs, and 
  optics. 
  -40% to robot electronics (half if the robot electronics skill is 
  known). 
  -60% to work on artificial intelligences (half if the robot electronics 
  skill is known). 
  -15% if implanting into or modifying a device for a robot. 
  -50% if dealing with alien components, devices and technology. 
  -10% to create a simple jury-rig of electronical stuff; lasts for 304 
  uses before it falls apart or shorts out. 
  -20% to create a complex jury-rigging of electronical stuff, or jury­
  rig with substandard components; lasts for 204 uses before it 
  falls apart or shorts out. 
  -25% to jury-rig a means to recharge an Energy Clip. 
  1 24 
  Evaluate & Diagnose 
  Electrical Systems 
  The character can accurately assess the quality of parts, elec­
  trical wiring/work, and electronic devices. He can also figure out 
  the purpose of the machine, how it works, and how to use it, as 
  well as diagnose potential weaknesses and actual problems or 
  flaws. This includes determining the level of complexity, specific 
  aspects of difficulty, and the approximate cost, parts, and time re­
  quired to make repairs, corrections, or to build a copy (estimate 
  will be within 206% up or down). Base Skill: 50% +5% per level 
  of experience (-50% when dealing with alien technology, -30% 
  when dealing with robotics, cybernetics or nano-technology). A 
  failed roll means he has greatly underestimated the amount of 
  time, work and cost by 1 04x1 0+25%. 
  Determining Equipment 
  The type and amount of equipment is limited by the charac­
  ter's budget. Roll on the following budget table to determine the 
  amount of money available to the character and then flip to the 
  equipment section to make purchases. At least 33% of the 
  money must be spent on electrical equipment, such as listening 
  devices, computers and so on. The rest can be spent on other 
  items. As much as 30% of the money can be saved for later pur­
  chases. 
  Hardware: Electrical Budget 
  01-1 5 $1 5,000 
  1 6-29 $20,000 
  30-45 $30,000 
  46-60 $40,000 
  61-75 $50,000 
  76-89 $60,000 
  90-00 $70,000 
  Note: 
  Presumably, 
  the 
  character 
  has 
  already 
  spent 
  304x1 0,000 dollars on outfitting his or her workshop, equipping it 
  with all the tools and necessary equipment of the trade. This in­
  cludes a high end personal computer, and one or two additional 
  personal computers for specialty operations and extensive multi­
  tasking. All computers have high grade color monitors and a ba­
  sic printer. Other accessories can also be purchased. The 
  workshop can be in the basement, garage or a hidden location. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: Additional electronic, mechanical and other 
  skills can be learned through Scholastic education or picked up 
  as Secondary skills. As an electrical and building genius, the 
  character gets an additional + 1 0% bonus to any electronic or me­
  chanical skills selected as Scholastic or Secondary skills. 
  Hand to Hand Combat: Physical combat skills are not auto­
  matic, but must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Hardware: Electrical characters automatically get 
  two attacks per melee. Additional attacks must be developed 
  through hand to hand combat and boxing skills. 
  The Hardware character may trade three of his hand to hand 
  attacks and reduce all of his skill bonuses, in all categories, by 
  half to select a second hardware area of expertise! In this case. 
  Mechanical, Analytical and Weapons. Once the three attacks per 
  melee are traded away and the skill bonuses are reduced by haH, 
  they can NEVER be gotten back. Advancement in levels may 
  provide extra attacks, but the character will always have three at­
  tacks less than a character of equal experience. 
  Quentin Milton (Order #31246997)
  
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  Structural Damage Capacity (S.D.C.): All Hardware: Electri­
  cal characters have a base of 35 S.D.C., plus any S.D.C. gained 
  through physical training. Multiple hardware classifications do not 
  provide additional S.D.C. 
  Other Options:The Game Master may allow players to use 
  the Gizmoteer O.C.C. from Ninjas and Superspies, or some of 
  his skills, in addition to or in place of the Hardware power cate­
  gory abilities and skills. 
  Some Electronic Gimmicks 
  All items in this section have a skill penalty listed. This is the 
  total penalty for any character trying to build the item for the listed 
  "cost to make" price. 
  Nightvision Sunglasses: The Electrical Genius can build ad­
  vanced optic systems practically from scratch if he has the Optic 
  Systems skill, and with his own little miracles of micronization, 
  they can be tumed into innocuous (not to mention, extremely 
  cool) versions of their full-sized selves. Glasses/sunglasses can 
  be built with the capabilities of any of the advanced optics given 
  in the equipment section, including infrared, ultraviolet, thermo­
  imager, nightvision, and multi-optics (all). Controls are built into 
  the frame as micro-switches or mini-slide bars. Ranges are 25% 
  less than the full-sized versions. Instead of glasses, these same 
  rules can be used to build the systems into the visor of a helmet. 
  Cost to build: Infrared: $570.00; Ultraviolet: $600.00; Thermo­
  Imager: $1 ,200.00; Telescopic: $400.00; Nightvision: $900.00; 
  Multi-Optics (all): $5,000.00. Skill Penalty: Infrared: -25%; Ultra­
  violet: -35%; Thermo-Imager: -40%; Telescopic: -1 5%; Passive 
  Nightvision: -20%; Multi-Optics: -50%. Cost to buy ready-made: 
  Not available on the market, but if they were, they cost as fol­
  lows: Infrared: $5,200.00; Ultraviolet: $7,000.00; Thermo-Imager: 
  $1 5,000.00; Telescopic: $2,600.00; Nightvision: $4,500.00; Multi­
  Optics (all): $50,000.00. 
  High-Tech Weapon Sights: Two versions will be given here, 
  both using a micro-computer to analyze and track data. The two 
  can be combined (-1 0%), linked to the above glasses (-5%), 
  and/or other features added, but Game Masters will have to mod­
  ify the construction penalties appropriately. 
  The first model uses thermo-imaging to identify a target, which 
  the shooter then designates as active. From then on, until the tar­
  get changes temperature or is changed by the shooter, the sight 
  will track it and feed adjustments optically to the shooter in the 
  form of a floating crosshair (temperature change includes enter­
  ing water, death, etc.). 
  The second version uses motion tracking and will lock onto 
  any object in its scan field that has independent motion (Le. it 
  moves when the sight does not). If the target stands still, the sys­
  tem loses its lock only if another moving object crosses its field. 
  Both of these sights add +2 to strike with aimed shots and/or + 1 
  to hit moving targets or with bursts. Neither one can be used with 
  laser sights (although both can be put on the same weapon, just 
  not used simultaneously). Also note that this is a version of the 
  H&M Micro-Comps given in Aliens Unlimited™ and is limited in 
  that setting in the same manner as that system. Cost to Build: 
  $4,800.00, Skill Penalty: -50%, Cost to buy ready made: 
  $50,000.00 
  Motion Sensors: Micronized versions of the full system, this 
  gimmick is a lot like the collision waming system of robots, but 
  much more subtle. It scans the area around the character and 
  wams with a quiet beep when something moves under its own 
  power within its range. The character is almost impossible to sur­
  prise (-50% to prowl rolls). Ranged attacks are still effective and 
  1 25 
  can retain the element of surprise. System range is 8-40 feet (2.4 
  to 1 2.2 m). Cost to Build: $1 2,000.00, Skill Penalty: -45%, 
  Cost to buy ready made: $65,000.00 
  Micro Listening Devices: With a knowledge of Surveillance 
  Systems, the Electrical Genius can make listening devices or 
  "bugs" that are much smaller or more powerful than normal de­
  vices of their type. The more powerful versions are the same size 
  as standard bugs, but have almost twice the range. The micro 
  "bugs" are very small, and can even be made to look like actual 
  insects for ease of concealment. A listening bug with the same 
  size and appearance as an ant can be dropped into the edge of a 
  flowerpot where it will be nearly invisible. Even if it is scanned, 
  the pot is likely to be dug through before the dead ant is sus­
  pected. Likewise, flat devices can be slipped under tablecloths 
  without leaving bulges or more easily hidden in the linings of 
  clothing. Cost to Build: $30.00, Skill Penalty: -25%, Cost to 
  buy ready made: $1 25-$200.00 
  Hand-Held, Voice-Activated Mini-Computer: This miniature 
  computer is the equivalent of a high end, though not top of the 
  line, laptop computer, but it is only the size of a paperback book. 
  The top panel flips up to provide a 4"x5" screen (full color), and it 
  has a modem, accessory cable with multiple adapters, and slim­
  line CD-ROM in the base. No keypad, although it can accept 
  most types and sizes of plug-in keyboards for manual use. Cost 
  to Build: $2,500.00, Skill Penalty: -55%, Cost to buy ready 
  made: Doesn't yet exist on the market, but if it did, the cost 
  would be $30,000.00+. 
  Hardware: 
  Mechan ical Geni us 
  The Mechanical Genius is a whiz at building, modifying, re­
  pairing, maintaining and designing all kinds of mechanical de­
  vices, from pumps, engines, mechanical arms, and spring-loaded 
  devices, to vehicles (excluding firearms; that's a special area of 
  expertise, although this character can clean, repair and use 
  them, he's more interested in machines other than weapons). 
  Mechanical Related Skills and Bonuses: 
  Select three Mechanical Skills (plus Mechanical engineering) -
  +30% 
  The following are in addition to Scholastic and Secondary skills. 
  Mechanical Engineer (+30%) 
  Automotive Mechanics (+25%) 
  Locksmith (+20%) 
  Aircraft Mechanics (+20%) or Robot Mechanics (+1 5%) 
  Read Sensory Instruments (+25%) 
  Basic Electronics (+1 0%) 
  Mathematics: Advanced (+26%) 
  Pilot: Race Cars (+20%) 
  Pilot: one of choice (+20%) 
  Special Mechanical Skills 
  Hot Wiring Automobiles 
  84% +1% per level of experience. 
  Fundamentally the same skill as the Electrical Genius. 
  Quentin Milton (Order #31246997)
  
  Building Super Vehicles 
  84% +2% per level 01 experience 
  This special skill means the character can build, repair, cus­
  tom modify, and design all types of vehicles. This is the wild­
  eyed, superinventor and designer of souped-up vehicles. For 
  specifics in designing a vehicle, see the rules for Building the Su­
  per Vehicle at the end of the Hardware section. 
  The following penalties apply whenever the character tries to 
  build or modify a vehicle. The penalty generally reflects the com­
  plexity and difficulty of the job. In some cases, more than one 
  penalty may apply. For Example: Working to add V.T.OL capa­
  bilities to his souped-up automobile gets a -1 5% penalty, and an­
  other -20% because it is of his own design (and an aircraMlight 
  ability). Total penalty is -35%. Depending on the design, it might 
  also be considered a high-tech or "gimmick" item for another 
  -1 0%. All penalties are cumulative. 
  Vehicle Construction Penalties 
  -1 0% Adding armor and/or turrets; a failed roll means the weight 
  and design is awkward. Reduce maximum speed by 20%, 
  -1 0% on all piloting rolls, or tear it down and try again. 
  -10% Electrical wiring. A failed roll means not connected. 
  -1 0% Installing weapons. A failed roll means it does not function. 
  -5% Increasing speed and performance capabilities. A failed roll 
  means no increase. 
  -10% Installing high-tech item or gimmick. 
  -5% Aircraft construction; any type of aircraft work other than 
  maintenance. A complicated device on an aircraft. 
  -15% V.T.O.L. capabilities; tricky work. 
  -25% Hovercraft capability; anything, including propulsion/hover 
  system. 
  -25% Underwater capability; very complicated. 
  -50% Space capabilities; very complex and expensive. 
  -50% If alien in nature. 
  -1 0% Own, original design for a ground vehicle. 
  -20% Own, original design for an aircraft/spacecraft. 
  -20% Rush Job; takes half the usual time, but may be flawed. 
  -10% For every 20 hours of continuous work without at least six 
  hours of sleep. 
  Time Restrictions 
  The amount of time needed to work on a vehicle or other me­
  chanical job varies with the complexity of the task. The player 
  and Game Master will have to work together on deciding how 
  much time will be needed to do the work properly. Also, the hours 
  of work required may be interrupted with breaks for food, rest and 
  sleep. Precision work requires an alert mind and hand not dulled 
  by exhaustion; a 8-1 0  hour work day. Some estimates for work 
  are: 
  1. Diagnosis of problem: 5-30 minutes depending on the 
  complexity of the problem. 
  2. Maintenance such as oil change, lube job, changing or ro­
  tating tires, and similar will take 1 0-20 minutes per job, even for 
  aircraft. 
  3. Minor body work, repairing dents and bullet holes or 
  changing parts (like brakes, tires, and windshields), will take 8-36 
  hours depending on the severity of damage. 
  4. Adding or replacing additional body armor is a long, 
  heavy job. Two hours per ten S.D.C. replaced or added. This 
  time can be used for vehicles, robots, or body armor repair. 
  5. Major system work; Includes overhauling or rebuilding en­
  gines, replacing robot limbs, rebuilding a computer system, build­
  ing a sensor or optic system, etc. 1 2-48 hours. 
  126 
  6. Adding mounts or turrets for weapon systems 6-24, 
  hours each. 
  Quentin Milton (Order #31246997)
  
  Recognize Vehicle Quality 
  The Mechanical Genius is so in tune with engines that his ex­
  pert eye and ear can accurately determine the level of perform­
  ance and quality of an engine or vehicle by listening to the engine 
  and looking at the vehicle without ever popping the hood. He or 
  she can also guess the vehicle's S.D.C., speed, maneuverability, 
  weight, weapons, etc. 
  Recognize quality from sight sound: 50%+5% per each addi­
  tional level of experience; +20% if allowed to look under the hood 
  to examine the engine or take it for a test run. Reduce by half if 
  observation is done from a distance (1 00 feetl30.5 m or farther), 
  and -50% if an alien vehicle. 
  Determining Equipment 
  The player gets to build a supervehic/e (or two) depending on 
  budget. Roll on the following budget table to determine the 
  amount of money available. Then flip to the Building Super Vehi­
  cles section at the end of Hardware. The super vehicle section 
  will provide step by step instructions for building your ideal vehi­
  cle. At least 90% of the money must be spent on the vehicle(s) 
  construction (more than one can be made if you wish). 5% can 
  be spent on other equipment and weapons and/or up to 1 0% can 
  be saved for future work, and or repairs. 
  The construction of vehicles will require a work facility at least 
  the size of a three car garage (3000 sq. feet) for automobiles and 
  at least four times that for aircraft. Assume 3D4x1 0,000 dollars 
  has been invested in outfitting the shop with all the necessary 
  tools, equipment and machines needed. Rent and utilities for 
  3000 square feet will be at least $1 ,600 per month; 1 2,000 
  square feet will be at least $6,500 per month. The workshop can 
  be secret or public. 
  Hardware: Mechanical Budget 
  01 -1 5 $200,000 
  1 6-26 $350,000 
  27-38 $500,000 
  39-50 $750,000 
  51-60 $1 .5 million 
  61-70 $2.5 million 
  71-81 $4 million 
  82-90 $8 million 
  91 -00 $1 2 million 
  The big budget vehicles and mechanical creations (costing 2-
  1 2  million) require a financial backer or sponsor - presumably a 
  private individual could raise as much as 1 .5 million on his own, 
  especially someone with this character's talent. However, any­
  thing high is likely to mean somebody else has a vested interest 
  in the vehicle(s) or device. Roll on the following table to deter­
  mine the status with the sponsoring organization. 
  Status With the Sponsoring Organization 
  01 -20 Raised all the money himself, has no investors, but his 
  purchases and comments may have gamered the interest of the 
  01 -25 Military, 26-50 Private Industry, 51 -75 Criminal Outfit, 76-
  00 a Govemment (not necessarily his own). 
  21 -30 Wealthy but ordinary investors: As long as they double 
  their investment and get the (positive) recognition they deserve, 
  they are happy. If they don't get repaid within the allotted period 
  (probably 2D4 years) and received much glory (the more the bet­
  ter), they will sue the character for the money owed to them, plus 
  damages and attorney fees (easily 1 0  times the original budget). 
  If their reputation is smeared (like being associated with a crimi­
  nal or hero with a bad reputation) they try to disassociate them­
  selves and may even seek revenge (petty to murder). 
  31 -50 Wealthy individual or private industry. All responsibilities 
  have been fulfilled and the relationship remains friendly and posi-
  1 27 
  tive. Unless the character becomes a pariah, he can freelance for 
  them any time (and at top pay too). 
  51 -60 Sponsored by an evil, secret or government (not his) or 
  criminal organization (unknown to any good character) and now 
  they want "their property" and his silence. To challenge them in 
  any way is to evoke murderous vengeance leveled against the 
  Mechanical Genius and his family, and/or business associates. If 
  he gets away, they will do everything in their power to ruin his 
  reputation and, sooner or later, kill him. 
  61 -70 Allowed to leave after a great antagonism/conflict. Not 
  friendly, but may aid or hire the character, if they feH the situation 
  needed it, or it best served them. 
  71 -81 Thrown out of the program! All ties are permanently dis­
  solved. The character is disliked, even hated. 
  82-90 Ran away and took the vehicle or whatever he was 
  working on when he left (motives will be justified if a good char­
  acter). He or she is secretly hunted by the organization. Ex­
  tremely hostile, but not necessarily deadly, they want their 
  property back and some measure of revenge or justice, but are 
  not murderous. 
  91 -00 Ran away and took the vehicle or whatever he was 
  working on when he left (motives will be justified if a good char­
  acter). Has been publicly chastised as a dangerous and unpre­
  dictable criminal - hunted by law enforcement agencies, the 
  organization, and possibly mercenaries and superbiengs. The or­
  ganization wants "their property" back, and him imprisoned or 
  dead. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: No other mechanical skills can be selected, but 
  piloting (Advances and basic) and electrical skills are likely; pick 
  a skill program in one of these two areas (+1 5% skill bonus). 
  Other Scholastic skills through education or picked up as Secon­
  dary skills can be from most any category except military. As a 
  mechanical genius and builder, the character gets an additional 
  +1 0% bonus to any electronic or machine (computers, piloting, 
  etc.) skills selected as Scholastic or Secondary skills. 
  Hand to Hand Combat: PhYSical combat training must be se­
  lected as one of the character's skills, or he'll only have two me­
  lee actions to start. 
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Hardware: Mechanical Genius character auto­
  matically gets two attacks per melee. Additional attacks must be 
  developed through hand to hand combat and boxing skills. 
  The Hardware character may trade three of his hand to hand 
  attacks and reduce all his skill bonuses, in all categories, by haH, 
  to select a second hardware area of expertise! In this case, Me­
  chanical, Technical and Weapons. Once the three attacks per 
  melee are traded away and the skill bonuses reduced by half, 
  they can NEVER be gotten back. Advancement in levels may 
  provide extra attacks, but the character will always have three at­
  tacks less than a character of equal experience. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  Structural Damage Capacity (S.D.C.): All Hardware charac­
  ters have a base of 35 S.D.C. plus any S.D.C. gained through 
  physical training. Multiple Hardware classifications do not provide 
  additional S.D.C. 
  Other Options: The Game Master may allow players to use 
  the Gizmoteer O.C.C. from Ninjas & Superspies, instead of this 
  one, or allow the Mechanical Genius to create and use some of 
  the gizmos presented in that book. 
  Quentin Milton (Order #31246997)
  
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  Hardware: Analytical 
  Geni us 
  The Analytical Genius is similar to the other Hardware areas, 
  including a knack for building and using machines. The Analytical 
  Genius is an amalgamation of the other three. He can tinker with 
  just about anything - electrical, weapons, and mechanical de­
  vices - maintain, repair and modify them, but as a Jack-Of-AII­
  Trades, has a lower skill ability at the "hands on" level. His true 
  genius lies in theory and analysis. This means he studies and 
  dabbles in cutting edge science which currently includes cyber-
  1 28 
  neties, robotics, and nano-technology. Furthermore he just loves 
  toys and tends to use machines in ingenious and sometimes bi­
  zarre ways - a laser can-opener, jet pack for skiing snow cov­
  ered slopes, etc., and is not usually concerned with style or 
  cosmetics (substance over style), which means crude, unfinished 
  looking creations. 
  Technical Related Skills and Bonuses: 
  The following are in addition to Scholastic and Secondary skills. 
  Electrical Engineer (+1 5%) 
  Mechanical Engineer (+1 5%) 
  Weapons Engineer (+1 0%) 
  Robot Mechanics (+1 5%) 
  Robot Electronics (+1 0%) 
  Radio: Basic (+20%) 
  Read Sensory Instruments (+20%) 
  Chemistry (+20%) 
  Chemistry: Analytical (+20%) 
  Computer Operation (+20%) 
  Computer Programming (+1 0%) 
  Computer Repair (+1 0%) 
  Astrophysics (+1 5%) 
  Art (+1 0%) 
  Anthropology (+1 0%) 
  Biology (+1 0%) 
  Paramedic (+1 0%) 
  Intelligence (+1 0%) 
  Research (+20%) 
  Mathematics: Advanced (+30%) 
  Plus one skill program of choice (+1 0%) and six secondary skills 
  of choice. 
  Special Skills 
  Analyze and Operate Devices 
  80% +2% per level of experience 
  This special skill enables the Analytical Genius to analyze de­
  vices, machines and the theories behind them in order to figure 
  out their purpose, how to use them, how they work, and how to 
  repair or build/duplicate one. This skill can be used to operate a 
  pair of Russian nightvision goggles, a Chinese fighter jet, an alien 
  power engine, or anything in between. If the item was built by the 
  hands of man, aliens or gods, the Analytical Genius has a 
  chance of figuring it out. Even magical items can be figured out in 
  regard to purpose and function (how to use it), but it cannot be 
  repaired or duplicated. 
  Note: Just because the character can figure out the controls 
  and use an item, it does not mean that he can immediately disas­
  semble and repair it. To do this, he will have to study and analyze 
  it, and make extensive notes while taking it apart. This could take 
  hours to months if it is extremely alien and unfamiliar. 
  Analysis Penalties 
  The following penalties apply whenever the character tries to 
  analyze and/or use unfamiliar or alien machines and devices. 
  The penalty generally reflects the complexity, difficulty, and 
  strangeness of the job at hand. In some cases, more than one 
  penalty may apply. 
  Note that these penalties only apply for strange devices that 
  utilize advanced, high-tech or foreign technology (including cus­
  tom built items like those of other Hardware characters), un­
  known technology and truly alien (otherworldly) technology. 
  Quentin Milton (Order #31246997)
  
  Analysis Penalties for 
  "Unfamiliar" Mechanisms & Technology 
  Note: There are no penalty for items he/she is familiar with. 
  Purpose: 
  -5% Purpose: Earth manufacture; low to medium-tech. 
  -10% Purpose: Earth manufacture; advanced, high-tech/foreign, 
  including energy weapons. 
  -15% Purpose: Earth manufacture; advanced, robotics or bionics. 
  -20% Purpose: Alien manufacture and advanced technology. 
  -35% Purpose: Alien manufacture and technology unlike any-
  thing he has ever seen. 
  -25% Purpose: Magical item. 
  How to use it: 
  -5% How to use it & how the mechanism work: Earth manufac­
  ture; low to medium-tech. 
  -10% How to use it & how the mechanism work: Earth manufac­
  ture; advanced, high-techlforeign, including energy weapons. 
  -15% How to use: Earth manufacture; advanced, robotics or bi­
  onics, includes robot vehicles and exoskeletons. 
  -20% How to use it & how the mechanism work: Alien manufac­
  ture and advanced technology. 
  -30% How to use Alien technology unlike anything he has ever 
  seen. 
  -40% How to use a mechanism of alien manufacture and technol­
  ogy unlike anything he has ever seen, and how it works. 
  -40% How to use it & how the mechanism works: Magic item. 
  Repairs & Maintenance: 
  -0% Repairs and Maintenance: Earth manufacture; low to me­
  dium-tech. 
  - 1 0% Repairs and Maintenance: Earth manufacture; advanced, 
  high-tech/foreign. 
  -15% Repairs and Maintenance: Earth manufacture; advanced, 
  robotics or bionics. 
  -25% Repairs and Maintenance: Alien manufacture and ad­
  vanced technology. 
  -40% Repairs and Maintenance: Alien manufacture and technol-
  ogy unlike anything he has ever seen. 
  -80% Repairs and Maintenance: Magic item. 
  Build/duplication: 
  -0% Build/Duplicate: Earth manufacture; low to medium-tech. 
  -20% Build/Duplicate: Earth manufacture; advanced, high-tech or 
  foreign high-tech. 
  -30% BuildlDuplicate: Earth manufacture; advanced, robotics or 
  bionics, including robot vehicles and exoskeletons. 
  -50% Build/Duplicate: Alien manufacture and advanced technol­
  ogy. 
  -70% Build/Duplicate: Alien manufacture and technology unlike 
  anything he has ever seen. 
  -98% Build/Duplicate: Magic item. 
  Miscellaneous 
  When working on computers, surveillance systems/alarms, 
  weapons and machines, use the same penalty tables as are 
  found under the other Hardware characters. 
  Time Restrictions, Penalties & Bonuses 
  The amount of time needed to puzzle out or work on a ma­
  chine varies with the complexity of the task. The player and 
  Game Master will have to work together on deciding how much 
  time will be needed to do the work properly. Also, the hours of 
  129 
  work required may be interrupted with breaks for food, rest and 
  sleep. Building, making repairs or doing precision work requires 
  an alert mind and hands not dulled by exhaustion; an 8-1 0  hour 
  work day. Note: In all cases, a failed roll means the character 
  doesn't know or can't perform the job at hand. Trying again is 
  both noble and applicable, but requires 50% more time than the 
  first attempt. A third try requires double the amount of time, a 
  fourth 50% more than the last time. 
  Some estimates for work are: 
  1. Quick Guess diagnosis of a problem, or determination of 
  the purpose and operation/use of a particular machine: Simple 
  machine/device of Earth manufacture: 204 melee rounds; -20% 
  skill penalty. 
  Complex machine/device of advanced Earth manufacture (in­
  cludes robots): 5-1 0 minutes; -30% skill penalty (-60% if under 
  three minutes). 
  Complex machine/device of advanced Alien manufacture: 5-
  1 0  minutes; -60% skill penalty (-90% if under three minutes). 
  2. Proper Analysis, inspection and/or diagnosis of a problem, 
  or the purpose and operation/use of a particular machine: Simple 
  machine/device of Earth manufacture: 1 0-30 minutes depending 
  on the complexity of the item. No penalty. 
  Complex machine/device of advanced Earth manufacture (in­
  cludes robots): 2-8 hours depending on the complexity of the 
  item. No penalty. 
  Complex machine/device of advanced Alien manufacture: 1 0-
  1 00 hours depending on the complexity of the item; -40% skill 
  penalty (as noted in the previous table). 
  Complex machine/device of advanced Alien manufacture un­
  like anything seen before: 30-1 20 hours depending on the com­
  plexity of the item; -50% skill penalty (as noted in the previous 
  table). 
  3. Minor body work, repairing dents and bullet holes or 
  changing parts (like brakes, tires, and windshields), will take 1 0-
  36 hours depending on the severity of damage. 
  4. Adding or replacing additional body armor is a long, 
  heavy job. Two hours per ten S.D.C. replaced or added. This 
  time requirement can be used for vehicles, robots, or body armor 
  repair. 
  5. Major system work. Includes overhauling or rebuilding en­
  gines, replacing robot limbs, rebuilding a computer system, build­
  ing a sensor or optic system, etc. 24-48 hours. 
  6. Adding mounts or turrets for weapon systems, 1 2-24 
  hours each. 
  Note: Any of the above x1 00 when working on advanced alien 
  machines and x1 0,OOO if the alien machines are unlike anything 
  seen before, minus the appropriate penalties. 
  Build/Modify Armor 
  80%+2% per level 
  One of the areas in which the Analytical Genius excels is the 
  combination of chemistry, mechanics, and physics that creates 
  body armors. With his knowledge, the character can repair, mod­
  ify, and construct all forms of body armor. Any of the armors 
  listed in the equipment section can be made at 1/1 Oth the listed 
  costs. Ancient armors require 1 2  hours of work for each 1 0  
  S.D.C., and modern armors require 24 hours for each 1 0  S.D.C. 
  The character can also modify armors, adding up to +10% of 
  the total armor S.D.C. without decreasing the concealability/mo­
  bility of the armor. A maximum of +25% can be added to a suit of 
  armor, but it will be heavy and slightly awkward (-1 to all combat 
  rolls and -10% to prowl). 
  Quentin Milton (Order #31246997)
  
  Armor Rating (A.R.) can also be increased by a maximum of 
  two points. 
  In addition, the character can build a special kind of concealed 
  armor that lines normal clothes. This hidden armor has no armor 
  rating, and all damage comes off of it before damaging the char­
  acter's own S.D.C. This hidden armor is a soft and flexible combi­
  nation of Kevlar, chain mail and padding. Cost $500 per 1 0  
  S.D.C. points, with a maximum of 40 S.D.C. 
  Another trick is to build small weapons like pistols, stun guns, 
  chemical sprays, smoke grenades, spike launchers, etc., into ar­
  mor, especially hard armors, or combat gauntlets. Game Masters 
  and players should use some common sense when mounting 
  mini-weapons in armor or gauntlets. 
  The previous list of penalties applies to the building and/or 
  modification of armor. 
  Communications: Electronic 
  Countermeasures (Jamming) 
  70% +2% per level of experience 
  Useful for preventing the enemy's communications from work­
  ing. Since all armor, power armor and robot vehicles are linked 
  by radio transmissions, jamming can cause unit confusion and 
  disrupt communications. Military organization breaks down, caus­
  ing a loss of effectiveness for all but the best of units. 
  Just about any high-powered radio can be used for jamming. 
  Armed with a radio, a small guerrilla unit can completely disrupt 
  the maneuvers of large enemy groups. This skill also enables the 
  radio operator to ''follow'' the enemy's attempted transmissions 
  over jammed frequencies to trace their general location, a spe­
  cific building, or direction. This tactic is extremely useful in finding 
  and eliminating lone power-armor troopers. 
  Determining Equipment 
  The Analytical Genius is likely to have a small workshop, play 
  room (pool table, dart board, computer and computer games, 
  electronic games, and more), library (with books on every sub­
  ject), and is likely to clutter his house, garage, and backyard with 
  equipment, parts, and tools. Lying about will be boxes of elec­
  tronic equipment, wire, mechanical parts, tools, books, drawings 
  and schematics. He has already spent 2D4x10,000 on all this 
  "stuff." The following table determines the character's budget for 
  1 -4 suits of armor (worked into his superhero costume), gizmos, 
  weapons, additional computers, electronics, and equipment. The 
  budget is likely to be large enough to build a modest exoskeleton 
  (see robots) or modest supervehic/e (see the end of this section). 
  Hardware: Analytical Budget 
  01-1 5 $200,000 
  1 6-26 $350,000 
  27-38 $500,000 
  39-50 $750,000 
  51-60 $1 million 
  61-70 $1 .5 million 
  71-81 $2 million 
  82-90 $3 million 
  91-00 $4 million 
  The Analytical Genius rarely works for big corporations, the 
  military or governments unless given a free hand to do as he will 
  (a rarity) - even then he's reluctant because they are too con­
  servative, restrictive, unimaginative, and 50 years behind the 
  times (at least from a theoretical point of view). However, this 
  doesn't mean that the character might not find inspiration from 
  their programs and build upon their concepts and existing ma­
  chines (which can get him in trouble). 
  130 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: No additional skills are available, see the skill 
  info at the beginning of the Analytical Genius description. 
  Hand to Hand Combat: Physical combat training must be 
  learned as one of the character's skill selections. 
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Hardware: Analytical character automatically 
  gets two attacks per melee. Additional attacks must be devel­
  oped through hand to hand combat and boxing skills. 
  The Analytical Hardware character may trade two melee at­
  tacks, five of his scholastic skills and reduce all his skill bonuses, 
  in all categories, by half, to select a second hardware area of ex­
  pertise! This is something the character is not likely to even con­
  sider. Once traded away, they can NEVER be gotten back. 
  Weapons and Armor: Anything goes with this wild guy, but 
  he won't waste time reinventing the wheel, so he usually has 
  conventional weaponry, body armor and equipment available. 
  Structural Damage Capacity (S.D.C.): All Hardware charac­
  ters have a base of 35 S.D.C. plus any S.D.C. gained through 
  physical training. Multiple Hardware classifications do not provide 
  additional S.D.C. 
  Other Options: The Game Master may allow players to use 
  or create any of the gizmos presented in Ninjas & Superspies, in­
  cluding cybernetic implants. 
  Hardware: 
  Weapons Expert 
  The weapons character is an expert with virtually all aspects 
  of weapons - their design, maintenance, repair, construction, 
  modification, and use. Not just a familiarity with the firing of 
  weapons, but sniper, quick draw and trick shooting. These char­
  acters love weapons of all kinds, although most have an affinity 
  for revolvers and bolt-action rifles (for their simplicity and accu­
  racy) and energy weapons (because they represent the exciting 
  new age of modern arms). 
  Reputation & Horror Factor: The occupation comes with a 
  certain stigma and creates an element of fear, particularly among 
  ordinary citizens (+1 to Horror Factor). This aura of fear and vio­
  lence gives the known Weapons Expert a Horror Factor of 8 +1 
  at levels 3, 5, 7, 8, 9, 1 1 ,  1 3, and 1 5. 
  Weapon Related Skills and Bon uses 
  The following are in addition to Scholastic and Secondary 
  skills. 
  Sniper 
  W.P. Revolver 
  W.P. Automatic Pistol 
  W.P. Automatic Rifle 
  W.P. Bolt-Action Rifle 
  W.P. Energy Rifle 
  Two Modern W.P. of choice. 
  Two Ancient W.P. of choice. 
  Demolitions (+24%) 
  Demolitions Disposal (+24%) 
  Find Contraband (+20%) 
  Basic Electronics (+1 0%) 
  Basic Mechanics (+20%) 
  Quentin Milton (Order #31246997)
  
  L 
  131 
  Quentin Milton (Order #31246997)
  
  Weapon Master & Bonuses 
  Can pick up, figure out, and use most types of handguns and 
  rifles, as well as energy weapons, heavy weapons, light artillery 
  and explosives/ordnance, whether they fire projectiles or energy. 
  + 1 extra attack per melee round when using any type of "gun," 
  from old-style revolver or bolt-action rifle to energy weapons. 
  +3 to disarm on a "Called shot" (the intent to disarm must be an­
  nounced). 
  + 1 to save vs Horror Factor at levels 1 ,  3, 5, 7, 9, and 1 2. 
  Special Ski lis 
  Make & Modify Weapons Skill 
  84% +2% per level of experience 
  Weapon Repairs: The character can take apart, clean and 
  put together his favorite types of weapons blind folded. He can 
  also clear jams, make repairs to weapons, pack his own bullets 
  (a.k.a. "load shells") or make/modify his own special ammunition, 
  jury-rig an E-Clip recharger from a vehicle, generator or robot, 
  and custom modify weapons in which he/she has a Weapon Pro­
  ficiency (W.P.). For Example: A Modern W.P. such as Revolver 
  or Automatic Rifle, means the character knows how to best 
  clean, unjam, condition, and maintain the weapon, as well as 
  how to lengthen and shorten the barrel, modify the trigger to cre­
  ate a hair-trigger, adapt it to handle a larger or smaller slug (lim­
  ited to two grades up or down, with the largest and smallest 
  calibers being the limit for that type of weapon. That is to say, a 
  magnum can not be made to fire a rifle shell) and adapt the prin­
  ciples of the weapon(s) into micronized or special gimmick weap­
  ons. 
  The Hardware: Weapons Expert can also make any and all of 
  the special cartridges, from hollow points and Dum Dums to ar­
  mor piercing and exploding shells (See Weapons in the Equip­
  ment Section). This skill does not include making energy 
  weapons, but a character proficient with energy weapons who 
  possesses the Electrical Engineer skill can modify energy weap­
  ons (if he can get a hold of them). 
  Penalties for Creating or 
  Modifying a Weapon 
  The following penalties apply whenever any weapon is built or 
  modified. After the weapon is constructed, the player must roll to 
  see if it works. At first level, the character has a base skill of 86%, 
  but then you must subtract all the appropriate penalties. Penal­
  ties are cumulative, so there are likely to be several combined 
  penalties, especially when working with modern weapons. For 
  Example: A revolver has three moving parts: the trigger, barrel 
  and hammer, so a penalty of -1 5% would apply when modifying a 
  revolver. Thus, the chance for success drops to 71 %; still very 
  good. 
  A failed roll means the weapon does NOT work. PERIOD. Of 
  course, the character can try again and again. 
  Penalties for Modern Weapons 
  -5% For each moving part. 
  -5% If explosives are involved (very touchy stuff). 
  -5% If electronics are involved (another touchy item). 
  -10% If miniaturization is involved. 
  -10% If the character is using his own design (experimental). 
  -15% If the character is not familiar with the weapon. 
  -25% Rush job, takes half the time, but may be flawed because 
  of it. 
  132 
  -30% If an energy weapon (Le. laser, particle beam, plasma, 
  electricity, etc.). 
  -50% If an alien weapon and technology. 
  -90% If the alien weapon and technology is unlike anything he 
  has ever seen. 
  Note, cannot build or repair magic items and needs instruc­
  tions to their use. 
  Penalties for Ancient Weapons 
  -10% Improve balance for throwing or parrying on an existing 
  weapon (somebody else made it). +1 to parry. 
  -10% Improve sharpness of a blade (superior). +1 to damage 
  -25% Improve damage capability (usually involves additional 
  mass and better balance). +2 to damage. 
  -25% Forge one's own weapon from scratch (good quality). +1 to 
  parry. 
  -35% Forge one's own weapon from scratch with superior bal­
  ance, damage and/or sharpness (add +1 to strike, +2 to parry, 
  and +4 to damage). 
  -1 0% Own design. 
  -20% Rush job, takes half the time, but may be flawed 
  Time Restrictions 
  The amount of time needed to work on a weapon varies with 
  the complexity of the task. The player and Game Master will have 
  to work out, together, how much time will be needed to do the 
  work properly. Also, the hours of work may have to be spread out 
  over a period of a few days or even weeks. Don't forget, even he­
  roes need to sleep and rest. This is precision work and requires a 
  person's full attention. 
  A fair formula for determining time is one hour for every one 
  penalty point. Two hours per each penalty point if it's the charac­
  ter's own design, and add 1 0  hours for miniaturization; quadruple 
  the total time if working on an alien device. This is the time for the 
  specific work. Additional time may be spent on research, travel, 
  and getting money for parts and materials. 
  Recognize Weapon Quality 
  The character is so skilled and familiar with weapons that he 
  can recognize the quality of a weapon by sight, observing it in 
  use and/or by personally examining it. Thus, a character can as­
  certain the approximate value, condition and quality, as well as 
  its authenticity and approximate age. Recognize quality by sight 
  (not personally examined): 25% + 5% per each additional level of 
  experience. Recognize quality by personal examination: 50% + 
  5% per each additional level of experience. 
  Gunfighter Paired Weapons: 
  Revolver & Pistol (special) 
  The Weapons Expert can draw and shoot two handguns (or 
  throw two knives) simultaneously at the same target, inflicting full 
  damage from both weapons, but counts as one melee attack! 
  In the alternative, the two-gun attack can be divided between 
  two different targets visible to the shooter and within his range of 
  peripheral vision. The divided attack counts as one simultaneous 
  melee action against two different foes. The quick-draw initiative 
  bonus still applies, but the shooter must roll two separate times to 
  hit each target (roll to strike for each) and the bonuses to strike 
  for each divided attack are reduced by half. 
  Note: Parrying is not possible when two handguns are being 
  used as paired weapons, but the character can dodge (which 
  uses up one of his attacks) and counter by shooting. 
  Quentin Milton (Order #31246997)
  
  Quick-Draw Initiative: 
  Handguns & Rifles (special) 
  This is really a special P.P. bonus exclusive to the Weapons 
  Expert: +1 to initiative for every two P.P. points above 1 6  (maxi­
  mum P.P. 30; for a bonus of +7). 
  This means a Weapons Expert with a P.P. of 24 is +4 on in­
  itiative (plus any other initiative bonuses from combat and physi­
  cal skills. Remember, the winner of the initiative roll shoots first. 
  This skill combined with W.P. Sharpshooting, makes for a deadly 
  combination. Note: The full bonus applies only to the use of 
  handguns (Le. Derringers, revolvers and pistols) and rifles (en­
  ergy and conventional types). Reduce by half when using shot­
  guns, automatic rifles, sub-machineguns, archery, knife throwing, 
  or alien weapons similar to handguns and rifles. The quick draw 
  is not possible with machineguns, heavy weapons, rail guns, artil­
  lery, explosives, hand grenades, power armor, magic weapons or 
  weapons built into vehicles. 
  W.P. Sharpshooting (Special) 
  This skill is limited to the following weapons: 
  Revolvers 
  Automatic Pistols 
  Bolt-Action Rifles 
  Semi-Automatic Rifles 
  Energy Pistols 
  Energy Rifles 
  Sharpshooting is a combination of special expertise and trick 
  shooting with a particular type of weapon. Historically, revolvers 
  and, sometimes, rifles were the weapons used by sharpshooters. 
  It was first developed by the Gunfighters of the Old West, and 
  has been adopted by the Hardware Weapons Expert (the charac-
  1 33 
  ter practices all the time). Sharpshooting abilities and bonuses 
  are as follows. 
  1 .  Gets a bonus of +1 melee attack when using one of the 
  specific weapon types listed for the entire melee round. 
  2. Can fire a traditional two-handed weapon, like a rifle, one 
  handed without penalty (normally the shooter loses all strike bo­
  nuses). 
  3. Can shoot over his shoulder by holding up a mirror and us­
  ing the reflection to aim; no penalties, keep full bonuses to strike! 
  4. Accurately shoot while riding a horse or from a moving ve­
  hicle (normally a wild shot), but strike bonuses are half and a 
  "called" shot is impossible. 
  5. Shoot accurately while standing on head or hanging upside 
  down; all bonuses applicable at full. 
  6. Dodge, roll or somersault and come up shooting (normally 
  a wild shot), no bonuses or penalties to strike; straight roll of the 
  dice. 
  7. Ricochet shot! The shooter can bounce bullets, arrows, 
  slings, and other fired projectiles (depending on the specific 
  W.P.) off of one surface and angle the shot in such a way that the 
  projectile ricochets/bounces off and hits a different/second target! 
  Inflicts only one pOint of damage to the first surface and full dam­
  age to the second. Reduce bonuses to strike by half. The real 
  target has no opportunity to parry or dodge a ricochet shot. 
  This can also be done with laser weapons but the ricocheting 
  surface must be mirrored or highly polished. Other types of en­
  ergy weapons, heavy weapons, mini-missiles and other types of 
  weapons cannot be used to attempt a ricochet. 
  Note: See the W.P. Sharpshooting Specialty skill description 
  for full details. 
  Determining Equipment 
  Roll on the following budget table to determine the amount of 
  money available and then flip to the gimmick items in this section 
  and the equipment section elsewhere to make purchases. At 
  least 40% of the money must be spent on weapons and weapon 
  related items (like ammunition, gun sights, special optics, explo­
  sives, etc.), and the rest on anything else. As much as 40% of 
  the money can be saved for later purchases. 
  Budget 
  01-1 5 $1 5,000 
  1 6-29 $20,000 
  30-45 $30,000 
  46-60 $40,000 
  61 -75 $50,000 
  76-89 $60,000 
  90-00 $70,000 
  Note: 
  Presumably, 
  the 
  character 
  has 
  already 
  spent 
  2D4x1 0,OOO dollars on outfitting his or her workshop, equipping it 
  with all the tools and necessary equipment of the trade. This in­
  cludes a high end personal computer, one additional personal 
  computer with full color monitors and a laser printer. Other acces­
  sories can also be purchased. The weapons shop can be in the 
  basement, garage or a hidden location. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: Only those from the Weapon area of Expertise 
  and any learned through Scholastic education or picked up as 
  Secondary skills. As a mechanically inclined individual, the char­
  acter gets a + 1 0% bonus to any mechanical skills, as well as any 
  military ones. 
  Hand to Hand Combat: Physical combat skills are not auto­
  matic, but must be selected as a learned skill. 
  Quentin Milton (Order #31246997)
  
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Hardware: Weapons Expert automatically gets 
  two attacks per melee. Additional attacks must be developed 
  through hand to hand combat and/or boxing skills. 
  The Hardware: Weapons Expert may trade four of his W.P. 
  skills (an unlikely event) and reduce all skill bonuses by half, to 
  select a second hardware area of expertise. However, once 
  traded away and the skill bonuses reduced by half, they can 
  NEVER be gotten back. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and equipment are avail­
  able. 
  Structural Damage Capacity (S.D.C.): All Hardware: Weap­
  ons Expert characters have a base of 35 S.D.C., plus any S.D.C. 
  gained through physical training. Multiple hardware classifica­
  tions do not provide additional S.D.C. 
  Other Options:The Game Master may allow players to use 
  the gizmos, weapons and equipment found in the pages of Nin­
  jas and Superspies™. A vast array of energy weapons and gim­
  mick items can be found in the many Rifts® sourcebooks, most 
  notably Coalition War Campaign™, Triax and the NGR, and 
  Rifts® Mercenaries. These items will need to be converted and 
  modified for use in Heroes Unlimited™ or some of his skills, in 
  addition to or in place of Hardware power category abilities and 
  skills. 
  Some Gimmick Weapons 
  The following is a smattering of gimmick type weapons which 
  the character can build or modify himself, or that can be pur­
  chased illegally (special connections). These items are not easily 
  available to other characters outside of the Hardware: Weapons 
  Expert category. 
  Explosives 
  • Explosive Arrowheads for bow and arrow or crossbow: Re­
  duce the normal range by 1 0%. Damage: 1 06, 206, 306, 
  406, 506 or 606. Blast Radius is very confined; four inches 
  (1 0 cm) for every 1 06 of damage. Cost to make: $30 each. 
  Skill Penalty: -1 5%. Cost to buy ready-made: $1 50 each. 
  Note: Smoke can also be made, but affects only a 1 0  foot (3 
  m) area. 
  • Explosive Tipped Throwing Dart: Range: Thrown about 40 
  feet (1 2.2 m). Damage: 1 08 or 204 max. Blast Radius: Four 
  inches (1 0 cm). Cost to make: $1 5 each. Skill Penalty: 
  -1 5%. Cost to buy ready made: $80 each. 
  • Homemade Grenade: Either a refurbished and reloaded mili­
  tary grenade or a homemade package and design. Range: 
  Thrown about 1 00 feet (30.5 m). Damage: 1 04xl 0. Effective 
  Casualty Radius: 1 0  foot (3 m) area. Cost to make: $50 
  each. Skill Penalty: -5%. Cost to buy ready-made: $250 
  each. 
  • Homemade Smoke Bomb/Grenade: Range: Thrown about 
  1 00 feet (30.5 m). Damage: None; creates a smoke-filled area 
  to provide protective cover (opponents can not see into or 
  through the smoke) or used as a signal. Opponents whose vi­
  sion is obscured by smoke are -6 to strike, parry and dodge. 
  Color range: Black, grey, red or yellow. Radius of Affect: 20 
  feet (6.1 m). Cost to make: $25. Skill Penalty: -5%. Cost to 
  buy ready-made: $80 each. 
  • Mini-Bombs (with fuses): These are fuse style bombs that 
  resemble small, fat firecrackers and need to be lit with fire to 
  ignite. Eight second fuses. Range: Thrown about 35 feet (1 0.7 
  m) if weighted or 15 feet (4.6 m) unweighted. Blast Radius is 
  very localized - about six inches to one foot (1 5-30 cm). 
  Damage: 206, 306, 406, or 606. Cost to make: $1 5 to $25. 
  Skill Penalty: -1 5%, Cost to buy ready-made: $25 to $50. 
  1 34 
  • Explosive Pellets: Small explosive pellets, about the size of a 
  ping-pong ball, that explode on impact. Range: Thrown about 
  40 feet (1 2.2 m). Damage: 206, 306, or 406. Blast Radius: 
  About 3 feet (0.9 m). Cost to make: $30. Skill Penalty: 
  -1 5%. Cost to buy ready-made: $80. 
  • Tiny Exploding Pellets: Little pellets, about the size of a 
  quarter and 5 times as thick, that explode on impact. Range: 
  Thrown about 20 feet (6.1 m). Damage: 1 06 or 206. Blast 
  Radius: A mere four inches ( 1 0  cm). Cost to make: $30. 
  Skill Penalty: -1 5%. Cost to buy ready-made: $80. 
  • Secret Compartment to hide two ounces (56 grams) of plas­
  tic explosive and two blasting caps, or six bullets for hand­
  guns. A fake belt buckle or the heel of a shoe are the most 
  likely places for concealment. Range: Set by hand and placed 
  on target. Blast Radius: Very localized. Damage: 2 ounces 
  (56 grams) do 1 04xl 0. Cost to make: About $1 40. Skill Pen­
  alty: None. Cost to buy ready-made: $200. 
  • Flash Powder: A powder that can be ignited with a spark or 
  burst of heat (200 degrees Fahrenheitl93 Centigrade or more) 
  to burst into a blinding flash with a trail of smoke. Typically 
  used for pranks and as a distraction. Those caught off-guard 
  by the flash lose initiative and half their melee actions/attacks; 
  a 1 6  or higher is needed to save. Even those who save lose 
  initiative for that one round. Cost to make: About $4 per six 
  ounces ( 1 68 grams). Skill Penalty: None. Cost to buy 
  ready-made: $20 per six ounces (168 grams). 
  Note: Most explosives are sensitive to heat and will explode if 
  exposed to fire or heat above 400 degrees Fahrenheit (206 Cen­
  tigrade) for more than three melees (about 45 seconds). Plastic 
  and gelatin explosives have a 01 -50% chance of exploding each 
  time they are hit by an electrical charge. As you can see, there 
  are certain inherent dangers involved when using explosives. 
  Special Bullets 
  The Weapons Expert can make any of the special bullets 
  listed in the modern weapons section for 50% of the listed cost 
  on a successful skill roll (-1 5% penalty). In addition to those, 
  some additional, special bullet types are available for the charac­
  ter to build. These rounds are generally only available to Hard­
  ware characters and those characters with access to military 
  equipment. On the street, these rounds would be very rare and 
  extremely expensive. The only exceptions to that rule are the 
  shotgun rounds. 
  • Exploding (plastique): These bullets actually have small explo­
  sive charges in the tip. On impact, they explode in a four inch 
  blast. These bullets double the damage of any round that 
  does 306 damage or less, and adds +306 damage to larger 
  caliber bullets. These rounds are also sensitive and a little un­
  stable. If they are fired in bursts, there is a 01 -20% chance the 
  entire clip goes off in the weapon, doing appropriate damage 
  based on the number of rounds left. The person holding the 
  weapon takes half damage from being in the blast radius. The 
  penetration value of weapons using these rounds is increased 
  by +3 and is more likely to punch through or damage armor. 
  Cost to make: $1 50.00 per ten. Skill Penalty: -20%. Cost to 
  buy ready-made: Not generally available, but when they are, 
  they average about $50.00 per bullet! 
  • Depleted Uranium Core Rounds (DUC Rounds): The core 
  of these bullets is a pellet of depleted uranium. The density of 
  the core adds to the mass of the round and greatly improves 
  both damage and penetration. OUC rounds double the dam­
  age of a bullet and increases its penetration value by 50% (a 
  P.V. of 7 becomes 1 0, P.V. of 9 becomes 1 4, etc.) - effec­
  tively reduces the Armor Rating it's up against by two points 
  (can be considered a strike bonus). OUC rounds can only be 
  made from bullets that do 306 damage or more. Many military 
  Quentin Milton (Order #31246997)
  
  vehicles outfitted for anti-tank purposes have 20mm or 30mm 
  weapons firing OUC rounds. If the Game Master wishes to fur­
  ther limit these rounds, he can rule that they give off minute 
  levels of radiation, as per aliens from high radiation home­
  worlds. In that case, properly shielded clips and/or weapons 
  would be needed to safely use these rounds. Such precau­
  tions will increase the cost of the weapon by five times, and/or 
  require a weapon construction roll at - 1 5%. Cost to make: 
  $250.00 per ten. Skill Penalty: -45%. Cost to buy ready­
  made: Not generally available, but when they are, they aver­
  age about $1 50.00 per bullet! 
  • Shotgun Shells: Rocksalt: This round is just what it sounds 
  like. The shell is filled with crystallized salt. It does very little 
  damage (1 point), but hurts and stings like hell for 1 04 days. 
  When an unarmored character is hit by the rounds, a save vs. 
  non-lethal poison must be made. A successful save means 
  the penalties only last for 1 04 minutes. A failed save means 
  the penalties last the full duration. Anyone hit by rocksalt 
  rounds is -1 to strike and dodge. Cost to make: $1 0.00 per 
  hundred. Skill Penalty: -5%. Cost to buy ready-made: 
  $22.00 per hundred. 
  • Shotgun Shells: Phosphorous: These rounds spit out 
  chemical flames with very intense heat. They will ignite com­
  bustibles 65% of the time. Oamage is impressive, 706, but the 
  range is extremely limited, only about 24 feet (7.3 m). Each 
  time one of these rounds is fired, there is a 35% chance it will 
  damage the barrel (-4 to strike). The second time a round 
  damages the barrel, the gun is useless. Cost to make: 
  $50.00 per ten. Skill Penalty: -20%. Cost to buy ready­
  made: $1 00.00 per ten. 
  • Shotgun Shells: Flechettes: These rounds are filled with 
  sharp prOjectiles instead of round shot. It can be anything from 
  needles to broken razors. Penetration is minimal (P.V. 2), but 
  damage is high, 606 damage. Cost to make: $12.00 per hun­
  dred. Skill Penalty: - 1 0%. Cost to buy ready made: $1 8.00 
  per hundred. 
  • Shotgun Shells: Armor Piercing: Specially shaped slugs 
  with a teflon jacket, these large rounds mostly use their large 
  size for penetration. Penetration value is increased by 2 (re­
  duces A.A. by two points or can count as +2 to strike) and 
  damage is 1 04x1 O. Cost to make: $25.00 per hundred. Skill 
  Penalty: -1 5%. Cost to buy ready-made: $80.00 per ten. 
  • Shotgun Shells: Glaser: Identical in design to the pistol 
  rounds of the same name, these rounds hold the shot together 
  in a thin shell that ruptures on impact and transfers energy to 
  the shot causing greater tissues damage. Penetration value is 
  a pitiful 1 ,  but damage is impressive 1 06x1 O. Cost to make: 
  $28.00 per hundred. Skill Penalty: -1 0%. Cost to buy ready­
  made: $50.00 per ten. 
  • Shotgun Shells: Exploding (plastique): These rounds are 
  identical to those detailed above, except their blast radius is 
  one foot (30 cm). Oamage is 1 D6x1 0 and P.V. is 9. Cost to 
  make: $1 00.00 per ten. Skill Penalty: -20%. Cost to buy 
  ready-made: Not generally available, but when they are, they 
  average about $50.00 per bullet! 
  Projectile Weapons 
  • The Derringer is a small, heavy caliber, single-shot pistol, 
  which can be easily concealed. Length: 5 inches (1 2.5 cm, fits 
  in the palm of the hand). Weight: 8 ounces (225 grams). Ef­
  fective Range: 40 feet (1 2.2 m). Damage: .38 caliber special 
  - 206 or .38 caliber power - 306 or .357 magnum doing 
  406. Cost: $145. 
  • The Double Barrel Derringer with a slightly longer double 
  barrel. Length: 5.8 inches (14.5 cm). Weight: 1 4  ounces (390 
  1 35 
  grams). Approx. Effective Range: 40 feet (1 2.2 m). Dam­
  age: .38 caliber doing 206 or 306 or .357 Magnum doing 406 
  each. Cost: $350. Note: Both Oerringers take two actions/at­
  tacks to reload. 
  • Tube Guns are homemade, single shot weapons built into a 
  tube/pipe or old revolver barrel. They may or may not have 
  some type of handle and function on the same principle as the 
  derringer. Like the derringer, they can easily be concealed un­
  der sleeves, pant legs, and so on. Length: 6 to 1 2  inches (1 5 
  to 30 cm). Weight: 8 to 1 5  ounces (225-420 grams). Approx. 
  Effective Range: 30 feet (9.1 m). Damage: Can be designed 
  to fit any caliber pistol cartridge, from .22 - .44 caliber mag­
  num; 1 06 to 506. Cost to make: $1 5.00. Skill Penalty: -5%, 
  Cost to buy ready-made: $200. Note: Reloading counts as 
  two melee actions (about 30 seconds). 
  • Spike Tube: A tube gun designed to fire a sharp spike or 
  blade. Length: 5 to 1 2  inches (1 2.5 to 30 cm). Weight: 6 to 1 3  
  ounces (1 70 to 365 grams). Approx. Effective Range: 40 
  feet (1 2.2 m). Damage: 204. Cost to make: $1 5. Skill Pen­
  alty: - 1 0%. Cost to buy ready-made: $1 60. Note: Reloading 
  counts as two melee actions/attacks (about 30 seconds). 
  • Spike Tube Variation: The spike can have a strong cord at­
  tached with a tiny reel to create a mini-grappling hook-type 
  spike and line for climbing. Although the effective range is 40 
  feet (12.2 m), the spike can be fired up to 80 feet (24.4 m), but 
  is -6 to strike. Damage: 204. Cost to make: $1 5. Skill Pen­
  alty: -1 5%. Cost to buy ready-made: $1 60. Note: Reloading 
  counts as two melee actions/attacks (about 30 seconds). 
  • Micro-One-Shot Mechanism: Basically, a tube gun mecha­
  nism that is built into a briefcase, fake book, etc., or disguised 
  as a pen, cigarette lighter, Cigarette case, small flashlight, and 
  so on. Can fire bullets or spikelblade. The only limitation is the 
  smaller the item it is concealed in, the smaller the bullet cali­
  ber (.22 or .32 caL). Approx. Effective Range: 30 feet (9.1 
  m). Cost to make: $30 to $1 50. Skill Penalty: -1 5%. Cost to 
  buy ready-made: $250 to $600, depending largely on the 
  item it is concealed in. 
  • Spring Wrist Release Mechanism: A simple device which 
  can hold a small object, such as a knife, derringer, tube gun, 
  etc. Securely hidden on the forearm until triggered by a sharp 
  gesture, which releases and springs the item into the hand. 
  Cost to make: $30. Skill Penalty: - 1 0%. Cost to buy ready­
  made: $1 30. Maximum Weight Allowance: One pound (0.45 
  kg). 
  • Back-Firing Pistol: An automatic pistol that has been rigged, 
  as a booby-trap, to fire out the rear. Approx. Effective 
  Range: 1 00 feet (30.5 m) . Damage: Per caliber of pistol. Cost 
  to make/modify an existing weapon: $40 (plus the cost of 
  the weapon). Skill Penalty: -35%, Cost to have it profes­
  sionally rigged: $200 (plus the cost of the weapon). Note: 
  Must be an automatic pistol only, and is very inaccurate if 
  used as a distance weapon (20 ft/6.1 m or more); -3 to strike. 
  • Projectile Wrist Blaster: A special wrist-band that fires bul­
  lets with the flick of a wrist. Maximum Payload: Four bullets; 
  any caliber under 44 magnum. Approx. Effective Range: 
  1 00 feet (30.5 m). Damage: Varies with caliber size; typically 
  206 to 506. Cost to make: $75. Skill Penalty: -25%. Cost to 
  buy ready-made: $600. 
  • Explosive Wrist Blaster: An apparatus similar to the pre­
  vious, except that it fires two explosive shells rather than four 
  bullets. Approx. Effective Range: 80 feet (24.4 m). Dam­
  age: 606 each. Blast Radius: Localized, one foot (0.3 m). 
  Cost to make: $80. Skill Penalty: -35%. Cost to buy ready­
  made: $650. Cost to make explosive shells: $80 each; 
  Cost to buy ready-made: $100 each. 
  Quentin Milton (Order #31246997)
  
  • Mini-Flamethrower: Small enough to conceal under one's 
  shirt, sleeve or pant leg. Spring release mechanism optional. 
  Four foot (1 .2 m) hose. Range: 6 foot (1 .8 m) stream of flame. 
  Damage: 306, plus 60% chance of setting combustible items 
  ablaze. Payload: Six blasts. Cost to make: $1 25; Skill Pen­
  alty: -1 5%, Cost to buy ready-made: $750. 
  Note: Players may also utilize weapons and gimmicks from 
  Ninjas & Superspies™. Over 400 weapons from around the 
  world can be found in the Palladium Book of Contemporary 
  Weapons, with data on munitions, scopes, EOD equipment, gre­
  nades, incendiary devices, body armor, modern tanks, APCs, 
  light artillery and more; 1 76 pages, completely illustrated, only 
  $1 9.95 - check it out! 
  llilll�lmm mm 
  bill [[l] ill � ! II B til 01llPU1111 i ITIUJ 
  Excerpted with modifications from Road Hogs ™ and TMNT® 
  Universe by Erick Wujcik. 
  In Heroes Unlimited™, Ninjas and Superspies™, and 
  TMNT®, the use of vehicles, like cars, trucks, motorcycles and 
  helicopters, makes combat a bit different. Yet the rules are not 
  overly complicated. The basic idea is that the vehicles are treated 
  exactly like power armor or robots. 
  When you get into a car you essentially don a suit of super­
  powered armor ... this augments three basic things: 
  1 .  Structural Damage Capacity (SD.C.) 
  2. Armor Rating (A.R.) 
  3. Speed 
  BASIC GROUND VEHICLES 
  Putting a vehicle together is a five step process, an expensive 
  five step process. Just take 'em one step at a time. 
  Step One: The Basic Vehicle 
  The purchase or construction of the basic body frame, style, 
  housing, tires, and body construction materials and production 
  expense. 
  Ground Vehicle Table Notes 
  Vehicle Type: The brand and model of the vehicle can be 
  chosen by the player. For example, a sports car can be (player's 
  option) a Corvette, Delorean, Jaguar, or Porsche. A lUXUry car 
  can be a Cadillac, Mercedes Benz, Rolls Royce or Bentley. 
  Price: Represents the amount of money needed to replace 
  missing parts, repair the frame, replace the tires, and generally 
  get the vehicle moving again. 
  S.D.C.: The amount of damage the vehicle can take before it 
  ceases to operateiride. 
  Max. Seats: The number of comfortable seats available. This 
  can be modified in many ways. For example, a street bike can 
  seat two, a passenger holding onto the driver, or three if a side· 
  car is added. 
  Max. Load: This is the absolute maximum weight in pounds 
  that the vehicle can carry, including passengers. Bad roads or 
  vehicle damage will reduce the maximum load possible. Note: A 
  vehicle can not exceed cruising speed while carrying the maxi· 
  mum load. 
  Turrets: The maximum number of rotating weapon turrets that 
  can be added to the vehicle. For cars and truck cabs, the turrets 
  are built into the roof. Vans and commercial vehicles can have 
  turrets on the sides, front or rear walls. Truck beds can have 
  freestanding turrets. 
  Type 
  Price 
  Main Body S.D.C. 
  Max. Seats 
  Max. Load 
  Turrets 
  Motorcycles (Gasoline/6 volt) 
  Light Motorcycle 
  $ 10 00 
  75 
  I 
  250lbs 
  0 
  Heavy Motorcycle 
  $2000 + 
  1 00 
  2 
  450lbs 
  Small Automobiles 
  Compact 
  $6000 + 
  250 
  4 
  1 ,250lbs 
  Sports Car 
  $25 ,000 + 
  300 
  2 
  1 , 300lbs 
  Jeep 
  $8,000 + 
  450 
  4 
  2,400lbs 
  Large Automobiles 
  2-Door Sedan 
  $6, 500 + 
  350 
  5 
  1 ,4001bs 
  4-Door Sedan 
  $ 1 0,000 + 
  400 
  5 
  1 ,500lbs 
  Luxury Car 
  $ 1 5 ,000 + 
  450 
  6 
  1 ,700lbs 
  Station Wagon 
  $8 ,000 + 
  450 
  8 
  2 ,OOOlbs 
  2 
  Vans 
  Mini-Vans 
  $ 1 0,000 + 
  400 
  8 
  1 , 800lbs 
  Full-Sized 
  $8 ,000 + 
  450 
  1 0  
  2 ,500Jbs 
  2 
  Utility 
  $ l l ,000 + 
  500 
  6 
  3 ,0001bs 
  2 
  Small Truck 
  Small 
  $8 ,000 + 
  350 
  2 
  1 , 500lbs 
  I 
  Pick-Up 
  $ 1 2,000 + 
  450 
  2 
  3 ,OOOlbs 
  2 
  4-Wheel Drive 
  $ 1 2 ,000 + 
  500 
  2 
  2 ,500lbs 
  2 
  Commercial Vehicles (Diesel!24 volt battery) 
  Passenger Bus 
  $30 ,000 + 
  500 
  45 
  9,0001bs 
  8 
  '12 Ton 
  $50 ,000 + 
  600 
  3 *  
  1 5 ,000lbs 
  6 
  1 0-Wheeler 
  $90,000 + 
  800 
  3 *  
  60,0001bs 
  1 0  
  1 6-Wheeler 
  $ 1 50,000 + 
  1 ,000 
  4* 
  1 60,000lbs 
  1 6  
  *Seats indicated are i n  the cab of the truck; a n  additional 30, 60 or 90 can be seated or placed i n  the trailer of the truck, 
  depending on the size . 
  136 
  Quentin Milton (Order #31246997)
  
  Adding Speed to Ground Vehicles 
  Speed 
  Class 
  Spd. 
  Maximum 
  Cruise 
  --
  --
  I 
  22 
  1 5  mph 
  1 0  mph 
  2 
  44 
  30 mph 
  20 mph 
  3 
  66 
  45 mph 
  30 mph 
  4 
  88 
  60 mph 
  45 mph 
  5 
  1 1 0 
  75 mph 
  55 mph 
  6 
  1 32 
  90 mph 
  60 mph 
  7 
  1 54 
  1 05 mph 
  65 mph 
  8 
  176 
  1 20 mph 
  70 mph 
  9 
  1 98 
  1 35 mph 
  75 mph 
  10 
  220 
  1 50 mph 
  80 mph 
  1 1  
  242 
  1 65 mph 
  85 mph 
  1 2  
  264 
  1 80 mph 
  90 mph 
  1 3  
  286 
  1 95 mph 
  95 mph 
  1 4  
  308 
  2 1 0  mph 
  1 00 mph 
  1 5  
  330 
  225 mph 
  1 05 mph 
  1 6  
  352 
  240 mph 
  l 1 0 mph 
  17 
  396 
  270 mph 
  1 1 5 mph 
  1 8  
  440 
  300 mph 
  1 20 mph 
  1 9  
  484 
  330 mph 
  1 25 mph 
  20 
  528 
  3 60 mph 
  1 30 mph 
  2 1  
  572 
  3 90 mph 
  1 35 mph 
  22 
  6 1 6  
  420 mph 
  1 40 mph 
  23 
  660 
  450 mph 
  1 45 mph 
  24 
  704 
  480 mph 
  1 50 mph 
  25 
  792 
  540 mph 
  1 55 mph 
  26 
  880 
  600 mph 
  1 60 mph 
  Step Two: 
  Adding Speed to Vehicles 
  At this stage, the vehicle isn't much more than basic transpor­
  tation. Before it was fixed, it had a negative Class Engine, it could 
  not move at all. Now it has a Class 0 Engine and Alignment, 
  which means the vehicle can go about 5 mph. Which is fine for 
  plowing fields, but hardly suitable for highway travel. 
  Important note: When you are buying speed, you are buying 
  more than a hot engine. Without good alignment, the vehicle will 
  shake itself to pieces before it ever reaches cruising speed. 
  Transmission, drive train, carburetor, and exhaust also have to 
  be modified in order to achieve higher speeds. 
  To buy speed, use the following table. 
  Table Notes 
  Spd: If the car were a person, this would be the equivalent to 
  the Speed attribute. Thus, a character with a speed of 22 can run 
  1 5  mph (24 km). It's the same for vehicles, except they can go 
  much faster. The land vehicle maximum is 880, which is 600 mph 
  (960 km) or near the speed of sound. 
  Maximum: The vehicle's absolute maximum speed. Because 
  this is pushing the machine to its limits, there must be a roll on 
  the breakdown table for every 1 2  miles (19 km) driven. Note that 
  these speeds are impossible without excellent roads. 
  Cruise: Safe speed for extended travel (given proper road 
  conditions). The vehicle should be able to drive indefinitely at 
  Cruising Speed. 
  Bike: Cost of equipping any motorcycle with matching speed. 
  En�ine and Alignment Cost 
  Bike 
  Sport 
  Car/Truck 
  Semi 
  $ 1 00 
  $ 1 00 
  $50 
  $500 
  $ 1 50 
  $200 
  $ 1 00 
  $ 1 ,000 
  $200 
  $300 
  $ 1 50 
  $ 1 ,200 
  $250 
  $400 
  $200 
  $ 1 ,400 
  $300 
  $500 
  $250 
  $ 1 ,600 
  $350 
  $600 
  $300 
  $ 1 , 800 
  $400 
  $700 
  $400 
  $2 ,000 
  $425 
  $800 
  $500 
  $2 ,250 
  $450 
  $900 
  $600 
  $2 , 500 
  $475 
  $ 1 ,000 
  $700 
  $3 ,000 
  $500 
  $ 1 ,200 
  $800 
  $4,000 
  $550 
  $ 1 ,400 
  $ 1 ,000 
  $5 ,000 
  $600 
  $ 1 ,600 
  $ 1 ,500 
  $6,000 
  $700 
  $ 1 , 800 
  $2,000 
  $7 ,000 
  $ 1 ,000 
  $2,000 
  $2,500 
  $8,000 
  $ 1 ,500 
  $2 ,250 
  $3,000 
  $ 1 0 ,000 
  $2 ,000 
  $2 , 500 
  $4 ,000 
  $ 1 5 ,000 
  $3 ,000 
  $2,750 
  $5 ,000 
  $20,000 
  $4,000 
  $3,000 
  $6,000 
  N/A 
  $5,000 
  $ 3 ,500 
  $7 ,000 
  N/A 
  $6,000 
  $4 ,000 
  $8,000 
  N/A 
  $7 ,000 
  $5 ,000 
  $ 1 0,000 
  N/A 
  $8,000 
  $6,000 
  $ 1 5 ,000 
  N/A 
  $9,000 
  $8,000 
  $20,000 
  N/A 
  N/A 
  $ 1 0 ,000 
  $25 ,000 
  N/A 
  N/A 
  $20 ,000 
  $50,000 
  N/A 
  Carltruck: Engine costs are the same for lUXUry cars, station 
  wagons, full-sized and mini vans, small trucks, pickup trucks and 
  all other medium-sized vehicles. 
  1 37 
  Semi: Includes all commercial vehicles, as well as tanks, con­
  struction equipment and moving equipment. 
  Heli: Cost of equipping a helicopter with matching speed. 
  Helicopters are incapable of reaching the speed of sound. 
  Plane: Cost of souping-up a propeller driven airplane. These 
  vehicles can neither hover, nor reach the speed of sound. 
  Jet: Engine costs for all conventional jet aircraft, ranging from 
  commercial jet aircraft to jet fighters. 
  Scramjet: This high speed, hydrogen powered jet engine is 
  only available as an add-on to other aircraft. The Scramjet can 
  not operate at speeds less than Mach 2. Therefore, any aircraft 
  with the Scramjet add-on must already be Speed Class 30 or bet­
  ter. 
  Special Option: The designer can fit an automobile or truck 
  with hover capabilities. Set-up cost: Automobiles (regardless of 
  size): $1 million; Small Tucks & Utility Vehicles/Jeeps: $1 .2 mil­
  lion. Buy speed as usual; see the Sub-Sonic Speed Class Air Ve­
  hicle Table. 
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  Quentin Milton (Order #31246997)
  
  BASIC AIR VEHICLES 
  Type 
  Base Price 
  S.D.C. 
  Max. Seats 
  Max. Load 
  HELICOPTERS 
  Small Observation 
  $200,000 
  1 50 
  l or 2  
  400lbs 
  Civilian Transport 
  $600,000 
  300 
  2 t0 6 
  2,0001bs 
  Cargo Transport 
  $2,000,000 
  500 
  2 to 1 4  
  1 0 ,000lbs 
  Combat Transport 
  $2,800,000 
  400 
  2 crew ( 1 0  people) 
  4 ,0001bs 
  Combat Fighter 
  $ 1 ,800,000 
  450 
  4 
  1 ,000lbs 
  CONVENTIONAL AIRPLANES 
  Single Engine Civilian 
  $65 ,000 
  200 
  2 t0 4  
  800lbs 
  Single Engine Fighter 
  $200,000 
  250 
  1 
  1 ,400lbs 
  Twin Engine Civilian 
  $60,000 
  300 
  2 t0 4  
  2,000lbs 
  Twin Engine Transport 
  $80,000 
  500 
  2 crew (48 people) 
  1 6 ,0001bs 
  Twin Engine Fighter-Bomber 
  $ 1 1 0 ,000 
  350 
  3 
  14,OOOlbs 
  Three Engine Transport 
  $ 1 05 ,000 
  800 
  4 crew (60 people) 
  1 9 , 0001bs 
  Four Engine Bomber 
  $250,000 
  600 
  4 crew (20 people) 
  1 2 ,000lbs 
  JET AIRCRAFT 
  Personal Jet Pack 
  $250,000 
  25 
  250lbs 
  Stunt Plane 
  $350,000 
  250 
  l or 2  
  300lbs 
  S ingle Engine Fighter 
  $4,000,000 
  400 
  1 
  2,000lbs 
  Twin Engine Fighter-Bomber 
  $6 ,000,000 
  500 
  8 ,0001bs 
  3 Engine Passenger 
  $5 ,000,000 
  750 
  3 crew (80 people) 
  25 ,0001bs 
  4 Engine Wide-Body 
  $8,000,000 
  850 
  3 crew ( 1 20 people) 
  50,000lbs 
  4 Engine Strategic Bomber 
  $ 1 5 ,000 ,000 
  950 
  3 crew (48 people) 
  45 , 0001bs 
  HIGH-TECH VEHICLES 
  Flying Harness/Jet Pack 
  $30,000 
  50 
  1 ,000lbs 
  Flying PlatfOrm/Hover Craft 
  $600,000 
  90 
  1 t0 4 
  2,000lbs 
  Hover Vehicle - Small 
  $ 1 ,000 ,000 
  350 
  2 t0 4 
  4,000lbs 
  Hover Vehicle - Large 
  $2,000,000 
  500 
  6 to 1 0  
  8 ,0001bs 
  Orbital Shuttle 
  500 Million 
  2,000 
  3 to 1 2  
  1 00,000lbs 
  Combat Fighter (Space) 
  800 Million 
  2 ,500 
  2 t0 8 
  30,000lbs 
  CHARACTER FLIGHT TECHNIQUES (For comparison only) 
  Mutant Animal Flight Power-
  1 60mph 
  Mutant Animal Glide Power 
  Robot Hover Jets 
  $500,000 
  Robot Booster Jets 
  $750 ,000 
  Flame Flight (Super Power) 
  Sonic Flight (Super Power) 
  Table Notes 
  Type: This is just the general category. There are hundreds of 
  possible variations. 
  Base Price: 1 .  Prices as listed buy only the basic framework 
  and engine. Speed Class, weapons, armor and options are all 
  extra. 
  2. For scavenging aircraft in an After the Bomb, post nuclear 
  war setting, the base price is divided by 1 0. In other words, get­
  ting the hulk of a cargo helicopter back into usable shape would 
  cost $2,000,000. 
  S.D.C.: Destroying all of the S.D.C. of a vehicle turns it into 
  scrap metal. It may take considerably less damage to eliminate 
  the vehicle's ability to fly. 
  Payload: This is the amount of weight that the vehicle can 
  carry. Pilot, crew and passengers, along with their seats and har­
  nesses, missiles, bombs and cargo; all are part of the vehicle's 
  payload. An aircraft simply won't get off of the ground if it is over­
  loaded. Built-in vehicle weapons and armor are not counted in 
  the payload. 
  1 38 
  P.P. 
  equal to P . S .  
  P.P. 
  equal to P. S .  
  5 
  equal to P . S .  
  5 
  equal to P. S .  
  I 
  equal to P . S .  
  P.P. 
  equal to P.S. 
  Aircraft Fuel: Helicopters, airplanes,jets and scramjets all 
  burn vast amounts of fuel (unless outfitted with a fusion gener­
  ator). To avoid getting overly complicated, the rules for fuel con­
  sumption have been simplified as follows: 
  1 .  At Maximum Speed the aircraft burns all its fuel in 1 5  min­
  utes. Believe it or not, this is rather generous; many jet planes 
  can burn their entire fuel load in under 3 minutes. 
  2. From 3/4 Speed to 1/4 Speed, the aircraft will burn all its 
  fuel in 3 hours. 
  3. At idling Speed, about 1/1 0  Maximum speed, the aircraft 
  will burn all its fuel in 5 hours. 
  Quentin Milton (Order #31246997)
  
  SUB-SONIC SPEED CLASS AIR VEHICLE TABLE 
  Class 
  Spd. 
  Maximum 
  Heli 
  Plane 
  Jet 
  Hover Craft 
  0 
  Hover 
  o mph 
  $0 
  N/A 
  N/A 
  $6,000 
  1 
  22 
  1 5  mph 
  $ 1 00 
  N/A 
  N/A 
  $8,000 
  2 
  44 
  30 mph 
  $200 
  $0 
  N/A 
  $ 1 0 ,000 
  3 
  66 
  45 mph 
  $300 
  $50 
  N/A 
  $ 1 2 ,000 
  4 
  88 
  60 mph 
  $400 
  $75 
  $0 
  $ 1 4 ,000 
  5 
  1 1 0 
  75 mph 
  $500 
  $ 1 00 
  $ 1 00 
  $ 1 6 ,000 
  6 
  1 32 
  90 mph 
  $600 
  $ 1 50 
  $200 
  $ 1 8 ,000 
  7 
  1 54 
  1 05 mph 
  $700 
  $200 
  $300 
  $20 ,000 
  8 
  1 76 
  1 20 mph 
  $800 
  $250 
  $400 
  $22 ,000 
  9 
  1 98 
  1 35 mph 
  $900 
  $300 
  $500 
  $24 ,000 
  1 0  
  220 
  1 50 mph 
  $ 1 ,000 
  $400 
  $600 
  $25 ,000 
  1 1  
  242 
  1 65 mph 
  $2,000 
  $500 
  $700 
  $26 ,000 
  1 2  
  264 
  1 80 mph 
  $3,000 
  $600 
  $800 
  $27 ,000 
  1 3  
  286 
  1 95 mph 
  $4 ,000 
  $700 
  $900 
  $28 ,000 
  1 4  
  308 
  2 1 0 mph 
  $5 ,000 
  $800 
  $ 1 ,000 
  $29 ,000 
  1 5  
  330 
  225 mph 
  $ 1 0 ,000 
  $900 
  $ 1 , 1 00 
  $30,000 
  1 6  
  352 
  240 mph 
  $ 1 5 ,000 
  $ 1 ,000 
  $ 1 ,200 
  $3 1 ,000 
  1 7  
  396 
  270 mph 
  $20 ,000 
  $ 1 , 1 00 
  $ 1 ,300 
  $33 ,000 
  1 8  
  440 
  300 mph 
  $25 ,000 
  $ 1 ,500 
  $ 1 ,400 
  $36 ,000 
  1 9  
  484 
  330 mph 
  $27 ,500 
  $2 ,000 
  $ 1 ,500 
  $38,000 
  20 
  528 
  360 mph 
  $30,000 
  $3,000 
  $ 1 ,750 
  $40 ,000 
  2 1  
  572 
  390 mph 
  $40 ,000 
  $5 ,000 
  $2,000 
  $50 ,000 
  22 
  6 1 6  
  420 mph 
  $50 ,000 
  $ 1 0,000 
  $3 ,000 
  $60,000 
  23 
  660 
  450 mph 
  $ 1 00,000 
  $50 ,000 
  $4 ,000 
  $70,000 
  24 
  704 
  480 mph 
  $400 ,000 
  $ 1 00 ,000 
  $5 ,000 
  $ 1 00,000 
  25 
  792 
  540 mph 
  $750 ,000 
  $200 ,000 
  $ 1 0 ,000 
  $250 ,000 
  26 
  880 
  600 mph 
  $ 1 ,000 ,000 
  $500,000 
  $20,000 
  $750 ,000 
  27 
  968 
  640 mph 
  N/A 
  $ 1 ,000 ,000 
  $50 ,000 
  $ 1 ,000,000 
  28 
  MACH I 
  660 mph 
  N/A 
  N/A 
  $ 1 50,000 
  $2,000 ,000 
  SUPERSONIC SPEED CLASS AIR/SPACE VEHICLE TABLE 
  Class 
  Speed 
  Maximum 
  Jet 
  Scramjet 
  Spacecraft** 
  28 
  MACH I 
  660 mph 
  $ 1 50,000 
  N/A 
  N/A 
  29 
  MACH 1 . 5 
  990 mph 
  $500,000 
  N/A 
  N/A 
  30 
  MACH 2 
  1 ,320 mph 
  $ 1 ,000 ,000 
  N/A 
  N/A 
  3 1  
  MACH 2 . 5  
  1 , 650 mph 
  $2,500,000 
  N/A 
  $6,000 ,000 
  32 
  MACH 3 
  1 ,980 mph 
  $5 ,000 ,000 
  N/A 
  $8,000,000 
  33 
  MACH 4 
  2 , 640 mph 
  $8,000 ,000 
  $2,000,000 
  $ 1 0 ,000,000 
  *34 
  MACH 5 
  3 , 300 mph 
  $ 1 5 ,000,000 
  $4 ,000 ,000 
  $ 1 4,000,000 
  35 
  MACH 10 
  6 , 600 mph 
  $50 ,000,000 
  $6,000,000 
  $25 ,000,000 
  36 
  MACH 1 5  
  9,900 mph 
  N/A 
  $7 ,000 ,000 
  $50 ,000,000 
  37 
  MACH 20 
  1 3 ,200 mph 
  N/A 
  $8,000,000 
  $70 ,000 ,000 
  38 
  MACH 30 
  1 9 , 800 mph 
  N/A 
  $ 1 0 ,000 ,000 
  $ 1 00 ,000,000 
  39 
  1 % Lightspeed 
  6,700,000 mph 
  N/A 
  N/A 
  $600 ,000,000 
  40 
  5 %  Lightspeed 
  3 3 ,500 ,000 mph 
  N/A 
  N/A 
  $800,000,000 
  4 1  
  1 0 %  Lightspeed 
  67 ,000 ,000 mph 
  N/A 
  N/A 
  $960 ,000,000 
  42 
  50% Lightspeed 
  335 ,000 ,000 mph 
  N/A 
  N/A 
  $20 B illion 
  **Roughly Equivalent to Escape Velocity , the speed required 
  to leave Earth ' s  gravitational field and go into orbit in outer space. 
  * *Beyond man' s  real life capabilities . Any such vehicles would 
  be government/military or private industry top secrets and experi-
  mental . Industrial facilities are definitely needed . 
  1 39 
  Quentin Milton (Order #31246997)
  
  Step 3: 
  Adding Vehicle Armor 
  Having weapons is nice. Unfortunately, there are plenty of 
  other people on the road with similar ideas. To keep them from 
  putting holes in characters and vehicles, you'll need armor. Vehi­
  cle Armor is superior to character body armor and any attack 
  rolls that hit, but do not exceed the A.R., simply bounce off. 
  Those attacks that are higher than the A.R. damage the S.D.C. of 
  the armor. All vehicle armor S.D.C. must be depleted before at­
  tacks can be directed at the passengers inside or the vehicle it­
  self. These rules apply to vehicle armor, passenger armor, and 
  all flying vehicle armor. 
  Ground Vehicle Armor 
  This armor protects the vehicle only, passengers are not cov-
  ered. Only one set of vehicle armor allowed. 
  Light Armor: A.R.: 1 4, S.D.C.: 350, $2,500 
  Medium Armor: A.R.: 1 6, S.D.C.: 700, $1 0,000 
  Heavy Armor: A.R.: 1 8, S.D.C.: 1 ,400, $50,000 
  Passenger Armor 
  Armor for the passenger compartment for most vehicles in­
  cludes armored glass and some reinforcing of head panels and 
  upper panels. Because of this, Passenger Armor is not available 
  for motorcycles (although the GM may allow it, but it would only 
  work on attacks from the front). Only one set of armor per com­
  partment. 
  Light Armor with Glass Windows: A.R. 1 0, S.D.C. 200, 
  $800 
  Light Armor/Plexiglas Windows: A.R. 1 2, S.D.C. 250, 
  $1 ,000 
  Light Armor with Window Slits: A.R.: 1 4, S.D.C. 300, 
  $1 ,200 
  Medium Armor with Glass Windows: A.R. 1 1 ,  S.D.C. 300, 
  $2,000 
  Medium Armor/Plexiglas Windows: A.R. 1 3, S.D.C. 350, 
  $2,500 
  Medium Armor with Window Slits: A.R. 1 5, S.D.C. 400, 
  $3,000 
  Heavy Armor with Glass Windows: A.R. 1 2, S.D.C. 400, 
  $4,000 
  Heavy Armor/Plexiglas Windows: A.R. 1 4, S.D.C. 450, 
  $4,500 
  Heavy Armor with Window Slits: A.R. 1 6, S.D.C. 500, 
  $5,000 
  140 
  Turret Armor 
  Turret Armor protects both the weapon and the operator. 
  Separate armor must be bought for each turret. Only one set of 
  armor per turret. Turrets can be used with any weapon. 
  Light Armor: A.R. 1 0, S.D.C. 300, $800 
  Medium Armor: A.R. 1 2, S.D.C. 350, $1 ,800 
  Heavy Armor: A.R. 1 4, S.D.C. 400, $3,500 
  Empty Turret: A.R. 8, S.D.C. 1 00, $1 ,000 
  Flying Vehicle Armor 
  Armoring a flying vehicle helps protect it from enemy fire. 
  However, all that armor is heavy and the aircraft's payload is re­
  duced for every section of armor installed. 
  Aircraft Vehicle Armor 
  This armor protects the entire vehicle. This armor must be 
  penetrated before cargo, crew, engines or fuel are hit. Only one 
  set of vehicle armor per vehicle allowed. 
  Light Armor: A.R. 8, S.D.C. 300, $2,500, 500 pounds (225 
  kg) 
  Medium Armor: AR. 1 0, S.D.C. 500, $1 0,000, 1 ,200 pounds 
  (540 kg). 
  Heavy Armor: AR. 1 2, S.D.C. 900, $50,000, 4,000 pounds 
  (1 800 kg). 
  Aircraft Crew Compartment Armor 
  Armor can be installed for each crew station on a vehicle. 
  Each crew station armor must be bought separately. 
  Light Armor/Plexiglas Windows: A.R. 1 2, S.D.C. 250, 
  $1 ,000, 50 lbs (22.5 kg). 
  Medium Armor/Plexiglas Windows: A.R. 1 4, S.D.C. 350, 
  $2,500, 1 00 lbs (45 kg). 
  Heavy Armor/Plexiglas Windows: A.R. 1 5, S.D.C. 550, 
  $4,500, 200 Ibs (90 kg). 
  Aircraft Drive Engine Armor 
  Protects the drive mechanism from enemy fire. One set of en­
  gine armor is allowed for each engine. 
  Light Armor: A.R. 1 2, S.D.C. 200, $800, 1 00 lbs (45 kg). 
  Medium Armor: AR. 1 3, S.D.C. 300, $2,000, 300 lbs (1 35 
  kg). 
  Heavy Armor: A.R. 1 4, S.D.C.: 400, $5,000, 600 pounds (270 
  kg). 
  Fuel Compartment Armor (Auto or Aircraft) 
  This armor serves two functions. To protect the fuel area from 
  enemy fire, and to protect the vehicle crew from the explosion 
  when and if the fuel gets hit. Only one set of fuel armor per vehi­
  cle allowed. 
  Light Armor: A.R. 1 0, S.D.C. 200, $500, 1 50 Ibs (67.5 kg). 
  Medium Armor: AR. 1 2, S.D.C. 300, $2,000, 500 lbs (225 
  kg). 
  Heavy Armor: A.R. 1 4, S.D.C. 400, $7,000, 900 (405 kg). 
  Note: Of course, you do not have to add any armor to any 
  portion of the vehicle. It is your choice. 
  Quentin Milton (Order #31246997)
  
  Step 4: Adding Weapons 
  Fixed Mount 
  This kind of weapon fires in only one direction, and aiming re­
  quires turning the entire vehicle. Usually set up to shoot straight 
  ahead, but can be mounted in any direction. Usually used by the 
  vehicle's pilot. 
  5.56 mm Light Machinegun: Damage: 5D6, Range: 2,000 
  feet (61 0 m), Cost: $1 ,500. 
  7.62 mm Medium Machinegun: Damage: 6D6, Range: 3,000 
  feet (91 4  m), Cost: $2,500. 
  20 mm Automatic Cannon: Damage: 1 D6x1 0, Range: 4,000 
  feet (122 m), Cost: $1 0,000. 
  Automatic Cannon: Damage: 1 D6x1 0+20, Range: 5,000 feet 
  (152 m), Cost: $1 5,000. 
  Swivel Mount 
  Weapon is mounted on a swivel that can be rotated 360 de­
  grees. A gunner must operate the weapon from an open platform 
  or turret. 
  5.56 mm Light Machinegun: Damage: 5D6, Range: 2,000 
  feet (61 0 m), Cost: $3,000. 
  7.62 mm Medium Machinegun: Damage: 6D6, Range: 3,000 
  feet (91 4  m), Cost: $4,000 
  .50 Caliber Heavy Machinegun: Damage: 7D6, Range: 
  6,000 feet (1 828 m), Cost: $8,000 
  Empty Turret (Fits any weapon): $1 000. 
  Ordnance 
  These weapons are mounted on the exterior of the craft. All 
  ordnance weights must be subtracted from the vehicle payload. 
  2.75" Rocket Launch Tube: As mini-missile. Range: 6,000 
  feet (1 828 m), Cost: $500 each. 
  Anti-Aircraft Missiles: As short range missile. Range: 8,000 
  feet (2438 m), Cost: $4,000 each. 
  Flame Thrower: Damage: 4D6, 30 feet (9 m), Cost: $2,800. It 
  does damage to everything in a 8 square foot area. All combusti­
  ble items will ignite. If used on unarmored vehicles, the gas tank 
  may detonate (30% chance) 
  Rockets are disposable weapons. Once used, the entire thing 
  must be replaced. They are unguided and receive no bonuses to 
  strike (only weapon systems bonus). Speed Class is 1 9. Explo­
  sion does damage to everything within a 20 square foot area. 
  Each loaded tube weighs 35 pounds (1 5.7 kg). 
  Anti-Aircraft Missiles have built-in infrared sensors for track­
  ing the enemy target (normal +3 to strike for guided missiles). 
  Speed Class is 29. Explosion does damage to everything within a 
  40 square foot area. Each missile weighs 250 Ibs (1 12 kg). 
  Step 5: Optional 
  Modifications, Equipment 
  & Accessories 
  Air-Recycling System: Allows for unlimited time in space or 
  underwater or in impure air (gas, pollution, etc.). The unit will re­
  cycle the vehicle atmosphere so long as power remains. Cost: In­
  cludes making vehicle airtight. $200,000 for a small vehicle, 
  $450,000 for a large one. 
  Anti-Missile Chaff: When triggered it sends out a canister de­
  signed to decoy enemy anti-aircraft missiles. The canister heats 
  up, attracting the missile's heat sensors, gives off a fake radio 
  signal, and sends out streamers of aluminum designed to fool ra­
  dar-guided units. Cost: $3,500 each. 
  1 41 
  Ejection Seat: This specially built chair has built-in explosives 
  designed to throw the chair and its occupant up and away from 
  an injured vehicle. The parachute is designed to open automat­
  ically at the right altitude. Cost: $6,000. 
  Ejection Seat Hover Vehicle: An ejection seat that is also a 
  limited hover vehicle that functions like a jet pack. Maximum 
  speed: 1 00 mph (1 60 km). Range: 15 miles (24 km). Fuel Ca­
  pacity: 1 5  minutes. Cost: $1 25,000. 
  External Fuel Tank: Doubles the amount of available driving 
  or flight time. The tank cannot be armored, but can be easily 
  dropped if damaged. Cost: $1 ,000 each. 
  Fusion Generator: A high-tech, experimental, power source. 
  With a fusion generator installed, the vehicle can operate con­
  tinuously for 3 years. Cost: $6 million. 
  Loudspeaker: Simply a large speaker/amplifier mounted out­
  side a vehicle. Can be heard clearly over vehicle noise up to 500 
  feet (1 52 m) away. Cost: $400. 
  Luxury Accommodation: For large trucks, vans and aircraft. 
  A decorated living area with beds (from 1 -6), small kitchen with 
  sink and stove, bathroom with shower, conference/dining table, 
  panelling and carpeting. The kind of thing usually found in private 
  jets. Cost: $1 5,000. 
  Maneuver Rockets: This is the only way to move or change 
  position in the vacuum of outer space or underwater. A necessity 
  for Scramjets that are going to operate in orbit. Cost: $1 5,000 
  each. 
  Night Sight Camera/Monitor: A forward mounted camera 
  that sees into the darkness and relays an amplified image to a 
  monitor in front of the operator. Range is 2,000 feet (61 0 m), and 
  the camera clearly shows ground-based buildings, vehicles and 
  creatures. Imaging is too slow to see aircraft. Any bright lights, in­
  cluding the vehicle's own headlights, blind the night sight cam­
  era. Cost: $30,000. 
  Pontoons: Large floats/skids that can be used for landing on 
  water. Cost: $1 ,200. 
  Pressurized Cabin: A crew compartment that is airtight and 
  comes with an on-board air supply. Good against poison gas, 
  smoke, high altitude, and the vacuum of outer space. Effective 
  underwater up to a depth of 1 1 00 feet (335 m). Cost: $200,000 
  Searchlight: High-powered spotlight. Controlled by the pilot. 
  Cost: $600. 
  Second Engine: This is a back-up engine for the vehicle. The 
  full price for the second engine depends on Speed - see Speed 
  Table. Cost: Car - $1 500, truck - $3000, airplane - $30,000, jet 
  -$60,000, plus speed costs. 
  Smoke Screen: The pilot can release smoke by changing the 
  fuel mix in the engine. Available only for conventional automo­
  biles and aircraft. Cost: $1 ,500. 
  Theft Alarm System: A tamper-proof burglar alarm. When 
  someone attempts to open the vehicle without the alarm key, a 
  piercing siren will sound out. Cost: $700 each. 
  Thief-Proof Locks: The vehicle locks have been modified so 
  that standard pry bars and skeleton keys will not work. A thief is -
  35% to pick locks. Cost: $500 each. 
  V.T.O.L. Capacity: V.T.OL, or Vertical Take-Off and Land­
  ing, allows planes and jets to hover in a stationary position, fly at 
  very low speeds, and use small pads for landings. Cost: 
  $200,000. 
  Winch and Cable: Woven steel cable about 1 ,000 feet (305 
  m) long and has a hook on one end. The winch can pull up to 
  300 Ibs (1 35 kg), and larger loads can be handled by locking the 
  winch and moving the vehicle. Usually used on helicopters and 
  space vehicles. Cost: $1 ,600. 
  Quentin Milton (Order #31246997)
  
  Radar (basic) System: 25 mile range (40 km). Cost: $40,000. 
  Radar Targeting Computer: 30 mile range (48 km), able to 
  identify 20 targets and simultaneously track 1 0  targets flying at 
  600 feet (182 m) while the aircraft is flying at 1 8,000 feet (5486.4 
  m). Cost: $400,000 (has military capabilities). 
  Advanced Radar Targeting Computer: 62 mile range (1 00 
  m), able to identify 60 targets and simultaneously track 30 targets 
  flying below 200 feet (61 m) while the aircraft is flying at 20,000 
  feet (6096 m). Cost: $990,000. 
  Note: Generally, all items can be built into ground and air ve­
  hicles. 
  Optional Equipment 
  Exclusive to Automobiles 
  Some equipment is standard with any basic vehicle, including 
  headlights and brake lights, speedometer, odometer, and trouble 
  indicator lights for brakes, oil and temperature. Also seats, seat 
  belts, standard pedals, steering wheel and gear-shift. AM Radio 
  is free. Everything else must be bought. 
  Armored Tires: Normal tires have an A.R. of 5 and can take 
  8 S.D.C. damage before deflating (called shots at -3 are required 
  to hit the tires of a car). Armored tires are specially bonded and 
  woven with Kevlar and other materials to make them harder to 
  puncture and deflate. Armored tires can be combined with self-in­
  flating tires. A.R.: 10 and require 20 S.D.C. of damage to punc­
  ture and deflate. Cost: $700 per tire. 
  Self-SeaUlnflating Tires: When these tires are punctured and 
  deflate, a quick seal resin coats the inside of the tire to seal it, 
  then a mini compressor re-inflates it. The whole process only 
  takes one melee action. This allows the vehicle to continue on its 
  way when it would normally have been crippled. The system can 
  only reseal itself twice before needing to be reloaded. Cost of 
  system with two loads: $350 per tire. Cost of chemical reloads: 
  $70.00 per load. 
  Fold-Down Bucket Seats: These seats are more comfortable 
  than the standard bench seats. They can also be folded down 
  and turned into a temporary sleeping space. Cost: $300 each. 
  Camper Option: Can be used with any van or larger vehicle. 
  Includes beds (from 1 -4), small kitchen with sink and stove, bath­
  room with shower, conference/dining table, and interior decorat­
  ing with paneling and carpeting. Cost: $6,000. Of course this 
  severely limits cargo space. 
  Stereo System: Picks up AM/FM/Shortwave signals and de­
  livers the signal in stereo. Also plays tape cassettes. Cost: $600 
  Refreshment Dispenser: A built-in unit that delivers coffee, 
  tea, hot chocolate or hot soup (pick one) from cne spout, and soft 
  drinks, milk, ice water or fruit juice (pick one) from another. Must 
  be refilled every few days. Cost: $450. 
  Engine Readout Package: The instrument panel is modified 
  to include a tachometer, temperature and oil pressure gauges, 
  fuel mix indicator, and readout on the battery charge. Adds +5% 
  to Auto Mechanics diagnosis. Cost: $550. 
  Radar Display: A monitor is mounted on the dash that dis­
  plays the radar picture for an area 500 feet ( 1 52 m) around the 
  vehicle. This shows solid obstacles (trees, rocks, buildings, air­
  planes), other moving vehicles, and moving bodies. It does not 
  show pits, potholes, broken pavement or bodies smaller than a 
  deer. Cost: $60,000. 
  Radio Locator: Directional locator that lets the vehicle opera­
  tors find the exact position of a radio transmission. Useful for 
  finding planted "bugs." Cost: $1 ,500. Range: 5 miles (8 km). 
  Trailer Hitch: Allows a trailer to be attached to the vehicle. 
  Cost: $1 50. 
  1 42 
  Winch and Cable: Mounted on the front bumper is an electric 
  winch; basically, a motor connected to a cable. The woven steel 
  cable is 1 00 ft long and has a hook on one end. The winch can 
  pull up to 300 Ibs, and larger loads can be handled by locking the 
  winch and backing up the vehicle. Cost: $800. 
  Fuel Efficiency Modification: Modifying the car's engine so 
  that fuel consumption is cut by half. Cost: $3,000. 
  Super Fuel Efficiency: By careful tinkering, the vehicle con­
  sumes only 1 0% of the normal miles per gallon rate. Cost: 
  $1 5,000. 
  Oil Slick: The pilot can release oil from a tank mounted on the 
  underside of the vehicle. Contains enough oil for three oil slicks. 
  Cost: $1 ,200 
  Vehicle Caltrops: A container of broken glass, nails and met­
  al shards can be released by the pilot. Cost: $300 for each con­
  tainer and release mechanism. $1 00 per each, non-reusable 
  container; although homemade containers can be made for about 
  $30. 
  Ram-Prow: The ram-prow is a special, metal reinforced ram 
  at the front of the vehicle. The ram may be a simple foundation of 
  metal bars, train-like cow-catcher or any variety of metal protru­
  sion with the purpose of ramming. The ram-prow protects the at­
  tacking vehicle from any damage that it would normally receive in 
  a ram attack. (See "Ramming" under Combat Tactics). The ram­
  prow itself has 200 S.D.C., but it also adds 75 S.D.C. to the vehi­
  cle. Cost: $1 , 1 00. 
  Searchlight: High-powered spotlight. Mounted on a swivel 
  next to the pilot's seat. Cost: $300 
  Siren: High-pitched emergency siren. Can be heard up to 
  2,500 feet (762 m) away. Cost: $90 
  Miscellaneous Equipment 
  Driving Suits or Armor 
  Motorcycle drivers wear helmets and leathers for a reason; it 
  helps to protect them in an accident. Characters with full leathers, 
  including heavy boots, helmet, leather jacket, leather pants and 
  leather gloves, will reduce the amount of damage taken in a 
  crash. The suit absorbs half the damage taken, up to a maximum 
  of 24 points. 
  For example, if Fran's character crashed and took 80 points of 
  damage, she'd only have to take 56 points off her S.D.C. and Hit 
  Points. On the other hand, if Mike crashed with 8 points of dam­
  age, he'd take 4 points off his S.D.C. (1/2 damage) and 4 off his 
  Hit Points (the other 1/2). 
  Driving suits are no protection against bullets, explosions, 
  weapons, or hand-to-hand attacks. They are useful for crash 
  damage only. On the other hand, regular armor, either modern or 
  ancient, gives no protection against crash damage. 
  Driving armor is just a safety measure. Or, according to some 
  bikers, "You may break every bone in your body, but, at least, the 
  leather will keep your body from coming apart. At the very least, 
  leathers insure that your corpse will look good at your funeral." 
  Cost: $250 for characters under six feet (1 .8 m), $300 for av­
  erage characters, $400 for characters larger than seven feet (2.1 
  m) or those with P.S. scores above 20. 
  Tool Kits 
  Portable Tool Kit: A portable tool kit in a leather case, about 
  the size of a briefcase. Weighs 20 pounds (9 kg) and has every­
  thing needed for most auto-mechanic diagnostics. Cost: $1 50. 
  Trunk Tool Kit: A metal toolbox weighing 60 pounds (27 kg) 
  and with everything needed for road repairs. Cost: $500. 
  Quentin Milton (Order #31246997)
  
  Shop Kit: Actually several metal boxes and drawers worth of 
  tools, usually installed in a garage or in a utility van (although 
  most large vehicles couldbe modified to suit). This 1 400 pound 
  (630 kg) set has everything needed for major vehicle repairs (re­
  building engines, adjusting the frame) and modifications. Includes 
  welding torch, hoist, and machine for mounting tires on wheels. 
  Cost: $2,800. 
  Aircraft Tool Kits 
  Aircraft Portable Tool Kit: A portable tool kit in a leather 
  case, about the size of a briefcase. Weighs 20 pounds (9 kg) and 
  has everything needed for most mechanical diagnostics. Cost: 
  $350. 
  Aircraft Large Portable Tool Kit: A metal toolbox weighing 
  60 pounds (27 kg), and with everything needed for minor repairs. 
  Cost: $800. 
  Aircraft Shop Kit: Actually several metal boxes and drawers 
  worth of tools. This 1 400 pound (630 kg) set has everything 
  needed for major vehicle repairs (rebuilding engines, adjusting 
  the frame) and modifications. Includes welding torch, hoist, and 
  power tools. Cost: $1 2,000. 
  Flight Suits 
  There are two good reasons for wearing flight suits. First, be­
  cause they are protection against the thin air encountered at high 
  altitudes. The second reason has to do with crash protection; the 
  suit absorbs half the damage taken in a crash, up to a maximum 
  of 48 points. 
  Flight suits provide no protection against bullets, explosions, 
  or bladed weapons. They do protect against punches, kicks, 
  body blocks and other blunt attacks; rough equivalent to an A.R. 
  of 8. Other than that, they are useful for falling and crash damage 
  only. Regular armor, either modem or ancient, gives no protec­
  tion against falling or crash damage. 
  Cost: $500 for characters shorter than six feet (1 .8 m), $550 
  for average characters, $700 for characters larger than seven 
  feet (2.1 m) or with P.S. ratings above 20. 
  Space suits are designed to give full body protection from the 
  rigors of outer space. Unprotected, a body exposed to a vacuum 
  will experience a bunch of very unpleasant things. For starters, 
  the vacuum will freeze the skin's outer layers and evacuate all 
  the air in the lungs. Then, if not rescued quickly (3 melees/45 
  seconds), there will be an explosive and messy decompression, 
  where the inner pressures win the battle against the skin that's 
  trying to keep everything inside. Finally, unless the body is hid­
  den in a shadow somewhere, there will be a certain amount of 
  boiling and frying. 
  To avoid all this unpleasantness, it is highly recommended 
  that characters wear protective space suits. The suit also gives 
  some protection against crashes, absorbing half the damage 
  taken in a crash, up to a maximum of 36 points. Space suits pro­
  vide no protection against bullets, explosions, weapons or hand­
  to-hand combat. They are useful for crash damage only. The at­
  mosphere charge of a space suit will protect the wearer for up to 
  four hours before needing a recharge. 
  Cost: $25,000 for characters shorter than 6 feet (1 .8 m), 
  $28,000 for average characters, $30,000 for characters taller 
  than seven feet (2.1 m) or with P .S. ratings above 20. 
  Note: Additional equipment can be used from the Ninjas and 
  Superspies RPG and other Palladium sourcebooks. 
  1 43 
  Quentin Milton (Order #31246997)
  
  In the incredible world of Heroes Unlimited™, there are virtu­
  ally every manner of superbeing, including those who wield the 
  secrets of magic. 
  Magic provides incredible powers and abilities that seem to 
  tap into an unknown energy source. An energy source that, some 
  speculate, may have an otherworldly origin. Exactly what or 
  where the mystic energy comes from is a mystery, even to those 
  who wield its power. What is known is that, like any source of 
  power, it can be used for good or evil. 
  Obtaining Magical Abilities 
  There are four ways to get mystic powers. To determine which 
  one provides the character's mystic abilities, select one of the 
  four categories or make a random roll. 
  01 -25 Enchanted Weapon: The character finds or is chosen 
  by a powerful, magic weapon to serve as a new champion. 
  26-50 Enchanted Object: The character is gifted with magical 
  abilities through a long lost item of magical power. 
  51 -75 Mystic Study: The character spends years of his life 
  devoted to learning the deepest secrets of the forgotten arts. 
  76-00 Mystically Bestowed: A powerful being, or force, 
  places great power at the character's disposal for him to use as 
  he will. 
  The magic weapon, not the character, is the true source of the 
  magic and the superbeing's power. The hero (or villain) is simply 
  the new champion that wields the magical construct. Without the 
  mystic weapon the character is an ordinary person armed only 
  with his skills and wits. 
  The weapon is usually a common, ancient, melee weapon, 
  such as a sword, ax, mace, or spear, covered in mystic symbols 
  and rune writing. The weapon itself is indestructible. Most of 
  these "rune" weapons are aligned to chaos (evil) or order (good), 
  and their magic can only be used by people with a similar align­
  ment. However, a few can be used by anybody. When the 
  weapon is held by a kindred spirit (similar alignment), he or she 
  will have a brief instructional vision. The magic weapon will iden­
  tify itself, or an eerie being will appear (the item's creator, a god, 
  etc.), identify the weapon by a particular name and whether it is a 
  force of good or evil. 
  As an example, lets look at Marvin Tecumson who finds a 
  sword in a curio shop. The shopkeeper tells him that it is an an­
  cient blade, maybe 1 000 years old. Marvin frowns. It appears far 
  too sharp and new to be more than a hundred years old. Heck, 
  the shopkeeper might even make 'em in the basement. Still, 
  there is something about the sword. It seems to feel good in his 
  hands, almost inviting. Marvin buys the blade for much more than 
  he can afford. "What a chump I was," he thinks, "I really blew it 
  now." 
  1 44 
  At home, he holds the blade and gives it a whirl. Suddenly, 
  Marvin is in a mist filled forest. A beautiful woman (this could also 
  be a wizard, knight, angel, child, glowing blob of energy, the 
  sword itself, anything) smiles and says, "Marvin, you are the new 
  Champion of Light. Take this enchanted sword, Moonwind (or 
  any name), and use its powers to crush the evil that would de­
  vour the light." Marvin is stunned. A million questions race 
  through his mind, but before a syllable can trickle off his tongue, 
  he's back in his room. Marv is certain he's going crazy ... or was 
  dreaming. He hesitantly reaches for the sword. Picks it up and 
  mumbles to himself its name, "Moonwind ... " with a flash, Marvin 
  is garbed in an outlandish costume (player's design). His mus­
  cles rippling with power. He and the sword are one, and sud­
  denly, he understands the power it holds and how to use it. No 
  words are spoken, but he knows, and a hero is born. 
  Determining the type of Weapon 
  The player can either select a type of weapon or roll on the 
  following table. The only limitation is that the weapon must be an 
  ancient type of melee weapon, not a modern one, and it should 
  probably be a weapon of some dignity and flair. Roll percentile 
  dice or pick one. 
  Type of Weapon 
  01 -1 0 Battle Axe 
  1 1 -20 Spear 
  21 -32 Short Sword 
  33-45 Large Sword 
  46-58 Staff 
  59-70 Mace 
  71 -80 War Hammer or Morning Star 
  81 -90 Ball and Chain 
  91 -00 Pole-Arm 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Level of Education and Skill Selection: Standard; see cre­
  ating a character. 
  Hand to Hand Combat: Physical combat skills are not auto­
  matic, and must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all superbeings, 
  mystic characters automatically get two attacks per melee round. 
  Additional attacks must be developed through combat skills. See 
  hand to hand combat and boxing. 
  Weapons and Armor: Other than the magic weapon, unless 
  the character is extremely wealthy, only conventional weaponry 
  and body armor would be available. Remember, that "battle 
  dress" (a costume) is magically created whenever the character 
  goes into action. 
  Structural Damage Capacity (S.D.C.): 406 S.D.C. plus 
  those gained through magic and physical training skills. 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Available Financial Resources: 4D4x1 00 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). There is a 
  01 -80% likelihood the character owns a conventional car. The car 
  is 1 D6 years old. Presumably, the character has a job, apartment 
  and reasonable personal possessions. 
  Properties Common to all 
  Enchanted Weapons 
  (good & evil): 
  1. Totally indestructible, so blades never dull and the weapon 
  never dents, cracks or breaks; always looks like new. 
  2. Well balanced and lightweight; +1 to strike and parry when 
  using the weapon. 
  3. Made of black, grey, blue-grey, dark red, blood red, or 
  bright gold or silver colored metal. It is always inscribed with rune 
  symbols. 
  4. The weapon's base damage before adding P.S. or W.P. bo-
  nuses (roll percentile): 
  01 -25 3D6 damage 
  26-50 406 damage 
  51 -75 5D6 damage 
  76-00 6D6 damage 
  5. Affects/damages all creatures of magic, including animated 
  dead, zombies, golems, vampires, werewolves, demons, drag­
  ons, godlings, etc. Also damages superbeings who are Invulner­
  able! 
  6. The enchanted weapon and its champion are linked until its 
  current mortal connection is severed - killed! Consequently, 
  anybody else who takes and uses the weapon cannot draw on its 
  magic or be transformed into a superbeing. They can only use it 
  as a superior quality weapon. However, if the champion is slain, 
  the magic weapon is able to join and empower a new one after 
  72 hours. 
  Continuity Note: In the Palladium Fantasy RPG® and 
  RiftS®, these weapons are considered Greatest Rune Weapons, 
  and in RiftS®, or any Mega-Damage environment, they inflict 
  mega-damage equal to their base S.D.C. damage (without P.S. 
  bonuses). 
  Weapons of Order (good) 
  Powers & Bonuses 
  Bestowed to its Mortal Champion 
  Adds 1 D6x1 0 S.D.C. to its owner/champion. 
  Provides its champion with resistance against fire and cold; 
  they do half damage. 
  Provides a bonus of +3 to save against all magic spells and 
  enchantments. 
  Enables its owner to sees the invisible. 
  Creates a costume or "battle dress" out of thin air. This battle 
  dress can be of classic, comic book superhero appearance or in­
  clude full body armor (usually an ancient style of armor). What­
  ever the costumelbattle dress looks like, the basic design will 
  usually reflect its owner's personality and imagination. Although 
  the costume can be damaged, ripped and tom, it always reap­
  pears fresh and new. 
  146 
  The weapon, battle dress and available magic are activated 
  when the wielder speaks its name. Something like "By the power 
  of Moonwind," or "Moonwind give me the power to .. ." or "In the 
  name of ... ," and so on. 
  Whenever the character is transformed into battle dress (be­
  comes a hero), he or she is magically "beefed" up and appears 
  as an ideal version of himself; tall (6-7 feetl1 .8 to 2.1 m), strong 
  and muscular (no flab or physical infirmities), an adult (if the hero 
  is a kid or teenager), and gets + 1 D4+3 to P.B. in heroic form. 
  Super or Magic Abilities: In addition to the powers that the 
  weapon's champion can call upon through it, and the magical 
  transformation of body and clothing, the Enchanted Weapon also 
  instills the character with power that he alone commands. Pick 
  one of the following or make a random roll. 
  01 -33 Choice of two Minor Super Abilities. 
  34-66 Choice of one Major Super Ability, excluding Immortal­
  ity or any of the Alter Physical Structure powers. 
  67-00 Magic. The hero can cast spells! Pick three spells from 
  each of the spell levels 1 -3, and a total of six selected from levels 
  4-8. The character doesn't have a complete knowledge of magic 
  so he or she cannot leam additional spells. All selections are fi­
  nal. Available P.P.E. for spell casting is P.E. x3 plus 2D4 points 
  per level of experience. 
  Powers Held by 
  Weapons of Order (good) 
  The player can select six abilities from the following list which 
  are possessed by the weapon and available to his character. 
  These are the extraordinary magical properties of the Enchanted 
  Weapon, and although it is the hero who calls upon the weapon 
  to use them, they are not the powers it bestows on its mortal 
  champion. The powers of the weapon should reflect the person­
  ality of the wielder (remember, the weapon will choose someone 
  who should use it properly). This means a protective character 
  defending the weak might choose healing and defensive abilities, 
  while an aggressive, combatant champion of good may tend to­
  ward the offensive aspects like lightning bolts, superhuman 
  strength and extra damage. Unless otherwise stated, there is no 
  limit to how often a power can be used by its champion, and it is 
  presumed to be in force as needed. 
  A good aligned weapon can be used by Principled, Scrupu­
  lous or Unprincipled characters only. To anybody else it is an or­
  dinary weapon of superior craftsmanship, without any magical 
  properties. The only exception is when the weapon's champion 
  willingly lends it to someone for a specific purpose, like protecting 
  an innocent from danger or evil forces. Under this circumstance, 
  the borrower can draw upon the six powers of the Enchanted 
  Weapon and use them as is necessary in fulfilling his or her no­
  ble mission. Its champion can continue to draw on the powers 
  that transform him into a superbeing even though the two are 
  apart, but he or she cannot transform back into their normal, mor­
  tal identity without the weapon. Furthermore, if separated for 
  more than 72 hours, the character will automatically return to his 
  ordinary human form and the weapon becomes inert (seemingly 
  powerless). Until the two are reunited (or the mortal killed), both 
  are powerless. 
  1 .  Healing Touch: Restores 3D6 Hit Points or S.D.C. by 
  touching the weapon to the individual who needs healing. The 
  magical healing leaves no scars. The healing touch can be used 
  1 0  times per day (24 hours). Although intended for helping oth­
  ers, its champion can draw upon its healing power as well 
  (counts as one of the 1 0  per day). 
  2. Damage Bonus: +6 damage is added to all modes of at­
  tack used by the weapon wielder, including lightning bolts, fire-
  Quentin Milton (Order #31246997)
  
  balls, and strikes fromlby the weapon, as well as punches and 
  kicks from its magically empowered champion. 
  3. Spits Lightning Bolt: Can be used as often as once every 
  melee round (counts as one melee attack). As a magical energy 
  blast, it will affect supematural beings, creatures of magic and 
  those who are normally invulnerable. Damage: 606 if the wielder 
  is Principled, 506 if Scrupulous, or 406 if Unprincipled. Range: 
  1 000 feet (305 m)! 
  4. Spits Fire: The fiery blast can appear as a fire ball or bolt 
  of flame that shoots out from the weapon. It can be used as often 
  as the champion has attacks per melee (each blast counts as 
  one melee attack). As a magical energy blast, it will affect super­
  natural beings, creatures of magic and those who are normally 
  invulnerable. Damage: 506 if the wielder is Principled, 406 if 
  Scrupulous, or 306 if Unprincipled. Range: 300 feet (91 m). 
  5. Returns to Wielder When Thrown: Returns immediately 
  after striking (or missing) the target. Range: 1 00 feet (30.5 m) 
  +1 5 feet (4.6 m) per level of its wielder's experience. A throwing 
  and return counts as two attacks (one to reach the target and one 
  to return). If the weapon misses, it flies past the target and an at­
  tack roll can be made as it returns, but only if it missed initially; 
  plus this additional, swing around attack counts as a third melee 
  action. Note that the thrown weapon can have only one success­
  ful attack/strike per throw. 
  6. Turns itself and the wielder invisible: Identical to the 
  Wizard spell Invisibility: Superior. 
  7. Impervious to Fire: As long as the hero holds the weapon, 
  he/she is impervious to fire (including magic fire). No damage or 
  side effects. Only affects the weapon wielder, his clothes and the 
  belongings on his person. 
  8. Levitation at will: Can levitate the weapon, wielder and up 
  to 300 Ibs additional (136 kg), up and down. Levitation does not 
  allow movement from side to side, just up and down. Range: 300 
  feet (91 .5 m) high maximum. 
  9. Sense Magic: The ability to sense the presence of magic 
  other than your own. Unfortunately, the sense can not pinpoint 
  the source of magic or identify how many. The best it can do in 
  identifying the number of other magic sources is: a couple, a few 
  and many. Range: within a 300 feet (91 .5 m) area. 
  10. Fly: The ability to fly like a bird at will. Maximum speed is 
  50 mph (80 km). No special bonuses to dodge and parry apply. 
  1 1 .  Nightvision: A power that enables the hero to see clearly 
  in the dark, including unnatural and magical darkness, much like 
  passive nightvision/light amplification goggles do. Range: 300 
  feet (91 .5 m). The nightvision is automatically activated in dark­
  ness and has no time limitation. 
  12. Mystic Shield: Creates a mystic energy shield that can be 
  used to parry attacks like a knight and his shield. When neces­
  sary, the hero can turn his shield into a protective bubble that can 
  enclose and protect himself and as many as six normal-sized hu­
  mans. Those protected must be huddled close together and 
  within 60 feet (1 8.3 m) of the weapon. 
  The shield has a total of 200 S.D.C. and is effective against all 
  types of attacks, from hammering punches to lasers or explo-
  sives (all do normal damage). The mystic shield can be created 
  instantly with but a thought. If the weapon wielder is trying erect 
  the shield in time to block/protect himself from an incoming at­
  tack, he must roll a 020 to see if it is erected in time (+3; the 
  character's normal parry bonuses do not apply). A failed roll 
  means the hero, or those he was trying to protect, were struck 
  before the shield was created. No shield; try again. 
  When it is created and used as a hand held shield to block 
  and parry attacks, all the character's usual parry bonuses apply. 
  A successful parry with the mystic shield means it takes all dam-
  1 47 
  age. The remainder of any damage above the shield's 200 
  S.D.C. shatters the shield and affects those behind it. 
  Note: The magical shield can be created as often as once 
  every two melee rounds, but only a maximum of 1 0  times per 24 
  hours. The shield is defensive/protective in nature and can not be 
  used to trap or imprison someone; the shield bubble won't ap­
  pear because the intended use is contrary to its purpose, which 
  is to "shield." The weapon will only activate the shield to directly 
  protect someone from attack. Duration: The shield will remain up 
  until destroyed (all S.D.C. depleted), the danger appears to have 
  passed, or its champion wills it to vanish. 
  13. Superhuman Strength: The weapon magically increases 
  the hero's strength to the equivalent of the Minor Super Ability of 
  Superhuman Strength. Can be increased to Supernatural 
  Strength (a Major Ability) if this power is selected twice. The 
  character possesses this superstrength whenever he transforms 
  into battle dress/costume. 
  14. Tongues: The ability to understand and speak any lan­
  guage at will, same as the spell. 
  1 5. Words of Truth: Same as the Wizard spell of the same 
  name, but can only be used 1 0  times per 24 hours. 
  Weapons of Chaos (evil) 
  Properties Common to All Magic Weapons: Same as noted 
  previously. 
  Dark Powers & Bonuses 
  Bestowed to its Mortal Champion 
  Adds 2D4x1 0 S.D.C. to its owner. 
  Provides its owner with resistance against possession and 
  Horror Factor, +4 to save. 
  Provides its owner a bonus of +2 to save against all magic 
  spells and enchantments. 
  Enables its owner to see the invisible. 
  Creates a costume or "battle dress" out of thin air; same as 
  weapons of Order/Good. The costume is often dark, frightening, 
  or demonic-looking - reflective of chaos and evil. 
  Whenever the character is transformed into battle dress (be­
  comes a villain), he or she is magically "beefed" up and appears 
  as an ideal version of himself; tall (6-7 feetl1 .8 to 2.1 m), strong 
  and muscular (no flab or physical infirmities), and an adult (if the 
  villain is a kid or teenager). 
  Super or Magic Abilities: In addition to the powers that the 
  weapon's champion can call upon through it, and the magical 
  transformation of body and clothing, the Enchanted Weapon also 
  instills the character with power that he alone commands. Pick 
  one of the following or make a random roll. 
  01 -33 Choice of two Minor Super Abilities. 
  34-66 Choice of one Major Super Ability, excluding Immortal­
  ity or any of the Alter Physical Structure powers. 
  67-00 Magic. The villain can cast spells! Pick three spells from 
  spell levels 1 -3, and a total of six selected from levels 4-8. The 
  character doesn't have a complete knowledge of magic so he or 
  she cannot leam additional spells. All selections are final. Avail­
  able P.P.E. for spell casting is P.E. x3 plus 1 2  points per level of 
  experience. 
  Quentin Milton (Order #31246997)
  
  Powers Held by 
  Weapons of Chaos (evil) 
  An evil aligned weapon's magic power can only be unleashed 
  by Anarchist, Miscreant, Diabolic, and Aberrant characters. To 
  anyone else it is a normal weapon, and unlike weapons of order, 
  these selfish and evil weapons are not likely to allow others to 
  u�e them or their powers in any situation; although, if doing so 
  will greatly further the cause of evil/chaos, the weapon might al­
  low itself to be used. G.M.s may also want to consider the possi­
  bility that many evil artifact weapons will have possessing, 
  controlling, charming, or suggestive powers of some type to cor­
  rupt or influence their wielders. 
  The player can select six abilities from the following list. These 
  powers are possessed by the weapon and available to his char­
  acter whenever the villain calls upon the weapon to use them. 
  They are not the powers it bestows on its mortal champion. Un­
  less otherwise stated, there is no limit to how often a power can 
  be used. 
  1 .  Fever Touch: A debilitating touch that harms rather than 
  cures. If an injured person is touched by the weapon his/her con­
  dition worsens, receiving 1 D6 damage and fever. The fever im­
  pairs sleep, eating, strength and thought. The victim is -3 on 
  initiative, -3 to strike, parry, dodge and roll with impact and skill 
  performance is -1 0%. Duration of the fever is 2D4 hours. A magi­
  cal healing touch will cure a fever touch and negate the penalties, 
  but because it negated the foul magic, it does not restore Hit 
  Point or S.D.C. damage. The fever touch can be used 1 0  times 
  per day (24 hours). 
  2. Damage Bonus: +6 damage is added to all modes of at­
  tack used by the weapon wielder, including Power Bolt, strikes 
  from/by the weapon, and punches and kicks from its magically 
  empowered dark champion. 
  3. Power Bolt: A pitch-black bolt of icy cold can be fired from 
  the weapon. It can be used as often as the champion has attacks 
  per melee round (each blast counts as one melee attack). As a 
  magical energy blast, it will affect supernatural beings, creatures 
  of magic and those who are normally invulnerable. Damage: 6D6 
  if the wielder is Diabolic, 5D6 if Miscreant or Aberrant, or 3D6 if 
  Anarchist. Range: 1 000 feet (305 m)! 
  4. Animate and Control the Dead: This macabre power en­
  ables the weapon wielder to animate and control skeletons and 
  corpses. These zombie-like automatons have no will of their own, 
  nor any intelligence. They will obey any simple command, such 
  as "protect me," "slay him," and so on. They obey only the 
  weapon wielder. 
  Animated dead: Each of these horrible puppets have the fol­
  lowing abilities: 2D6+20 S.D.C. (no hit points since they aren't 
  alive), two attacks per melee round, inflict 1 D6 damage from 
  punches and kicks (average P.S. is 1 0), and speed is 6 (slow 
  �oving). Ani�ated dead can be destroyed by normal weapons, 
  fire or exceptional means (magic, energy blasts, super abilities, 
  etc.), but are invulnerable to disease, gases, fear, and psionics 
  that affect the mind or emotions. 
  Duration: Until destroyed or the weapon wielder relinquishes 
  his/her control. 
  Limitations: 20 is the most that can be controlled at a time. 
  The control of the dead uses up two attacks per melee round, 
  every round that they are employed. 
  5. Create Unnatural Darkness: An inky blackness so dark 
  that a person can not see beyond two feet (0.6 m) ahead. Only 
  the creator of the darkness and those with a magical nightvision 
  or the Darkness Control super ability can see clear1y in the black­
  ness. Very intense light (solar), dispel magic, dispel magic bar-
  1 48 
  rier, and the weapon wielder can dispel the darkness. Most 
  people within the blackness are -8 to strike, parry and dodge, 
  making them very vulnerable to attacks from those who can see 
  in the darkness. Superbeings with heightened senses, or radar 
  and/or motion detectors (robots and bionics), suffer haH the pen­
  alties. Duration: Until dispelled or 2D4 minutes (it can be main­
  tained indefinitely if the dark champion is present and wills it to 
  continue). The darkness can cover a 1 00 foot area (30.5 m). 
  6. Turns Itself and Wielder Invisible: Identical to the Wizard 
  spell Invisibility: Superior. 
  7. Impervious to Fire: As long as the villain holds the 
  weapon, he/she is impervious to normal and magical fire. No 
  damage or side effects. Only affects the weapon wielder, his 
  clothes and belongings on his person. 
  8. Fly: The ability to fly like a bird at will. Maximum speed is 
  50 mph (80 km). No bonuses to dodge and parry apply. 
  9. Nightvision: A power that enables the character to see 
  clearly in the dark, including unnatural and magical darkness, 
  much like passive nightvision/light amplification goggles do. 
  Range: 300 feet (91 .5 m). Note: The nightvision is automatically 
  activated in darkness and has no time limitation. 
  1 0. Circle of Flame: Creates a circle of towering flame (10 to 
  20 feetl6 m tall and 3-5 feetlO.9-1 .5 m thick). Anyone passing 
  through the flame takes 6D6 +4 damage. Range: Around oneseH 
  or around others up to 90 feet (27.4 m) away. The maximum cir­
  cumference of the circle is 30 feet (9 m). 
  1 1 .  Portal of Fear: First a large, elliptical patch of blackness 
  appears. Seconds later, huge, black tentacles with grey blotches 
  seem to grow out of the expanding black patch. The black patch 
  grows to ten feet (3 m) long and the 4D6 tentacles stretch an as­
  tounding 30 feet (9 m). 
  Tactically, the most effective use of the Portal of Fear is to 
  place it where it blocks a passageway. Each tentacle is easily 
  large enough to snare one man. Once ensnared, the character 
  must roll to save vs magic (12 or higher). A failed roll means fear 
  and panic that causes those trapped to lose half of their attacks 
  per melee round and all combat bonuses. A successful save 
  means the hero is unaffected and can continue to struggle to 
  break free or use ranged attacks at his opponentes). 
  Within two melee rounds the ensnared person is pulled 
  screaming into the portal. Another roll to save vs magic must be 
  made (this time a 1 6  or higher must be rolled). Whether the save 
  is successful or not, the individual is immediately spit out about 
  20 feet (6 m). If the save vs magic failed, the character is racked 
  with fear and can do nothing but cringe in terror for 4D4 melee 
  rounds; no attacks or actions are possible! If the save is success­
  ful the character is not affected and is free to continue to fight. 
  The tentacles are not alive, but ectoplasmic apparitions. Each 
  has one attack per melee round, +2 to strike, and 50 S.D.C. 
  Magic and normal weapons will hurt them. If one tentacle is de­
  stroyed (zero S.D.C.), its victim is freed from its iron grip, but an­
  other will try to scoop him up in its place. To pull free, a combined 
  strength of 60 is needed, and the tentacle will immediately try to 
  grab the character again, along with any accomplices. The entire 
  thing disappears when all the tentacles are destroyed, or a dispel 
  magic barrier spell is cast. Of course the villain can make it stop 
  or vanish whenever he desires. Limitations: Only one Portal of 
  Fear can be created at a time and restricted to three times per 
  day (24 hours). 
  1 2. Mystic Shield: This is identical to the ability described un­
  der Weapons of Order (good). 
  13. Power of Darkness: At night or in darkness the villain 
  linked to the weapon is impervious to poisons and toxic gases, 
  +1 0% prowl and all rogue skills, and +1 to save vs magic, H.F. 
  and possession. 
  Quentin Milton (Order #31246997)
  
  14. Tongues: The ability to understand and speak any lan­
  guage at will; same as the spell. 
  1 5. Cloud of Smoke: Same as the spell. 
  UCIlAIJTf,D OBJf,CT 
  Enchanted Objects are similar to the Enchanted Weapon in 
  that the source of magic and power is within the item, not the per­
  son (the living person provides the courage, intelligence and mo­
  tives). Without the Enchanted Object the character is an ordinary 
  individual armed only with his natural attributes, skills and wits. 
  The object is either a small item such as a medallion, pendant, 
  talisman or ring. Or it can be an article of clothing, such as a 
  cape, cloak, mask, helmet, belt, gloves or gauntlet. When worn, 
  the Enchanted Object endows the person with limited mastery 
  over the mystic arts. Unlike the magic weapon, the enchanted 
  object is rarely affiliated with a particular alignment. Thus, good 
  or evil can use the same item indiscriminately. 
  The spell casting abilities provided by the object never change 
  and can never be increased. The character simply uses and di­
  rects the magic, but knows nothing or little about magic itself. 
  This means he can not learn new spells or other magic. 
  To determine the type of magic possessed by the enchanted 
  object, roll on the following tables. Instead of a set number of 
  spells per day, as in the earlier edition of Revised Heroes Un­
  Iimited™, the Enchanted Object has a renewable P.P.E. re­
  serve. Every 24 hours, it regenerates all P.P.E. previously spent 
  on spell casting. This also means the holder of the Enchanted 
  Object can cast any combination of spells, with each spell tempo­
  rarily burning up the available P.P.E. When all P.P.E. is used up, 
  the character must wait till the beginning of the next 24 hour pe­
  riod. 
  P.P.E. of each Enchanted Object: 2D6x1 0 +90 points. This 
  energy does not increase with experience. The magical reserve 
  inside the magic object can be shared with wizards or other prac­
  titioners of magic, however, it must be given willingly by the 
  owner/wearer of the item. Stolen items can be used freely by the 
  "new" owner. 
  Some objects magically provide super abilities. Except for 
  their magical origins, these super abilities function exactly like 
  their norvnagical counterparts, except they cost 1 5  P.P.E each 
  to activate and use. Once activated, the super ability(s) remains 
  in force until the character wants it to stop or after 24 hours, 
  whichever comes first. At the end of 24 hours, if sufficient P.P.E. 
  is available, the character can immediately reactivate them. One 
  reason to tum them on and off is that the magically empowered 
  character's eyes and Enchanted Object glow, destroying any 
  hope of anonymity or disguise. The object, powers and character 
  are unaffected by the influence of ley lines or nexus points. Also 
  note that magically granted super abilities are unaffected by the 
  Negate Super Powers ability, but are affected by magical forces 
  or spells, like Negate Magic and Anti-Magic Cloud. If such spells 
  are successful, all powers granted by the Enchanted Object are 
  temporarily disrupted for 1 D4 melee rounds (or for the duration 
  one is caught in an Anti-Magic Cloud). 
  Magic Spells or Super Abilities 
  Pick one or make a determination by random roll. 
  01 -16 Choice of three Minor Super Abilities. 
  17-33 Choice of one Major Super Ability, excluding Immortal­
  ity or any of the Control powers. 
  1 49 
  34-50 Choice of one Minor Super Ability and three spells from 
  each of the spell levels 3, 4, and 5. All selections are final. 
  51 -67 The character can cast spells. Pick three spells from 
  each of the spell levels 1 -4, and a total of eight selected from 
  spell levels 5-8. All selections are final. 
  68-84 The character can cast spells. Pick four spells from 
  each of the spell levels 1 -4, and a total of six selected from spell 
  levels 5-8. All selections are final. 
  85-00 The character can cast spells. Pick a total of eight se­
  lections from spell levels 1 -6, and a total of eight selected from 
  spell levels 7-1 2. All selections are final. 
  Power Level of the 
  Spell or Abil ities 
  01 -25 Equal to seventh level in power. 
  26-50 Equal to fourth level in power. 
  51 -75 Equal to fifth level in power. 
  76-00 Equal to sixth level in power. 
  Note: The spell equivalent in power is fixed and does not in­
  crease as the character grows in experience. The spell's 
  strength, range, duration, damage and effects are forever locked 
  in the equivalent level stated in the table. However, the charac­
  ter's normal skills and physical training will increase as he or she 
  grows in experience. 
  Other Abilities 
  from an Enchanted Object 
  +2 to save vs all magic (does not include psionics). 
  +1 D4x1 0 S.D.C. 
  One of the following special abilities; select one or roll per­
  centile dice: 
  01 -20 Impervious to Fire. 
  21 -40 Invisibility at will (no limit to how often used, but re­
  stricted to 30 minute intervals). 
  41 -50 Fly (same as Fly as an Eagle spell, duration maximum 
  is 30 minutes). 
  51 -60 Impervious to poison (includes deadly gases). 
  61 -70 Shoot fire bolt from hand; range: 40 feet (12.2 m), dam­
  age: 3D6, attacks per melee are limited to two. Each blast counts 
  as one action. 
  71 -79 +3 to save vs psionics. 
  80-89 +1 D4 to any one attribute. 
  90-00 Impervious to magic, but reduce hit points and physical 
  S.D.C. by half. Furthermore, the character can not gain additional 
  Hit Points as he/she grows in experience nor S.D.C. from 
  additional physical training. 
  Other Stuff for the 
  Keeper of an Enchanted Object 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Level of Education and Skill Selection:Standard; see creat­
  ing a character. 
  Hand to Hand Combat: Physical combat skills are not auto­
  matic, but must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all heroes, mys­
  tic characters automatically get two attacks per melee. Additional 
  attacks must be developed through combat skills. See hand to 
  hand combat and boxing. 
  Quentin Milton (Order #31246997)
  
  Weapons and Armor: Other than the magic weapon (unless 
  the character is extremely wealthy), only conventional weaponry 
  and body armor would be available. 
  Structural Damage Capacity (S.D.C.): Thirty Five S.D.C. 
  plus any gained through magic and physical training. 
  Available Financial Resources: 1 D4x1 000 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). There is a 
  01 -95% likelihood the character owns a conventional car. The car 
  is 1 D4 years old. Presumably, the character has a job, apartment 
  and reasonable personal possessions . 
  • rSTI' ITODY 
  Note: There are no longer two separate categories of Mystic 
  Study. The illusionist spells have been eliminated, although a few 
  illusion spells are included in the spell list. If one has his heart set 
  on an honest to goodness Illusionist, see the Palladium Fantasy 
  RPG sourcebook, Old Ones, 2nd Edition; easily adaptable. 
  Wizardry, The Art of Spell Magic 
  Spell magic taps into the fabric of mystic energies and weaves 
  it into a useful, focused force. The spoken incantation invokes 
  and ignites the mystic energies, while the wizard's force of will 
  and concentration molds and directs it. The ancient secrets of 
  magic are not to be trifled with, and are a potentially dangerous 
  force. Consequently, most masters of the mystic arts take great 
  pains to hide them from the world. It is the repetition of specific 
  mystic or power words that spark the mystic energies. Thus, 
  1 50 
  those words are spoken softly; often whispered so quietly it is 
  barely audible and disguised amidst a string of meaningless 
  phrases. Only the meaningless parts of the incantation are ever 
  spoken clearly or shouted aloud, and then only to distract from 
  the true power words or for dramatic effect. The incantation may 
  also be disguised with several words spoken in different, even 
  alien, languages. 
  Spell Casting 
  The master of the mystic arts must spend years of study with 
  another, greater, master. During those years he learns to con­
  centrate, focus his thoughts and willpower, relax and meditate. 
  He learns of other dimensions and evil forces. He learns the re­
  sponsibility one must accept when he becomes part of the enig­
  matic world of magic. Then, only after this has been fully 
  Quentin Milton (Order #31246997)
  
  mastered and understood, is the first simple spell taught. With 
  that one spell the novice learns to direct and control the unwieldy 
  energy that courses through and out of his body. Once the novice 
  has learned to completely control that one spell, he is ready to 
  explore the deeper mystic arts. G.M. Note: Typically a young 
  mage has spent 6-1 2  years studying magic (204+4). Studies are 
  rarely started any younger than 1 4  years old. 
  The Power of Magic 
  The spell casting practitioner of magic goes by many different 
  names, wizard, sorcerer, mage, etc., but all share the fundamen­
  tal power to draw upon magic energy and cast it as a spell with 
  astonishing ... magical ... effect. Each time a spell is cast, it will 
  temporarily use a portion of the mage's P.P.E. reserve (Potential 
  Psychic Energy). Different spells require different amounts of 
  P.P.E.; each spell description will indicate the amount necessary 
  to cast it. The higher level the spell, the greater the cost. Like­
  wise, a complete description of how magic works, P.P.E. cost, 
  magic combat and numerous spells are presented in the section 
  entitled, Magic Explained, near Psionics and the Super Abilities 
  Description (the idea being to keep all "power" descriptions clus­
  tered together). 
  P.P.E.: Like all men of magic, the character is a living battery 
  of mystic energy that he or she can draw on to create magic. The 
  permanent P.P.E. base is 2D4x1 0+20+P.E. attribute number. In 
  addition, the mage gets 206 P.P.E. per each level of experience. 
  The sorcerer can draw additional P.PE from select other 
  sources, like ley lines and blood sacrifices, as described in the 
  section entitled, Magic Explained. Note: The mages of Heroes 
  Unlimited Earth are not quite as powerful as those in magic rich 
  environments like RiftS® Earth, Wormwood™, or the Palladium 
  World. 
  Selecting Spells 
  In a game context, we assume the character has finished his 
  mystic studies, is first (or second) level, and has learned a small 
  repertoire of spells. 
  Select four spells from each of the spell levels 1 -4, and a total 
  of eight selected from spell levels 5-1 0. All selections are final. 
  Additional spells must be actively sought out and learned. 
  Something that many sorcerers freelancing as "superheroes· (or 
  villains) are not likely to find time to do. To make life easier on the 
  Game Master and Player, we offer this shortcut that assumes the 
  character has spent some degree of his personal time pursuing 
  magic. 
  Shortcut to Gaining New Spells 
  Roll on the following table upon attaining each new level of ex­
  perience. 
  01 -30 Learned a total of 1 04 new spells (two minimum) se­
  lected from levels 1 -3. That's the total number of spells, not 1 04 
  from each spell level 1 -3. 
  31 -60 Learned a total of two new spells, make selections from 
  levels 4-5. 
  61 -70 Learned one new spell, make selection from level 6 or 
  7. 
  71 -80 Learned one new spell, make selection from level 8 or 
  9. 
  81 -90 Learned one new spell, make selection from level 10 or 
  1 1 .  
  91 -00 Learned one new spell, make a selection from level 1 2  
  o r  1 3. Any spells higher than this must be leamed the usual way 
  and take several months of full-time study. 
  Obviously, older, more experienced, mages know more spells 
  as well as more powerful ones. As one's experience level in-
  1 51 
  creases, the potency and control of the spell also increases. This 
  is usually reflected in increased range, duration, damage or sav­
  ing throw; see Magic Explained. 
  A note on spell selection: The spells included in the Spell 
  Descriptions section are by no means the totality of known spells. 
  The list presented in this book only includes a selection of spells 
  appropriate for heroic practitioners of magic adventuring within a 
  modern setting. Certainly any spell listed in other Palladium role­
  playing games and sourcebooks can be used by characters in 
  Heroes Unlimited™, provided the Game Master gives his ap­
  proval. Some minor conversion may be necessary, but most are 
  directly compatible, especially those for the Palladium Fantasy 
  series. Also note that Animate Dead, Agony, Domination, and 
  other less than heroic spells are mainly included for use by vil­
  lains. 
  Game Masters, offer players only enough magic that seems 
  appropriate, fair, and which you feel comfortable with. Always re­
  member, ultimately what's available in the way of magic, and 
  everything else, is under your control. Be careful not to imbal­
  ance your game by being too generous (or too stingy for that 
  matter). Powerhouse characters brimming with magic or technol­
  ogy can make for some pretty dull or predictable adventures. 
  Other ways to learn new spells 
  There are several ways to learn new spells. 
  1 .  Self Research: As the character advances in level, his 
  knowledge of the mystic arts also advances. As he takes a step 
  forward, so does his mastery of the arts. For each level the char­
  acter reaches, he is able to figure out the workings of two spells 
  from a level equal to or less than his own. For example, when a 
  character reaches second level, he gets to select two spells from 
  either first or second level. The same Wizard would choose an­
  other two spells upon reaching third level, but those two can now 
  be chosen from the first, second, or third levels. This is a directly 
  equivalent advancement where the character's maximum spell 
  level is equal to his level of experience, but it does not limit the 
  level of spells he can cast (that is only restricted by available 
  P.P.E.; see Spell Casting), only the level he can researchllearn 
  on his own. Each new level of experience gives the Wizard two 
  total spell selections from all of the combined levels equal to or 
  less than his new level. 
  2. Return to the Master: The spell caster's original teacher is 
  usually willing to teach his pupil a new spell or two every once in 
  a while. This will normally be the source of higher level spells for 
  the Wizard when he can't wait to advance to that point, or if the 
  spell is needed quickly for a specific reason. A simple spell (lev­
  els 1 -4) will take one month of study and practice. A more difficult 
  one (levels 5-9) will require 1 04 months of study, while the most 
  difficult (levels 1 0+) will require 204 months. However, the 
  teacher may decide that a particular spell(s) may not be appropri­
  ate for his student at that time (G.M.'s discretion), or he may not 
  know it himself. The student should be smart enough to take "no· 
  as the answer the first time, and bow to the Master's wisdom, 
  taking whichever spell that might be offered (if any) as an alterna­
  tive. If the student pushes his request, the Master is likely to 
  teach him nothing until the young mage relearns the virtue of pa­
  tience (204 months of meditative studies under the teacher's in­
  struction; globe-hopping and crimebusting is straight out). 
  3. Granted 1 04 spells as a boon from a grateful supernatural 
  being or high level wizard. However, the mage must allow 1 04 
  month's time for study of each spell. The period of study must be 
  spent with the supernatural being and can not be broken except 
  between specific spells. If broken in mid-study, the spell is lost 
  and no further spells will be taught. This is the most rare and un­
  likely occurrence in a wizard's life. 
  Quentin Milton (Order #31246997)
  
  4. Translation: The student of magic can attempt to teach 
  himself a new spell by scrutinizing ancient texts, books of magic, 
  and scrolls. A Decipher Magic spell is helpful, but it will not pro­
  vide the complete knowledge needed to cast a spell. Fairly regu­
  lar study of one particular spell (for no less than eight months) 
  will give the mage enough data to attempt the new spell. Con­
  stant study to the exclusion of all else is not necessary, but only 
  one spell can be studied at a time. 
  When the mage feels confident, he can try to weave the spell. 
  If successful, he will add a new spell to his arsenal. If unsuccess­
  ful, he could be in for a lot of trouble. To attempt a translation, the 
  Wizard must, after months of study, make a successful roll under 
  Magical Lore: Spell Translation (8% +2% per level of experi­
  ence). If the roll is successful, the Wizard has a new spell and 
  can begin using it as part of his regular repertoire. A failed roll 
  does not necessarily mean the spell is not translated, but it can 
  have dangerous or devastating results. Roll on the following table 
  to determine the results of a failed translating roll. All rolls must 
  be made in the presence of the Game Master. Repeated at­
  tempts can be made to properly learnltranslate the spell. 
  Success or Failure 
  01 -1 1 The desired spell, but at half strength, duration, range, 
  and damage. Another eight months of study might rectify that 
  problem (+20% bonus to translation skill). 
  1 2-24 Nothing! A complete failure. 
  25-32 Failure, causing a small explosion, knocking the spell 
  caster on his bottom and inflicting 306 damage. 
  33-42 Failure, leaving the spell caster dazed and weak. All 
  skills are -1 0%, and he is -1 to strike, parry and dodge. Effects 
  last for 1 04 days. 
  43-59 Failure, energy bolt strikes the spell caster inflicting 606 
  damage! 
  60-68 A complete success; the spell works perfectly. 
  69-88 Failure, instantly summons one otherworldly, mystic 
  creature. The creature should be hostile. 
  89-95 Failure, opens a mystic portal to another dimension. To 
  close the portal will require the spell caster to cast 1 06 mystic 
  portal spells himself before he can close it. If left open, there is a 
  01 -70% chance of something crawling out of it the first hour and 
  a 01 -40% chance of another creature crawling out of it for every 
  day that it is left open. Bad news if the mage doesn't know the 
  mystic portal spell! Portal closes by itself after 206 days. 
  96-00 A complete success! The spell works perfectly. 
  Other Magic 
  Abilities of the Wizard 
  The years of study and mastery of the mystic arts provide the 
  mage with a handful of additional abilities that relate directly to 
  magic. These powers do not require spell casting, but most do 
  require some expenditure of P.P.E., even if only a few points, 
  and can be used as often as desired. Note: The Wizard has a 
  number of special abilities that duplicate some spells found in 
  other Palladium games. Wizard characters in Heroes Unlim­
  ited™ are larger than life heroes after all, and as a result, they 
  are a powerful compilation of all magical abilities in one charac­
  ter. Game Masters may want to adjust their power levels if they 
  feel they are too powerful. If taken to a RiftS® or other Mega­
  Damage environment, the spells inflict M.D. and S.D.C. is re­
  placed with M.D.C. Most natives of Rifts® Earth, especially other 
  practitioners of magic, will quickly recognize them as sorcerers 
  from another world or time. 
  1 52 
  1 .  Astral Projection: 
  Range: Self 
  Duration: Five minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Six 
  This ability, mastered through years of study and Willpower, 
  functions very much like the pSionic ability. 
  2. Familiar Link: 
  Range: Self and animal; 600 feet (1 83 m). 
  Duration: Indefinite 
  Saving Throw: None 
  P.P.E.: Twenty 
  At third level, a practitioner of magic is experienced enough to 
  mentally link with a small animal (mammal, bird or lizard). This 
  link is permanent, producing a rather impressive symbiotic rela­
  tionship. No matter how wild or mean the animal may have been, 
  it will instantly consider the mage to be its friend, companion and 
  master. To him, the animal is always docile and submissive, be­
  cause the two are now one; an extension of each other. As such, 
  both man and animal will understand each other completely. For 
  the mage, the familiar is now a sensory extension enabling him to 
  see, hear, smell, taste and feel everything the animal experi­
  ences. Thus, familiars make great spies, listening to conversa­
  tions and prowling into areas not easily accessible to their 
  masters. Although the familiar understands and obeys the mage, 
  it cannot actually speak to him. 
  Just as the mage knows what the familiar is feeling, so the fa­
  miliar knows what its master is experiencing (on an empathic and 
  telepathic level). If one is in danger, the other will know it. The 
  magical nature of the union also provides the mage and the fa­
  miliar both with an additional six Hit Points. However, if the famil­
  iar is hurt or attacked, its master also takes the same amount of 
  damage even if miles apart. If the familiar is killed, the arcanist 
  permanently loses 10 Hit Points! There is also a 50% chance he 
  will suffer shock from the ordeal. If he does, he will lapse into a 
  coma for 1 06 hours. Another familiar link cannot be tried again 
  for at least 1 04 years. 
  Other Limitations & Notes about the Familiar Spell: 
  1 .  Two-way telepathic and empathic communication; maxi­
  mum range: 600 feet (1 83 m). Beyond this range the two cannot 
  communicate but each will know if the other is in danger or hurt 
  regardless of the distance between them. The animal will also 
  understand spoken commands by its master on an almost hu­
  man level. The mage will have a keen understanding and percep­
  tion of his animal companion's reactions, growls, noises and 
  body language. 
  2. The familiar possesses all the abilities common for that type 
  of animal. 
  3. Familiar Size: 35 pounds (1 5.7 kg) maximum. 
  4. Typical animal types used as a familiar include: cats, dogs, 
  coyotes, foxes, weasels, ferrets, rodents, birds, large lizards, and 
  snakes. 
  3. Sense Enchantment: 
  Range: About 90 ft. (27.4 m) maximum. 
  Duration: Automatic and constant awareness. 
  P.P.E.: None 
  Saving Throw: None. 
  The mage's knowledge and attunement to the supernatural is 
  so complete that he can recognize magic in almost any form, on 
  sight. This includes magic items, magic weapons, circles, other 
  magic users, and people controlled or possessed by mystic 
  forces. The exact purpose or power of the enchantment is usually 
  not known, but that it is rooted in magic is easily identifiable. This 
  is basically an uncomfortable prickly sensation or specific ''feel-
  Quentin Milton (Order #31246997)
  
  ing" or hunch the wizard gets when looking at a specific person, 
  place, or item. Base level of perception and correct evaluation: 
  60% +1 % per level of experience. 
  4. Sense Supernatural Evil: 
  Range: 90 foot (27.4 m) radius. 
  Duration: Automatic and constant awareness. 
  P.P.E.: None 
  Saving Throw: None, however a psychic mind block or a protec­
  tion from magic circle will prevent the spell from working on 
  those under its protection (note that the psychic's ability to sense 
  evi� is not blocked by the magic circles). 
  This is another sensitivity that the mage develops through his 
  awareness of and exposure to magic. It enables the mage to feel 
  or sense the presence of supernatural evil, including evil sorcer­
  ers (due to their connection with magic energy), demons, gods, 
  victims of evil possession, entities, and other evil supernatural 
  forces. It will indicate approximately how many supernatural evil 
  presences are within the 90 foot (27.4 m) radius: one, a few (2-
  6), several (7-14), or many (1 5 or more). It can also register the 
  intensity of the evil and pinpoint the general location of the 
  source(s) to a particular room or part of a houselbuilding, an 
  area, possessed object or person, or an approximate distance 
  (very close, near, far, etc.). 
  Evil emanations from human and most mortal beings are 
  much less distinct and cannot be sensed unless the source/per­
  son has an immediate and intense evil intention (Le. mass mur­
  der) or is a superbeing who is at least 9th level. 
  5. Sense Magic 
  Range: 1 20 foot (36.6 m) diameter. 
  Duration: Automatic and constant awareness. 
  Saving Throw: None 
  P.P.E.: Four 
  The practitioner of magic is so familiar with magic energy that 
  he can sense or feel the presence of magic, especially great 
  magic (Le. an Enchanted Weapon or Object, other powerful 
  magic item, ley line nexus, greater demon, demigod, god, or fel­
  low mage who is 8th level or greater, and similar). Like a geiger 
  counter, the individual can tell if he is near (within 20 ftl6 m), or 
  far (toward the limit of the range) from the source of the magic. 
  The ability can also indicate whether a person, object or place is 
  enchanted/under a magic spell, possesses vast P.P.E., is in the 
  process of invoking magic, or if powerful magic is being used in 
  the area. Note: Practitioners of magic and most supernatural be­
  ings do not register as being magical except when actually cast­
  ing a spell/using magic. 
  6. Special Skills of Magical Lore and Knowledge: The wiz­
  ard's magical knowledge covers both the theory and application 
  of magic forces. This includes the information necessary to prop­
  erly cast spells, but his store of knowledge is much wider and far 
  reaching than that. Some other areas of instruction all mages re­
  ceive include a study and knowledge of historical and contempo­
  rary beliefs, myths, legends, folk-tales, stories and theories 
  regarding magic, the supernatural, and the unexplained. These 
  additional areas of study and interest include an historical and 
  scientific viewpoint, as well as the less orthodox opinions. The 
  following paragraphs describe some of the specific areas of study 
  given to the mage. 
  Spell Translation: The ability to figure out new spells from an­
  cient texts, legends, symbols, and magic scrolls. Base Skill: 8% 
  +2% per level of experience. 
  Demons and Monsters: This is a study of demonic creatures 
  and monster lore throughout the ages and around the world. It in­
  cludes the beliefs and legends of ancient and mythical cultures in 
  demons, possession, reputed demonic places of habitation, drag­
  ons, faerie folk, their appearances, 
  habits, weaknesses, 
  1 53 
  strengths and similar data. This knowledge also includes unusual 
  creatures or monsters, past and present, including the Loch Ness 
  Monster, giants, bigfoot/yeti, sea serpents, creatures of magic 
  and others, along with their habitats, characteristics, and so on. 
  The wizard's knowledge (on a successful roll) can help the char­
  acter to recognize what may be a particular type of demon or 
  monster by description, drawings, photos, footprints, legends, rit­
  ual, or action. Dragons, vampires, faeries, and other legendary 
  creatures are all included in this skill. Base Skill: 30% +5% per 
  level of experience. 
  Geomancy or Lines of Power: A study of ley lines, burial 
  mounds, places of power, megaliths, and geomancy beliefs, past 
  and present (See Magic and Spells for greater details). Geo­
  mancy and ley lines are the belief that certain places on earth are 
  polarized with an unknown energy or force known as "magic" or 
  "Potential Psychic Energy" (P.P.E.). These locations are reputed 
  to heal, cause paranormal phenomena, attract supernatural 
  forces, or open dimensional gateways. The study includes 
  "known" locations of such places, such as Stonehenge and the 
  Bermuda Triangle, as well as the many theories behind them and 
  the legacy of legends, mysteries, disappearances and dangers 
  linked to each. On a successful roll, the skill will provide the char­
  acter with insight about the areas and enable him/her to recog­
  nize specific, known places of power, as well as recognize 
  unknown megalithic markers, mystic symbols and signs used to 
  mark such revered or feared places. Base Skill: 25% +5% per 
  level of experience. 
  Religion: A comprehensive study of the world's religions, past 
  and present, their beliefs, rituals, holy places, pantheons of dei­
  ties and supernatural creatures (demons, spirits, angels), stories 
  of creation, myths and legends. The skill (when successfully 
  rolled) will help the character recognize specific rituals, their pur­
  pose, the deity(s), icons, and similar information. Base Skill: 35% 
  +5% per level of experience. 
  Archaeology: In addition to his magical lore skills, the wizard 
  also possesses a trio of other skills that are a result of his school­
  ing in the mystic arts. Archaeology is one of them. The extensive 
  history of magic is included in this and gives the character a 
  strong working knowledge of normal history to provide a frame­
  work for the developments of magic. It also helps him to unearth 
  and evaluate ancient artifacts, books, scrolls and texts. 
  This skill is the same as the one listed in the Skill section, but 
  is in addition to any Skill Programs and gets a bonus of + 1 0%. 
  Chemistry: Chemistry has been a part of magic from the be­
  ginning of time and spun into the lost art of magic that combined 
  magic and chemistry, known as alchemy. This skill is the same 
  as the one listed in the Skill section, but is in addition to any Skill 
  Programs and gets a bonus of +1 0%. 
  Holistic Medicine: This knowledge involves the use of herbs 
  and potion making for the purpose of healing. This skill is the 
  same as the one listed in the Skill section, but is in addition to 
  any Skill Programs and gets a bonus of + 1 0%. 
  7. Magic Combat & Bonuses: See the Magic and Spells sec­
  tion for full details. Just as the practitioner of magic gains P.P.E. 
  and spells during his level advancement, so too does he gain 
  other bonuses that directly augment the effectiveness of his 
  magical skills. These bonuses are in addition to any applicable 
  attribute and skill bonuses. 
  At first level, the wizard is +2 to save against magic of any 
  kind, +1 to save vs possession, +2 to save vs Horror Factor (if it 
  is used in the game), and others need a 12 to resist his magic 
  (spell strength). 
  At fourth level, another +1 vs magic is gained and the spell 
  strength is +2 (characters need a 1 4  or higher to save against his 
  spells). 
  Quentin Milton (Order #31246997)
  
  Seventh level adds +1 to spell strength (15 or higher to save 
  vs his magic) and + 1 to save vs possession and Horror Factor. 
  Tenth level adds +1 to spell strength (1 6 or higher to save) 
  and another + 1 vs possession and Horror Factor. 
  Thirteenth level adds another +1 to save vs magic, and +1 vs 
  possession and Horror Factor. 
  Other Stuff for The Wizard 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Level of Education and Skill Selection: Standard; see creating 
  a character; however, the Wizard must give up one entire Skill 
  Program to reflect the time devoted to leaming the knowledge 
  of the mystical arts. If converting the character to RiftS® or 
  Nightbane®, the Wizard will have all of the individual Lore 
  skills. 
  Hand to Hand Combat: Physical combat skills are not automat­
  ic, but must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all superbeings, 
  mystic characters automatically get two attacks per melee. 
  Additional attacks must be developed through combat skills. 
  See hand to hand combat and boxing. Note that most mages 
  are ''fair'' at fighting, but seldom experts (i.e. Basic Hand to 
  Hand Combat). 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would 
  be available. 
  Structural Damage Capacity (S.D.C.): Thirty S.D.C. plus any 
  gained through magic and physical training. 
  Available Financial Resources: 1 D6x1 000 dollars are available 
  in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). There is 
  a 01 -80% likelihood the character owns a conventional car. 
  The car is 1 D4 years old. Presumably, the character has a 
  job, apartment and reasonable personal possessions. 
  Other Options:lnstead of the spell casting mage/wizard de­
  scribed in these pages, the Game Master may consider the 
  use of any of the practitioners of magic from the Palladium 
  Fantasy Game, Second Edition (little if any conversions nec­
  essary), or Nightbane®, or Rifts (these two will require some 
  conversion, especially Rift�). Use the magical abilities for 
  each magic character class as is presented in their respective 
  RPG, but substitute modem Earth skills and background. 
  Note: Game Masters should only consider doing this if they 
  feel comfortable with it, and should make any modifications 
  they feel necessary! Players should not grumble or pester the 
  G.M. if he or she decrees not to allow mages from outside 
  sources. 
  1 54 
  I1JYSrICA&&Y 
  wI-SrOPl"" [fJI1&1T1f,S 
  Mystically bestowed super characters are usually individuals 
  selected by a supernatural force of order (good) or chaos (evil) to 
  champion their causes. The individual selected is often a very or­
  dinary person whose moral integrity and emotional state are 
  deemed to be exactly right to champion their cause. Once se­
  lected, the mystic force (god, demon lord, etc.) will appear to the 
  individual, explain that he or she has been chosen to receive a 
  great gift, given a speech about the eternal battle between good 
  and evil, followed by a pep talk ("You can do it ... have confi­
  dence in yourself," "you are the right choice," etc.) and, finally, 
  "poof," the super or magic abilities are bestowed. 
  The person is normal in every way until he/she calls upon the 
  power within him. This can be done by force of will (mentally) or 
  by calling on the name of the bestowing power, or a special trig­
  ger word, like ... Shazoomy! Calling upon this force will instantly 
  transform the person into a mighty, costumed visage of power. If 
  the person is a child, old, invalid, or normally physically out of 
  shape, he or she will be transformed into a youthful, powerfully 
  built figure of heroic image. The following bonuses apply only 
  when transformed into the superheroic (or evil) figure. 
  Adjust all attributes as follows: These apply only when the 
  character is transformed. 
  M.A. +2D6 (minimum of 1 8) 
  P.S. +2D6 (minimum of 20) 
  P.P. +1 06 (minimum of 1 8) 
  Spd. Multiply by five (minimum speed of 24) 
  S.D.C. +3D6x1 0. 
  The transformation from an ordinary Joe into a superhuman is 
  instant. The actual change can be flamboyant, like being hit by a 
  lightning bolt, being engulfed in a blinding flash or cloud of 
  smoke, or subtle, and almost imperceptible to anyone except 
  those right near the person. The change also includes clothes 
  and costume, similar to the transformation provided by the En­
  chanted Weapon. Suddenly, one's casual attire is gone, replaced 
  by a dashing costume typical of a comic book hero and reflective 
  of the character's costumed identity and/or powers or personal 
  tastes. The costume design is left entirely up to the player and 
  can be as elaborate, sublime, or simple as he/she may desire. 
  The transformation is under the hero's complete control. Only 
  he/she, or the bestower of the power, can initiate the change. 
  Furthermore, only the bestowing entity can permanently strip the 
  character of his power. 
  A Negate Magic or Anti-Magic Cloud spell will temporarily strip 
  the character of his/her abilities, momentarily transforming the 
  person back into his ordinary, fragile form. However, the charac­
  ter gets to save vs magic with a +4 to save against the negation 
  of magic. If a successful save is made, nothing happens, and he 
  retains his magical powers. A failed save vs magic means he is 
  instantly transformed from superhuman to ordinary person. The 
  imposed transformation lasts a mere 1 D6 melee rounds, but that 
  can seem like an eternity during a fierce battle or life and death 
  situation. 
  Player's Note: Because of the unusual nature of the magical 
  transformation into a powerhouse hero, it can be fun and ironic to 
  play a regular, totally ordinary person to a weak, scrawny or 
  physically impaired individual (crippled, paraplegic, dying of can­
  cer or other disease) with little or no physical skills and pitiful at-
  Quentin Milton (Order #31246997)
  
  tributes. The following optional table can be used to determine 
  the type of physical limitations that apply to your character. If de­
  sired, physical attributes can be reduced to fit the minimum attrib-
  1 55 
  ute requirements. Remember, this is entirely at the player's 
  option and the player is invited to come up with his or her own 
  frailties and background. 
  Quentin Milton (Order #31246997)
  
  Physical Limitations (Optional) 
  01 -20 Incapacitated by a debilitating disease or accident, leav­
  ing the person crippled, paralyzed or otherwise physically im­
  paired. May select one physical skill (excluding boxing, wrestling 
  and gymnastics). All physical attributes must be 1 1  or lower. 
  21 -40 Old Age has robbed the strength of youth. Roll 5D6 in 
  years and add it to 55 to determine years of age. May select two 
  physical skills, but P.S., P.P. and P.E. must be 12 or lower. 
  41 -60 Kid; still young and physically immature, even if a teen­
  ager; 1 0+1 06 years old. May select two physical skills, excluding 
  boxing and wrestling. No physical attribute can be higher than 1 4. 
  61 -75 Wimp, of any age - a couch potato or bookworm, who 
  has never been very athletic; probably late teens through thirties. 
  No physical skills. Physical attributes must all be 1 0  or less. 
  76-90 Invalid: Young or old, this person can not walk; confined 
  to a wheelchair. Physical skills are limited to upper body only. 
  Body building and swimming are okay; boxing, prowl, gymnas­
  tics, hand to hand combat and wrestling are right out. Physical at­
  tributes of P.E., P.S. and P.P. are limited to a maximum of 1 8. 
  Speed is 2D4 crawling on the ground with the arms. 
  91 -00 Very sick and weak from a debilitating (Parkinson's, 
  Muscular Dystrophy, etc.) or terminal disease (cancer, AIDS, 
  etc.). May even be a shut-in (seldom leaves the house except to 
  go to the doctor). 
  Type of Bestowed Super Ability 
  The player whose character's powers are magically bestowed 
  can either select one of the following or roll for a random determi­
  nation. 
  01 -25 Two Major Super Abilities of choice. 
  26-40 Four Minor Super Abilities of choice, plus Hand to 
  Hand: Martial Artist. 
  41 -50 One Major Super Ability & two Minor, plus Hand to 
  Hand: Expert. 
  51 -70 Select one Major Super Ability and a total of eight spells 
  from levels 1 -5. 
  71 -80 Select a total of ten magic spells from levels 1 -6 and a 
  total of six spells from levels 7-1 2. 
  81 -00 Select a total of nine magic spells from levels 1 -8 and 
  seven total from levels 9-1 5! 
  In the case of spell casting abilities, all spells start out at the 
  same level as the character and increase in strength as the char­
  acter grows in experience. However, the character is not a full 
  practitioner of magic and does not gain additional spells as he in­
  creases in level, nor does his P.P.E. increase as drastically as 
  that of the wizard. 
  1 56 
  P.P.E.: Spell casters get 3D4x1 0 P.P.E. +P.E. attribute 
  number. Each new level of experience adds 1 D6+4 P.P.E. to the 
  character's total. As with all magical classes, these spells func­
  tion just like normal spells and are affected by ley lines, negate 
  magic spells/rituals, etc. Those with super abilities have 
  1 04x1 0+1 0 P.P.E. 
  Special Bonuses & Abilities 
  Creates a costume or "battle dress" out of thin air. 
  Appears muscular, strong, healthy and youthful. 
  + 1 to save against magic of any kind 
  +1 to save vs possession at levels 1 ,  3, 6, 9, 1 2, and 1 5. 
  +2 to save vs Horror Factor at levels 1 ,  3, 5, 7, 9, and 1 3. +2 on 
  initiative. 
  +2 to pull punch. 
  Other Stuff for 
  the Mystically Bestowed 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Level of Education and Skill Selection: Standard; see creating 
  a character. 
  Hand to Hand Combat: Physical combat skills are not automat­
  ic, but must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all heroes, mystic 
  characters automatically get two attacks per melee. Those 
  characters who have no hand to hand combat skill get two ad­
  ditional attacks per melee round at level one and one addi­
  tional at levels four and nine. Those who have some sort of 
  hand to hand combat training only get one additional attack at 
  level six. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would 
  be available. 
  Structural Damage Capacity (S.D.C.): 1 D6x1 0+30 S.D.C. when 
  transformed, +1 0 S.D.C. in their ordinary form. Remember, 
  S.D.C. and abilities gained from the transformation do NOT 
  apply when in normal human form. 
  Available Financial Resources: 2D4x1 000 dollars are available 
  in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). There is 
  a 90% likelihood the character owns a conventional car (un­
  less paralyzed). The car is 1 D4 years old. Presumably, the 
  character has a job, apartment and reasonable personal pos­
  sessions. 
  Quentin Milton (Order #31246997)
  
  , 
  .... 
  �. 
  Quentin Milton (Order #31246997)
  
  Mutants are men and women whose normal, human physiol­
  ogy has been changed/altered through some sort of mutation. 
  The source of the mutation can be almost anything - genetic 
  mutation, genetic experimentation, or exposure to cosmic rays, 
  radiation, chemicals, alien energy, dimensional anomaly, and so 
  on. In some cases, the exposure to the energy, chemicals or 
  whatever, causes the body to change and mutate. In other cases, 
  they trigger latent, mutant powers that had been dormant in the 
  individual. 
  In real life, mutations are typically a variant gene(s) as a result 
  of environmental adaptation, or a random change caused by an 
  outside source. Often these real life mutations are physical im­
  pairments, like a third leg, shriveled arm, etc. Such disabilities, or 
  because the creature is too obviously different, often result in the 
  death of the mutant. However, we are concerning ourselves with 
  superheroic, fantasy heroes and villains. Characters who pos­
  sess natural (to them) powers and abilities that far surpass nor­
  mal humans. Thus, these fictional mutants tend to be strong and 
  capable, even superior to ordinary humans. 
  In the context of this game, all mutants are the product of 
  some sort of physical change. A change that has given them su­
  perhuman powers. Whatever the cause, their physical and ge­
  netic structure is permanently altered. This means mutants are 
  no longer "human" in the conventional sense. This holds true 
  1 58 
  even if the character was once an ordinary, normal human being 
  before the mutation occurred. In many cases, the powers, physi­
  ology and cause of mutation defy known scientific explanation. 
  Sadly, it is this X-factor, this inexplicable, alien aspect of mutants, 
  that often terrifies normal humans. Fear of the unknown and a 
  few evil mutants who have used their extraordinary powers to ter­
  rorize, commit crimes and hurt others, has created an air of sus­
  piCion, fear and prejudice toward all mutants, whether they are 
  heroes or villains. 
  Creating a M utant 
  Super Character 
  Step One: The Usual 
  Determine the character's attributes, Hit Points, alignment, 
  skills and education as explained in the beginning of this book. 
  Nothing is changed. Yes, you can still use the optional rules to 
  determine such things as weight, place of birth, etc. However, 
  there are additional conditions and tables presented to make the 
  mutant more unique and interesting. 
  Quentin Milton (Order #31246997)
  
  Age, discovery and growing up. Super abilities often mani­
  fest themselves in mutants during puberty. This means unless 
  the character had some obvious physical deformity or unusual 
  appearance, he and those around him had no reason to believe 
  he was anything but an ordinary Joe. In fact, even in the case of 
  physical mutations, many don't appear until the super abilities do. 
  This means roughly 65% of all human mutants discover their 
  powers between 1 3-20 years of age. About 1 0% are younger and 
  25% are older. 
  Surviving one's teenage and young adult years is hard 
  enough for ordinary humans. Developing such powers at an early 
  age only compounds an already frustrating and difficult period. 
  Sure the powers may be "cool," at least at first, and some mu­
  tants will handle their unique gifts, and the responsibilities that 
  come with them, with astonishing maturity, grace and natural ap­
  titude. However, these cool super abilities will make the kid differ­
  ent, and human nature tends to fear, ridicule and avoid that 
  which it does not understand. So even a power that seemed 
  wonderful and exciting at first, may quickly be regarded as a 
  curse. 
  Ultimately, how a mutant reacts and uses his or her super 
  abilities, regardless of age and guidance, will depend on the 
  character's alignment. However, there are other factors that will 
  influence what becomes of the youngster or teenager. The young 
  mutant may be terrified by his new, inhuman powers, or use them 
  by accident (maybe hurting or scaring people), or find he cannot 
  (yet) control them. This may cause the young mutant to panic, 
  run away, hide, strike out at others, and so on. Even the most 
  well adjusted and loved individual will feel more "weird" or "differ­
  ent," and probably more "alone" and/or "misunderstood" than 
  ever before. This is especially true if the character's appearance 
  changes, often leaving the young mutant to believe he or she is a 
  worthless, dangerous or monstrous "freak!" 
  Unless the character is among other mutants, has a strong, 
  loving family, or one or more truly loyal and caring friends, he or 
  she will feel lost, afraid and confused. Dealing with inhuman abili­
  ties (and probably a strange appearance) can quickly tum into 
  fear or self-loathing, and manifest itself in numerous ways: with­
  drawn, paranoid, terrified, angry, aggressive, violent, etc. Those 
  who are already bullies, or involved in disruptive or criminal ac­
  tivities, are likely to fall into bad company and a life of trouble, if 
  not a life of crime. Confused and frightened individuals, particu­
  larly those in their early teens or younger, are especially vulner­
  able to corruption or manipulation by authority figures, including 
  superheroes, supervillians, criminals, govemments and other or­
  ganizations or groups. Even the best intentioned hero, relative, or 
  group may be wrong for that individual, while the worst forces out 
  there will try to indoctrinate, corrupt and manipulate the young 
  superbeing for their own insidious purposes. 
  Player & G.M. Note: All of this should be considered and is 
  fun to play, adding color and individuality to the characters and 
  opening up all kinds of plots and adventuring opportunities. 
  Step Two: 
  The Cause of the Mutation 
  01 -20 An unknown, random element. A complete mystery. 
  21-40 Accidental encounter with "strange stuff." This can be 
  almost anything; industrial waste, chemicals, radiation, alien sub­
  stance, cosmic energy or other strangeness. 
  41 -60 Genetic aberration. Mutant gene structure (a million in 
  one chance of fate) is responsible for the mutation and powers. 
  61 -75 Deliberate Experimentation (genetic, chemical, radia­
  tion, etc.). Some kind of laboratory experiment that purposely 
  mutates the individual. Note: The chance of recreating the ex-
  1 59 
  periment and successfully creating a new, nearly identical mutant 
  is 1 %. The chance of recreating a random mutating agent that 
  will create another superbeing is 01 -03%. The likelihood of killing 
  the subject of the experiment is 04-53%; 54% or higher means 
  no effect. 
  76-80 Exposure to strange chemical combinations (deliberate 
  or accidental) that brings out or creates a mutation. 
  81 -00 Radiation. An unexplainable mutant transformation 
  caused by exposure to some type or combination of radiation 
  (usually accidental). It is likely that the radiation itseH is not the di­
  rect cause of the mutation, but triggers a mutating agent (prob­
  ably genetic) which has laid dormant within the individual. 
  Step Three: 
  Unusual Physical Characteristics 
  The majority of mutants are humanoid and quite often appear 
  to be ordinary humans. Only their unique powers set them apart 
  from the average person. However, many also have unusual or 
  distinctive characteristics unique to a small portion of society, ... 
  the mutant portion. Many characteristics, such as odd hair or eye 
  color, can be easily hidden, others like unusual skin color, tex­
  ture, or extra appendages, are much more difficult to conceal. 
  The following table lists a variety of physical aberrations typi­
  cal to mutants. Players and Game Masters should feel free to ad­
  just or add characteristics that they find desirable. Just keep in 
  mind that, generally, most mutants tend to be relatively human 
  looking, because most are of human origin. 
  This table is optional. For players who want a completely hu­
  man looking mutant, skip it, but you're missing out on some fun 
  stuff. For those who want a really strange looking mutant, roll two 
  times on the general table (reroll if no unusual trait happens), 
  plus once on 1 D4 of the sub-tables. 
  Unusual Characteristics Table (Optional) 
  Roll percentile dice once to determine odd characteristics. 
  01 -30 No unusual physical traits. 
  31 -34 Strange ears 
  01 -20 Pointy. 
  21 -40 Larger than normal ears by 2 or 3 times. 
  41 -60 Tinier than normal, the size of a quarter or dime. 
  61 -80 Alien appearance. 
  81 -00 No ears at all! Just two small openings. 
  35-39 Odd skin color: 
  01 -10 Yellow 
  1 1 -20 Green 
  21 -30 Red 
  31 -40 Grey 
  41 -50 Light Blue 
  51 -60 Stark White 
  61 -70 Dark Blue 
  71 -80 Black (as in coal black) 
  81 -85 Purple 
  86-90 Orange 
  91 -95 Two odd colors 
  96-00 Metallic looking (soft and warm, but smooth and glossy 
  like metal; gold, silver, bronze, etc.). 
  40-43 Ambidextrous: These characters can use the right and 
  left hands with equal skill and dexterity. Bonuses: Adds one addi­
  tional attack per melee, +1 to parry, +5 to climbing skill, +5% to 
  escape artist, pick locks, mechanical and electrical repair skills. 
  Quentin Milton (Order #31246997)
  
  44-47 Odd Hair Color: 
  01 -10 Green 
  1 1 -20 Streaked with white or other color. 
  21 -30 Light Blue 
  31 -40 Bright, Flame Red 
  41 -50 Stark White 
  51 -60 Bright Yellow 
  61 -70 Metallic Silver, Red or Gold. 
  71 -80 Oark Blue 
  81 -90 Purple 
  91 -00 Orange 
  48-50 Odd Face 
  01 -20 Skeletal face, sunken eyes and cheeks, line lips, reced­
  ing hairline; maximum P.B is 1 0, adjust appropriately. 
  21 -40 Angelic, beautiful face, +1 06+4 to P.B. 
  41 -60 Animal features, long muzzle, canine teeth and can re­
  semble the ape, or lizard/snake, canine, feline, horse, or other 
  animal of the player's choice. 
  61 -80 Insect or aquatic features, large, round, dark eyes, large 
  mouth with no upper lip (and not much of a lower one), small or 
  flat nose, and little or no hair on the head or face; -2 points from 
  P.B. 
  81 -90 Face looks artificial, like a mask; -2 points from P.B. 
  91 -00 Oemonic face - has small pointed teeth, forked 
  tongue, two mouths or a third eye, plus other odd features (pro­
  nounced forehead, odd lumps or tiny spines above eyebrows or 
  along the jaw, etc.; -1 04 points from P.B. 
  51 -54 Double-Jointed. A double-jointed person has ex­
  tremely limber muscles, flexible bones, can pop bones in and out 
  of their sockets with ease, and can twist, bend and fold them­
  selves into normally impossible positions. These contortions en­
  able the character to collapse the bones in his hands to easily 
  slip out of handcuffs or manacles, temporarily and painlessly dis­
  locate joints to wiggle out of ropes or straight jackets, slip through 
  small openings and fit into small areas (suitcase, trunk, etc.). 
  The double-jointed mutant can attempt to escape any bonds 
  once per melee round with the following chance for success: 
  Hands and/or feet tied with rope, handcuffed or chained - 79% 
  likelihood of escape. 
  Hands, arms, legs and body bound with rope, chains, straps 
  or straight jacket - 46% +1% chance to escape per level of ex­
  perience. Being locked inside a room, trunk or compartment will 
  trap/hold the double-jointed mutant. However, a jail cell or com­
  partment with an opening may allow the character to escape. 
  The double-jointed mutant can also contort his body to be half 
  its normal width from shoulder to shoulder, and flatten himself 
  from chest to shoulder blades (back) also by half. Furthermore, 
  the nimble fellow can curl up into a ball so small and tight that he 
  is a mere 25% his normal height and half his normal width. Note: 
  The average shoulder width of a muscular, 6 foot (1 .8 m) man is 
  about 24 inches (0.6m), half would be 1 2  inches (0.3 m). Bonus: 
  +2 to roll with fall or impact. 
  55-58 Unusual Eyes: 
  01 -1 7 Very small (about twice as large as usual). 
  1 8-34 Round 
  35-55 Very Large (at least twice as big as usual). 
  56-75 Odd Color (red, yellow, white, etc.) 
  76-89 Very Elliptical 
  90-00 Glowing Eyes 
  59-64 Extreme Amount of Body Hair: 
  01 -20 Very bushy, full head of hair. 
  1 60 
  21 -40 Very hairy all over the body; head, arms, legs, chest 
  and back. Clearly human hair. About three times the normal 
  amount. 
  41 -60 Human hair all over the body, so thick that it resembles 
  fur. About six times the normal amount. 
  61 -80 Fur; short, half inch length, covers most of body ex­
  cept face, feet and hands. 
  81 -00 Fur; 1 04 inch(es) long, covers most of the body except 
  face, bottom of feet and palms of hands. 
  65-68 Prehensile FeetlToes: The feet greatly resemble those 
  of a monkey or chimpanzee, with long, finger-like toes, and 
  thumb-like big toes for grabbing and holding. The prehensile foot 
  is not developed enough to throw an object or fire a gun with any 
  accuracy (-6 to strike), but can easily pick up and hold or carry 
  items (30 IbS/1 3.6 kg, or less), press buttons, untie rope, tum 
  doorknobs, pull levers and even play the piano (although not too 
  well; half normal skill with hands). When barefoot, the character 
  is +30% to climb or rappel (if he has no climbing skill use the 
  30% as a base skill proficiency), is +1 to dodge, and can use his 
  feet like hands. Please note that the use of feet to perform skills 
  like computer operation or pick pockets suffers a skill penalty of -
  25%. Highly technical skills, such as mechanics, electronics, ro­
  botics, medical, demolitions, piloting aircraft and similar, are 
  impossible to perform with any accuracy (30% is the best possi­
  ble base proficiency with feet). 
  69-72 Scaly Skin: A tough, smooth, reptilian skin with small 
  scales. Adds 30 S.O.C. 
  73-76 No body hair at all! 
  77-79 Small Horns: 1 04 inches long, protruding from fore­
  head. 
  80-83 Tough, Lumpy Skin: Adds 30 to S.O.C., but reduce 
  P.B. one point. 
  84-86 Sharp Teeth or Fangs and Powerful Jaws: Gives the 
  character a bestial appearance. A biting attack does 206 dam­
  age. 
  87-89 Prehensile Tail: These characters have grown an addi­
  tional appendage, a tail. While it may be difficult to conceal it, it 
  does have some advantages. Like the prehensile tail of a mon­
  key it can seize and grasp. Somewhat more limited than the pre­
  hensile feet, it can only be used to grasp and carry things or help 
  climb. The tail can not be used to untie rope or string, nor fire a 
  weapon. However, it can be used to turn knobs, press buttons, 
  and even provides an extra attack/action per melee. Such attacks 
  should take the form of snaring an opponent's feet or hands, 
  snatching objects or weapons, and even binding hands or stran­
  gling. It is also possible to hold blunt objects and use them as a 
  club. Note: No hand to hand skill, or attribute bonuses apply 
  when striking or parrying with the tail. 
  Bonuses: + 1 to strike and parry with the tail. The tail itseH is 
  +5 to dodge. Adds + 20% to climb when the tail is used. The tail 
  is quite strong, able to support the character's full body weight 
  when suspended above the ground (dangling by his tail like a 
  monkey). However, it can only carry the equivalent of one third of 
  the character's body weight (typically about 60 Ibs/27 kg). It can 
  drag weights of up to one half of the character's body weight, but 
  speed is reduced by 1/3. Tail Length: 3 to 1 2  feet (roll 304). Tail 
  Appearance: Any; monkey-like, devil-like, furry, flat, or anything 
  the player or game master feels appropriate. 
  90-93 Small Retractable Claws, like a cat, in the fingers. 
  These small claws do minimal damage; about equal to a knife 
  (204 damage +P.S. damage bonus, if any). Adds a +1 0% bonus 
  to climb skill. 
  94-97 Stocky, exceptionally broad and husky person about 
  twice as broad as a normal human. Bonuses: Add 50 Ibs to 
  weight (22.6 kg), +1 04 to P.S. (superhuman), and 404 to S.O.C. 
  Quentin Milton (Order #31246997)
  
  98-00 Odd hands: 
  01 -25 Bird-like Talons for hands; claw strikes do 306 damage. 
  26-50 Extra-large hands, twice the size of normal and very 
  strong, add 1 04 to P.S. and +6 to damage from punches, -30% 
  to escape artist skill and -10 to palming and pick pockets. 
  51 -75 Delicate, sensitive hands with long, slender fingers. 
  +5% to escape artist, palming, pick pockets and similar skills that 
  require manual dexterity and a delicate touch. 
  76-00 Large hands, about 50% larger than a human's with an 
  animal or monstrous appearance and large retractable claws; 
  does 306 damage +P.S. bonus, if any. 
  Step Four: Super Abilities 
  Players may choose (G.M.'s choice), or roll on the Random 
  Super Ability Selection Table. Magic is not a mutant power, how­
  ever, and psionics may be available by rolling on the random ta­
  bles (see Super Abilities Descriptions). 
  Otherwise, roll on the following Super Abilities table (modified 
  from the one found in the Super Abilities Description section). 
  Players who would prefer to avoid random determination and 
  "pick" powers for their mutant characters can do so, if the G.M. 
  allows it - select one Major Super Ability and one or two Minor 
  abilities (G.M.'s choice as to one or two). However, we strongly 
  suggest players of mutants take full advantage of the random na­
  ture of mutants and roll on the following table and then roll for 
  random determination of specific powers. After all, mutation 
  seems to be random and unpredictable in and of itself, and there­
  fore appropriate. 
  The Category & Number of Super Abilities 
  Once the number and Category of ability (Minor, Major, 
  Psionic or whatever) are determined, roll on the appropriate ran­
  dom tables to determine the character's specific abilities. 
  01 -15 One Major Super Ability and three Minor abilities. 
  16-30 Four Minor Super Abilities only (no Major powers). 
  31 -45 One Major Super Ability and two Minor abilities. 
  46-55 Two Major Super Abilities (no Minor powers). 
  56-65 Five Minor Super Abilities only (no Major powers). 
  66-75 1 04+2 minor psionic powers (any, except super) and 
  one Major Super Ability. 
  76-80 Psychic Mutant 1 04 psionic powers from each of the 
  three minor psionic power categories and one from Super-Psion­
  ics. Select two additional minor psionic powers per level of expe­
  rience or one Super-Psionic ability. All new abilities start at level 
  one proficiency. 
  81 -90 Continuous Mutation: All of the mutant's powers do not 
  manifest themselves immediately, but over time. 
  At level One, roll for one Major Super Ability or one Super­
  Psionic power. 
  At level two, roll for one Minor Super Ability. 
  At level four, roll for one Major Super Ability or one Super­
  Psionic power. 
  At levels 6, 8, 1 2  and 1 4  roll for one additional Minor Super 
  Ability. 
  91 -00 
  Unstable Powers! This mutant's powers are unpre­
  dictable and constantly changel At level one, the mutant selects 
  one Major Super Ability and two Minor Super Abilities. Then roll 
  on the Unstable Powers Table. 
  Unstable Powers Table 
  01 -20 Powers are affected by emotions. Abilities are incon­
  sistent and fluctuate whenever the mutant faces a life and death 
  situation (his life or the lives of others), and when extremely an-
  1 61 
  Quentin Milton (Order #31246997)
  
  gry or frightened. Roll once on the following table for each inci­
  dent (the loss of control is not always the same). 
  Effects will last for at least 1 D4 minutes. If the situation or dan­
  ger persists, roll again. 
  01-20 Manages to maintain control of one's wits and powers, 
  but the concentration and focus means losing one melee attack 
  per round, and no initiative bonuses apply. 
  21-40 Powers are diminished. The duration, range, damage, 
  penalties and effects of the mutant's existing powers are reduced 
  30% below what they should be at that level! 
  41-60 Powers are enhanced. The duration, range, damage, 
  penalties and effects of existing powers are increased 30% 
  above what they should be at that level! Gives in to his rage or 
  fear. 
  61-80 Wild! All bonuses to strike, parry, and pull punch using 
  one's super abilities and physical combat are lost, including bo­
  nuses gained from hand to hand combat, other skills and experi­
  ence. Only P.P. attribute bonuses apply. Furthermore, the 
  maximum amount of force - i.e. radius and damage (punches, 
  energy blasts, etc.) - is unleashed every time the powers are 
  used. The superbeing cannot regulate them to be less potent, 
  damaging or cover a smaller area. 
  If superstrength is involved, the character strikes out with all 
  his might whether he wants to or not (can't pull a punch). If su­
  perspeed is involved, the character can either move at roughly 
  human speed (Spd. of 30 max., roughly 22 mph/36 krn) or at 
  75% to 1 00% his maximum speed, nothing in between. The 
  speedster will also throw punches and kicks that do maximum 
  damage. 
  81-00 All offensive super abilities are momentarily gone! Can 
  still attack with physical combat and weapons, or hide or protect 
  oneself (or others) with defensive super abilities, but using super­
  powers to fight is momentarily impossible! However, the mutant 
  may get a flash of insight that might help him or his teammates, 
  such as a means of escape, an opponent's weakness, a revela­
  tion about his enemy's goal or real intention, a means to distract 
  an opponent (so that others may escape, or help a teammate, 
  etc.), where he left his sunglasses, or a clever witticism to mock 
  or infuriate an opponent (Note: This insight is a story device that 
  can be used strictly at the G.M.'s discretion). 
  21-40 Grows in power with experience and age. Gets a 
  new power at levels 3, 6, 1 0, and 1 5. Roll percentile dice: 01 -70 
  means one new Minor ability surfaces, 71 -00 means one Major 
  ability appears. 
  41 -60 Trauma induced change. Every time the character 
  achieves a new level of experience/maturity or nearly dies 
  (knocked to zero or below Hit Points and survives coma and 
  death), one of his minor powers disappears and is replaced by a 
  new, different one. The new power is determined by a random 
  roll; see tables in the Super Abilities Description section. 
  61 -80 1 D4 levels after First, one Minor Super Ability (player's 
  choice) mutates into a similar Major Ability! 
  81 -90 Body physically mutates from time to time. Reroll half of 
  the Unusual Characteristics and make the appropriate changes 
  (the player can determine which ones remain unchanged), plus 
  gets one new Minor Super Ability at levels 4, 8, and 1 4. The 
  physical change (but not new power) may occur from a near 
  death experience too (player's choice with G.M approval). 
  91 -00 Dramatic physical change when angry, extremely frus­
  trated, frightened, afraid of dying, or actually near death (has no 
  S.D.C. and less than 20 Hit Points and must continue to face an 
  enemy). This transformation and accompanying super ability(s) is 
  only available under the conditions noted above. They occur as a 
  sort of survival mechanism or reflection of the mutant's emotions 
  and subsequent loss of self-control. Duration is 1 D6 minutes or 
  the duration that the mutant's life is in danger, or the period the 
  mutant remains angry or afraid (in the latter case, this is not likely 
  to be more than 3D4 minutes). His emotions must be genuine, 
  and the power cannot be summoned at will. 
  This physical change and subsequent power is determined by 
  rolling once on the Alter Physical Structure Sub-Table in the Su­
  per Abilities Description section. Under the conditions noted 
  above, the character physically transforms and possesses all the 
  power that comes with his Altered Physical Structure! The Player 
  may reroll for some other power if Adapt to Environment, Alter 
  Body or Alter Facial Features and Physical Stature are rolled. 
  Other Stuff 
  Level of Education and Skill Selection: Standard; see creating 
  a character and educational level. 
  Hand to Hand Combat: Combat skills are not automatic. 
  They must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all superbeings, 
  mutant characters automatically get two attacks per melee round. 
  Additional attacks are developed through hand to hand combat 
  and other combat skills, or special abilities. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and armor will be available. 
  Alignment: Any alignment can be selected, but heroes should 
  generally be of good alignment or at worse, selfish. 
  Structural Damage Capacity (S.D.C.): All mutants get a 
  base S.D.C. of 30. The S.D.C. can be increased through physical 
  skills, some unusual characteristics and some super abilities. 
  Available Financial Resources: 4D4x1 00 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). There is a 
  01 -88% likelihood the character owns a conventional car. The car 
  is 1 D6 years old. Presumably, the character has a job, apartment 
  and reasonable personal possessions. 
  �EATING 
  t:JUTANT roNIMALS 
  1 62 
  Special Note: The following pages are a somewhat con­
  densed version of the mutant animal creation system and animal 
  types by Erick Wujcik. An expanded animal section, data, and 
  adventures can be found in the pages of Teenage Mutant Ninja 
  Turtles and More Strangeness and its supplements. 
  Rather than play a human mutant, the player can create and 
  play a mutant animal that has human intelligence and (usually) a 
  human or humanoid appearance. These mutant animal charac­
  ters can be fun and different from the human ones, and worth 
  considering. 
  Animal Hero Characters are the result of a mutation or some 
  other change that results in a normal animal becoming either 
  more intelligent, more human-like, or superpowered. 
  The game allows the player to create a variety of different ani­
  mal mutants. For example, an animal could look exactly like a 
  normal member of its species, but have human intelligence and 
  psionics. On the other end of the spectrum, there might be an 
  animal that has become so completely human that only a few, 
  Quentin Milton (Order #31246997)
  
  small, physical and mental quirks identify it as different from the 
  average human. The Teenage Mutant Ninja Turtles fall some­
  where between these two extremes; while they are definitely hu­
  man-like (they walk, talk, and manipulate objects like humans), 
  they remain very turtle-like in appearance. Even more exotic is 
  the possibility of a creature that exaggerates its animal charac­
  teristics away from a human direction. 
  Step 1 :  Mutant Animals 
  & The Eight Attributes 
  1 63 
  This process is unchanged. Roll 3D6 as usual. Some animal 
  species provide bonuses to specific attributes, but these are not 
  applied until the initial attribute score is completely generated and 
  any bonus die for attributes (i.e. 1 6, 1 7, or 1 8) is determined first. 
  Quentin Milton (Order #31246997)
  
  Step 2: Mutant Animals 
  & Hit Points & S.D.C. 
  Hit points are determined in the same way as the human char­
  acters; P.E. +1 06 per each level of experience. 
  S.D.C. is different. The physical structural damage capacity is 
  directly related to one's size, see Step 5: Growth Levels and the 
  Physical Size Chart. Additional S.O.C. may be available from 
  natural body armor, super ability or an inherent toughness of the 
  original animal. If humanoidlbipedal with at least partially formed 
  hands, the mutant animal can select physical skills and increase 
  its attributes and S.D.C. further. Only climbing, prowl, running, 
  swimming, and wrestling might be taken by animals with no hu­
  man hands (the "None" listing) - G.M.'s decision based on ani­
  mal type. 
  Step 3: The Animal Type 
  What kind of animal was the character originally? Roll percen­
  tile dice to find the specific table, then roll percentile for specific 
  animal type. Note: Check with the Game Master before rolling. 
  Some G.M.s may want to restrict the kind of animals in the cam­
  paign. For example, a G.M. could decide that all the animal char­
  acters will be Rural Animals. 
  A dozen specific animals with complete statistics are provided 
  in the limited space of this book. For a much more comprehen­
  sive list (approximately 1 00), see the original Teenage Mutant 
  Ninja TurtleS® & Other Strangeness RPG or the revised and 
  up dated Teenage Mutant Ninja TurtleS® & More Strangeness 
  RPG (both also referred to as TMNT®). TMNT® and Heroes Un­
  Iimited™, Second Edition are complementary and interchange­
  able game systems. The following chart can be used to 
  determine the character's origins, or it can simply be used to nar­
  row down his choices. Whether it is required or not is up to the 
  G.M. 
  General Animal Origin Table 
  01 -35 Urban (rats, mice, pigeons and domestic pets). 
  36-50 Rural (cattle, pigs, sheep, chickens, horses and domes­
  tic pets). 
  51 -75 Wild (non-domesticated, deer, raccoons, squirrels, 
  etc.). 
  76-85 Wild Birds (falcons, hawks, owls, pheasants, etc.). 
  86-00 Zoo (exotic wild animals; tigers, apes, rhino, etc.). 
  Step 4: 
  Cause of Mutation & Education 
  The next step is to determine the reason for the animal's 
  change or mutation. Roll percentile dice and consult the following 
  tables. 
  Cause of Mutation & Education 
  01 -14 Random Mutation: This means that the animal just 
  happened to come out like that. For example, in TMNT®, Splinter 
  was an unusually intelligent and skilled rat long before the acci­
  dent that created the Ninja Turtles. Roll on the Wild Animal Edu­
  cation Table. 
  1 5-60 Accidental Encounter: Some "strange stuff," radiation, 
  energy, chemicals, biological, or other strangeness, causes the 
  animal to mutate. Roll on the Wild Animal Education Table. 
  61 -00 Deliberate Experimentation: Some kind of laboratory 
  experiment is performed on the animal that causes the changes. 
  The animal's structure or genetics were purposely altered for 
  some purpose. Roll on the following tables for education and 
  other details. 
  164 
  Relationship with Creating Organization 
  Roll percentile dice on the following table to find out the char­
  acter's current relationship with the organization that created him. 
  This also determines the character's educational level. 
  01 -10 Adopted and raised as a member of one of the re­
  searchers' family. Still living in the home; mutually loves and is 
  loved by family members. This mutant animal has been treated 
  as a human and while some discrimination may have been expe­
  rienced, the character will feel that humans are basically good. 
  Educated as a normal human student in College. Select two skill 
  programs, and eight Secondary skills. Character can buy any 
  standard weapons, armor or equipment with 306 times $1 ,000 in 
  savings. 
  1 1 -20 Raised in the home of a researcher as a pet. Still liv­
  ing in the home and fairly loyal to the family members. The char­
  acter will resent humans someWhat, but will still attempt to find 
  acceptance among mankind. Trained instead of educated (No 
  skill bonuses), three High School-type skills and 1 2  Secondary 
  skills. Can spend 1 06 times $1 ,000 on equipment. 
  21 -30 Raised in the home of a researcher as a pet. Es­
  caped and hostile, but not hunted with deadly force. The charac­
  ter will be resentful of humans. Roll Education as a wild animal 
  character. 
  31 -40 Brought up as an experiment. Trained and educated 
  with cruel punishments. The character will distrust humans. Edu­
  cation consists of six Physical skills and 12 Secondary skills. Es­
  caped, and now hunted by the organization. Has 206 times $500 
  to spend on equipment purchased before the escape. 
  41-50 Raised as a caged, experimental animal. Character 
  escaped and wants to destroy the organization, and has a strong 
  distrust (and possibly hatred) of all humans. Roll Education as a 
  wild animal character. 
  51 -60 Educated and trained as if the character were a nor­
  mal human. Character has good relationships and a balanced 
  outlook on humans. Education: Select two skill programs and 
  eight Secondary skills; +1 0% skill bonus. Functions separate 
  from the organization, but maintains a good relationship with 
  them. Can buy weapons, armor and equipment with 206 times 
  $2,000 in savings. 
  61 -70 Rescued from the organization and adopted by a 
  friendly researcher at a young age. Raised while continuously be­
  ing hunted by the organization. Character distrusts humans, but 
  knows that there are some good people who deserve help and 
  friendship. Education: Select one Military program and 1 0  Secon­
  dary skills; +5% skill bonus. Savings are 206 times $200. 
  71 -80 Highly trained and educated as a specialist using the 
  animal character's natural abilities. The character feels equal or 
  superior to most humans; no ill feelings. Education consists of 
  three Skill programs and 1 0  Secondary skills; +20% skill bonus. 
  Character is a valuable employee of the organization and is paid 
  at least triple the going rate (minimum $75,000 per year). Char­
  acter has saved 1 06 times $1 0,000! 
  81 -90 Highly trained as a specialist using the character's 
  natural abilities. Taught two skill programs and 1 4  Secondary 
  skills; +1 5% skill bonus. The animal mutant was treated as a 
  slave and eventually escaped. He or she has stolen $30,000 to 
  $1 80,000 (306 times $1 0,000) worth of cash and equipment be­
  fore leaving. Character distrusts most humans. Hunted by law 
  enforcement agencies and the organization. Considered armed 
  and dangerous. 
  91 -00 Raised as assassins or warriors. Knows the Espio­
  nage program, Military program, five Weapon Proficiencies and 
  eight Secondary skills; +1 5% skill bonus. 
  Note: All skill bonuses apply only to skill programs, not Sec­
  ondary skills. 
  Quentin Milton (Order #31246997)
  
  The Organizations 
  Roll percentile dice to determine what type of organization 
  was responsible for the creation of the mutant animal. 
  01 -25 Biological Research Facility 
  26-45 Private Industry 
  46-50 Secret Medical Experiment Organization 
  51 -55 Secret Criminal Organization 
  56-60 Secret Crime Fighting Organization 
  61 -65 Secret Military Organization 
  66-70 Secret Espionage Organization 
  71 -75 Secret Medical Research Organization 
  76-00 Military Organization 
  Wild Animal Education Table 
  Roll percentile dice. Roll ONLY if educated as a wild animal. 
  01 -20 Everything is self-taught with no help or assistance; 
  the animal lives in the wild. Character mistrusts humans and 
  other animals. Basic reading, writing and arithmetic are at a low 
  level. Wilderness skills include: Prowl (+1 5%), Wilderness Sur­
  vival (+25%), Escape Artist (+1 0%), Climbing (+1 5%), and Swim­
  ming (+1 0%). There is an S.D.C. bonus of +12, a P.E. bonus of 
  +6, a P.S. bonus of +3, +2 to P.P., +2 on initiative, and the crea­
  ture gets two additional attacks per melee round, but no formal 
  combat training unless selected as a Secondary skill. Characters 
  can pick only one Secondary skill per level of experience. New 
  skills start at level one proficiency. The character has scavenged 
  3D6x$1 00 in various equipment, most in poor condition. 
  21 -40 By skulking around the fringes of SOCiety the charac­
  ter picks up a rudimentary education. The character probably has 
  a small number of human friends, but distrusts people in general. 
  Knows two High School skills, the Streetwise skill (+1 6%), Prowl 
  (+1 0%), Hand to Hand: Basic and 1 0  Secondary skills. Bonuses 
  include +1 to P.P. and +1 on initiative. The character has scav­
  enged 3D6x$200 in equipment. 
  41 -90 Adopted by a "mentor" who teaches and guides the 
  character in some form of special training. This is often Ninjitsu or 
  another martial art, but any area of special training can be se­
  lected. These characters will learn to be philosophical about all 
  creatures. Their attitude could be summed up as, some people 
  are good, some are bad, everyone deserves a chance to eam 
  your trust. Ninja characters learn one skill program of choice plus 
  three Espionage skills, two Rogue skills (excluding hacking), six 
  Secondary skills and Hand to Hand: Martial Arts (Hand to Hand: 
  Ninjitsu can be used if one has the TMNT® RPG or Ninjas & Su­
  perspies). In addition, the character has a choice of three an­
  cient or Ninja weapon proficiencies. The mutant has scavenged 
  and built 3D6x$1 00 worth of equipment. 
  91 -00 Character goes public and is educated at a major uni­
  versity. The mutant animal likes and trusts humanity in general. 
  Education is the equivalent of four years of college: Three Skill 
  Programs and 1 0  Secondary skills; +20% bonus for all Scholastic 
  skills. Although struggling for financing, at least 2D6x$500 worth 
  of equipment has been collected. 
  Step 5: BIO-E Points 
  & Special Abilities 
  Biological Energy Points 
  Measuring Biological Energy: BIO-E Points 
  Characters created from animals go through some kind of bio­
  logical transformation. In the fantasy world of comic books, that 
  usually means a change into something intelligent and more hu-
  1 65 
  man in shape. Of course, that kind of thing just doesn't happen in 
  the real world. Real mutation almost always results in death or 
  disfigurement, but, in fantasy, the effects are usually good ... or at 
  least interesting and dramatic. 
  In order to balance out the biological changes to animal char­
  acters, we've invented BIO-E points. Each kind of animal has a 
  particular amount of bio-energy that reflects exactly how much it 
  can change. BIO-E does not directly reflect the size or power of 
  the animal. In fact, it's just the opposite. The more powerful the 
  original animal, the fewer points of bio-energy it has to work with. 
  The reasons for this are simple. Someone rolling up, for ex­
  ample, a tiger, would be at a great advantage compared to some­
  one rolling up a mouse. However, to equalize things, the tiger 
  has fewer points of bio-energy than the mouse. After all, a tiger 
  doesn't need much BIO-E because it's already an incredibly pow­
  erful creature. 
  The exact number of BIO-E points is included in the animal's 
  description in the Animal Section. Players can "build" their char­
  acter by using their BIO-E on any of the following items: 
  Special Abilities 
  Growth Steps 
  Human Attributes 
  Animal Psionics or Minor Super Abilities 
  Note: Players may not need to spend all their potential BIO-E 
  points. However, any BIO-E points not used up in the creation of 
  the character are permanently lost and cannot be used at a later 
  date to buy any additional powers, abilities or mutations. 
  Growth Levels (Steps) 
  Animals undergoing their transmutation into intelligence will 
  probably change in size as well. The very smallest animals, like a 
  mouse or turtle, will either have to grow or suffer severe mental 
  penalties due to their small size. By the same token, very large 
  creatures will have to sacrifice some of their natural size and 
  strength in order to gain human features. 
  The size of the animal character is measured in growth steps. 
  Each animal's original size level is listed in the special section on 
  that animal. Each additional step of growth costs 5 BIO-E. Char­
  acters can also gain BIO-E points by giving up growth steps. For 
  each growth step given up, the character gains 5 BIO-E points. 
  The BIO-E points gained can be applied to other changes, pow­
  ers and abilities found in the animal descriptions. BIO-E points 
  can not be sold, given or traded to another character. 
  Mutant animals of size level 1 2  or larger have P .S. equal to 
  the Minor Super Ability, Extraordinary Strength. 
  Growth Steps Example #1: Increasing Size 
  Assume that you've rolled up a Size Level One creature, a 
  mouse. 
  Playing a creature that small has many disadvantages, espe­
  cially the penalties of -8 in La., -12 in P.S. and -4 in P.E. Fortu­
  nately, you can change the character's Growth Level. By 
  spending 25 points of BIO-E, the character can be raised to a 
  Size Level 6. At Level 6, the character now has no penalties 
  whatsoever. Of course, you can continue to spend BIO-E points 
  and make the mutant mouse even larger and even gain attribute 
  bonuses. All it takes is 5 points of BIO-E per level of increase. 
  Growth Step Example #2: Decreasing Size 
  Suppose that you've rolled up an Elephant character. 
  If you check the Animal Section, you'll see that Elephants 
  have Size Level 20. You'll also notice that Elephants start out 
  Quentin Milton (Order #31246997)
  
  with no BIO-E points! Since it wouldn't be much fun to have an 
  unchangeable character, the thing to do is trade in some of the 
  elephant's Growth Levels for BIO-E points. 
  Examples 
  To figure the heightllength and weight for a character of Size 
  Level 3, roll 1 D6 for weight and add the number 4. Heightllength 
  is done by rolling 3D6 and adding that to 1 2. If we roll a 3 on 1 06 
  for weight, that means the character will weigh seven pounds (3 
  +4). Rolling an 1 1  for height/length on 3D6 means that the char­
  acter will be 23 inches or one foot, 1 1  inches (0.59 m) tall or long. 
  Let's reduce the Elephant's Size by 6 levels. Every Growth 
  Level sacrificed means it "gains" 5 points of BIO-E. So now the 
  Elephant character is Size Level 1 4, and you have 30 points of 
  BIO-E to play with. If that's not enough BIO-E, then you can sim­
  ply trade in more Growth Levels for BIO-E points. 
  Let's look at a character that's Size Level 1 8  and medium 
  build. Roll percentile dice twice, i.e., 43 the first time and 92 the 
  second. Add those numbers to 800 (800 +43 +92) and that gives 
  us a weight of 935 pounds. For height we roll 2D6 and add that to 
  96. Let's say a 7 is rolled, it is then added to 96 which means the 
  character is 1 03 inches tall; that's 8 feet, 7 inches (2.6 m). 
  PHYSICAL SIZE CHART 
  Growth 
  Steps 
  Weight 
  BIO-E I.Q. 
  P.S. 
  P.E. Spd. 
  I 
  O- l lbs 
  0 
  - 8  
  - 1 2 
  - 4  
  + 7  
  2 
  To 51bs 
  5 
  - 6  
  - 6  
  - 2  
  + 5  
  3 
  To 1 00bs 
  1 0  
  - 4  
  - 3  
  - I  
  + 3  
  4 
  To 20lbs 
  1 5  
  - 2  
  - 2  
  0 
  0 
  5 
  To 40lbs 
  20 
  - 1  
  0 
  0 
  6 
  To 751bs 
  25 
  0 
  0 
  0 
  7 
  To l 00lbs 
  30 
  + 1  
  0 
  0 
  8 
  To 1 50lbs 
  35 
  + 2  
  0 
  0 
  9 
  To 1 75lbs 
  40 
  + 3  
  + 1  
  0 
  1 0  
  To 200lbs 
  45 
  + 4  
  + 2  
  0 
  I I  
  To 250lbs 
  50 
  + 5  
  + 3  
  - I  
  1 2  
  To 300lbs 
  55 
  + 6  
  + 4 
  - 2  
  1 3  
  To 350lbs 
  60 
  + 7  
  + 5  
  - 3  
  1 4  
  To 400lbs 
  65 
  + 8  
  + 6  
  - 4  
  1 5  
  To 500lbs 
  70 
  + 9  
  + 7  
  - 5  
  1 6  
  To 6001bs 
  75 
  + 1 0  + 8  
  - 6  
  1 7  
  To 800lbs 
  80 
  + 1 1 
  + 9  
  - 7  
  1 8  
  To 1 ,0001bs 
  85 
  + 1 2  
  + 1 0 
  - 8  
  1 9  
  T o  1 ,500lbs 
  90 
  + 1 3  
  + 1 1  - 9  
  20 
  To 2 ,500lbs 
  95 
  + 14 
  + 1 2  - 1 0 
  HEIGHT & WEIGHT TABLE 
  Size 
  Weight 
  Height - Short 
  1 
  3D6 ounces 
  I D6 inches 
  2 
  I D6 pounds 
  3D6 inches 
  3 
  4 + I D6 pounds 
  12 + I D6 inches 
  4 
  1 0  + 2D6 pounds 
  1 2  + 3D6 inches 
  5 
  20 + 4D6 pounds 
  24 + I D6 inches 
  6 
  40 + 6D6 pounds 
  24 + 2D6 inches 
  7 
  75 + 3D 1 0 pounds 
  24 + 3D6 inches 
  8 
  1 00 +  6D I 0 pounds 
  36 + 1 D6 inches 
  9 
  1 50 + 3 D I O  pounds 
  36 + 2D6 inches 
  10 
  1 75 + 3 D 1 O pounds 
  36 + 3D6 inches 
  I I  
  200 + 6D I 0 pounds 
  48 + I D6 inches 
  12 
  250 + 6D I 0 pounds 
  48 + 2D6 inches 
  13 
  300 + 6D I 0 pounds 
  48 + 3D6 inches 
  14 
  350 + 6D 10 pounds 
  60 + I D6 inches 
  1 5  
  400 + I D% pounds 
  60 + 2D6 inches 
  1 6  
  500 + I D% pounds 
  60 + 3D6 inches 
  17 
  600 + 2D% pounds 
  72 + I D6 inches 
  18 
  800 + 2D% pounds 
  72 + 2D6 inches 
  1 9  
  1 ,000 + 5D% pounds 
  72 + 3D6 inches 
  20 
  1 ,500 + (% x 1 00) 
  72 + 4D6 inches 
  SDC 
  Size Level 20 is just a little trickier. If we have a character 
  that's Size Level 20, then for weight we roll percentile dice, multi­
  ply that by 1 00 and add it to 1 ,500. 
  5 
  1 0  
  1 5  
  20 
  25 
  30 
  30 
  35 
  35 
  35 
  40 
  40 
  45 
  50 
  55 
  60 
  65 
  70 
  75 
  80 
  Notes on Height and Weight 
  Overweight Characters: If a character rolls a weight greater 
  than their Size Level, then the character does not move to the 
  next Growth Level. It simply means that the character is over­
  weight, in other words, fat. 
  Non-Bipedal Characters: If a character can not stand upright 
  (Non-Bipedal) then the Height becomes the Length of the charac­
  ter. Length does not include the tail; long tails are 50% of total 
  length, short tails are 1 0% of the total length. 
  Special Abilities 
  Every animal character has some kind of special natural de­
  fense or ability that can be useful. Consult the section on the par­
  ticular animal for details. Animals can not buy the abilities of a 
  different kind of animal. 
  Certain human abilities: intelligence, color vision, binocular 
  stereovision, speech comprehension, human touch, taste and 
  smell are automatically given to any animal character. It is be­
  cause of this that the natural animal's innate abilities must be 
  bought with BIO-E points. 
  Height - Medium 
  Long 
  2D6 inches 
  3D6inches 
  1 2  + I D6 inches 
  12 + 2D6 inches 
  12 + 2D6 inches 
  12 + 3D6 inches 
  24 + 2D6 inches 
  24 + 3D6 inches 
  36 + 2D6 inches 
  36 + 3D6 inches 
  48 + I D6 inches 
  48 + 3D6 inches 
  60 + I D6 inches 
  60 + 2D6 inches 
  60 + I D6 inches 
  60 + 3D6 inches 
  60 + 2D6 inches 
  72 + 2D6 inches 
  60 + 3D6 inches 
  72 + 3D6 inches 
  72 + I D6 inches 
  84 + 2D6 inches 
  72 + 2D6 inches 
  84 + 3D6 inches 
  72 + 3D6 inches 
  96 + 2D6 inches 
  84 + I D6 inches 
  96 + 3D6 inches 
  84 + 2D6 inches 
  1 08 + 2D6 inches 
  84 + 3D6 inches 
  1 08 + 3D6 inches 
  96 + I D6 inches 
  1 20 + 2D6 inches 
  96 + 2D6 inches 
  1 20 + 3D6 inches 
  96 + 3D6 inches 
  1 32 + 2D6 inches 
  1 32 + 3D6 inches 
  166 
  Quentin Milton (Order #31246997)
  
  1 67 
  Human Features 
  Many animal characters will want to develop human-like char­
  acteristics. There are many advantages to the human form. 
  Hands for manipulating tools and weapons. Speech for commu­
  nicating with others. An Upright, Bipedal Stance that allows for si­
  mUltaneous movement and use of objects. And, finally, Human 
  Looks are necessary if the character is to pass unnoticed in hu­
  man society. 
  For each human attribute there are three levels: None, Partial 
  and FUll. See the section that follows for complete descriptions. 
  Average BIO-E costs are for reference purposes; actual BIO-E 
  costs are listed with the specific animal characteristics. 
  Hands 
  None: This is a natural paw. The character can not pick up or 
  grab objects. Many skills are impossible without hands. Only 
  climbing, prowl, running, swimming, and wrestling might be taken 
  by animals with hands of none (G.M.'s decision based on animal 
  type). Average Cost: 0 BIO-E. 
  Partial: The paw develops fingers and a (non-opposable) 
  thumb. Manual dexterity is now rough, but capable of grasping 
  objects. All physical skills are at -20% proficiency (except for 
  prowl, running, and swimming). Melee weapons are used at -4 to 
  strike, -6 to parry. Average Cost: 5 BIO-E. 
  Full: A hand with a fully opposable thumb. No penalties for 
  use of tools, weapons or skills. Equal to human. Average Cost: 
  1 0  BIO-E. 
  Speech 
  None: No vocal cords, so incapable of speech (Character 
  MUST purchase the Telepathic Transmission ability listed in the 
  Animal Psionics section or have full hands and devote a lan­
  guage skill to sign language in order to communicate). Average 
  Cost: 0 BIO-E. 
  Partial: Vocal cords are roughly equivalent to a parrot or a 
  poor speech synthesizer. While everything said can be under­
  stood by friends, strangers may have difficulty. The voice will be 
  gravelly, grating and definitely inhuman. Average Cost: 5 BIO-E. 
  Full: Sophisticated vocal cords equal to that of most humans. 
  The character can learn to sing, imitate voices and perform ven­
  triloquism. Average Cost: 10 BIO-E. 
  Important Note: All mutated animals understand human 
  speech even if they can't speak it. 
  Upright Bipedal Stance 
  None: Character can not stand upright without support. Aver­
  age Cost: 0 BIO-E. 
  Partial: Much like a bear, the character can stand and fight. 
  While in the upright position, speed is only a third of normal. Run­
  ning, leaping, jumping, kicking and quick turns are NOT possible 
  while standing on two legs. The character will still drop to all fours 
  for running. Average Cost: 5 BIO-E. 
  Full: This is a fully human bipedal stance. The character has 
  the same unlimited movement as a normal, athletic human. Av­
  erage Cost: 1 0  BIO-E. 
  Human Looks 
  None: Character still looks pretty much like an animal. In 
  other words, a wolf character with hands and bipedal stance 
  would still have a wolf-shaped head, black nose, snout, fur, and 
  pointed ears at the top of the head. Nobody will mistake this 
  creature for human; it will look like a beast or a monster, so most 
  normal humans will regard it as one and usually assume that the 
  mutant animal is unintelligent, wild and vicious or evil. Average 
  Cost: 0 BIO-E. 
  Quentin Milton (Order #31246997)
  
  FUL L 
  HUMAN 
  L OOKS · HANDS 
  • 
  F(jLL BIPE!1 
  EXAMPLE 
  Of" 
  GROWTH S TEPS 
  AND HUMAN FEAi/JR£ S 
  FUL L 
  BIPED 
  AND HANDS 
  • PARTIAl. 
  SIZE 
  INCREASED 
  BY THREE 
  Gle()WTH STEPS 
  "" 
  HVMAN FEATVRES 
  " 
  ORIGINA L 
  FIJRM 
  COMPla\ twcH�
  �lJ" 'M","", 
  Partial: These characters look vaguely human and can pass 
  for humans in bad light. Extreme features like heavy fur, long 
  snouts, pointed ears, and canine teeth are all reduced. At night, 
  the character can pass for human if disguised in clothes that 
  cover up most of the animal features. Anyone getting a good look 
  will take the character for an intelligent half-man, half-animal 
  alien or mutant. Average Cost: 5 BIO-E. 
  Full: This fully transforms the character into something that 
  can easily pass for human; not a normal human, but a human 
  none the less. Hair will appear in normal human amounts and 
  places. The body will take on a completely human structure and 
  stance, while features like eyes and teeth will look more or less 
  normal. Animal characters will never look completely human but, 
  with this option, they'll look close and shouldn't be immediately 
  suspected as inhuman. For example, a badger character would 
  still have a badger-like face, badger-like streaks in the hair and a 
  stocky build. People will tend to say, "That ugly guy kinda re­
  minds me of a badger," not, "That badger looks like a human." 
  Average Cost: 1 0  BIO-E. 
  Note: Animal characters who are very small (under Growth 
  �tep 5) or very large (over Growth Step 1 2) will still be noticeably 
  tinY or large, regardless of how human-like they might look. But, 
  at least, a very large or very small animal with human looks will 
  only be considered unusual humans, not an animalistic monster. 
  Animal Powers 
  The specific power or powers most natural and common to 
  mutant animals directly relate to the type of animal the creature 
  once was. Whatever natural abilities the animal may have had 
  originally, as an animal, such as claws, advanced smell, wings, 
  1 68 
  etc., are the only powers it may purchase. The player and G.M. 
  should work together on figuring out what powers a specific ani­
  mal would have, and assign a BIO-E cost to each. The power de­
  scriptions presented in this book (and the TMNT® RPG) should 
  include most such animal powers, just make sure you select the 
  ones appropriate for that animal. For example: A turtle would not 
  get to select wings or antlers, but would certainly be eligible for 
  natural body armor and hold breath. 
  It may also be wise to investigate your animal through a good 
  animal encyclopedia. Did you know that a chicken can see in the 
  ultraviolet range of light radiation, or that a tiger can leap 20 feet 
  (6 m) straight up from a crouched position? The Zoo Book Series 
  (available at most zoos throughout the USA) has an incredible 
  wealth of information that can be assimilated quickly. 
  The Teenage Mutant Ninja Turtles RPG (either version) has 
  over 90 specific animal types completely defined, as well as the 
  Ninja Turtles and several other mutant animal characters. Check 
  it out. 
  Animal "Power" Descriptions 
  Antlers & Horns 
  These are natural weapons used in ramming or ripping with 
  the head. Damage depends on the animal, but is no less than 
  1 06, and rarely more than 306. 
  Quentin Milton (Order #31246997)
  
  Claws 
  Claws are a natural weapon common to most animals, from 
  mice and lizards to felines. Characters can have only one type of 
  claws. Claws can be found on both the hands and feet. Unless 
  the claws are retractable, they will be readily noticeable, whether 
  or not the character has full human looks. In all cases, add any 
  P.S. attribute damage bonus to the claw damage. 
  Claws & Damage: 
  Non-Predator: 1 D4, 1 D6 or 2D4 damage. 
  Small Predator (typically Felines): 2D6 damage 
  Big Predatory Felines (tiger & lion): 3D6 damage. 
  Digging Claws do 2D4 or 2D6 damage. 
  Retractable Claws are pulled back and concealed in the fin­
  gers of the character. Fingers will be thicker than normal and the 
  fingertips will end in an unusual, pOinted nail. 
  Climbing Claws do 1 D6 or 2D4 damage and help a character 
  in climbing. These are marked as "(climbing)." Add +30% to the 
  climbing skill; the mutant must know the climbing skill, otherwise 
  he climbs at a base skill of 30%. 
  Bird Talons: 1 D6 damage. 
  Bird of Prey Talons: 2D6 
  Digging, Tunneling & Excavation 
  Certain animals spend a large part of their time digging under­
  ground. The extent of this power is determined by the speed of 
  digging and even speed is moderated by the note that rocks, ce­
  ment, tree roots and other obstructions will slow digging or force 
  a detour. These things can be moved or their S.D.C. can be at­
  tacked in order to break them up to clear the path. 
  Digging is the ability to dig through dirt, mud or sand. The 
  character's Physical Strength determines the speed of the dig­
  ging. Only the character's body moves through the earth, no tun­
  nel is left behind. Characters with a P.S. of less than 1 3  move 3 
  feet per melee, a P.S. of 1 3  through 1 8  means 4 feet per melee, 
  P.S. of 1 9  through 24 dig 5 feet per melee, and a P.S. of 25 or 
  better digs at 6 feet per melee. Remember, this process does 
  NOT leave a passable tunnel. 
  Tunneling is a digging process that leaves a passable tunnel. 
  Tunnels near the surface can be used as pit traps. Tunneling can 
  be done at half the speed of Digging. 
  Excavation means being able to hollow out large, under­
  ground chambers as well as dig passable tunnels. Characters 
  with Excavation can also dig under buildings, roads, and other 
  structures to weaken their foundations. Characters can excavate 
  about 5 cubic feet (1 .5 m) per minute. 
  Note: Tunnels and excavations are not permanent. Gunfire, 
  earthquakes, explosions and traffic vibrations will easily collapse 
  them. Characters should use building materials to make their un­
  derground structures more secure. 
  Extra Limbs 
  Winged animals, like bats and birds, can use their BIO-E 
  points to grow hands at the ends of their wings. However, these 
  characters are likely to want entirely new/extra human arms and 
  hands. The extra limbs appear where normal human arms are 
  placed. Displaced wings are moved to the back, positioned be­
  hind the shoulders. 
  Flight 
  Only animals who can normally fly (have wings) can get the 
  animal power of flight. Animal characters with flight have fully 
  formed wings (feathered for birds, leathery for bats). The maxi­
  mum flying speed is 1 60 mph (256 km). Characters with flight 
  also get a +3 to dodge while flying, or +6 to dodge while at maxi­
  mum flight speed. For every 40 mph (64 km) of flying speed, the 
  character can do an additional +2 damage. 
  169 
  Glide 
  Winged characters can use this power to "ride" the air cur­
  rents. Take-off requires a strong wind or jumping off from a 
  height. Maximum speed (dependent on wind speed) is 1 20 mph 
  (192 km). Gliding characters get a +2 to dodge or +4 to dodge at 
  maximum speed. For every 40 mph of gliding speed, the charac­
  ter does an additional +2 damage. 
  Heightened Senses 
  All animal characters have the full range of normal human 
  senses, color vision, stereo vision, keen hearing, smell, touch 
  and taste. A few mutant animals can be outfitted with some of the 
  following Heightened Senses: 
  Advanced Vision means that the character can see double 
  the usual distance and detail of normal human vision. 
  Nightvision is the ability to see at night. There must be star­
  light or some other light source available to the character. If the 
  character is in a completely blacked out area, a cave, for exam­
  ple, then nothing will be visible. 
  Ultraviolet Vision is an extension of normal vision beyond 
  purple and violet into the (normally invisible) ultraviolet. 
  Advanced Hearing gives the character the ability to hear very 
  faint sounds (light footsteps, small animals breathing). The char­
  acter can also overhear conversations at a much greater dis­
  tance than is normally possible. +1 on initiative. 
  Sonar is used by bouncing high-pitched sound waves which 
  enable the character to "see" the locations, shapes, and sizes of 
  objects. This power can be used in complete darkness. 
  Advanced Smell allows the character to detect very faint 
  scent traces. Tracking by smell (as a bloodhound) is possible at 
  50% +5% per level. Characters can also recognize the distinct 
  scents and smells of individuals and can detect when people ex­
  perience extremes of emotions (60% +2% per level of experi­
  ence). This is occasionally used as a lie-detector, but is rather 
  unreliable. 
  Advanced Touch gives the character an increased chance 
  (+1 0%) to perform delicate skills and actions like picking locks 
  and sleight of hand. Characters can also recognize very slight dif­
  ferences in texture. 
  Hold Breath 
  Many of the animals listed can stay underwater for extended 
  periods of time. If it says the animal can Hold Breath, then the 
  character has that ability. The amount of time an animal can Hold 
  Breath is 2D6+2 minutes. The character rolls this just once when 
  first rolling up the mutant character. The number rolled is the 
  amount of time that a character can Hold Breath comfortably 
  whenever he so desires. Note: Just because a character can 
  Hold Breath does not mean he can swim, the swimming skill is 
  still needed. 
  Natural Body Armor 
  Animals with natural armor, like alligators, armadillos, rhinoc­
  eros and turtles, can transfer that power to their human form. 
  This gives an increased A.A. (which uses natural A.A. rules) and 
  additional S.D.C. Note that this is actual armor and is visible, 
  even with full human looks. A human-looking armadillo may not 
  have a domed shell on its back, but it will be covered with a layer 
  of armored scales. 
  Light - A.R. 9, S.D.C. +25 (Cost: 1 5  BIO-E) 
  Medium - A.R. 1 1 ,  S.D.C. +40 (Cost: 30 BIO-E) 
  Heavy - A.A. 1 4, S.D.C. +60 (Cost: 45 BIO-E) 
  Extra-Heavy - A.A. 1 6, S.D.C. +80 (Cost: 60 BIO-E). 
  A mutant animal can have only one type of Natural Body Ar­
  mor. 
  Quentin Milton (Order #31246997)
  
  Teeth, Tusks & Beaks 
  Sharp teeth and strong jaws are common natural weapons. 
  Characters with ''teeth'' weapons will have prominent fangs and 
  powerful jaws. This will be noticeable even if the character has 
  Full Human Looks. The amount of damage depends on the par­
  ticular animal. 
  Damage: Herbivores are usually equivalent to humans and do 
  only one or two points of damage. 
  Carnivores: 
  Rodents: 1 06 
  Scavengers: 1 06 
  Predators: 204 to 206. 
  Tusks are teeth that stick out from the mouth. The damage is 
  inflicted by ripping rather than biting, and does 204 damage. P.S. 
  bonuses are not added to biting attacks. 
  Beak: Average Bird: 1 04 damage 
  Beak: Bird of Prey: 304 damage 
  Step 6: Equipment and Money 
  Getting the character dressed and equipped requires money. 
  Characters with savings or with organization equipment can sim­
  ply buy common items. Use the prices listed in the Equipment 
  Section. 
  Characters who have to scavenge can "buy" clothing, house­
  hold electronics, ancient weapons and other consumer goods, 
  but not modern weapons, armor or surveillance equipment. Be­
  cause these characters must spend a fair amount of time in al­
  leys and junkyards, they will also be able to "build" equipment if 
  they have the appropriate skills. The reliability of character-built 
  equipment is equal to the character's skill level. 
  The availability of lock picking tools, surveillance equipment, 
  foreign weapons, explosives and anything illegal is up to the indi­
  vidual Game Master, but is not likely to be common. It is likely 
  that characters who belong to a secret organization will be able 
  to get this kind of equipment. However, the Game Master may 
  want to inflate prices, make equipment available only through 
  criminal contacts, or theft (taking items from bad guys), or even 
  prohibit them from the campaign. 
  Determining Animal Psionics 
  or Minor Super Abilities 
  Animal Super Abilities (optional) 
  The animal mutant may purchase as many as two Minor Su­
  per Abilities or several Animal Psionic Powers (different than hu­
  man psionics). If Minor Super Abilities are purchased, psionic 
  ones cannot be, and vice versa. This is a one or the other propo­
  sition. 
  Like the animal abilities, the acquisition of one or two Minor 
  Super Abilities costs BIO-E points. 
  5 BIO-E for any Heightened Senses. 
  1 0  BIO-E Points for any "Extraordinary" powers, or Supervi-
  sion powers. 
  20 BIO-E Points for Superhuman Strength. 
  25 BIO-E Points for any minor "Energy" powers. 
  30 BIO-E Points for any minor Glide or Winged Flight powers 
  (not applicable to animals who already have wings). 
  40 BIO-E Points for wingless flight (not applicable to animals 
  who already have wings). 
  40 BIO-E Points for any other Minor powers. 
  Animal Psionics 
  To acquire animal psionics, many of which are different than 
  human psionics, the player must purchase them for his character 
  by spending BIO-E Points. He can purchase as many Animal 
  Psionic powers as he has available BIO-E Points; typically a cou­
  ple to several. 
  No Inner Strength Points: Animals differ from other psionic 
  player characters in that they don't spend Inner Strength Points 
  to use their powers. Each power can be used as often as the 
  character likes (although no more than the number of attacks per 
  melee -each use of a psionic power counts as one melee at­
  tack). No animal psionic can use more than one power at a time. 
  For example, a character who is using Animal Control for the full 
  five minutes can not use Telepathic Transmission at the same 
  time. All aspects of Psionic combat work just like normal, includ­
  ing range, durations, and saving throws. 
  Descriptions of Animal Psionics 
  Animal Control 
  Range: 50 feet (1 5.2 m) 
  Duration: 5 minutes. 
  Saving Throw: Standard vs psionic attack. 
  Cost: 1 0  BIO-E 
  This allows a character to command creatures of his own 
  kind. That means a lion animal character could control other li­
  ons, not tigers or other felines. Two-way communication with the 
  controlled animal is not possible without Animal Speech. The 
  controlled animal will attempt to follow any orders. If the control­
  led animal is wounded it is allowed an additional saving throw. 
  The animal psioniC can renew Animal Control every five minutes, 
  but the animal can roll to save every time its influence is re­
  newed. 
  Animal Speech 
  Range: 1 50 feet (1 52 m) 
  Duration: 1 0  minutes. 
  Saving Throw: None 
  Cost: 5 BIO-E 
  170 
  This allows for complete two-way communication with animals 
  of the same kind as the character. For example, a rat animal 
  character could do Animal Speech only with other rats, not with 
  mice or other rodents. The animal(s) will recognize the character 
  as one of their own and assume that any human looks are just 
  ugly deformities. 
  Bio-Manipulation 
  Range: 1 60 feet (1 83 m) 
  Duration: 304 minutes. 
  Saving Throw: Standard 
  Cost: Each of the seven types of bio-manipulation must be pur­
  chased separately. 
  Each Bio-Manipulation affects only one victim per attack and 
  the victim must be within line of vision or their exact location must 
  be known to the psionic mutant. A creature using animal Bio-Ma­
  nipulation can do no other psionic attack while the effect lasts be­
  cause he must concentrate to keep the Bio-Manipulation attack in 
  place. If the psionic is knocked unconscious or uses other psion­
  ics, the effects, penalties and/or damage from the Bio-Manipula­
  tion attack immediately stop. 
  Blind: Knocks out the victim's optic nerves. Victims are -9 to 
  strike, parry and dodge. Cost: 20 BIO-E. 
  Quentin Milton (Order #31246997)
  
  Deafness: Victims can not hear anything and are -6 to parry 
  or dodge attacks from behind. In addition, the shock on their in­
  ner ear makes them -3 to strike, parry or dodge and they auto­
  matically lose initiative on all attacks. Cost: 20 BIO-E. 
  Mute: Impairs the victim's vocal cords, making speech impos­
  sible. Victims experience shock and panic and are -2 to strike, 
  parry and dodge for the first round of the attack. Cost: 20 BIO-E. 
  Pain: The nerve centers are hit directly. Victims are -6 to 
  strike, parry and dodge. One point of hit point (not S.D.C.) dam­
  age per minute of the attack. Cost: 20 BIO-E. 
  Paralysis: Immobilizes the motor part of the brain causing 
  arms and legs to stop working. Victims can still see, hear, speak 
  and think. Victims can not parry or dodge. Cost: 20 BIO-E. 
  Stun: Victims lose one attack per melee, speed is halved, and 
  they have a -4 to strike, parry and dodge. Cost: 20 BIO-E. 
  Tissue Manipulation: Victim feels itchy, cold and hot. More 
  frightening than physically damaging. -1 to strike, parry and 
  dodge. Cost: 20 BIO-E. 
  Detect Psionics 
  Range: 240 feet (73 m) 
  Duration: 2 minutes. 
  Saving Throw: None 
  Cost: 1 0  BIO-E 
  This mental probe will detect psionics in others. There is a 01 -
  75% chance that the psionic can be detected by other psychics in 
  the area. Note that Detect Psionics can not penetrate or detect a 
  Mind Block and the Mind Blocked character will not appear to be 
  psionic. 
  Hypnotic Suggestion 
  Range: 12 feet; line of sight. 
  Duration: Varies 
  Saving Throw: Standard 
  Cost: 1 5  BIO-E. 
  The psionic mutant animal may induce his will upon another 
  intelligent being through the power of suggestion. This is a men­
  tal attack that requires eye contact and either verbal or telepathic 
  reinforcement. The suggestion must be a reasonable one; victims 
  will not do things that are completely out of their character. For 
  example: The hypnotic suggestion "kill yourself would work only 
  if the victim was already suicidal. On the other hand, a sugges­
  tion that, "you don't see anything unusual," would be very useful 
  for a strange-looking animal character. This works only on intelli­
  gent creatures, not ordinary animals. A victim who saves against 
  Hypnotic Suggestion will be totally unaware of the attack. 
  Mind Trap 
  Range: 6 feet 
  Duration: 2-1 2  (2D6) minutes. Keeping the victim in a simple 
  Mind Trap is simple, provided the trap is a simple environment 
  (cage, desert, ocean, dark closet or cell, etc.). The initial use of 
  the power counts as one melee attack, plus the psychic mutant 
  loses one attack per melee round to maintain the simple environ­
  ment. However, if the psionic mutant animal wants to inflict a 
  complex fantasy, or one that will result in mental traumaltempo­
  rary insanity, then he loses all melee attacks and movement for 
  every round the illusion remains in place. 
  Saving Throw: Standard 
  Cost: 25 BIO-E 
  A psionic who successfully traps another mind can inflict 
  whatever experience he likes onto that mind. For example, the 
  1 71 
  psionic can make the victim believe that he is trapped in a small 
  cell. On the other hand, the victim could experience an episode 
  out of the psychic's own life or imagination. One strange effect of 
  Mind Trap is that the victim will believe he has experienced one 
  hour of subjective time for every minute in the trap. 
  Note: Victims of Mind Traps can make another psionic saving 
  throw after they've been Mind Trapped. If successful, they will re­
  alize that the experience is an imaginary one. It won't help them 
  get out of it, but at least they will know it's not real, time is less 
  distorted (seems like ten minutes for every one), and, if a victim 
  realizes the experience is imaginary, no insanity is possible. 
  Characters who fail to make that second psionic saving throw 
  are driven temporarily insane by vicious psionic Mind Traps. This 
  happens if the psionic creating the attack is himself insane, or if 
  the experience is particularly horrible, or if the fantasy involves 
  the death or mutilation of the victim. This does not result in per­
  manent damage, but is serious enough for a temporary insanity 
  to last 2D6 hours. Roll percentile on the following table for result­
  ing insanity. Specific Phobias, Affective Disorders and Neuroses 
  can be rolled on the Insanity Table in the Insanity Section. 
  01 -40 No Insanity. 
  41 -50 Character remains paralyzed and stays in the fantasy. 
  51 -60 Character is not himself and is shaken, paranoid, and 
  distracted/confused. Tends to mutter to himself under his breath 
  and is jumpy. Reduce all combat bonuses by half, attacks per 
  melee by one, and skill performance is -30%. 
  61 -75 Phobia 
  76-90 Affective Disorder 
  91 -00 Neurosis 
  Mind Block 
  Range: Self 
  Duration: 1 0  minutes. 
  Saving Throw: None 
  Cost: 1 5  BIO-E 
  This mental wall prevents the penetration of Telepathy, Empa­
  thy, Empathic Transfer, Detect Psionics and all other mental 
  psionic attacks. The psionic will not even be aware that a psionic 
  attack is taking place. Note that this also prevents the character 
  from "hearing" Telepathic Transmission and he is vulnerable to 
  psionic attacks that affect the physical body. 
  Psionic Claws 
  Range: Self 
  Duration: 1 0  minutes. 
  Damage: 3D6 +2 points per level of experience. 
  Saving Throw: None 
  Cost: 25 BIO-E 
  Psionic energy is turned into a physical force and extension of 
  the mutant animal. It is similar to a Psi-Sword except it manifests 
  itself as long, shimmering, hooked claws on one hand. Can be 
  used to parry normal blades, energy melee weapons and magic 
  weapons like flaming swords. 
  See Aura 
  Range: 1 20 feet (36.6 m) 
  Duration: 4 meleeS/1 minute. 
  Saving Throw: None 
  Cost: 1 5  BIO-E 
  Allows the psionic to see the alignment, estimated level of 
  power, type of creature (human, mutant, alien, meat-eating ani­
  mal, grazing animal, etc.), and the physical condition of the crea-
  Quentin Milton (Order #31246997)
  
  ture from its aura. There is a 1 0% chance per level that the 
  psionic can recognize an aura that has been seen before. Mind 
  Blocked characters are not protected from See Aura. 
  Sixth Sense 
  Range: Self, but sense danger up to 90 feet (27.4 m) away. 
  Duration: 4 melee rounds/one minute. 
  Saving Throw: None 
  Cost: 1 0  BIO-E 
  This is a pSionic intuition that can be protection for the charac­
  ter. There will be a premonition of danger when something is im­
  mediately threatening to the character. This includes hidden 
  ambush, traps or dangerous situations. Sixth Sense does not in­
  dicate WHAT or WHERE the danger is coming from. Likewise, it 
  does not work to protect anyone traveling with the character, only 
  danger that threatens the psychic. This doesn't mean his team­
  mates may not also be endangered by it. Note: The character 
  must specify that the power is being used. It does not work auto­
  matically. 
  Telepathic Transmission (Mental Speak) 
  Range: 1 50 feet (45.7 m). 
  Duration: Unlimited 
  Saving Throw: None 
  Cost: 5 BIO-E. 
  This acts as a simple, mind-to-mind, speech substitute. Ani­
  mals without vocal cords will find this highly useful. Range is 
  roughly that of human speech, except that it is not affected by 
  background noise. There is no saving throw because it is not an 
  attack. At worst, all the psionic can do is "shout" unpleasantries 
  and the receiver can choose to ignore the message. The psionic 
  can focus the Telepathic Transmission so that only one specific 
  character will receive it, or the Transmission can "speak" to sev­
  eral people at the same time, so long as everyone is within the 
  range limit of 1 50 feet (45.7 m). Non-psionics will assume that 
  the Telepathic Transmission is normal speech. Note: You can't 
  use this to "read" minds or pick up empathic impressions, only to 
  communicate with words - is only good for speaking. 
  One problem with Telepathic Transmission is that it doesn't 
  work with telephones or other communication devices. 
  Notes on Animal Descriptions 
  Original Animal Characteristics is a section devoted to de­
  scribing the unmutated form of the animal. The Description gives 
  a small piece of background. Length and Weight are average fig­
  ures for normal animals. 
  The Build can be used to determine the character's height. 
  Size Level is the starting Growth Level of the character. 
  Mutant Changes & Costs starts by listing the "Total BIO-E"; 
  the number of points the player can spend developing the mutant 
  character. Note that these points can not be saved or banked, 
  they must all be used (or lost) when the character is first rolled 
  up. The player can spend BIO-E points on Hands, Biped, Psion­
  ics (or Minor Super Powers if that option is used), Growth Steps, 
  Speech, Looks, Natural Weapons, and/or Animal Powers. BIO-E 
  costs for each of these are with their descriptions. 
  BIO-E Points: Players can not save, trade or give away BIO­
  E points. Any BIO-E points the character has left when the char­
  acter starts playing will be lost. In other words, spend all your 
  BIO-E when you first design the character. 
  Animal Powers are generally abilities or attributes the char­
  acter had as an animal, but are LOST when mutated. However, 
  they can be reacquired by spending BIO-E points to get them. 
  172 
  Attribute Bonuses should be added to the character's at­
  tributes immediately. These are one time bonuses and do not 
  count toward a bonus die roll. 
  Ani mal Descriptions 
  Alligator & Crocodile 
  Original Animal Characteristics 
  Descriptions: Alligators are the largest reptiles in North America. 
  They are dangerous, swamp-dwelling carnivores. Their horny 
  scales provide extra protection. Long jaws filled with conical 
  teeth are designed for grasping and tearing apart prey. Croco­
  diles are basically the same. 
  Size Level: 9 
  Length: up to 20 feet (6 m), but 8 feet (2.4 m) is most common. 
  Weight: to 200 pounds (90 m) for 8 feet (2.4 m). 
  Build: Long 
  Mutant Changes and Costs 
  Total BIO-E: 40 
  Attribute Bonuses: 
  P.S. +3 
  P.E. +1 
  Spd. +1 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  10 BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Looks: None; large snout, no external ears, large scales and an 
  elongated body. 
  5 BIO-E for Partial; definite snout, no extemal ears, notice­
  able scales, and a long body. 
  1 0  BIO-E for Full; lumpy features, hairless, small ears and 
  pointed teeth. 
  Natural Weapons 
  5 BIO-E for Teeth and powerful jaws that can do 206 dam­
  age. 
  Powers: 
  1 5  BIO-E for Light Natural Body Armor; A.R. 9 and S.D.C. 
  +20. 
  30 BIO-E for Medium Natural Body Armor; A.R. 1 1  and 
  S.D.C. +40 
  45 BIO-E for Heavy Natural Body Armor; A.A. 1 6  and 
  S.D.C. +60. 
  5 BIO-E for Hold Breath. 
  1 0  BIO-E for Swim equal to competitive swim skill; 80%. 
  20 BIO-E for Quick Run. It can make a lightning dash/run 
  at 35 mph (56 km) for a maximum distance of 2000 feet (61 0  
  m). +2 to dodge while running. Can only Quick Run once 
  every third melee. 
  Quentin Milton (Order #31246997)
  
  Bear 
  Original Animal Characteristics 
  Descriptions: There are several different kinds of bears. Small­
  est are the black bears found all over North America. Grizzly 
  bears are next. Even bigger are the brown bears of Alaska 
  (sometimes called Kodiak bears). Finally, the largest are the 
  polar bears. 
  Size Level: 
  Black - 1 4 
  Grizzly - 1 6 
  Height: 
  Brown - 1 7 
  Polar - 1 8 
  Black - 4-6 feet (1 .2 to 1 .8 m) tall. 
  Grizzly - 6-7 feet (1 .8 to 2.1 m) tall. 
  Brown - 7.5-8.5 feet (2.3 to 2.6 m) tall. 
  Polar - 8-9 feet (2.4 to 2.7 m) tall. 
  Weight: 
  Black - 300-400 Ibs ( 1 35 to 1 80 kg) 
  Grizzly - 400-600 Ibs (1 80 to 270 kg) 
  Brown - 700-900 Ibs (31 5 to 405 kg) 
  Polar - 800-1 000 Ibs (360 to 450 kg) 
  Build: Short 
  Mutant Changes & Costs 
  Total BIO-E: 
  Black - 5  
  Grizzly - O  
  Brown - O  
  Polar - O  
  Attribute Bonuses: 
  P.S. +6 
  P.E. +1 
  Spd. +4 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Biped: Partial, automatic. 
  5 BIO-E for Full. 
  Speech: None; large, round, snouted head, small eyes, furry 
  ears on top of head, thick fur, short legs and large arms, and a 
  small, furry tail. 
  5 BIO-E for Partial; definite snout, large head, heavy fur, 
  massive build. 
  1 0  BIO-E for Full; dark circles around eyes, thick beard, 
  head and body hair, powerful build. 
  Looks: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Natural Weapons 
  5 BIO-E for 1 06 Scavenger Bite. 
  1 0  BIO-E for 206 Predator Bite. 
  5 BIO-E for Claws that do 204 damage. 
  1 0  BIO-E for Climbing Claws that do 206 damage. 
  Powers 
  5 BIO-E for Advanced Hearing. 
  1 5  BIO-E for Advanced Smell. 
  1 73 
  Birds of Prey 
  Original Animal Characteristics 
  Description: All these predatory birds share curved beaks (for 
  ripping prey), sharp talons, keen eyesight and the ability to 
  dive directly onto their prey. Included are eagles, falcons and 
  hawks. 
  Size Level: 3 - 1 5-30 inches (0.3 to 0.8 m). 
  Weight: 
  Hawks, Falcons - 8-1 5 1bs (3.6 to 6.8 kg). 
  Eagles - up to 25 Ibs (1 1 .3 kg). 
  Build: Medium 
  Mutant Changes & Cost 
  Total BIO-E: 70 
  Attribute Bonuses: 
  P.P. +3 
  Spd. +2 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  20 BIO-E for Extra Limbs with Human Hands. 
  Biped: Full, automatic. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; sharp, curved beak, eyes on the side of the head, 
  feathers (with color and pattern of the Original bird), long body 
  with tail feathers, skinny legs with taloned feet. 
  5 BIO-E for Partial; small beak, large eyes, feathered body, 
  bird-like legs and feet. 
  1 0  BIO-E for Full; sharp features, very thin hair, powerful 
  upper body, thin legs. 
  Natural Weapons 
  5 BIO-E for Bird of Prey Talons on feet that do 206 dam-
  age. 
  10 BIO-E for Bird of Prey Beak that does 304 damage. 
  Powers 
  1 0  BIO-E for Glide. 
  20 BIO-E for Flight. 
  5 BIO-E for Enhanced Vision. 
  Wild Birds 
  Original Animal Characteristics 
  Description: Wild birds are the common seed and insect eaters 
  in North American forests. Included are Blue Jays, Cardinals, 
  Robins, Sparrows, Finches, and a host of other small birds. 
  Size Level: 2 
  Length: 6-1 2  inches (to 0.3 m). 
  Weight: up to 1 pound (0.45 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 85 
  Attribute Bonuses: 
  None 
  Human Features 
  Quentin Milton (Order #31246997)
  
  Hands: None; full beaked head, full feathered plumage (color 
  and pattern to match the original bird), skinny, scaly legs and 
  clawed, bird-like feet. 
  5 BIO-E for Partial; prominent beak, feathers instead of 
  hair, round body with thin legs. 
  1 0  BIO-E for Full; large eyes and lips, small ears, very 
  sparse hair, long thin legs, large feet. 
  Biped: Full, automatic. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  20 BIO-E for Extra Limbs with Human Hands. 
  Natural Weapons 
  5 BIO-E for an Average Bird Beak that does 1 04 damage. 
  1 0  BIO-E for Bird Talons that do 1 06 damage 
  20 BIO-E for Bird of Prey Talons that do 206 damage. 
  Powers: 
  1 0  BIO-E for Glide. 
  20 BIO-E for Flight. 
  Buffalo 
  Original Animal Characteristics 
  Description: These huge grazing animals were virtually extermi­
  nated by hunters in the west. 
  Size Level: 1 9  
  Length: 9-1 1 feet (2.7 to 3.3 m) long. 
  Weight: 1 ,500 to 2,000 pounds (675 to 900 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 0 
  Attribute Bonuses: None 
  Human Features 
  Hands: 5 BIO-E for Partial; two bony fingers and a thumb. 
  1 0  BIO-E for Full; two fingers and a thumb. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; huge head with small eyes on the sides, heavy 
  black hair on neck and shoulders, small arms and legs, and a 
  huge body. 
  5 BIO-E for Partial; very large head with small eyes and 
  thick neck, large body with heavy upper body hair. 
  1 0  BIO-E for Full; big head, well-developed shoulders, 
  neck and arms, and heavy body hair. 
  Natural Weapons 
  5 BIO-E For Horns that do 204 damage. 
  1 0  BIO-E For large Horns that do 206 damage. 
  Powers 
  5 BIO-E for Advanced Hearing. 
  1 0  BIO-E for 1 5  S.O.C. 
  1 74 
  Canine, Wild 
  Original Animal Characteristics 
  Description: Coyotes and Wolves are carnivores who hunt in 
  highly organized packs. They are intelligent and very social. 
  Size Level: 
  Coyote - 5  
  Wolf - 6  
  Length: 
  Coyote - 4-5 feet (1 .2 to 1 .5 m) long. 
  Wolf - 5-6 feet (1 .5 to 1 .8 m) long. 
  Weight: 
  Coyote - 25-30 pounds (1 1 .3 to 1 3.6 kg). 
  Wolf - 60-75 pounds (27.2 to 34 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 
  Coyote - 55 
  Wolf - 50 
  Attribute Bonuses: 
  I.Q. +4 
  M.E. +2 
  P.P. +2 
  M.A. +2 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; full snout, pointed ears on top of head, clawed feet 
  and hands, long tail and heavy fur. 
  5 BIO-E for Partial; prominent snout, pointed ears, fur; 
  powerful, squat build. 
  1 0  BIO-E for Full; slightly pointed ears, large features, thick 
  hair and beard, powerful build. 
  Natural Weapons 
  5 BIO-E for 1 06 Claws 
  5 BIO-E for 204 Teeth 
  1 0  BIO-E for 206 Teeth 
  Powers 
  5 BIO-E for Advanced Smell. 
  Canine, Domestic Dogs 
  Original Animal Characteristics 
  Description: Because there are so many different breeds, the 
  figures given below are for the average, mid-sized mongrel 
  dog. Players should roll their exact breed on the table below. 
  Dog Breeds 
  Roll Percentile for Breed. SL indicates Size Level. 
  01 -04 Afghan Hound (SL - 6) 
  05-09 Beagle (SL - 5) 
  1 0-1 3 Bloodhound (SL - 5) 
  Quentin Milton (Order #31246997)
  
  1 4-15 Dachshund (SL -3) 
  1 6-17 Elkhound (SL - 6) 
  1 8-25 German Shepherd (SL - 6) 
  26-29 Greyhound (SL - 5) 
  30-35 Spaniel (SL - 4) 
  36-40 Cocker Spaniel (SL - 4) 
  41 -43 Terrier (SL- 4) 
  44-46 Bulldog (SL - 5) 
  47-51 Poodle (SL - 4) 
  Average Size Level: 5 
  Length: Varies 
  Weight: Varies 
  Build: Medium 
  Mutant Changes & Costs 
  52-55 Collie (SL - 5) 
  56-60 Doberman (SL - 6) 
  61 -65 Great Dane (SL - 7) 
  66-69 Mastiff (SL - 6) 
  70-74 Husky (SL - 5) 
  75-80 St. Bernard (SL - 8) 
  81 -83 Chihuahua (SL - 2) 
  84-86 Pekingese (SL - 2) 
  87-00 Mongrel (SL - 5) 
  Total BIO-E: 60 (reduce by 1 0  for each size level above 5). 
  Attribute Bonuses: 
  SL 3-5: La. +2 
  M.E. +1 
  P.P. +1 
  P.E. +1 
  Human Features 
  SL 6-8: La. +2 
  P.S. +2 
  P.P. +2 
  P.E. +2 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Looks: None; varies according to breed (see illustration). 
  5 BIO-E for Partial; varies according to breed. 
  1 0  BIO-E for Full; varies according to breed. 
  Natural Weapons 
  5 BIO-E for 1 06 Teeth. 
  5 BIO-E for 1 04 Claws. 
  Powers 
  5 BIO-E for Advanced Smell. 
  Deer 
  Original Animal Characteristics 
  Description: Woodland grazing animal whose primary defense 
  against predators is speed. There are a large variety of deer, 
  all with roughly the same characteristics, although size can 
  vary a lot. 
  Size Level: 1 3  
  Length: to 6 feet long (1 .8 m). 
  Weight: to 400 pounds (1 81 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 20 
  Attribute Bonuses: 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; triangular head with large ears at the upper cor­
  ners, widely spaced eyes, thick neck, powerful body with long, 
  thin arms. 
  5 BIO-E for Partial; muzzled head, large ears, thick body 
  with thin arms and legs. 
  1 0  BIO-E for Full; large, fluid eyes; large ears, thick neck, 
  powerful build. 
  Natural Weapons 
  5 BIO-E for Small Antlers - 1 06 
  1 0  BIO-E for Large Antlers - 206 
  Powers 
  5 BIO-E for Advanced Hearing. 
  10 BIO-E to get +10 to Spd. attribute, and leap six feet (1 .8 
  m) high and 1 2  feet (3.6 m) long; +50% with running start. 
  Elephant 
  Original Animal Characteristics 
  Description: This is the world's largest land animal. The ele­
  phant is used as a circus performer throughout the world. It is 
  a useful worker with tremendous strength and a trunk that 
  serves as a flexible (partial) human hand. 
  Size Level: 20 
  Length: to 10 feet (3 m) tall. 
  Weight: to 1 0,000 pounds (4,500 kg). 
  Build: Short 
  Mutant Changes & Costs 
  Total BIO-E: 0 
  Attribute Bonuses: 
  P.S. +4 
  Spd. +3 
  Human Features 
  Hands: 1 0  BIO-E for Partial. 
  1 5  BIO-E for FUll. 
  Biped: 1 0  BIO-E for Partial. 
  1 5  BIO-E for FUll. 
  Speech: 10 BIO-E for Partial. 
  1 5  BIO-E for Full. 
  Looks: None; huge head with prominent lumps on top, small 
  eyes, huge floppy ears; loose, leathery skin with sparse hair; 
  massive body, trunk-like arms and legs, skinny tail. 
  5 BIO-E for Partial; huge head with a nose that will hang 
  below the chin; wrinkled, leathery skin that sags over most of 
  the body; bald, powerful body and limbs. 
  1 0  BIO-E for Full; large head with bone ridge over the 
  eyes, very large nose, large ears, bald, prominent facial wrin­
  kles, thick neck and body, powerful arms and legs. 
  Natural Weapons 
  P.S. +1 
  P.E. +1 
  Spd. +3 
  1 0  BIO-E for 206 Tusks. 
  1 75 
  Quentin Milton (Order #31246997)
  
  Powers 
  1 0  BIO-E for Prehensile Trunk that can serve as an additional 
  (partial) hand. This trunk will be long enough for the character to 
  touch the ground without bending. 
  1 0  BIO-E to for + 1 06+ 1 0  to P .S. attribute. 
  5 BIO-E for Advanced Hearing. 
  5 BIO-E for Thick Skin: A.R. 9 and +25 S.D.C. 
  Felines: The Big Cats 
  Original Animal Characteristics 
  Description: The great felines are basically similar. Tigers are 
  the largest and are solitary hunters. The second largest felines 
  are Lions who are social hunters. American Jaguars and Afri­
  can Leopards are roughly the same size and have the same 
  basic characteristics. 
  Size Level: 
  Jaguar/Leopard - 1 2  
  Lion - 1 4 
  Tiger - 1 5 
  Length: 
  Jaguar/Leopard - 4 to 6 feet (1 .2 to 1 .8 m), plus tail. 
  Lion - 4.5 to 6.5 feet (1 .37 to 2 m), plus tail. 
  Tiger - 6.5 to 9.5eet (2 to 3 m), plus tail. 
  Weight: 
  Jaguar/Leopard - to 300 pounds (1 36 kg). 
  1 76 
  Lion - to 400 pounds (1 81 kg). 
  Tiger - to 500 pounds (227 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 
  Jaguar/Leopard - 20 
  Lion - 1 0 
  Tiger - 5  
  Attribute Bonuses: 
  P.S. +2 (+4 for Tiger and Leopard) 
  P.P. +6 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; large, wide head with massive jaw, broad nose, 
  wide-set eyes, and ears on top; thick fur (with original animal 
  markings); long, lean body; long, furred tail; powerful arms 
  and legs. 
  5 BIO-E for Partial; muzzled face, whiskers, thick fur; long, 
  flexible body; short, furry tail; powerful arms and legs. 
  1 0  BIO-E for Full; wide, flat nose; widely spaced eyes, 
  powerful jaw; short, thick hair; lean, muscular build with large 
  hands and feet. 
  Natural Weapons 
  5 BIO-E for the Jaguar to get climbing claws (204 damage). 
  1 0  BIO-E for Retractable Claws that do 206 damage. 
  1 5  BIO-E for Retractable Claws that do 306 damage. 
  5 BIO-E for 204 Teeth. 
  1 0  BIO-E for 206 Teeth. 
  Powers 
  5 BIO-E for Advanced Hearing. 
  5 BIO-E for Nightvision (60 feetl1 8.3 m). 
  10 BIO-E for Swimming; equal to basic swim skill of 60%. 
  1 0  BIO-E for 1 06+8 to P.S. attribute. 
  Feline: Mountain Lion 
  Original Animal Characteristics 
  Description: Found throughout North America, Mountain Lions 
  have been called Cougars, Panthers, Pumas and other 
  names. While smaller than lions and tigers, they are very agile 
  and bring down deer and other prey much larger than them­
  selves. A typical Mountain Lion will kill a deer every week. 
  Level: 9 
  Length: 4-6 feet (1 .2 to 1 .8 m) long, plus tail. 
  Weight: 1 00-1 75 pounds (45 to 78.8 kg). 
  Build: Long 
  Mutant Changes & Costs 
  Total BIO-E: 40 
  Attribute Bonuses: 
  P.P. +3 
  P.E. +2 
  Spd. +2 
  Quentin Milton (Order #31246997)
  
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial 
  1 0  BIO-E for Full. 
  Looks: None; small head with large ears on top, chubby muzzle 
  and large eyes, long fur, heavy thighs; long, furry tail; long, 
  lean body. 
  5 BIO-E for Partial; large ears on top of head, large eyes, 
  prominent whiskers, fur, small tail, large legs, clawed hands 
  and feet. 
  1 0  BIO-E for Full; large eyes and ears, broad nose, thick 
  hair, slim, powerful build. 
  Natural Weapons 
  1 0  BIO-E for Retractable Claws that do 206 damage. 
  Powers 
  5 BIO-E for Nightvision (60 feeV1 8.3 m). 
  5 BIO-E for Advanced Hearing. 
  5 BIO-E for Advanced Smell. 
  1 0  BIO-E for Swimming; equal to basic swim skill of 70%. 
  1 0  BIO-E for 1 06+5 to P.S. attribute. 
  Feline: Domestic Cat 
  Original Animal Characteristics 
  Description: There are a wide variety of cat breeds, but all have 
  roughly the same characteristics. Cat characters can have 
  spotted, striped, persian or calico body markings. 
  Size Level: 3 
  Length: 1 2-24 inches (03 to 0.6 m). 
  Weight: to 1 0  pounds (4.5 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 70 
  Attribute Bonuses: 
  M.E. +2 
  P.P. +3 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; cat-like head with ears on top and large, slit eyes; 
  long fur, heavy thighs, long furry tail. 
  5 BIO-E for Partial; large ears on top of head; large, slit 
  eyes, prominent whiskers, fur, small tail, large thighs, narrow 
  shoulders, slim build. 
  10 BIO-E for Full; large eyes and ears, thick hair, large 
  thighs, narrow shoulders, slim build. 
  177 
  Natural Weapons 
  5 BIO-E for Biting Teeth that do 204 damage. 
  5 BIO-E for Retractable Climbing Claws that do 1 06 
  damage. 
  1 0  BIO-E for Retractable Claws that do 206 damage. 
  Power 
  5 BIO-E for Nightvision (50 feeV1 5.2 m). 
  1 0  BIO-E for Advanced Hearing. 
  Frog 
  Original Animal Characteristics 
  Description: There are hundreds of different kinds of frogs in 
  North America alone. Some are purely aquatic, but others 
  have adapted to living on the ground or in trees. Most are in­
  sect eaters who rely on their sticky tongue. 
  Size Level: 2 
  Length: to 1 2  inches (0.3 m). 
  Weight: to 3 pounds (1 .4 kg). 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 80 
  Attribute Bonuses: 
  P.P. +1 
  Spd. +2 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Looks: None; huge, bulbous eyes at the top of the head; short, 
  thick neck; greenish, smooth skin; round body, long, thin arms 
  and legs; three long fingers on each limb. 
  5 BIO-E for Partial; bulging eyes at the top of the head, 
  wide mouth, smooth skin, round body with long, thin arms and 
  legs. 
  1 0  BIO-E for Full; bulging eyes, bald, smooth skin, flat nose 
  and ears, short neck, powerful body with skinny arms and 
  legs, three fingered hands and three toed feet. 
  Natural Weapons 
  None 
  Powers 
  5 BIO-E for Nightvision (25 feeV7.6 m). 
  5 BIO-E for leaping ability: Six feet (1 .8 m) high and 1 2  feet 
  (3.6 m) lengthwise. 
  1 5  BIO-E for swimming equal to competitive swim skill 
  (98% proficiency and fatigues at half the normal rate). 
  10 BIO-E for Hold Breath. 
  Rodent 
  Original Animal Characteristics 
  Description: Includes Mice, Rats, Guinea Pigs, Hamsters and a 
  wide variety of other small animals. All these animals are good 
  scavengers and spend a lot of time underground. 
  Quentin Milton (Order #31246997)
  
  Size Level: 
  Mice, Hamsters - 1 
  Rats, Guinea Pigs - 2 
  Length: 
  Mice, Hamsters - 6-8 inches long. 
  Rats - 8 to 20 inches long (0.25 to 0.5 m). 
  Weight: 
  Mice, Hamsters - to one pound (0.45 kg). 
  Rats - to 5 pounds (2.3 kg). 
  The 
  Mega- Hero 
  Build: Medium 
  Mutant Changes & Costs 
  Total BIO-E: 
  Mice, Hamsters - 80 
  Rats, Guinea Pigs - 75 
  Attribute Bonuses: 
  1.0. +2 
  M.E. +1 
  P.P. +1 
  Human Features 
  Hands: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Biped: 5 BIO-E for Partial. 
  1 0  BIO-E for Full. 
  Speech: 5 BIO-E for Partial. 
  1 0  BIO-E for FUll. 
  Looks: None; muzzled head with pointed nose, widely spaced 
  eyes, round ears on top of head, thick fur; long, naked tail; 
  thick body with short arms and legs. 
  5 BIO-E for Partial; slightly muzzled head, ears on top of 
  head, thick neck and body with short tail. 
  10 BIO-E for Full; sharp nose and protruding ears, thick 
  hair, rounded body. 
  Natural Weapons 
  5 BIO-E for Climbing Claws that do 1 06 damage. 
  1 0  BIO-E for Biting Teeth that do 1 06 damage (204 for Rats). 
  Powers 
  1 0  BIO-E for Digging. 
  1 5  BIO-E for Tunneling. 
  1 0  BIO-E for Nightvision (100 feetl30.5 m). 
  10 BIO-E for Advanced Smell. 
  5 BIO-E for Advanced Hearing. 
  1 78 
  In the past, the Mega-Hero was not included among the su­
  perbeings of Heroes Unlimited™. The reason: I wanted this to 
  be a thinking man's game. I want player characters who, though 
  powerful, were vulnerable and required players to think before 
  they acted - to blend skills and cunning with extraordinary pow­
  ers. Heroes who could not just leap headlong into a room, but 
  who had to stop and think about the potential dangers, formulate 
  a plan, and act upon it with skill and ingenuity. Characters with 
  flaws and weaknesses offer drama, intrigue, and suspense. Any 
  superman can trounce a dozen villains if he is invulnerable, su­
  per-strong, super-fast, and has a half dozen other powers. No 
  clever plan is usually needed. No real danger exists. The invul­
  nerable super, super-guy is just a skull basher. Personally, I feel 
  that this type of "Mega-Hero" can get awfully stale very quickly 
  and tends to submerge role-playing. A pitfall I had hoped to 
  avoid. 
  The all-powerful superhuman is even a comparative rarity in 
  comic books (maybe one in a hundred). A hero should have 
  flaws and weaknesses, as well as strengths. It is the feat of over­
  coming and/or circumventing those weaknesses that help to 
  make him or her a true hero. It is also the stuff of good, memora­
  ble role-playing. If you think about comic book heroes ... really 
  think ... you'll recall that many of your favorites presented charac­
  ters who were surprisingly human and vulnerable, Batman and 
  Robin, The Flash, Green Arrow, Captain America, Daredevil, Spi­
  der-Man and countless others should come to mind. Even power­
  house characters like Green Lantern, Captain Atom, Iron Man, 
  and others had human foibles and vulnerabilities. Few were truly 
  (or nearly) invincible "supermen." 
  That having been said, I have included what we call the 
  Mega-Hero (or villain). This supremely superpowered character 
  is included for two reasons. One, as a direct response to the sur­
  prising number of gamers who have asked for it, and two, He­
  roes Unlimited™, can't honestly claim to present virtually every 
  type of hero if it does not include them. Just be careful of game 
  balance and don't forget about role-playing. 
  Beware of Game Balance 
  The Mega-Hero can be a tricky character to play, and is not 
  recommended for disruptive, domineering, or Hack-n-Slash play­
  ers. Such characters are best suited for even tempered, subtle 
  and experienced players or in a setting where the majority of (if 
  not all) the characters are Mega-Heroes in a mega-powerful envi­
  ronment. Otherwise, game imbalance, trouble and hard feelings 
  are inevitable. 
  Power Gamers and Hack-n-Slashers will have a field day with 
  Mega-Heroes, but it may become a bore, or incredibly annoying, 
  for the rest of the group. There can be little challenge playing a 
  god-like hero in an overall "human" setting, because there are 
  few genuine challenges. The G.M. may find himself stuck with 
  having to create equally mega-powerful villains and galactic con­
  flicts, which may be fun once in a while or if the entire campaign 
  is geared to wild, galactic adventures on a cosmic scale, but such 
  Quentin Milton (Order #31246997)
  
  1 79 
  Quentin Milton (Order #31246997)
  
  Mega-Heroes can be out of place in a modern urban setting. If 
  one or two Mega-Heroes are part of a larger, but less powerful 
  group of player characters, unless the two players handle their 
  Mega-Heroes with some sense of reserve and consideration for 
  others, the Mega-characters may imbalance the player group, 
  taking time, challenges and fun from the other, less powerful 
  characters. Worse, if such characters are played way over the 
  top, they could actually imbalance the "world setting." 
  Ultimately, Heroes Unlimited™ provides the foundation -
  the basics - for creating and playing just about any type of 
  comic book hero, in any type of setting. It is up to the Game Mas­
  ter and players, and their personal tastes, that will dictate the 
  types of characters and games they play. There's nothing wrong 
  with "power gaming," if that's what the entire group wants to do. 
  But recognize that the types of heroes a player group selects will 
  often dictate what types of adventures are best suited for that 
  combination of characters. If the entire group doesn't want to 
  "power game," there is going to be dissatisfaction and problems. 
  Combining one or more Mega-Heroes with a handful of less pow­
  erful characters (and some of the available types of heroes are 
  puny compared to even some of the bionic, robot and superpow­
  ered ones) can make for a very uneven situation and lead to seri­
  ous game imbalance and no fun for the weaker heroes if the 
  tough guys grab all the action, fun and glory. 
  In playing any heroic adventure campaign with superhuman 
  characters, game balance can be difficult. Players should try to 
  work with the Game Master to keep some measure of game bal­
  ance and the most powerful characters should try not to hog all 
  the action. Time and time again, I have heard "power gamers" 
  ask, often amidst a torrent of laughter, why anybody would want 
  to play a Hardware, Physical or other "non-super" powered char­
  acter. The reason is not everybody wants to play a flying, mus­
  clebound, invincible, superhuman, battering ram. There are all 
  types of heroes for all kinds of personal tastes. Unfortunately, it's 
  up to the G.M. to maintain balance and to make certain all the 
  players, superpowerful, or cunning and resourceful (but com­
  paratively weak), get opportunities in adventure and combat. 
  Everybody should get a moment to shine at some point. 
  Muscle-brained players who like to hack and slash can often 
  be reigned in by the restrictions of "the Law," as well as by situ­
  ations that should teach them a few lessons. Here are some ex­
  amples. 
  Regardless of a Mega-Hero's individual power, teamwork is 
  often needed to win the day. 
  Reckless or thoughtless actions (because they are so power­
  ful and invulnerable themselves, they forget about others) may 
  place innocent bystanders and/or fellow heroes in jeopardy -
  maybe leading to immense property damage and/or the injury 
  and deaths of innocent people (if only the powerful superhumans 
  had waited for help or used some other tactic, etc.). 
  Remember, there are always consequences to every action. 
  In the case of careless or arrogant heroes who stop the bad 
  guys, but cause immense amounts of destruction and/or death 
  and injury, the people will not tolerate it. This could lead to public 
  outcry, lawsuits, and the law coming after the Mega-Hero, and 
  very likely the members of any group with whom he's involved. 
  He and his teammates may even get themselves branded as vil­
  lains! Depending on how bad things go, the Mega-Hero's own 
  teammates or other heroes may feel forced to bring such a "ma­
  niac(s)" to justice, or put an end to the Mega-Hero's career 
  (forced retirement, prison or worse). These Yahoos (and not all 
  Mega-Heroes are reckless yahoos) give well intentioned heroes 
  a bad name. 
  As a Game Master, I have found in hundreds of game ses­
  sions that even the most flamboyant and disruptive players don't 
  180 
  want to be branded "baby-killers" and "madmen." They want to 
  be heroes who are loved and adored by the public, not hated and 
  despised. Consequently, one or two incidents where they inad­
  vertently hurt innocent people gets them bad press, or makes a 
  situation worse, usually reigns them in and gets them thinking 
  about the responsibilities that come with such great power. This 
  inevitably leads to a more thoughtful and cautious "team player." 
  Those who go rogue and don't care, must inevitably be 
  brought to justice (this is best done by NPCs rather than their fel­
  low player characters to avoid friction within the actual players in 
  the group). 
  After a few wild characters are imprisoned or killed by officers 
  of the law, most wild or power gamers usually settle down and 
  learn to be more of a team player, and think before they leap ... 
  well, at least half the time, anyway, and that's usually good 
  enough. 
  G.M. Note: As a referee and organizer of the game, G.M.s 
  should, from time to time, stop the game in mid-action to explain 
  things. Point out some likely unwanted consequences if the char­
  acter(s) continues on his current course of action. Point out that it 
  may conflict with the character's alignment, or say something 
  like, "your character would realize that innocent people will get 
  hurt if ... " 
  I think sometimes Game Masters forget they also serve as 
  "referees," or the "director" of the story, just like the director of a 
  film. I'm not saying to stop the guy or gal from doing something 
  they want to do, nor to impose nasty penalties or punishments 
  (any problems that arise from an action must be reasonable and 
  work in the context of the adventure), but to offer some well in­
  tentioned observations and gentle warnings. Personally, the way 
  I G.M. is that virtually anything goes, even after I've pointed out a 
  few things. However, they've been made aware that there will be 
  consequences, so if they proceed, their character's will have to 
  live with those consequences. The main idea is to give the player 
  pause to reconsider his or her character's actions. Then it's time 
  for action. 
  Also note that Mega-Vil/ains make wonderful NPCs, be­
  cause, just like in comic books, a Mega-Villain, even without 
  henchmen, is a worthy opponent for a "group" of heroes. But, 
  hey, don't forget about those henchmen and superpowered min­
  ions or associates. 
  Mega-Powers 
  A demigod-like Mega-Hero automatically gets all the following 
  bonuses, augmentation, powers and considerations in addition to 
  super abilities, psionics or magic powers acquired through the 
  usual character creation process. In that sense, the Mega-Hero is 
  an option that builds on a character that has already been "rolled 
  up." It is also an option that is available only if the Game Master 
  allows it! 
  Okay, your G.M. has approved your creation of a Mega-Hero. 
  Create a character as normal, but avoid the Bionic, Robot, Hard­
  ware and Special Training Power Categories. The others, even 
  Physical Training, are all suitable for becoming a Mega-Hero. 
  The following powers and modifications are made to charac­
  ters who are "mega." All Mega-Heroes (or Villains) get these par­
  ticular items. 
  Supernatural P.S.: All Mega-Heroes automatically have su­
  pernatural physical strength, whether that P .S. is nine or fifty­
  nine. See the listing for Supernatural Strength elsewhere. 
  Increase the total S.D.C. by 50%: Include S.D.C. from super­
  powers when making this adjustment, i.e. Mega-Characters with 
  Invulnerability get an additional 240 S.D.C. points from that 
  power! 
  Quentin Milton (Order #31246997)
  
  Enhanced Healing: Recovers from physical injury/damage 
  1 04+ 1 times faster than a normal human. This also means the 
  Mega-Hero recovers from physically debilitating magic spells, 
  drugs, disease, etc., quicker too (half normal duration). 
  Increase Range 50%: This includes the range of vision, hear­
  ing, and other senses, as well as energy blasts and the range of 
  most other super abilities - not applicable to magic spells or 
  psionic abilities. 
  Considered a Supernatural Being, meaning the character is 
  more than a superpowered human with unusual or spectacular 
  powers, but is actually more than human - +1 to save vs magic 
  (unless that's his vulnerability), and +2 to save vs possession 
  and Horror Factor. Rifts® RPG Note: On Rifts Earth or a similar 
  Mega-Damage™ environment, the character is considered a su­
  pernatural being that inflicts Mega-Damage with his punches and 
  kicks (supernatural P.S.), and Hit Points and S.D.C. are added 
  together and become M.D.C., making the hero a living Mega­
  Damage Structure. 
  Special Mega-Powers 
  Select one, or roll percentile dice once to randomly determine 
  which Mega-Power the character possesses. If the G.M. allows it, 
  two powers may be selected, provided they do not include num­
  bers 81 -00. 
  01 -10 Impervious to disease. This includes the most virulent 
  germs and viruses on Earth or anywhere; impervious to alien dis­
  ease. +2 to save vs poison. 
  1 1 -20 Doesn't need air to breathe. The Mega-Hero can sur­
  vive indefinitely in space or any vacuum, underwater, and in a 
  polluted or toxic atmosphere - is impervious to all forms of air­
  borne toxins and gases, except those created by magic. The 
  character retains a sense of smell and taste, and is still vulner­
  able to most diseases. 
  21 -30 Doesn't need to eat or drink for nourishment. The 
  character may eat and drink for the enjoyment of the taste, but 
  1 81 
  derives his or her nourishment from ambient energy (heat, light, 
  low level radiation, etc.). 
  31 -40 Tremendous S.D.C. Add 1 D4x1 00+1 60 points to the 
  character's other S.D.C. acquired from super abilities, skills, un­
  usual characteristics (applicable to mutants and aliens), and so 
  on. 
  41 -50 Tremendous Physical Strength: +20 to supernatural 
  P.S., and death blow on a 1 6-20 (if desired; must announce in­
  tention to kill). 
  51 -60 Impervious to pressure. A normal human being is a 
  delicate creature who cannot survive great pressure (without me­
  chanical protection), as found at ocean depths greater than 200 
  feet (61 m) or which might be encountered on an alien world (the 
  Mega-Hero suffers half penalties from heavy gravity). The Mega­
  Hero who is impervious to pressure can sit in a trench four miles 
  (6.4 km) deep on the ocean floor, or on an alien world, or pres­
  sure chamber without the slightest ill effect or injury. Likewise, he 
  or she can travel through varying degrees of pressure at rapid 
  speed without experiencing discomfort or ill effects ("the Bends"). 
  61 -70 Longevity. Ages at a fraction of time, compared to 
  most normal humans, roughly one year for every 1 0-15. This 
  means a character who is 1 00 years old, has the appearance 
  and physical body of a human in his late 20's or early 30's, by 
  age 200 he or she will look to be 40ish. Heals twice as quickly as 
  a normal human and is +1 to save vs disease. 
  71 -80 Awe Factor. Whether attractive or monstrous, the char­
  acter invokes a certain amount of awe, roughly equal to a Horror 
  Factor. This means whenever the superbeing makes his initial 
  appearance, all who see him (including other superhumans) 
  must roll to save vs Awe/Horror Factor. To save, the other char­
  acters must roll a 20 sided die and either match or better the su­
  perbeing's Awe Factor. A failed roll means the awe-struck 
  individual loses initiative and one melee attack for that round of 
  action. All subsequent melee rounds the individual functions as 
  normal - the Awe Factor only applies whenever this impressive 
  (and/or frightening) being makes his initial appearance, regard­
  less of how many times the individual may have seen him in the 
  past. 
  Mega-Hero Awe Factor: 1 04+1 1 ;  the character can increase 
  his Awe Factor by permanently reducing either his 1.0. or P.E. 
  (points can only be taken from one attribute, not divided between 
  the two). Two points from either of these attributes will give the 
  character one additional Awe Factor point - a maximum of three 
  points can be added in this fashion. 
  81 -90 Immortal. The exact reason for the immortality (god­
  ling, mutant power, magic, secret elixir/serum, etc.) may not even 
  be known to the character, and is left to the player and G.M. to 
  determine, if they desire to do so (it can remain a mystery or an 
  uncertainty). G.M. Note: This Mega-Power should be exception­
  ally rare and is different, more encompassing than the Immortal­
  ity super ability (major). 
  Special Power: Immortal regeneration: The immortal character 
  can recover from grievous bodily injury and even loss of body 
  parts without actually dying, although he may often appear to be 
  dead. 
  When the immortal's Hit Points are reduced from a range of 
  zero to 1 30 points below zero, he is racked with searing pain, is 
  weak as a kitten and can barely concentrate. All combat bonuses 
  are reduced to zero, melee actions per round are reduced to two 
  (and are entirely defensive unless cornered), attributes are down 
  50%, and performance of all skills is -75%. At this point, the im­
  mortal's survival instincts kick in, and his one goal is to get away 
  where he can hide, collapse and heal. 
  The character requires 1 04 hours of complete rest/sleep and 
  may appear to be in a coma or dead during this recovery period. 
  Quentin Milton (Order #31246997)
  
  When this time elapses, the immortal awakens, achy and sore, 
  but with 4D6 Hit Points above zero and his usual range of abili­
  ties, attributes, bonuses, and skills all restored to normal. Bleed­
  ing will have stopped and all grievous wounds, broken bones, 
  intemal injuries, and similar damage will be well on their way to 
  completely healing within a matter of hours and without any per­
  manent side effects. At this stage (and for the next hour), there 
  are scars, cuts, bruises, lumps and even open wounds (the guy 
  looks like crap), but these will disappear as they continue to heal. 
  One hour after awakening from the healing coma, the immortal 
  can bio-regenerate as normal (2D6 Hit Points or 3D6 S.D.C. 
  every 1 0  minutes - or roughly 1 D6x1 0 H.P. or 2D4x1 0 S.D.C. 
  per hour). When healing is completed, the character will look 
  strong and healthy without so much as a scratch. 
  If the immortal suffocates (which takes five times longer than a 
  normal human; about 1 5  minutes), or S.D.C. and Hit Points are 
  reduced from a range of 1 31 -300 points below zero, he will col­
  lapse and appear dead. This massive amount of damage is likely 
  to mean the immortal will literally have holes blown through him, 
  shattered bones, lost internal organs, and possibly, missing 
  limbs. In this case, the character will appear to be dead and does 
  not regain consciousness for 4D6+ 1 2  hours. Once conscious, he 
  heals as above, with missing limbs regrowing over a 72 hour pe­
  riod. 
  Death is possible - Innate Vulnerabilities: 
  1 .  Being truly atomized or vaporized means the character is 
  dead; no chance for recovery. However, if the head and approxi­
  mately one third of the body remains intact, the character will 
  eventually regenerate and return to life. However, this massive 
  amount of damage requires 3D4 years of being in the healing 
  coma. Note: The same is true if the immortal is seemingly blown 
  in half by an explosion. 
  2. Incineration. If the head and half of the body is completely 
  incinerated (reduced to ash), the immortal is slain. However, if 
  only reduced to skeletal remains the character will regenerate 
  and return to life. This massive amount of damage requires 
  1 D4x1 0 years of being in the healing coma. Note: The same is 
  true if the immortal is seemingly blown to bits, but half of him re­
  mains, albeit, in pieces. 
  3. Decapitation. If the head is removed from the body, the im­
  mortal superbeing will appear to be dead. However, the head and 
  body must be buried separately (or completely destroyed). If the 
  two parts are buried in the same grave or left within 20 feet (6 m) 
  of each other, they will be drawn together, reattach and the char­
  acter will recover within 6D6 days. Even cut apart and separated, 
  neither head nor body will deteriorate for 1 00 years, and any re­
  union of the two within that time will result in a miraculous resur­
  rection! After the 1 00 years, they rot away and the character is 
  dead. 
  91 -00 Undead (by Steve Trustrum and Kevin Siembieda). In­
  troducing this aspect of power into a campaign requires great 
  care on the part of the Game Master but can be fun. The charac­
  ter is an undead creature, some sort of vampire. As such, he 
  gains the following advantages: 
  1 .  Is immune to poisons, drugs and toxins. 
  2. Impervious to the effects of heat and cold. 
  3. Normal punches and kicks do no damage, but similar Ex­
  traordinary, Superhuman and Supernatural Strength attacks in­
  flict half damage. 
  4. Normal weapons (sword, club, etc.), bullets and explosions 
  do half damage - magic, fire, sonic blast, and energy attacks do 
  full damage. 
  5. Regenerates 2D6 Hit Points and 2D6 S.D.C. per melee 
  round and can regenerate lost limbs (except the head) within 1 D4 
  days. 
  182 
  6. No longer needs to eat food or breathe air. 
  7. Does not age and is immortal unless destroyed completely. 
  8. +1 D4x1 0 to S.D.C. 
  Vulnerabilities & Penalties: Unfortunately, with the charac­
  ter's state of undeath comes several debilitating and deadly dis­
  advantages as well: 
  1 .  Vulnerable to silver. Weapons made of silver or coated with 
  it inflict normal damage. 
  2. Vulnerable to sunlight. Sunlight and high intensity light 
  beams, including lasers and the super ability of Energy Expul­
  sion: Light, inflict double damage! Exposure to sunlight (not artifi­
  cial light) completely blinds the undead being (-8 to strike, parry 
  and dodge) and is painful (1 D6 damage per minute of exposure). 
  3. Vulnerable to wood. Weapons made of wood (wooden club, 
  table leg, wooden knife, staff, arrow, spear, etc.) inflict their nor­
  mal damage. Being "staked through the heart" will place the un­
  dead into an immediate stasis-like coma that resembles death. 
  Until the stake is removed, the character is comatose and un­
  aware of anything around him. This tactic can also be used to 
  first immobilize and then kill by other means. 
  4. Physical Beauty is reduced by 1 D1 0 points, thus determin­
  ing how evident the character's body has been altered by its un­
  dead state. 
  5. Has a Horror Factor of 1 0  + 1 D6. Actually, this is good and 
  bad. People, even those who come to befriend the character, feel 
  uncomfortable around him and may never completely trust him. 
  The H.F. comes into play against those who don't know him 
  whenever the character makes his appearance and undead na­
  ture known, or his first move to attack. Against those who know 
  him, the H.F. applies only when he makes a hostile move or 
  threat against them. 
  6. The character must feed upon the life energy of other be­
  ings. Roll to see which applies to this particular type of undead. 
  01-30 Blood Drinking Vampire: Needs eight pints of humanoid 
  blood every day; animal blood can be substituted, but makes him 
  nausea and weak (-3 on initiative, -1 attack per melee round and 
  reduce speed by 20%). 
  31-60 Life Force or Bio-Energy Vampire: Feeds on the life en­
  ergy of all living creatures; unfortunately, the feeding process 
  usually kills its victim, particularly small animals. 
  This feeding attack inflicts 2D6x1 0 points of damage direct to 
  Hit Points, because it is literally draining the victim's life forcel If 
  the victim of this attack survives, he is weak for 24 hours, has no 
  initiative or combat bonuses, and reduce skill performance, at­
  tacks per melee round, P.S. and speed by 75%, plus tires twice 
  as quickly. Note: The Bio-Energy Vampire must feed on the 
  equivalent of at least 55 hit points per week. 
  61-80 P.P.E. Vampire: Needs to consume a minimum of 25 
  P.P.E. from the living per week, per level of the character. In this 
  case, the P.P.E. is extracted by attacking one or more people 
  frightening them and drawing blood. The drawing of blood does 
  not have to be a lethal blow, although evil characters often kill 
  their victims because P.P.E. is doubled at the moment of death. 
  81-00 Energy Vampire: Needs to draw energy from a living 
  being. This makes superbeings who can expel or turn into energy 
  their primary targets. The Energy Vampire must feed on the 
  equivalent of one experience level of power. This is done by 
  either holding onto the victim or touching him while the victim is 
  incapacitated or bound. The drawing of the energy is painful 
  (does 3D6 points of damage) and reduces the energy being's 
  level of power by one (Le. a 6th level superbeing functions as if 
  he is 5th level). This power drain lasts for 6D6 hours, but the su­
  perbeing is otherwise unharmed. Note: After feeding on an en­
  ergy superbeing, the vampire doesn't have to feed again for four 
  Quentin Milton (Order #31246997)
  
  weeks. He can continue to gorge himself with one power/experi­
  ence level of his victim, giving himself one additional month of 
  energy, but cannot drain more than half his victim's levels of ex­
  perience in regards to raw power. 
  Generally, the Energy Vampire must feed once a week, other­
  wise his power level drops one experience level per every week 
  he is deprived. When energy beings aren't available to prey 
  upon, the character can feed on any living creature, but like the 
  Bio-Energy Vampire, the feeding process is likely to kill his victim. 
  See the Bio-Energy Vampire above. 
  The Achilles' Heel 
  Although these super-powered beings may have the power of 
  a demigod (and, in fact, may claim to be a god; i.e. Thor, Her­
  acles, Athena, Anubis, etc.), such characters will always have at 
  least one weakness (see the table below). I say one, because he 
  may suffer from a bad reputation, hot temper, underestimate op­
  ponents, insanities and other character features that could be 
  considered a flaw, weakness or limitation. 
  The Game Master may pick one for the character (his choice) 
  or allow the player to make a selection (with G.M. approval) or a 
  random roll with percentile dice. There may also be characters 
  and situations where two weaknesses for The Achilles's Heel ta­
  ble are appropriate or desirable, G.M.'s discretion. 
  Who Knows? Like any gossip, especially juicy bad stuff, word 
  about weaknesses and foibles will spread like wildfire. Once the 
  Mega-Hero's Achilles' Heel is discovered, it will spread through 
  the criminal and supervillain grapevine. 
  If only discovered by one to a handful of bad guys, they are 
  likely to keep this information to themselves and try to exploit it 
  for their own gain - at least initially. However, if they fail to profit 
  from it, or if others also discover it, they'll spread the word until 
  1 D6x1 0%+30% of the criminal and supervillain underworld 
  knows about it (a similar percentage of good guys will have 
  caught wind of this too). 
  If the weakness becomes public, hits a local newspaper, 
  magazine, or television program (the news, a news magazine, an 
  entertainment show, etc.), this "hof news report will spread 
  throughout the country in a few days, and throughout the world in 
  a week. Everybody from the Mega-Hero's mother to a six year 
  old in Hong Kong will know about the character's one (or more) 
  weakness. 
  Note: Unless a physical vulnerability states that damage 
  goes "direct to Hit Points," damage goes first to S.D.C. Only 
  when all S.D.C. is gone, is damage then subtracted from Hit 
  Points. All penalties/weaknesses supersede any bonuses or 
  abilities ordinarily provided by a super ability. For example, if the 
  character is normally invulnerable to all things but rolls a vulner­
  ability to magic (or fire, etc.), the vulnerability to fire applies as 
  described in this section. 
  01 -10 Vulnerable to Psionics. -4 to save vs psionic attacks 
  and no other bonuses, even attribute bonuses, apply; only the 
  natural, unmodified roll of the dice. Worse, all psionic attacks, in­
  cluding Telekinetic forces (punches, kicks, etc.), Mind Blasts and 
  Psi-Sword, do double damage, and the effects and duration of 
  the psionics affliction (Bio-Manipulation, Empathic Transmission, 
  etc.) last twice as long. This penalty does not apply to drugs or 
  magic used for mind control, only psionic forces/attacks. 
  1 1 -20 Vulnerable to Magic. Magic spells inflict double dam­
  age and the effects/penalties and duration are also doubled when 
  used against the Mega-Hero. Enchanted Weapons inflict triple 
  damage, while the punches and kicks of characters whose pow­
  ers are Magically Bestowed, provided by an Enchanted Weapon, 
  or come from a creature of magic (dragons, faerie folk, etc.), do 
  double damage! -1 04 to save vs magic of all kinds. 
  1 83 
  21 -25 Vulnerable to Light. Lasers and similar light energy in­
  flict double damage. Furthermore, the character is light sensitive, 
  must wear sunglasses, goggles, visor or other form of protection 
  for the eyes in sunlight and bright artificial light. Unprotected eyes 
  in moderate light will reduce the range of sight by half and the 
  light hurts the eyes (-2 on initiative, -1 attack per melee round, 
  and -5% on skill performance). 
  Sunlight or bright artificial light blinds the Mega-Hero: No in­
  itiative, -8 to strike, parry and dodge, loses one melee attack, and 
  skill performance that requires vision is -90%. Light that would 
  temporarily blind an ordinary human blinds the light vulnerable 
  character for three times as long. 
  26-35 Deadly Metal (fairly common). Other than brute force, 
  the superbeing's powers don't work against this metal. Any 
  weapon or bullets made of or coated with the metal punches 
  through the Mega-Hero's natural Armor Rating (A.A.) and does 
  double damage direct to Hit Points (triple damage to M.D.C. 
  when in a Mega-Damage environment). An opponent must roll a 
  five or higher to hit and the Mega-Hero may attempt to parry or 
  dodge as normal. 
  In some cases (G.M.'s discretion), even close contact and 
  prolonged exposure (being in a confined area near the sub­
  stance) will make the superbeing physically ill and weak - re­
  duce S.D.C., Spd, P.S., attacks per melee round, and all combat 
  bonuses by half while exposed to it, and for 206 minutes after­
  ward. In some cases, in addition to the weakness it causes, pro­
  longed exposure may even kill him! This is an extreme response 
  similar to a severe allergic reaction or exposure to dangerous 
  levels of radiation. After one hour of exposure, the superbeing 
  suffers damage that goes direct to Hit Points; 406 damage for 
  every minute of exposure after the initial hour. Once the sub­
  stance is removed, the character recovers quickly from his weak­
  ness and corresponding penalties (remains weakened for 206 
  minutes). However, any Hit Point damage will require the normal 
  healing time. Note: If the substance can kill the character, it 
  should be relatively rare. Stone or another substance can be 
  used instead, if the G.M. approves. 
  36-45 Vulnerable to Fire. Normal fire does double damage; 
  bei�g struck by a flaming torch would normally do 206 damage, 
  so It does 406 to this Mega-being. Magic fire does double dam­
  age direct to Hit Points! The character has a natural fear of fire, 
  but this is not (yet) a paralyzing phobia. 
  46-55 Must Transform into an Inhuman Form to Use Pow­
  ers. The character looks like an ordinary healthy, perhaps even 
  athletic, human (or a scrawny wimp, cripple, child, or aged per­
  son, as the case may be). To use his superhuman powers, the 
  character must transform into a hulking monster. The transforma­
  tion can be done at will (counts as one melee action), and the 
  character returns to his non-super form if rendered unconscious 
  or is slain. 
  Roll once on the accompanying table to determine general ap­
  pearance. Players, with the approval of their G.M., can add de­
  tails to their appearance. 
  01-15 Resembles a beautiful angel or heroic demigod (P.B. 
  no less than 26 in this form). If the character also has wings, they 
  radiate with light. Retains human size to 1 0% bigger. 
  16-30 Hulking humanoid monster rippling with muscles, pop­
  ping veins and strange eyes. 1 D6x1 0% larger and heavier than 
  his/her normal form. Fifty percent will have an inhuman skin 
  color; grey, green, red, blue, gold, silver, etc. 
  31-40 Resembles a frightening demon or devil, complete with 
  horns and a tail. 1 D4x1 0% larger and heavier than his/her normal 
  form. 
  41-50 Resembles a humanoid dinosaur or reptile; 1 D4x1 0% 
  larger and heavier than his/her normal form. 
  Quentin Milton (Order #31246997)
  
  51-60 Resembles a creature made of stone; 1 D4x1 0% larger 
  and heavier than his normallher normal form. 
  61-70 Resembles a creature made of muck, slime or garbage; 
  1 D4x1 0% larger and heavier than his normal/her normal form. 
  71-80 Resembles an animal with fangs, animal-like eyes, a 
  wild mane of hair and other characteristics (may have an ape or 
  gorilla shape, or a crouching feline posture and body language, 
  or be bulky like a rhino or buffalo - may even have hooves, 
  etc.); typically retains human size. 
  81-90 Resembles a humanoid insect with compound eyes and 
  chitinous exoskeleton; retains human size. 
  91-00 Hulking, impressive, human-looking juggernaut rippling 
  with muscles, popping veins, bronze or golden skin, and 
  1 D4x1 0% larger and heavier than his/her normal form. Add 204 
  to P.B. 
  56-65 Solar Powered (or Night Powered). The Mega-Hero is 
  solar powered, thus he is weaker at night: half P.S., half S.D.C., 
  and reduce range, duration and damage provided by super abili­
  ties by half during nighttime or when trapped in darkness for 
  more than 1 5  minutes. Worse, without exposure to at least four 
  hours of light (even from an overcast day or bright artificial light) 
  within a 24 hour period, the character's powers diminish an addi­
  tional 1 0% per every eight hours he is trapped in darkness. 
  Thankfully, the superbeing's powers don't plunge to zero. They 
  stop dwiMling when reduced to 30% (that's a 70% power reduc­
  tion). 
  The character regains his power levels at a rate of 1 0% per 
  hour of bright sunlight or 5% from overcast skies or artificial light. 
  66-70 Loves the Opposite Sex. The character loves attrac­
  tive women (or men, as the case may be) and is easily distracted 
  by them. Even if an attractive woman is in the same room or 
  walks by, the character is distracted; -6 on initiative and unlikely 
  to notice things around him (won't notice somebody sneak­
  ing/prowling past him, or anything out of the ordinary unless it's 
  incredibly obvious). Furthermore, this character tends to be­
  lieveltrust the opposite sex, giving them benefit of the doubt and 
  will rush to their aid or pay them greater attention than anybody 
  else. This also makes the character more vulnerable to seduction 
  by the opposite sex. 
  71 -75 Vulnerable to Cold. In temperatures at or below freez­
  ing, reduce the character's super abilities (damage, range, dura­
  tion, etc.) by half, the speed attribute by half, combat bonuses by 
  half, and supernatural P.S. turns to nonnal P.S. Warm clothing 
  does not help. A self-contained environmental suit with heat, or 
  being inside a heated vehicle or building will protect ag�inst this 
  weakness, but may also prohibit or limit the use of certain super­
  powers. Furthennore, if the suit or artificial environment is de­
  stroyed or severely breached, or the character goes outside .the 
  warm area, the Mega-Hero will suffer from the cold penalties. 
  Penalties apply within 30 seconds (two melee rounds) of expo­
  sure to cold; nearly instant. 
  76-80 Slow & Ponderous: Reduce the Spd attribute by half 
  or to 8, whichever is less. If the superbeing has a fast moving 
  power (glide, flight, superspeed, etc.) he is fast only when using 
  that power and even then he moves at half the usual speed pro­
  vided by it. That also means reducing the bonuses from that 
  power by half. 
  81 -85 Vulnerable to Heat. In temperatures above 90 degrees 
  Fahrenheit, reduce the character's super abilities (damage, 
  range, duration, etc.) by half, the speed attribute by half, combat 
  bonuses by half, and supernatural P.S. turns to normal P.S. 
  Wearing light (or no) clothing does not help, nor does a fan. A 
  self-contained environmental suit with air-conditioning/cooling, or 
  being inside a cooled vehicle or building will protect against this 
  weakness, but may also prohibit or limit the use of certain super-
  1 84 
  powers. Furthennore, if the suit or artificial environment is de­
  stroyed or severely breached, or the character goes outside its 
  protective area, the Mega-Hero will suffer the above penalties 
  within 30 seconds (two melee rounds) of exposure to hot tem­
  peratures; nearly instant. 
  86-90 Extremely Nearsightedl This god-like being needs 
  eye-glasses or contact lenses to read and see images clearly 
  more than four feet (1 .2 m) away. Without eye-glasses, reading 
  signs four feet (1 .2 m) away is difficult and completely out Of. fo­
  cus, blurry, unless the print is a foot (0.3 m) tall or bigger. Like­
  wise, images of people, animals, vehicles, buildings, and 
  surroundings are blurry and may be difficult, or impossible to 
  identify. Anything beyond 1 2  feet (3.6 m) is so out of focus and 
  difficult to distinguish, that they are little more than colors and 
  shapes (Le. a human is recognized as such, just as a dog, cat, or 
  car is recognized, but their exact identitylfeatures, expressions or 
  identifying markings are indistinguishable from vision alone 
  -voice, for example, will usually identify somebody the character 
  knows). 
  Unless the character wears some sort of corrective lenses 
  (glasses, goggles, visor, contact lenses), things are bit confused 
  and depth perception is reduced. Penalties: Reduce all combat 
  bonuses by half, -1 attack per melee round, and skill perform­
  ance is -35%. Obviously, losing his corrective lenses is a con­
  stant concern. 
  91 -95 Allergy (even if otherwise invulnerable)1 Yes, an al­
  lergy (it could happen). This is a relatively common and not par­
  ticularly dangerous allergy, although it does have some 
  debilitating and uncomfortable effects. One potentially deadly 
  situation is the allergent causing the character to sneeze or 
  cough while he's hiding or prowling, and, in so doing, give away 
  his position. 
  The allergic reaction is severe and causes sinus problems, 
  runny nose, watering eyes, occasional sneezing, coughing, or 
  clearing of the throat (phlegm build-up), as well as a severe 
  headache (pressure at the temples, below the eyes and b�ck �f 
  the skull) and difficult breathing/shortness of breath, especially If 
  involved in combat or other physically strenuous activity. 
  Penalties: In addition to the discomfort, coughing, sneezing, 
  and shortness of breath, the character is -15% on skill perform­
  ance, reduce all combat bonuses by half, loses one melee at­
  tack/action, 
  and 
  reduce 
  speed 
  by 
  1 0%; 
  sluggish 
  and 
  uncomfortable. There is a 01 -75% likelihood that the superbeing 
  will have to pause after every minute (4 melee rounds) of combat 
  or heavy exertion to catch his breath. This translates into -6 on 
  initiative and the loss of 1 04 melee actions/attacks for one round 
  (15 seconds), plus the other penalties remain in force as well. 
  Note: An allergic reaction is similar to a sudden and extreme 
  head cold, which also means the character's sense of smell, 
  taste and hearing will be impaired, including supersenses, reduce 
  by half! An allergic reaction should only occur when trapped in 
  close quarters with it, or when exposed to a large quantity (a 
  warehouse full of cats or dust, etc.). 
  Symptoms appear within 15 minutes of exposure to the cause 
  of the allergy; half that time if exposed to several (3 or more) or 
  large quantities of the allergy causing agent. Within 1 04 minutes 
  if the allergent is something that is ingested (a food allergy). 
  Symptoms lasts 1 04 hours for every 30 minutes of exposure 
  to the dreaded allergent. 
  The most common and likely allergies will be in response to 
  one of the following: 
  Dog and cat hair and dander. 
  Birds and feathers (including down-filled clothing, quilts, and 
  cushions on furniture); not affected when outdoors. 
  Dust and/or Smoke. 
  Pollen (Hay Fever), among others. 
  Quentin Milton (Order #31246997)
  
  96-00 God Syndrome. The character believes he or she is 
  above the law and cannot be judged (or held accountable) the 
  same as "mere mortals." This double standard and brazen arro­
  gance can get the character and his associates into trouble as he 
  tends to completely disregard the laws (and sometimes morals 
  and ethics), as well as "ordinary people," and does as he 
  pleases. This character also underestimates his enemies, forgets 
  about the vulnerability of humans, and is always puzzled when 
  ordinary people are insulted or angry because of his attitude 
  and/or lawbreaking. He or she expects the adoration of others 
  (and sometimes says so, aloud). 
  Fighting a Bad 
  Attitude & Reputation 
  Mega-Hero characters should be played with caution, reserve 
  and great consideration. Heroes with incredible powers will auto­
  matically be regarded as a cut above other heroes, who are 
  themselves a cut above the norm. This means the Mega-Hero 
  will be held to even higher standards than most other (less pow­
  erful) superhumans. People will be quick to judge and criticize. 
  Remember, even a hero with the powers of a demigod must obey 
  the law and avoid lording over others, or pay the consequences. 
  Mega-Heroes who do not conduct themselves with a certain 
  amount of decorum, responsibility and compassion will quickly 
  find themselves disliked, and even hated and feared by the very 
  people they have chosen to protect. Again, think about real life. 
  Nobody likes a show-off, know-it-all or arrogant bastard who 
  shoves his "superiority" in everybody's face. Such a hero, despite 
  his tremendous powers and good deeds, will not be as well liked 
  as other, more humble, considerate and likeable characters. 
  Braggarts and bullies may be blamed for property damage, inju­
  ries and suffering (even problems and things he/she had nothing 
  to do with) because of the hero's "attitude." Such characters may 
  find themselves facing angry mobs, cat-calls, thrown food and 
  lawsuits from the very people the arrogant Mega-Hero has just 
  tried to protect. 
  Fear is another factor to consider. It is human nature to fear 
  things and people we do not understand, or which are different or 
  more powerful. This ''fear" is often unreasoning and may manifest 
  itself in many different ways. The following are just some likely 
  fear responses: fear (avoids, hides, runs away from the hero, as 
  well as being unsupportive, and uncooperative - not forthcom­
  ing, conceals information or even lies to him), paranoia (if the 
  hero is so powerful what if he someday decides to rule over us, 
  acts outside the law and does as he pleases, including hurting 
  others, stands against us, becomes evil, has a secret agenda, is 
  corrupt and dangerous, cannot be trusted, must be contained or 
  even destroyed, etc.), anger and/or resentment (is disliked and 
  criticized for every comment, indiscretion, accident, misdeed, 
  etc., by the people and especially the media; sometimes even 
  blamed for things the hero has no control over or was not party 
  to); envy/jealousy (dislike, criticize and discredit other heroes, the 
  public and/or the media because they envy the hero - wish they 
  had his/her powers, good looks, fame, etc.); disloyalty (the public, 
  media, and/or other heroes are quick to judge, believe the worst 
  and/or tum against the Mega-Hero with the slightest provoca­
  tion). 
  Note: Don't underestimate this; being disliked, not trusted and 
  feared or hated will work against the hero. 
  See the section on Traditions and Legacies for more ideas 
  about reputations. 
  185 
  Quentin Milton (Order #31246997)
  
  .-�,-::--
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  186 
  Quentin Milton (Order #31246997)
  
  Step One: The Usual 
  Attributes: Determine the eight attributes as usual. However, 
  write the physical attributes down in pencil, because they will be 
  adjusted with bonuses from almost every physical skill selected. 
  Hit Points: Determine the character's Hit Points and S.D.C. 
  last, because they will also be altered by skill selection and bo­
  nuses. 
  Be certain to keep careful record of all your attributes, S.D.C. 
  and bonuses. Remember, all bonuses are cumulative. Careful 
  selection of physical skills will enable the player to design a char­
  acter to his/her exact specifications. 
  Step Two: 
  Education and Skill Modification 
  Education: Roll to determine the character's educational level 
  as usual. Then subtract one skill program selection. That is one 
  whole skill program representing the number of skills that would 
  have come with it. DO NOT select any physical skills as scholas­
  tic or secondary skill choices. Why? Because the character gets 
  a special selection of physical skills to take its place; see Step 
  Three, which follows. 
  The character can have any level of education from high 
  school to Doctorate without significantly affecting him in his role 
  as a fighter. Of course, it is wise to select skills that will help 
  round out the character as a warrior, crimefighter, vigilante, mer­
  cenary, or supervillain. 
  Step Three: Determining Abilities 
  - Physical Area of Expertise 
  Not all heroes are instilled with an extraordinary super abilities 
  or possess super-science gizmos. There are some who rely en­
  tirely on their own, natural abilities. Counted among the ranks of 
  the masked hero, vigilante, and so-called "superbeing" are those 
  who fall under the category of Physical Training. Super-athletes 
  and unorthodox martial artists who have honed their natural, 
  physical bodies into finely tuned fighting machines. "Machines" of 
  flesh and blood that have reached the pinnacle of physical per­
  fection. Humans who rely on their strength, agility, skills, cunning 
  and courage, and whose years of training and mastery of body 
  and fighting arts have enabled them to transcend what we con­
  sider to be ordinary humans. 
  The power of characters dedicated to Physical Training is their 
  superior physical body. They are physically tougher, stronger, 
  faster and more agile than most professional athletes. In addition 
  1 87 
  to building and mastering their bodies, they also train in the arts 
  of combat. The use of an accessory, such as a pistol or ma­
  chinegun, is acceptable, but ignores the power and resilience of 
  the human body. This character has molded his body into a living 
  weapon! Most prefer the elegance, artistry, stealth, and form of 
  the human body, martial combat and the use of ancient melee 
  weapons. Far better to use the elegant and silent bow and arrow 
  than the barking and kicking machinegun. The bow obeys the 
  body and mind without resistance, it becomes an extension of 
  oneself, but the automatic weapon shrieks, coughs and jumps 
  with a life of its own. This is generally the character's philosophy 
  about modern arms and he tends to avoid them. Thus, while he 
  can use any type of ancient or modern weapon, gimmick or vehi­
  cle as part of his arsenal, he feels most comfortable with hand to 
  hand combat and ancient melee weapons (staves, swords, etc.). 
  Such weapons become an extension of his own body, the sword, 
  warhammer, mace, axe, spear, polearm, staff, bow, or whatever 
  weapon(s) chosen, is the tooth and claw of this manhunter. 
  The character's years of training have made him a top athlete 
  who has worked to bring his physical attributes and related skills 
  to incredible levels. This warrior also has his own unique brand of 
  fighting. The Physical character has not mastered any one tradi­
  tional school of martial arts, but, instead, develops his own style 
  of combat that includes elements and fighting techniques from 
  street-fighting, boxing, wrestling, and a score of other martial arts 
  (Karate, Jujitsu, Aikido, etc.). True Martial Arts Masters some­
  times consider these characters as "talented strongmen and ac­
  robats who have lost sight of the true power and wisdom" that 
  can be acquired from a particular school of martial arts (any one 
  of 50 different ones worldwide). Such debates may rage on for­
  ever, and individual ability, drive and focus will vary from individ­
  ual to individual, but most Physical characters are indeed living 
  weapons the equal of most martial arts masters. 
  Skills provided by the Physical Category: 
  Physical Skills: The following skills are basic to all in this 
  power category. 
  Select six Physical Skills (do not select Boxing or a Hand to 
  Hand skill. See below). 
  Select four Espionage skills (or Rogue if selfish or evil). 
  Bonuses from focus and orientation 
  Select the character's main focus and orientation, meaning, 
  what two physical aspects appeal to the character most. This fo­
  cus will also have a bearing on the superbeing's fighting abilities. 
  Remember, all bonuses are cumulative, so the bonuses that fol­
  low are in addition to normal skill and attribute bonuses. 
  Quentin Milton (Order #31246997)
  
  Focus is on Endurance and Strength: 
  +1 0% to physical skills when applicable. 
  +5% bonus on Espionage (or Rogue) skills. 
  P.S. is equal to the Minor ability of Superhuman Strength! All bo­
  nuses and features of this super ability apply. 
  +2D4 to P.E. attribute. 
  + 1 D6 to Spd. attribute. 
  +1 04 to P.B. attribute. 
  Add 6D6 to Hit Points. 
  Add 3D4x1 0 to S.D.C. 
  +20% to save vs coma/death. 
  +2 to save vs disease, toxins and poisons. 
  + 1 attack per melee round. 
  + 1 to pull punch 
  + 1 on initiative 
  Typically studies the Aggressive and Deadly Hand to Hand 
  Combat. Reduce the Hit Point and S.D.C. bonuses, above, by 
  half if the Defensive and Fast form is selected. 
  Focus on Agility and Speed: 
  + 1 0% to the physical skills of acrobatics and/or gymnastics, 
  +5% to all others when applicable. 
  +1 0% bonus on Espionage (or Rogue) skills. 
  P.S. is equal to the Minor ability of Extraordinary Strength. 
  +1 04 to P.P. attribute. 
  +3D6+ 1 0  to Spd. attribute. 
  +1 04 to P.B. attribute. 
  Add 3D6 to hit points. 
  Add 1 04x1 0  to S.D.C. 
  + 1 0% to save vs coma/death. 
  +2 attacks per melee round. 
  +3 to pull punch. 
  +2 on initiative. 
  Typically studies Defensive and Fast Hand to Hand Combat, 
  take away the initiative and pull punch bonuses, above, and re­
  duce the speed bonus by half if the Deadly form is selected. 
  Step Four: Special 
  Hand to Hand Combat 
  The Physical Training character has such an extensive knowl­
  edge of the physical capabilities of the body that he has effec­
  tively developed his own, unique and very effective type of hand 
  to hand combat that combines many of the aspects of martial 
  arts, commando type combat, and boxing into a deadly combina­
  tion. This skill replaces the normal boxing skill and serves as the 
  character's hand to hand combat skill. 
  Again, there are two main styles of combat among those who 
  pursue this brand of Physical Training. Each has its advantages 
  and disadvantages. 
  Aggressive and Deadly Combat 
  Combines elements and techniques from boxing, wrestling, 
  Karate, Kung-Fu, Judo and various other schools of martial arts 
  with an emphasis on incapacitating, punching, kicking and/or in­
  flicting severe damage to an opponent. Damage takes into con­
  sideration 
  this 
  particular 
  character's 
  training, 
  physical 
  conditioning and power. See the combat section for descriptions 
  of special moves, flips, holds, punches and kicks. 
  Level 
  Bonus or ability 
  1 +2 attacks per melee round, paired weapons (all), entangle, 
  body fliplthrow, body block/tackle, Karate style punch does 
  2D4 damage, Karate style kick does 2D6 damage; plus all 
  three of the Special Combat Abilities, below. 
  2 Choice of two different holds, +2 to strike and parry. 
  1 88 
  3 Choice of two different kick attacks; +2 on initiative, +3 to roll 
  with punch/falllimpact, +3 to pull punch, and +2 to disarm. 
  4 + 1 additional attack per melee round, back flip. 
  5 Choice of two additional kick attacks, critical strike (double 
  damage) on an unmodified roll of 1 8-20, and automatic knock 
  out on a natural 20. 
  6 +2 on initiative, +1 to strike, +2 to parry, critical body fliplthrow 
  (x2 damage), and +2 to body fliplthrow. 
  7 Choice of two additional holds and kicks, +2 to disarm, and +2 
  to pull punch. 
  8 +2 additional attacks per melee round! 
  9 Automatic body flip at +2 and choice of two kick attacks. 
  1 0  Death Blow on natural 1 8-20. Knockout/stun on an unmodified 
  roll of 1 7-20 
  1 1  +2 to strike, +2 to disarm, +2 to pull punch, +1 to body 
  fliplthrow. 
  1 2  + 1 0  to damage, +1 to parry and dodge, +2 automatic dodge. 
  1 3  One additional attack per melee round. 
  14 Automatic dodge at +2 and choice of two holds or kick at­
  tacks. 
  1 5  Years of body hardening exercises provide a natural A.R. of 
  1 4. All physical blows, including strikes with a blade or 
  weapon, arrows, and even bullets, that strike with a roll of 1 4  
  o r  less do n o  damage! 
  Defensive and Fast Combat 
  Tends to combine elements and techniques from boxing, 
  gymnastics, Aikido, Drunken Style Kung-Fu and various other 
  schools of martial arts. It uses techniques of avoidance, disarm­
  ing and using one's opponent's force against him. 
  Level 
  Bonus or ability 
  1 +2 additional attacks per melee round, paired weapons (all), 
  disarm, back flip, body fliplthrow, Karate style punch does 2D4 
  damage, backward sweep kick, plus all three of the Special 
  Combat Abilities, below. 
  2 +2 on initiative, +2 to strike and parry, +3 to dodge, +2 to roll 
  with punchifalVimpact, +2 disarm, +2 to pull punch, and +2 to 
  body fliplthrow. 
  3 Automatic back flip, Karate style kick that does 2D6 damage 
  and choice of two hold attacks. 
  4 + 1 additional attack per melee round, +1 to disarm. 
  5 Automatic dodge and critical body flip/throw (x2 damage). 
  6 + 1 additional attack per melee round, +1 to parry and dodge. 
  7 +1 on initiative, +1 to strike, +1 to automatic back flip, +2 to 
  automatic dodge, and choice of two kick attacks. 
  8 + 1 additional attack per melee round, and critical strike on an 
  unmodified roll of 1 9  or 20, and +2 to pull punch. 
  9 Leap attack, +1 to dodge, +1 to roll with punch, fall or impact, 
  and +2 to pull punch. 
  10 + 1 additional attack per melee round and +2 to damage. 
  1 1  +1 on initiative, +1 to strike, +1 to parry and +2 to body 
  flip/throw. 
  1 2  + 1 D6 to the character's speed attribute, +1 to dodge, +2 auto­
  matic dodge. 
  13 + 1 additional attack per melee round. 
  1 4  Knockout/stun on an unmodified roll of 1 7-20 and choice of 
  two kick attacks. 
  1 5  The character is so alert, fast and agile that he can attempt to 
  parry thrown objects, including throwing knives, shurikens, 
  boomerangs, spears and arrows or attempt to dodge even 
  Quentin Milton (Order #31246997)
  
  bullets and energy blasts! However, to parry or dodge such 
  fast moving attacks is difficult, so the parry and dodge bo­
  nuses are reduced by half. 
  Special Combat Abilities 
  These are abilities gained from the Physical character's train­
  ing and conditioning. 
  1 .  Power Punch. This superpowerful punch draws on one's 
  inner will or "chi,· and as a result, the character can focus his at­
  tack to do incredible damage. This attack counts as TWO melee 
  attacks/ actions, but when it is used, the character's punch does 
  double damage. Even more impressive, is the fact that this punch 
  will do normal damage to superbeings who are otherwise invul­
  nerable, as well as to supernatural beings and creatures of magic 
  who aren't normally affected by ordinary punches! 
  2. Power Kick. Like the power punch, the power kick draws 
  on the character's inner reserves of strength to deliver a devas­
  tating blow. It also counts as TWO melee attacks/actions, inflicts 
  double damage, and does normal damage to superbeings who 
  are otherwise invulnerable, as well as to supernatural beings and 
  creatures of magic who aren't normally affected by ordinary 
  punches! 
  3. Force of Will. This is the incredible ability to stay on one's 
  feet even after all S.D.C. and Hit Points have been reduced to 
  zero or below. In this physically ravaged state, the character has 
  only one attack per melee round, no power punch or kick is pos­
  sible, speed is reduced by half, and all combat bonuses are re­
  duced to zero (only natural, unmodified, dice rolls). The character 
  can function in this state for 24 hours or until Hit Points are re­
  duced to 40 points below zero, whichever comes first. At that 
  point he collapses into a coma. Although -40 Hit Points is below 
  the character's P .E. limit, his force of will and physical condition 
  will keep him alive (usually the character would be beyond sav­
  ing). However, only professional treatment can save the charac­
  ter's life! If treatment is successful, he will be brought back up to 
  two Hit Points and recovers at the usual rate. Remember to con­
  sider blood loss (one Hit Point per minute/4 melees) whenever 
  the character is below zero points. Blood loss can be stopped 
  with first aid or paramedic treatment/skills. Note: If the charac­
  ter's focus and orientation is endurance and strength, he can 
  function up to 60 H.P. below zero! 
  Step Five: Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good or selfish alignment. 
  Experience: Typically starts at first level. Their years of train­
  ing have been largely in the physical area and education, thus, 
  they are really quite inexperienced in the real world. 
  Hit Points: Determine as usual, plus bonuses from Focus and 
  Orientation. 
  Structural Damage Capacity (S.D.C.): Determine as usual, 
  plus bonuses from Focus and Orientation, noted earlier in this 
  section, as well as physical skill bonuses. Base S.D.C. 30. 
  Hand to Hand Combat: The Physical Training character is 
  the only power category that automatically has a special, prede­
  termined hand to hand skill, as described previously in this sec­
  tion. 
  Attacks Per Melee (Hand to Hand): As with ALL super char­
  acters, the Physical Training hero automatically gets two attacks 
  per melee, plus the additional attacks from the special hand to 
  hand combat and Focus and Orientation bonus. This character 
  typically starts with five or six attacks per round. Additional at­
  tacks are developed through experience. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  189 
  Available Financial Resources: 5D6x1 00 dollars are avail­
  able in ready cash. This is in addition to any possible life savings 
  (See optional rules for Rounding Out One's Character in the 
  character creation section). There is a 01 -89% likelihood the 
  character owns his own car. The car is 1 06 years old. Presum­
  ably, the character has at least a low paying or part-time job, 
  apartment, and a reasonable amount of personal possessions 
  (portable radio or CD player, TV, telephone, etc.; nothing exotic 
  or too expensive). 
  P.P.E. Base: 606; does not increase with experience. 
  as 
  Psionics powers are paranormal abilities also known as Extra 
  Sensory Perception (E.S.P.). Nobody knows how psionic powers 
  work or why some people have it and others don't. Although mu­
  tants sometimes possess psionic powers, ordinary(?) humans 
  seem to manifest psychic abilities much more often. Many super­
  natural monsters and creatures of magic have greatly developed 
  psionic abilities, which has led some to speculate that psionic 
  powers are somehow related to magic. However, the vast major­
  ity of psionic empowered superbeings don't know anything about 
  magic. Not even modern science understands how or why 
  psionic powers exist or work. All psionic abilities seem to come 
  from the mindlbrain of the psychic and are channeled through 
  mental concentration and willpower. Powers of the mind include 
  telepathy, empathy, clairvoyance, telekinesis, pyrokinesis, and 
  many others. While it is believed that all or most humans have 
  some degree of pSionic ability, most ordinary people exhibit no or 
  little mind powers. An average person may occasionally get a 
  feeling about something or even sense a loved one in need, but 
  this is hardly a world-stomping power. Psionics as a super ability, 
  refers to exceptional, super-developed mind powers. Powers that 
  can stop a car or read minds, truly exceptional powers. 
  Determining Psionic Abilities 
  For the sake of diversity, popular demand, and fun, the avail­
  ability of psionic abilities has been added to the Random Super 
  Ability Table that determines The Number and Category of Super 
  Abilities, and is found in the Super Abilities Description section. 
  Likewise, mutants, mutant animals and aliens can possess a 
  handful of psionic powers, however, only the true psychic wields 
  an amazing level of psionic power. These powerful psychics are 
  known by many names, including "Master Psionic," "Master Psy­
  chic," "Natural Psionic," "Psionicist," "Psionic," and "Mind Melter," 
  among others. 
  At the power level of these Master Psychics, psionic abilities 
  are considered to be super abilities, but because they are so dif­
  ferent from the usual superpowers, and because they are powers 
  of the mind, they are given a classification apart from the others. 
  Only those players who either select or roll the psionic cate­
  gory on the Random Power Category Table, in Step Three of the 
  creation process, can be a Natural Psionic. 
  Quentin Milton (Order #31246997)
  
  The Psych ic Hero 
  The Natural or Master Psionic 
  These characters are humans who exhibit incredibly devel­
  oped mind powers. They are called "Natural" or "Master" psy­
  chics, because their abilities seem to come to them as naturally 
  as breathing, and because of this, they can select psi-powers 
  from any and all of the categories of psionic abilities. 
  Attribute Bonuses: 
  +204 to M.E. 
  +1 04 to M.A. 
  Inner Strength Points (I.S.P.) are the character's inner mental 
  strength. 
  The psychic's base I.S.P. is his Mental Endurance (M.E.) x2, 
  plus the roll of 2D6x1 O. The total is his starting level of raw men­
  tal power. 
  As the psychic grows in experience, so too does his I.S.P., 
  adding 10 I.S.P. per each level of experience, starting with level 
  one. 
  Psionic Abilities Of the Natural Psychic: The powers of a 
  Natural Psychic are selected by the player. At first level, a total of 
  ten powers are selected from any of the three combined lesser 
  psionic categories of Healing, Physical, and Sensitive. In addi­
  tion, three abilities are chosen from the Super-Psionic category. 
  As the character increases in experience, more abilities natu­
  rally develop. At each new level of experience (starting with level 
  two), the character selects a total of two new psi-powers from the 
  three combined lesser categories, and at every other level of ex­
  perience (3, 5, 7, 9, 1 1 ,  1 3  and 1 5), one new Super-Psionic abil­
  ity is chosen. 
  Save vs Psionic Attack: The Natural/Master Psychic needs 
  only a 1 0  or higher to save; ordinary people need 1 5  or higher. 
  The Latent Psionic 
  The Latent Psychic (a.k.a. Major Psychic) has an impressive 
  amount of pSionic powers, but they are not as diverse or powerful 
  as the Natural psionic. This is not to say that Latent Psychics are 
  wimps compared to Natural Psionics, they are not, but the range 
  of their psi-powers are more limited and a bit unpredictable. As a 
  "Latenf' Psychic, the character is slower to develop his powers, 
  with them often appearing in the character's late teens or twen­
  ties. Furthermore, they often appear in sporadic clusters. Al­
  though not as formidable as the Natural Psychic, remember that 
  it is how well you use your powers and intelligence, not how 
  many you may have. 
  Attribute Bonuses: 
  +1 D4 to M.E. 
  +1 04 to M.A. 
  Inner Strength Points (I.S.P.) are the character's inner mental 
  strength. 
  As the character increases in experience, more abilities natu­
  rally develop. 
  Roll on the following table at levels 2, 4, 6, 8, 1 0, 1 2, 14 and 
  make selections as indicated; repeats of the same categories are 
  okay and appropriate. 
  01 -20 One Super-Psionic power. 
  21 -30 Two Sensitive Psionic powers. 
  31 -40 Three Sensitive Psionic powers. 
  41 -60 Two Physical Psionic powers. 
  61 -70 Three Physical Psionic powers. 
  71 -80 Two Healing Psionic powers. 
  81 -00 Choice of two lesser powers from any of the three catego­
  ries, or one Super-Psionic power. 
  Save vs Psionic Attack: The Latent (or Major psychic) needs 
  only a 1 2  or higher to save. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of a good alignment. 
  Level of Education and Skill Selection: Standard; see Cre­
  ating a Character and Educational Level. A psychic can come 
  from any walk of life. In fact, since their super abilities come from 
  the mind, they often have an easier time of concealing their pow­
  ers and maintaining a secret identity. 
  Hand to Hand Combat: Combat skills are not automatic. 
  They must be selected as a learned skill. 
  Attacks Per Melee (Hand to Hand): As with all superbeings, 
  the psionic character automatically gets two attacks per melee 
  round. Any additional attacks must be developed through combat 
  skills, such as Hand to Hand Combat and Boxing. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  Structural Damage Capacity (S.D.C.): All psionic characters 
  have a base S.D.C. of 30, which can be increased by selecting 
  certain physical skills. 
  Available Financial Resources: 4D6x1 00 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (see optional rules). There is a 01 -88% likelihood the character 
  owns his own car; 1 04 years old and in excellent condition. 
  Optional Psionic Characters: With the Game Master's per­
  mission, players can substitute or add any of the Psionic Occupa­
  tional Character Classes (O.C.C.s) from other Palladium RPGs 
  for the natural or latent psionic. Rifts® probably offers the largest 
  number of suitable characters, including the Psi-SlingerTM, Psi­
  Ghost™, Psi-NullifierTM, and many others. Of course, there will 
  be a certain amount of conversions and modifications to be 
  made, but they can make a nice addition if somebody has the 
  time. If the G.M. nixes the idea, accept his decision and work with 
  what you have here. 
  Descriptions of Psionic Powers are clustered together in 
  the last third of this book, along with magic and super ability de-
  The Latent Psychic's base I.S.P. is his Mental Endurance 
  scriptions. 
  (M.E.) number x2 plus the roll of 1 D4x10. The total is his starting 
  level of raw mental power. 
  Possessing Psionics & Super Abilities: Superbeings who 
  As the psychic grows in experience, so too does his I.S.P., 
  have both a super ability and psionic powers (see The Number & 
  adding 1 06+1 I.S.P. per each level of experience, starting with 
  Category of Super Abilities table on page 226, percentile rolls 
  level one. 
  86-00) are considered to be Latent Psychics, and must spend 
  Psionic Abilities: The powers of a Latent Psionic are se-
  I,S.P. to use their psionic ability(s). Since they also possess one 
  lected by the player. 
  or more super abilities, the character does not gain new psionic 
  At first level, the player can select a total of eight psi-powers 
  abilities like the normal Latent Psychic. However, I.S.P. do in-
  from one of the three lesser psionic categories, Healing, Physi-
  crease at a rate of 1 06+1 I.S.P. per each level of experience, 
  cal, or Sensitive - or he can select a total of six powers with se-
  starting with level one. Base (starting) I.S.P. is the M.E. number, 
  lections made from any of the three combined - plus one 
  plus the roll of 1 D6x1 O. 
  Super-Psionic power of choice. 
  190 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Everybody should have at least a rudimentary understanding 
  of what robots are. In the context of this game, we will concem 
  ourselves only with the most sophisticated, powerful and human­
  like machines. Machines that either supplement the fragile hu­
  man body or act completely on their own as mechanized 
  facsimiles of the living, driven by an artificial intelligence. 
  As a robot character, you, the player, build and design your 
  automaton. You are limited only by budget and the technology 
  available, as described in the pages of this Power Category. You 
  can play an ordinary human who dons a robot suit, a pilot who 
  operates a giant robot or robot vehicle, or a synthetic entity -a 
  robot or android with an artificial (or transferred) intelligence. The 
  robot's appearance can be almost anything; human, humanoid, 
  monstrous, animal, insect-like, or vehicle. The weapons and pow­
  ers (like flight, strength, etc.) are determined by you, depending 
  on how you spend your "budget." The creation of a robot charac­
  ter may take a while longer than most of the other characters, 
  and might require a calculator to accurately keep track of ex­
  penses, but it's a lot of fun. 
  Step One: 
  Determining a Budget 
  Roll percentile dice on the following table to determine your 
  budget. Once the budget is determined, follow the other steps, 
  purchasing Intelligence, Programs, Robot Body Types, Weapons 
  and Features. All money must be spent. Any money not spent 
  gets you a hardy handshake from the financial allotment commit­
  tee for coming in under budget, but that money is then perma­
  nently lost. 
  A Purchasing Tip: It is likely that the robot is a one of a kind 
  prototype and may be on the run from the creating organization 
  (see Background Tables). As such, it may be difficult and costly 
  to repair it if the robot is severely damaged (see Hardware Sec­
  tion for penalties when constructing or repairing robots and other 
  high-tech items). Consequently, it may be wise to purchase some 
  important spare parts now, for use in the future. 
  Robot Budget 
  01-1 5 $9.5 million 
  60-74 $14 million 
  1 6-30 $1 1 million 
  75-89 $1 5 million 
  31 -44 $1 2 million 
  90-00 $1 5.5 million 
  45-59 $1 3 million 
  Step Two: Selecting 
  a Robot Intelligence 
  Type 1 :  Mechanical Body and Type 3: Exoskeleton Robots 
  do not require an artificial intelligence, since they are piloted by a 
  living operator. Skills and abilities are those possessed by the op­
  erator/driver, although they may be augmented through the robot 
  or exoskeleton. 
  1 92 
  Type 2: Robots and Type 4: Androids must have an Artifi­
  cial or Transferred Intelligence to direct and control the machine. 
  There are three types of intelligence systems available: 
  1 .  Standard Artificial Intelligence: $1 .1 million. 
  2. Advanced Artificial Intelligence: $3.5 million. 
  3. Transferred Intelligence/Consciousness: $3.9 million. 
  1 .  The Standard Artificial Intelligence is a computer brain 
  with a limited scope of intelligence. Limited, in that it operates like 
  most standard computers and can only respond as programmed. 
  Furthermore, the robot has limited memory and skills. Granted 
  these super-sophisticated machines are far more complex than 
  and superior to a desktop computer, but like the ordinary com­
  puter, it can not perform skills or react to any situations for which 
  it has not been programmed. You can not expect a personal 
  computer to do bookkeeping or accounting without the necessary 
  software program. The same is true of the standard artificial intel­
  ligence. It can not perform a skill or ability for which it has not 
  been programmed. 
  Nor does it have the ability to leam or speculate on matters. 
  This intelligence must always draw upon its data banks and pro­
  gramming in a strictly logical and analytical way. Without proper 
  information, it will respond with, "insufficient data," or "it does not 
  compute." Despite this, the robot can be programmed to sound 
  and act very natural, human and intelligent. Cost: $1 .1 million. 
  2. Advanced Artificial Intelligence is almost human in that it 
  can "think" in both objective and subjective terms, as well as 
  draw its own conclusions based on available data. It can formu­
  late basic ideas, conjecture/speculate on future events or situ­
  ations, and develop or extrapolate on theories based upon 
  analysis, past experience and speculation. Most importantly, like 
  a human, it can arrive at its own conclusions and immediately re­
  act accordingly, responding to an unexpected or spontaneous 
  situation just like a human. A robot with this advanced artificial in­
  telligence (Advanced AI) can bluff, lie, improvise, take gambles 
  (play the odds), hypothesize and even react to the emotions of 
  the humans around it. Cost: $3.5 million (trillions of dollar and 
  decades of research and development were spent on creating 
  this AI. The cost reflects the cost of building and installing a robot 
  version of this experimental artificial intelligence). 
  3. Transferred Intelligence is not artificial, but a bizarre ex­
  perimental technique in which the human intellect and conscious­
  ness is temporarily transferred from the human body into a robot! 
  The process requires a special micro-transmitter to be implanted 
  at the base of the human test subject's skull and an electromag­
  netic containment and control center built into the robot. The con­
  tainment 
  and 
  control 
  center 
  is 
  where 
  the 
  transferred 
  consciousness is safely housed. It is attuned to that individual's 
  specific brain pattem, so it cannot be used by just anybody. The 
  robot is controlled by thought and electromagnetic impulses, ena­
  bling the robot to respond instantly, like the human body. 
  Transfers are instantaneous (counts as one melee action) and 
  can be done repeatedly without strain on man or machine. How­
  ever, several transferals within a short period of time will cause 
  an intense and lengthy headache (206 hours). The real danger 
  remains with the human body. While the individual's conscious­
  ness is in the robot, the body drops into a coma-like state, func-
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  tioning on the most meager levels. There is no mind inside it to 
  think or react. Thus, it will suffer from dehydration, starvation, ex­
  posure and physical attacks, unless measures are taken to pro­
  tect it. If the human body is left in a safe place, preferably in a 
  sunless, temperature controlled room, the body is vulnerable only 
  to outside attacks and can be abandoned for up to 48 hours with­
  out ill effect (except being very thirsty and hungry. A prolonged 
  coma state without a life support system will cause serious physi­
  cal damage. Reduce weight by two pounds and P.S., P.P., P.E. 
  and Speed by one point for every two days beyond the 48 hours 
  the body is left uninhabited. A hospital or similar facility which 
  nourishes the body with intravenous food and water, waste dis­
  posal, cleaning and temperature control will extend the safe dura­
  tion of the coma state to six weeks. After that time, the body 
  slowly weakens at a rate of two pounds and one P.S., P.P., P.E. 
  and Spd. point per each additional week. The muscles start to at­
  rophy after seven days and more than two weeks of inactivity can 
  lead to serious, crippling problems. After two weeks, the muscles 
  are stiff and sore, requiring 1 04 weeks of therapy; 4-8 weeks re­
  quire 1 04+2 weeks, 9 or more weeks will require 204+6 weeks 
  of therapy. The loss of P.S., P.P., P.E. and Spd. points is recov­
  ered slowly as the muscles return to normal, about one point per 
  week of therapy. Cost: $3.9 million. 
  Notes on transferred intelligences: 
  • 
  Only one robot body can be controlled/possessed at a time; 
  even if a dozen robot bodies are prepared and available, there 
  is only one controlling mind. 
  • 
  Only robots attuned to the character's brain waves and fitted 
  with an electromagnetic containmenVcontrol unit can be used. 
  Armor of the intelligence containment unit is A.R.: 1 6, S.D.C.: 
  200. 
  • 
  If the containment unit is destroyed, the character's mind is 
  lost and the body is an empty, mindless shell. 
  • 
  If the human body dies, the character's mind is forever 
  trapped inside the robot. 
  • 
  Range for transfer from body to robot, robot to another pre­
  pared robot body or vice versa is 50 miles (80 km). 
  • 
  Skills and abilities are limited to the mind controlling the robot. 
  • 
  The empty, mindless body is vulnerable to possession (no 
  saving throw). If it should be possessed, the mind inside the 
  robot can't go back to his human body until the possessing 
  force is made to vacate his body! 
  • 
  The human mind of the robot pilot does gain experience 
  points from his adventures inside the body of the robot or an­
  droid. 
  Step Three: 
  Selecting a Robot Body 
  One might think that programming the artificial intelligence 
  would be the next step, but it is helpful to know exactly what type 
  of body and features the robot possesses, so that the skills accu­
  rately reflect its needs and capabilities. 
  As you read the following descriptions, you will see a world of 
  possibilities unfold. Cars with artificial intelligences, humanoid ro­
  bots that talk and look like humans, but possess the strength of a 
  rhinoceros and the speed of a race car. Even robot animals, ex­
  tra limbs, and retractable weapons. 
  First the four main types or categories of robots are described, 
  followed by the various types of robot body styles. 
  The Four Robot Types 
  Type 1 :  Robot Vehicle: Generally, a giant-sized robot or ro­
  bot vehicle controlled by a human pilot; no AI. 
  Type 2: True Robot/Machine Body: This is typically a hu­
  manoid, animal or vehicular robot with an advanced AI or TI 
  (Transferred Intelligence); typically human-sized or proportional 
  to humans. 
  Type 3: Exoskeleton: Robot suit or power armor that en­
  hances the human wearer. 
  Type 4: Android: An advanced robot that looks and acts hu­
  man; requires an AI or Transferred Intelligence. 
  Note on Attacks Per Melee: All unmanned robots with a 
  computer or artificial intelligence, start with three attacks per me­
  lee round. To increase the number of attacks per melee for unpi­
  loted computer robots costs $700,000 for each one attack per 
  melee, and $500,000 each for robots with an advanced intelli­
  gence. Maximum attacks per round is eight total (the three to 
  start and five that can be purchased). Combat bonuses: +2 on 
  initiative, +1 to strike, +1 to parry and dodge, +4 to pull punch, +1 
  to roll with impact; plus any acquired through special program­
  ming and (artificial) physical attribute bonuses. 
  Robots piloted by a human, or controlled by a transferred in­
  telligence, have the same number of attacks per melee round as 
  the piloVhuman when he's outside of the robot. Plus, the pilot can 
  draw upon one additional attack when inside the robot (hand to 
  hand +1 while piloting the 'bot). If the robot is designed for speed 
  and/or combat, as many as two additional attacks per round can 
  be purchased for the robot (Le. up to three plus the pilot's attacks 
  per melee round) at a cost of $650,000 each. Combat bonuses 
  are the same as the pilot's (include hand to hand combat, attrib­
  ute and skill bonuses). Added Bonuses: +1 on initiative and +1 to 
  pull punch. 
  1 94 
  Type 1 :  Robot Vehicle --
  This type of robot tends to be less expensive because it re­
  quires a human operator or pilot and not a costly artificial intelli­
  gence. The machine can be any of the body styles, vehicular, 
  humanoid or animal, but must be large enough to accommodate 
  a pilot. This means the robot must always be large and bulky, at 
  least the size of a mid-sized automobile. 
  Basically a super sophisticated vehicle, the pilot must operate 
  the robot body through a series of manual controls, such as lev­
  ers, joy sticks, pedals, buttons and even a steering wheel. While 
  this might sound both difficult and primitive, it is actually no more 
  difficult than piloting a jet or helicopter. With practice, the robot 
  body can be made to move as quickly and as fluidly as any of the 
  other robot types. Voice actuation and/or telemental helmet (acti­
  vation/control by brain waves) will enhance maneuverability even 
  more (See be/ow for cost and effects). 
  Remember, the Type One Robot requires a living, flesh and 
  blood pilot and can not function without him. For game purposes, 
  we presume that the pilot is trained in all aspects of the robot's 
  operations. This does not include construction, but does include 
  maintenance and minor repairs (up to 50 S.O.C. of damages). 
  The Robot and/or Exoskeleton 
  Pilot Character 
  The Type One robot pilot is created very much like any other 
  supercharacter, except you don't roll for superpowers. His power 
  comes through the piloting of the robot. 
  Attributes & Hit Points: Roll up as usual. +1 04 to P.P. attrib­
  ute. Likewise with optional stuff. 
  Alignment: Any, but heroes are usually good. 
  Skills: Special Training (often Military. but not always): 
  Select one Computer Program, one Piloting Program, Hand to 
  Hand: Expert (can be upgraded to Martial Arts for the cost of one 
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
  Secondary skill), the four basic skills, and one Skill Program of 
  choice (+1 5% to all scholastic skills), plus eight Secondary skills. 
  Special Skill: Pilot robot vehicles (any) 60% +4% per level of 
  experience; -50% to pilot alien robots. 
  Attacks Per Melee (Hand to Hand): As with all superbeings, 
  robot pilots automatically get two attacks per melee round. Addi­
  tional attacks are developed through hand to hand combat and 
  other combat skills. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, or is supplied by a wealthy sponsoring organization 
  (often the military), only conventional weaponry and armor will be 
  available. 
  Structural Damage Capacity (S.D.C.): All robot pilots are 
  reasonably athletic and get a base S.D.C. of 2D6+28. The S.D.C. 
  can be increased through physical skills, some unusual charac­
  teristics and some super abilities. 
  Available Financial Resources: Outside the sponsoring or­
  ganization which is likely to pay for all expenses of any assign­
  ment and are likely to pay for the character's housing, and a 
  salary of 1 D4x2000 dollars a month, 2D4x1 000 dollars are avail­
  able in ready cash. This is in addition to a possible life savings 
  (See optional rules to rounding out one's character). The charac­
  ter also owns his vehicle (type of choice, including Utility vehi­
  cle/Jeep, sports car, etc., provided it costs under $50,000). The 
  car is 1 D4 years old. Presumably, the character has a job, apart­
  ment and reasonable personal possessions. 
  Type 3: Exoskeleton 
  An exoskeleton is a full, mechanical body suit designed to en­
  hance and supplement the human body. It is not a robot per se. 
  Instead, it is a mechanical aid, used to make a flesh and blood 
  body more powerful. In the film ALIENS, Ripley dons an exo­
  skeleton to combat the big mother alien. The power armor suits 
  common to Rifts® are advanced exoskeletons combined with full 
  Type 2: True Robot 
  The traditional robot is a completely automated machine that 
  can take over hazardous or tedious jobs, or replace skilled hu­
  man technicians with increased speed, duration and a consistent 
  level of efficiency. Basically, the Type Two Robot is a very so­
  phisticated or super version of this kind of robot. It can be any of 
  the robot body styles, vehicular, humanoid, animal, etc., and is 
  controlled by an independent computer brain, Artificial Intelli­
  gence or Transferred Intelligence - it does not need a pilot to 
  operate. Most True Robots are human-sized or a little smaller. 
  1 96 
  Quentin Milton (Order #31246997)
  
  environmental armor. The difference between exoskeletons and 
  power armors is that exoskeletons do not generally provide ex­
  tensive armor or full environmental protection (although the latter 
  is possible for the cost of $500,000 and the cost of additional ar­
  mor is listed toward the end of this section). In Heroes Unlim­
  ited™, Type 3: Exoskeletons can be both power armors and 
  exoskeletons. 
  The exoskeleton can not act or think on its own, because it is 
  a mindless apparatus, a mechanical suit. Since it is worn like an 
  article of clothing, it is usually comparatively lightweight, less 
  heavily armored, and has fewer weapons. Power Armor tends to 
  be heavier, armored and equipped with weapon features. 
  All of the rules and restrictions given for piloting robots under 
  the Type 1 :  Robots also apply to the pilot of the Type 3: Robot 
  Exoskeletons. 
  Type 4: Android 
  Androids are super-sophisticated robots designed to resemble 
  and function as a humanoid. Most will have very human features, 
  with synthetic skin, hair, voice, body temperature, heartbeat, 
  pulse and even artificial blood - in fact, those designed to look 
  exactly like humans are usually impossible to distinguish from the 
  genuine article. An android will always have an advanced artifi­
  cial intelligence or a transferred consciousness. They are almost 
  always human-sized and humanoid or animal in shape and ap­
  pearance. However, androids can be designed to look like any 
  kind of "living" creature from aliens and monsters to dragons and 
  demons (double body cost). 
  1 97 
  Note that Type 2 and Type 4 robots, are completely machines. 
  No matter how human they may look or act, they are not human 
  -although some will argue (and may be correct when they sug­
  gest) robots with an artificial intelligence capable of subjective 
  and speculative thought become more than machines and may 
  be a life form (at least from a personality and intelligence point of 
  view) in and of themselves. As machines, they do not breathe air 
  and are immune to gases, poisons, drugs, disease, fatigue, mind 
  control, most psionic attacks (a psychic can tell they aren't alive) 
  and certain magic that affects flesh and blood or the mind. These 
  characters do not technically have Hit Points, they have S.D.C. 
  as would any machine, but the artificial intelligence does grow in 
  skill and knowledge as it advances in level, because it does 
  learn. 
  Quentin Milton (Order #31246997)
  
  Note: Androids can have either an artificial intelligence or be 
  controlled and operated by a human Transferred Intelligence. 
  Step Four: 
  AI Programming 
  Only robots and androids that have a computer brain or an ad­
  vanced artificial intelligence need to use Step Four. 
  Skip this step if the robot is a Type 1: Robot Vehicle or Type 
  3: Exoskeleton/Power Armor that requires a pilot, or is a True Ro­
  bot or Android with a Transferred Intelligence. 
  Robot Alignments 
  A moral code is part of every robot's programming. Unless the 
  machine is designed for evil intent or experimentation, the most 
  appropriate alignments are Principled, Scrupulous, or Aberrant. 
  Of course, advanced artificial intelligences can change their 
  alignments as a result of their capabilities to learn and think on 
  their own. Consequently, from a game point of view, an ad­
  vanced robot or android can have any alignment. A robot with a 
  comparatively simple computer brain can only follow its program­
  ming. 
  Programming Skills 
  Robot skill programs are complete areas of knowledge which 
  have been instilled into its memory. As such, the robot character 
  has a very complete expertise in those specific areas and a total 
  ignorance in other areas. 
  Basic to all Robots: The following are considered basic skills 
  programmed into all artificial intelligences and computer brains: 
  • 
  Basic and Advanced mathematics (98%) 
  • 
  Literacy in English and one other language (96%). 
  • 
  Speaks English and one other language (88%). 
  • 
  A rudimentary understanding of Biology (50%) 
  • 
  Common sense laws of physics (high school level, not really 
  a skilVscience per se), and societal behavior. 
  Select One Skill Program. The skill level or level of skill profi­
  ciency applies to all skills within that program, including secon­
  dary skills. Skills are permanently fixed and do not increase with 
  experience if the robot has a simple computer brain, but increase 
  at +2% per level of experience if an advanced artificial intelli­
  gence. Furthermore, an advanced artificial intelligence can leam 
  one new Scholastic skill (+1 0%) or two Secondary skills (no bo­
  nus) every level of experience, starting with level two. 
  The skill leveVproficiency is listed in parentheses. If no 
  number is given it starts at level one. Note that the skill profi­
  ciency levels are seldom perfect (98%). This is because of all the 
  variations, applications and subjective reasoning involved, and 
  also why Als can improve slightly as they learn. 
  Basic Combat Program 
  Hand to Hand: Expert, starts at level one. All combat moves 
  and bonuses are gained with practical experience. Number of at­
  tacks are ignored, do not use them, the robot is limited with the 
  number purchased for it (three minimum). All W.P. also start at 
  first level proficiency. If a computer brain, the skills never im­
  prove. 
  Military Etiquette (90%) 
  W.P. Pistol 
  Climb (85% climb/95% rappel) 
  W.P. Rifle 
  +2 to roll with impact. 
  W.P. one of choice. 
  +2 to pull punch. 
  + 1 to strike with all built-in weapon systems. 
  198 
  Communications Program 
  Radio: Basic (94%) 
  Computer Operations (92%) 
  Basic Electronics (88%) 
  Select four Communications or Language or Literacy Skills (82%) 
  Select four Secondary Skills (no bonuses). 
  Domestic Program 
  Computer Operation (92%) 
  Cook (86%) 
  First Aid (86%) 
  Pilot Automobile (92%) 
  Sewing (80%) 
  Two Domestic skills of choice (70%) 
  Select four Secondary Skills (no bonuses). 
  Electrical Program 
  Computer Operation (92%) 
  Electrical Engineer (86%) 
  Select 2 Communications Skills (86%). 
  Select 2 Mechanical Skills (82%; excluding mechanical engineer­
  ing) 
  Select four Secondary Skills (no bonuses). 
  Espionage Program 
  Computer Operation (92%) 
  Intelligence (86%) 
  Prowl (75%) 
  W.P. Knife 
  W.P. Pistol 
  W.P. Rifle 
  Select 2 W.P. from ancient and/or modem .  
  Select three Espionage skills of choice (80%). 
  Select two Military skills of choice (86%). 
  Plus the Basic Combat Program described previously. 
  Investigative Program 
  Criminal Science/Forensics (88%) 
  Computer Operation (92%) 
  Intelligence (86%) 
  Interrogation (80%) 
  Photography (88%; technical, not artistic) 
  Surveillance Systems (82%) 
  Research (88%) 
  Select two Communications Skills (80%). 
  Select three Secondary Skills (no bonuses). 
  Pilot Program 
  Automotive Mechanics (88%) 
  Aircraft Mechanics (82%) 
  Basic Mechanics (96%) 
  Select six Pilot Skills from basic and/or advanced piloting (86%). 
  Select two Pilot Related Skills (88%). 
  Select two Secondary Skills (no bonuses). 
  Science Program 
  Computer Operation (92%) 
  Computer Programming (88%) 
  Select four Science (84%) 
  Select two Medical Skills (80%; M.D. skill counts as 2 skills) 
  Select four Secondary Skills (no bonuses). 
  Social Science Program 
  Anthropology (80%) 
  Law: General (88%) 
  Select four Languages to speak (82%) 
  Literacy for each corresponding language (90%) 
  Select two Technical or Domestic Skills (86%) 
  Select four Secondary Skills. 
  Quentin Milton (Order #31246997)
  
  Physical Science Program 
  Biology (84%) 
  Select four from the following Physical Skills: Archery, Boxing 
  (extra melee attack can be added to the robot's), Climbing, Fenc­
  ing, Gymnastics, Prowl, Swim: Basic, S.C.U.B.A., and Wrestling. 
  Select three Ancient W.P. (equal to 7th level) 
  Other Skill programs 
  Any of the skill programs available to humans can also be pro­
  grammed into a robot. Use the preceding lists as a guideline. 
  Skills not already given a percentage should be 70% to 80% 
  -streetwise and seduction should be a meager 60%. 
  Optional Personality Program 
  Simply a program used to instill a human-like personality and 
  traits. Players can pick one or make a random roll. 
  Roll for a random personality or select one: 
  01 -10 Teacher, always pointing out mistakes so they can be cor-
  rected or so that people can learn from them. 
  1 1 -18 Bold, confident, speaks with an air of superiority. 
  1 9-27 Paternal (maternal) and protective of humans. 
  28-36 Gung-ho, friendly, dynamic, cheerful; quick to act. 
  37-45 Soft-spoken and always calm, even in the worst situation. 
  46-54 Streetwise type, gruff but friendly; uses much slang in its 
  vocabulary . 
  55-63 Mr. Protocol, always prim and proper; letter perfect in ap­
  pearance, manner, language and demeanor. English accent 
  optional. 
  64-72 Wisecracker, friendly but cocky and sarcastic. 
  73-81 Easy-going, trusts almost anyone until they are proven un­
  worthy of trust; never the first to strike. 
  82-90 Gregarious and cheerful, always looks at the positive, even 
  when things look bleak (which can be annoying). 
  91 -00 The personality is pattemed after a real person. Could be a 
  famous personality (actor, comedian, politician, etc.), a friend, 
  sibling, parent, or somebody on the design team. 
  Step Five: 
  Background Data 
  The cost, technology and necessary facilities required for ro­
  bot experimentation and research is astronomical. Only a mUl­
  timillion dollar corporation or govemment sponsored agency will 
  have the resources and facilities necessary. Consequently, the 
  character, be he human pilot or robot intelligence, will have cer­
  tain ties to the sponsoring organization. Even if a character has a 
  Ph.D. and all the right skills, robot construction is not something 
  one throws together by himself, in his basement. Consequently, 
  the Game Master should require such robot engineers to roll for 
  ties with an organization. If a copy of Villains Unlimited™ is also 
  available, the G.M. may wish to more fully flesh out the organiza­
  tion by using the rules given in that book, especially if the organi­
  zation is hostile and would make a good reoccurring villain, or 
  source of villainy. Roll once on each of the following tables. 
  The Sponsoring Organization 
  01-39 Private Industry. 
  40-75 Secret Organization (roll for motive) 
  01 -25 Private experimentation to further the study of robotics. 
  Intentions could be good, bad or indifferent. 
  26-62 Criminal 
  63-80 Crime-fighting 
  81 -00 GovemmentaVMilitary 
  76-00 Military 
  1 99 
  Status With the Sponsoring Organization 
  01 -10 Let loose into the world so that the robot or android 
  could be studied in an urban setting. If an AI, to see how it leams 
  and develops on its own. If a piloted robot or exoskeleton, the pi­
  lot and robot were secretly allowed to leave the organization, al­
  though helthey may believe themselves to be runaway fugitives 
  (or the robot was "allowed" to be found and used by a predeter­
  mined individual to pilot it). Watched from a distance, 01 -75% 
  likelihood the robot (or pilot) does not know who created it, or 
  why or what their plans are for its future. 
  1 1 -25 Excellent relationship with the organization and its crea­
  tors. Willingly works for or with the agency. 
  26-35 Antagonistic relationship with the organization that cre­
  ated it, but continues to serve it. Don't see things eye to eye, but 
  continues to work for the agency out of a sense of duty, obliga­
  tion, fear, or concem for others. Clashes with superiors and fre­
  quently disobeys orders to do what is right (or what it wants, if 
  evil). This can apply to Als and pilots of robots. 
  36-45 Allowed to leave after a great antagonism/conflict to 
  serve another agency, law enforcement, group of superbeings or 
  as an independent operative. Relations are strained and un­
  friendly, but the two may aid or associate with each other as the 
  situation requires. 
  46-55 Washed out of the program! The robot was to be dis­
  mantled and put into storage (the pilot, if applicable, was to leave 
  the program for any number of reasons). The robot is either con­
  sidered to be stolen property or a maHunctioning renegade. In 
  either case, it is considered extremely dangerous. All official ties 
  have been severed, but the organization is intent on getting its 
  property back or destroying itlthe character! 
  56-70 Lost and wanted back. The robot was either deactivated 
  and placed into storage where it was lost (shipped to the wrong 
  place, misplaced and forgotten, vanished from storage, stolen, 
  etc.), or disappeared (walked away in the confusion of an attack, 
  emergency or field test; was believed destroyed - body never 
  recovered). Now that the organization knows the robot exists, 
  they want it back, and those who took it (if that's the case), pun­
  ished. May use force and may involve other law enforcement 
  agencies or superbeing agents. Among their own agents, they 
  may use other robots or exoskeleton/power armor operatives. 
  Their initial goal is to recover their "lost property," but failing that, 
  they may decide to destroy it, to prevent it from falling into the 
  wrong hands (or making them look bad; they're already in trouble 
  for having lost it in the first place). 
  71 -89 Runaway. The robot is either considered to be stolen 
  property or a maHunctioning run-away. In either case, it is consid­
  ered a dangerous, but prized possession. It is secretly hunted by 
  the organization who wants it back for further study. Hostile, but 
  not necessarily deadly. May use human and robot agents to cap­
  ture the robot. Once captured, the robot will be studied, which 
  probably means tearing it apart. 
  90-00 Runaway. The robot is either considered to be stolen 
  property or a malfunctioning runaway. It has been publicly an­
  nounced as an extremely dangerous and unpredictably malfunc­
  tioning machine, hunted by law enforcement agencies and the 
  organization. Mercenaries, bounty hunters and superbeings (he­
  roes and/or villains) may be party to the search. A reward 
  ($1 00,000 to $1 million) may be offered. 
  Quality of the Robot 
  01 -20 Experimental Model: Laboratory tests unfinished, but 
  field tests have been pushed ahead as the result of budget cuts. 
  01 -30% chance of malfunctioning. Roll percentile each time a 
  weapon, device, or special function (extra speed, extra limbs, 
  sensors, etc.) is used. May work one time and not another. 
  Quentin Milton (Order #31246997)
  
  21 ·40 Prototype: The only one in existence. Lab tests com­
  pleted; field testing required. 01-18% chance of malfunctioning; 
  same conditions apply as stated for the experimental model. 
  41 -65 Project abandoned due to lack of finances. The only 
  existing, working model has been salvaged and is being used for 
  personal motives (crime-fighting, committing crimes, etc.). Offi­
  cially, it does not exist. 01 -1 0% chance of malfunctioning; same 
  conditions apply as stated previously. 
  66·86 Advanced field model. A top quality working system. 
  Rarely (01 -03% chance) malfunctions; same conditions apply as 
  stated previously. 
  87-00 Authorized, final production model. A perfect, fin­
  ished robot with what is believed to be flawless performance. 
  Other Stuff 
  Weapons and Armor: Other than the robot or android's built­
  in weapons or special weapons and/or equipment supplied by a 
  sponsoring/creating organization, the AI robot will only have con­
  ventional weapons, armor and equipment available to him. Only if 
  the individual is still affiliated with the sponsoring organization, 
  may some high-tech items be accessible. 
  Available Financial Resources: None if a renegade (needs 
  to get a paying job, trade its services for goods and money, or 
  steal). Otherwise, only has what is made available to it. 
  Other Options: Game Masters may consider using other ro­
  bot designs from other Palladium RPGs. Conversions will be 
  necessary! 
  RiftS® sourcebooks, in particular, offer a huge selection of ro­
  bot vehicles, power armor and, to a lesser degree, AI robots. The 
  conversions may be a little sticky. It may be best for the player to 
  build his own robot with these rules, based on the robots and 
  power armor inspired by those other books and simply bor­
  row/copy the styling, appearance and some of the ideas behind 
  them. One quick conversion system Wayne Breaux Jr. has de­
  veloped is to add up all of the robot's M.D.C. for each location, in­
  cluding wings, head, main body, weapons, spotlights, etc. (for 
  example, a Coalition SAMAS would have a total M.D.C. of 650 
  for all of its locations), and convert that to S.D.C. (in the case of 
  this example, 650 S.D.C.) and assign an A.R. rating; in this case, 
  1 2  or so. The weapon damages convert directly to S.D.C. or can 
  be replaced with those in this book. 
  Step Six: 
  Robot Construction 
  Now that you know the four major robot types, select one, pick 
  an AI (if appropriate) and move to the Robot Construction Selec­
  tions to build yourself a robot player character. Remember, you 
  must spend all the money in the budget. Any money not spent is 
  retumed to the sponsoring organization and never made avail­
  able again. Players may buy easy to attach parts and compo­
  nents as spare parts for future repairs or build a second robot. 
  Note: One advantage of working with or for a sponsoring agency 
  is that they are likely to make all necessary repairs from dam­
  ages received in the line of duty. 
  A Note About Style: A military or sleek, futuristic look is sim­
  ply a matter of style. If the vehicle already exists there is no 
  charge. If it is a new, criminal design or major design modification 
  there is a new body design cost. A reinforced body frame is nec­
  essary for high stress conditions like running at speeds of 300 
  mph (480 km) or greater, great strength, heavy armor, etc. 
  200 
  Selection A: 
  Body Frames, 
  Size, & Style 
  Humanoid Body Styles 
  • 
  Basic Human: Life-size and proportion; suitable for type 2, 3 
  or 4 robots. 
  Size: 6 to 8 feet tall (1 .8 to 2.4 m) 
  Light Frame: Weight: 1 1 0  Ibs (49.5 kg). Cost: $500,000. 
  Reinforced Frame: Add 60 Ibs (27 kg). Additional Cost: 
  $900,000. 
  • 
  Large Humanoid: Huge, suitable for type 1 and 2 robots. 
  Size: 1 2-22 feet tall (3.6-6.7 m), width, 6-8 feet (1 .8-2.4 m). 
  Light Frame: Weight: 2000 Ibs (900 kg). Cost: $1 .2 million. 
  Reinforced Frame: Add 1 000 Ibs (450 kg). Additional Cost: 
  $1 .5 million. 
  Vehicle Accommodations/Seats: 
  1 person: (standard, no cost). 
  2 persons: Additional Cost: $1 0,000. 
  3 persons: Adds two feet (0.6 m) to width and length, and in­
  creases weight by 1 0%. Additional Cost: $30,000. 
  4-6 persons: Increase size and weight by 20%. Additional 
  Cost: $70,000. 
  Vehicular Body Styles 
  All are suitable for type 1 and 2 robots. 
  • Light Motorcycle Frame Style: Basically an open air bike 
  frame vehicle and windshield. 
  Size: 6 feet long (1 .8 m) 
  Light Frame: Weight: 1 00 Ibs (45 kg). Cost: $2,000. 
  Reinforced Frame: Add 200 Ibs (90 kg). Additional Cost: 
  $4,000. 
  Accommodates/Seats: 1 or 2 people. 
  An Original Body Design: Additional Cost: $30,000. 
  • 
  Heavy Motorcycle Frame Style: Basically an open-air bike 
  frame vehicle and windshield. 
  Size: 7 feet long (2.1 m) 
  Light Frame: Weight: 500 Ibs (225 kg). Cost: $5,000. 
  Reinforced Frame: Add 400 Ibs (1 80 kg). Additional Cost: 
  $6,000. 
  Accommodates/Seats: 1 or 2 people. 
  New Body Design: Additional Cost: $40,000. 
  • 
  Compact Automobile: Resembles an ordinary compact car. 
  Size: 8 feet long (2.4 m). 
  Light Frame: Weight: 1 000 Ibs (450 kg). Cost: $1 6,000. 
  Reinforced Frame: Add 600 Ibs (270 kg). Additional Cost: 
  $20,000. 
  Accommodates/Seats: 2 to 4 people. 
  • 
  Sports Car: Resembles any number of existing sports cars. 
  Size: 10 feet long (3 m). 
  Light Frame: Weight: 2,200 Ibs (990 kg). Cost: $50,000 
  Reinforced Frame: Add 900 Ibs (405 kg). Additional Cost: 
  $30,000. 
  Accommodates/Seats: 2 people. 
  An Original Body Design: Additional Cost: $80,000. 
  • 
  Mid·Sized Sedan: Resembles any ordinary mid-size car. 
  Size: 1 1 - 1 4  feet long (3.3 to 4.3 m). 
  Light Frame: Weight: 2000 Ibs (900 kg). Cost: $1 8,000. 
  Reinforced Frame: Add 900 Ibs (405 kg). Additional Cost: 
  $40,000. 
  Quentin Milton (Order #31246997)
  
  Accommodates/Seats: 4 people comfortably (squeeze 5 or 6). 
  Original Body Design: Additional Cost: $50,000. 
  • 
  Full Size Sedan, Mini·Van or Utility Vehicle/Jeep: Resem-
  bles any ordinary car. 
  Size: 1 4-16 feet long (4.3 to 4.9 m). 
  Light Frame: Weight: 4000 Ibs (1 800 kg). Cost: $24,000. 
  Reinforced Frame: Add 4000 Ibs (1 800 kg). Additional Cost: 
  $45,000. 
  Accommodates/Seats: 6 people comfortably (squeeze 7 or 8). 
  An Original Body Design: Additional Cost: $50,000. 
  • 
  Full Size Van: Resembles any typical commercial van. 
  Size: 1 6-1 8 feet long (4.3 to 5.5 m). 
  Light Frame: Weight: 4000 Ibs (1 800 kg). Cost: $24,000. 
  Reinforced Frame: Add 2000 Ibs (900 kg). Additional Cost: 
  $30,000. 
  Accommodates/Seats: 8 people comfortably (squeeze 9 or 1 0). 
  An Original Body Design: Additional Cost: $40,000. 
  • 
  Tank Style: Big, bulky, sharply angular; resembles a tank or 
  an armored personnel carrier. 
  Size: 20-25 feet long (6.1 to 7.6 m). 
  Light Frame: Not available. 
  Reinforced Frame: Weight: 1 5  tons (1 3,500 kg); Cost: 
  $500,000. 
  Accommodates/Seats: Crew of 4, but up to 8 additional can be 
  accommodated. 
  An Original Body Design: Additional Cost: $1 50,000. 
  • 
  Jet Aircraft Style: Resembles a modern fighter jet, although 
  it may not fly or function like a jet at all. 
  Size: 30-35 feet (9.1 to 1 0.7 m) long. 
  Light Frame: Weight: 1 2  tons (1 0,800 kg). Cost: $690,000. 
  Reinforced Frame: Add 1 0  tons (9,000 kg). Additional Cost: 
  $325,000. 
  201 
  Accommodates/Seats: 1 or 2, with up to 4 additional seats for 
  the extra cost of $2,000 per seat. 
  An Original Body Design: Additional Cost: $80,000. 
  • Spherical Style: A round, ball shape or half ball shape or el-
  liptical. 
  Size: 
  Small: 6 to 1 0  feet across (1 .8 to 3 m). 
  Large: 1 2-20 feet across (3.6 to 6.1 m). 
  Light Frame: 
  Small: Weight: 500 Ibs (225 kg). Cost: $8,000. 
  Large: Weight: 1 500 Ibs (675 kg). Cost: $1 6,000. 
  Reinforced Frame: 
  Small: Add 500 Ibs (225 kg). Additional Cost: $6,000. 
  Large: Add 1 1 00 Ibs (495 kg). Additional Cost: $1 2,000 
  Accommodates/Seats: 
  Small: 4, 6 or 8 people. 
  Large: 4, 8 or 1 2  people. 
  Geometric Body Styles 
  These are generic shapes for bodies that do not resemble 
  anything else. They can be very futuristic or stylish, or they can 
  have multiple legs and resemble insects. 
  • 
  Cylindrical Style: A long and tubular style similar to a sub­
  marine or aircraft. 
  Size: 
  Small: 1 2  to 1 4  feet long (3.6 to 4.3 m), 8 feet (2.4 m) across. 
  Large: 1 8  to 24 feet long (5.5 to 7.3 m), 1 0  feet (3 m) wide. 
  Light Frame: 
  Small: Weight: 900 Ibs (405 kg). Cost: $1 2,000. 
  Large: Weight: 2000 Ibs (900 kg). Cost: $20,000. 
  Reinforced Frame: 
  Small: Add 1 000 Ibs (450 kg). Additional Cost: $8,000. 
  Large: Add 2500 Ibs (1 1 25 kg). Additional Cost: $1 5,000 
  Accommodates/Seats: 
  Small: 4, 8 or 1 0  people. 
  Large: 4, 8, 12 or 1 6  people. 
  Add $1 ,000 for each seat over six. 
  • 
  Tapered Cylinder Style: A sleek, long, narrow body, often 
  tapering to a point. 
  Size: 
  Small: 1 4- 1 6  feet (4.3 to 4.9 m) long, 5 feet (1 .5 m) wide and 4 
  to 5 feet (1 .2 to 1 .5 m) tall. 
  Large: 1 8-25 feet long (5.5 to 7.6 m), 7-1 1  feet (2.1 to 3.3 m) 
  wide, and 6-7 feet tall (1 .8 to 2.1 m). 
  Light Frame: 
  Small: Weight: 3,000 Ibs (1 350 kg). Cost: $1 5,000. 
  Large: Weight: 8,500 Ibs (3825 kg). Cost: $24,000. 
  Reinforced Frame: 
  Small: Add 1 500 Ibs (675 kg). Additional Cost: $9,000. 
  Large: Add 2500 Ibs (1 1 25 kg). Additional Cost: $1 6,000 
  Accommodates/Seats: 
  Small 4 or 8 people. 
  Large: 4, 8, or 12 people. 
  Add $1 000 for each seat over 6. 
  Giant Animal Body Styles 
  • 
  Canine Body Style: Resembles a mechanized dog/wolf, or 
  bear. 
  Size: 1 2-1 8 feet (3.6 to 5.5 m) long, 1 2  feet (3.6 m) tall, and 6 
  feet (1 .8 m) wide. 
  Light Frame: Weight: 2,500 Ibs (1 1 25 kg). Cost: $240,000. 
  Reinforced Frame: Add 2,000 Ibs (900 kg). Additional Cost: 
  $50,000. 
  Quentin Milton (Order #31246997)
  
  Accommodates/seats: 2, 4 or 6 people. 
  • 
  Feline Body Styles: Resembles a powerful, mechanized 
  catllion. 
  Size: 1 6-20 feet (4.9 to 6.1 m) long, 1 2  feet (3.6 m) tall, and 6 
  feet (1 .8 m) wide. 
  Light Frame: Weight: 3,000 Ibs (1 350 kg). Cost: $240,000. 
  Reinforced Frame: Add 2,000 Ibs (900 kg). Additional Cost: 
  $50,000. 
  Accommodates/seats: 2, 4 or 6 people. 
  Note: Increase size 20%, and weight and cost 30% for larger 
  type animals (Le. horse, buffalo, rhino, bear, etc.) 
  Animal-Bots, Life-Like Style 
  These are life-sized and usually life-like robot or android simu­
  lations of the real life animal. These can be obviously mechanical 
  type one robots or type four androids complete with fur, feathers 
  or scales. 
  Very tiny creatures are almost impossible to build with an arti­
  ficial intelligence and other useful abilities. Consequently, robot 
  animals are restricted to a minimum length about the size of a cat 
  (mutant animal size level 3 & 4) or bigger. The most comfortable 
  size seems to be 30 to 48 inches (about 0.5 to 1 .2 m) long, about 
  the size of a typical dog. 
  These so-called animal-bots can have an artificial intelligence, 
  skills, voice and may even be modified to have hands or able to 
  attach artificial hand accessories when needed. 
  Size: 
  Small: 20 to 48 inches (30 cm to 120 cm). 
  Large: 50 to 96 inches (1 .3 to 2.4 m). 
  Light Frame: 
  Small: Weight: 40 to 90 Ibs (1 8 to 40.5 kg). Cost: $1 25,000. 
  Large: Weight: 90 to 1 20 Ibs (40.5 to 54 kg). Cost: $200,000. 
  Reinforced Frame: 
  Small: Add 40 Ibs (18 kg). Additional Cost: $1 00,000. 
  Large: Add 90 Ibs (40.5 kg). Additional Cost: $1 50,000. 
  Selection B: 
  Power Supply 
  1 .  Liquid Fuel: Despite incredible technological advance­
  ments, liquid fuel engines are still likable, reliable and the most 
  economical system available. The major disadvantages of this 
  system are the use of a limited consumable fuel that must be 
  continually replaced, and containers to hold the fuel (gas tanks). 
  On the other hand, the fuel is cheap and easily attainable. Liquid 
  fuel requires an exhaust system that is not suitable for an­
  droidsltype 4 robots. 
  Basic System Cost with Fuel Tank(s): $250,000. Note: The 
  player determines the size of the gas tank or tanks. Weight and 
  size may be a problem for small or human-sized robots. One gal­
  Ion weighs about 7 Ibs (3.2 kg) - lighter than water. The fuel in a 
  75 gallon (280 I) tank weighs 525 Ibs (235 kg) and takes up about 
  1 0  cubic feet (3.05 cubic m). Use of disposable auxiliary gas 
  tanks is one possible solution (Cost is about $200 per 20 gal­
  lonl76 1iter capacity). 
  2. Super-Solar Engine: A power source that collects sunlight 
  into a super high efficiency, conversion engine and generator. 
  This is an excellent, clean, power source with an indefinite life 
  span. Of course, it is limited in that it must rely on a source of so­
  lar energy. 
  The system functions superbly while exposed to sunlight. A 
  superior energy storage unit stores up to 8 hours worth of power, 
  during which time the robot operates at full capacity. After the 
  eight hour reserve is used up, the robot must recharge via solar 
  light energy or manually recharge from another source of electri­
  cal energy. Without a recharge, an emergency reserve will en­
  gage itself. The emergency energy reserve has a mere four hour 
  capacity. While the emergency reserve is engaged, all unneces­
  sary functions will be shut down. Speed is reduced to 30 mph (48 
  km; speed factor 44), attacks per melee reduced by half and no 
  energy weapons can fire. At the end of the emergency reserve (4 
  hours), the robot shuts down completely. Still a good, reliable 
  system if proper caution is used. 
  The Basic System Cost: $1 ,000,000. A special generator and 
  recharge unit can be purchased for those cloudy days. Cost: $1 
  million; weight: 6 tons (5400 kg) and is five times the size of a re­
  frigerator. 
  3. Fusion Power System: The most advanced power source 
  available. Never needs recharging or refueling for an estimated 6 
  years, even with constant use. This system is suitable for any 
  large robot or vehicle type robot, 1 6  feet (4.9 m) or bigger. Basic 
  System Cost: $3.2 million. 
  4. Micro-Fusion Power System: A tiny, micronized fusion re­
  actor designed for small, human-sized and animal robots and an­
  droids. This miniature power system can also be used in larger 
  robots (any size) if so desired. Basic System Cost: $5.3 million. 
  Selection C: 
  Legs and Locomotion 
  The next thing to determine is the type of legs o r  other means 
  of transportation utilized by the robot or exoskeleton. Legs, 
  wheels, treads and flight capabilities can be combined in all robot 
  types. If the Game Master allows the use of called shots against 
  specific targets, the legs of a robot each have 25% of the robot's 
  total S.D.C. Moving legs, even when walking, are difficult targets 
  to hit, requiring a called shot at -3 (1 5 or higher). 
  Legs 
  202 
  1 .  A pair of human-sized legs and feet, suitable for type 
  two, type three or type four humanoid constructs, will provide a 
  speed attribute of 1 0. Basic System Cost: $500,000 per pair. 
  2. Giant-Sized Humanoid Legs: Suitable for type one and 
  type three robots. Speed 1 0. Basic System Cost: $1 ,200,000. 
  3. Animal Legs, two front and two rear. Main style types are 
  canine, feline, horse and bird. Suitable for all robot types. Natural 
  simulated size; speed 1 0. Basic System Cost: Small -$350,000; 
  medium - $500,000; large (horse size) - $1 ,000,000. 
  4. Giant "Walker-Type" Animal Style Leg Units. A four­
  legged all-terrain vehicle means of locomotion. Suitable for types 
  1 ,  2 and 3 robots. Speed 20. Basic (4 leg) System Cost: 
  $2,000,000. Add $1 ,000,000 to make the legs retractable/folding 
  and concealed. This can be done when there is another means 
  of locomotion such as wheels, hover jets, etc. When needed, the 
  robot transforms to reveal the legs and the new means of move­
  ment. 
  5. Insect Style Legs: Usually long, narrow, telescoping legs 
  that resemble a tripod or insect. An excellent all-terrain method of 
  movement. Suitable for type 1 ,  2, or 3 robots. Speed 20. Note: 
  Maximum speed running is a speed factor of 330 (225 mphl360 
  km). Basic System Cost: 4 legs: $500,000, 6 legs: $750,000, 8 
  legs: $1 .2 million. Add $550,000 for retractable, concealed leg 
  units. 
  Additional Running Speed: The basic system for legs usu­
  ally comes with a speed of 1 0  for humanoid and animal, speed 
  20 for walker and insect styled. Except for the insect style, run-
  Quentin Milton (Order #31246997)
  
  ning speed can be pushed close to Mach One, or about 750 mph 
  (1200 km; speed attribute points 1 1 00). Unlike the vehicle propul­
  sion type systems, Mach One is the maximum possible. Of 
  course, flight capabilities can be built into a humanoid or animal 
  robot and a faster propulsion system included. Note: Flight 
  speeds are often rated in nautical miles per hour (knots). Mach 
  One is 660 knots. 
  Additional Running Speed for legs systems (including exo­
  skeletons). Cost: $200 per each speed point beyond the system 
  capabilities (speed 1 0  or 20). Note: See Building a Super Vehicle 
  for a speed point equals mph chart; found in the Hardware Sec­
  tion. 
  Vehicular Locomotion 
  These are engines and propulsion systems designed for 
  ground and/or air vehicles/robots. Generally, any of these sys­
  tems can be utilized in any of the robot types and power systems 
  (fuel). Note, however, that the android and life-sized robots will 
  require a micronized system. 
  Wheels: Automotive size and type: $1 000 per pair. 
  Wheels: Oversized (truck or tractor size): $2000 per pair. 
  Wheels: Micronized (roller skate size): $1 200 per pair. 
  Treads: Micronized (car size): $1 5,000 per pair. 
  Treads: Full Size (tank size, 20-30 ft/6-9.1 m): $20,000 per pair. 
  Pontoons: Small (car size): $1 000 per pair. 
  Pontoons: Large (airplane size, 20-30 ft/6-9.1 m): $4000 per pair. 
  Note: All wheels and treads are of superior strength and qual­
  ity. --
  Wheels S.D.C. - 60 each. 
  Treads S.D.C. - 200 each unit. 
  Pontoons S.D.C. - 75 each. 
  Engines and Propulsion Systems 
  1. Fuel Injected Engine: Requires liquid fuel; conventional 
  leaded or unleaded gasoline is the logical fuel of choice because 
  it is the most accessible. Fuel tank(s) is required. 
  Estimated mileage: 40 miles to one gallon of fuel (17 km per li­
  ter). 
  Basic System Cost: $25,000. 
  Base Speed: 1 20 mph (1 92 km). 
  2. Turbo Engine: Requires liquid fuel; conventional leaded or 
  unleaded gasoline is suitable; high octane preferable. A fuel 
  tank(s) is required. 
  Estimated mileage: 30 miles to one gallon of fuel (1 3 km per li­
  ter) 
  Basic System Cost: $50,000. 
  Base Speed: 200 mph (320 km). 
  3. Turbo-Jet Engine: Requires high octane fuel or a special 
  mixture, such as those used for jet aircraft. This engine can not 
  be used for speeds under 1 00 mph (1 60 km), thus ground vehi­
  cles/robots will have to use a two engine system, with one for low 
  speeds and the turbo-jet for high speeds and/or flight. 
  Estimated Mileage: 20 miles (32 km) to one gallon of fuel. 
  Basic System Cost: $250,000. 
  Base Speed: 500 mph (800 km). 
  4. Concealed Helicopter V.T.O.L. System: This is a flight 
  propulsion system based on the helicopter. Rotor blades are 
  folded in a hidden compartment that rise out and unfold when 
  flight is required. Suitable for any robot type, except android. 
  Note: This system is inappropriate for small, obstructed areas or 
  indoors. 
  Basic System Cost: $340,000. 
  Base Speed: 220 or 1 50 mph (240 km). 
  203 
  S.D.C. of System: 1 25, but only 75 is needed to disable it. 
  Estimated mileage: 1 0  miles to one gallon of fuel (4 km per liter) 
  5. Hover Jet System (Experimental): A super sophisticated, 
  twin engine system, with bottom and rear jet thrusters for V/STOL 
  capabilities. This unique propulsion system ofters ground and air 
  capabilities automatically. The V/STOL means the robot or robot 
  vehicle can hover stationary above the ground, make vertical 
  take-ofts and landings (fly straight up and down), as well as short 
  take-ofts and landings in horizontal flight (straight-ahead). Suit­
  able for outer space and underwater travel. 
  The Base Cost varies with the major types/uses of the hover sys­
  tem and the robot. 
  Base Speed: 1 00 mph (160 km). 
  Base Altitude: 500 feet (1 52 m). 
  S.D.C. of system: 1 00 points of damage from called shots at -3 
  will disable enough of the jets to reduce the system to jump jets, 
  another 35 points will render it totally useless. (See later entry 
  for details on Jump Jets). 
  Estimated mileage: On a liquid fuel, it is 50 miles (80 km) per 
  one gallon. Note: One gallon of fuel weighs 7 Ibs (3.2 kg). 
  Hover Jet Back-PackIFlying Harness: This can be a detach­
  able back-pack unit or built directly into a robot's back. Appropri­
  ate for small, human-sized, humanoid or animal robots, 
  exoskeletons and androids. Basic System Cost: $250,000. 
  Concealed Micro Hover System: A hoverjet system built into 
  a humanoid or animal robot or android. The hover jets are lo­
  cated in the feet, rear, back and chest. When not engaged, the 
  jets 
  are 
  completely 
  unnoticeable. 
  Basic 
  System 
  Cost: 
  $1 ,000,000. 
  Standard Hover Jet System: Suitable for large robots or ro­
  bot vehicles of 1 2  to 24 feet (3.6 to 7.3 m). Basic System Cost: 
  $500,000. Add $200,000 for a concealed system. Add $350,000 
  for hover jet systems designed to fit large robots, 25 feet (7.6 m) 
  and bigger. Each doubling of the robot's size also doubles the 
  S.D.C. of the hover systems. 
  6. Jump Jets: A system of small, but powerful jets distributed 
  across the robot at key areas, which allow it to perform amazing 
  jumps. The jets thrust the robot into the air, then pulse lightly as it 
  descends to soften the landing. The base system allows a robot 
  to jump 1 00 feet (30.5 m) straight up or 200 feet (61 m) across. 
  Basic System Cost: $90,000. 
  Additional Jumping distance: Each additional 1 0  feet (3 m) 
  of distance costs $1 ,000 (distance adds to both jump types). 
  Maximum jump distance is 500 feet (1 52 m) up and 600 feet (1 83 
  m) across. Hover jet systems can function as a jump jet system 
  with maximum distances. S.D.C. of the system is 65 before being 
  disabled, but requires called shots at -3. 
  Additional Speed for propulsion can be purchased at a rate 
  of $500 per each additional point of speed. That means a fuel in­
  jected engine, with a base speed of 1 76 (1 20 mph/1 92 km) would 
  cost $462,000 for 924 added speed points to achieve a speed of 
  1 1 00 or Mach One (750 mph/1 200 km). Note: See Building a Su­
  per Vehicle for a "speed point equals mph" chart, found in the 
  Hardware Section. 
  Additional Altitude Costs: $50 for each 1 00 feet (30.5 m). 
  1 0,000 feet would cost $500,000. Unless stated otherwise, the 
  propulsion system starts at zero (0) altitude. 
  Running: See Legs. 
  Quentin Milton (Order #31246997)
  
  Selection D: 
  Arms and Hands 
  Human-like, human-sized arms and hands with a thumb and 
  four fingers. Up to four arms can be built into a standard human­
  oid body frame (although awfully conspicuous). Basic System 
  Cost: $1 50,000 per one hand and arm unit. P .S. 1 0. If the Game 
  Master is allowing called shots to specific targets, the arms of a 
  robot have S.D.C. equal to 1 0% of the robot's total or main body 
  S.D.C. Depleting the S.D.C. of an extremity (arm or leg) renders 
  all weapons and systems in that limb useless. 
  Special Features for Arms and Hands 
  1. Increased P.S. & Cost: $2000 for each P.S. point beyond 
  1 0. The body frame must be reinforced for a P.S. of 22 or 
  greater. Maximum robot P.S. is 30 or twice its total height, which­
  ever is greater. Also, robotic P.S. is considered superhuman. 
  This means that a 50 foot (1 5.2 m) tall robot (if one can afford it) 
  could have a P.S. of 1 00 and do 2D4x1 0+85 S.D.C. points of 
  damage with a punch. 
  2. Increased Size & Cost: $50,000 for each proportional in­
  crease. For Example: An arm and hand twice as large as normal 
  costs $50,000 extra, three times as big costs $1 00,000, four 
  times bigger $1 50,000, etc. The previously mentioned 50 foot 
  (1 5.2 m) tall robot would require parts (arms, legs, body) eight 
  times normal size, the arms of which would each cost $350,000 
  more than normal sized ones (or half a million each). 
  3. Detachable Remote Controlled Limb: The arm can de­
  tach at the forearm, or hand at the wrist, and can fly via rocket 
  jets or hover system. The limb is controlled and directed with ra­
  dio waves by the robot, just as a person would direct a remote 
  control airplane. To do this, the limb must always remain in the 
  robot's line of vision (unless proper optics are placed in/on the 
  limb). The hand can grab, pick-up, hold, carry objects (under 1 8  
  Ibs/8.1 kg), open doors, press buttons, operate a computer (if the 
  controlling robot or person can clearly see the controls), punch 
  (1 06 damage) and so on. 
  If the hand has rocket jets only, it can be launched to grab 
  something at a distance or to attack at a distance (damage 406), 
  but maneuvering is limited. Rocket jets have a maximum speed 
  of 66 (45 mph172 km) and a fuel supply of three minutes. Using 
  the rocket powered fist to attack takes one attack action. A hover 
  jet system is needed for full maneuverability of the detached 
  hand, including hovering, turning and tight maneuvering. The 
  Flight abilities of the hand's tiny maneuver jets are limited: Maxi­
  mum speed 22 (15 mph/24 km), Maximum flight duration (fuel): 
  five minutes, Attacks/actions per melee: two, but must be under 
  the direct control of the main robot, which means the hand's at-
  204 
  tacks count as two of the robot's attacks that melee. Costs: 
  Hover Jet System: $1 00,000. Rocket Jet System: $25,000. 
  S.D.C. of limb 30. 
  An AI could be purchased for the hand to give it independent 
  capabilities and attacks, but the full price for it and the program­
  ming would have to be paid (ouch). Also, an interlocking joint 
  connector will be required to use a detachable remote controlled 
  limb. 
  4. Interchangeable, Interlocking Unit for Detachable 
  Limbs: This system allows multiple special hand/limb options to 
  be used in a single joint. Simply pop one off and snap another in 
  its place. Cost: $1 0,000. 
  5. Detachable Hand: Most often designed as an accessory 
  for animal robots and as a quick replacement part. Fully articu­
  lated fingers and thumb with a relative P.S. of 8 (can be in-
  creased to P.S. 1 6  maximum). Basic System Cost: $50,000. 
  S.D.C. of hand: 30. 
  6. lnterchangeable Hand Units: Grip is equal to a P.S. 40. 
  Electromagnetic Clamp, a two finger claw. Cost: $90,000. 
  Buzz-Saw, does 306 damage as weapon. Cost: $1 0,000. 
  High-Powered Drill, has 40 different bits (can do 206 dam-
  age). Cost: $1 0,000. 
  Police Style Lock Release Gun, 75% effective, one try only. 
  Cost: $1 50,000. 
  Towline, and grappling hook launcher. Reel system allows for 
  rewinding the 300 foot (91 .4 m) cable. Cost: $25,000. 
  Range: 300 feet (91 .4 m). 
  Weight limit of towline: 1 0,000 Ibs/5 tons (4500 kg). 
  Damage when fired as a weapon is 1 06. 
  Acetylene Torch: Cuts through two inch (5 cm) thick metal at a 
  rate of one inch (2.5 cm) per melee (1 5 seconds). Cost: $20,000. 
  Range: One foot (30 cm). 
  Damage as a weapon is 1 06. 
  Weapons can be mounted in place of a hand, but are more 
  appropriate as hand-held or retractable weapons. Any weapon 
  type can be designed as an interchangeable component. Cost: 
  $1 0,000 plus the cost of the weapon. 
  7. Utility Arms: Usually small, retractable arms and hands 
  suitable for delicate work, repairs and assistance. The utility arm 
  can be mounted on the exterior of the robot body and folded up 
  to be inconspicuous and out of the way, or concealed in a secret 
  housing within the robot itself. Such utility arms can be built into 
  the main body of a humanoid at the shoulder, forearm, or chest. 
  Human-sized robots are limited to a total of six arms. Giant-sized 
  and large vehicular robots can have as many as 1 8  mounted al­
  most anywhere. Basic System Cost: P.S. 1 0, $1 00,000 each 
  arm unit. P.S. can be increased to a maximum of 1 6  at the usual 
  cost. Add $35,000 for concealment. 
  8. Tentacles With Retractable Housing: Tentacles can be 
  used to replace regular arms or utility arms. A full-sized tentacle 
  arm replacement can extend up to 1 0  feet (3 m) long and has a 
  three fingered claw at the end. The claw, two fingers and a 
  thumb, is suitable for grasping, holding, and carrying, but not very 
  adept at more articulated skills such as operating a keyboard or 
  delicate work (-20% on such skills as computer operation, pick 
  locks, etc.). As many as six tentacles can be used in the place of 
  arms on a human-sized, humanoid robot. Or four tentacles in ad­
  dition to the two regular arms can be used. Each tentacle's base 
  P.S. is 8 with a maximum P.S. of 20 possible (for an additional 
  expense). Basic System Cost: P.S. 8, $1 00,000 each tentacle. 
  Add $35,000 for concealment; add the usual cost for increased 
  P.S. or size (for giant robots, 1 6  ft/4.9 m or bigger; maximum 
  length is 20 ft/6.1 m). Same S.D.C. as an arm. 
  Quentin Milton (Order #31246997)
  
  Selection E: 
  Audio, Optics & Sensors 
  If the Game Master is allowing called shots, the heacl/helmet 
  of a robot has S.O.C. equal to approximately 1 0% of the robot's 
  total S.O.C. Reducing the S.O.C. of the heacl/helmet by 75% will 
  disable all optics, sensors, and other systems that feed into the 
  helmet. Only trigger/manual activation systems are unaffected. 
  Note: The head is a difficult target to hit (called shot at -3) and 
  heroes will rarely risk attacking someone's head, because it is 
  too easy to aCCidentally kill them (attacks against an unprotected 
  head do damage direct to Hit Points). 
  Audio 
  1. Advanced Audio System: 
  Stereo hearing capacity. 
  Amplified hearing: 5x better than a human; hears in the full 
  decibel range. Same as the Heightened Sense of Hearing, a mi­
  nor super ability. 
  Hears inaudible frequency ranges such as a dog whistle. 
  A Wide-Band Radio Receiver (not transmitter) enables the ro­
  bot to listen to the commercial radio stations, citizen band (C.B.), 
  police bands and other radio transmission frequencies. Range: 
  50 miles (80 km) with a retractable antenna (half range without). 
  Total System Cost: $390,000. 
  2. Basic Listening System: Stereo hearing capacity equal to 
  the best human capabilities, and a narrow-band radio receiver 
  enables the robot to hear/receive commercial radio (AM & FM) 
  and some other common communication frequencies suitable for 
  short range radio communication. Range: 5 miles (8 km). Cost: 
  $120,000. 
  3. Bug Detector: A small device that picks up radio signals 
  from listening devices (bugs). Range: 20 feet (6.1 m). Cost: 
  $5,000. 
  4. Radar Signal Detector: A tiny radar receiver which will 
  alert the character with an alarm buzz or pinging when he is be­
  ing scanned by radar. Cost: $1 0,000. 
  5. Wide-Band Radio Receiver and Transmitter with direc­
  tional capabilities. Range: 300 miles (480 km) with a retractable 
  antenna (1 50 milesl240 km without the antenna). Cost: $50,000. 
  6. Radio Signal Scrambler System is linked to the radio sys­
  tem to send and receive coded messages. Cost: $1 0,000. 
  7. External Audio Pick-Up: A sound amplification listening 
  system. Range: 300 feet (91 .4 m). Cost: $1 0,000. 
  8. Audio Recorder: A tape recording system with extemal ac­
  cess. Contains eight hours of tape. Of course tapes can be used 
  repeatedly. Cost: $5,000. 
  9. Loudspeaker: Amplifies the robot's voice up to 90 deci­
  bels. Cost: $5,000. 
  10. Single Voice Synthesizer: Provides the robot with a hu­
  man sounding voice. Cost: $30,000. 
  1 1 .  Modulating Voice Synthesizer allows the robot to 
  change the tone, bass, pitch and frequency of his voice. Can imi­
  tate a voice when combined with the sound analysis computer. 
  Cost: $1 50,000. 
  1 2. Sound Analysis Computer: A computer designed exclu­
  sively to listen to, recognize, and analyze sounds. 1 00,000 differ­
  ent sounds are programmed into its memory, including gunshots 
  by caliber, automotive engines and other sounds. It also has the 
  capability to analyze, compare, match and remember 1 0,000 
  new sounds. When combined with a modulating voice synthe­
  sizer, the robot can imitate a voice with 83% accuracy. Cost: 
  $475,000. 
  205 
  1 3. Inaudible Frequency Transmission: The robot can 
  speak and transmit sound frequencies inaudible to the human 
  ear, but may be audible to other robots, cyborgs and superbeings 
  with Superior Hearing abilities. Cost: $80,000. 
  Optics 
  1 .  Basic Robot Optic System: A color sight system with an 
  analysis computer of 3-0 images. Cost: $300,000. 
  2. Advanced Robot Optic System: Includes color vision, 3-0 
  analysis, nightsight, infrared and ultraviolet sight. Range: 2000 
  feet (61 0 m). Cost: $425,000. 
  3. Infrared Vision: The eye emits a pencil-thin beam of infra­
  red light (invisible to the human eye, but visible to another infra­
  red system) to illuminate its target in darkness. The narrowness 
  of the beam limits the scope of vision to about a 7 foot width (2.1 
  m). Range: 1 600 feet (488 m). Cost: $70,000. 
  4. Night Sight: A passive image intensifier that electronically 
  amplifies existing ambient light to provide a visible picture without 
  emitting any trace light of its own. Range: 1 600 feet (488 m). 
  Cost: $90,000. 
  5. Laser Targeting System: A thin beam of light is emitted 
  from the eyes or forehead or the weapon itself. When the light 
  beam locates its target, a computer locks in and registers the fire 
  command. Adds a +3 to strike when using a distance weapon 
  (not applicable to hand to hand combat; P.P. bonuses do not ap­
  ply, but the targeting sight bonus is applicable). Range: 1 600 feet 
  (488 m). Cost: $300,000. 
  6. Targeting Sight: A special system that superimposes tar­
  get cross hairs. Add a bonus of +1 to strike. Range: 1 600 feet 
  (488 m). Cost: $50,000. 
  7. Telescopic Vision: Magnifies an image area like a gun 
  scope (medium magnification). Automatic, self-focusing. Range: 
  1 600 feet (488 m), 10 foot (3 m) image area. Cost: $35,000. 
  8. Thermo-Imager: An optical heat sensor that converts the 
  infrared radiation of warm objects into a visible image. This de­
  vice allows the robot or pilot to see in darkness, shadows and 
  through smoke. Range: 1 600 feet (488 m). Cost: $1 80,000. 
  9.Ultraviolet Sight: The robot can see ultraviolet light (often 
  used in security systems). Range: 1 600 feet (488 m). Cost: 
  $30,000. 
  10. External Video and Audio Surveillance System: A high 
  resolution video camera relays images directly to the robot's pilot 
  or video scanners. The small camera can rotate 360 degrees for 
  viewing all around and has a telescopic lens with a 1 0x magnifi­
  cation. Secured in a concealed housing when not in use. Range: 
  1 200 feet (366 m). Cost: $40,000. 
  1 1 .  Video Receiver and Transmitter: Enables the robot or a 
  robot's pilot to receive and send video and television transmis­
  sions. Range: 40 miles (64 km). Cost: $80,000. 
  12. Camera Eye: The robot's eye is really a camera capable 
  of taking color or black and white exposures on a standard roll of 
  35 mm film. A different camera mechanism may be specified (for 
  example, self-developing style film) for an additional $500. If tele­
  scopic vision is purchased, the camera eye will be able to take 
  telephoto pictures. Cost: $5,500 (does not include telescopics). 
  Film must be purchased separately. 
  1 3. Searchlight: Built into the vehicle, or shoulder(s) or head 
  or chest, with a 90 degree arc up and down and 1 80 degree side 
  to side rotation (not possible for chest units). High-powered light 
  beam. Range: 300 feet (91 .4 m). Cost: $30,000. 
  14. Spotlight Eye Beam(s): A narrower beam of light emitted 
  from an eye(s). Range: 1 20 feet (36.6 m). Cost: $40,000. 
  Quentin Milton (Order #31246997)
  
  Sensors 
  1 .  Bio-Scan: A computer monitoring of a robot pilot's vital sta­
  tistics, such as respiration, blood pressure, blood loss, etc. Cost: 
  $50,000. 
  2. Medical Survey Unit (MSU): A computerized medical sys­
  tem tied into the Bio-Scan computer. This complex system will 
  compensate for certain preprogrammed conditions which might 
  afflict the pilot. This includes, painkillers, antibiotics, vitamin 
  boosters, adrenaline, a variety of anti-toxin/poison serums, anti­
  nerve gas agents, sedatives, oxygen (20 minutes), and so on. 
  The MSU has a medical skill equal to 60%. It can roll once every 
  four melee rounds, and on a successful roll, will restore one Hit 
  Point or S.D.C. to the pilot. This is only an immediate effect and 
  any remaining damage should be treated proper1y as soon as 
  possible. Note: Together, the Bio-Scan and Med-Survey units 
  can also be set up as an antipersonnel security system. The bio­
  scan can identify its preprogrammed pilot by his medical profile. 
  Any non-authorized personnel attempting to pilot the robot is im­
  mediately injected with a strong sedative (no parry or dodge is 
  possible) and an alarm sounds. Cost: $500,000. 
  3. Combat Computer: Calculates, stores and transmits data 
  to the robot or the robot's pilot (heads up display in cockpit). Usu­
  ally linked to targeting and radar systems. Adds +2 to initiative 
  roll, +1 to strike on all weapon systems, +1 to parry and dodge. 
  Adds 1 0  targets to simultaneous radar tracking. Cost: $900,000. 
  4. Chemical Analysis System: A fully automated computer 
  analysis system that can do a complete chemical analysis of 
  blood, drugs, liquids, and gases within 304 melees (45 to 1 80 
  seconds). Over 60,000 chemicals are stored in its memory with 
  room for 1 000 additions. Likelihood of a full, exact analysis is 
  86%. A failed roll means it can not identify the substance. Cost: 
  $550,000. 
  5. Motion Detector and Warning System: Registers vibra­
  tions in the air indicating movement. A collision warning system 
  will sound an alarm to warn of an impending collision/impact. 
  Range: 60 feet (1 8.3 m). Bonuses: adds +1 to initiative, +1 to 
  parry and dodge. Cost: $50,000. 
  6. Micro-Radar: A small, but sophisticated radar system usu­
  ally used in human and animal-sized robots, and exoskeletons. 
  Can identify up to 1 5  targets and simultaneously track six. Rate 
  of travel, direction, and location are indicated. Adds +1 to initia­
  tive. Range: One mile (1 .6 km). Cost: $250,000. 
  7. Maxi-Radar: A much larger and sophisticated radar sys­
  tem, suitable for ground and air surveillance. Can identify up to 
  72 targets and simultaneously track 48. Adds +2 to initiative. 
  Range: 50 miles (80 km) and is able to detect a cruise missile­
  type target flying below 200 feet (61 m) while the robot itself is 
  flying at 25,000 feet (7,600 m). Cost: $600,000. Ideal for giant 
  and vehicular robot types. Not cumulative with micro-radar. 
  S. Radar Detector: Registers radar waves to indicate radar 
  surveillance. Can track the source of radar emissions with 70% 
  accuracy. Range: 4 miles (6.4 km). Cost: $250,000. 
  9. Radiation Detector: Registers and pinpoints radioactivity. 
  Range: 60 feet (1 8.3 m). Cost: $50,000. 
  Selection F: Weapons 
  I f called shots are used, the average weapon system will have 
  an S.D.C. equivalent to its class of weapon as given on the 
  S.D.C. Values Table (i.e. a small eye or hand weapon would 
  have the same S.D.C. as a pistol: 35). Giant-sized weapons have 
  twice the S.D.C. of small ones, and the two Gun Pods have 200 
  S.D.C. each. 
  206 
  Eye Weapons 
  1 .  Eye Laser: The eye can emit a laser beam activated by verbal 
  code or internal command. 
  Range: 500 feet (1 52 m). 
  Damage: 206 human or animal-sized, 306 giant. Damage is for 
  one eye laser. 
  Energy Capacity: 20 blasts per hour maximum. 
  Rate of Fire: Each shot counts as one melee attack. 
  Bonus: +2 to strike. 
  Cost: $500,000 for human-sized, $600,000 for giant. 
  2. Eye Ion Blaster: The eye fires an ion energy pulse activated 
  by a verbal code or an internal command. 
  Range: 200 feet (61 m). 
  Damage: 306 human or animal size, 406 giant. Damage is for 
  one eye laser. 
  Energy Capacity: 20 shots per hour maximum. 
  Rate of Fire: Each shot counts as one melee attack. 
  Bonus: +2 to strike. 
  Cost: $450,000 human-sized, $550,000 for giant-sized. 
  3. Eye Light Beam: A harmless beam of light that can be used 
  as a flashlight or beacon. 
  Range: 220 feet (67 m). 
  Cost: $32,000. 
  Humanoid Robot Weapons 
  Listed damages are for each weapon of that type. If more than 
  one of that type of weapon is fired, one on each arm for example, 
  double the number of dice rolled for damage. 
  1 .  Knuckle Spikes: Spikes can be fired from the four knuckles 
  where the fingers join the hand. The trigger mechanism can 
  be a stud concealed in the palm, or in the first finger where the 
  thumb can press it. 
  Range: 1 20 feet (36.6 m). 
  Damage: 1 04 each human-sized, 204 or 1 08 giant-sized. 
  Rate of Fire: One at a time or in volleys of two, three, four, or 
  eight. Use robot volley rules when multiple spikes are fired simul­
  taneously. 
  Payload: 1 2  total per hand; easy reload cartridges can be car­
  ried and concealed, but take 2 melee actions to reload. 
  Bonus: +1 to strike. 
  Cost: $50,000. 
  2. Wrist or Palm Spikes: Needle-like spikes are fired from the 
  wrist or palm. A variation on the knuckle spikes. 
  Range: 90 feet (27.4 m). 
  Damage: 1 04 each human-sized, 1 08 giant-sized. 
  Rate of Fire: Volleys of 2, 4, or 6; use volley rules. 
  Payload: 6 total; reload takes 2 melees (30 seconds). 
  Bonus: + 1 to strike. 
  Cost: $30,000. 
  3. Finger Gun: One finger fires a small caliber cartridge. Human­
  sized robots and androids can only have finger guns in the 
  thumb and middle fingers. Giant robots can have one built into 
  each finger. When firing more than one finger gun simultane­
  ously at one target, use the robot volley rules. 
  Range: 90 feet (27.4 m). 
  Damage: 206 normal bullet or 406 from an exploding shell. 
  Rate of Fire: One per melee round. 
  Payload: One; reload takes one melee. 
  Bonus: +1 to strike. 
  Cost: $1 0,000. 
  4. Finger Laser: One can be built into each finger of the hand 
  and can be used as both a cutting tool or weapon. When firing 
  more than one finger blaster simultaneously at one target, use 
  the robot volley rules. 
  Quentin Milton (Order #31246997)
  
  Range: 500 feet (1 52 m). 
  Damage: Can be regulated to fire one point of damage, 1 04, 
  1 06 or 206 damage for human-sized; 1 06, 206 or 306 giant­
  sized. 
  Energy Capacity: Effectively unlimited. 
  Rate of Fire: Each shot counts as one melee attack. 
  Bonus: +1 to strike. 
  Cost: $1 75,000 human-sized, $250,000 giant-sized. 
  5. Finger Blaster: Fires ion beams. One can be built into each 
  finger of the hand. When firing more than one finger blaster si­
  multaneously at one target, use the robot volley rules. 
  Range: 200 feet (61 m). 
  Damage: 306 human-sized or 406 giant-sized. 
  Energy Capacity: Effectively unlimited. 
  Rate of Fire: Each shot counts as one melee attack. 
  Bonus: +1 to strike. 
  Cost: $200,000 human-sized, $250,000 giant-sized. 
  6. Wrist Blaster: A larger, heavier unit with greater range and 
  power. Ion beams are used instead of lasers because they re­
  quire less energy per blast, giving it a greater payload. 
  Range: 660 feet (201 m). 
  Damage: 306 human-sized or 606 giant-sized. 
  Energy Capacity: Effectively unlimited. 
  Rate of Fire: Each shot counts as one melee attack. 
  Bonus: +1 to strike. 
  Cost: $300,000 human-sized, $400,000 giant-sized. 
  7. Electrical Discharge: An electrical discharge erupts from the 
  hand. 
  Range: 1 2  feet (3.6 m). 
  Damage: 406. 
  Energy Capacity: Effectively unlimited. 
  Rate of Fire: One per melee. 
  Bonus: + 1 to strike. 
  Cost: $50,000. 
  207 
  8. Spike and Towline: This unit can be built into the robotic 
  hand/arm or installed as a retractable device hidden within a 
  limb. The line has a 1 000 Ib (450 kg) test strength and a 1 20 
  foot (36.6 m) length. A rewind device can recoil the line, but it 
  only has a 500 Ib (225 kg) weight limit. The spike is usually 
  fired from the wrist/forearm. 
  Range: 1 20 feet (36.6 m). 
  Damage: 1 06 as a weapon. 
  Cost: $40,000. 
  Note: A grappling hook can be fitted in place of the spike, but 
  can not be concealed. 
  9. Retractable Blades (Large): These are extremely long blades 
  that are contained in the forearm until extended. The blades 
  extend out of an access portal on the top of the hand. No 
  more than two or three blades can be used per each hand. 
  Damage: 1 06 per blade +P.S. bonus or 204 per blade for giants. 
  Length: One foot (30 cm). 
  Cost: $80,000 per blade. 
  1 0. Chemical Spray: This is a toxic spray that covers a person, 
  causing a chemical based reaction. 
  Range: 1 0  feet (3 m). 
  Bonus: +1 to strike. 
  Damage: Special. 
  Blind: This mace-like spray temporarily blinds its victims for 3-1 2  
  melees (roll 304). Characters wearing protective goggles o r  hel­
  mets with a visor will not be affected. 
  Tear Gas: This gas causes impairment of vision, difficulty in 
  breathing, and skin irritation. Victims are -1 0 to strike, parry, and 
  dodge. Duration: 406 melees. 
  Burning Vapor: This is caused by a mild acid, doing 1 04 dam-
  Quentin Milton (Order #31246997)
  
  age, extreme skin irritation, and is great for shock value. Victims 
  are -6 to strike, parry and dodge. 
  C02 Foam: This concentrate can be sprayed to put out small 
  fires. 
  Note: All of the chemical spray apparatus costs the same: 
  $50,000 plus $20,000 per chemical. No more than two chemical 
  sprays can be hooked through the same unit. One unit per arm 
  or as a retractable rod in the leg. 
  1 1 .  Ion Rod: The ion rod is a tube-like device that is a foot and a 
  half to two feet long (50-60 cm) and fires an energy charge. 
  The rod can be attached to the exterior of a leg or back, or 
  concealed in a hidden compartment inside the limb. When 
  needed, the rod extends out of the concealed compartment. 
  Range: 660 feet (201 m). 
  Damage: 406. 
  Rate of Fire: Standard automatic weapons fire. See modern 
  Weapons Combat. 
  Energy Capacity: 36 charges per energy clip. 
  Bonus: +1 to strike. 
  Cost: $450,000 hidden/$350,000 as a sidearm. An energy clip 
  costs $20,000; requires one melee to reload. $2000 to recharge 
  it. 
  1 2. Laser Rod: Identical to the ion rod in operation, but fires a la-
  ser pulse instead of an ion energy charge. 
  Range: 1 200 feet (366 m). 
  Damage: 306. 
  Rate of Fire: Standard automatic weapons fire. See Modern 
  Weapons Combat. 
  Energy Capacity: 20 charges per energy Clip. 
  Bonus: +1 to strike. 
  Cost: $500,000 hidden/$400,000 as a sidearm. An energy clip 
  costs $25,000; requires one melee to reload; $2000 to recharge 
  it. 
  1 3. Mini-Laser: A miniature laser that can be easily concealed in 
  a secret compartment inside a bionic arm, leg, hip, chest, etc. 
  The mini-laser is only slightly larger and bulkier than a pen 
  flashlight, measuring about six or seven inches long (1 5-18 
  cm) and two inches wide (5 cm). 
  Range: 300 feet (91 .4 m). 
  Damage: 306. 
  Rate of Fire: Each shot counts as one melee attack. 
  Energy Capacity: 1 0  shots. 
  Cost: $250,000 with concealment; energy clips cost $1 0,000 
  each. 
  1 4. Flame Thrower: A small unit with a retractable nozzle and 
  hose, usually housed in the hip or back. The flame thrower 
  can also be built to fire from the hand or mouth. 
  Range: 1 6  feet (4.9 m). 
  Damage: 306, plus a 60% chance of setting combustibles 
  ablaze. 
  Rate of Fire: 5 short bursts per melee, each counts as one me­
  lee attack. 
  Energy Capacity: 40 blasts; recharging the concealed fuel tank 
  takes 1 0  minutes. 
  Cost: $50,000. 
  1 5. Weapon Arms: A robot, not an exoskeleton, can forego the 
  hand on one arm in favor of a larger weapon system that re­
  places the entire forearm. There are three varieties of weapon 
  arms, laser, ion, and gun arms. Each one is basically a pair of 
  powerful weapons of their type. Characters with only one hand 
  are -15% on all skills. Switching the weapon arm for a normal 
  one requires a mechanical or robotic engineer and takes five 
  minutes with proper tools. 
  Range: 1 000 feet (305 m). 
  208 
  Damage: Ion: 506, Laser: 406 (add 1 000 ftl305 m to range), 
  Gun: 506. 
  Rate of Fire: Each shot counts as one melee attack for energy 
  weapons, standard automatic fire for the gun. See Modem 
  Weapons Combat. 
  Ammo Capacity: 40 energy blasts per Energy Clip or 80 rounds 
  for a gun magazine. 
  Cost: $350,000 for energy systems or $50,000 for gun. 
  Giant or Vehicular Style Robot Weapons 
  Note: All of the following weapons can be made concealed 
  and/or retractable, although some of the weapons systems, such 
  as the missile launchers, require special housing and exterior 
  mountings. Cost: Add $1 5,000 per weapon for concealment or 
  retractability . 
  Weapon Limit: Generally only two heavy weapons (which fol­
  low) can be incorporated per 1 2  foot (3.6 m) heightllength of the 
  robot. The energy weapons draw on the robot's power source. 
  The number of human-sized weapons in a giant robot is limited 
  only by your budget. 
  Game Master's Note: You may allow the inclusion of these 
  heavy and energy weapons in the construction of Hardware: Su­
  per Vehicles. 
  1 .  Super Shotgun: This shotgun fires special rounds with 
  shaped projectiles and larger powder charges than normal. 
  Shot doubles the normal spread area (see Shotguns). 
  Cartridge: Special shotgun shells in 50 round clips. 
  Weight: 45 Ibs (20 kg). 
  Effective Range: 300 feet (91 .4 m) for buckshot and 750 feet 
  (229 m) for slugs. 
  Rate of Fire: Single shot or short bursts of 3 rounds. See the 
  Modern Weapon Combat section. 
  Damage: 506 per round for buckshot and 606 per round for 
  slugs. 
  Cost: $7,000. 
  2. 7.62 mm Machinegun: 
  Cartridge: 7.62 mm in 600 round belts. 
  Weight: 20 Ibs (9 kg). 
  Effective Range: 3,000 feet (91 4 m). 
  Rate of Fire: Standard for machineguns. Each full melee burst 
  uses 1 00 rounds. See the Modern Weapon Combat section. 
  Damage: 506 per round. 
  Cost: $1 0,000. 
  3 •
  •
   50 Caliber Machinegun: 
  Cartridge: .50 caliber in 800 round belts. 
  Weight: 70 Ibs (31 .5 kg). 
  Effective Range: 6,000 feet (1 830 m). 
  Rate of Fire: Standard for machineguns. Each full melee burst 
  uses 80 rounds. See the Modern Weapon Combat section. 
  Damage: 1 06x1 0 per round. 
  Cost: $20,000. 
  4. 40 mm Grenade Launcher: 
  Cartridge: 40 mm grenades. 
  Payload: 20. 
  Weight: 1 80 Ibs (81 kg). 
  Effective Range: 3000 feet (91 4  m). 
  Rate of Fire: Two per melee round. 
  Damage: 204x1 0. 
  Cost: $40,000. 
  5. Missile Launcher Pods: There are three kinds of missile pods 
  for robots (mini-missile, short-range missile, and medium­
  range missile pods) and two sizes (small and large). The size 
  is determined by the space it occupies, not by the number of 
  Quentin Milton (Order #31246997)
  
  missiles, which is why the medium-range missile launcher 
  comes in large only. Small missile launcher pods can be built 
  into the chest, shoulder, or legs of a giant robot, and they can 
  be made retractable on a vehicle. Large missile launcher pods 
  can only be mounted over one or two of the shoulders or on 
  the back of a giant robot and in a housing on the top or sides 
  of a vehicle's exterior. 
  Small Missile Launcher Pod: Payload: 8 mini-missiles or 
  2 short-range missiles. S.D.C. of pod is 1 50. Cost of system: 
  $300,000. Cost of Missiles: Mini-missiles: $800 each; Short­
  range missiles: $1 000 each. 
  Large Missile Launcher Pod: Payload: 18 mini-missiles, 6 
  short-range missiles or two medium-range missiles. S.D.C. of 
  pod is 275. Cost of system: $600,000. Cost of Missiles: 
  Mini-missiles: $800 each; Short-range missiles: $1 000 each; 
  Medium-range missiles: $3,000 each. 
  Rate of Fire: One at a time or in volleys of 2, 4 or 8. Note: Once 
  the payload is fired, that's it. Missiles can not be reloaded on the 
  spot, but one set of spares for each launcher can be carried. It 
  requires 1 04 melee rounds to reload a single missile. Large mis­
  sile launcher pods can not be made into assault weapons, but 
  they can be made into gun pods (See below). 
  6. Laser Cannon (heavy-duty): Energy supply is tied to the ro-
  bot's. 
  Range: 3000 feet (91 4 m). 
  Rate of Fire: Semi-automatic; see Modem Weapons Combat. 
  Damage: 506. 
  Energy Capacity: Effectively unlimited. 
  Bonus: +1 to strike. 
  Cost: $1 .6 million. 
  Note: Counts as one heavy weapon system. 
  7. Ion Blaster (heavy-duty): Energy supply is tied to the robot's. 
  Range: 1 200 feet (366 m). 
  Rate of Fire: Semi-automatic; see Modem Weapons Combat. 
  Damage: 1 D4x1 0. 
  Energy Capacity: Effectively unlimited. 
  Cost: $1 .1 million each. 
  Note: Counts as one heavy weapon system. 
  S. Particle Beam Cannon: Energy supply is tied to the robot's. 
  Range: 1 200 feet (366 m). 
  Rate of Fire: Two. 
  Damage: 1 D6x1 0+20. 
  Energy Capacity: Effectively unlimited. 
  Cost: $3.1 million. 
  Note: Counts as two heavy weapon systems. 
  9. Miniature Gatling Styled Gun: This small, six-barrelled ma­
  chinegun can be mounted on the forearm, shoulder, hip, or 
  head. It fires in bursts only and uses armor piercing ammuni­
  tion. 
  Range: 300 feet (91 .4 m). 
  Rate of Fire: Standard Machinegun automatic fire, but can not 
  fire single shots. See Modem Weapons Combat. 
  Damage: 1 04+2. 
  Ammo Capacity: 1 00 round clip (30% ammunition), 500 round 
  internal belt (1 50% ammunition), or 1 000 round drum fed (300% 
  ammunition). 
  Cost: $500,000. Belt feed adds $5,000 and drum feed adds 
  $1 0,000. 
  1 0. Gun Pods: Are effectively giant-sized hand-held guns for use 
  by giant, human-shaped robots, like oversized rifles. They can 
  only be used by robots 1 2  feet (3.6 m) or taller. Unlike the 
  other giant robot weapons, gun pods can not be built into the 
  robot, nor can they be concealed. 
  Weapon Types: Any of the Giant or Vehicular Style Robot 
  209 
  Weapons, numbers 1 -8, previously described. Range and such 
  is unchanged unless stated otherwise. 
  Payload: The weapon can have a power cord to link it to the ro­
  bot to give it an effectively unlimited payload, or utilize special, gi­
  ant-sized energy canisters (50 shots). 
  Cost: 1 0% less than previously listed. 
  Animal Features 
  1 .  Claws: 
  Small Claws: 1 04 damage per set, per hand. Cost: $8,000 per 
  paw. 
  Medium Claws: 1 06 damage per set. Cost: $1 0,000 per paw. 
  Large Claws (tiger): 206 damage per set. Cost: $25,000 per 
  paw. 
  Add $1 0,000 for Retractable Claws. 
  Note: Remember to add P .S. damage to the claw damage. 
  May also be used in humanoid robots. 
  2. Biting Jaws and Fangs: A powerfully built jaw designed for 
  biting and tearing. 
  Small Fangs & Canines: 206 damage. Cost: $9,000. 
  Medium Fangs & Canines: 306 damage. Cost: $1 3,000. 
  Large Fangs & Canines (tiger/wolf): 406 damage. Cost: 
  $1 8,000. 
  Giant-Sized Large Fangs: 606 damage. Cost: $27,000; suit­
  able only for giant robots, 1 2  feet (3.6 m) or larger. 
  Note: Do not add P.S. attribute damage bonus to biting dam­
  age. May also be used in humanoid robots. 
  3. Prehensile Tail: Treat as a modified tentacle. 
  Other Available Features 
  Body Armor 
  Standard Robot S.D.C. (start with): 
  Normal-sized human or animal robots have 225 S.D.C. 
  Giant-sized humanoid or animal robots have 450 S.D.C. 
  Vehicular Robots: 600 S.D.C. 
  Tank types: 800 S.D.C. 
  Note: Players can increase their robot's overall S.D.C. by 
  adding armor. 
  Body Armor Costs: $1 0,000 per every 1 0  S.D.C. points, with 
  the following restrictions. Add 1 0  Ibs (4.5 kg) for every 1 0  S.D.C. 
  Type One: Giant Humanoid: 2000 S.D.C. maximum. 
  Type One: Vehicular: 1 600 S.D.C. maximum. 
  Type Two: Humanoid, human-size: 900 S.D.C. maximum. 
  Type Two: Animal: 800 S.D.C. maximum. 
  Type Two: Vehicular: 1 600 S.D.C. maximum. 
  Type Three: Exoskeleton, human-like: 700 S.D.C. maximum. 
  Type Three: Exoskeleton, giant-size: 1 000 S.D.C. maximum. 
  Type Four: Android Human: 600 S.D.C. maximum. 
  Type Four: Android Animal: 400 S.D.C. maximum. 
  Quentin Milton (Order #31246997)
  
  Armor Rating (A.R.) 
  The Armor Rating for all robots starts at A.R. 6, but can be in­
  creased at a cost of $1 00,000 per one A.R. point. 
  Androids: A.A. 1 5  maximum. 
  Robots (all styles): A.R. 1 7  maximum. 
  Exoskeletons: A.R. 1 5  maximum. 
  Special Pilot Operated Systems 
  1 .  Telemental Helmet: This device is either a head-hugging 
  network of electrodes and impulse receivers or a full, armored 
  helmet (A.A. 1 0, S.D.C. 40) with the network built into it. This 
  system allows the pilot's mental commands to be transferred into 
  electronic commands for the robot. It does not allow him to men­
  tally "control" the robot as an extension of himself, but instead, 
  translates mental pulses into specific commands, which greatly 
  increases the response of the robot over manual control. Bo­
  nuses: +2 to initiative, +2 to parry and +1 to dodge. It also gives 
  a +1 bonus to strike, but only for ranged/modem weapons. Cost: 
  $900,000. Bonuses not cumulative with those of voice actuated 
  controls. 
  2. Voice Actuated Controls: Like the tel em ental helmet, this 
  system is designed to increase the response time and perform­
  ance of a robot. Specific codes are assigned to certain routines, 
  systems, or commands within the robot. In an exoskeleton, this 
  system is used primarily to control weapon systems. Bonuses: 
  +1 to initiative, +1 to parry, and +1 to strike with ranged/modem 
  weapons. Cost: $350,000. Bonuses not cumulative with those of 
  the telemental helmet. 
  3. Reinforced Pilot's Compartment: $1 00,000 per every 50 
  S.D.C. (A.R. 1 9). Maximum limit is 500 S.D.C. Only vehicular and 
  giant-sized robots can have pilot's compartments. The Pilot's 
  Compartment uses the robot A.R. rules. 
  4. Escape Capsule: The pilot's compartment (or some other 
  section) is actually a smaller robot or vehicle within a larger one. 
  If necessary, the small robot can detach and operate inde­
  pendently. Player's Note: Unless you have a huge budget, it is 
  wise to build the larger unit as a major means of movement and 
  weapons, while the smaller escape capsule contains the artificial 
  intelligence (if any) and sensors. Remember, the escape capsule 
  will need its own power and means of locomotion. 
  The escape capsule cost includes a modular connection sys­
  tem between the capsule and main robot and basic frame (any 
  style). Cost: $500,000. 
  5. Pressurized Cabin: A crew compartment that is airtight 
  and comes with an onboard air circulation supply, and air system. 
  Suitable in space, underwater and against gas attacks. Cost: 
  $200,000. 
  6. Life Support Unit: Independent oxygen supply and back­
  up air circulatory system and air purification. Oxygen supply is for 
  four hours. Cost: $1 00,000. 
  7. Radiation Shielding: Completely stops harmful radiation of 
  all kinds and levels. Cost: $50,000. 
  8. Underwater Capabilities: This requires the sealing and 
  waterproofing of internal mechanisms, joints and access panels. 
  The entire physical structure is conditioned for water pressure 
  and stress, as well as small ballast devices and maneuver jets in­
  stalled. (The pressurized cabin is an additional requirement and 
  expense). If 75% of the robot's S.D.C. is depleted, the integrity of 
  the cabin's seals is compromised, and it will leak. Maximum 
  Depth: 2600 feet (792 m). Speed Underwater: 8 knots (8.8 
  mph/1 4 km). Cost: $300,000. 
  9. Flotation Device: This is a special mechanism that pre­
  vents the robot from sinking. Set to activate automatically when­
  ever the robot is submerged. Cost: $1 50,000. 
  10. Refrigerator: A small refrigerator unit. Cost: $1 000. 
  210 
  1 1 .  Electric Grill: Cost: $1 000. 
  12. Microwave Oven: Cost: $1 000. 
  13. Provisions Storage: 1 0  gallons of water (37.9 liters) and 
  airtight compartment with four weeks of freeze-dried and pow­
  dered food rations. Cost: $2000. 
  14. C.D. Stereo System: Cost: $1 200. 
  Miscellaneous 
  Locking Joints: This means that the joints lock into place and 
  can not be moved or bent until unlocked (equal to a P.S. 40). 
  Cost: $20,000 each. 
  360 Degree Rotating Body Segment: Head, shoulders, 
  hands at wrist, and upper torso at waist, can rotate in a 360 de­
  gree circle. Cost: $40,000. 
  Self-Destruct System: Will blow up the robot, inflicting 
  3D6x1 00 damage to a 40 foot (1 2.2 m) area. Cost: $80,000. 
  Remote Probe: An optics video probe that is concealed in­
  side the robot and launched when needed. It operates by remote 
  control, following radio directions from the robot. The basic unit 
  includes a video camera with telescopic lens (200 ftl61 m range) 
  that transmits everything it sees and hears. Range of transmis­
  sions is 1 600 feet (488 m). Moves via wheels or treads on a 
  "quief motor. S.D.C. 1 0, Size: About 1 6  inches long (40 cm) and 
  1 2  inches (30 cm) tall. Basic System Cost: $1 0,000. 
  Note: Players can convert this unit into a mini-remote or even 
  intelligent robot; add small utility arms, legs, hoverjets, etc. In-
  creases size by 8 inches (20 cm). Costs as per usual robot con­
  struction. 
  Secret Compartments: Small secret compartments can be 
  built into the robot to hold tools, supplies, weapons and secrets. 
  The number of compartments depends on the size and type of 
  robot and size of the compartment. The most likely locations on a 
  humanoid form is in the thigh, chest and back (or inside, if a pilot 
  is required). Cost: $8000 each. 
  Touch Sensing System: Closely simulates the human sense 
  of touch. Cost: $1 ,000,000. 
  Artificial Blood System: A quarter inch (6 mm) thick circula­
  tory system continuously flows with an artificial blood-like fluid. 
  The pumping is done with a device that sounds like a real heart, 
  designed to speed up and slow down according to other body 
  movements. If the unit is cut, the artificial blood will flow realisti­
  cally, clot quickly and give the appearance of a real flesh-and­
  blood injury. Cost: $500,000. 
  Cosmetic Enhancements: A variety of techniques and mate­
  rials used to create an accurate simulation of a living creature. 
  Usually reserved for androids (type four robot). 
  Realistic Skin Overlay: Looks and feels like the real thing. 
  Complete with fake musculature. Cost: $250,000 for a six foot 
  (1 .8 m) humanoid. 
  Real Head Hair Implanted: Looks completely natural. Cost: 
  $5000. 
  Real Body Hair: Full humanoid hair. Cost: $40,000. 
  Real Fur: Cost: $1 0,000 to $40,000 depending on the size of 
  the animal. 
  Realistic Eyes: Look and act like real eyes, complete with con­
  traction of pupils and blinking of eyelids. Cost: $50,000. 
  Sculpted Facial Features: A unique, individual face and teeth 
  designed by skilled artists, complete with simulated muscle 
  movement to complement full facial expressions. Frowns, smiles, 
  looks angry, etc. Physical beauty rating of 3 to 20 available. 
  Cost: $1 50,000. 
  Minor Body Characteristics: Nails, fangs, beard stubble, 
  moles, pimples, scars, etc. Cost: Approximately $2000 each. 
  Quentin Milton (Order #31246997)
  
  I 
  III. 
  Not all comic book characters are endowed with cosmic pow­
  ers or mutant abilities. Some are normal men and women whose 
  skills and expertise place them above the norm. The Special 
  Training character is one such example (see Physical Training 
  and Hardware for two others). These are characters who are truly 
  exceptional in their field - savants and individuals with extraordi­
  nary natural talent. Like most savants, they tend to excel in one 
  particular area. An aptitude that comes almost as effortless and 
  natural as breathing. More than this, some have taken that exper­
  tise and have decided to use it outside its usual area. They have 
  molded their skills to fit the bizarre life style of the superbeing, 
  whether crime-fighter or criminal. 
  As superhumans, these Special Training characters must use 
  their skills and ingenuity to triumph over an opponent. To do so, 
  their special "gifts" may not be enough, so most will collect an ar­
  senal of special equipment, concealed weapons and gimmiCks to 
  help them keep their edge. Still, their real strength lies with their 
  knowledge, Special Training and ingenuity. Although not en­
  dowed with cosmic powers or strange mutant abilities, these 
  characters can be as deadly and dangerous as any superbeing 
  one might encounter. 
  The five areas of Special Training 
  Players need to pick one or roll on the following random table. 
  If the player is not happy with or comfortable with one of the Spe­
  cial Training categories, making a random roll is pointless, and 
  he or she should simply pick the most appealing one. 
  01-20 Ancient Master 
  21-40 Hunter/ManhunterNigiiante 
  41-60 Secret Operative/Spy 
  61-80 Stage Magician/Master of Illusion 
  81-00 Super Sleuth/Detective 
  The Ancient Master 
  The Ancient Master is a truly different character, and as such, 
  may be a little awkward for the inexperienced player. This is an 
  adult, often an old man, who has devoted his entire youth to 
  training in the martial arts and physical perfection. The last sev­
  eral decades have been spent in a Tibetan Monastery or similarly 
  remote retreat, mastering the combat arts to the exclusion of all 
  else. During this time, he or she has taught many others and has 
  led a happy and fulfilled life. However, it is time to see the world. 
  Thus, the character has ventured beyond the austere walls that 
  have been his home these many years to explore the modem 
  world. A world that seems to be as deadly and chaotic as the sto­
  ries he has heard. 
  As a disciple of discipline and order, the Ancient Master has 
  decided that his place is here "in the eye of the storm," to bring 
  peace and harmony to the chaos ravaged, modern world. As a 
  champion of order and light, one could hardly expect anything 
  else. The modern world is his new home, and despite its strange 
  customs, rituals and technology, the Ancient Master feels 
  strangely at peace. Yes, he muses, "My place is here. This is my 
  destiny." And so it is. 
  I. I 
  -... 
  .... 
  == 
  -
  21 1 
  I 
  • 
  Step One: The Attributes 
  & Other Character Features 
  Determine the character's eight attributes as usual. If even af­
  ter physical skill selections, the character's physical attributes are 
  low, raise them to the following levels: P.S. 1 9, P.P. 1 9, P.E. 20. 
  Speed can remain where it is. If adjusted as noted above, do not 
  add a bonus die to these exceptional attributes, they are final. 
  Add 2D4 to the M.A. attribute because the character is trust­
  worthy and radiates confidence, compassion and strength of 
  character. On the other hand, he can be quite intimidating when 
  angry or during a fight, or if of an evil alignment. A low La. is 
  okay; wisdom and intelligence are often strangers. 
  Quentin Milton (Order #31246997)
  
  Actual Age: Roll percentile dice on the table below. Regard­
  less of physical appearance, the Ancient Master is as healthy 
  and physically fit as an athlete half his age, and tends to look 1 5-
  20 years younger than he really is. 
  01 -15 32 years of age. 
  1 6-30 41 years of age. 
  31 -45 50 years of age. 
  46-60 60 years of age. 
  61 -75 70 years of age. 
  76-85 80 years of age. 
  86-00 90 years of age. 
  Time in the modern world: Roll percentile on the table below 
  to determine how long the Ancient Master has been in the mod­
  em world. 
  01 -20 Two years. 
  21 -40 One year. 
  41 -60 Six months. 
  61 -80 Three months. 
  81 -00 1 04 weeks; just off the boat. 
  Player Note: Remember that this character is not familiar with 
  the customs or technology of the modern world, so in many re­
  gards he should be played with a certain amount of naivete, inno­
  cence and curiosity. This should not be interpreted as stupid. He 
  or she understands human nature, and while he/she may show 
  one the benefit of the doubt, the character is not likely to be 
  fooled by treachery, caught completely off-guard, walk into a trap 
  unawares, or do stupid things - although he or she may like to 
  "play· the fool or weak, senile old person. 
  Level of Experience: 1 06+3 - unlike most other characters 
  who should start at first level experience, the Ancient Master is 
  already experienced, at least in the ways of philosophy and fight­
  ing arts, see Skill & Education, below. 
  Hit Points: Hit points times the number of levels of experi­
  ence (1 06 per level), +606 additional points acquired through 
  body hardening exercises and spiritual enlightenment. 
  S.D.C.: 3D6x1 0 +606 and P.E. attribute number, plus those 
  from physical skills. 
  Step Two: Skills & Education 
  Do not roll for education and skills as usual. This character 
  has had a life of special training. Education is almost exclusively 
  combat oriented. The only non-combat skills that have been mas­
  tered are included below. All these skills are at the same level as 
  the character. Any new and Secondary skills start at level one. 
  Basic Mathematics (98%) 
  Speak, read and write in the character's native language 
  (98%) 
  Speak and is literate in one additional language (+20%; Note: 
  Be easy on yourself and make one of the languages that of the 
  country the campaign will be set in; most likely, English). 
  Biology (+20%) 
  Art (+1 5%; drawing, painting or sculpting; pick two) 
  First Aid (+1 5%) 
  Boxing 
  Wrestling 
  Climbing (+20%) 
  Plus two Physical and two Domestic skills of choice (+1 0%). 
  Weapon Proficiencies are listed under Master of the Combat 
  Arts elsewhere in this section. The character is otherwise inexpe­
  rienced in most other skill areas. Note: Adjust these skills to fit 
  with the character's level of experience. 
  Since entering the modem world, the Ancient Master has 
  picked up several new Secondary Skills. These skills all start at 
  212 
  level one and have absolutely no skill bonuses. Select 1 04+4 
  Secondary Skills, excluding Electrical, Espionage, Mechanical, 
  Military, and Physical Skills. 
  Special: Master of the Combat Arts 
  The character's decades of constant study and training in the 
  martial arts provides the following skills, bonuses and special 
  abilities. These things are not available to Westernized Martial 
  Arts, but only to this special class of rare masters. 
  Hand to Hand: Martial Arts Master 
  Attacks Per Melee: Eight (includes the two melee attacks 
  automatic to all heroes and one additional attack from boxing) + 1 
  at level 8, 1 0, 1 2, and 1 5. Rather than list combat by level, the 
  abilities and combined bonuses are presented for quick, easy ref­
  erence and play. Note: As a dedicated master, the character has 
  bonuses and abilities not normally available to the more generic 
  Hand to Hand: Martial Arts available to most ordinary characters. 
  Combat Techniques: 
  • 
  Automatic Body Flip 
  • 
  Automatic Dodge 
  • 
  Critical Strike (double damage) from behind or surprise. 
  • 
  Death Blow on a natural 1 7-20 (unmodified) die roll. 
  • 
  Disarm 
  • 
  Entangle 
  Quentin Milton (Order #31246997)
  
  • 
  Judo-style body throw; does 204 damage plus victim loses 
  initiative and two melee attacks. 
  • 
  KnockouVStun on a natural (unmodified) die roll of 1 8, 1 9  or 
  20. 
  • 
  All holds. 
  • 
  All kicks. 
  • 
  Karate style punch; does 204 damage +P.S. bonus. 
  • 
  Karate-style kick; does 206 damage +P.S. bonus. 
  • 
  Paired Weapons 
  • 
  Can leap 1 2  feet (3.6 m) high and 20 feet (6 m) across with a 
  trotting start, increase by 30% with a running start (decrease 
  by 20% if made from a standing position). 
  Master Bonuses: 
  Note: Does not include bonuses from P.S. or P.P. attributes. 
  +6 on initiative; +1 at levels 7, 9, 1 1 ,  and 1 2. 
  +4 to strike; +1 at levels 7, 9, 1 1 ,  and 1 2. 
  +4 to parry; +1 at levels 7, 9, 1 1 ,  and 1 2. 
  +5 to dodge; +1 at levels 8, 1 2, and 1 4. 
  +4 to Automatic Dodge; +1 at levels 8, 1 2, and 1 4. 
  +4 to Automatic Body Flip; +1 at levels 8, 1 2, and 1 4. 
  +3 to disarm; +1 at levels 6, 8, 1 0, 1 2  and 1 4. 
  +6 to pull punch; +1 at levels 6, 8, 1 0, 1 2  and 1 4. 
  +5 to roll with punch, fall or impact; + 1 at levels 8 and 1 3. +1 0 to 
  damage (in addition to P.S. attribute bonus). 
  +1 0% to save vs coma/death; +5% at levels 7, 1 0, 1 3  and 1 5. 
  +6 to save vs Horror Factor; +1 at levels 8, 1 2, and 1 4. 
  +6 to save vs possession; +1 to save at levels 9 and 1 5. 
  +2 to save vs mind control of any kind. 
  Extraordinary Strength: The character's normal P .S. is 
  equal to that of the Minor super ability of Extraordinary Strength. 
  Ancient Weapon Proficiencies 
  W.P. Blunt 
  W.P. Chain 
  W.P. Sword 
  W.P. Staff 
  W.P. of choice (1 ) 
  Step Three: 
  Special Abilities of the Master 
  1 .  Feign Death 
  - 74% +2% per level of experience. A 
  form of bio-feedback and meditation that enables the character to 
  fall into a death-like trance. The metabolic rate is slowed to the 
  point that the Ancient Master's body temperature drops, the pulse 
  is undetectable and breathing seems to have stopped com­
  pletely. Without hospital facilities, even a Medical Doctor or Para­
  medic is likely to believe the character is dead. Requires six 
  melee rounds (90 seconds) of meditative preparation, and can be 
  maintained for one day per level of experience without harming 
  the Ancient Master (no dehydration, starvation, muscle atrophy, 
  etc.). 
  In this state of suspended animation, drugs, toxins, and 
  chemical damage and effects are immediately stopped, but will 
  take effect the instant the death trance is ended, unless the 
  trance is used to cleanse the spirit (see number 2). 24 hours of 
  cleansing meditation will purge the body of all impurities, making 
  it safe for the character to awaken. 
  2. The Cleansing Spirit - 70% +2% per level of experi­
  ence. The character can mentally will his body to destroy dis­
  ease, drugs or pOisons, as well as to heal itself of physical 
  damage. This is another spectacular example of bio-feed­
  backlmind-over-matter. The character is so attuned to his body 
  that he can actually boost his recuperative power a hundredfold. 
  21 3 
  To purge his body of poisons or to heal, the character must 
  slip into a deep, uninterrupted trance for 24 hours. While in the 
  trance, the character can not engage in conversation, combat or 
  anything else. Although this will leave him vulnerable to attack (it 
  takes one full melee round to snap out of the trance), he will ap­
  pear to be dead. After the Cleansing Spirit has purged the body 
  of lingering infections, poisons, etc., it can be used to heal physi­
  cal damage (if uncontaminated by impurities, the character can 
  go right into healing - consequently, the Master will usually 
  cleanse himself once a week). Bodily injury is healed at the 
  astonishing rate of 20 Hit Points or S.D.C. per 24 hours of medi­
  tation. Cuts heal with only slight scarring and infection from 
  wounds that aren't completely healed is impossible. 
  A failed skill roll means the character cannot concentrate 
  enough to meditate properly and the healing trance state is not 
  possible. Can try again every five minutes, but each anxiety filled 
  attempt is done with the cumulative penalty of -5%. 
  3. Positive Energy. The bio-feedback ability to momentarily 
  instill the character with a superhuman, physical toughness. To 
  maintain this state of positive energy, the character must continu­
  ally exert his will. Reduce attacks per melee by half. 
  Bonuses: 
  P.S. becomes supernatural! 
  Energy attacks, including fire, electricity, lasers and even parti­
  cle beams, do half damage! 
  Gases, poisons, drugs and chemicals do half damage and are 
  half as effective (half duration). 
  +5 to save vs magic (magic weapons do half damage). 
  +3 to save vs psionics. 
  4. Channel and Unleash Physical Energy. The Master can 
  summon and direct his "Chi" to unleash a blast of heat and force 
  that does 306 damage +2 points of damage per level of experi­
  ence. Counts as four melee attacks and range is five feet (1 .5 m) 
  per level of experience. 
  5. Extraordinary Powers: These are a result of Oriental Mys­
  ticism, command of one's Chi (inner strength/spirit), and decades 
  of training. Pick any one: 
  Extraordinary Mental Affinity 
  Extraordinary Mental Endurance 
  Extraordinary Physical Endurance 
  Energy Resistance 
  Healing Factor 
  Heightened Sense of Hearing 
  Heightened Sense of Smell 
  Heightened Sense of Touch 
  Impervious to Fire & Heat 
  Supervision: Advanced Sight 
  Step Four: Equipment 
  Most Ancient Masters will have a small arsenal of ancient 
  weapons, although not necessarily Oriental ones. Of course, the 
  character will not be carrying a dozen weapons on his person 
  (unless small, like shurikens and daggers), but he will have them 
  available to him if he wants or needs them. Every mission or in­
  vestigation may require a different set of weapons, or perhaps no 
  weapons at all. Never uses modern weapons, except as a club or 
  something to throw. 
  Weapon Strike Bonus: 1 04+1 for each W.P. 
  Other Personal items are at a minimum. No car (but may 
  have a bicycle), a modestly furnished (small, even tiny) apart­
  ment, simple clothes, etc. Many keep the majority of their pos­
  sessions in a backpack. 
  Personal Financial Resources: After getting into the country, 
  2D6x1 00 dollars. May offer services as a teacher of martial arts, 
  Quentin Milton (Order #31246997)
  
  art, or philosophy, or as a language interpreter, or as a para­
  medic, but will consider any honest work from sweeping floors to 
  operating a machine (if ifs simple enough). Rarely seeks em­
  ployment (or payment) for his fighting skills - he is not a merce­
  nary, bully or a pOlice officer - his use of his abilities will be in 
  self-defense or to protectldefendlhelp others. The wise master 
  will always try to avoid unnecessary violence and will try to work 
  things out before resorting to fighting. That having been said, the 
  character does not hesitate in using force and intimidation to 
  combat evil. 
  Step Five: Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of a good alignment. 
  Structural Damage Capacity (S.D.C.): As noted previously. 
  P.P.E. Base: 606+1 06 per level of experience. 
  The Ninjas & Superspies™ Option I Instead of creating an 
  Ancient Master as noted above, if the Game Master allows it, the 
  player can select a "Dedicated Martial Artisr from the pages of 
  the Ninjas & Superspies™ RPG. If this is the case, the Martial 
  Arts Master can be created using any of the 40 Martial Arts de­
  scribed in Ninjas & Supersp/es™, complete with the Mystical 
  Oriental Martial Arts Powers - instead of those described in this 
  section previously. This means the character does not have any 
  of the bonuses, fighting techniques or Special powers noted in 
  this book, but substitutes them with the ones in Ninjas & Super­
  spies™. Furthermore, the character can be younger and less ex­
  perienced; reduce age and experience by half. 
  The Game Master must approve all substitutions and can 
  modify the N&S character any way he/she deems appropriate; 
  some modification may be necessary to keep game balance. If 
  N&S Martial Arts, powers and elements are included in one's He­
  roes Unlimited™ campaign, players and Game Master alike 
  may want to take a peak at Mystic China™ as well. And while 
  we're plugging away, Palladium's Compendium of Weapons, 
  Armor and Castles, for ancient weapons, and The Compen­
  dium of Contemporary Weapons, are two wonderful source­
  books filled with illustrations and stats on literally hundreds of 
  weapons and combat related items (over 1 000 between the two). 
  H unterNigi iante 
  This character is likely to have started his career as a profes­
  sional hunter, wilderness scout or the military. The Hunter has a 
  natural affinity for stalking prey and loves the thrill of the hunt -
  a thrill like nothing else. The character doesn't necessarily have 
  to "kill" his prey to get satisfaction from a hunt. Some engage in 
  photo-shoots or simply enjoy the challenge of following, finding 
  and knowing they could have struck if they wanted to. Even 
  young characters in this category are likely to have travelled 
  around the world in search of game and challenges in the wilder­
  ness. However, the world is shrinking. There are fewer wilder­
  nesses and too few challenges. For one reason or another, the 
  character has turned his attentions to pursuing the deadliest of 
  game, hunting man. 
  The Hunter must learn the lay of the "urban jungle" and the 
  signs that wam of danger, traps and dangerous conditions. He is 
  an invader who must know how to traverse the man-made jungle 
  without bringing attention to himself. He must walk among the 
  predators and the jackals without alarming them (ideally, without 
  their notice). To use the lay of the land to his advantage and to 
  blend into the monsters' jungle, unnoticed, until he is ready to 
  strike. The manhunter uses disguise, camouflage, blinds, traps 
  and tactics like cutting his target from the herd, or striking at the 
  21 4 
  leader of the pack first. His gear includes garments and equip­
  ment that hide and protect, as well as help in tracking, surveilling, 
  capturing and/or killing his cunning and dangerous prey. He is a 
  newcomer, an intruder in hostile territory. A predator who hunts 
  other hunters. A manhunter, whose prey includes humans and 
  nonhumans alike. Superpowered opponents only make the hunt 
  all the more challenging. 
  The Hunter who sees himself as a hero, targets scavengers, 
  man-killers, and weasels who prey upon the innocent and weak, 
  especially those who hurt, maim and kill for pleasure. There are 
  many species of these foul beasts: the pusher, pimp, thief, mur­
  derer, crime boss, enforcer, terrorist, madman, supervillain and 
  dozens of others. All predators or jackals who stalk the streets 
  with the same ferocity as the tiger in the jungle, only these "men" 
  are even more murderous, vindictive and unpredictable. 
  There are different breeds of Hunters as well. Mercenaries 
  and bounty hunters who do the hunting and killing for others in 
  exchange for pay; the enforcers and hit-men who use their 
  Quentin Milton (Order #31246997)
  
  strength and taste for blood to enforce the will of a boss they con­
  sider their master; vigilantes out for vengeance, and others. Each 
  has his own methods, ethics, goals and reasons for doing what 
  he does. For some, it's personal, for others, money, for still oth­
  ers, the thrill. 
  Step One: The Usual 
  Attributes: Determine the eight attributes as usual. However, 
  write the physical attributes down in pencil, because they will be 
  adjusted with bonuses from almost every physical skill selected. 
  In addition, some attributes have been increased by his lifestyle. 
  Attribute Bonuses for the HunterNigiiante: 
  +1 04 to P.E. 
  + 1 06+2 to Speed. 
  21 5 
  Hit Points: P .E. attribute number +1 D6 per level of experi­
  ence. The character also gets a one-time bonus of +2D6 to H.P. 
  S.D.C.: Determine the character's S.D.C. last, because it will 
  be altered by skill bonuses. The character also gets a one-time 
  bonus of 1 D4x1 0+25 S.D.C. 
  Be certain to keep careful record of all your attributes, S.D.C. 
  and bonuses. Remember, All bonuses are cumulative. Careful 
  selection of physical skills will enable the player to design a char­
  acter to his/her exact specifications. 
  Step Two: Education & Skills 
  Education is fairly diverse and specialized, but the main em­
  phasis of expertise revolves around hunting, tracking, wilderness 
  survival and weapons. DO NOT roll to determine educational 
  level and skill programs. Only the following skill areas are avail­
  able to the Hunter. 
  Common & General Skills 
  Pilot Automobile (+1 0%) 
  Pilot: Boat of choice (+1 0%) 
  Pilot: one of choice (+ 1 0%; any) 
  Mathematics: Basic (+1 0%) 
  Speak Native Language (+25%) 
  Read and Write Native Language (+20%). 
  Speaks two other languages of choice (+1 5%) 
  And 2D4+3 Secondary skills. 
  Wilderness & Hunting Programs 
  Camouflage (+20%) 
  Detect Ambush (+20%) 
  Detect Concealment (+1 0%) 
  Fishing (+1 5%) 
  Land Navigation (+20% skill bonus). 
  Wilderness Survival (+30%) 
  And four Wilderness skills of choice (+20% each). 
  Weapon Proficiency Program 
  W.P. Knife 
  W.P. Automatic Pistol 
  W.P. Bolt-Action Rifle 
  W.P. Automatic & Semi-Automatic Rifles 
  Manhunter Program 
  * Hand to Hand: Expert 
  Tracking (+20% skill bonus). 
  Disguise (+1 0%) or One Rogue (+1 0%) skill of choice. 
  Find Contraband (+20%) 
  Intelligence (+20%) 
  Streetwise (+22%) 
  Two Rogue or Espionage skills of choice, 
  and two from Communications. 
  * Hand to Hand: Expert can be change to Martial Arts (Assas­
  sin if evil) for the cost of one Manhunter skill or skill choice. 
  Special Skills 
  1 .  Disguise Scent: 70% +2% per level of experience. This 
  is the ability to disguise one's own scent by making it smell like 
  something else. For example: A deer hunter might try to make 
  himself smell like another deer. The hunter can also try to reduce 
  his scent to be indistinguishable, but this is extremely difficult and 
  has a penalty of -40% (one technique is to be high up, that the 
  wind will sweep the scent up and away, out of the animal's scent 
  range). A failed roll means the scent is not concealed nor dis­
  guised. 
  2. Trap/Snare Animals: 70% +2% per level of experience. 
  The character has an extensive knowledge of animal traps and 
  Quentin Milton (Order #31246997)
  
  snares. This includes pit traps, snares, trip wires, net traps, steel 
  traps, drop-fall traps, and other techniques that will both capture 
  his prey unharmed or kill it. 
  Penalty of -1 0% for large prey (including humans). 
  Penalty of -20% for birds. 
  3. Modify Weapon Cartridges: 70%+2% per level of experi­
  ence. This is simply the ability to modify weapon ammunition, 
  such as creating dum dums, hollow points, full metal jacketed, 
  and other special cartridges. A failed roll is a dud. Note that 
  demolitions is required to make exploding (plastique) bullets. 
  4. Quick-Draw Initiative: Handguns or Rifles (special): This 
  is really a special P.P. bonus similar to the Hardware Weapons 
  Expert: +1 to initiative for every three P.P. points above 1 6  (maxi­
  mum P.P. 30; for a bonus of +4). Unlike the Weapons Expert, the 
  Hunter must pick either handguns or rifles, not both, and he's not 
  as skilled with them. 
  5. W.P. Sharpshooter: Again, this is fundamentally the same 
  skill as the Hardware Weapons Expert, except the Hunter can 
  only pick one of the following: Revolvers, Pistols or Semi-Auto­
  matic Rifles. See the Weapons Expert in the Hardware section 
  for details about this ability. 
  Step Three: Years of Experience 
  Hunting may have begun as a child. 
  01 -1 7 6 years 
  1 8-35 8 years 
  36-52 1 0 years 
  53-69 1 2  years 
  70-86 1 4  years 
  87-00 1 8  years 
  Step Four: Equipment 
  The type and amount of equipment is limited by the charac­
  ter's budget. Roll on the following table to determine the amount 
  of money available. Then flip to the equipment section to make 
  purchases. At least 30% must be spent on weapons, ammunition 
  and manhunting equipment; 20% must be spent on camping, 
  hunting and wilderness type equipment. The rest can be spent on 
  other items. As much as 30% of the money can be saved for later 
  purchases. 
  Roll Percentile Dice 
  01-1 5 $1 0,000 
  1 6-29 $1 5,000 
  30-45 $20,000 
  46-60 $25,000 
  61 -75 $30,000 
  76-89 $35,000 
  90-00 $40,000 
  Note: Presumably, the character already has a nice furnished 
  apartment or flat, a reasonable number of personal possessions 
  and creature comforts. He owns a Jeep or other 4-wheel drive 
  vehicle that is 1 D4 years old, and in excellent condition, plus a 
  den or workshop for storing equipment and working on his weap­
  ons, ammunition, etc. (has spent 1 D4x$1 0,000 equipping it; this 
  could be a secret compartment/room). 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: No additional skills are available; see the skill 
  info at the beginning of the character description. 
  Hand to Hand Combat: Physical combat training must be 
  learned as one of the character's skill selections. 
  216 
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Hunter automatically get two attacks per melee. 
  Additional attacks must be developed through hand to hand com­
  bat and boxing skills. 
  Weapons and Armor: Anything goes with this wild guy, but 
  he won't waste time reinventing the wheel, so he usually has 
  conventional weaponry, body armor and equipment available. 
  Structural Damage Capacity (S.D.C.): As noted previously. 
  Reputation: As a vigilante, the police look at the character as 
  potentially dangerous, (although well intentioned), criminal. He is 
  likely to have 1 D4x1 0% of the police force on his side as sympa­
  thizers who will look the other way and who make no genuine ef­
  fort to apprehend or stop him. 
  Finances: Add 1 D6x$1 0,000 dollars to the Vigilante's per­
  sonal savings and funds to support his battle against evil. 
  Other Options: The Game Master may allow players to ac­
  quire any of gizmos presented in Ninjas & Superspies™, includ­
  ing 1 D4 cybernetic implants. 
  The Secret Operative 
  This is the category of superspy or special operative. The 
  character can be an independent ''freelancer'' who hires out his 
  services to individuals, corporations, governments and organiza­
  tions, and/or functions as a bounty hunter or vigilante (perhaps 
  the latter is a secret, part-time operation), but more often than 
  not, the character is an agent working for a special team or a se­
  cret organization. The organization can be part of the govern­
  ment, a foreign government, secret society or low profile arm of a 
  multimillion dollar corporation. As for the player character, he or 
  she may be actively involved with the organization or no longer 
  affiliated with it. 
  The character is trained in combat, conventional modern and 
  energy weapons, espionage and covert operations. He or she 
  may be dedicated to peace, freedom and justice, or simply moti­
  vated by financial gain. Villains in this Power Category may be 
  motivated by revenge, power, glory, cash or anarchy. 
  Step One: The Usual 
  The Attributes: Determine the eight attributes as usual. How­
  ever, write the physical attributes down in pencil, because they 
  will be adjusted with bonuses from almost every physical skill se­
  lected. In addition, some attributes have been increased by his 
  lifestyle. Attribute Bonuses for the Secret Operative: 
  +1 06 to P.S. 
  +1 04 to P.P. 
  +1 06 to P.E. 
  +1 06 to M.A. 
  Don't worry if your operative does not have incredibly high at­
  tributes (that's great), there is more to the character than natural 
  abilities. Training and gadgets combined with cunning and re­
  sourcefulness, can turn a wimp into a dynamo. Also, note that 
  these bonus dice do not count toward additional bonus dice for 
  extraordinary ability scores. 
  Hit Points: P .E. attribute number +1 D6 per level of experi­
  ence. The character also gets a one-time bonus of +2D6 to H.P. 
  S.D.C.: Determine the character's S.D.C. last, because it will 
  be altered by skill bonuses. The character also gets a one-time 
  bonus of 1 06x1 0+40 S.D.C. 
  Be certain to keep careful record of all your attributes, S.D.C. 
  and bonuses. Remember, All bonuses are cumulative. Careful 
  selection of physical skills will enable the player to design a char­
  acter to his/her exact specifications. 
  Quentin Milton (Order #31246997)
  
  Step Two: Education & Skills 
  The secret operative falls into the educational category of spe­
  cial training, with an emphasis on spy stuff. The following skill se­
  lections reflect that rather narrow training. The number in the 
  parentheses is the skill bonus. 
  DO NOT roll to determine educational level and skill pro­
  grams. Only the following skill areas are available to the Opera­
  tive. 
  Common & General Skills 
  Pilot Automobile (+1 0%) 
  Pilot: two of choice (+1 0%; any) 
  Mathematics: Basic (+1 5%) 
  Speak Native Language (+25%) 
  Read and Write Native Language (+20%). 
  Speaks two other languages of choice (+20%) 
  And 1 06+6 Secondary skills. 
  Military Program (special) 
  Boxing (substituted for Hand to Hand: Basic) 
  Running 
  Climbing (+20%) 
  Military Etiquette (+1 0%) 
  Radio: Basic (+25%) 
  W.P. Pistol 
  W.P. Semi- and Automatic Rifles 
  W.P. Energy Pistols (special) 
  W.P. Rifles (special) 
  Two Military or W.P. skills of choice (+1 0%) 
  217 
  Espionage Program (Basic) 
  Hand to Hand: Martial Arts 
  Intelligence (+20%) 
  Wilderness Survival (+1 5%) 
  Three Espionage or communication skills of choice (+1 5%). 
  Rogue Skill Program 
  Find Contraband (+20%) 
  Pick Pockets (+20%) 
  Seduction (+20%) 
  Streetwise (+ 1 4%) 
  Two Rogue or Physical skills of choice (+1 0%) 
  Step Three: 
  Determining Special Equipment 
  The character is automatically equipped with a certain number 
  of weapons, gimmicks and equipment. Weapons can be selected 
  multiple times, but each selection counts toward the eight total. 
  1 .  Souped-Up Car: The player can select any type/modeV 
  style of vehicle, then select eight special features from the follow­
  ing: 
  • 
  Lightly armored, A.R. 1 2, add 200 S.D.C. 
  • 
  Bulletproof windshields, A.R. 1 6, S.D.C. 200 each (front and 
  back, 2 sides). 
  • 
  Souped-up turbo engine: 280 mph (448 km) maximum speed. 
  • 
  Mini-Radar: 5 mile (8 km) range. 
  • 
  Oxygen mask and air supply; one hour. 
  • 
  Retractable, rear seat dividing wall. A bulletproof, transparent 
  wall slides in place to separate passengers from the driver. 
  A.A. 1 6, S.D.C. 1 50. Pilot controlled locks. 
  • 
  Knockout gas (fills the car). 
  • 
  Concealed, front mounted 5.56 mm machinegun with 400 
  rounds of ammunition. 
  • 
  Concealed, rear mounted 5.56 mm machinegun with 400 
  rounds of ammunition. 
  • 
  Concealed, front mounter laser. Damage: 506, Range: 3000 
  feet (91 4 m), 30 shots per hour; regenerates. 
  • 
  Concealed, rear mounted laser. 
  • 
  Ejection seat. 
  • 
  Mini-Missile Launcher (front or rear mounted). Fires four mis­
  siles, one at a time or in volleys of 2, 3 or 4. Damage: 1 D4x1 0 
  each, Range: One mile (1 .6 km), Payload: 6. 
  • 
  Flotation devices built into the undercarriage so it will float in 
  water. 
  2. Selection of Special Weapons: 
  2 Energy Weapons and six energy clips for each. 
  Select 12 hand grenades of your choice. 
  Select 4 modem weapons of your choice. 
  3. Special Gizmos: 
  Jet PackIFlying Harness: Speed: 1 50 mph (240 km), Alti­
  tude: 2000 feet (61 0 m). Gasoline powered (4 gallon tank). See 
  Robotics for Hover Vehicle details. 
  Optional cybernetic implants! Select any two bionic implants 
  from the optics, sensors and audio implants or bionic hand. Note: 
  May substitute implants from the Ninjas and Superspies™ RPG 
  or modify items from RiftS®. 
  4. Special Equipment Upon Assignment: As a secret agent, 
  the character may be given (or more likely, loaned) special high­
  tech equipment and gizmos by the agency that employs him. Ex­
  actly what these items may include depends largely on the 
  situation, the agency and the G.M. The agency (G.M.) should not 
  Quentin Milton (Order #31246997)
  
  be overly generous, and will be hesitant to offer special equip­
  ment to agents who lose or destroy them on a regular basis (es­
  pecially if he or she doesn't get results). 
  The character also has 2D4x1 000 dollars for expenses and to 
  acquire additional equipment. 
  Step Four: Background Data 
  The Sponsoring Organization 
  01 -16 Criminal (intended for criminal activity). 
  17-36 Government (intended for any kind of needs). 
  37-60 Secret Organization or society (roll for motive). 
  01 -40 Altruistic; to help mankind reach its pinnacle of great­
  ness. 
  41 -70 Crime-fighting 
  71 -80 Revenge 
  81 -90 Anarchy 
  91 -00 Defense of one's county. This can be a good, heroic or­
  ganization or a deluded extremist faction - a rogue power 
  unto itself (anti-mutants, anti-superbeings, covering up an 
  alien conspiracy, etc.) 
  61 -75 Private Industry (roll for motive). 
  01 -30 Altruistic, help people, make the world a better place. 
  31 -60 Crime-fighting 
  61 -79 Military prototypes (being field tested). 
  80-00 Public Relations: A goodwill campaign using high-tech 
  gadgets. A corporate crime-fighter (must work with the law or 
  get fired). Salary is 3D4x$1 0,OOO per year. 
  76-86 Foreign Government (roll for motive). 
  01 -30 Spy to study and observe the country, its underworld, 
  government, society and technology. Attain a position of re­
  spect, trust and power for future covert operations. 
  31 -55 Altruistic; to help make the world a better place. 56-80 
  Military prototypes being field tested in a foreign country. 
  81 -90 Spy to investigate and infiltrate a team of superbeings. 
  Attain a position of respect, trust and power for future covert 
  operations. 
  91 -00 Alien Culture secretly studying and trying to help man­
  kind. 
  87-00 Independently wealthy tycoon worth a billion dollars or 
  more. (Roll for motive). 
  01 -30 For kicks, fun. 
  31 -60 Altruistic, make the world a better place. 
  61 -70 Revenge. 
  71 -80 To help (secretly or publicly) one or more particular 
  groups of superbeings (with his agents) -either because he 
  or she believes super "heroes· are important heroic icons and 
  protectors of the innocent in a violent world, or because 
  he/she admires them and wishes he/she was one, but this is 
  as close as he/she gets. 
  81 -90 For the publicity, which means funding may be cut off 
  as a result of bad press. Unscrupulous individuals may even 
  publicly chastise the character or group, disassociate himself, 
  and even hire a new agent or superbeing, or superteam to 
  feed his or her lust for fame and glory. 
  91 -00 Defense of one's county. This can be a good, patriotic 
  individual, or power-hungry manipulator working behind the 
  scenes, or a deluded extremist with his own (dangerous?) 
  agenda. 
  21 8 
  Status with the Sponsoring Organization 
  01 -17 Test Pilot lent high-tech weapons, vehicles, and equip­
  ment for field testing in the urban environment. The character's 
  motives are his own and use of the equipment is left up to the 
  character. No vigilantism or criminal actions are sanctioned, or 
  suggested by the organization. How the character tests the items 
  is his responsibility. If captured and the organization's name is in­
  volved, it will try to cover up its involvement as best as possible, 
  and may even claim the items were stolen. From that point on, 
  the Secret Operative will be black-listed from any further tests, 
  but will be left all the current equipment (if he can get it from the 
  authorities). This is done to help establish their alleged innocence 
  and disassociation. The organization will honestly not pester the 
  character in any way, afterward. However, in the eyes of the law 
  (and, if publicized, potential other employers), the character is a 
  dangerous criminal. 
  1 8-34 Special Government Operative: The character is a 
  member of an elite, crime-fighting, lone-wolf program. This pro­
  gram sends one special agent into a trouble spot to deal with 
  crime in his own special way. He works outside the local law en­
  forcement agencies, and even other govemment agencies, as a 
  completely independent agent. 01 -88% likelihood he is disliked 
  by the local lawmen and gets little, if any, support. 89-00% 
  means the local authorities tolerate and assist the character, but 
  feelings are not friendly. 
  35-51 Freelance Spy Turned Vigilante: This character has 
  accumulated high-tech weapons and equipment as conditions of 
  payment for past services rendered. Financially secure; add 3D4 
  x $1 0,000 dollars to personal savings. As a vigilante, the police 
  consider the character to be a reckless grandstander (and most 
  likely, a criminal). However, there is a 01 -50% chance the char­
  acter has 1 D4+ 1 friends on the police force and/or local news 
  agencies. May be asked to do freelance work for the government 
  or other organizations. 
  52-68 Rogue Agent: Quit the organization for undisclosed, al­
  legedly personal, reasons. Known to be operating as a vigilante­
  style hero with suspiciously high-tech equipment. The sponsoring 
  organization dislikes the character and suspects him/her as a 
  double agent or defector. If the opportunity arises, the old 
  agency, or enemy organizations, and/or old enemies will help lo­
  cal authorities capture the character if he interferes in their affairs 
  (could even lead to his termination). As a vigilante, the police 
  look at the character as a potentially dangerous, (although well 
  intentioned), criminal. He is likely to have 6D6% of the police 
  force as sympathizers who will look the other way and who make 
  no genuine effort to apprehend or stop him. Add 1 06 x $1 0,000 
  dollars to the Vigilante's personal savings. 
  69-84 Sanctioned Agent operating with the full public support 
  of the sponsoring organization. He or she must try to observe the 
  law (at least publicly) and cooperate with local and federal 
  authorities in every way. Draws a monthly salary of 2D4 x 
  $2,000. 
  85-00 Rejected. Thrown out of the special operative pro­
  gram, so he went independent (partial training from the agency, 
  part from mercenaries and independent operatives)! All ties are 
  permanently dissolved, and the agency regards the character 
  with contempt and hostility. They also suspect the character of 
  absconding with equipment, but nothing seems to be missing. 
  The police view him as a vigilante or dangerous criminal. 
  Other Stuff 
  Alignment: Although heroes are usually of a good alignment, 
  anarchist and even aberrant (anti-hero) are acceptable for the 
  Secret Operative. 
  Quentin Milton (Order #31246997)
  
  Structural Damage Capacity (S.D.C.): As noted previously. 
  Attacks Per Melee (Hand to Hand): As with all heroes, the 
  operative automatically gets two attacks per melee plus those 
  gained from hand to hand combat skills and boxing (typically five 
  total to start). 
  Weapons and Equipment: In addition to those provided by 
  the organization, the character may purchase conventional 
  weapons, armor, gizmos and equipment of his own. 
  The Game Master may allow the character to have some of 
  the special gizmos and equipment noted in the Hardware section 
  as well as the many gizmos and cybernetic implants, particularly 
  the cyber-disguises, found in Ninjas & Superspies™. 
  If the character is on good terms with the sponsoring organi­
  zation, they will replace lost, damaged or used up weapons, am­
  munition and equipment. However, excessive consumption of 
  goods, especially big ticket items, such as jet packs, vehicles and 
  energy weapons, will lead to a complete cut-off of supplies. 
  Game Masters should be stingy with heavy weapons, energy 
  weapons and rare or expensive items. The organization will NOT 
  supply the entire group of heroes with who the agent may associ­
  ate!! However, if the group belongs to the same organization (see 
  Villains Unlimited™ for secret organizations), they will all have 
  access to the same basic resources. As a spy, the Secret Opera­
  tive is likely to get preferential treatment. 
  Other Options: If the G.M. allows it, rather than play the spy 
  character outlined here, players can select one of the various Su­
  per-Spy or Gizmoteer O.C.C.s from Ninjas and Superspies™. 
  The Stage Magician 
  The Stage Magician is a professional performer of magic who 
  specializes in sleight of hand and illusions. In the context of this 
  game, it means he or she is a master of disguise, impersonation 
  and rogue skills, especially those involving the hands and misdi­
  rection. 
  This is a normal human being without benefit of super abilities 
  or military training. However, the character will be physically fit 
  and have a natural talent for deception, trickery, espionage and 
  crime-fighting. He or she has learned to use skillful "tricks" of de­
  ception that fool the eye in hislher (secret?) career as a vigilante 
  or crime-fighter (or villain, as the case may be). In addition to 
  mastery of sleight of hand, the character is an escape artist and 
  contortionist. As a crime-fighter, the magician uses his/her in­
  credible dexterity and unconventional talents to thwart evil. 
  The player will have to use his imagination to make this a 
  three-dimensional character. Work out special gimmicks and 
  techniques to pull off stunts. Smoke bombs and flash powder for 
  a dramatic entrance or exit, clothing with secret pockets, belt 
  buckles and shoe heels with secret compartments, and so on. 
  Utilize his skills of palming and concealment to make an item 
  seem to disappear, only to be plucked from behind another per­
  son's ear. 
  Step One: The Usual 
  Attributes: Determine the eight attributes as usual. However, 
  write the physical attributes down in pencil, because they will be 
  adjusted with bonuses from almost every physical skill selected. 
  In addition, some attributes have been increased by his lifestyle. 
  Attribute Bonuses for the Stage Magician-Vigilante: 
  +1 06 to MA 
  +1 06 to P.P. 
  +1 04 to P.B. 
  Hit Points: P.E. attribute number + 1 06 per level of experi­
  ence. 
  219 
  S.D.C.: Determine the characters S.D.C. last, because it will 
  be altered by skill bonuses. The character also gets a one-time 
  bonus of 30 S.D.C. 
  Be certain to keep careful record of all your attributes, S.D.C. 
  and bonuses. Remember, All bonuses are cumulative. Careful 
  selection of physical skills will enable the player to design a char­
  acter to his/her exact specifications. 
  Quentin Milton (Order #31246997)
  
  Step Two: Education & Skills 
  Education is fairly specialized, with the main emphasis of ex­
  pertise around stage magic, sleight of hand and illusion/disguise. 
  DO NOT roll to determine educational level and skill programs. 
  Only the following skill areas are available to the Magician. 
  Common & General Skills 
  Pilot Automobile (+1 0%) 
  Pilot: one of choice (+1 5%; any) 
  Mathematics: Basic (+30%) 
  Speak Native Language (+25%) 
  Read and Write Native Language (+20%). 
  Speaks one other language of choice (+1 5%) 
  And 204+3 Secondary skills. 
  Sleight of Hand Skill Program 
  Card Sharp (+30%) 
  Concealment (+30%) 
  Palming (+30%) 
  Pick Locks (+20%) 
  Pick Pockets (+20%) 
  And two Rogue skills of choice (+1 0%). 
  Illusion & Magic Skill Program 
  Dance (+1 0%) 
  Disguise (+20%) 
  Escape Artist (+25%) 
  Imitate Voices/Impersonation (+1 5%) 
  T.V. & Video (+1 5%; for illusions & tricks) 
  Surveillance Systems (+1 0%; for illusions & tricks) 
  Chemistry (+1 0%; for making stuff) 
  Plus One scholastic Skill Program 
  Equal to one year of college (+1 0%) 
  Special Skills 
  1 .  Sleight of Hand: A skill that involves the manual dexterity 
  of hand and finger manipulation to perform certain feats. One of 
  the tricks or gimmicks of sleight of hand is to distract the ob­
  server(s) with one hand and palm or otherwise manipulate an 
  item with the other hand. Sleight of hand also includes a basic 
  level of escape artistry. Techniques include hand positi�ning, 
  misdirection (making the observer follow one hand or a particular 
  action while the magician is doing something with the other hand, 
  prepping for a trick, palming a. c�r�, etc.), .tensing a.nd �e!axi�g 
  muscles, keeping hand and Wrist JOints flexible, popping JOints In 
  and out, the study of knots, and the use of hidden picks, and 
  tools. 
  To escape from locked chains and manacles, the charac�er 
  must have the pick lock skill as well. Note that an escape artist 
  does not need to see the knots, locks or manacles that hold him. 
  Escapes and lock picking can be done by touch and/or sound, as 
  well as sight. 
  Penalties: The following penalties apply whenever the char­
  acter tries to pick a lock or escape his bonds. They generally re­
  flect the complexity and difficulty of the job. In some cases, more 
  than one penalty may apply. For Example: The character may be 
  handcuffed arms and legs/feet tied and then locked in a chest 
  (total dar�eSS), for a cumulative penalty of -25%. ALL penal.ties 
  are cumulative. Note: All the locks and vaults may be of the high­
  est quality and supposedly unpickable; however, they are not su­
  per sophisticated, and most are designed to keep people out, not 
  "in," so they are easier to escape from than break Into. Advanc�d 
  electronic bank vaults, professional security systems, electriC 
  locks and alarm systems are often beyond the capabilities of the 
  220 
  magician/escape artist. See the Hardware: Electrical Genius 
  character for the man to beat the sophisticated electronic sys­
  tems. 
  Time Restrictions and Penalties. 
  A failed skill roll means that time has been spent in a futile at­
  tempt. Try again! The same attempt by any character other than 
  the stage magician will take three times as long (and has the 
  same penalties). 
  Escape and Lock Pick Penalties 
  -0% Rope and typical knots: One melee (15 seconds). 
  -5% Rope and superior knots: 1 04 melees (15 to 60 seconds). 
  -0% Key padlock: 1 04 melees. 
  -5% Combination padlock: 1 06 melees. 
  -1 5% Security combination lock: 206 melees. 
  -5% Typical door key lock: 1 04 melees. 
  -10% Security door key lock: 204 melees. 
  -5% Any standard key lock (doors, chests, etc.): 1 06 melees. 
  -5% Handcuffs: 1 04 melees. 
  -20% Straightjacket: 204 melees. 
  -15% Jail cell door: 206 melees. 
  -5% Car trunk: 1 04 melees. 
  -25% Vault door with a superior combination lock: 206 minutes 
  from the outside, 206 melee rounds (30 seconds to 3 minutes) 
  from inside the vault. 
  -80% Electric locklbank vault: 606 minutes. 
  -20% Lack of proper tools; must use inferior improvised tool(s) 
  like a hairpin or belt buckle. 
  -50% No tools at all 
  -10% Total darkness. 
  2. Contortionist: The ability to temporarily dislocate bones 
  from joints, fold and bend the body to fit into extremely small ar­
  eas or through spaces normally too tiny for a normal person. Can 
  fold into a two foot ball and flatten self to four inches. 
  Bonuses: 
  Adds +5% to escape artist skill. 
  Adds +2 to roll with punch, fall or impact. 
  3. Juggling: The ability to toss "up· a number of objects such 
  as balls, clubs, knives, lit torches and almost any, usually small, 
  objects and keep them continuously in the air. As a skilled expert, 
  the practitioner develops a superior s�nse of coordin�tion, ��n­
  ual dexterity and reflexes which provides the follOWing abilities 
  and bonuses. 
  1 .  Five attacks per melee with a thrown weapon. This can in­
  clude darts, knives, throwing axe, javelin, small spear, club and 
  other small items appropriate for throwing. It does not include 
  swords, maces, ball and chain, pole arms, staves, chairs or other 
  objects. Add one additional throwing attack at third level and an­
  other at sixth and ninth. The throw attack takes the place of nor­
  mal hand to hand combat that melee. This means the character 
  can either attack by throwing missile weapons or by engaging in 
  hand to hand combat; he cannot do both in the same melee 
  round. 
  2. Bonuses: +1 to strike with any thrown/missile weapon. +1 to 
  parry. These are both in addition to hand to hand or W.P. 
  3. Number of Items Juggled: Up to six objects/items at le�el 
  one plus ONE for each additional level of experience. Base Skill: 
  50%+5% per level of experience. 
  Step Three: 
  Gimmicks and Equipment 
  The type and amount of equipment is limited to the character's 
  budget. Roll on the following table to determine the amount of 
  Quentin Milton (Order #31246997)
  
  money available. Then flip to the equipment section to make pur­
  chases. At least 30% must be spent on tools and items that can 
  be used for "tricks" and feats of magic. A couple sets of lock pick­
  ing tools and night optics are a must. Another 20% must be spent 
  on other items suitable for crime-fighting. As much as 50% of the 
  money can be saved for later purchases. 
  Budget 
  01 -1 2 $1 0,000 
  1 3-24 $1 2,000 
  25-38 $1 5,000 
  39-52 $20,000 
  53-65 $30,000 
  66-78 $40,000 
  79-90 $50,000 
  91 -00 $60,000 
  Presumably, the character already has a nice, furnished apart­
  ment, and reasonable possessions. He's also likely to own a 
  sports car (86% chance). The car is 1 D6 years old. 
  Special Gimmicks 
  1 .  Tailor-Made Clothing with secret pockets and seams for 
  concealment. For example, a seam or cuff can be designed to 
  hold wire or a small tool. The same is true with tiny pouches and 
  pockets carefully designed to be invisible upon quick examina­
  tion. Note: These are small, flat pockets designed for small/tiny 
  implements that might not be felt in a body search. Guns or wal­
  lets will be far too bulky. Cost: Add $50 for each hiding 
  place/pocket and $1 00 to the overall cost of the clothing. 
  2. Belt Buckle Compartment. Cost: $35. 
  3. Belt with a Secret Lining to hold wire, keys and small, flat 
  tools. Cost: $50. 
  4. Flash Powder: A simple chemical reaction causes the 
  powder to ignite in a blinding flash and a small puff of smoke. 
  Does no damage, but everyone exposed to the flash (within 1 2  
  feet) loses initiative. Cost: $20 per six ounces. 
  5. Itching Powder: Makes its victim itchy and uncomfortable. 
  Lasts 1 D4 hours or until washed off. Affects only bare skin. Vic­
  tims are annoyed and distracted; -4 on initiative. Cost: $1 0 per 
  ounce. 
  6. Goblin Dust: Often a homemade powder composed of fine 
  soot, ash and dirt. The dust is usually packaged in small packets 
  that can be tom and thrown or blown in an opponent's face. 
  Large paper bags can be filled and used to hit an opponent like a 
  club, breaking open and dumping in the person's face. There's a 
  45% chance of getting the dust in the person's eyes and blinding 
  him for 1 04 melees (-6 to strike, parry and dodge). Cost: About 
  two bucks for a five pound batch. 
  7. Mini-Smoke Bomb: A small, golf ball size and shaped 
  item, easy to conceal or palm, that emit a cloud of smoke that fills 
  a 1 0  foot (3 m) area. Colors include: grey, black, yellow, red, 
  white and green. Cost: $5 each. 
  8. Mini-Stink Bombs: These look just like the smoke bomb, 
  but emit a cloud of horrible stench. Fills a 1 0  foot (3 m) area and 
  lasts 1 D6 minutes. This stench is 20 times worse than the com­
  mercial prank types. Victims will involuntarily gag, eyes will water 
  and some may even vomit. Unless a saving throw is made, the 
  people exposed to the stench will forfeit half their attacks that 
  melee and run out of the area. Characters who endure the 
  stench, but fail to save, lose two melee attacks and are -1 to 
  strike, parry and dodge. A successful save means the stench has 
  no significant effect. Saving throw: 1 6  or higher. Cost: $30 each. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Other Skills: No additional skills are available; see the skill 
  info at the beginning of the character description. 
  221 
  Structural Damage Capacity (S.D.C.): As noted previously. 
  Hand to Hand Combat: Physical combat training must be 
  learned as one of the character's skill selections. 
  Attacks Per Melee (Hand to Hand): As with all superbeings 
  and heroes, the Magician automatically gets two attacks per me­
  lee. Additional attacks must be developed through hand to hand 
  combat and boxing skills. 
  Weapons and Armor: Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  Reputation: If a vigilante, the police look at the character as a 
  potentially dangerous, (although well intentioned), criminal. He is 
  likely to have 1 D6x1 0% of the police force on his side as sympa­
  thizers who will look the other way and who make no genuine ef­
  fort to apprehend or stop him. 
  Finances: See budget, above. 
  Other Options: The Game Master may allow players to ac­
  quire any of the gizmos presented in Ninjas & Superspies™. 
  The Super Sleuth 
  The detective character is steeped in the criminal sciences 
  and investigative techniques. Yet the sleuth is more than a sim­
  ple detective. The character has an uncanny eye for detail and a 
  mind as sharp and quick as a computer. His daring sense of ad­
  venture can plunge him into a den of thieves or sneaking into a 
  corporate headquarters, cloaked in one of his many disguises. 
  He will stop at little to prove a theory, play out a hunch, or to se­
  cure a clue. 
  The character has no special powers or gimmicks. His special 
  abilities are skills, cunning, and a lust for truth, sometimes sup­
  ported by a handful of cold steel and bullets. The sleuth craves a 
  good challenge as much as he craves adventure. The character 
  loves nothing more than to match wits with the criminal elite. 
  Step One: The Usual 
  Attributes: Determine the eight attributes as usual. However, 
  write the physical attributes down in pencil, because they will be 
  adjusted with bonuses from almost every physical skill selected. 
  In addition, some attributes have been increased by his lifestyle. 
  Attribute Bonuses for the Super Sleuth. 
  + 1 point to I.Q. 
  +1 D6 to M.E. 
  +1 D4 to M.A. 
  Hit Points: P.E. attribute number +1 D6 per level of experi­
  ence. 
  S.D.C.: Determine the character's S.D.C. last, because it will 
  be altered by skill bonuses. The character also gets a one-time 
  bonus of 40 S.D.C., plus any from physical skills. 
  Be certain to keep careful record of all your attributes, S.D.C. 
  and bonuses. Remember, All bonuses are cumulative. Careful 
  selection of physical skills will enable the player to design a char­
  acter to his/her exact specifications. 
  Step Two: Education & Skills 
  Education is fairly specialized, with the main emphasis of ex­
  pertise around research, investigation and criminal sciences. DO 
  NOT roll to determine educational level and skill programs. Only 
  the following skill areas are available to the Sleuth. 
  Quentin Milton (Order #31246997)
  
  Common & General Skills 
  Pilot Automobile (+1 0%) 
  Pilot: one of choice (+20%; any) 
  Mathematics: Basic (+25%) 
  Speak Native Language (+25%) 
  Read and Write Native Language (+20%). 
  Speaks one other language of choice (+1 5%) 
  And 204+3 Secondary skills. 
  OetectivelLaw Enforcement 
  Hand to Hand: Basic (can be changed to Expert for the cost of 
  one of these Detective skills or two Secondary skills). 
  W.P. Pistol or Revolver 
  Radio: Basic (+20%) 
  Computer Operation (+30%) 
  Criminal Science (+20%; doesn't include Forensic Medicine). 
  Law, General (+20%) 
  Intelligence (+20%) 
  Interrogation (+1 5%) 
  Research (+20%) 
  Surveillance Systems (+20%) 
  T.V. & Video (+1 5%) or Photography (20%) 
  Rogue Skill Program 
  Find Contraband (+20%) 
  Streetwise (+20%) 
  And two Rogue or Espionage skills of choice (+1 0%). 
  Plus One scholastic Skill Program 
  Equal to three years of college (+1 5%); see Option #2, under 
  Other Stuff, before making this selection. 
  Special Skills 
  1 .  Computer Hacking (+30%): Same as the Rogue skill. 
  The following penalties apply whenever the character tries to 
  gain access to computers and computer programs that are not 
  his own. The penalties generally reflect the complexity and diffi­
  culty of the job. Note: This special skill can advance past 1 00% 
  using the special rules given in the Hardware section. 
  Hacking Penalties 
  -5% Break simple security program; time required: 1 06 minutes. 
  -10% Break a moderately sophisticated security program; time 
  required: 406 minutes. 
  -30% Break a sophisticated security program; 306 hours. 
  -50% Break a super-sophisticated security program; 606 hours. 
  -60% Break a superior military security program; 304 days. 
  -10% Decipher an unknown data code. 
  -10% Replace security code with your own. Time required de-
  pends on the complexity of the program: 
  Simple - 406 minutes. 
  Moderately sophisticated - 204 x 1 0  minutes. 
  Sophisticated - 1 04 hours. 
  Note: Presumably, these are pre-designed codes that the 
  character has designed some time ago and can just be keyed in. 
  A good security program takes weeks or even months to design. 
  2. See Through Disguise and Forgery: The character's 
  keen eye and memory for details (as well as his own possible ex­
  pertise in those areas) enables him to see through disguises and 
  recognize forgeries. 
  See through Disguise: 40% +4% per level of experience. 
  Recognize Forgery: 48% +4% per level of experience. This in­
  cludes recognizing imitation gold, diamonds, jewelry, currency, 
  222 
  paintings, passports, falsified signatures, and so on. Note: An 
  original or true item may be needed for comparative stud� 
  Step Three: Equipment 
  The type and amount of equipment is limited by the charac­
  ter's budget. Roll on the following budget table to determine the 
  amount of money available to him. Then flip to the equipment 
  section to make purchases. At least 30% of the money must be 
  spent on investigative type equipment like listening devices, cam­
  eras, optics, sensors, etc., 1 0% spent on weapons and related 
  equipment, and at least 1 5% spent on other relevant items for 
  detective work. As much as 45% of the money can be saved for 
  later purchases. 
  Budget 
  01-1 5 $1 0,000 
  1 6-29 $1 5,000 
  30-45 $20,000 
  46-60 $30,000 
  61 -75 $40,000 
  76-89 $50,000 
  90-00 $60,000 
  Note: Presumably, the character has already spent 204 x 
  $1 0,000 equipping his crime lab. The laboratory facility includes 
  several microscopes, light-boards, magnifying glasses and jew­
  eler's tOOls/lenses, chemical analysis lab, darkroom, refrigerator 
  unit, electrical facilities, tape-recorder and personal computer, la­
  ser printer, color monitor and xerox machine. The character may 
  also have two or more other computers for multi-tasking, extra 
  storage, and specialized purposes (one for speed, one for graph­
  ics, etc.). 
  The character also has an American made, mid-size automo­
  bile that is 204 years old. Great for surveillance - common and 
  inconspicuous. 
  Other Stuff 
  Alignment: Any alignment can be chosen, but heroes should 
  generally be of good alignment. 
  Structural Damage Capacity (S.D.C.): As noted previously. 
  Hand to Hand Combat: Physical combat skills are not auto­
  matic. They must be selected as learned skills. 
  Attacks Per Melee (Hand to Hand): All heroes automatically 
  get two attacks per melee. Additional attacks can be acquired 
  through hand to hand combat skills and boxing. 
  Weapons and Armor Unless the character is extremely 
  wealthy, only conventional weaponry and body armor would be 
  available. 
  Other Options #1 : The Game Master may allow the character 
  to have various Hardware items and/or gizmos from Ninjas & 
  Superspies™, and even 1 04+1 cybernetic implants, particularly 
  the cyber-disguises. 
  Other Options #2: The character does not get the last skill 
  program of choice and his budget is slashed in half, but gets the 
  four psionic powers of object read, speed reading, total recall and 
  sixth sense, along with 1 04x1 0 I.S.P. plus the M.E. attribute 
  number. Gains 1 06 I.S.P. per level of experience. Considered a 
  minor latent psychic (needs to roll a 1 2  to save vs psionic attack). 
  Reputation: If a vigilante, the police look at the character as a 
  potentially dangerous, (although well intentioned), criminal. He is 
  likely to have 506% of the police force on his side as sympathiz­
  ers who will look the other way and who make no genuine effort 
  to apprehend or stop him. 
  Quentin Milton (Order #31246997)
  
  Super abilities are extraordinary powers that allow otherwise 
  normal humans to fly, turn invisible, transform into the inhuman, 
  project damaging beams of energy, and dozens of other super­
  human things. Unlike magic, which is a learned skill in channeling 
  a powerful force, super abilities come from within the person and 
  are as natural to the superbeing as seeing, hearing, and speak­
  ing is to us. This makes super abilities more like psionics, but in­
  stead of hyper developed mental abilities, superpowers are much 
  more varied, manifesting themselves in any number of amazing 
  ways. 
  Who Has Super Abilities? 
  Super abilities manifest themselves in several ways. The most 
  common is exposure to an outside stimulus that triggers a reac­
  tion and change in the human body; in short mutation. This expo­
  sure can be accidental or purposely induced (experimentation 
  and deliberate genetic manipulation), but the results are the 
  same: an ordinary human is transformed into something more 
  223 
  than human, at least when it comes to raw power. Mutants can 
  also be the result of random genetic mutation - Natural Selec­
  tion gone wild. In this case, the character has probably grown up 
  thinking he or she was an ordinary human, but at a particular 
  time in their life (typically in the teen years or as a response to a 
  trauma or crisis), boom, they do the impossible. This kind of su­
  per ability manifestation is most common in alien races that have 
  evolved with strange genetic structures, but a number of humans 
  also spontaneously manifest powers in this way. Their unusual 
  power (sometimes accompanied by physical transformation) 
  identifies them as superpowered mutants, often shunned and 
  feared by ordinary humans. 
  In the real world, most mutants are deformed, crippled, or so 
  different that they cannot survive - most die. But in the fantasy 
  wortd of Heroes Unlimited™, mutants are normal men, women, 
  and sometimes animals, that undergo a beneficial and 
  astonishing transformation. They remain fundamentally human in 
  many respects, they catch colds, can have children, and are 
  Quentin Milton (Order #31246997)
  
  often driven by their emotions, desires and fears, but part of them 
  is forever changed. Now they can do wondrous things. They are 
  "superbeings" who can do things most humans consider impossi­
  ble. What makes these superbeings into heroes or villains is how 
  they choose to use their new found powers. 
  Another common source of so-called superbeings is through 
  natural development. The body and mind of the individual simply 
  grows up with the correct combination of natural genetic compo­
  nents (abilitieS/talents), drive and training to mold the character 
  into somebody a cut above the norm. These individuals typically 
  fall into the categories of Physical Training, Hardware, and Gen­
  iuses. 
  A category of superhuman that is often overlooked is the psy­
  chic. Individuals with extraordinarily developed Extra-Sensory 
  Perception - mind powers. Only the pSionic abilities of superhu­
  mans are more than a psychic flash of insight or the ability to levi­
  tate a quarter. They are incredible powers of the mind unleashed! 
  Another means of superhuman obtaining power among hu­
  mans is artificial augmentation. This typically comes in the form 
  of Robotics (power armor environmental suits, exoskeletons and 
  robots) and Bionics (the melding of machine and man). 
  The rarest source of super abilities is magic. Through the 
  channeling of mystic energies, or association with very powerful 
  creatures of magic, mythic gods and supernatural forces, human 
  beings can be endowed with magical or superhuman abilities. 
  Such superpowers work just like those born of mutation or ex­
  perimentation, but they are dependent on the magic that fu�ls 
  them. These magical powers are stronger than most negation 
  spells that mortals can wield, Anti-Magic Cloud being one excep­
  tion, but can be cut off, stripped away by an angered or betrayed 
  benefactor. If the character does not live up to the expectations 
  of the greater power responsible for his abilities, be it a magical 
  force, god, or intermediary (like a mystic weapon), the superbe­
  ing's abilities can be instantly, and permanently, removed. 
  In strict game terms, the power categories which receive clas­
  sic super abilities are Aliens (if rolled on the sub-table), Ex.peri­
  ments, Magic (if rolled on the sub-tables under Mystically 
  Bestowed and Enchanted Object), and Mutants. 
  Terms & Notes 
  Number of Attacks Per Melee 
  Unless otherwise stated, super abilities can be used the 
  number of times equal to the character's total hand to hand at­
  tacks per melee round. That is to say that each use of the ability 
  counts as (uses up) one of the character's melee attacks/actions. 
  The specific description will make note of any limits or special 
  consideration, such as "counts as two melee attacks," or "uses all 
  but one melee attack that round," or "can only be used once per 
  round (1 5 seconds) but counts only as one melee action, so 
  other attacks (using other powers, weapons or hand to h�nd 
  combat) or other actions (skill performance, dodge, leaping 
  catch, run, hide, etc.) can be performed that round." 
  Remember, a melee round is approximately a 15 second pe­
  riod of fighting and/or intense action. The average nonfighter hu­
  man has two melee attacks per round, the average police officer, 
  soldier or other combat trained individual 3-5. Superhumans and 
  vigilantes trained in the art of combat start with two plus th�se 
  gained from special training, natural abilities/powers, and skills. 
  Thus, a first or second level superbeing will usually have 4-6 at­
  tacks per melee round, while experienced ones may have 7-1 0. 
  224 
  Saving Throws Against 
  Super Abilities 
  Most super abilities have a direct and detectable effect, such 
  as energy beams, flying metal, walls of water, etc. An opponent 
  can attempt to dodge most visible blasts, punches and a�ac�s, 
  unless stated otherwise. Invisible or undetectable attacks, like In­
  crease weight, reduce gravity, or mind control, can not. be 
  dodged in the normal sense, but just as with magic and/or pSI on­
  ics there is a chance that these effects can be fought off through 
  for�e of will, or even that they will simply fail. To reflect this, a 
  special saving throw is allowed. As usual: a D2� is rolled by the 
  defender to fight against the effect, which typically means he 
  must roll higher than a particular number (usually around 1 4-1 5, 
  the exact number one must save against will be listed in the de­
  scription). The defender always wins ties, i.e. if a 1 4  is needed to 
  save, and the defender rolls a 1 4, he beats the attack. 
  Duration 
  Instant means the effect happens the moment the superbeing 
  unleashes it. There is no delayed reaction, nor lingering effect. 
  For example, an energy bolt is unleashed in the bli�k of an e�e. 
  Once it has been fired, it is like a bullet sent speeding toward Its 
  target. Like the bullet, it cannot be dispelled or made to linger. It 
  is fired and either hits or misses its target (hitting something), and 
  is gone. Done. 
  By contrast, some superpowers create an effect that lasts for 
  several melee rounds, minutes or hours. 
  A melee round is approximately a 15 second combat period. 
  During that period, the characters have "X" number of attacks or 
  actions "per melee round." 
  Some superpowers have effects that last a few melee rounds 
  to several minutes to hours. This means the effect continues 
  without pause for the duration of the force unleashed. Some 
  long-duration powers require the superbeing to conce�trate to 
  keep it in force. If so, knocking the character unconscIous (or 
  worse) will instantly end its effect. Others will linger for X amou�t 
  of time after it they have been activated/unleashed. Under thiS 
  circumstance, the character is able to strike with the long-lasting 
  effect and make his escape or continue his attack using other 
  means (other powers, weapons, etc.). The super ability descrip­
  tion should indicate how long the effects, conditions, penalties, 
  etc .. last, often "per level of experience." 
  Permanentl A few super abilities have effects that last indefi­
  nitely or permanently. Again, it should be obvious from the de­
  scription whether or not the effect is permanent or instant. 
  Cancelling the Effects of a Power: In all cases (unless 
  stated otherwise), the superbeing can cancel - stop - the ef­
  fects of one of his own long-lasting powers (like darkness or 
  gravity manipulation) at any time, regardless of the duration. The 
  duration listed is the maximum possible duration. The exact 
  length of time the power runs or remains in effect is up to the 
  character who unleashed it. The creator of the unnatural effect 
  can canceVstop its influence instantly, at any time. Likewise, the 
  character does not have to create the effect for its full duration (or 
  damage, or range, etc.), but can impose any amount of time, as 
  long as it does not exceed the maximum possible duration. 
  The effects of most long-term or area affect super abilities 
  stop the instant their creator is killed. Forces that require the su­
  perbeing's control and/or concentration will stop (or run amok) 
  when he is rendered unconscious. However, these amazing pow­
  ers are so second nature to most superbeings that even forces 
  that require their attention can be maintained while t�e� are using 
  other powers, skills, or focusing on other matters. ThiS IS often re-
  Quentin Milton (Order #31246997)
  
  flected in the power description when it points out that to maintain 
  the effect, the character loses one (two or whatever) number of 
  attacks per round that the power remains in force. Of course, 
  there are a few in which total concentration is necessary and no 
  other actions are possible, but these are in the minority. 
  A failed save means full damage and/or penalties apply. A 
  successful saving throw means the character beats the attack 
  and fights against its deadly power or debilitating influence. This 
  will usually mean either one of two things; no damage or ef­
  fect/penalties, or half damage and/or half the usual penalties ap­
  ply as the result of a successful save. Any additional penalties, 
  side effects, negative or favorable results will be noted in the de­
  scription (for example, sometimes the duration of penalties may 
  be reduced by half as well). Whenever such a saving throw is ap­
  plicable, it will be noted in the description. Note: The saving 
  throw is typically automatic and instant, like a mental parry. Thus, 
  it does not use up a melee attack or action. 
  Super abilities that affect an area will only have an effect on 
  those within their radius of influence. Those outside that radius 
  are completely unaffected, but will have to roll to save the mo­
  ment they enter that danger zone. In some cases, the only way to 
  break the effect is to leave or avoid that area, otherwise there is 
  no escape (no save is applicable). If so, then the moment the 
  character(s) leave the area, the penalties or negative effects 
  stop. The specific description will indicate whether there are any 
  lingering side effects. In some instances, a save is not applicable 
  or the effect of the power can only be dodged. 
  Animals also get to Save vs Super Abilities. Animals are 
  always unwilling parties to mind control and unnatural influences; 
  they tend to fear, avoid and resist it as best they can, but are -4 
  to save. 
  Inanimate Objects do not get a saving throw. 
  Level of Experience 
  The term, "per level of experience" or "per experience level" 
  refers to the experience level of the character using the super 
  ability. This is a very important distinction, particularly in a com­
  bat situation, because the higher the character's level of experi­
  ence, the more powerful the effect of that ability - power 
  typically being measured by the range, duration, size and dam­
  age inflicted by it. 
  The super ability of Energy Explosion or a blast available 
  while in an Altered Physical Structure/State may indicate some­
  thing like: 
  Range: 1 00 feet (30.5 m) +1 0 feet (3 m) per level of experi­
  ence. 
  Damage: 1 06 S.D.C. per level of experience. 
  This means that a third level superbeing can fire the blast 1 30 
  feet (39.6 m), and inflict 306 points of damage - 1 06 per level 
  of experience. 
  Range 
  Range indicates the maximum distance the power (energy 
  bolt, magnetic effect, etc.) can be cast. It may be limited to "X" 
  number of feet, "X· number of feet per level, touch, or radius 
  (area of an effect). Unless stated otherwise, it is assumed that a 
  particular power affects only one character/opponent/victim at a 
  time. All area affects will define their radius of influence. 
  Line of vision is typically associated with range, and means 
  the attacker must be able to see his target or opponent, as well 
  as be within range, to use it. If the target is not seen (hiding, to­
  tally obscured by a crowd, obstacles, darkness, invisibility, etc.) 
  or just not seen by the attacking superbeing (hiding, behind him, 
  225 
  beyond normal vision), the power can not be directed against 
  him. However, some powers can be directed at a specific "area" 
  that the character can see to affect everybody (hidden or invisible 
  people included) within that zone or radius of effect. 
  Touch means that the effects can only be transmitted through 
  physical contact. This is more common among spell casters than 
  superbeings. In most cases (but not all), the character can affect 
  two people with one attack by touching both at the same time. 
  When in doubt, the G.M always has final say. 
  Called Shot. An energy blast or power that requires the su­
  perbeing to aim and shoot, or to throw an object or manifestation, 
  can make a "called shot." This means the character is taking 
  careful aim at a particular target, item, person or location. A suc­
  cessful roll to strike means a direct hit on the desired target. 
  Shooting Blind. Of course, the superbeing can fire or use his 
  abilities blindly in the hope of striking an opponent. This is 
  roughly the same as shooting a gun blind. The attacker is -8 to 
  strike and shoots or lashes out in blind anger, fear or frustration. 
  Meanwhile, the intended victim can remain hidden or attempt to 
  dodge any attacks that aCCidentally come too close (and with full 
  benefit of bonuses). Any character blasting away blindly is likely 
  to aCCidentally strike an innocent bystander, inflict property dam­
  age and/or strike an ally, possibly with deadly consequences. 
  Shooting blind is always extremely dangerous and reckless. 
  Area Affect 
  Area affect powers includes forces that can be unleashed, al­
  tered or influenced in and around a particular area. They may ra­
  diate around the superbeing or be cast at a particular distance on 
  a specific location or target within range. 
  Everyone in that given area or radius will fall under the effects 
  of that power. An effect/force with a 1 5  foot (4.6 m) radius will af­
  fect (or has the potential to affect) everybody within the circle of 
  its power, or radius. In many instances, each individual caught in 
  its radius gets to make a saving throw, in others, each must va­
  cate the area of effect to escape its influence. Those just outside 
  the area or "radius of affect," are untouched and unaffected by 
  the forces within, but if they enter that radius, they too may suffer 
  or fall under its power (roll to save when applicable). In most 
  cases, the area is enlarged and inflicts greater harm "per level of 
  experience." 
  The superbeing is typically immune to area affects which he 
  has created, so he can walk in and out of the area without pen­
  alty or harm. However, that same power used by a different char­
  acter is likely to affect him, unless he is impervious or immune to 
  such things (the description will usually make note of this). Thus, 
  a character with gravity manipulation may be caught in some­
  body else's gravity power, and so on. 
  Radius is like the circular ripple that appears when a stone is 
  dropped in a pool of water. It radiates out along the surface of the 
  water, only in this case, the ripple stops at a particular size and 
  continues to affect everybody within that radius or circle. In most 
  cases, the "radius" or diameter is measured along a flat surface 
  and affects everybody in that area up to about 1 0-1 5 feet (3-4.6 
  m) above the ground (or floor as the case may be). It is not usu­
  ally a 3-D spherical effect that goes through the floor to the base­
  ment or to the floors above the ceiling. 
  I.S.P. and P.P.E. 
  Super abilities are natural extensions of the person who pos­
  sesses them, and as a result, they do not require any form of in­
  ner energies to fuel them. Certain abilities may have limited uses 
  per melee round, but otherwise, super abilities can be used at 
  will. 
  Quentin Milton (Order #31246997)
  
  LS.P .. or Inner Strength Points, apply only to psionic charac­
  ters. While all living beings have some level of P.P.E. (Potential 
  Psychic Energy), only practitioners of magic, supematural beings 
  and creatures of magic draw upon it to fuel their magic or pow­
  ers. 
  The Influence of Ley Line Energy 
  Super abilities are not generally affected by the mystical ener­
  gies of ley lines or nexus points. These are places where magic 
  energy radiates from the very earth and may be the location of 
  supernatural or occult activity. 
  Levels of Power 
  The player must first select one of these categories before spe­
  cific powers and abilities can be determined; see the section on 
  Creating a Character for specific details. 
  Each of the 1 1  categories of superbeing represents a primary 
  area of training, orientation and power. However, only Aliens, Ex­
  periments, Mega-Beings and Mutants, all denoted with an aster­
  isk, are the primary categories that offer so-called "superpowers." 
  Players who want superhumans crackling with raw power and 
  strange inhuman abilities should choose one of these. The Magic 
  category can also offer super abilities under certain conditions 
  (instead of spell casting abilities) and Psionics presents powers 
  of the mind, abilities somewhat different than classic ·superpow­
  ers" per se. 
  There are eleven major categories of 
  superhumans: 
  * Aliens 
  Bionics 
  * Experiments 
  Hardware 
  Magic 
  * Mega-Beings 
  * Mutants 
  Physical Training 
  Psionics 
  Robotics 
  Special Training 
  Super abilities are divided into two groups: Major and Minor 
  super abilities. The two divisions represent levels of power and a 
  certain amount of diversity. 
  Minor super abilities are typically limited and specific to one 
  or two aspects/results. They are less expansive in their scope 
  and power than Major abilities, but can be just as formidable, es­
  pecially in the right hands. Some powers are only available as 
  Minor abilities. 
  Major super abilities are much broader in scope, often hav­
  ing several aspects, features or effects, and bonuses. They also 
  sometimes incorporate one or more minor super abilities into 
  their range of abilities, but not always. 
  A player may have Major and Minor super abilities or a hand­
  ful of Minor abilities (no major ones) which, when combined, 
  makes for an individual as formidable as any with one or two ma­
  jor abilities. The exact number of Major and/or Minor powers are 
  indicated in the descriptive section on each power "category," or 
  can be rolled on the random tables which are presented in this 
  section; player's choice. 
  A new feature of the random tables is the combination of a 
  few psionic powers with super abilities, although such combina­
  tions are comparatively uncommon in the world of Heroes Unlim­
  ited, 2nd Ed. ™ 
  After the level of power (Minor or Major) has been ascer­
  tained, the player must select specific powers for his character. 
  Subject to the Game Master's preference and approval, this can 
  be done in two ways: 
  226 
  One: The player can skim through the super abilities and 
  choose the ones that he would like. The section describing the 
  Power/Hero Category (Mutant, etc.) will indicate how many abili­
  ties to select for those who don't want to make random rolls. 
  Picking powers, if sanctioned by the G.M., is okay, because it is 
  fun to build specific characters with specific powers. On the other 
  hand, it can be fun and, sometimes appropriate, to make a ran­
  dom determination of a character's powers. For one, it may intro­
  duce the player to a fun ability that he might not have otherwise 
  tried. 
  Two: Roll on the Random Super Ability Tables (Major and Mi­
  nor; note sub-tables) to determine specific powers. 
  Random Super Abil ity 
  Selection Tables 
  Roll percentile dice for determination on each table. In the al­
  ternative, the Game Master may allow players to pick the 
  number, variety and type of super abilities rather than determina­
  tion by random roll. Use the random table as a guide and make 
  all selections with the guidance and approval of the Game Mas­
  ter. However, random rolls can be a lot of fun, and the random 
  unexpectedness is especially appropriate for mutants and experi­
  ments where the resulting powers should be a mystery until they 
  manifest themselves. 
  The Number and 
  Category of Super Abilities 
  01 -1 5 One Major Super Ability and three Minor abilities. 
  1 6-30 Four Minor Super Abilities only (no major powers). 
  31-45 One Major Super Ability and one Minor ability. 
  46-60 One Major Super Ability and two Minor abilities. 
  61-75 Five Minor Super Abilities only (no major powers). 
  76-85 Two Major Super Abilities (no minor powers). 
  86-90 1 D4+ 1 minor psionic powers (any, except super) and one 
  Major Super Ability. 
  91-95 1 D4 minor psionic powers (any, except super) and 2 or 3 
  Minor Super Abilities. 
  96-00 One Super Psionic power and either one Major Super Abil­
  ity or two Minor Super Abilities. See page 1 90 for having 
  psionics and other powers. 
  Selecting Specific Abilities 
  Now that you know how many super abilities your character 
  has and which type, major and/or minor, you can choose specific 
  powers or randomly roll on the Major and/or Minor Super Ability 
  Tables which follow. If the same power is rolled a second time, 
  ignore it, and roll again (except for Multiple Limbs which can be 
  taken twice if so desired). Also, incompatible results can be re­
  rolled, such as Energy Resistance and Invulnerability. Do not roll 
  for more super abilities than those indicated. Random rolls 
  should be made under Game Master supervision - no pun in­
  tended. Note: For the convenience of our players, super abilities 
  from Villains UnlimitedlM and a handful of new powers are in­
  cluded in this book on the tables that follow. 
  Quentin Milton (Order #31246997)
  
  Random Minor 
  Super Abilities Table 
  01 -02 Clock Manipulation 
  03-04 Supervision: Advanced Sight 
  05-06 Manipulate Kinetic Energy 
  07-09 Bend Light 
  1 0-1 3 Flight: Glide 
  1 4-1 5 Heightened Sense of Taste 
  1 6-1 8 Energy Expulsion: Fire 
  1 9-21 Supervision: Nightvision 
  22-24 Power Channeling 
  25-27 Radar 
  28-31 Flight: Wingless 
  32-34 Heightened Sense of Hearing 
  35-37 Mental Stun 
  38-40 Nightstalking 
  41 -43 Energy Expulsion: Electricity 
  44-47 Adhesion 
  48-50 Flight: Winged 
  51 -54 Healing Factor 
  55-57 Supervision: X-ray 
  58-60 Alter Physical Body 
  61 -64 Energy Expulsion: Energy 
  65-67 Heightened Sense of Smell 
  68-70 Extraordinary Attributes (roll on sub-table) 
  71 -73 Impervious to Fire and Heat 
  74-76 Energy Expulsion: Electrical Field 
  77-78 Underwater Abiltities 
  79-81 Superhuman Strength 
  82-84 Energy Resistance 
  85-87 Heightened Sense of Touch 
  88-90 Supervision: Ultraviolet and Infrared 
  91 -94 Energy Expulsion: Light 
  95-96 Horror Factor 
  97-98 Body Weapons 
  99-00 Multiple Limbs 
  Extraordinary Attribute Sub-table 
  01-1 6 Extraordinary Mental Affinity 
  1 7-27 Extraordinary Physical Strength 
  28-43 Extraordinary Speed 
  44-56 Extraordinary Physical Endurance 
  57-70 Extraordinary Mental Endurance 
  71 -82 Extraordinary Physical Beauty 
  83-90 Extraordinary Physical Prowess 
  91 -96 Superhuman Strength (new; Minor Ability) 
  97-00 Supernatural Strength (new; Major Ability) 
  227 
  Random Major 
  Super Abilities Table 
  01 -02 Animal Metamorphosis 
  03-05 Chameleon - or - Copy Physical Structure 
  06-07 Alter Metabolism 
  08-09 Spin at High Velocity 
  1 0-1 1 Invisibility 
  1 2-13 Energy Absorption 
  1 4-1 5 Item Reduction 
  1 6-1 8 Control Power (roll on sub-table or pick one) 
  1 9-20 Shapechange 
  21 -22 Darkness Control 
  23-24 Gravity Manipulation 
  25-26 Plant Control 
  27-28 Growth 
  29-32 Alter Physical Structure (roll on sub-table or pick one) 
  33-34 Create Force Field 
  35-36 Cloaking (new) 
  37-38 Multiple Lives 
  39-40 Animal Abilities 
  41 -42 Tentacles (new) 
  43-44 Sonic Speed - or - Slow Motion Control 
  45-46 Negate Super Powers 
  47-48 Magnetism 
  49-50 Stretching 
  51 -52 Invulnerability 
  53-54 Force Aura 
  55-56 Divine Aura 
  57-59 Bio-Ghost 
  60-61 Sonic Flight 
  62-63 Teleport 
  64-65 Gem Powers 
  66-67 Natural Combat Ability (new) 
  68-69 Disruptive Touch 
  70-71 Sonic Absorption & Reflection (new) 
  72-73 Holographic Memory Projection 
  74-75 Mechano-Link 
  76-77 Multiple Beings/Selves 
  78-79 Supernatural P.S. (new) 
  80-81 Mimic - or - Negative Matter 
  82-83 Karmic Power 
  84-85 Sonic Power 
  86-87 Vibration 
  88-89 Bio-Armor (new) 
  90-91 Shrink 
  92-93 Super-Energy Expulsion (new) 
  94-95 Intangibility 
  96-97 Transferal/Possession 
  98-99 Weight Manipulation 
  00 Immortality 
  Quentin Milton (Order #31246997)
  
  Alter Physical 
  Structure Sub-Table 
  01 -05 Alter Limbs (new) or Tentacles (new; pick one) 
  06-1 0 Intangibility 
  1 1 -1 6 Alter Physical Structure: Plasma (new) 
  1 7-22 Lycanthropy (new) 
  23-28 Bio-Armor (new) or Body Weapons (minor; pick one) 
  29-35 Alter Physical Structure: Plant (new) 
  36-42 Alter Physical Structure: Ice 
  43-49 Alter Physical Structure: Fire 
  50-56 Alter Physical Structure: Stone 
  57-63 Alter Physical Structure: Smoke or Mist (new) 
  64-70 Adapt to Environment (new) or Alter Body (minor; pick 
  one) 
  71 -77 Alter Facial Features and Physical Stature 
  78-84 Alter Physical Structure: Electricity 
  85-90 Animal Metamorphosis or Multiple Beings/Selves (pick 
  one) 
  91 -95 Alter Physical Structure: Liquid 
  96-00 Alter Physical Structure: Metal 
  Powers of Control Sub-Table 
  01 -10 Control Radiation 
  1 1 -20 Control Static Electricity 
  21 -30 Darkness Control 
  31 -40 Control Insects and Arachnids 
  41 -50 Control Elemental Force: Fire 
  51 -60 Control Elemental Force: Earth 
  61 -70 Control Elemental Force: Water 
  71 -80 Control Elemental Force: Air 
  81 -87 Control Kinetic Energy (new) 
  88-93 Control Others 
  94-00 Plant Control 
  DESCRIPTIONS Of 
  MINOR SUPER ABILITIES 
  List of Minor Super Abilities 
  Adhesion 
  Alter Physical Body 
  Bend Light 
  Body Weapons 
  Clock Manipulation 
  Energy Expulsion: Electricity 
  Energy Expulsion: Electrical Field 
  Horror Factor 
  Energy Expulsion: Energy 
  Energy Expulsion: Fire 
  Energy Expulsion: Light 
  Energy Resistance 
  Extraordinary Mental Affinity 
  Extraordinary Mental Endurance 
  Extraordinary Physical Strength 
  Extraordinary Physical Prowess 
  Extraordinary Physical Endurance 
  Extraordinary Physical Beauty 
  Extraordinary Speed 
  Flight: Glide 
  Flight: Winged 
  Flight: Wingless 
  Healing Factor 
  Heightened Sense of Hearing 
  Heightened Sense of Smell 
  Heightened Sense of Taste 
  Heightened Sense of Touch 
  Impervious to Fire & Heat 
  Manipulate Kinetic Energy 
  Mental Stun 
  Multiple Limbs 
  Nightstalking 
  Power Channelling 
  Radar 
  Superhuman Strength (new) 
  Supervision: Advanced Sight 
  Supervision: Nightvision 
  Supervision: Ultraviolet & 
  Infrared 
  Supervision: X-Ray 
  Underwater Abilities 
  228 
  Adhesion 
  Characters with this power are able to attach themselves to 
  any solid surface by their fingers and hands, toes and feet. This 
  means that the person can walk on walls or ceilings, can climb 
  any surface effortlessly, and is terrific at catching fly balls. 
  The only limits to this power are the character's own strength 
  and speed. Attempting to carry a heavy load greater than his/her 
  P.S.x1 0 in pounds (0.45 kg), will cause the character to immedi­
  ately fall off. Speed climbing and crawling along walls and ceil­
  ings is equal to half the running speed (see Spd. attribute). 
  Restrictions: Loose rocks, crumbling plaster, ice, oil or other 
  slippery substances will prevent the character from adhering to a 
  surface (polished metal, chrome, and glass are not considered 
  slippery substances and can be held on to or climbed). 
  Other Abilities and Bonuses: 
  Automatic climbing skill equal to 90% proficiency (does not in­
  clude rappelling); -1 5% when the character is wearing shoes 
  and/or gloves. 
  Add +1 0% to the prowl skill but only when climbing on the 
  ceiling, wall or other high place. 
  + 1 5% to palming, pick pockets, and concealment. 
  +5% to acrobatics and/or gymnastics. 
  +1 point to P.P. attribute. 
  Alter Physical Body 
  This power gives the character the ability to alter his body in 
  small but significant ways. The change is instant and can be 
  maintained indefinitely. 
  Quentin Milton (Order #31246997)
  
  Change fingerprints at will. To copy somebody else's finger­
  prints he needs a good, clear reference copy or the person's 
  hands. Copying skill is 25% +5% per level of experience. 
  Change physical beauty attribute; increase or decrease 5% 
  per level of experience. 
  Change appearance of age (mainly wrinkles); increase or de­
  crease 5% per level of experience. 
  Change eye color (any). Can NOT copy other people's reti­
  nas. 
  Change height, taller or shorter, by two inches per level of ex­
  perience. 
  Change the spacing between one's teeth. Can also lighten or 
  darken the color of the teeth by 25%. 
  Lighten or darken hair color by 33%. 
  Lighten or darken skin color by 33%. 
  Add, eliminate or change one birthmark per experience level. 
  Bend Light 
  Range: Self or a light beam with a range of 1 00 feet (30.5 m) 
  +1 5 feet (4.6 m) per level of experience. 
  Damage: None 
  Duration: One melee round. 
  The ability to bend light allows the character to manipulate 
  light radiation like a prism. This can produce a number of effects. 
  1 .  Separate the color bands of light to produce a colored light 
  beam or radiate about 70 watts of colored light (enough to light 
  up a 1 Ox1 0 foot room or to read by). The colors possible are red, 
  yellow, blue, green, purple, and orange, as well as infrared and 
  ultraviolet. 
  2. Blank Spot: The character can manipulate light and light 
  beams, such as infrared and ultraviolet, to "bend" around him, 
  thus making him invisible to such light. However, since the light is 
  bent around the character, an opponent may notice a blank spot 
  or ripple in the area he's looking at (roll D20, 1 8  or higher on in­
  itiative notices the anomaly). 
  3. Parry lasers and other light beams by bending the light 
  around him. The superbeing can parry and deflect narrow light 
  beams, including flashlights and laser beams. Roll just like a nor­
  mal parry +3. 
  In the altemative, the character can create a sort of bubble 
  that covers a 1 0  foot diameter (3 m) that will cover light around it 
  and effectively cause lasers and light beams to curve around it, 
  thus protecting those inside the bubble. Other beams of energy, 
  magic, pSionics, projectiles and physical force will pass through 
  the light bubble effortlessly. Maximum range this protective bub­
  ble can be cast is 1 00 feet (30.5 m). 
  4. Deflect light beams. The character can try to deflect light 
  beams back from where they originate or at a specific target 
  within range of the beam. This is done first as a parry (same as 
  #3 above) and then as a strike (counts as one melee attack/ac­
  tion). This targeted deflection is done without benefit of any bo­
  nuses; straight, unmodified dice roll (D20). 
  5. Can see into the infrared and ultraviolet light range. 1 00 
  feet (30.5 m) per level of experience. 
  Body Weapons 
  This power enables the character to alter the shape and struc­
  ture of his extremities to form weapons. This means he can elon­
  gate and transform one to all of his fingers into stabbing spikes, 
  cutting knives, or scythe-like claws; grow spikes, hooks or small 
  knife-like blades from the knuckles; the fingers and hand into a 
  two or three pronged fork, hatchet, hammer or metal ball, or the 
  hand and forearm into a sword, axe, club, mace, morning star, 
  229 
  ball and chain, trident, and so on. The weapons formed can 
  range from any variety of blades to club-like stumps. The shapes 
  are limited to traditional hand to hand, melee weapons (hammer, 
  mace, sword, scythe, etc.); nothing long-range, that fires projec­
  tiles, or that can be thrown. Simple tools like a serrated saw 
  blade, screwdriver, pick, and similar items without moving parts 
  (no scissors or pliers) can also be made. 
  Keys and other items (coffee cup, pen, pencil, etc.) cannot be 
  made, but the character can attempt to pick a lock by forming a 
  long, thin pick-like blade (-1 0% skill penalty). 
  After 3rd level, the forehead may be lined with blades, spikes, 
  horns, or lumps (adds 3D4 damage to head butts); one per level 
  of experience, as well as transform his hand or hand and forearm 
  into a lethal weapon. Sharp horns, blades or protrusions can also 
  be grown at the elbows, shoulders and knuckles. 
  Creation of blade arms cannot exceed the forearm length by 
  more than 50%, for a total forearm blade length of 34 to 40 
  inches (86 - 96 cm). 
  Damage: Damage is 1 D4 for a single knife-like blade made 
  from a finger - each finger can be turned into a blade, creating 
  claws that do 4D4 damage. The same applies to knuckle blades, 
  horns/hooks or spikes, each doing 1 D4 damage (one per 
  knuckle). 
  An arm can be molded into a club, mace, morning star, ham­
  mer or similar blunt weapon that does 2D6 damage +P.S. and 
  hand to hand combat damage bonuses. 
  A sword, axe, glaive or similar blade weapon inflicts 3D6 dam­
  age +P.S. and hand to hand combat bonuses. 
  All P.P., P.S., and W.P. skill bonuses to strike, parry and dam­
  age are applicable. The weapon arm is as hard as steel and has 
  a base S.D.C. of 4D4x1 0. The body weapon cannot be removed 
  from the body. 
  Special Bonus: +1 on initiative and +2 to disarm. Automat­
  ically has the fighting ability of paired weapons. The ability to turn 
  one's fingers, hands or arms into a weapon can be used as a 
  surprise attack against somebody who doesn't know the charac­
  ter's power. 
  Range: Limited to reach. 
  Clock Manipulation 
  This strange power links the superbeing with machines and 
  mechanisms that measure time. The character can stop, start, or 
  adjust the time countinglwatching mechanism of watches, clocks, 
  computers, alarms on a time system, counters, timers (including 
  those in explosive devices, monitors, microwaves, stoves, and 
  security vaults), and any timekeeping device. It is important to 
  note that the link with the timepiece provides the character with 
  information regarding everything about it: how it works, purpose, 
  who designed it, schedule of preprogrammed times, and a com­
  plete schematic. 
  For example, the character can prevent the detonation of a 
  time bomb by linking with the bomb's clock and freezing or slow­
  ing the timing or clock mechanism, or to determine which wire is 
  attached to the clock and detonator, or to detonate it sooner by 
  fast forwarding the counter. Likewise, he can link with the timer or 
  counter to a vault and adjust the clockltime so that it opens the 
  vault whenever he wants. Note: Living creatures cannot be af­
  fected by this power. 
  Other Bonuses and Abilities: 
  Has an amazing sense of time (within 2D6 seconds). Never 
  loses track of time nor accidentally late. 
  Can sense if a timepiece is accurate, and if not, by how much 
  it is fast or slow, and what the problem is. 
  Quentin Milton (Order #31246997)
  
  Can fix timepieces (clocks, watches, and counters) without 
  benefit of any mechanical or electronic skills. 
  Is excellent at "timing" actions and movements; +1 on initia­
  tive, +1 to pull punch, +1 to roll with punch, fall or impact. 
  Energy Expulsion: Energy 
  The character can generate energy which can be released in 
  directed pulses. The energy pulse or blast is fired from the finger­
  tips, hand or eyes (forms one beam/pulse). 
  Range: 600 feet (1 83 m) maximum. 
  Damage: 206 +1 06 per level of experience. 
  Special: The more powerful and experienced characters (3rd 
  level and higher) can regulate the strength of each blast in incre­
  ments of 1 06. For Example: A 6th level hero can fire blasts doing 
  as much as 806; that's 8 to 48 pOints of damage at maximum 
  strength. However, his mastery over his power enables him to 
  fire a warning shot doing a mere 1 06, a don't push your luck 
  blast doing 206 or 306 damage, a forceful 406, a rock-em 506, 
  a heavy 606, or a powerful 706 or full force 806 blast. The level 
  of power behind the energy blast does not affect the character in 
  any way. 
  In addition, the more experienced superbeing (3rd level and 
  up) can also divide the energy to fire two simliHaneous blasts at 
  two different targets. This means he can fire an energy bolt from 
  both hands (or from one hand and the eyes) at an opponent in 
  one direction and a second in another direction. However, the 
  key word here is a "divided" attack. The amount of damage in­
  flicted by each blast can not be greater than half his normal maxi­
  mum damage. Staying with the example of a 6th level hero, the 
  character could shoot two simultaneous blasts, each doing a 
  230 
  • •  
  • •• 
  • 
  maximum of 406 damage. Or one shot could be a waming shot 
  doing 1 06, while the other could be a deadly blast doing the 
  maximum 406 (the max because it is a divided attack and the 
  blasts cannot be greater than half the usual damage even if the 
  other blast is less). 
  Limitations of the Divided attack: Neither blast gets any spe­
  cial bonuses to strike! Only the natural roll of the die (020) 
  counts. Moreover, both targets must be in his line of sight. How­
  ever, the dual divided attack counts as only one melee attack. 
  Note: These controlled abilities to regulate and divide the 
  force of a blast apply to all energy expUlsion powers. 
  Duration: Instant 
  Attacks Per Melee: Each energy blast counts as one melee 
  attack or action; dual, simultaneous divided blasts also count as 
  one melee attack. 
  Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting 
  wild; neither is applicable to divided attacks. 
  Energy Expulsion: Electricity 
  Electrical energy bolts leap from the fingers of this living elec­
  trical generator. As the character grows in experience (3rd level 
  and higher), he/she can regulate the degree of damage by incre­
  ments of 1 06. 
  Quentin Milton (Order #31246997)
  
  Range: 400 feet (122 m) maximum. 
  Damage: 306 + 1 06 for each level of experience. 
  Special: Same as Energy Expulsion: Energy. 
  Duration: Instant 
  Attacks Per Melee: Each energy blast counts as one melee at­
  tack or action; dual, simultaneous divided blasts also count as 
  one melee attack. 
  Bonuses: +3 to strike if an aimed shot, + 1 to strike if wild. 
  Energy Expulsion: 
  Electrical Field 
  This character can turn himself into a living dynamo, crackling 
  with electrical energy. Standing stationary, the hero can generate 
  a field of electricity around himself affecting everyone within a 1 2  
  foot (3.6 m )  area (at least at first level). Victims caught i n  the field 
  will suffer a maximum of 406 damage for every five seconds 
  trapped in the field (equal of 2-3 melee attacks). Experienced 
  characters (3rd level and higher) can diminish the field's damage 
  to as little as 1 06 per five seconds of exposure. 
  While the field is up, the character is impervious to electrical 
  and energy attacks. Projectiles, bullets and thrown objects are -8 
  to strike, but do full damage if they hit. Fire, other forms of en­
  ergy, magic and psionics are not hampered by the electrical field. 
  Range: 10 foot (3 m) area +2 feet (0.6 m) per each level of expe­
  rience. 
  Damage: 406 for every 5 seconds within the energy field. The 
  damage of the field does NOT increase with experience or age. 
  Duration: One full melee (can be instantly renewed). 
  Attacks Per Melee: The erection of the field counts as two me­
  lee attacks/actions. Remaining attacks/actions can be performed 
  from within the electrical field - dodge and parry as usual. 
  Bonuses: Area affect; no aimed shot or long-range attacks are 
  possible, but everybody within the radius of the field takes dam­
  age. 
  Energy Expulsion: Fire 
  The character can emit a flamethrower-like blast or bolt of 
  fiery energy from his hands. Like the previous energy expulsion, 
  the severity of damage can be controlled in increments of 1 06. 
  Remember, maximum damage is limited by the level of experi­
  ence. 
  Range: 300 feet (91 .5 m) maximum. 
  Damage: 206 + 1 06 for each level of experience. 
  Special: Same as Energy Expulsion: Energy. 
  Duration: Instant 
  Attacks Per Melee: Each energy blast counts as one melee at­
  tack or action; dual, simultaneous divided blasts also count as 
  one melee attack. 
  Bonuses: +3 to strike if an aimed shot, + 1 to strike if shooting 
  wild. 
  Energy Expulsion: Light 
  The ability to draw on light energy/radiation and emit a highly 
  concentrated bolt of light, not unlike a laser beam. The light bolt 
  can only be fired in pulses from the fingers, hands or eyes. With 
  experience (3rd level or higher), the character can regulate the 
  amount of damage inflicted by the light bolt in increments of 1 06. 
  The character can also radiate light like a human light bUlb. 
  Equal to about 1 00 watts, plus 25 watts per level of experience. 
  Even at first level he can radiate enough to light up a 20x20 foot 
  (6x6 m) room. 
  231 
  Range: 600 feet (1 83 m) 
  Damage: 206 + 1 06 per each level of experience, or blinding 
  flash; the victim, (as many as five if grouped closely together) 
  are momentarily blinded (-8 on all combat rolls) for one melee 
  round. The blinding flash is only effective at close range: 1 0  feet 
  (3 m). 
  Special: Same as Energy Expulsion: Energy. 
  Duration: Instant 
  Attacks Per Melee: Each energy blast counts as one melee at­
  tack or action; dual, simultaneous divided blasts also count as 
  one melee attack. 
  Bonuses: +3 to strike for aimed shot. +1 if shooting wild. Fur­
  thermore, the character is resistant to radiation (half damage). 
  Energy Resistance 
  This power makes the character extremely resistant to all en­
  ergy based attacks. No physical damage is sustained by the first 
  20 points of energy attacks in a melee round. Energy attacks be­
  yond the 20 points do only half damage. 
  The character's resistance to energy includes fire, electricity, 
  lasers, and most other forms of pure energy. The person is com­
  pletely invulnerable to stun-type energy weapons. Energy resis­
  tance is not effective against radiation damage, kinetic energy 
  (punches, kicks, melee weapons, etc.), projectiles, explosive 
  force, magic or most forms of psionics (pyrokinesis and electroki­
  nesis fall into the Energy Resistance category above). 
  Range: Self 
  Duration: Constant 
  Attacks Per Melee: None 
  Bonuses: No 
  Extraordinary Mental Affinity 
  An aura of likability, confidence and trust radiates from this 
  character. He or she is so dynamic that they are often the center 
  of attention and make the opposite sex swoon. 
  Bonuses: 
  Increase the M.A. attribute to 24+ 1 06. 
  Skill bonus of +1 0% is added to seduction, pick pockets and 
  all skills of deception and sleight of hand. 
  Extraordinary Mental Endurance 
  A very mentally stable, strong willed and striking personality 
  that is difficult to mind control, suppress or break. This guy has a 
  will of iron. 
  Bonuses: In addition to M.E. attribute bonuses ... 
  Increase M.E. to 21 +204. 
  Needs a 1 2  to save vs psionic attack (plus M.E. bonus). 
  +6 to save vs mind altering drugs. 
  +6 to save vs Horror Factor. 
  +6 to save vs possession. 
  + 1 to save vs magical illusions. 
  Extraordinary Physical Strength 
  This character possesses astounding physical strength. Al­
  though this strength is in the realm of human capability, this char­
  acter does not need the hours of daily exercise to maintain it. 
  Bonuses: 
  Increase P.S. to 20 +206 - if P.S. is higher than 20 already, 
  add 206+6 to it. 
  Can carry 1 00 times P.S. in pounds and can lift 200 times P.S. 
  of weight in pounds (one pound equals 0.45 kg). Also see Super­
  human (Minor) and Supernatural Strength (Major). 
  Quentin Milton (Order #31246997)
  
  Extraordinary Physical Prowess 
  A greatly heightened physical prowess attribute providing in­
  creased speed and agility. 
  Bonuses: 
  Add 2D4 to the P.P. attribute. 
  Add 3D4 to the Speed attribute. 
  Add one extra attack per melee round. 
  +3 to automatic dodge; can dodge an attack without using up 
  a melee action. 
  Plus 1 0% to physical skills requiring dexterity and prowess, 
  such as prowl, gymnastics, acrobatics, climb, etc. 
  Extraordinary 
  Physical Endurance 
  An extremely tough individual who can withstand a great 
  amount of physical strain or punishment. Fatigues at one tenth 
  the normal rate. 
  Bonuses: 
  Add 1 D6+5 to the P.E. attribute; take note of bonuses to save 
  vs toxins and coma (see P.E. attribute bonuses). 
  Add 4D4x1 0 S.D.C. 
  Add 3D6 to Hit Points, plus 1 D4 per level of experience. 
  Extraordinary Physical Beauty 
  An extremely attractive individual whose beauty is truly excep­
  tional. Members of the opposite sex are particular1y vulnerable to 
  this character's charm. 
  Bonuses: 
  Increase P.B. to 20 +2D4; see attribute bonuses for the ability 
  to impress and charm. 
  +1 0% to the investigation/research, interrogation, seduction, 
  palming and pick pocket skills. 
  Extraordinary Speed 
  The ability to move and run faster than most vehicles without 
  tiring. It also enables the character to sidestep attacks without 
  losing an attack. 
  Bonuses: 
  Speed 220 mph (353 km), plus 20 miles (32 km) per level of 
  experience! 
  +50 to S.D.C. 
  + 1 attack per melee round. 
  + 1 on initiative at levels 1 ,  3, 4, 5, 7, 9, 1 1 ,  13 & 1 5. 
  +2 to strike. 
  +3 to parry. 
  +2 to pull punch. 
  +4 to roll with punch or fall. 
  +6 to dodge by moving, running or diving out of the way. 
  +2 to automatic dodge; can dodge an attack without using up 
  a melee action. 
  +4 to damage for every 20 mph (32 km) of speed. The best a 
  punch or kick can do from a standing still position is 40 mph (64 
  km), adding +8 to damage. See Super Abilities in Combat for 
  more details. 
  Flight: Glide 
  This power allows the superbeing to ride air currents to fly and 
  hover in the air. Maximum gliding speed outdoors is 40 to 50 mph 
  (64 to 80 km); half indoors. Diving with a boost from strong winds 
  or from an airplane or great height (skyscraper's rooftop), is 1 20 
  mph (192 km). 
  232 
  Bonuses When Gliding: 
  + 1 on initiative. 
  + 1 to strike. 
  +1 to parry. 
  +2 to dodge. 
  Flight: Winged 
  This superbeing has physical wings that give him the power of 
  flight. Unfortunately, wings are difficult to conceal (average wing­
  span is 1 2  to 1 8  ftl3.6 to 5.5 m). This can make a secret identity a 
  Quentin Milton (Order #31246997)
  
  bit of a problem, and passage through narrow openings impossi­
  ble. However, the wings can be carefully folded, tucked and re­
  strained with minimal discomfort. Wings that are pulled back and 
  strapped in place impair the character's mobility as follows. 
  Penalties when wings are restrained: 
  -1 on initiative. 
  -1 to parry. 
  -1 to strike. 
  -1 to dodge. 
  -1 one attack per melee round. 
  And reduce Spd. by 1 0% 
  Bonuses In Flight: Applicable only if there is room for the 
  character's wings - he can hover several inches above the 
  233 
  ground during combat in order to use his full bonuses. 
  Speed - 1 60 mph (256 km) plus 1 0  mph (1 6 km) per level of 
  experience. 
  +2 to P.B. attribute. 
  + 1 attack per melee round. 
  +2 to strike. 
  +2 to parry. 
  +4 to dodge when hovering or flying under 80 mph (128 km). 
  +6 to dodge when flying 90 mph (1 44.8 km) or faster. 
  +4 to damage for every 20 mph (32 km) of flying speed. 
  +40 to S.D.C., plus each wing has the equivalent of 30 S.O.C. 
  (will not use them to shield himself). Attacking a wing requires a 
  called shot. Wings reduced to 1 0  or less S.D.C. each, will reduce 
  speed by half. If one wing is crippled (reduced to zero, or below, 
  S.D.C.) the character cannot fly! Wings heal at a rate of 1 04+4 
  S.D.C. per day and lost feathers, membrane or pieces are re­
  grown in a few weeks (until then, they look tattered and mangy; 
  reduce P.B. by 1 06 points). 
  Type of Wings: 
  01 -35 Leather 
  36-70 Feather 
  71 -00 Insect 
  Flight: Wingless 
  The impressive ability to fly without any apparent means of 
  propulsion. 
  Bonuses In Flight: The character can hover several inches 
  above the ground during combat in order to use his full bonuses. 
  Speed 200 mph (321 km), plus 20 mph (32 km) per level of 
  experience. 
  + 1 attack per melee. 
  +2 to strike. 
  +2 to parry. 
  +4 to dodge when hovering or flying under 80 mph/1 28 km. 
  +6 to dodge when flying around 90 mph (1 44 km) or faster. 
  +4 to damage for every 20 mph (32 km) of flight speed. 
  +40 to S.D.C. 
  Healing Factor 
  This power provides incredible recuperative abilities and im­
  munity to disease and toxins. 
  Bonuses: 
  +204 to the P.E. attribute. 
  +206+6 to Hit Points 
  +25 to S.D.C. 
  +20% to save vs coma/death. 
  +3 to save vs magic, poison and toxins (this is in addition to 
  the P.E. bonuses). 
  +3 to save vs psionic attacks. 
  The Healing Factor: 
  Recovers 3 S.D.C. every 1 0  minutes (1 8 per hour)! 
  Recovers one hit point every 15 minutes (4 per hour). 
  Special superhealing: Can instantly regenerate 406 hit points 
  two times per day (24 hour period). 
  Does not fatigue, whatsoever! 
  Resistant to fire and cold; does half damage. 
  Resistant to drugs, toxins, and poisons. When the character 
  doesn't save against them, their effects (duration, penalties and 
  symptoms) and damage are a mere one third normal. 
  No scarring when healed. 
  Quentin Milton (Order #31246997)
  
  Broken bones heal completely, without any sign of having 
  ever been broken, at a rate 1 0  times faster than normal. This 
  means a leg fractured in several places will be completely healed 
  in about 8-1 0  days instead of 1 1 - 1 5  weeks. 
  Heightened Sense of Hearing 
  Heightened hearing enables the character to hear tiny, almost 
  inaudible sounds several hundred feet away. 
  At 75 feet (22.9 m) he can hear sounds as quiet as one deci­
  bel. At 1 50 feet (45.7 m) he can hear sounds as quiet as 1 0  deci­
  bels. At 360 feet (1 09.7 m) the audible perception is greatly 
  taxed, allowing him to barely hear a normal conversation in the 
  30 decibel range. See Sonic Power for the decibel scale. 
  Loud or constant noise will reduce the quality of hearing per­
  ception. If the surrounding noise is in the 70 decibel area, the 
  hearing range will be reduced by -1 0 feet. Continue to reduce by 
  5 feet (1 .5 m) for every additional 1 0  decibels. 
  Range: 360 foot radius (1 09.7 m). 
  Other Abilities Include: 
  Estimating the distance of the sound at a 60% +5% per level 
  proficiency. 
  Estimating the speed and direction of approach at 50% +5% 
  per level of experience. 
  Recognize a voice or sound through intense concentration at 
  40% +5% per level of experience (-1 0% if the person is trying to 
  disguise his voice and -20% if the person is using the ventrilo­
  quism and/or impersonation/imitate voice skill). 
  Imitate a voice at 30% +5% per level of experience 
  Bonuses: 
  +1 to parry. 
  +2 to dodge. 
  +6 on initiative. 
  Heightened Sense of Sight 
  See the different types of Supervision. 
  Heightened Sense of Smell 
  An exceptional sense of smell that enables the superbeing to 
  identify any smell he comes in contact with. 
  Range: Roughly 1 00 feet (30.5 m) 
  Abilities: 
  Recognize/identify specific odors: 70% +4% per level of ex­
  perience (+1 0% for very common odors, including most foods, al­
  though this character can recognize the smell of the specific 
  ingredients in addition to the overall smell of a particular food 
  dish). 
  Recognize poisons, toxins and chemicals by scent: 50% +4% 
  per level of experience. Note: Some poison gases are odor­
  less/tastelesS/coloriess. 
  Recognize a person by scent alone: 50% +3% per level of ex­
  perience. 
  Track by scent: 40% +3% per level of experience. Reduce by 
  1 0% in the city. Roll for every 200 yards/meters. 
  Difficult to surprise this character as he is likely to smell a per­
  son, robot, animal or vehicle 1 00 feet (30.5 m) before it reaches 
  him, especially if the wind is blowing in his direction (in fact, can 
  catch scents on the wind at triple his normal range). 
  +1 to dodge. 
  + 1 on initiative. 
  234 
  Heightened Sense of Taste 
  Range: Touch/Taste 
  Having a heightened sense of taste means being able to pre­
  cisely identify the components in anything tasted. The presence 
  of drugs or chemicals in food will be immediately apparent, al­
  though identifying the particular drug or chemical depends on the 
  character's skill in pharmaceuticals, or chemistry, or past experi­
  ence. 
  Characters with a heightened sense of taste will tend to be 
  very particular about what they eat or drink. With practice, they 
  can exactly identify the components of any food or drink, and 
  may even be able to identify its point of origin (something of a 
  hobby). Thus, the character can identify all the ingredients in a 
  prepared food and even have a strong idea of their proportions. 
  Furthermore, if the character studies wine, he will be able to iden­
  tify the type, year, bottling company, and vineyard of any wine 
  from a single taste. 
  Recognize common ingredients such as sugar, salt, pepper, 
  spices, foods, gasoline, and similar, at a proficiency of 70% +4% 
  per level of experience. 
  Recognize exotic tastes such as chemicals, toxins and poi­
  sons at a proficiency of 30% +5% per level of experience. Prac­
  ticing to recognize an unusual taste for two months will put that 
  taste into the common item category. 
  +10% to cooking skill (professional quality). 
  Heightened Sense of Touch 
  The character has an uncanny and superior tactile sense. He 
  or she also has a very soft, delicate touch and steady hand. 
  Bonuses & Abilities: 
  He can easily recognize and locate very slight differences 
  (scratches, cracks, dings, imperfections, etc.) in textures by 
  touch. 70%+2% per level of experience. 
  Identify fabric and material by touch alone. 60% +2% per level 
  of experience. 
  Notice minute changes in temperature by touch or slowly 
  moving one's hand over an item. 60% +2% per level of experi­
  ence. 
  Penalties for being blind are all at -5 instead of 8. 
  Adds +1 0% to skills that require a delicate, light touch, includ­
  ing identifying and making forgeries, demolitions, pick pocket, 
  pick locks, palming, cardsharp, etc. 
  + 1 to strike on an aimed or "called shot," including a thrown 
  item or weapon. 
  Horror Factor (optional) 
  The superbeing radiates an aura of evil, horror, or power that 
  stops people in their tracks. Everyone encounteringlfacing this 
  character, even if he/she is attractive, must roll a 20 sided die to 
  save vs Horror Factor. 
  A successful save is a roll higher than the H.F., and means 
  the defender is not impressed and may attack without hesitation. 
  He does not have to roll to save again until their next confronta­
  tion/meeting. 
  A failed roll means the individual loses initiative and one of his 
  melee attacks for that round, and is the last to attack. He must 
  roll again next melee round. Another failed roll means the same 
  penalties are repeated. 
  Base Horror Factor: 1 0  + 1 per every other level of experi­
  ence. 
  Bonus: The character is himself +9 to save vs Horror Factor. 
  Note: Some readers may find this power inappropriate or 
  funky in the heroes setting so we have made its use optional. 
  Quentin Milton (Order #31246997)
  
  However, it does make sense if you think about it, especially from 
  ordinary humans and puny or low level superbeings. 
  Impervious to Fire and Heat 
  Just as the name suggests, this power makes the superbeing 
  completely impervious to fire and heat, including magical fire and 
  extreme heat. 
  Range: Self. 
  Duration: Constant. 
  Manipulate Kinetic Energy 
  The ability to manipulate kinetic energy enables the character 
  to survive falls from great heights, deflect bullets and increase 
  the kinetic velocity of objects he throws. 
  Range: Self or held object. 
  Attacks Per Melee: Each kinetic attack or use of the power 
  counts as one melee action/attack. 
  1 .  Protective Kinetic Energy Field: The kinetic aura radiates 
  around the character and protects him from kinetic attacks/en­
  ergy. As a result, damage from a fall, explosion, punch, kick, bul­
  let, arrow, sword or club, is cut in half. Energy weapons, magic, 
  and psionics do full damage. 
  Range: Self only. 
  Duration: As long as five minutes per level of experience. 
  Attacks Per Melee: The initial activation counts as one mele 
  attack/action. The character also loses one attack/action for 
  every melee round that the protective field is kept in force. Acti­
  vated with but a thought; instant. 
  2. Increase Kinetic force: The character can cause one of 
  two thing to happen with this aspect of his power. 
  A) Increase the velocity to inflict greater damage (doubles nor­
  mal damage), or B) increase the velocity for greater range (dou­
  bles the normal range, but is -2 to strike). 
  In both cases, the superbeing must physically hold, charge 
  with kinetic energy, and hurl the item. Thus, this power is only ef­
  fective with thrown objects like knives, darts, clubs, axes, boo­
  merangs, throwing irons/sticks, rocks, etc. It also includes slings 
  and the bow and arrow, but not the crossbow or guns. The act of 
  charging and throwing an object counts as one melee attack. 
  3. Redirection: Any object that the superbeing has held, 
  charged and thrown can be mentally directed to do one of the fol­
  lowing while it is in motion: 
  Retum after it strikes. 
  Curve left or right to hit a target not in its direct path. 
  Suddenly drop or jump higher by one foot (0.3 m) per level of 
  experience. 
  Suddenly stop in front of the intended target, stay suspended 
  in the air for 1 -2 seconds and drop harmlessly to the ground. 
  Only one "redirection" can be performed per attack (per 
  thrown object) and uses up one melee attack (e.g. in addition to 
  the initial charging and throwing attack). 
  4. Deflect Kinetic Objects: This is a kinetic energy parry that 
  can deflectlknock away a bullet, arrow or thrown object (but not 
  punches, stabs, kicks, etc., connected to a living body). The de­
  flection works just like a normal parry, roll a D20 to use kinetic 
  force to parry the projectile. The usual bonuses from P.P and 
  skills are not added to this "mental" parry, but the character is +4 
  to parry using this aspect of his power. Note: Only one object 
  can be parried at a time; a hail of arrows or bullets cannot be par­
  ried. Also note that if the item is deflected, it means it could hit 
  somebody standing on either side or above him. 
  235 
  Some Kinetic Weapons, Normal Effective Ranges and Dam­
  age: 
  Arrow, Typical: 420 ft (1 28 m) - 1 06 damage 
  Arrow, Long or Composite Bow: 800 ft (244 m) - 2D6 damage 
  Ax (Battle or Chopping types): 20 ft (9 m) - 3D6 damage 
  Ax, Throwing (small): 60 feet (1 8.3 m) - 2D4 damage 
  Bola: 60 ft (18 m) - 2D4 damage, plus entaglement 
  Boomerang: 1 20 ft (36.6 m) - 1 D6 damage 
  Darts: 60 ft (1 8 m) - 1 D4 damage 
  Discus, Metal: 1 00 ft (30.5 m) - 2D6 damage 
  Discus, Metal with blade edges: 1 00 ft (30.5 m) - 3D6 damage 
  Frisbee Toy: 200 ft (61 m) - no damage 
  Frying Pan: 20 ft (6 m) - 1 D6 damage 
  Hardball/Baseball: 200 ft (61 m) - 1 D6 damage 
  Knife, Ordinary: 50 ft ( 1 5  m) - 1 06 damage 
  Knife, Throwing: 1 00 ft (30.5 m) - 1 D6+2 damage 
  Marble/Snowball: 1 00 ft (30.5 m) - 1  point of damage 
  Metal Pipe or Chunk of Debris: 1 00 ft (30.5 m) - 2D6 damage 
  Softball: 300 ft (91 .5 m) - 2 points of damage 
  Softball-Size Rock: 200 ft (61 m) - 2D4 damage 
  Shuriken: 60 ft (18 m) - 1 06 damage 
  Spear: 1 00 ft (30.5 m) - 2D6 damage 
  Sword (average size): 30 ft (9 m) - 2D4 to 2D6 damage 
  Javelin: 300 ft (91 .5 m) - 1 D6 damage 
  Throwing Irons: 1 00 ft (30.5 m) - 2D4 small or 2D6 large dam­
  age 
  Throwing Sticks: 1 20 ft (36.6 m) - 1 D6 damage 
  Throwing Spikes: 60 ft (1 8 m) - 1 D6 damage 
  Note: The ranges listed are the effective range when thrown 
  with accuracy and to hit something. The ranges are easily double 
  when a person hurls them with all his might, but are thrown wild 
  with a penalty of -9 to strike. 
  Mental Stun (non-psionic) 
  A power that attacks the balance and motor mechanism of the 
  brain. Victims feel light-headed, dizzy and out of sync. 
  Range: 60 feet (1 8.3 m) or by touch. 
  Damage: Special. Victims lose one attack per melee round, have 
  no initiative and are -3 to strike, parry, and dodge, -6 to roll 
  with punch, fall or impact, and skill performance and speed 
  are reduced by 40%. 
  Duration: Victims suffer penalties for two melee rounds. 
  Attacks Per Melee: Counts as three hand to hand attacks. Each 
  attack can only be directed at one person at a time, not an en­
  tire crowd at once. 
  Saving Throw: 1 5  or higher is needed to save. M.E. bonuses vs 
  psionics can be applied. 
  Multiple Limbs 
  A character with this ability has an extra pair of limbs, either 
  arms and hands or legs and feet. The limbs can be either identi­
  cal to those of the superbeing or somehow different; i.e., both the 
  natural and extra legs can be horse-like, making the character a 
  centaur. Or the character might have two human-like arms and 
  hands plus two tentacles or two crab-like claws, or an extra pair 
  of normal arms and so on. The abilities of the extra arms will de­
  pend on what they are. Tentacles for example, may be prehen­
  sile but won't offer the same degree of control and versatility 
  provided by fingers and hands. 
  Bonuses from a pair of extra arms and hands: One additional 
  attack/action per melee round, +1 to parry, paired weapons, 
  Quentin Milton (Order #31246997)
  
  + 1 5% to climb, +5% to pick pockets, pick locks, palming and 
  other sleight of hand. 
  Bonuses from a pair of extra tentacles: One additional at­
  tack/action per melee round, +1 to parry, +5% to climb, and 
  entangle/pin. 
  Bonuses from an extra pair of legs and feet: Characters who 
  possess an extra pair of legs can have them in any arrange­
  ment or appearance (horse, crab, insect, etc.). Bonuses from 
  an extra pair of legs increases the speed attribute by 1 D6x1 0 
  points, can leap 1 0  feet (3 m) lengthwise from a standstill or 
  20 feet (6 m) from a running start, +4 to dodge, kick with two 
  legs does 3D6 damage, +20% to maintain balance, and +20 
  to S.D.C. 
  Note: This is the only super ability that can be taken twice. If 
  this is done so, the character will have one extra set of arms and 
  one extra set of legs for a total of eight limbs. A character cannot 
  have more than this. 
  Nightstalking 
  This ability allows the character to have temporarily height­
  ened senses and abilities while on the trail of his victim(s). It can 
  only be used at night, or in a dim, eerie environment, such as a 
  basement, cave, or abandoned building. Fear and darkness 
  seem to trigger an inner power within the individual which mani­
  fests itself in the following ways. 
  Night Powers: 
  Hide in shadows/darkness: Similar to a motionless prowl 
  -not likely to be seen or heard when hiding motionless in dark­
  ness. 73% +3% per level of experience. 
  Sense the exact moment of the rising and setting of the sun. 
  Recognizes vampires and sees Shadow Beasts even when they 
  are in shadow. Likewise, can see those cloaked in unnatural or 
  magical darkness. 
  Cannot be turned into the undead. 
  +1 0% on the skills tracking, land navigation, and prowl. 
  Nightvision 1 000 feet (305 m). 
  Horror Factor of 13 (optional). 
  + 1 on initiative. 
  +1 06 to damage (only at night). 
  +50 S.D.C. (only at night). 
  Power Channeling 
  Characters with this power have an awesome ability to gener­
  ate and channel kinetic energy for very specific purposes. The 
  character creates a kinetic surge within himself when he attacks 
  someone with his bare hands, feet, or tail, and releases this en­
  ergy on contact. These superpunches deliver as much damaging 
  energy as any of the energy expUlsion powers, but they cannot 
  be used at long-range, only in hand to hand melee combat. 
  These characters can even damage metal, concrete, or armored 
  targets with punches, kicks, head butts or flying tackles. Damage 
  increases with level and all bonuses are applicable, except for 
  the character's normal P.S. damage bonus, because it is the re­
  lease of energy that does the damage, not the force of the blow. 
  Body tackle damage - 1 D6 + 1 D4 per level of experience. 
  Head butt damage - 1 D6 +1 D6 for every two levels (3, 5, 7, 9, 
  1 1 , 1 3, and 1 5). 
  Punching damage - 1 D6 + 1 D6 per each level of experience. 
  Power Punch - 6D6x2 but uses up four melee attacks/actions. 
  Kicking damage - 2D6 + 1 D6 per level of experience. 
  236 
  Jump Kick - The above kick damage x2! But it uses up ALL 
  melee attacks/actions and must be the first attack of the me­
  lee round. 
  Radar 
  The radar super ability sends out high-frequency radio waves 
  which bounce off objects, returning and indicating the direction 
  and distance of the reflecting objects. This power provides the 
  superbeing with a crude type of see in the dark ability, enabling 
  him to know/sense the location of objects and movement. 
  Range: 400 feet (1 22 m) +1 00 feet (30.5 m) per level of experi-
  ence. 
  Abilities Include: 
  Interpreting Shapes: 50% +5% per level of experience. 
  Estimating Distance: 60% +4% per level of experience. 
  Estimating Direction: 60% +4% per level of experience. 
  Estimating Speed: 40% +4% per level of experience. 
  Estimating exact location: 50% +4% per level of experience. 
  Bonuses: 
  +4 on initiative. 
  +2 to parry and dodge. 
  +2 to strike. 
  One additional attack per melee. 
  No minuses apply when blinded or in darkness. 
  Note: Radar does not go through cloth, wood, glass, metal or 
  people. Consequently, the character can not see or sense 
  through walls or doors. Likewise, while he may sense a car, esti­
  mate its speed, direction and distance, he can not tell how many 
  people are inside the vehicle. 
  This ability is especially useful in the dark, long distances, and 
  combat (providing relatively full view of the combat area). 
  Disadvantages: Radar is totally fouled in the rain, snow, dust 
  or sandstorms, and by similar obscuring conditions. No bonuses 
  apply under these conditions, including no additional attacks per 
  melee. If these conditions exist at night/dark or while blinded, the 
  radar is ineffective and the character is blind and suffers all the 
  penalties that usually apply. 
  Smoke and fog also fouls radar, but not as severely as the 
  aforementioned conditions. All the abilities to estimate speed, di­
  rection, distance, shape and location are -30%. All bonuses are 
  reduced by half. 
  Superhuman Strength 
  The character possesses superhuman strength a notch below 
  supernatural. 
  Bonuses: Add 20 +2D4 points to the current P.S. attribute. 
  Can carry 200 times P.S. in pounds and can lift 300 times. 
  Fatigues at half the rate of normal humans. 
  Supervision: Infrared & 
  Ultraviolet 
  This power enables the character to see in the infrared and ul­
  traviolet spectrums of light radiation. Both types of light are 
  clearly visible to this person, including infrared and ultraviolet 
  light beams like those emitted by old-style nightsights. Infrared 
  also provides a limited type of nightvision allowing the character 
  to see clearly in the dark up to about 300 feet (1 83 m). 
  Supervision: Nightvision 
  The ability to see clearly in darkness. This includes total dark­
  ness.Range is equal to normal vision. 
  Quentin Milton (Order #31246997)
  
  Supervision: Advanced Sight 
  This is a power that gives the character supersharp, crystal 
  clear vision. Distancing vision is not unlike that of an eagle's. Al­
  though not telescopic, the vision is so sharp that the person can 
  read a small sign or recognize a face/costume up to two miles 
  (3.2 km) away. Range: Two miles plus one mile for every level of 
  experience beyond level two. 
  Super Vision: X-Ray 
  A power that enables the character to see through most sub­
  stances. Lead and lead alloys will block x-ray vision. It requires a 
  few moments of concentration to see through various sub­
  stances. 
  Abilities: 
  See through fabric or paper up to four inches thick instantly. 
  See through up to one foot (0.3 m) of wood, plaster, fabric, 
  paper, vegetation; requires one melee round (1 5 seconds) per 
  each foot of material. 
  See through six inches of brick, stone, concrete or metal; re­
  quires two melee rounds (30 seconds) per each six inches. 
  Underwater Abilities 
  This power enables the superbeing to function with incredible 
  prowess underwater. Like a fish, he can breathe underwater, 
  swim, and so on. This character can breathe and function on dry 
  land like a normal person for an indefinite period of time - days, 
  months, or years. However, he feels most comfortable, as well as 
  most powerful, in water, i.e. rivers, lakes, seas, and oceans. 
  1 .  Abilities Include: 
  Breathe Underwater enables the superbeing to breathe un­
  derwater as easily as he does air on the surface. 
  Swimming is an automatic, instinctive ability enabling the 
  character to swim with the skill proficiency of a competitive swim­
  mer. All basic swimming techniques and styles are known; skill 
  level 80% + 1 % per level of experience. 
  Depth Tolerance: Can survive the pressure up to 1 .5 miles 
  (2.4 km) underwater. 
  Extraordinary Strength Underwater: The character pos­
  sesses incredible strength while underwater. Increase P.S. to 24, 
  or if the character already has a natural P.S. of 20 or higher, add 
  six to the P .S. The extra strength applies only when submerged 
  in water. On dry land the superbeing's strength is his normal, 
  natural physical strength. 
  S.D.C. also increases underwater; add 1 00 S.D.C. points. 
  On dry land the S.D.C. reverts to normal. 
  Extraordinary Speed Underwater: The character's swim-
  ming speed is the Spd. attribute x5 while underwater. 
  2. Bonuses Underwater: 
  +2 to strike. 
  +2 to parry. 
  +4 to dodge. 
  + 1 extra attack per melee round. 
  3. Bonuses on Dry Land: 
  +1 to strike. 
  Add 40 points to S.D.C. (Remember, the 1 00 S.D.C. bonus 
  underwater no longer applies). 
  Note: Aquatic aliens with this power reverse it, meaning they 
  are an underwater creature (with whatever natural underwater 
  abilities they normally possess) who can now function on dry land 
  (e.g. Underwater Abilities becomes Surface/Land Abilities). Thus, 
  change the swimming skill to running and the underwater bo­
  nuses apply to aquatic creatures when they are on land (they can 
  breathe air, walk/crawl, etc.). 
  List of Major Super Abilities 
  Adapt to Environment (new) 
  Alter Facial Features & Physical Stature 
  Alter Limbs (new) 
  Alter Metabolism 
  Alter Physical Structure: Electricity 
  Alter Physical Structure: Fire 
  Alter Physical Structure: Ice 
  Alter Physical Structure: Liquid 
  Alter Physical Structure: Metal 
  Alter Physical Structure: Plant (new) 
  Alter Physical Structure: Plasma (new) 
  Alter Physical Structure: Smoke or Mist (new) 
  Alter Physical Structure: Stone 
  Animal Abilities 
  Animal Metamorphosis 
  Bio-Armor (new) 
  Bio-Ghost 
  Cloaking (new) 
  Chameleon 
  Control Elemental Force: Air 
  Control Elemental Force: Earth 
  Control Elemental Force: Fire 
  Control Elemental Force: Water 
  Control Insects & Arachnids 
  Control Kinetic Energy (new) 
  Control Others 
  Control Radiation 
  Control Static Electricity 
  Copy Physical Structure 
  Create Force Field 
  Darkness Control 
  Disruptive Touch 
  Divine Aura 
  Energy Absorption 
  Force Aura 
  Gem Powers 
  Gravity Manipulation 
  Growth 
  Holographic Memory Projection 
  Immortality 
  Intangibility 
  Invisibility 
  Invulnerability 
  Item Reduction 
  Karmic Power 
  Lycanthropy (new) 
  Magnetism 
  Mechano-Link 
  237 
  Mimic 
  Multiple Beings/Selves 
  Multiple Lives 
  Natural Combat Ability (new) 
  Negate Super Abilities 
  Negative Matter 
  Plant Control 
  Shapechange 
  Shrink 
  Slow Motion Control 
  Sonic Power 
  Sonic Absorption & Reflection (new) 
  Sonic Flight 
  Sonic Speed (running) 
  Spin at High Velocity 
  Stretching (elasticity) 
  Super-Energy Expulsion (new) 
  Supernatural Strength (new) 
  Teleport 
  Tentacles (new) 
  TransferallPossession 
  Vibration 
  Weight Manipulation 
  Quentin Milton (Order #31246997)
  
  Adapt To Environment 
  By Aaron Oliver & Kevin Siembieda 
  This power enables the superbeing to alter his body to best 
  suit his environment. These changes to survive a hostile or alien 
  environment happen in a matter of seconds. In the case of adap­
  tation to a toxic atmosphere/air, the adaptation lasts indefinitely 
  (for as long as he is exposed to that atmosphere), whil� the 
  physical adaptation to an environment lasts only hours at a time. 
  1 .  Adapt to Air/Atmosphere: This power enables the charac­
  ter to breathe in any atmosphere, including those that would be 
  toxic and deadly to normal humans. 
  The adaptation process begins the moment the character is 
  exposed to the new atmosphere. For the initial 1 06 minutes he 
  coughs and chokes (reduce all combat bonuses, melee actions 
  and skill performance by 50%) and finally passes out. He will re­
  main in a coma-like sleep for 1 04 hours while his metabolism re­
  acts and adapts to the alien and otherwise deadly atmosphere. 
  When he awakens, he will be able to breathe the new atmos­
  phere without difficulty. Note: While the character is uncon­
  scious, he is completely defenseless, unable to wake up, even if 
  attacked, until he has completely adapted to the new gases. The 
  individual must go through this process every time he wishes to 
  breathe a different type of atmosphere (even those he has 
  adapted to in the past). However, he can instantly switch to the 
  air of his native planet (no choking or coma-adaptation period), 
  and alien or toxic air that he has adapted to in the past is adapted 
  to at half the initial time (3D4x1 0 minutes for the coma). He can­
  not adapt to a vacuum (no air), or radiation, or breathe underwa­
  ter; this ability applies only to "air" - gases breathed by the 
  character. 
  2. Semi-Impervious to Toxic Gases: 
  In addition to 
  being able to breathe toxic air, the character is effectively imper­
  vious to poisonous gases, smoke and deadly pollution in the air 
  - not that they don't have some negative affect on him. Expo­
  sure to the toxic gas/smoke/polluted air causes the character to 
  cough and have difficulty breathing for the entire period he is ex­
  posed to the foul air. During that period reduce all combat bo­
  nuses, melee actions and skill performance by 50%, but he can 
  continue to function on an impaired level without physical injury 
  or any other effects (Le. sleeping gas will not put the character to 
  sleep, poison does no damage, etc.)! 
  If exposure to this toxin is less than 1 5  minutes, the superbe­
  ing completely recovers after one minute of breathing clean air. 
  If exposure to the toxin is over 20 minutes, the superbeing will 
  collapse into a coma-like state; unconscious and helpless but still 
  alive (he will appear to be dead to those without the medic�1 
  knowledge of a paramedic or medical doctor). The character will 
  recover from a prolonged exposure to toxic gas and breathe it 
  without ill effect or penalty after 1 04 hours of exposure to it 
  (same as adapting to a toxic atmosphere), or within 304 minutes 
  after being exposed to normally breathable air. 
  3. Adapt to Physical Environment: This ability enables the 
  superbeing to "adapt" his physiology to the dominant environ­
  ment around him. Only one of these metabolic adaptations can 
  be used at a time. Altering the body into any of these forms takes 
  one full melee round (1 5 seconds) of concentration. The hero can 
  maintain any of these broad changes for up to one hour per level 
  of experience. 
  Arboreal: This adaptation gives the character excellent bal­
  ance and mobility in an arboreal environment - Le. living in tree­
  tops, cliffs or similar environments high above the ground. This 
  means he has the physical abilities/skills of climbing and acrobat­
  ics with all skill levels at 89%. Plus the character has prehensile 
  feet and can leap up to 1 5  feet (4.6 m) or 50% farther than usual, 
  whichever is greater. 
  238 
  Arctic/Freezing Environment: The character's body instantly 
  adapts to freezing cold temperatures. This means temperatures 
  as low as zero Fahrenheit have no ill effect (feels like a cool 
  Spring day) and the character does not suffer from frostbite, hy­
  pothermia, stiffness, discomfort from cold, or any other impair­
  ment associated with exposure to freezing environments. Even 
  exposure to sub-zero temperatures inflicts only 1 0% of its normal 
  damage and penalties. 
  DesertlExtreme Heat and Dry Conditions: The character's 
  body instantly adapts to blazing heat and dry, waterless condi­
  tions. This means temperatures up to 1 60 degrees Fahrenheit 
  have no ill effect (feels like a warm Spring day) and the character 
  does not suffer from dehydration, heat blisters, sun stroke, fa­
  tigue, or discomfort usually associated with exposure to extreme 
  heat and sun. Even exposure to temperatures up to 200 degrees 
  inflicts only 20% of its normal damage and penalties. Note: The 
  character only needs the equivalent of two glasses of water 
  (roughly 1 6  ounces) per 24 hours to function at 1 00%. 
  Disease/Plague Conditions: The superbeing can increase his 
  natural resistance to and recovery from disease (bacteria, vi­
  ruses, etc.). The character is five times more resistant to disease 
  than the average human (+5 to save vs disease) and should he 
  catch it, the disease is never fatal and the effects, penalties, 
  damage and duration are half normal. 
  Nocturnal or Underground: The character's pupils double in 
  size to let him see in the dark - the equivalent of Nightvision 
  with a range of 300 feetl92 m), but are incredibly sensitive to light 
  (can only see about 20 feetl6 m in dim light and is completely 
  blinded by daylight or bright artificial; -8 to strike, parry, and 
  dodge, automatically loses initiative). The ears also become sen­
  sitive, doubling the hero's normal range of hearing (roughly as 
  keen as a dog's). This means the superbeing can function in total 
  darkness as well as a normal person in a well lit room or out­
  doors on a sunny day. In addition, while in darkness or under­
  ground, he is + 1 on initiative, +1 to dodge and has a excellent 
  sense of direction and depth/height. 
  Radiation: The effects of radiation energy (ultraviolent rays, 
  microwaves, etc.) have absolutely no ill effect on the character; 
  he functions unimpaired, without fear of damage or illness. 
  Underwater: The character can breathe water (takes oxygen 
  from the water) like a fish, is impervious to underwater pressure 
  up to one mile (1 .6 km) deep and can swim at twice his normal 
  Speed attribute. 
  Vacuum: The character can adapt to a vacuum (no air) in the 
  sense that he can place himself in a stasis sleep (may appear to 
  be dead) in which the metabolism is slowed to a crawl and oxy­
  gen in the lungs is preserved. This stasis sleep cannot be main­
  tained as long as the other metabolic adaptations and is limited 
  to a mere five minutes per level of experience. No action, even 
  thought, is possible during stasis sleep. Awakens when removed 
  from the vacuum. 
  4. Other Abilities and Bonuses: These bonuses are part of 
  the superbeing's everyday abilities. 
  +1 04 to P.E. 
  +3 to save vs poisons and magic potions. 
  +1 5% to save vs coma/death. 
  Alter Facial Features 
  & Physical Stature 
  The character has the ability to alter his facial features, body 
  shape/stature and size. 
  1 .  Alter Facial Features: 
  Range: Self 
  Quentin Milton (Order #31246997)
  
  Duration: Indefinite - as long as the character desires. 
  Restriction: Two times daily per level of experience. 
  The character can alter his face in any and every way. Facial 
  features such as the nose, ears, mouth/lips, jaw, cheeks, eye­
  brows, forehead, and hairline can be aged or altered with a 
  thought. Note that this power enables the character to grow facial 
  hair, grow or reduce hair length, lighten or darken hair color by 
  50%, cause the hair to drop out, becoming bald (can grow it back 
  in minutes) and change the color and shape of the eyes. The 
  character simply makes a mental picture and within one melee 
  round ( 15 seconds) the face is altered to fit that picture. 
  To copy somebody else's features exactly, the copier must 
  have several detailed photographs (video tape is much better) of 
  the subject's face, hands, body and other features and elements 
  to be imitated. Best is to have the person himself available to 
  study. 
  2. Alter Physical Stature/Shape & Size: 
  Range: Self 
  Duration: Indefinite - as long as the character desires. 
  Restriction: Two times daily per level of experience and the 
  height can only be increased or decreased by one foot (0.3 m). 
  The character can alter the appearance of height, age, physi­
  cal dimensions and characteristics of his body (slouch, slumped 
  shoulders, barrel-chested, muscular, scrawny, old, young, etc.) to 
  look like a completely different person. Note that the key word 
  here is "appearance." No matter what the impersonator looks 
  like, his physical and mental attributes do NOT change, only his 
  physical "appearance." Imitating a specific individual right down 
  to distinguishing birthmarks, scars, moles, tattoos, etc., are all 
  possible, provided that information (and visual reference) is avail­
  able. 
  3. Photographic Picture Memory: 
  Range: Self 
  Duration: Indefinite - as long as the character desires. 
  Restriction: Base skill for completely accurate recollection: 40% 
  +5% per level of experience. 
  The individual has a remarkable, photographic memory when 
  it comes to remembering faces and features about people (has 
  an ordinary memory when it comes to remembering factual data, 
  events, names, numbers, etc.). Thus, an identity used in the past 
  can be recalled and used again at any time. This gives the char­
  acter a vast mental file that he can draw on in a moment's notice. 
  4. Alter Voice: 
  Range: Self 
  Duration: Indefinite - as long as the character desires. 
  Restriction: Four times daily per level of experience. Base skill 
  for completely accurate recollection and imitation of a specific 
  person's voice and dialect: 40% +5% per level of experience. 
  Simply altering one's voice is easy, 90% proficiency. 
  This is the ability to alter one's voice and speech patterns to 
  resemblelimitate another person. Vocal ranges within the same 
  gender are the easiest, but -25% for the opposite gender and/or 
  extreme vocal ranges. To imitate a specific voice the imitator 
  must hear the person speak for several minutes or more; a good 
  quality recording will do the trick. 
  Note: The imitator must know foreign languages in order to 
  speak them. In other words, if the character wishes to copy a 
  German national who only speaks the German language, he too 
  must speak the language. 
  5. Alter Finger and Hand Prints: 
  Range: Self 
  Duration: Indefinite - as long as the character desires. 
  239 
  Restriction: Two times daily per level of experience. Base skill 
  for accurately copying somebody's else fingerprints: 35% +5% 
  per level of experience. 
  The character can change his finger and palm/hand prints 
  (feet too) with a thought. To copy another person's prints he must 
  study the person's fingers and hands or view detailed photos or 
  copies of fingerprints (the latter two have a penalty of -1 0%). 
  6. Other Abilities and Bonuses: 
  Add 1 06 to Mental Affinity attribute. 
  Add two (2) additional languages to skills. 
  Add +1 0% to the cosmetic disguise skill, if selected. 
  Impersonation: 50% plus 5% per level of experience. Includes 
  copying inflections and nuances in the person's voice, movement 
  and mannerisms, not just physical appearance. 
  Limitations of Note: 
  Size can be increased or decreased by a maximum of one 
  foot (0.3 m). 
  Skin color cannot be changed, although the natural skin tone 
  can be lightened or darkened by 20%. 
  Sex cannot be actually altered although masculine or femi­
  nine features and stature can be assumed. However, additional 
  make-up, padding, wig and clothing may be required to complete 
  the disguise. 
  Distinct body features such as birthmarks, moles, scars, tat­
  toos, or fingerprints cannot be reproduced unless seen by the 
  character firsthand or by way of detailed photographs or film. 
  Alter Limbs 
  By Aaron Oliver and Kevin Siembieda 
  A superbeing with this bizarre power is able to transform his 
  flesh and blood hands, arms, legs, and feet into different me­
  chanical forms. 
  1 .  Body Weapons (modified): The character can turn his 
  limbs into a variety of ancient, melee weapons - Le. elongate 
  and transform one to all of his fingers into stabbing spikes, cut­
  ting knives, scythe-like claws, and so on; or the fingers and hand 
  into a two or three pronged fork, hatchet, scissors, hammer or 
  metal ball, etc.; or the hand and forearm into a sword, axe, club, 
  mace, morning star, trident, pitchfork, and so on. The "body 
  weapon" cannot be removed from the body. Limbs can be elon­
  gated up to double their normal length (Le. a sword could be as 
  long as the forearm and hand to twice as long). 
  Damage: These weapons inflict the same damage as the real 
  life equivalent plus 1 06 additional damage pOints. 
  Bonuses: +1 on initiative, +1 to strike and parry with a Body 
  Weapon. 
  Range: Limited to reach; up to double the reach of the normal 
  limb. 
  2. Mechanized Body Weapons: The Character can alter his 
  limbs into a variety of modem weapons and useful machines, 
  from a pencil sharpener or wrench to a pistol or rifle. 
  To fire prOjectiles from a gun-like weapon, the superbeing 
  loses one point direct from Hit Points, but can fire 1 2  bullet-like 
  projectiles or two grenade/rocket type projectiles -bullets do 
  306 damage each, while each grenade does 1 06x1 0 each (af­
  fects a small, four fooV1 .2 meter diameter). Note: To fire energy 
  bolts, the character must also have the power of Energy Expul­
  sion, but the weapon arm increases the usual Expulsion range by 
  50%. The firing of energy bolts is a natural ability when the power 
  of Energy Expulsion is also possessed, so it does not bum up the 
  character's hit points to fire these long-range energy blasts. 
  Quentin Milton (Order #31246997)
  
  Each motorized body part (chain saw, electric screwdriver, 
  drill, flashlight, siren, etc.) burns up one Hit Point for every two 
  minutes (8 melee rounds) it is used. Hit Points, generally, recover 
  as normal. Note: When the body is down to 1 5  Hit Points, it auto­
  matically shuts off this power. Only a character with mechanical 
  skills can tum his limbs into complex machines and motorized 
  devices, otherwise the character must stick with comparatively 
  basic and simple devices, including guns. 
  3. Shield Arms: The character can form his hand and forearm 
  (one or both) into a medium-size shield like those used by 
  knights of old. The shield can be used to block/parry incoming at­
  tacks to avoid serious damage. 
  Punches, kicks and other blunt attacks (clubs, thrown rocks, 
  etc.) are +5 to parry, and, when successfully blocked by the 
  shield, do no damage. 
  Using a shield arm to block/parry arrows, bullets, rockets, ex­
  plosions, energy beams, and flying shrapnel is a normal parry 
  without bonuses (it is very difficult to parry these fast flying at­
  tacks). If successfully blocked by the shield, the character suffers 
  only 1 0% normal damage from that attack. A failed parry roll 
  means the attack slips past the shield, hits and does normal 
  damage. 
  4. Stretch Limbs: The character can elongate his fingers, 
  hands, and arms, or feet and legs to triple their normal length. 
  However, they remain solid like stilts (not rubbery) and only bend 
  at the normal jOints. 
  5. Locomotion & Limbs: The feet (and/or hands for travel on 
  all fours) can be transformed into wheels (roller blades, roller 
  skates, any variety of small wheels, etc.) while the feet and lower 
  legs can be transformed into large wheels, small tank treads, and 
  so on. Wheels that don't require "locomotion," i.e. a motor or en­
  ergy source to move, are as simple and natural to make and use 
  as the Body Weapon (simple). 
  Those that do not require a motor (including pogo stick/spring­
  like mechanisms) increase the character's speed attribute by 
  three times (provided the surface terrain is conducive for wheeled 
  travel). 
  Those that require a motor increase the character's speed at­
  tribute by six times (provided the surface terrain is conducive for 
  wheeled travel), but costs one Hit Point for every two minutes (8 
  melee rounds) it is used. Hit Points, generally, recover as normal. 
  Note: When the body is down to 1 5  Hit Points, it automatically 
  shuts off this power. 
  Characters who also have the power of Energy Expulsion can 
  create rocket legs and fly at low altitudes (1 000 feetl305 m maxi­
  mum height above ground) and at a speed ten times faster than 
  their normal spd attribute. When the body is down to 1 5  Hit 
  Points, it automatically shuts off this power. 
  Note: Speed is based on (relatively) normal speed attributes 
  and not any of the "Super-Speed" abilities. The Super-Speed will 
  be the maximum available to a character regardless of his trans­
  formed limbs. 
  6. Other Abilities and Bonuses: Add 1 04 to P .S. 
  Add 1 04 to P.E. 
  Add 204 to Hit Points. 
  Alter Metabolism 
  Range: Self 
  Duration: As indicated below. 
  This major ability gives the character the power to adjust his 
  metabolic system, reducing the need for food or sleep, slowing 
  the progression of poison, increasing his speed or alterness, and 
  so on, by adjusting his body chemistry and metabolism. As many 
  as four of the metabolic altering powers can be used at one time 
  - all effects, bonuses and penalties are cumulative. 
  240 
  1 .  No Sleep. The character can function without ill effect for 
  two days plus eight hours per level of experience. After this pe­
  riod, he must sleep for 1 6  hours, otherwise his speed, number of 
  attacks, skill proficiencies and bonuses are all reduced by half. 
  2. No food or water: Enables the character to go one day per 
  each level of experience without eating food or drinking water 
  and without ill effect. After this time period, the character is fam­
  ished and must eat the equivalent of three large dinners and 
  drink at least one gallon (3.8 liters) of fluid. 
  3. Calm Self: Keeps heart rate steady and even, does not be­
  come excited, anxious or nervous. +1 to save vs magic, +4 to 
  save vs Horror Factor, +4 to save vs mind controllhypnosis 
  whether it is induced by drugs, psionics, magic, or the super abil­
  ity, and +2 to save vs possession. Can remain focused and per­
  form skills without penalty even during high stress situations. 
  Duration: Five minutes per level of experience. 
  Side Effect: Afterward, the character suffers from a headache 
  for one hour - no penalties, just minor discomfort. 
  4. Adrenal Rush: +2 on initiative, + 1 to strike, parry and 
  dodge, +4 to P .S. and add one melee attack. 
  Duration: One melee round per level of experience. 
  Side Effect: -1 on initiative, strike, parry and dodge for one 
  hour afterwards. 
  5. Hyper Metabolism: +2 on initiative, +1 to strike, parry and 
  dodge, add two attacks per melee and triple normal speed (not 
  applicable to flight or any superspeed powers). 
  Duration: Three melees per level of experience. 
  Side Effect: Hungry and tired, reduce normal speed by 20% 
  and is -2 on initiative and -2 to strike, parry, and dodge for two 
  hours afterwards. 
  6. Slow Metabolism: The character becomes slow and le­
  thargic. Reduce his speed, number of attacks and bonuses by 
  half. The condition also reduces the effects, duration and dam­
  age of poison, drugs, gases, and disease by half. 
  Duration: As long as necessary, a minimum of one minute 
  even if rendered unconscious. 
  Side Effect: There are no penalties from using this power. 
  7. Accelerated Healing: Instantly restores 1 4  S.D.C. or 7 hit 
  pOints once every 1 2  hours, plus normal healing. In addition, the 
  normal rate of healing is doubled and there is no scarring. Dura­
  tion: One hour per level of level of experience. 
  Side Effect: Leaves the character feeling a bit drained and 
  tired; reduce speed 1 0%, -1 on initiative and -5% on skill perform­
  ance. 
  8. One time Bonuses: +1 04 to P.E. 
  +1 06 to speed 
  +1 5 S.D.C. 
  Alter Physical Structure: Electricity 
  Note: The extra S.D.C. provided by any of the Alter Physical 
  Structure abilities recovers much more quickly than normal 
  S.D.C.; roughly 406 S.D.C. points per every 1 0  minutes! This im­
  pressive rate of recovery applies only to those special S.D.C. 
  gained from the altered state (metal, rock, ice, etc.). Ordinary 
  physical S.D.C. and Hit Points recover at the normal rate for hu­
  mans. 
  An incredible transformation into a living electrical conduit and 
  battery, as well as the ability to manipulate and control aspects of 
  electricity. The superbeing either ripples with electrical energy 
  with energy crackling from the eyes, or actually turns into a hu­
  manoid who appears to be an energy being composed of elec­
  tricity. 
  1. Fire Electrical Ray: A line of electricity emitted from the fin-
  Quentin Milton (Order #31246997)
  
  r---;J 
  2. Mini-Lightning Bolt: The discharge of a small electrical 
  \...--U 
  � 
  energy bolt. 
  � 
  Range: 1 00 feet (30.5 m) +20 feet (6 m) per level of experience. 
  Damage: 1 06 points of damage per level of experience. 
  Duration: Instant 
  Attacks Per Melee: Each blast counts as one melee attack. 
  Bonus: +3 to strike. 
  3. Lightning Bolt: This is the character's second most power­
  ful blast and has the longest possible range. A bolt of electricity 
  that can be emitted from the fingers or eyes. 
  Range: 300 feet (91 .5 m) +30 feet (9 m) per level of experience. 
  Damage: 506 +2 points of damage per level of experience. 
  Duration: Instant 
  Attacks Per melee: Equal to the hero's total hand to hand. 
  Bonus: +3 to strike with the lightning bolt. 
  4. Electric Flight: The individual can transform into a bolt of 
  living energy and rocket himself short distances. Maximum dis­
  tance: One mile (1 .6 km); speed: 300 mph (482 km/h). 
  A full speed body block or ram at this speed does 1 04x1 0 
  damage. The electrical field prevents the person from taking 
  damage himself. Note: The rate of travel cannot be easily regu­
  lated, thus the slowest speed possible is 200 mph (321 km/h). 
  Range: One mile (1 .6 km) 
  Damage: None, except from ramming/collisions. 
  Duration: One melee (1 5 seconds) 
  Attacks Per Melee: Counts as two melee actions/attacks. 
  Bonus: +1 to strike. 
  5. Generate Electricity: The character can generate a field of 
  electrical energy around himself (anyone who hits or touches him 
  takes 206 damage; a defense mechanism) or an electrical field 
  with a radius of four feet (1 .2 m) per level of experience around 
  himself or another. In the latter case, the energy field can be use 
  to trap and attack, Anybody caught in the electrical field suffers 
  1 06 damage, four times per melee round. The attack can last 
  two full melee rounds and counts as four attacks per melee round 
  for the energy being. 
  Range: Self or other up to 1 0  feet (3 m) away. The electrical 
  field has a four foot (1 .2 m) radius per level of experience. 
  Damage: As an attack field 1 06 four times per melee round to 
  everyone in the electrical field, or who touches it. As a self-de­
  fense mechanism, 206 damage is inflicted on his attacker(s) 
  every time he is physically touched. 
  Duration: Two melees (30 seconds). 
  Attacks Per Melee: Creating and sustaining the electrical field 
  counts as four melee actions/attacks whether placed around him­
  self or others. 
  6. Other Abilities and Bonuses: 
  Impervious to electrical attacks (do no damage). 
  Fire and energy attacks do half damage. 
  Add 40 to S.O.C. 
  Alter Physical Structure: Fire 
  The ability to transform into a being of living fire, as well as 
  manipulate and control aspects of fire. 
  gers or eyes. This is the character's most powerful blast. 
  Range: 1 00 feet (30.5 m) +20 feet (6 m) per level of experience. 
  Damage: 1 06x1 0 +2 per level of experience. 
  1 .  Continuous Bolt of Flame: The character can shoot forth 
  a bolt or tongue of flame from his hands or fingertips much like a 
  flame-thrower. The flame can be continually maintained through 
  concentration until mentally extinguished by the superbeing. The 
  degree of control is so exact that the character can ignite one fin­
  ger and use the flame like an acetylene torch, regulating the 
  flame's length and intensity. 
  Duration: Instant 
  Attacks Per Melee: Each blast counts as one melee attack. 
  Bonus: +2 to strike with electrical ray. 
  241 
  Quentin Milton (Order #31246997)
  
  Range: 1 2  feet (3.6 m) +6 feet (1 .8 m) per each level of experi­
  ence. 
  Damage: 206 + 1 06 per each level of experience. 
  The amount of damage can be regulated to do as little as 1 06 or 
  full power, 206 + 1 06 per each level of experience. That means 
  a third level character could inflict up to 506 damage. The widest 
  the bolt of fire can get is if both hands are used with fingers 
  spread apart, cutting a flaming swath about two feet (0.6 m) 
  wide. Oamage is the same whether one or two hands are used. 
  Duration: Two melee rounds per level of experience. 
  Attacks Per Melee: Each long-lasting, continuous bolt of flame 
  counts as three melee attacks (lasts about 7 seconds). 
  Rate of Fire: One Bolt of Flame can be unleashed from one 
  hand or two simultaneously bolts (double damage) by pointing at 
  the same target with both hands. This simultaneous double blast 
  counts as one melee attack. Must be an aimed shot to get the +4 
  strike bonus. Shooting while moving/flying, or shooting wild 
  means no bonus and is the same as firing a weapon "wildly." 
  Bonus: +4 to strike. 
  2. Fire Ball: The superbeing can create and hurl a ball of 
  flame that dissipates upon impact. The size of the fire ball and 
  amount of damage it inflicts can be regulated by the superbeing 
  in increments of 1 06 up to the available maximum. 
  Range: 300 feet (91 .5 m) +30 feet (9 m) per each level of experi­
  ence. 
  Damage: 306 + 1 06 per each level of experience. 
  Duration: Instant 
  Attacks Per Melee: Each Fire Ball counts as one melee attack. 
  Bonus: +3 to strike. 
  3. Create a Wall or Circle of Flame: In this situation, the su­
  perpowered being is able to create a wall or circle of flame to trap 
  others, or to block passages. The walls of flame are 6 feet (1 .8 
  m) deep, up to 24 feet (7.3 m) tall, and can circle as much as a 
  20 foot (6 m) radius. 
  Range: 1 00 feet (30.5 m) + 1 0  feet (3 m) per each level of experi­
  ence. 
  Duration: Six melee rounds per level of experience. The fiery 
  character must concentrate to maintain the wall or circle of 
  flame, which uses up two of his melee actions/attacks every 
  round it is maintained. 
  Attacks Per Melee: Each wall or circle of flame created counts 
  as one melee attack/action. 
  Bonus: +4 to hit a specific area. 
  Damage: 406 points to anybody who passes through the flame. 
  Deadly Heat Effect from Circle of Flame: The superbeing can 
  radiate heat and increase the temperature by 50 degrees Fahr­
  enheit evelY melee. Thus, within a few minutes the character 
  can generate heat so stifling that even entering the area causes 
  pain and discomfort to normal people. Note: Each increase and 
  maintenance of the increased level of heat uses up one addi­
  tional melee attack/action of the fiery character. The initial level 
  of heat generated by the fire starts at 90 degrees Fahrenheit. 
  Hot but tolerable. 
  Example: 1 40 degrees fahrenheit causes discomfort, short­
  ness of breath and intense perspiration. People within the heat 
  radius are likely to pass out. Roll percentile dice: 01 -50% likeli­
  hood; roll for every eight minutes of exposure. 
  190 degrees Fahrenheit causes extreme discomfort, blurs vi­
  Sion, causes great difficulty breathing, and 1 04 points of damage 
  for every one minute of exposure. 01 -70% chance of passing out 
  after every six melee rounds. Victims of the heat are -2 to strike, 
  parry, and dodge, and -25% on skill performance. 
  242 
  290 to 400 degrees Fahrenheit is unbearable for most hu­
  mans! Those caught in this environment will be unable to open 
  their eyes for more than a second (effectively blind; no initiative 
  and -8 on all combat moves), and it is extremely difficult to 
  breathe. More importantly, highly combustible materials will burst 
  into flame and the searing heat inflicts 1 06 points of damage for 
  every melee round of exposure to the heat. 01 -80% chance of 
  people passing out after every 30 seconds (two melee rounds), 
  and victims of the heat are blind (-8 to strike, parry, and dodge), 
  in pain, and -70% to perform skills. All they will want to do is get 
  out! Prolonged exposure, more than three minutes without any 
  sort of protective suit, will cause first and second degree burns 
  on the skin (206 damage per melee round). If exposed for six to 
  ten minutes the character(s) will suffer from second to third de­
  gree burns on the skin (206 damage per melee round). Any 
  longer than this and the character dies; reduce remaining Hit 
  Points and SD.C. to 1 04x1 0 below zero. 
  500 degrees Fahrenheit causes immediate pain, blindness 
  (can not open eyes), immediate and severe labored breathing 
  (heat will actually burn the lungs), and does 406 points of dam­
  age every melee round (15 seconds). 01 -90% chance of those 
  exposed to the destructive heat to pass out every melee round. 
  Highly combustible materials burst into flame upon contact. Other 
  combustibles like paper, hair, and clothing will catch fire within 
  1 04+ 1 melee rounds. 
  700+ degrees Fahrenheit creates unbearable pain, causes 
  606 points of damage every melee round, and breathing is im­
  possible. Victims are -10 to strike, parry, and dodge, no initiative 
  and all they will want to do is flee. 01 -95% chance of passing out 
  every melee round. Combustible material will be set ablaze within 
  two melees. Those not killed by the heat will die within 70-90 sec­
  onds from suffocation. 2nd and 3rd degree burns result from 
  short exposure to this heat. 
  4. Radiate Heat: The character can act as a portable furnace 
  to generate heat. The heat either radiates around him or around 
  one particular area in which he has fixed his gaze. This power is 
  typically used to warm an area from cold and dampness or to 
  make an area uncomfortably hot and distracting. 
  Range: Heat can be radiated up to 1 5  feet (4.6 m) +5 feet (1 .5 
  m) per each level of experience. The area most affected is a 1 2  
  foot diameter around the area of heat or the superbeing, which­
  ever he chooses. 
  Damage: Special; no higher than 1 40 degrees Fahrenheit. 
  Duration: As long as the character concentrates. No other at­
  tacks are possible when the superbeing is radiating heat in this 
  fashion. 
  Attacks Per Melee: Counts as two attacks per melee. 
  5. Breathe Fire: The superbeing can breathe forth a blast of 
  fire. This is a short-range attack and can be performed in human 
  as well as fire form. 
  Range: 6 feet (1 .8 m) +1 foot (0.3 m) per level of experience. 
  Damage: 1 06 + 1 per each level of experience. 
  Duration: Instant 
  Attacks Per Melee: Each fire breath attack counts as one melee 
  attack/action. 
  Bonus: +1 to strike. 
  S. Super Nova: The Super Nova is usually a last ditch attack, 
  born in desperation, in which the hero overheats and literally ex­
  plodes. The experience is usually fatal to the exploding superbe­
  ing. 
  Range: Self and surrounding area. 
  Duration: One melee. 
  Attacks Per Melee: One. 
  Quentin Milton (Order #31246997)
  
  243 
  Damage: Special; automatically hits everything in the blast ra­
  dius. 
  The Fiery Explosion: Total Blast Radius - 700 feet (21 0  m). 
  1 0,000 points of damage to a 1 00 foot (30.5 m) radius from 
  the center of the explosion. 
  5000 points of damage for the following 1 00 feet (30.5 m) ra-
  dius. 
  1 000 points of damage for the next 1 00 foot (30.5 m). 
  500 points of damage for the next 200 feet (61 m). 
  1 00 points of damage for the subsequent 200 feet (61 m). 
  Note: The super nova requires eight melee rounds (two min-
  utes) of concentration and is irreversible after five melees. 
  Roll on the following survival table. 
  01 -10 Character lives, no permanent damage; unable to use 
  power for 1 D4 weeks. 
  1 1 -25 Character survives, but permanently loses the super 
  ability of Alter Physical Structure: Fire (no replacement). 
  26-40 Character survives but permanently loses all super 
  abilities! 
  41 -85 Character is atomized. 
  86-00 Character survives, but the character's power mutates 
  into a completely new one; roll on the Random Major Ability Ta­
  ble. Also roll on the insanity tables, Neurosis and Phobia. 
  7. Other Abilities & Bonuses: 
  Natural Armor Rating when in flame form; A.A.: 1 4, plus the 
  flame creates a natural protective barrier that melts many objects 
  before they can strike the blazing hero. Attackers rolling to strike 
  must roll above 1 4  to hit and do damage (S.D.C. or hit point). Any 
  rolls of 1 4  or under never reach the superbeing because they 
  are burned to a cinder or the attacker pulls away before he hits 
  (the latter is a reaction to the fire and intense heat). This applies 
  only to solid objects such as bullets, knives, rocks, etc. Psionic 
  attacks, energy blasts, explosions, magic and cold attacks are 
  not affected by the flaming A.A., but pass right through, doing full 
  damage. Fiery aura adds 50 to S.D.C. while in fire form. 
  The natural protection extends to attacks by normal human 
  beings. Unless protected in some way, attackers will take 4D6 
  damage each time the person punches through the flames to 
  strike the blazing hero. 
  Impervious to fire, plasma and heat (does no damage) in both 
  human and fire form. 
  Eat fire. The character can perform fire-eater type tricks in hu­
  man and fire form without ill effect, including juggling hot coals, 
  walking on hot coals, swallowing a flaming liquid, etc. Eating fire 
  does not provide any type of nourishment. 
  Flight is a possibility while in flame form. The player can roll 
  to determine whether or not his/her character can fly: 01 -50: Can 
  fly when in fiery form; maximum altitude is 2000 ft (61 0  m). 
  51 -00: Can not fly. The player can roll again to see if flight 
  abilities have developed at third, sixth, ninth, and twelfth levels. If 
  flight is possible, the character can hover and propel himself at a 
  speed of 60 mph (96.5 kmlh) and is +2 to dodge in flight. 
  Horror Factor (optional): 1 4  in flame form. 
  8. Dangerous Limitations: 
  The character reverts to normal when rendered unconscious. 
  The fire form cannot be maintained without sufficient amounts 
  of oxygen. Furthermore, the fire will use up oxygen rapidly, so the 
  fiery form is a liability in an airtight compartment. 
  A vacuum will snuff the flames in one melee round. 
  Intense cold, ice, chemicals, or being doused with large 
  amounts of water may extinguish the flame, forcing the character 
  to revert to normal. Such attacks have a 01 -40% chance of suc-
  Quentin Milton (Order #31246997)
  
  cessfully dousing the flame. System shock prevents the superbe­
  ing from using his power for 204 melee rounds. Cold type attacks 
  also do full damage to the fiery character. 
  Electricity, lasers, energy blasts, magic (including magic fire), 
  explosive force, psionics and even physical attacks (punches, 
  kicks, thrown objects, etc., that can get through the fiery aura of 
  protection) all do full damage when they hit. 
  Turning into flame makes walking and touching normal sur­
  roundings, let alone lobbing fire balls, 
  extremely dangerous. 
  There is always the threat of setting objects, buildings, and the 
  area ablaze when touched by the flame. The following table can 
  be used. It indicates the chance of a particular type of material 
  catching fire. 
  20% - Vehicles 
  45% - Wood Structures 
  65% - Warehouses or Abandoned Dwellings (old) 
  60% - Old, Dry Wood Structures 
  65% - Dry Grass or Woodlands 
  70% - Typical Home, Apartment or Office 
  80% - Flammable Materials or Chemicals 
  80% - Ignite Explosives 
  Alter Physical Structure: Ice 
  The startling ability to transform oneself into a being of living 
  ice, as well as manipulate and control aspects of cold. 
  Snow and ice can be created by an extraordinary means of 
  water condensation and freezing of moisture out of thin air. In this 
  way the superbeing can create snow and ice. 
  1 .  Create Snow and/or Ice: The character can create a ball 
  of snow or chunk of ice out of thin air, dropping it on top of some­
  body, or something, or covering an object with it. The superbeing 
  can create up to 50 pounds (22 kg) of snow or ice instantly. Add 
  5 Ibs (2.2 kg) for each level of experience. 
  Range: 1 00 feet (30.5 m)+ 1 0  feet (3 m) per level of experience. 
  Duration: Until it melts. 
  Attacks Per Melee: Each snow or ice attack counts as one me­
  lee attack/action. 
  Bonus: +4 to strike. This attack can be dodged. 
  Damage: Dropping a snow mound on top of somebody has the 
  following effects. 1 04 damage plus it staggers and momentarily 
  blinds the person; victim loses his next attack (one) and initia­
  tive. A 50 pound (22 kg) ice ball does 206 damage. 
  Note: The creation of snow and/or ice can be repeated in the 
  same area to block a passage or door, cover an object, impair 
  movement, cause confusion, and so on. 
  2. Create and Hurl Snowballs: The superbeing can create 
  and throw one tightly packed snowball for up to every one of his 
  attacks per melee for one entire round (1 5 seconds). 
  Range: 80 feet (24.4 m) +5 ft (1 .5 m) per experience level. 
  Damage: One point each; more of an annoyance than a threat. 
  Duration: One melee round. 
  Attacks Per Melee: The creation and hurling of a snowball 
  counts as one melee attack/action. 
  Bonus: +2 to strike. 
  Note: This can be done whether the character is in ice or hu­
  man form! 
  3. Create and Hurl Ice Balls: The superbeing can create and 
  throw one ice ball for up to every one of his attacks per melee for 
  one entire round (1 5 seconds). 
  Range: 1 00 feet (30.5 m) +1 0 ft (3 m) per experience level. 
  Damage: 1 06 each. 
  244 
  Duration: One melee round. 
  Attacks Per Melee: The creation and hurling of an ice ball 
  counts as one melee attack/action. 
  Bonus: +2 to strike. 
  Note: This can be done whether the character is in ice or hu­
  man form! 
  4. Create and Hurl Ice Shards: The superbeing can create 
  and throw 1 -3 ice blades for up to every one of his attacks per 
  melee for one entire round (1 5 seconds). 
  Range: 1 00 feet (30.5 m) +1 0 feet (3 m) per level of experience. 
  Damage: 206 per single ice shard, or 606 from three similutane­
  ously thrown shards. He can create and hurl three sharp dag­
  gers of ice in a single thrust (counts as one attaCk). 
  Duration: One melee round. 
  Attacks Per Melee: The creation and hurling of 1 -3 ice shards 
  counts as one melee attack/action. 
  Bonus: +2 to strike with a single ice blade, no bonus when 
  throwing three simultaneously. 
  Note: This attack can only be done when the character is in 
  ice form. 
  5. Ice Wall or Shield: 
  Range: A hand-held shield appears in one hand, or a medium to 
  large ice wall (or shield to cover a small area or a person just for 
  an instant) can be cast up to 1 00 feet (30.5 m) away. If trying to 
  erect a shield or wall before an attack strikes, roll for initiative 
  again. The high roll wins, so if the ice character matches or bet­
  ters the roll of his adversary, the wall is erected a split second be­
  fore the attack (punch, sword strike, bullet, energy blast, etc.) 
  hits! 
  S.D.C. of Ice Wall or Shield: 
  Small, but thick, 5x6 ft (1 .5x1 .8 m): 1 00 S.D.C. 
  Medium size up to 1 0x8 ft (3 x 2.4 m): 60 S.D.C. 
  Large size up to 20 X 1 0 ft (6.1 x 3 m): 40 S.D.C. 
  Duration of Wall or Shield: Until S.D.C. is depleted or it melts. 
  The creation of a small wall or shield counts as one melee ac­
  tion, but the medium and large walls use up two melee actions. 
  Bonus: +2 as a parryinglblocking/protection maneuver; instant 
  creation. 
  6. Encase in Ice: The ability to quickly form ice around some­
  body or something to hold or contain it. This power may be used 
  to create a handful of different forms, but all appear as some sort 
  of ice block. 
  Range: 1 00 feet (30.5 m) or by touch. 
  Damage: Special, see each specific type of ice block. 
  Duration: Until it is shattered or it melts. Most melt enough to 
  pull or smash free within 1 0  minutes. 
  Attacks Per Melee: Each act of encasement counts as two me­
  lee attacks/actions. 
  Bonus: +1 to strike; automatic if done by touch. 
  Types of Ice Encasement & Damage: In all cases, the su­
  perbeing's mastery over ice allows him to dispel the icy encase­
  ment at any time, making 80-90% of it melt away within two me­
  lee rounds regardless of size. 
  Ice manacles, six inches thick, have an A.R. of 8 and 30 
  S.D.C.; add 2 A.R. and 30 S.D.C. for each additional six inches 
  of thickness. 
  Encasing hand-held weapons in an ice block will always inca­
  pacitate both energy and conventional weapons. The block has 
  an A.R. 8 and 30 S.D.C.; it causes 1 06 points of damage. 
  Quentin Milton (Order #31246997)
  
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  Encasing part of an opponent in ice is a debilitating and poten­
  tially lethal tactic. Encasing a portion of the human body, such as 
  a hand, arm, foot, or leg (or both together), will impair movement 
  until the ice is broken off. If one hand and/or arm is encased in 
  ice the character is -25% to perform skills requiring his hands. If 
  both are encased or frozen together, the character cannot use 
  his hands and is -88% to perform skills requiring his hands. If one 
  foot is encased in ice, reduce speed, prowl, climbing and swim­
  ming by 1 0%, if both feet or one entire foot and leg are encased, 
  reduce by 40%. If both legs are encased in ice, the character is 
  immobilized. Note: Such an ice block will have an A.R. of 1 0  and 
  60 S.D.C. 
  Damage to protected/covered skin: One point of damage for 
  every minute that they are encased. 
  Unprotected, bare skin takes 1 04 points damage every m­
  inute it is encased by ice, plus the frozen limb(s) will feel numb 
  and uncomfortable. Complete use of the limb after it is unfrozen 
  is -1 0% for 206 minutes. Subtract damage from victim's S.D.C. 
  first. 
  Encasing the entire body, excluding the head. This is a rather 
  extreme measure that completely immobilizes the average hu­
  man. The superbeing can encase his victim in a block of ice that 
  is consistently six inches thick all the way around. That's about 
  200 pounds (90 kg) of ice with an A.R. of 1 0  and 1 00 S.D.C. Add 
  2 A.R., 1 00 S.D.C. and 200 Ibs (90 kg) for each six inches of 
  thickness. 
  It requires the superbeing one full melee round (all melee at­
  tacks/actions) to create the block, and an additional two melee 
  rounds for every extra six inches of ice. Encasement begins at 
  the feet and goes up to the collar bone. This prevents the pris­
  oner from running away or using his arms and hands. In most 
  cases, the frozen prisoner has no means of escape or combat 
  (except for psionics, magic spell casting, ranged attacks from the 
  eyes or mouth, or talking one's way out of trouble). However, 
  characters with superhuman strength or Alter Physical Structure 
  Fire or Plasma can use their fiery nature to destroy the ice as it is 
  generated or to fire blast from their eyes. Likewise, those who 
  can grow or have a supernatural P.S. of 35 or higher (or nonsu­
  pernatural P.S. of 50+) can try to push and flex the ice to make it 
  crack and shatter. However, it will take one minute per every six 
  inches of ice to finally break free. 
  Damage: Characters that are encased in ice will suffer from 
  hypothermia and endure 406 points of damage per melee round 
  of encasement. Subtract damage from the victim's S.D.C. first. 
  Most victims can escape an ice block only if it is shattered or 
  melted. In warm temperatures (roughly 60-88 degrees Fahren­
  heit) it takes about 1 0-1 5 minutes per six inches to melt enough 
  to break free (half that time in 90+ degrees). Remains unmelted 
  in freezing temperatures, and takes 30 minutes if the temperature 
  is between 35 and 50 degrees Fahrenheit. 
  Encasing the head in ice will immediately cut off the oxygen 
  supply, causing suffocation. Dizziness will occur within one m­
  inute, unconsciousness in two and suffocation within 4D4x1 0 
  seconds thereafter. 
  If only the head is covered, the victim is -2 to strike, parry and 
  dodge, and the character is free to run to get help or try to free 
  himself. Note: A "hero" that is of a good alignment (including Un­
  principled) will never use this tactic. 
  Freezing water is also an ability of this superbeing. He/she is 
  able to freeze 30 gallons of water per each melee. 
  7. Generate Ice: 
  Range: 20 feet (6.1 m), up to 60 feet (1 8.3 m) away. 
  Attacks Per Melee: Counts as one melee attack/action. 
  Generating ice creates a thin coating of ice which can be 
  made to cover objects, the ground, floors, ceilings, walls, and 
  Quentin Milton (Order #31246997)
  
  even animals and people. The superbeing can control his power 
  with such proficiency that he can cover everything in his radius or 
  one specific object or person. 
  The coating is one third of an inch thick and can affect an area 
  of 20 feet (6.1 m). 
  If the ice is used to coat a living creature, it does 1 D6 points of 
  damage and causes discomfort, but does not impair movement. 
  Coating a window/glass will make looking through it impossi­
  ble (only vague colors, lights and shapes can be seen). 
  Coating the ground will impair movement, reducing speed by 
  half. At half speed there is a 50% chance of slipping and falling 
  each time a person moves. Trying to travel at full speed, there is 
  a 01 -80% chance of slipping, falling (crashing, if a vehicle) and 
  sliding 4D6 yards/meters. Each time a person falls, he loses in­
  itiative and two attacks/actions per melee round. 
  8. Other Abilities and Bonuses: 
  Impervious to cold (no damage). 
  The character's normal weight is doubled when transformed 
  into ice. 
  Can estimate temperatures near or below freezing within 1 D4 
  degrees of accuracy. 
  Exceptional balance on ice 70% +2% per level of experience, 
  and can instinctively ice skate or slide along on ice at double run­
  ning speed in human or ice form, with or without skates. 
  Physical Strength becomes extraordinary while transformed. 
  Horror Factor (optional): 1 2  in ice form. 
  Natural Armor Rating when in ice form; A.R.: 1 4  + 50 S.D.C. 
  The ice transformation makes the character semi-invulner-
  able. 
  Normal punches and kicks (1 D4 to 2D6) do no damage. 
  Punches and kicks from extraordinary P.S. and superhuman P.S. 
  do half damage. 
  Physical blows from those with supernatural P.S. do full dam­
  age. 
  Conventional melee weapons (clubs, knives, arrows, etc.) 
  must roll a 1 5  or higher to strike and do damage. Any roll under 
  the Armor Rating (A.R.) bounces harmlessly off the icy body, do­
  ing NO damage to the S.D.C. or hit points (a natural A.R.). Those 
  that penetrate (15 or higher to strike) inflict half damage. 
  Modern projectile weapons, like guns, as well as falls and ex­
  plosive force, must also strike with a roll of 1 5  or higher to do 
  damage, and even then only do half their normal damage. That's 
  how effective a protection the ice is. 
  Teflon coated and other types of Armor Piercing bullets auto­
  matically penetrate the A.R., doing full damage. This means that 
  unless the character dodges, he will be hit and damaged by the 
  shell, regardless of his natural armor rating. Armor piercing bul­
  lets are specially designed to penetrate armor up to an inch thick. 
  As always, subtract the damage from the S.D.C. first. 
  Lasers do NO damage, reflecting and bouncing off the sur­
  face of the ice; may hit an innocent bystander or ally. 
  Explosions, including grenades, dynamite, nitro, and plastic 
  explosives, etc., all do half damage. 
  Fire, extreme heat (over 1 20 degrees), electricity, pSionics, 
  magic, and other attacks do full damage. 
  246 
  Alter Physical Structure: Liquid 
  The weird power to transform into a being of living water or 
  water-like liquid. 
  1. Water Bolt: The character can instantly draw on moisture 
  in the air, or another source of water, and fire a jet/stream of 
  water at an opponent. The impact is about twice as hard as a 
  normal human's punch. 
  Range: 30 feet (9 m) +1 0 feet (3 m) per level of experience. 
  Damage: 2D4 +1 per level of experience. 
  Duration: Instant 
  Attacks Per Melee: Each blast counts as one melee attack. 
  Bonus: +2 to strike. 
  2. Water Behemoth: The character can draw on an existing 
  body of water (not just air moisture, unless it's raining) to in­
  crease his size and mass 2, 3, 4, or 5 times his normal size when 
  in water form. 
  Range: Self 
  Duration: 8 melees per level of experience. 
  Attacks Per Melee: The character can increase his size one 
  size level per melee round, which burns up two melee actions. 
  Bonus: + 1 to strike. 
  Penalties: -1 to dodge, speed is reduced by 30%. 
  Size, Weight and Bonuses: The superbeing's normal size 
  starts at seven times his human weight, but retains his human 
  size. This means a normal, six foot tall (1 .8 m), 200 Ib (90 kg) 
  man weighs 1 400 Ibs (636 kg) and is still six feet tall (1 .8 m) 
  when transformed into his regular watery form. 
  Two times his normal water form, the character would be 1 2  
  feet (3.6 m), 5,600 Ibs (2,545 kg). A punch o r  kick does +2D6 
  damage; a power punch does double damage. Add 70 points to 
  S.D.C. at this size. 
  Three times bigger, the water being is 1 8  feet (5.5 m), 1 2,600 
  Ibs (5,727 kg). A punch or kick does an additional +3D6 damage, 
  a power punch does double damage, and the P.S. is considered 
  to be Superhuman (same as the minor super ability). Add 1 50 
  points to S.D.C. 
  Four times bigger creates a 24 foot (6.8 m) giant weighing 
  22,400 Ibs (1 0,1 82 kg). A punch does +4D6+6 damage, a kick 
  +5D6+ 1 0  damage, and the P .S. is considered to be Superhuman 
  (same as the minor super ability). Add 300 points to S.D.C. 
  Five times bigger is a 30 foot (9.1 m) giant weighing 35,000 
  Ibs (1 5,750 kg), roughly 3535 gallons (1 3,433 liters) of water. A 
  punch does an additional +5D6+ 1 2  damage, a kick 6D6+20, and 
  the P.S. is considered to be Supernatural (same as the major su­
  per ability). Add 500 points to S.D.C. 
  Note: It only takes the equivalent of two melee actions (about 
  4 seconds) for the character to increase his size per each size 
  level (Le. five times bigger counts as ten melee attacks/actions or 
  about one and a half melee rounds/22 seconds). However, the 
  increased size is difficult to maintain and only lasts two minutes 
  (8 melee rounds) per level of the character's experience. For Ex­
  ample: A first level character can only maintain the supersize for 
  2 minutes/8 melees, at second level four minutes (1 6 melee 
  rounds), at third level six minutes (24 melee rounds), and so on. 
  When the time has elapsed the character will shrink to normal 
  size, shedding all the extra water and flooding the immediate 
  area with as much as 3535 gallons (1 3,433 liters) of water. 
  3. Water Merge: The character can completely merge into 
  water and can not be seen. In the water form, the character does 
  Quentin Milton (Order #31246997)
  
  not breathe in the conventional sense (the water is oxygenated); 
  thus he can stay in or under the water for an indefinite period of 
  time. Traveling speed in water is one third normal running speed. 
  Maximum depth tolerance is unlimited. 
  4. Manipulate Shape: The water being can squish, mold and 
  puddle his physical form. This means he can pour himself 
  through the crack under a door, through a keyhole, down a drain­
  pipe, or squeeze through bars, chains, ropes, etc. If there is a 
  crack water can get through, so can this liquified character. 
  5. Limited Invulnerability: Projectile weapons such as bul­
  lets, arrows, or thrown objects do no damage, passing right 
  through the water being. Likewise, physical blows (hand to hand 
  punches, kicks, cuts, stabs, clubbing, etc.) do no damage. Also, 
  gases do no damage. 
  Electricity, energy, fire and heat do full damage, as do psi on­
  ics and magic. 
  Laser/light energy does half damage. 
  Explosions will blow the character apart, but he suffers no 
  damage and the superbeing can reform within 206 minutes. 
  Intense cold that begins to freeze water causes a chemical 
  change that hurts the water being. 
  6. Other Abilities and Bonuses: 
  Add 30 to S.D.C. at normal size. 
  Physical Strength becomes Extraordinary while in water form 
  (see the minor super ability, Extraordinary P.S.). 
  Human weight is increased 7x. 
  The character radiates no heat when in water form; thus he 
  cannot be detected or tracked by infrared or heat sensors. When 
  merged completely with water, he is completely invisible even to 
  sonar. 
  Horror Factor (optional): 1 2  in water form (+3 when 3x bigger 
  than normal). 
  Alter Physical Structure: Metal 
  A power that transforms the character into a juggemaut of liv­
  ing metal (Note: No additional armor or weapons can be bolted 
  or welded to the character). Unlike some of the other physical 
  transformation powers, the metal being has no energy to control 
  or manipulate. His power lies in brute strength, physical endur­
  ance and a tremendous natural armor. 
  1 .  Natural Armor Rating and Immense Structural Damage 
  Capacity (S.D.C.): When transformed into a creature of metal, 
  the superbeing is nearly indestructible. 
  A.R. 1 7, S.D.C. 800 (S.D.C. applies only when in metal form 
  and is the total S.D.C., not a bonus). 
  This means, in most cases, an attacker must roll an 1 8  or 
  higher to strike and inflict damage. Any roll to strike under the Ar­
  mor Rating (A.A.) bounces harmlessly off the metal body (natural 
  A.A.). Rolls above the A.A., 1 8  or higher, inflict full damage to the 
  S.D.C. of the armor. When all 800 S.D.C. points are gone, dam­
  age is done to Hit Points. 
  Normal punches, kicks, knives, swords, clubs, bullets, and 
  similar attacks do no damage whether the roll to strike is 1 8  or 
  higher, or not. 
  Only Extraordinary, Superhuman and Supernatural P.S. are 
  strong enough to inflict damage from punches. In the first two in­
  stances, the attacker must roll an 1 8  or higher to do (full) dam­
  age, but those with a Supernatural P.S. inflict full damage when 
  their roll to strike is 1 8  or higher and half damage (to the 800 
  S.D.C.) even with attacks that fall under 1 8  (unless the metal be­
  ing parries). 
  Fire and plasma blasts, electricity, laser, and energy bolts do 
  full damage only if the roll to strike is 1 8  or higher, otherwise they 
  do no damage. 
  247 
  Impervious to cold (no damage). 
  Resistant to heat; no damage if under 200 degrees Fahren­
  heit, 201 -299 does half damage, 300 or hotter does full damage. 
  Magic fire also does full damage. 
  Armor Piercing bullets, explosive rounds, grenades and light 
  explosives inflict full damage when their roll to strike is 1 8  or 
  higher and half damage (to the 800 S.D.C.) even with attacks 
  that fall under 1 8  but over 5. 
  Gas, ingested drugs, magic and psionics have full effect. 
  Powerful explosions and destructive forces such as a fiery in­
  femo with intense, blast-fumace heat (300 degrees Fahrenheit or 
  greater), hurricanes, earthquakes and similar do full damage and 
  do not require a roll to strike above the A.A. Why? Because the 
  damaging force is immensely powerful (in most cases an act of 
  nature) and affects everything within its area of destruction. If the 
  metal character is caught within the damage radius, he is injured. 
  Can endure underwater pressure up to depths of 1 200 feet 
  (366 m). 
  Can function in a vacuum until air supply is gone. 
  2. Increased Mass and Strength. Weight is quadrupled. The 
  physical strength is increased by 20+204 points (roll one time to 
  determine how strong the character is whenever he transforms) 
  and is considered to be Superhuman (same as the Minor Super 
  Ability) whenever transformed into metal form. 
  Can carry 200 times P .S. in pounds and can lift 300 times. Fa-
  tigues at half the rate of normal humans. 
  3. Other Abilities, Bonuses & Things of Note: 
  S.D.C. of metal (800) recovers at three times the normal rate. 
  Unless physically heated (metal holds heat well), the metal 
  form is cool enough to avoid detection as a living being by infra­
  red or heat sensors. 
  Horror Factor (optional): 1 3  in metal form. 
  Speed is reduced by half when in metal form. 
  The character still has to breathe, and is susceptible to 
  gases, drowning, suffocation and disease in the same situations 
  as normal humans; however, he can hold his breath for twice as 
  long. 
  Alter Physical Structure: Plant 
  By Aaron Oliver and Kevin Siembieda 
  This power allows the character to take on the appearance 
  and subtle abilities of a plant. 
  1 .  Survive without Food (photosynthesis): While in plant 
  form, the hero can absorb sunlight and water from the environ­
  ment, allowing him to survive indefinitely without food as long as 
  enough sunlight and water are available. 
  2. Water Storage: In plant form, the character is able to store 
  large amounts of water for survival. He can absorb enough water 
  in 1 04 hours to allow him to survive for two days per level of ex­
  perience. This power also allows him to filter salt water into fresh 
  water for his body. 
  Through concentration, the character can release this water 
  through his hands. The equivalent of one glass (roughly 8 
  ounces) of water can be released, running down the fingers, per 
  minute, but with a limit of 64 ounces total per 24 hours. All stored 
  water will be released when the hero reverts back to human form 
  (he's soaking wet and standing in a puddle). 
  3. Difficult to Smother and Doesn't Breathe Oxygen: While 
  in plant form, the character breathes through his entire body and 
  is nearly impossible to smother. On the other hand, the character 
  is more susceptible to gases and chemicals that kill plants (-2 to 
  save). Defoliants inflict serious damage to the character (impro-
  Quentin Milton (Order #31246997)
  
  vise as the G.M. deems appropriate; say a spray or glass of plant 
  killer does 2D6 damage, and being coveredlbathed in the stuff 
  does 2D6x1 0 damage, etc.). 
  Note that the humanoid "planf' breathes carbon dioxide and 
  releases oxygen - making him the ideal person to be stuck in an 
  airtight compartment; he breathes the carbon dioxide breathed 
  out by humans and the humans breathe the oxygen released by 
  the plant. 
  4. Increased Healing and Regeneration: In plant form, the 
  character heals S.D.C. and Hit Points twice as fast as humans. 
  Lost limbs can be regrown Oust as a plant reg rows leaves and 
  branches) but the process takes 1 D4+1 months and the limb 
  starts out as a scrawny, shriveled appendage that slowly grows 
  back to its full, normal shape. The nose, ears, fingers and toes 
  can be regrown in one month. 
  5. Secrete Plant Resins: The superbeing can secrete a vari­
  ety of plant resins and fluids from the palms of his hands. 
  Range: Touch 
  Damage: Special 
  Duration: Varies with type. 
  Attacks per Melee: Each secretion counts as one attack/melee 
  action (plus the act of touching a potential victim), but can only 
  be used up to four times per melee round. 
  Types of Plant Secretions: The different types that can be 
  created are poison ivy, aloe, sap, and toxins. The plant character 
  can secrete as much as eight ounces (227 grams) per melee 
  round, but cannot unleash more than 1 6  ounces per hour, unless 
  noted otherwise. In most cases, 1 6  ounces goes a long, long 
  way. 
  Poison Ivy/Poison Oak/Rashes: This potent substance causes 
  a severe reaction on skin, including a rash with tiny lumps, se­
  vere itching, a slight burning sensation at the rash, and watering 
  eyes. Scratching the rash will only make it worse (spreads and 
  may turn into running sores). Those afflicted may have trouble 
  sleeping (it hurts, in a dull way, to lay on the rash). The rash and 
  reaction lasts long after the secretion is washed off; goes away in 
  about 3D4 days. There are several creams available that will re­
  duce the itching and soothe the irritated area. 
  Victim Penalties: The irritation of the rash and itching are dis­
  tracting: -1 0% on skill performance and -2 on initiative. While en­
  gaged in the act of scratching or spreading ointment to soothe 
  the itching, the hero has no initiative, loses two melee attacks 
  and all combat bonuses are half for his first melee action. Per­
  haps more importantly, those with the affliction will be "markedft 
  by the tiny bumps and redness of the rash, as well as by the tell 
  tale itching. Note: This resin can be inflicted on a person by di­
  rect touch from the superbeing or by secreting it on an item and 
  then having somebody else touch it and then touch their body 
  (typically face, neck, hands and arms are the most vulnerable). 
  The secretion on nonporous objects becomes inert when it has 
  dried (about 1 D4+4 minutes after being coated), while porous ob­
  jects (clothes, fabric, newspaper, human hands, and similar) will 
  remain contaminated for 1 D4 hours. Contaminated items, cloth­
  ing and hands can be washed clean with water (or soap and 
  water). Touching the rash has a 50% chance of spreading the 
  rash to the person touching it. 
  Aloe: This is a very soothing chemical that is often used to 
  treat burns and other skin irritations (including poison ivy and 
  other rashes). It can be used to counter the effects of any of the 
  other plant resins mentioned, giving relief of the irritation or burn­
  ing pain for 4D6x1 0 minutes per application. Aloe can also be 
  used as a hand lotion to make skin (and leather) softer, smoother 
  and more flexible. It has no healing properties on normal wounds, 
  injuries or disease. 
  248 
  Sap: In this case, sap is a strong, gooey adhesive that can be 
  used to glue broken items back together or to stick enemies in 
  one spot. When layered on a half inch or more thick, it is strong 
  enough to (at least momentarily) glue and hold a human being or 
  an object of up to 300 pounds (1 35 kg) in weight. A combined 
  P .S. of 20 or higher is required to pull free of the adhesive sap. A 
  P.S. of 28-30 may be required if a large amount of sap is used or 
  if a good portion of the body/item is stuck in it. Note: The charac­
  ter can secrete twice as much sap per hour. Also note that there 
  are a variety of solvents (including turpentine, gasoline, and 
  Bestine) that will weaken the sap (only needs half the P.S. to pull 
  free) and, in sufficient amount, completely wash away the resin. 
  Toxins: This substance imitates countless natural poisons pro­
  duced by plants worldwide. The immediate exposure by touch 
  (poison absorbed through the pores of the skin while the toxin 
  resin was still wet or damp) does no immediate damage, but after 
  1 5  minutes, the victim must roll to save vs lethal poison every 1 5  
  minutes for 1 D4 hours. Each failed roll means the character 
  takes 2D6 damage directly to Hit Points. Most hospitals and doc­
  tors' offices (as well as some experts in herbs) will have drugs 
  that can quickly neutralize and counter the effects of such poi­
  sons (no subsequent damage from the point the medication was 
  administered). At least three ounces must be secreted to affect 
  someone. 
  Toxin in the bloodstream via ingestion (Le. eating contami­
  nated food) or injection has a much more immediate and deadly 
  effect. One ounce will make the victim feel woozy within 1 D4x1 0 
  seconds and seriously ill within one full minute (-2 on all combat 
  bonuses, -10% on skill performance and Spd attribute). In addi­
  tion, a roll to save vs lethal poison (accompanied by stabbing 
  pain or cramps) is required every ten minutes for two hours. 
  Each failed roll means the character takes 4D6 damage directly 
  to Hit Points. Most hospitals and doctors' offices (as well as some 
  experts in the use of herbs) will have drugs that can quickly neu­
  tralize and counter the effects of such poisons (no subsequent 
  damage from the point the medication is administered). 
  6. Other Abilities and Bonuses: 
  Add 2D6x1 0 to S.D.C. in plant form. 
  Add 2D6 to P.S. in plant form. 
  While in plant form, the character has an A.A. of 1 0. 
  The character is immune to all plant toxins in either form. 
  In plant form, the character radiates no heat and therefore 
  cannot be detected by infrared or heat sensors as hot or as hu­
  man (blends in with surrounding plant life). 
  Horror Factor (optional): 1 3  
  Character Note: These powers and the "plant form" can also 
  be used for plant aliens who cannot change their physical form 
  (Le. turn from human to humanoid plant, and vice versa), but 
  which are humanoid or intelligent forms of plant-life as their natu­
  ral state of being. 
  Alter Physical Structure: Plasma 
  By Aaron Oliver and Kevin Siembieda 
  This amazing metamorphosis enables the character to trans­
  form from flesh and blood into either an energy sphere (with a 
  pair of energy tentacles or arms) or a humanoid-shaped mass of 
  highly energized, bluish-green or reddish purple superheated gas 
  known as plasma. In this form, the character is effectively a crea­
  ture of pure energy. 
  1 .  Plasma Bolt: The hero can fire a flaming bolt from his 
  hands. It will instantly light any flammable material and 2 or 3 
  bolts will melt through a strong metal door. 
  Range: 200 feet (61 m) +20 feet (6 m) per level of experience. 
  Quentin Milton (Order #31246997)
  
  Damage: 1 D6x1 0 +2 per level of experience. 
  Duration: Instant 
  Attacks per Melee: Each blast counts as one hand to hand at­
  tack/melee action. 
  Bonus: +2 to strike 
  Note: A small bolt that does 406 damage or a scatter shot of 
  four tiny bolts (each doing 1 06 each; counts as a burst attack) 
  can be fired instead, and up to 50% farther. 
  2. Plasma Touch: The mere touch or punch of this plasma 
  being causes 1 D6x1 0 damage! If he concentrates, the character 
  can reduce the amount of damage to a mere 406 damage, but 
  the amount of focus necessary reduces the superbeing's number 
  of attacks per round by half (round down). The fiery energy being 
  will also vaporize most objects he touches or tries to pick up. See 
  #7 Dangerous Limitations, for more details. 
  249 
  3. Partial Invulnerability and Intangibility: Since the charac­
  ter's body is composed of very loose, fast moving molecules in 
  this gaseous state, objects of greater mass and density (bullets, 
  arrows, knives, swords, even people) pass right through him. 
  However, the plasma body is so hot that most wooden, plastic, 
  glass objects and bullets will be vaporized halfway through the 
  body. Large pieces of metal and stone are partially melted and 
  people are severely burned (if not killed) - all take 2D4x1 0 
  points of damage! Explosive force, fire and radiation do no dam­
  age to the character in his plasma form, but electricity and most 
  energy attacks do half damage (see Vulnerabilities for other 
  weaknesses) . 
  4. Melt Obstacles: Because of the great heat generated by 
  the character's plasma body, he can melt through most walls, 
  doors, floors, and most other materials by pressing against them. 
  The plasma being can burn through any materials other than 
  stonelbrick/concrete and strong metals (iron, steel, titanium, 
  adamantum, etc.) at a rate of half a melee round17 seconds per 
  six inches (0.1 5  m) of material. Ice is melted through twice as 
  quickly but the cold and icy water inflicts 406 damage to the 
  plasma being per every six inches of thickness melted. Stone, 
  Kevlar and strong, dense metals require one full melee round (15 
  seconds) per inch (25.4 mm). A force field will completely stop 
  the plasma being but suffers 2D4x10 damage per each melee 
  round the character presses against it. 
  The intense concentration of heat also makes it impossible for 
  the hero to hold anything while in this form without setting it on 
  fire or burning it. Clothing and other items worn on the body when 
  the superbeing transforms are somehow preserved and unaf­
  fected. Likewise, magic and invulnerablelindestructible items (in­
  cluding Mega-Damage items in an S.D.C. world) are not usually 
  affected by the heat. 
  5. Flight: As a superheated gaseous entity, the character is 
  lighter than air, so his natural state is to hover and fly. Through 
  willpower and manipulation of the plasma energy, the character 
  can move in different directions - up, down, forward, backward, 
  etc. Maximum speed is 60 mph (96 km) +20 mph (32 km) per 
  level of experience. Maximum altitude is 60,000 feet (1 8,288 m). 
  6. Other Abilities and Bonuses 
  Add 60 SD.C. in Plasma form. 
  Impervious to fire and heat of any intensity. 
  7. Dangerous Limitations & Disadvantages: While in the 
  plasma form, a touch from this character can be devastating. 
  Contact (the equivalent of a touch or punch) with mortal crea­
  tures of flesh and blood (humans, animals, etc.) inflicts 1 D6x1 0 
  damage whether the plasma character intended to or not! The 
  fiery energy being will also vaporize most objects he touches or 
  tries to pick up. This means although the character possesses 
  tremendous destructive capabilities, he is extremely limited when 
  it comes to human interaction and he must be extremely careful 
  not to accidentally injure or kill innocent bystanders, or cause tre­
  mendous property damage. Note: Use the table under Danger­
  ous Limitations described in the Alter Physical Structure: Fire 
  super ability elsewhere in this section. 
  8. Vulnerabilities/Flaws: 
  Cold and water based attacks (superpowers, magic, chemi­
  cal, etc.) do double damage. 
  Magic weapons and creatures of magic do normal damage; 
  double if the attack is cold or water based. 
  Being placed in a vacuum is painful, inflicting 306 damage 
  per minute. 
  The character speaks in a raspy voice while in this form, and 
  retains all his normal five senses (sight, hearing, etc.) as well as 
  other applicable super abilities. 
  Horror Factor (optional): 1 3  
  Quentin Milton (Order #31246997)
  
  Alter Physical Structure: 
  Smoke or Mist 
  By Steve Trustrum and Kevin Siembieda 
  Victims of mist obscured vision are -1 on initiative, -3 to strike, 
  -2 to parry and dodge, and -1 0% to perform any skill that requires 
  good visibility while in the mist. In addition, they can see move­
  ment and shadowy figures up to 20 feet (6 m) away. 
  The living smoke or mist can deliberately try to cover and cling 
  This major ability enables the superbeing to change his physi-
  to one moving victim to keep his vision obscured. To escape, the 
  cal form into a smoke or mist-like entity. The character typically 
  victim must roll a successful dodge or use an acrobatic maneu-
  appears as a strange moving mist with a vaguely humanoid 
  ver to bolt, for the moment, outside the cloud. To recover a po-
  shape about twice the size of a solid human. Such an intangible 
  tential victim, the mist and smoke superbeing must make a 
  state provides the following abilities: 
  successful roll to strike _ +3 when victims are caught unawares 
  1 .  Semi-Intangible and Impervious to Most Attacks: All 
  or don't realize what they are up against. He has no bonus, what-
  physical attacks such as punches, kicks, sword strikes, arrows, 
  soever, when the smoke being is known and is being deliberately 
  bullets, force blasts, poison, and even lasers will simply pass 
  avoided. 
  harmlessly through the wispy character. 
  7. Special Attack: Choke/Gag Opponent: Smoke is by its 
  However, magic and psionic attacks have full effect, and heat, 
  very nature toxic to humans. By engulfing an opponent in a 
  fire, and plasma also inflict full damage. 
  smoke cloud, not only is his vision obscured (see Obscure Vi-
  Explosive force, while causing no damage, will hurl the smoke 
  sian, above for cumulative penalties) but those caught in the 
  or mist character 306 yards/meters away per every 30 points of 
  smoke will have their eyes water and burn, and find it difficult to 
  damage unleashed by the explosion. Plus there is a 01 -60% 
  breathe (smoke inhalation). This shortness of breath and cough-
  chance that the smoke or mist form is temporarily dissipated, tak-
  ing imposes the following penalties: -2 attacks per melee round, -
  ing the character 1 06+4 melees to reform, during which the char-
  1 0% on skill performance and -10% on Spd attribute, plus 
  acter can do nothing save put himself back together. 
  obscured vision penalties (above). The choking and penalties last 
  Freezing cold (and below) and heavy rain do no damage but 
  for as long as the character keeps his victim(s) covered by his 
  reduce the character's Flight speed by half. 
  smoke form. The living smoke entity can deliberately try to cover 
  2. Dissipate Lasers: Any laser or similar light based attack 
  and cling to one moving victim to keep him coughing and his vi-
  passes harmlessly through the character while he is in mist or 
  sion obscured. To escape, the victim must roll a successful 
  smoke form. The light or laser will continue through the mist or 
  dodge or use an acrobatic maneuver to bolt, for the moment, out-
  smoke character and hit whatever is behind him. However, the 
  side the cloud. To recover a potential victim, the mist and smoke 
  light and energy are diffused as they pass through, so when it 
  superbeing must make a successful roll to strike - +3 when vic-
  hits, it does half damage and effective range is also reduced by 
  tims are caught unawares or don't realize what they are up 
  half. Note that infrared light beams and optics are diffused by 
  against. He has no bonus, whatsoever, when the smoke being is 
  mist (half range and blurred vision) and completely blocked by 
  known and is deliberately avoided. 
  smoke (cannot penetrate to see beyond the smoke cloud). Pas-
  8. Vulnerabilities: 
  sive nightvision scopes and thermal optics will see right through 
  Like intangibility, when this power is in use, the character 
  both. 
  cannot pick up, carry, or use any solid objects. Nor can he make 
  3. Flight: Hovering and slow flight is the wispy character's 
  just a part of his body human while the rest is vapor; either he is 
  natural state. He can fly at a speed equal to his Spd attribute. 
  entirely made of smoke or mist or he is entirely flesh and blood. 
  Trying to move against strong winds (25 mph/41 km or higher) 
  Other than the special attacks noted previously, or via the use 
  reduces flight speed by half, and forward movement is impossible 
  of psionics or other appropriate super abilities, the superbeing 
  against winds greater than 40 mph (64 km). However, travelling 
  cannot make physical attacks (punch, kick, etc.) nor use weap-
  with the wind (in the same direction) allows the wind to help pro-
  ons while in smoke or mist form. Attacks per melee are used as 
  pel the character and to travel at 50% faster than his normal 
  movement actions or one of the special attacks, above. 
  speed. Maximum Altitude is limited to 500 feet (1 52 m); double if 
  The character cannot talk in any voice above a loud whisper 
  swept up by a strong wind. 
  while in this form. However, he retains all his normal five senses 
  4. Silent Movement: Moves silently, equal to a natural prowl 
  (makes a great spy) and applicable super abilities. 
  skill at 80% proficiency; still visible and smoke or mist is often out 
  Wind, air magic and elemental powers that control the wind 
  of place or a sign of danger, especially indoors. 
  (such as the Wind Rush spell) can be used to blow the smoke or 
  5. Alter Shape: The character can change his shape to be a 
  mist superbeing away, or even to diSSipate him. 
  relatively condensed human-like form made of smoke or mist, a 
  Trying to move against strong winds (25 mph/41 km or 
  billowy cloud of smoke, or a snaking stream or trail of mist. He 
  higher), flight speed is half. Against winds greater than 40 mph 
  can float low to the ground, at eye level or a few hundred feet in 
  (64 km), the superbeing cannot move and may be slowly pushed 
  the air, stay relatively condensed, or disperse himself to cover a 
  away (01 -50% chance). 
  large area (1 0x1 0 feetl3x3 m). As a mist or smoke, the character 
  Sudden, powerful gusts and winds that are greater than 50 
  can flow through keyholes, cracks, and under doors. Note: Can-
  mph (80 km) will blow the creature of smoke or mist away, 
  not pass through solid objects or through air tight doors or con-
  1 D4x1 0 yard/meters per every 1 0  mph (16 km) above 50. There 
  tainers, nor force fields. 
  is a 01 -60% chance that the smoke or mist form is temporarily 
  6. Special Attack: Obscure Vision: The smoke state of be-
  blown apart/dissipated by such strong wind and a definite result 
  ing causes anyone trying to look through him to the other side, or 
  from winds of 90 mph (1 44.6 km) or greater. It takes the charac-
  who is deliberately enveloped by the character, to have his vision 
  ter 206+6 melees to reform when blow apart by powerful winds, 
  obscured by the smoke. As many as four people clustered close 
  possibly much longer if such winds (like in a storm, tornado or 
  together can be affected. Those in the smoke cloud can only see 
  hurricane) persist - must wait until the storm ends. While scat-
  faint blurs of movement and shadows outside the cloud, and 
  tered to the wind, the character can do nothing save try to put 
  even then they can only see things no more than 1 0  feet (3 m) 
  himself back together. 
  away. Victims of smoke obscured vision are -2 on initiative, -5 to 
  Heat and fire based attacks (fire, plasma, superpowers, 
  strik�, -4 to par� ��d do�g�, and -20% to perform any skill that 
  magic, etc.) do full damage. Most other energy based attacks, 
  reqUires good vlslblhty while In the smoke. 
  excluding lasers do half. 
  250 
  ' 
  Quentin Milton (Order #31246997)
  
  Freezing cold (and below) and heavy rain do no damage but 
  reduce the character's Flight speed by half. 
  Psionic attacks, magic weapons and creatures of magic in­
  flict normal damage; double if the attack is heat or fire based. 
  Being caught in a vacuum immobilizes the character. 
  Horror Factor (optional): 1 0  
  Alter Physical Structure: Stone 
  Another transformation power that turns the character into liv­
  ing stone. Like the metal transformation, the real power rests in 
  the incredible toughness and raw strength of the transformed in­
  dividual. 
  1 .  Natural Armor Rating and Immense Structural Damage 
  Capacity (S.D.C.): When transformed into a creature of stone, 
  the superbeing is nearly indestructible. 
  A.A. 1 6, S.D.C. 600 (S.D.C. applies only when in stone form 
  and is the total S.D.C., not a bonus). 
  This means, in most cases, an attacker must roll a 1 7  or 
  higher to strike and inflict damage. Any roll to strike under the Ar­
  mor Rating (A. A.) bounces harmlessly off the stone body (natural 
  A.A.). Rolls above the A.A., 1 7  or higher, inflict full damage to the 
  S.D.C. of the stone armor. When all 600 S.D.C. are gone, dam­
  age is done to Hit Points. 
  Normal punches, kicks, knives, swords, clubs, bullets, and 
  similar attacks do no damage whether the roll to strike is 1 7  or 
  higher, or not. 
  Only Extraordinary, Superhuman and Supernatural P.S. are 
  strong enough to inflict damage from punches. In the first two in­
  stances, the attacker must roll a 1 7  or higher to do full damage; 
  1 6  and below does one quarter of their normal damage amount 
  to the 600 S.D.C. Those with Supernatural P.S. inflict full damage 
  when their roll to strike is 1 7  or higher and half damage (to the 
  600 S.D.C.) even with attacks that fall under 1 7  (unless the stone 
  being parries). 
  Fire and plasma blasts, electricity, laser, and energy bolts do 
  full damage when the roll to strike is 17 or higher, and half dam­
  age if 1 6  or below. 
  251 
  Impervious to cold (no damage). 
  Resistant to heat; no damage if under 200 degrees Fahren­
  heit, 201 -299 does half damage, 300 or hotter does full damage. 
  Magic fire also does full damage. 
  Armor Piercing bullets, explosive rounds, grenades and light 
  explosives inflict full damage when their roll to strike is 1 7  or 
  higher and half damage (to the 600 S.D.C.) even with attacks 
  that fall under 1 6  but over 5. 
  Gas, ingested drugs, magic and psionics have full effect. 
  Powerful explosions and destructive forces such as a fiery in­
  ferno with intense, blast-furnace heat (300 degrees Fahrenheit or 
  greater), hurricanes, earthquakes and similar do full damage and 
  do not require a roll to strike above the A.R. Why? Because the 
  damaging force is immensely powerful (in most cases an act of 
  nature) and affects everything within its area of destruction. If the 
  stone character is caught within the damage radius, he is injured. 
  Can endure underwater pressure up to depths of 800 feet 
  (244 m). 
  Can function in a vacuum until air supply is gone. 
  2. Increased Mass and Strength. Weight is tripled. The 
  physical strength is increased by 1 4+204 points (roll one time to 
  determine how strong the character is whenever he transforms) 
  and is considered to be Superhuman (same as the Minor Super 
  Ability) whenever transformed into stone form. 
  Can carry 200 times P .S. in pounds and can lift 300 times. Fa-
  tigues at half the rate of normal humans. 
  3. Other Abilities, Bonuses & Things of Note: 
  S.D.C. of stone (600) recovers at three times the normal rate. 
  The character radiates no heat in stone form and is invisible 
  to infrared and heat sensors. 
  The character can accurately recognize most types of natural 
  stone and minerals at a skill level of 60% +4% per level of experi­
  ence. He also has a good working knowledge of the stone's 
  physical density, weight and integrity/strength. 
  Speed is reduced by half when in stone form. 
  The character still has to breathe, and is susceptible to 
  gases, drowning, suffocation and disease in the same situations 
  as normal humans; however, he can hold his breath for twice as 
  long. 
  Horror Factor (optional): 1 3  in stone form. 
  Animal Abilities 
  This power gives humanoid characters the traits, abilities and 
  instincts of a particular type of animal, however, it does not actu­
  ally transform the person into that animal. 
  Which specific type of animal abilities the character pos­
  sesses can be selected from or determined by rolling on the fol­
  lowing Random Animal Type Table. 
  Random Animal Type 
  01 -1 0 Fish 
  1 1 -20 Cat; small, domestic 
  21 -30 Bear 
  31 -40 Mustelid 
  41 -50 Canine 
  51 -60 Cat; big, wild 
  61 -70 Bird 
  71 -80 Nocturnal 
  81 -90 Hoofed 
  91 -00 Reptile 
  The character can also control (to a limited degree) any ani­
  mals that fall into his general type. Actual communication in the 
  form of spoken dialog is impossible, but the character under­
  stands the general meanings of grunts, growls, and whines, as 
  well as facial expressions and body language. Meanwhile, the 
  animals will regard the superbeing as one of their own and the 
  leader of the pack, thus obeying simple commands, following his 
  Quentin Milton (Order #31246997)
  
  lead, coming to his defense, and responding to him in a favorable 
  and friendly manner. Commands will be limited to stop, go, at­
  tack, wait, run, etc. 
  Animal Type Descriptions: 
  Bear 
  Physical Traits: Add 50 pounds to the weight; hands are 
  thick, with heavy, short fingers; ears are small. The character is 
  tough, husky and bulky, yet nimble. 
  Abilities and Bonuses: 
  1 .  Cold does half damage. 
  2. Add 206x1 0 S.O.C. 
  3. Add 1 06 to P.S. attribute, which is Superhuman. 
  4. Add 306 to P.E. attribute. 
  5. Extraordinary sense of smell: Tracking by smell is possible 
  (like a bloodhound) at 40% +4% per level of experience. Recog­
  nize common scents, 40% +4% per level. 
  6. Recognizing a person's scent is also possible, with a 48% 
  + 1 % per level of experience effectiveness. However, this individ­
  ual must be well known to the character. 
  7. Can control 204 bears or dogs. 
  Bird 
  Physical Traits: Large, round eyes; tends to be thin, but mus-
  cular. 
  Abilities and Bonuses: 
  1 .  Glide: Same power as the Minor Super Ability. 
  2. 1 80 degree arc of vision. This superior peripheral vision 
  makes it extremely difficult to sneak up on this character. 
  3. Extraordinary vision is approximately six times better than a 
  normal human's. That means an 1 8  inch (.4 m) object can be 
  seen clearly, in perfect detail, up to one mile (1 .6 km) away, and 
  a large dog or bigger up to two miles (3.2 km). 
  4. +2 on initiative. 
  5. +1 to parry. 
  6. +2 to dodge. 
  7. Also possesses an excellent sense of smell, although not 
  on a superhuman level. 
  8. Can control 306 birds +1 04 per level of experience. 
  Canine 
  Physical Traits: Pointed ears, large flat nose, and small, 
  pointed, canine-like teeth. 
  Abilities and Bonuses: 
  1 .  Double speed attribute and add 1 0  to it. 
  2. Add 1 D4x1 0 S.D.C. 
  3. Add 1 06 to P.S. attribute. 
  4. Add 1 06 to P.E. attribute. 
  5. Extraordinary sense of smell allows the character to detect 
  very faint scent traces and follow them. Tracking by smell, like a 
  bloodhound, is possible at a skill proficiency of 50% +4% per 
  level of experience. Recognize common scents, 70% +3% per 
  level. 
  6. Recognizing a person by scent is also possible at 56% +2% 
  per level of experience. 
  7. Keen hearing, but not on a superhuman level; can hear 
  about twice as well as an ordinary human. 
  8. Can control 204 dogs + 1 04 per level of experience. 
  Cat: Small, Domestic Type 
  Physical Traits: Large slanted eyes, and pointed ears. 
  Abilities and Bonuses: 
  252 
  1 .  Natural climbing skill: 50% +3% per level of experience. 2. 
  Natural prowl ability: 56% +3% per level of experience. 
  3. Exceptional balance and agility: 60% to maintain balance 
  and walk a tightrope (does not increase with experience). 
  4. +4 to roll with punch, fall or impact. 
  5. Superior vision allows the character to see about twice as 
  well as a normal human. Nightvision - 60 feet (1 8.3 m). 
  6. Add 1 06 to P.P. attribute. 
  7. Leap up to 6 feet (1 .8 m) straight up or double that length­
  wise (12 ftl3.6 m). 
  8. Can control 206 domestic cats +2 per level of experience. 
  Cat: Big, Wild Predator Type 
  Physical Traits: Large slanted eyes; large, pointed ears and 
  add 30 pounds to the weight (all muscle). 
  Abilities and Bonuses: 
  1 .  Natural climbing skill: 60% +5% per level of experience. 
  2. Natural prowl skill: 60% +3% per level of experience. 3. Supe­
  rior vision allows the character to see about two times better than 
  a normal human. Nightvision: 1 00 feet (30.5 m). 
  4. Add 1 06x1 0 S.O.C. 
  5. Add 1 06 to the P.S. attribute. 
  6. Add 204 to the P.P. attribute. 
  7. Extraordinary leaper: 20 feet (6.1 m) straight up and 40 feet 
  (1 2.2 m) across/lengthwise. 
  8. Roar that can be heard up to 1 .5 miles (2 km) away. 9. Can 
  control 204 cats of any kind, wild or domestic, +1 per level of ex­
  perience. 
  Fish 
  Physical Traits: Small ears, roundish eyes, pale complexion, 
  and slightly webbed fingers and toes. 
  Abilities and Bonuses: 
  1 .  Natural swimmer with a 98% skill proficiency. Swim speed 
  is five times normal speed. 
  2. Breathe underwater (and on land) indefinitely. 
  3. Physical Strength (P.S.) becomes doubled when underwa­
  ter only. 
  4. Nightvision - 60 feet (1 8.3 m) out of the water; 200 feet 
  (61 m) underwater. 
  5. Add 1 04x1 0 S.O.C. (applies in and out of the water). 
  6. Add 1 04 to P.P. attribute. 
  7. Depth tolerance: 2 miles (3.2 km). 
  8. Can control 406 fish of any kind +1 06 per level of experi­
  ence. 
  Hoofed 
  Note: This includes horses and cloven hooved animals, like 
  deer, antelope, buffalo, cattle, sheep, etc. 
  Physical Traits: Long face; powerful, muscular legs, and 
  pointed ears. 
  Abilities and Bonuses: 
  1 .  Add 1 0  points (7 mph/1 1 km) to the character's speed at­
  tribute per level of experience. Maximum speed can be main­
  tained for one hour before rest is needed. 
  2. Add 1 06x1 0 S.D.C. 
  3. Add 204 to P.E. attribute. 
  4. Add 204 to P.S. attribute. 
  5. Keen sense of hearing, about double a normal human's. 
  6. Leap up to 6 feet (1 .8 m) high and 1 5  feet (4.6 m) length­
  wise. 
  7. Kick attack does an additional 206 damage (plus any pos­
  sible P.S. damage bonus). 
  Quentin Milton (Order #31246997)
  
  8. Can control 206 + 1 hoofed animals of any kind. 
  Mustelid 
  Note: This family of animals includes the wolverine, badger, 
  ferret, ermine and weasel. 
  Physical Traits: Reduce height by 304 inches (do not adjust 
  weight); has small eyes, small furry ears, a stout, husky build and 
  clawed fingers. 
  Abilities and Bonuses: 
  1 .  Natural climbing skill - 60% +4% per level of experience. 
  2. Natural digging abilities: 
  �: This is the ability to dig through dirt, mud or sand. 
  The character's Physical Strength determines the speed of the 
  digging. Only the character's body moves through the earth; no 
  tunnel is left behind. Characters with a P.S. of less than 1 3  move 
  at a rate of 3 feet (0.9 m) per melee, a P.S. of 1 3-1 8 move at a 
  rate of 4 feet (1 .2 m) per melee, a P.S. of 1 9-24 move at a rate of 
  5 feet (1 .5 m) per melee and a P.S. of 25 or better dig at a rate of 
  7 feet (2.1 m) per melee round. 
  Tunneling: This is a digging process that leaves a passable 
  tunnel behind. Tunnels near the surface can be used as pit traps. 
  Tunneling can be done at half the speed of digging. 
  Excavation: The ability to hollow out and build large, under­
  ground chambers. Characters with Excavation can also dig under 
  buildings, roads, and other structures to weaken their founda­
  tions. Characters can Excavate about five cubic feet per minute. 
  Note: Tunnels and Excavations are not permanent. Gunfire, 
  earthquakes, and traffic vibrations will easily collapse them. 
  Characters can use building materials to make their underground 
  structures more secure, but that takes a considerably longer time 
  to build. 
  3. Excellent sense of direction and depth when underground; 
  60% +4% per level of experience. 
  4. Clawed fingers do 204 damage as weapons/punch. 
  5. Super flexible backbone (this is true about all mustelids); +6 
  to roll with fall, punch or impact, and can bend and flex better 
  than any human (+1 0% to escape artist and gymnastic skills). 
  6. Nightvision - 200 feet (6 m). 
  7. Add 1 04x1 0 S.D.C. 
  8. Add 1 06 to P.S. attribute. 
  9. Can control 1 06 of any type of mustelid +1 per level of ex­
  perience. 
  Nocturnal Animal 
  Physical Traits: Large, round eyes. 
  Abilities and Bonuses: 
  1 .  Extraordinary vision approximately 1 0  times better than a 
  normal human. This means the character can clearly see an 1 8  
  inch item up to one mile away (1 .6 km). 
  2. Nightvision - 600 feet (1 83 m). 
  3. Extraordinary sense of smell allows the character to recog­
  nize common scents at 40% +4% per level of experience and 
  track by smell is at 35%+5% per level of experience. Identify per­
  son by scent is only a 40% chance. 
  4. Natural Prowl skill is 60% +5% per level of experience. 
  5. Add 20 S.D.C. 
  6. Add 1 04 to P.P. attribute. 
  7. Can control 204 of any type of nocturnal animal +1 per 
  level of experience. 
  Reptile 
  Physical Traits: Round eyes, small ears, rough skin, and 
  minimal body hair. 
  253 
  Abilities and Bonuses: 
  1 .  Double speed attribute. 
  2. Leap up to 8 feet (2.4 m) straight up and 1 5  feet (4.6 m) 
  lengthwise. 
  3. Natural climbing skill is 80% +2% per level of experience. 
  Rappelling is included. 
  4. Exceptional balance: Maintain grip, hold or footing is 
  70%+2% per level of experience. Walk tightrope is 60% + 2% per 
  level of experience. 
  5. Add 1 D4x1 0 S.D.C. 
  6. Add 1 06 to P.P. attribute. 
  7. Can control up to 306 reptiles of any kind + 1 06 per level of 
  experience. 
  Animal Metamorphosis 
  The character can completely transform into a particular type 
  of animal, such as canine, feline, etc. As an animal, the person 
  gets all the inherent abilities and defenses that animal form may 
  offer, while retaining his own memory, La., S.D.C., hit points and 
  ability to speak. All physical attributes change, up or down, as 
  best fits the animal. The animal shapechanger can change from 
  humanoid to animal, and back again, at will. Each transformation 
  counts as one melee action. If the optional Horror Factor rules 
  are used, anyone seeing the change must roll against a horror 
  factor of 1 1 .  
  To determine which general type of animal the character can 
  transform into, select one or roll on the following table. 
  Animal Metamorphosis Table 
  01 -10 Rodent 
  1 1 -20 Mustelid 
  21 -34 Cat 
  35-50 Canine 
  51 -60 Bird 
  61 -70 Hoofed 
  71 -80 Bear 
  81 -90 Reptile 
  91 -00 Any and ALL animals 
  Animal Abilities 
  To determine the average abilities of a general animal type, 
  use the descriptions provided under the Animal Abilities Major 
  Super Ability, that precedes this one and the basic notes about 
  animals provided below. 
  For even greater depth of information on over 200 specific (as 
  well as general types of) animals, see the Palladium Book of 
  Monsters & Animals. Although this book is designed for the Pal­
  ladium Fantasy RPG series, the animals are suitable for any 
  S.D.C. setting (modern, ancient or futuristic) and even the mon­
  sters, monstrous races, elementals and entities are suitable for 
  use in Heroes Unlimited with some modification (mainly to their 
  background). It is a wonderful sourcebook. 
  General Bonuses Applicable to Most Animals 
  + 1 to save vs disease. 
  + 1 to roll with impact, punch or fall. 
  Fatigues at one quarter the rate of humans. 
  Retractable Claws: 
  Feline: Small Cat (lynx, bobcat), damage - 1 06. 
  Feline: Large, Predatory Cats (lion, tiger) - 206 damage. 
  Claws: 
  Bear - 204 damage. 
  Digging (badger, wolverine), damage - 204. 
  Quentin Milton (Order #31246997)
  
  Miscellaneous (rodent, lizard, etc.), damage - 1 D4. 
  Talons: Birds of Prey - 2D6 damage. 
  Teeth: Damage by General Type 
  Bear - 2D4 damage; Polar Bear - 2D6. 
  Canine - 1 D6 damage; Wolf - 2D6. 
  Feline, Large - 2D6 damage; Tiger/African Lion - 2D6+4. 
  Feline, Small - 1 D6 damage. 
  Mustelid - 1 D4 damage; BadgerlWolverine - 1 D6. 
  Herbivores - 1 D4 damage (horse, goat, ape, human). 
  Bird Peck with Beak - 1 D4 damage. 
  Birds of Prey - 1 D6 damage with hooked beak. 
  Antlers: 
  Small Antlers - Adds 1 D4 to head butt and ram damage. 
  Large Antlers - Adds 2D4 to head butt and ram damage. 
  Horns: 
  Small Horns - Adds 1 D6 to head butt and ram damage. 
  Large Horns - Adds 2D6 to head butt and ram damage. 
  Hooves: 
  Small - 1 D6 from a kick, in addition to normal P.S. damage. 
  Large - 2D6 from a kick, in addition to normal P.S. damage. 
  Average Speed by General Animal Type: 
  Bear - about 30 mph (48 km) in 3 to 1 0  minute spurts. 
  Wild Canine - about 35 mph (56 km) maximum for up to an 
  hour. 
  Small Wildcats - 1 5  mph (24 km) in spurts of 1 0  to 20 min-
  utes. 
  Large Wildcats - 30 mph (km) in spurts of 1 0  to 20 minutes. 
  Cheetah - 90 mph (1 44 km) in 3 to 5 minute spurts. 
  Deer/Antelope - 30 mph (48 km) maximum for up to an hour. 
  Horse - 40 mph (64 km) maximum for up to an hour. 
  Elephant - 25 mph (40 km) for up to an hour long. 
  Rhinoceros - 35 mph (56 km) in 3 to 8 minute spurts. 
  Alligator - 35 mph (56 km) in 2 minute spurts on the ground 
  or underwater, although typical swimming speed is 6-1 5 mph (9.6 
  to 24 km) and walking speed is about 2 mph (3.2 km). 
  Lizards - 10 to 20 mph (1 6-32 km) in 2 to 5 minute spurts. 
  Typical Birds - 30 mph (48 km); double when diving. 
  Birds of Prey - 40 mph (64 km); double when diving. 
  Note: Most four legged animals can instinctively swim at a 
  speed roughly 75% less than their running speed. 
  Bio-Armor 
  By Kevin Siembieda, inspired by Aaron Oliver 
  The Bio-Armor power is a type of transformation, but is not in­
  cluded among the more powerful Alter Physical Structure be­
  cause it doesn't so much alter the superbeing's body as it creates 
  a protective covering. The exact appearance of the armor will de­
  pend on the mind set, personal taste and alignment of the super­
  being (Le. those attracted to power may be big and bulky, others 
  sleek and almost skin tight, while the armor of those with a darker 
  nature may look menacing and covered with small spikes, etc.). 
  The main body color (the majority of the armor) is one consis­
  tent color, typically metallic silver, gold, bronze, copper, molten 
  red, chrome, pewter, light grey steel, medium grey steel, dark 
  steel-blue, blue-black, or black. Additional highlights and mark­
  ings are usually limited to parts of the limbs and/or chest to cre­
  ate the illusion of gloves, boots, insignia, or stylish lines and 
  patterns. These additional markings can be a different color than 
  the main body but never consist of more than two additional col-
  254 
  ors (typically just one extra color or shade). Any of the previous 
  colors can be selected. 
  1 .  Natural Armor Rating & Organic Armor: With a thought 
  (faster than a single melee action, and +2 on initiative to put it up 
  before being struck by an attaCk), the character can cover his 
  body with a metallic substance that has been dubbed ·organic 
  metal." This protective covering can be seamless or made of 
  plates that seem to appear like magic. Beneath the armor is the 
  flesh and blood person. 
  Natural Bio-Armor A.R. 1 6: Any attack equal to or below the 
  A.A. 1 6  does no damage. 
  Any rolls to strike above 1 6  will do damage first to the Bio-Ar­
  mor. When the S.D.C. of the Bio-Armor is depleted, it disappears 
  and all subsequent damage is inflicted to the flesh and blood 
  character. 
  Armor S.D.C. 200 plus 20 per level of experience. 
  Lightweight, increases the character's weight by 30%. 
  Increase the character's size by 1 0%. 
  Excellent mobility, no movement or skill penalties apply. 
  If the Bio-Armor is completely depleted of its S.D.C., it cannot 
  be recreated with full S.D.C. for 24 hours. However, a light partial 
  armor (upper body, arms and hands only; A.A. 1 3, 80 S.D.C. +5 
  per level of experience) can be created after eight hours. 
  Clothing is covered by the armor. 
  2. Partial Armor: The character has such control over his 
  Bio-Armor that he can create the armor to cover a comparatively 
  small part of his body rather than the entire body. This means the 
  superbeing could make one (or both) hands and arms covered 
  with armor (the length of one arm is the smallest area possible), 
  or just the head and upper body (head, chest and stomach), or 
  just the upper body (hands, arms, chest and stomach) or just the 
  lower body (feet, legs and groin). The entire amount of available 
  S.D.C. and full A.R. of 1 6  can be directed to that one area of the 
  body, so one arm and hand could have 200+ S.D.C. and A.A. 1 6. 
  Note: When full armor is up, the S.D.C. is automatically (and 
  subconsciously) distributed to where it is needed most. 
  3. Resistant to heat, fire and cold: Such environments and 
  attacks inflict half the normal damage against Bio-Armor (includ­
  ing those generated by magic or psionics). Furthermore, the 
  character's heat signature is 20% lower than a normal human. 
  4. Other Abilities & Bonuses when armor is in place: 
  + 1 D6 damage (punches, kicks, head butt, using hand-held 
  melee weapons like a sword or mace, etc.). 
  Add 1 D4 to P.S. No reduction of speed or mobility. S.D.C. Re­
  covery: 4D6 per 1 0 minutes. 
  5. Disadvantages: 
  When in metallic form, the superbeing is a bit taller and heav­
  ier which can be a problem in some situations. 
  It is virtually impossible for him to walk among ordinary peo­
  ple unnoticed, because he looks more like a knight or robot than 
  an Ordinary Joe. 
  Armor disappears if the character is rendered unconscious. 
  Does not protect against psionic or magical attacks, nor 
  against gases or disease (breathes air like everybody else). 
  Bio-Ghost 
  Characters with this strange power feed on the biological en­
  ergy/life force of others. Although potentially lethal, it takes many 
  draining attacks to kill somebody. Here's how the power works. 
  The effects of the Bio-Ghost power 
  Whenever the bio-ghost feeds, he momentarily becomes in­
  tangible (about three seconds) and can walk completely through 
  Quentin Milton (Order #31246997)
  
  living creatures, people or animals, absorbing their energy. Actu­
  ally, just turning intangible and sticking one's hand into some­
  body else will allow the character to drain the energy he needs. 
  The character with the bio-ghost power can become intangible at 
  will, but only to feed. The momentary intangibility prevents most 
  victims from fighting back and hurting their ghostly attacker. 
  Note: This power does not enable the character to walk through 
  walls or use the intangibility in any other way. 
  The victim of one bio-ghost touch feels momentarily weak, 
  losing initiative, 1 06+1 S.D.C., and two melee attacks (immedi­
  ately - stunning the victim who must pause from the action for 
  the two melee actions/attacks he loses) before he can resume 
  combat. The weakened state and penalties last for a period of 
  1 04 melee rounds (1 5 to 60 seconds), then the victim recovers 
  completely without lasting ill effects. 
  The victim of many touches over a short period of time is 
  not given an opportunity to recover and suffers the cumula­
  tive effects of losing 1 06+1 S.D.C. for each subsequent touch. 
  The duration of their lost initiative and two lost melee attacks is 
  also extended 1 04 melees per touch. When the S.D.C. pOints 
  are gone, the character begins to lose 1 06+1 hit points! While 
  this sort of attack is not likely to kill the average superhuman, it 
  can be lethal to most normal humans and animals. The danger to 
  superbeings is that the Ghost Touch will weaken and slow them 
  down, making them more vulnerable to attacks from others. Bio­
  Ghost characters who don't want to harm anybody will want to 
  use their draining touch on several different people or animals to 
  feed upon. 
  A single touch/pass gives the Bio-Ghost the energy that a 
  normal human gets from a snack or light meal. Two touches 
  gives the Bio-Ghost the equivalent energy of a large meal and 
  gives him a +1 initiative bonus. Each additional touch/pass (3 or 
  more in less than ten minutes/40 melees) gives the character ex­
  tra energy, strength and speed, via Bio-Supercharging. 
  Bio-Ghost Supercharging 
  The character can use the Bio-Ghost touch once per melee 
  (every 1 5  seconds) up to a maximum of twelve times per four 
  hours. The first two attacks only fill him up, the following ten 
  touches supercharge the character with the following results. All 
  effects are cumulative, but temporary, lasting about an hour de­
  pending on the level of activity. Note: When a character knows 
  he's about to enter battle, he/she is smart to supercharge to 
  some degree before it starts. Maximum supercharging can be ac­
  complished in two and a half minutes. 
  The Cumulative Powers & Bonuses (per each extra touch): 
  Add one point to P.S. which becomes superhuman for the du-
  ration of the supercharge. 
  Add five points to speed. 
  Add five points to S.D.C. (can replenish lost S.D.C.) 
  + 1 to save vs poison/toxins/drugs. 
  Replenishes 1 04 hit points (if any are lost). 
  After eight bio-ghost touches in under five minutes, the char­
  acter gets two additional melee attacks and an additional +2 on 
  initiative. 
  Note: The supercharging can be performed as often as every 
  four hours (six times daily), but afterwards the character is weak­
  ened and cannot recharge himself to even normal strength for 
  two hours. During this weakened period he suffers the following 
  penalties: reduce P.S. by 1 0  points and reduce initiative and 
  speed by half. 
  A need for bio-energy 
  Whenever the Bio-Ghost becomes hungry, tired/fatigued, or 
  suffers significant amounts of physical damage, he must feed. A 
  255 
  good rule of thumb for the G.M. is to weaken the character when­
  ever he has physically exerted himself for a significant amount of 
  time, such as working with little sleep or food, intense combat 
  (more than sixteen melee roundslfive minutes), and periods of in­
  tense or prolonged exertion, over 30 minutes, possibly less de­
  pending on the circumstance (the maximum supercharge will 
  double all these time periods). 
  An ordinary day will require the Bio-Ghost to feed like any nor­
  mal human, about twice per 24 hours. The superbeing can eat 
  normal food for personal enjoyment (taste), but he must draw on 
  the biological energy of other living creatures to sustain his exist­
  ence. 
  The character will know it is time to feed when he starts to feel 
  hungry. If he does not draw on bio-energy, the character's legs 
  will feel like they weigh a ton, and the rest of his body feels weak 
  and aches. At this point, all melee attacks, bonuses and speed 
  are reduced to half. 1 04 minutes later, the individual turns com­
  pletely intangible and must feed. When this uncontrolled hunger 
  response happens, he has only two melee attacks, no bonuses 
  and speed is reduced to one quarter. The individual can remain 
  in this state without feeding for as long as 1 04 days before laps­
  ing into a coma, still intangible. The character can last in the 
  coma state for another 1 04 days before dying - then just van­
  ishes. To snap him out of this coma, he only needs to touch/pass 
  through a living creature two or three times. 
  Note: The Bio-Ghost's intangibility has difficulty passing 
  through dense material. Thus, while the character has no prob­
  lem passing through articles of clothing and normal skin, he can­
  not penetrate body armor with an A.A. higher than 1 2. Nor can 
  he absorb bio-energy from robots, cyborgs, mutants, aliens or 
  beings with a natural A.R. of 1 3  or higher. 
  Chameleon 
  A truly unique power that allows the person to blend into and 
  adapt to his environment. 
  1 .  Chameleon is an ability that enables the character to 
  change color and texture to blend into his environment. A sort of 
  bio-aura surrounds the character so that even his clothes seem 
  to change and adapt to the surrounding area. Movement de­
  stroys the effectiveness of the chameleon ability. 
  Chances of being unseen: 
  90% Undetectable if completely still. 
  70% Undetectable if moving 2 feet (0.6 m) per melee or less. 
  20% Undetectable if moving 6 feet (1 .8 m) per melee round. 
  Totally ineffective if moving any faster. 
  Duration: Indefinite; can use power at will. 
  2. Adhesion: The ability to stick to surfaces. The power is 
  identical to the minor super ability of Adhesion described earlier. 
  3. Hold Breath for up to 1 0  minutes. 
  4. Feign Death by lowering one's body temperature and res­
  piration. This requires five minutes of preparation and meditation. 
  It can be maintained for 10 minutes per level of experience. 
  While feigning death, the character is only vaguely aware of 
  what's happening around him, but is fully aware of anything done 
  to his body, and can snap out of the fake death trance in a heart­
  beat. 
  5. Natural Prowl Skill is 60% +5% per each additional level of 
  experience. 
  6. Other Abilities and Bonuses: 
  + 1 0% to the disguise and impersonation skills. 
  +5% to the climb and wilderness survival skills. 
  Quentin Milton (Order #31246997)
  
  Cloaking 
  The character is completely invisible to all forms of mechani­
  cal detection, photographic devices and sensors including radar, 
  motion detectors, heat sensors, and cameras (appears as barely 
  noticable smudge or blur on the film or video tape). This means 
  he is invisible to robots and all mechanical sensors and optic sys­
  tems, and can walk through electric eyes, lightllaser sensors, mo­
  tion detectors, scanners, and cameras, and not activate them or 
  be photographed. An alarm will be triggered only if a physical 
  "contacf' (used on windows and doors, trip wire, etc.) is broken. 
  Even artificial robot intelligences and bionic sensors and optics 
  will be fooled; they see only a slight blur that is hard to follow or 
  target. Likewise, lie detectors, metal detectors, X-ray machines, 
  EKGs, Cat-Scans, retinal scanners, bionic implants, and any de­
  tection or scanning device directed at him will not work (they 
  can't find anything to scan). Devices used by the character (in­
  cluding sensors, scanners, optic systems, etc.) work perfectly. 
  Note: Other devices, like wrist watches, electronic tools, guns, jet 
  packs, vehicles, etc., work perfectly on or directed at this charac­
  ter, only "detection" and "scanning" devices are useless against 
  him. 
  1. Other Abilities & Bonuses: 
  The character tends not to be noticed even by people. 
  + 1 0% to prowl, palming, and concealment skills. 
  2. Disadvantages & Limitations: 
  The power is always "on." 
  Life-saving medical equipment that scan or monitor the body 
  are powerless to help this character, and even automatic doors at 
  stores and toys with sensor eyes will not respond to this charac­
  ter - of course, machines and devices that require the physical 
  push of a button, turn of a key, steering, and other physical op­
  erations will respond to this character. 
  The character can never be photographed so he can't keep a 
  personal record of himself. On the other hand, there are no pho­
  tographs or photographic evidence that can be used against him 
  either (drawings made from eye witness accounts can be made, 
  but are less accurate). 
  Can be seen by the naked eye and sensed by psionic abili­
  ties. 
  Range Limitations of the Cloaking power: Self and all posses­
  sions on his person. At third level the character can extend this 
  aura of protection to include one additional person or large object 
  (motorcycle, jet pack, cart, etc.), provided that the individual or 
  item is within three feet (0.9 m) of him or touching. Player Note: 
  Electronic Cloaking can not be combined with the power of invisi­
  bility. 
  Control Elemental Force: Air 
  The power to manipulate and control aspects of air and at­
  mospheric conditions. 
  1 .  Wind Rush: 
  Range: 300 feet (91 .5 m) 
  Damage: Special 
  Duration: One melee (1 5 seconds). 
  Attacks Per Melee: Each wind rush counts as two melee at­
  tacks. Bonus: +3 to strike. 
  The air manipulator can create a short, powerful wind gusting 
  to 60 mph (96 km), and can direct it at a specific target or area. 
  The wind is so powerful that it will stagger or knock people down, 
  and blow away all objects in its path weighing less than 30 
  pounds (1 3.6 kg), as well as break ordinary window glass. 
  Directed at one specific target, the wind is a hard-hitting, fo­
  cused blast that has a 01 -70% likelihood of knocking down a per-
  256 
  son and items weighing up to 300 Ibs (1 36 kg). If a wide (20 
  feetl6 m maximum) gust of wind, the likelihood of being knocked 
  down is marginally less; 01 -60%. Everyone caught in the wind is 
  staggered (if not sent sprawling), speed is reduced to one quarter 
  normal speed, one attack per melee is lost, and all attempts to at­
  tack are -6 to strike. Items weighing 30 Ibs (1 3.6 kg), or less, will 
  be sent flying 1 D6xl 0 yards/meters away. Vehicles or characters 
  weighing over 300 Ibs (1 36 kg) have no fear of being knocked 
  over, but speed is still reduced and the penalty of -6 to strike still 
  applies because of the wind's force and flying debris. 
  2. Whirlwind: The superbeing can summon winds to create a 
  rotating windstorm of limited intensity. Moving in an inward and 
  upward spiral motion, the 75 mph (1 20 km) winds will suck, hurl, 
  and dash to the ground anyone or anything within 20 feet (6 m) of 
  it. Anyone caught in the wind cannot attack or speak for one me­
  lee round. They will be snatched up and hurled approximately 20 
  feet (6 m), taking 406 points of damage. The wind will affect any­
  thing weighing less than 700 Ibs (31 5 kg). 
  Range: Affects a 20 foot (6 m) radius but can be created up to 
  300 feet (91 .5 m) away. 
  Duration: 8 melee rounds (90 seconds). 
  3. Ride the Wind: This ability enables the superbeing to ma­
  nipulate air currents and wind speed to carry himself, and an ad­
  ditional 200 Ibs (90 kg), aloft. Riding the Wind is not the ability to 
  fly, but is, more accurately, the ability to hover, rise above the 
  ground (up to 30 feetl9 m per melee round), and glide. The glid­
  ing is very limited and requires the concentration of the air con­
  troller. If he is knocked unconscious or severely hurt (S.D.C. or 
  hit points suddenly reduced by 80%) he loses all control and 
  plummets to the earth. Note: He can still use his other powers 
  while aloft. 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  Maximum Speed: 1 5  mph (24.3 km). 
  4. Change Wind Direction: The superbeing can change the 
  direction of the wind in a small area by manipulating air currents. 
  Range: 320 foot (97.5 m) radius. 
  Duration: Four minutes per level of experience. 
  5. Stop Wind/Control (wind) Speed: Again, by manipulating 
  wind currents, the superbeing can completely stop the wind in 
  this small area. 
  Range: 1 60 foot (49 m) radius. 
  Duration: Four minutes per level of experience. 
  6. Create Air Bubble: This character can create and maintain 
  a bubble or pocket of air. This can be done underwater or in a 
  place where there is at least a minute quantity of oxygen. The 
  bubble offers protection from gases, foul odors, etc. 
  Range: Self or 60 feet (1 8.3 m) away. 
  Duration: 1 2  minutes per level of experience. 
  Saving Throw: None 
  Bubble Radius: 6 feet (1 .8 m) 
  Speed: Those inside can move and the bubble will follow, but at 
  a limited speed factor of 1 0  (about 1 0  mph/1 6 km). 
  7. Call Lightning: The character can call down a lightning bolt 
  to strike a specific target. It can be used indoors or out. All at­
  tempts to dodge are at -3. 
  Range: 200 feet (61 m) plus 20 feet (6 m) per level of experi­
  ence. 
  Duration: Instant 
  Damage: 606 
  Saving Throw: As a dodge. 
  Attacks Per Melee: Each lightning bolt counts as one of the 
  character's melee attacks/actions per round. 
  Bonus: +2 to strike. 
  Quentin Milton (Order #31246997)
  
  8. Atmospheric Manipulation: This incredible power enables 
  the superbeing to actually alter atmospheric conditions. 
  Range: 500 foot radius (1 52.5 m) +1 00 ft (30.5 m) per level. 
  Duration: 1 5  minutes per level of experience. 
  Attacks Per Melee: Each act of manipulation counts as two me­
  lee attacks/actions. 
  Altered Atmospheric Conditions: The superbeing can cre­
  ate any one effect per melee round, and maintain it or combine 
  effects, adding one to another. For Example: He might first 
  darken the sky, increase the wind speed, then create a fog, and 
  throw in a thunderclap or two. Effects such as fog or darken sky 
  will last for 1 5  minutes per level of experience, and, once cre­
  ated, stay in force without any effort oh his part, thus enabling the 
  superbeing to go about other activities or use other powers. 
  Note: The character can also dispel his atmospheric changes at 
  will; skies return to normal within 30 seconds. 
  1 .  Darken sky: Heavy overcast; creates a dark, ominous sky. 
  2. Cause a loud, eerie thunderclap that will frighten (01 -80% 
  chance of panicking) animals, making them want to run away, as 
  well as startle people (roll to save vs Horror Factor). 
  3. Increase or decrease the wind speed 5 mph (9 km) per me­
  lee round, up to a maximum of 60 mph (96.5 km). 
  4. Increase or decrease precipitation 1 0% per each melee 
  round, up to 90% - creates extremely humid conditions with a 
  01 -45% possibility of a light fog and 01 -25% chance of a light 
  rain. 
  5. Dispel a fog at a rate of 10 square feet per melee round. 
  6. Create a fog at a rate of 1 0  square feet per melee round. 
  7. Create cloud cover. Within two melee rounds (30 seconds), 
  the skies (under his control) fill with clouds, making seeing above 
  the clouds impossible (ideal for concealing aircraft and flying al­
  lies). 
  9. Other Abilities and Bonuses: 
  Resistant to cold and electricity (does half damage). 
  Can accurately sense air temperature within 1 04 degrees. 
  Control Elemental Forces: Earth 
  The power to manipulate and control aspects of the earth. To 
  use any of these powers there must be a vast source of earth 
  (stone, dirt, clay, sand, etc.) within a 600 foot (183 m) radius. The 
  earth is molded and manipulated, not created. 
  1 .  Wall of Earth: The superbeing can create a wall that's 20 
  feet (6 m) long by 1 2  feet (3.6 m) high by 3 feet (0.9 m) thick. 
  A dirt wall has an A.R. 1 0  and 200 S.D.C. 
  A clay or sand wall has an A.R. 1 1  and 300 S.D.C. 
  A stone wall has an A.R. 15 and 400 S.D.C. 
  All attacks strike the wall and do full damage to its S.D.C. A 
  roll that is higher than the A.R. will go right through the wall and 
  may hit somebody or something behind it. However, this means 
  the shooter is firing blindly and is -5 to hit. Additionally, the pro­
  jectile or energy blast punching through the wall uses up some 
  measure of energy doing so, thus a projectile that penetrates the 
  wall's A.A. does half damage and the damage of an energy blast 
  is reduced by 25%. 
  The wall can be molded into a circle, ilL" or "V" shape, dome, 
  or straight line. It rises from the ground and does not magically 
  appear out of thin air, nor in mid-air above the ground. 
  Range: 1 20 feet (36.6 m) +1 0 feet (3 m) per level of experience. 
  Duration: Permanent, until knocked down, destroyed or dis­
  pelled by the creator. 
  Attacks Per Melee: The creation of a wall counts as one melee 
  attack/action. 
  257 
  Bonus: +1 to parry or on initiative (as the case may be); i.e. to 
  create a wall or slab to block an incoming attack. 
  2. Tower of Earth: This power enables the superbeing to call 
  forth a great mound of earth or stone to rise up out of the ground, 
  carrying anything above it skyward. Victims pushed skyward are 
  temporarily knocked off balance, losing two attacks, and are -5 to 
  strike, parry or dodge for the first melee round. After that, the vic­
  tim can attack as normal (ranged attacks may be necessary if 
  stuck on the tower). If the victim falls he will take 1 04 damage 
  per each six feet (1 .8 m) of height. 
  The S.D.C. of the tower is 1 20 per each six feet of height (at 
  first level, a 1 2  ftl3.6 m tower has 240 S.D.C.). The tower will dis­
  appear back into the earth after four minutes have elapsed. The 
  superbeing can maintain or recreate the tower, by force of will, at 
  the end of the four minutes for an additional four minutes. 
  Range: 1 00 feet (30.5 m). 
  Height of the Tower: Up to 12 feet (3.6 m) at level one, +6 feet 
  (1 .8 m) per each additional level of experience. Width at the top 
  of the tower is a diameter of six feet (1 .8 m). 
  Duration: Four minutes, unless the creator wills it to remain for 
  another four minutes at the end of the initial duration. 
  Attacks Per Melee: Creation of each tower counts as one me­
  lee action. 
  Saving Throw: An opponent can try to dodge this bizarre and 
  unexpected attack, but is -1 0 because of the element of surprise 
  (an attack coming up from the ground beneath their feet). 
  3. Hurl Earth: The character can actually cause chunks of 
  earth to raise up and then hurl them at a target at speeds of ap­
  proximately 70-90 mph (1 1 2-1 44 km). Up to 50 Ibs (22.6 kg) can 
  be affected per melee attack. This chunk of earth (dirt, clay, rock, 
  concrete, etc.) can be hurled as one large chunk or several small 
  chunks. 
  Range: 1 00 feet (30.5 m) + 10 feet (3 m) per experience level. 
  Duration: Instant - each earth hurling action counts as one me­
  lee attack/action whether it's one pound (0.45 kg) or 50. 
  Damage: 
  1 06 damage per 1 0  Ibs (4.5 kg) of dirt, sand, or clay. 
  206 damage from a 1 - 1 0  pound (0.45 to 4.5 kg) stone; base­
  ball to grapefruit sized rock. 
  506 damage from an 1 1 -20 pound (5 to 9 kg) flying rock; foot­
  ball to soccer ball sized. 
  1 D6x1 0 from a 21 -39 1b (9.5 to 1 7.5 kg) rock; basketball size. 
  2D4x1 0 from a 40-50 pound (1 8 to 22.6 kg) rock. 
  Attacks Per Melee: Each rock attack uses up one melee action. 
  4. Quicksand: This power enables the superbeing to trans­
  form normal earth and stone into a pool of quicksand. Ideal for 
  combat outdoors; it can be created on a concrete sidewalk, bot­
  tom floor, or asphalt street, but cannot be created on any floor 
  above ground level, nor inside a vehicle. 
  Range: The size of the circular quicksand pit is a maximum of 
  1 2  feet (3.6 m) in diameter, and can be cast up to 60 feet (1 8.3 
  m) +6 feet (1 .8 m) per level of experience. Line of sight - must 
  see his intended target. The quicksand can be created directly 
  under the target(s) or as a trap (easily concealed by leaves, pa­
  pers, plastic, and other light coverings). Can only be created on 
  the ground. 
  Depth: Eight feet (2.4 m) +2 feet (0.6 m) per additional level of 
  experience. The superbeing can regulate the approximate depth 
  in increments of one foot (0.3 m). 
  Duration: Three minutes per level of experience. At the end of 
  the duration, victims (dead or alive) once trapped in the quick­
  sand appear on top of solid ground. The superbeing can restore 
  the ground to normal at will. 
  Quentin Milton (Order #31246997)
  
  Damage: Depends on the superbeing. The quicksand can be de­
  liberately made about five feet (1 .5 m) deep, enough to trap and 
  delay the average sized human, but allowing for the head to re­
  main above the suffocating soup of dirt/sand and fluid. In the al­
  ternative, the superbeing can make the quicksand deep enough 
  to swallow his opponent and kill him. 
  If the quicksand covers a victim's head he will suffocate and 
  die (takes roughly three minutes for the average human). 
  Anyone entering into the quicksand will find himself sinking at 
  a rate of two feet (0.6 m) per melee round (1 5 seconds). Strug­
  gling to pull oneself out, swim, move forward, etc. doubles the 
  sinking rate per round! Those trapped in quicksand continually 
  sink. If close to the edge (typically, one falls in and slides 1 06 
  feet/0.3-1 .8 m away from the edge), one may be able to pull him­
  self out, but best movement is one foot (0.3 m) per melee round. 
  Victims can be pulled, flown or levitated out by others or, when 
  applicable, under their own power. But such a rescue will take at 
  least one full melee round or, more likely, two. 
  Quicksand can also be used to trap, delay and engulf vehi­
  cles. 
  Debilitation: Those trapped attack from the pool at -5 to strike, 
  parry and dodge, attacks/actions per round are reduced by half 
  and such action (other than psionic attacks which don't require 
  movement) will cause the character to sink at a rate of four feet 
  (1 .2 m) per melee round. 
  5. Rend Earth: The superbeing can split the earth like a mini­
  earthquake, creating a 1 5  foot (4.6 m) wide, 20 foot (6 m) deep, 
  and 40 foot (1 2.2 m) long crevice. These are the maximum 
  measurements and can be adjusted to the superbeing's desire 
  by increments of one foot (0.4 m). The opening can be made up 
  to 1 40 feet (42 m) away and can be performed once every melee 
  round. Thus, its creator can add to its length every 1 5  seconds or 
  create several different chasms. 
  This ability also enables the superpowered character to cre­
  ate openings in the walls of concrete, brick, plaster or stone (not 
  wood) buildings. Even after the superbeing closes the wall, there 
  will still be a noticeable crack, and at least minor structural dam­
  age, varying with the size of the earlier opening. 
  Range: 1 40 feet (42 m) +40 feet (1 2.2 m) per level of experi­
  ence. 
  Duration: The openings in the earth will remain until closed by 
  the superbeing. 
  Damage: Falling into the chasm does 306 damage. Climbing 
  down takes about two melee rounds; climbing up its sheer wall, 
  four melee rounds. Rappelling is the best way up and down. 
  Vehicles falling into the chasm will suffer 1 D4x1 0 damage if 
  they weren't moving or were travelling under 1 0  mph (16 km). 
  Otherwise, add 406 damage for every additional 1 0  mph (16 
  km). 
  Crushing damage: The creator of the opening can also close it 
  at any time (counts as two melee actions and only one can be 
  closed per melee round, and not the same round that it was 
  opened). It will close in one melee round (1 5 seconds) and will 
  crush everything that has fallen into it like a giant vise! Damage is 
  2D4x1 0+40 (double damage to vehicles and large, crunchable 
  objects). Dense, solid objects will suffer one quarter the damage, 
  but will be completely buried. Note: Those not killed by this are 
  buried alive and will suffocate within 3-4 minutes. Superbeings 
  who can dig tunnels should be able to dig themselves out. Those 
  with Superhuman or Supernatural P.S. may also be able to 
  slowly dig their way out, provided they don't run out of air. Those 
  who have vast amounts of S.D.C. will survive the crushing but 
  will suffocate unless they don't need to breathe air or can hold 
  their breath for a long period. Those with energy expUlsion pow­
  ers will be able to blast themselves an underground cavity to 
  258 
  avoid being crushed and may also be able to blast an opening to 
  the surface. People trapped inside vehicles that survive the 
  crushing damage may also have a pocket of air. In chasms 
  opened in urban areas, sewer and drain pipes may be ripped 
  open (or be opened) to provide an escape or temporary safe ha­
  ven. 
  Attacks Per Melee: The opening or closing of a chasm can only 
  be performed once per melee round (1 5 seconds) and uses up 
  two melee actions, so other attacks can be made within that 
  same melee round. 
  6. Sand/Dust Storm: Dust and/or sand particles can be ma­
  nipulated to fill the air to create a sand or dust storm. 
  Range: Affects a 30 foot (9 m) radius, and can be cast 200 feet 
  (61 m) away +1 0 feet (3 m) each additional experience level. 
  Duration: Four minutes. 
  Damage: No physical damage other than the sting of petting 
  sand, but those caught in the storm are blinded (-8 on all combat 
  moves), all sense of direction is lost, the power of radar or mo­
  tion detection is obliterated, speed is reduced by half, and talking 
  (and spell casting) is impossible unless the mouth is covered by 
  something more than one's hands. Opening one's mouth will 
  cause the character to cough and choke on the sand. 
  Attacks Per Melee: This ability can only be performed once per 
  melee round, but uses up only one melee action, so other at­
  tacks by other means can be made during that same round. 
  7. Encase in Earth: A very powerful, but controlled, ability 
  with which the superbeing can cause earth (dirt, clay, sand) or 
  stone (including concrete, asphalt, marble, earthen tiles, and 
  similar) to rise from the ground to engulf an object, vehicle or liv­
  ing creature. The superbeing has absolute control over the earth 
  and can encase just a foot or leg, or the entire body. 
  Encasing a whole body in a dirt or stone cocoon will not harm 
  the imprisoned person, although it is hot and uncomfortable, un­
  less the head is encased. Encasing the head will cause suffoca­
  tion within 3-4 minutes - a tactic a hero with a good alignment 
  would never do. 
  To encase something or someone, it must be touching/stand­
  ing on the ground! Encasement starts with the feet and moves up 
  the body. The superbeing can manipulate 400 pounds (1 80 kg) of 
  dirt or 200 pounds (91 kg) of stone per melee round! 
  Range: Up to 1 20 feet (36.6 m) away. 
  Duration: Until the victim or object has broken free, or until the 
  superbeing releases it. The superbeing can negate the encase­
  ment at any time, which will cause the cocoon to crumble away 
  and go back into the earth without a trace. 
  Saving Throw: Intended victims get to dodge out of the way, but 
  are -2 to dodge. 
  Attacks Per Melee: Encasing half or more of a character in 
  stone counts as two melee attacks/actions, but only encasing 
  the hands, arms or feet counts as one. 
  Types of Earth Encasements: The following is a list of the 
  various stages of encasement, their weight and S.D.C. Use this 
  list as a basic guide for encasing other objects and vehicles. Re­
  member, concrete can be used as if it were stone. However, 
  once a sidewalk or wall is ripped up to encase someone, it is per­
  manently damaged. The cement (as with earth) can be put back, 
  but will be cracked, loose, and crumbly. Metrics Note: 1 0  pounds 
  equal 4.5 kilograms. 
  Encasement Earth Stone/Concrete 
  Foot/Ankle 30 Ibs, S.D.C. 20 
  20 Ibs, S.D.C. 40 
  Foot/Leg 60 Ibs, S.D.C. 40 
  40 Ibs, S.D.C. 80 
  Lower Body 1 20 Ibs, S.D.C. 80 90 Ibs, S.D.C. 1 60 
  Whole Body 300 Ibs, S.D.C. 1 60 200 Ibs, S.D.C. 320 
  Hand/Wrist 30 Ibs, S.D.C. 20 1 5  Ibs, S.D.C. 30 
  Quentin Milton (Order #31246997)
  
  Hand/Arm 
  50 Ibs, S.D.C. 30 30 Ibs, S.D.C. 60 
  Car Tire (each) 50 Ibs, S.D.C. 25 30 Ibs, S.D.C. 50 
  Sports Car (small) 400 Ibs, S.D.C. 1 20 200 Ibs, S.D.C. 1 80 
  Mid-sized car 800 Ibs, S.D.C. 240 400 Ibs, S.D.C. 360 
  Snaring one's target: The character using his earth powers 
  to snare an opponent must roll to strike, while his opponent can 
  attempt to dodge (parry is not applicable); high roll wins. Encase­
  ment works best on stationary targets; +8 to strike. Moving Tar­
  gets are much more difficult to snare: Walking or slow-moving 
  targets: +1 to strike; fast moving or running targets are -5 to 
  strike. Flying, hovering, or waterbome targets can not be af­
  fected. 
  Note: Just as with encasement in ice, superhumanly strong 
  characters can spend all of their actions fighting to break free of 
  the encasement. Damage for a normal punch for that character is 
  rolled for each attack. When 80% of the S.D.C. is destroyed the 
  character can pull free. Of course, those whose entire bodies are 
  encased or whose arms are pinned, are powerless - flexing to 
  break free inflicts 1 0% the normal damage of a punch. 
  Control Elemental Force: Fire 
  The power to manipulate and control aspects of fire. 
  1 .  Fire Blast: The character can create a fiery bolt or blast out 
  of thin air and hurl it at a target. The blast can come from his 
  hands, a finger, eyes and/or mouth. 
  Range: 1 00 feet (30.5 m) +1 0 feet (3 m) per experience level. 
  Damage: 406 +2 per level of experience. 
  Duration: Instant 
  Attacks Per Melee: Each Fire Blast counts as one melee attack. 
  Bonus: +2 to strike. 
  2. Spontaneous Combustion: This ability causes any com­
  bustible material to ignite. Spontaneous combustion does not 
  create a blazing fire, only the spark to start a fire (although a Fuel 
  Flame can quickly change that). Combustible material must be 
  available to burn, whether it be old rags, dry wood or gasoline. 
  Human body hair should not generally be considered a combusti­
  ble material in regard to this power. 
  Range: 30 feet (9.1 m) 
  Duration: Instant 
  Attacks Per Melee: Each use of this power counts as one me­
  lee attack. 
  3. Fuel Flame: Much like the pyrokinetic power of the same 
  name, Fuel Flame quadruples the size of an existing flame or ig­
  nites a smoldering ember. The fire can be fueled every melee 
  round, increasing the flame to four times its previous size each 
  new round. 
  Range: An area up to a 1 20 foot (36.5 m) radius can be affected 
  and the power can be used on fires up to 300 feet (91 .5 m) away. 
  Duration: Four minutes where the flame burns unnaturally large 
  and hot. 
  Attacks Per Melee: Each use of this power counts as one me­
  lee attack. 
  4. Create Flame Wall: The fire controller can not create a fire 
  wall out of thin air, but can control an existing fire (even a small 
  one) to form a blazing wall or circle. He can even make a fire, 
  right at hand, suddenly race 60 feet (1 8.3 m) away to form a wall 
  or circle. Note: The wall can only be as large as the fire present; 
  thus, it could be a tiny wall or a mammoth wall depending on the 
  size and strength of the fire. 
  Range: 60 feet (1 8.3 m) 
  Damage: Anyone passing through a flame wall will receive 406 
  points of damage, plus highly combustible materials will ignite. 
  Duration: 1 0  minutes. 
  259 
  Attacks Per Melee: Once per melee, but counts as two melee 
  attacks/actions, so other types of attacks can be used during the 
  same melee round. 
  5. Extinguish Fire: This ability permanently extinguishes any 
  fires within range. This can be done once every other melee. The 
  fire controller can also bend this power to part or cut a swath 
  through fire ( 1 0  ftl3 m wide and 300 ftl91 .5 m long). 
  Range: An area up to 1 20 feet (36.5 m) in radius can be af­
  fected and the power can be used on fires up to 300 feet (91 .5 
  m) away. 
  Duration: Permanent (until a new fire is made). 
  Attacks Per Melee: Each use of this power counts as two melee 
  attacks. 
  6. Create Smoke: The character is able to generate a dense, 
  grey-black cloud of smoke. The smoke cloud can be created 
  from fiery material up to 300 feet (91 .5 m) away. The cloud can 
  easily cover a 30x30x30 foot area, fill a room, etc. 
  Range: 1 00 feet (30.5 m) 
  Duration: Four minutes. 
  Damage: The smoke makes breathing difficult and causes the 
  eyes to water and the nostrils and throat to bum - temporarily 
  blind (-8 on all combat moves), and reduce speed and attacks 
  per melee by half. Those in the cloud cannot see outside, and 
  those out cannot see in. 
  Attacks Per Melee: Each use of this power counts as two melee 
  attacks. 
  7. Other Abilities & Bonuses: 
  Invulnerable to fire, smoke & heat (no damage), including 
  magic ones. 
  Can accurately sense air temperature above freezing within 
  1 06 degrees, as well as the temperature of fires and hot items. 
  Control Elemental Force: Water 
  The power to manipulate and control aspects of water. To use 
  any of these powers there must be a source of water within a 
  1 000 foot (305 m) radius. Without an ample source of water, the 
  superbeing can not use the powers. The water source can be a 
  sewer, water pipeline, underground stream, pond, lake, ocean, or 
  rain. However, any underground source of water cannot be more 
  than 1 000 feet (305 m) from the surface. 
  1 .  Calm Water: The ability to impose one's will over the forces 
  of nature, reducing the intensity of water turbulence. The size of 
  waves, their speed and potential damage are reduced by half. 
  The calming effect can be repeated in the same radius only after 
  the initial effect lapses or is cancelled. 
  Range: 300 foot (91 .6 m) radius, up to 1 000 feet (305 m) away. 
  Duration: 1 2  minutes. 
  Attacks Per Melee: Uses up all melee attacks/actions for one 
  full round. 
  2. Create Waves: The character is able to manipulate large 
  sources of water to create a variety of waves in water or on land. 
  Range: 300 foot (91 .6 m) radius, up to 1 000 feet (305 m) away. 
  Duration: Instant 
  Attacks Per Melee: Counts as two melee attacks/actions. 
  Bonus: +4 to strike 
  Damage by Size of Waves: The size and speed of the waves 
  can be controlled by the character with the following effects: 
  Small Wave: 2-8 feet (0.6 to 2.4 m) tall, does 1 06 damage to 
  all objects and people struck. 
  Large Wave: 1 0  to 20 feet (3 to 6 m) tall, does 506 damage 
  +2 points per level of experience. Affects everything hit by the 
  wave. 
  Quentin Milton (Order #31246997)
  
  Huge Wave: 24 to 36 feet (7.3 to 1 1  m) tall, does 6D6 damage 
  + 1 D6 per level of experience. 
  Note: Huge waves have a 01 -84% chance of capsizing small 
  vessels, 01 -60% chance to capsize medium vessels, and a 01 -
  20% chance against ships and ocean liners, but only when the 
  character is fifth level or higher. 
  Characters and objects hit by the wave, on land or deck top, 
  are likely to be knocked down and carried 1 D4x1 0 yards/meters 
  away. The likelihood of this is: 
  Small wave - 01 -40% for items 500 Ibs (225 kg) and under. 
  Large wave - 01 -70%, for items 1 000 Ibs (450 kg) and un­
  der. 
  Huge wave - 01 -80%, for items 2000 Ibs (900 kg) and under. 
  If a person is washed away by the wave he loses 1 D4+ 1 me­
  lee attacks/actions. If hit by a wave, but not washed away, the 
  person loses one attack (momentarily blinded). 
  3. Water Slam: A Water Slam is a comparatively small, but 
  powerful, wave that rises up like a hand and slams down on one 
  specific target. The water slam towers to about 1 6  feet (5 m) tall 
  and 6 feet (1 .8 m) wide. It can also be used on land if sufficient 
  water is available; 200 gallons (760 liters) or more. (Designer's 
  note: Yes, I realize that the range, damage, and size are different 
  than the psionic Water Slam. That's because, while similar, the 
  two are different). 
  Range: 1 40 feet (42.7 m) +1 0 feet (3 m) per level of experience; 
  line of vision. 
  Damage: 2D6 +1 per level of experience. In addition, victims of 
  a slam lose initiative and one melee attack/action. 
  Duration: About 7 seconds, half a melee. 
  Attacks Per Melee: Each use of the Water Slam counts as two 
  melee attacks/actions. 
  Bonus: +3 to strike. 
  4. Water Spout: This is the tricky technique of summoning up 
  a spout-like wave that pushes its victim skyward, bouncing atop 
  the water spout. A large body of water must be available. 
  Height of Spout: 12 feet (3.6 m) per level of experience. 
  Weight Limit: 600 Ibs (270 kg) per level of experience. 
  Range: 90 feet (27.4 m) +12 feet (3.6 m) per experience level. 
  Duration: One melee round. 
  Attacks Per Melee: The creation of each spout counts as one at­
  tack/action. 
  Damage: Being dropped from a spout into water does 1 D4 dam­
  age per every 24 feet (7.3 m) of height. Being dropped on the 
  ground does 1 D6 per each 1 2  feet (3.6 m) of height. Victims bob­
  bing around on the constantly moving water spout are -6 to 
  strike, parry, dodge, and initiative while atop the spout. 
  Note: A spout or tower of snow can be made if the conditions 
  are right; sufficient soft snow (not packed down) must be present. 
  Victims are -2 to strike, parry, dodge and initiative atop the snow 
  tower, which is much more stable and less turbulent than flowing 
  water. All other conditions are the same as the Water Spout. 
  5. Wall of Water: This power calls up a wave which will sus­
  pend itself to create a wall of water. The wall can be up to 6 feet 
  (1 .8 m) thick, 30 feet (9 m) tall and 30 feet (9 m) long. The water 
  can be molded to the shape of a long, straight wall, circle, dome 
  or "L" or "V" shape. Because of the vast amount of moving water, 
  it is impossible to see beyond the wall. This ability requires a vast 
  amount of water, like a very large swimming pool, lake, river, etc. 
  Range: 1 60 feet (48.7 m) +10 feet (3 m) per experience level. 
  Duration: Five minutes per level of experience. 
  Attacks Per Melee: The creation of a Wall of Water counts as 
  two melee attacks/actions. 
  Damage: None per se. However, it will slow and deflect bullets 
  and lasers, making them -8 to strike and reducing the damage 
  260 
  they do: 25% for bullets, explosions and energy blasts; 50% 
  from laser and other light based attacks or probes. Fire type at­
  tacks that pass through the Water Wall will see their damage re­
  duced by 70%! 
  The wall also possesses the force of moving water, so it re­
  quires individuals trying to push through it, two melees to do so. 
  Those with Superhuman or Supernatural P.S., as well as vehi­
  cles, can go through the wall in one melee round. 
  Characters who slam into the wall at superspeed will punch 
  through it and only use up two melee actions, but impact is dra­
  matic and feels hard, causing that character to suffer 1 D6 dam­
  age for every 50 mph (80 km) of speed. 
  Note: A snow wall can also be erected if there is a sufficient 
  amount handy. The wall is not packed snow and is a somewhat 
  less effective shield. Bullets and lasers are -5 to strike (mainly 
  because targets can not be seen through the wall) and damage 
  reduction is only 1 0% and 25% respectively. Fire attacks passing 
  through do half damage. It takes one melee round to blindly plow 
  through by force and one melee action with a vehicle or at super­
  speed. However, when the character comes out the other side, 
  he has no initiative (impact damage from high speed is only one 
  pOint per 50 mph/80 km). 
  6. Whirlpool: This ability creates a huge, spinning whirlpool in 
  any large body of water (lake, river, sea, etc.). This watery funnel 
  pulls and sucks all objects in or on the water into its whirling cen­
  ter, crushing and dragging them down into the depths. Objects 
  caught in the outer edge will be snagged in the pull and drawn to­
  ward its center in a spiraling circle, at a rate of ten feet (3 m) per 
  every two melee rounds (30 seconds). 
  Range: 300 feet (91 .5 m) away +20 feet per experience level. 
  Duration: Eight minutes. The creator of the whirlpool can cancel 
  it at any time and can create a new or additional one every m­
  inute (4 melee rounds). 
  Attacks Per Melee: The creation of a Whirlpool must be done at 
  the beginning of a melee round and uses up all attacks! 
  Damage: The whirlpool affects a 30 foot (9 m) radius and 
  does 4D6 points of damage to everything in its grip every melee 
  round. Victims in the water will become dizzy and disoriented, 
  have no initiative, are -4 to strike parry and dodge, and lose half 
  their melee actions (spend them trying to keep their heads above 
  water). Plus there is a 01 -33% chance of drowning. Victims can 
  be pulled, flown or levitated to safety. Large boats and ships may 
  be able to pull themselves away; 01 -66% chance of boats pulling 
  free, roll once each melee round. 
  7. Create an Air Bubble (underwater only): The superbeing 
  can create an air bubble underwater, affecting a maximum radius 
  of eight feet (2.4 m). The bubble can be created around oneself 
  or to encircle as many as a dozen people up to 1 40+ feet (42.7 
  m) away. The bubble cannot be moved easily; normally floating 
  along with the tide with a slight, upward drift (about 1 0  feetl3 m 
  per minute). Through intense concentration the person who cre­
  ated the bubble can direct it, moving at a speed factor of 6. Con­
  trolling the bubble consumes most of the person's concentration, 
  preventing him from using any other power unless the bubble is 
  allowed to drift (no control of movement). 
  The bubble can be punctured and destroyed by any type of at­
  tack, from those inside it as well as outside. Thus, those inside 
  cannot use any weapon or power that emits a projectile or force 
  because it will "pop" the bubble. Many psionic and some magic 
  powers can be used without fear of popping the bubble. 
  Range: Self or 1 40 feet (42.7 m) away +1 0 feet (3 m) per level 
  of experience. 
  Bubble S.D.C.: 50 
  Duration: Eight minutes per level of experience. 
  Saving Throw: Not applicable. 
  Quentin Milton (Order #31246997)
  
  Damage: Not applicable. 
  Attacks Per Melee: The creation of each air bubble counts as 
  three melee attacks/actions. The superbeing can typically create 
  one or two bubbles per melee round, but can only move one at a 
  time. 
  8. Walk on Water: This is exactly what it sounds like; the su­
  perbeing is able to stand, walk, run or float atop water (including 
  a water spout or wave without penalty), but speed is reduced by 
  half. 
  Range: Self or others within a 4 foot (1 .2 m) radius of him. 
  Duration: 10 minutes per level of experience. 
  Attacks Per Melee: The activation of this power counts as one 
  attack/action and maintaining it uses up one melee action every 
  round, but other attacks or actions can be taken that same round. 
  Other Abilities & Bonuses: 
  Accurately sense depth underwater within 1 06 feet. 
  Accurately sense direction underwater. 
  Resistant to cold underwater. 
  Oepth tolerance is an impressive 1 000 feet (305 m). 
  Can hold breath underwater for 1 04+4 minutes. 
  Control Insects & Arachnids 
  The superbeing can control and direct an army of ordinary in­
  sects or spiders, like a general leading his troops. The creatures 
  understand him and follow his every command to the best of their 
  ability. 
  1 .  Communicate with and understand all insects. Insects 
  understand the commands of their controller, but while the char­
  acter is able to mentally direct his insect army and can sense ba­
  sic emotions such as fear, hunger, anticipation, etc., he cannot 
  actually speak with them. This means he cannot have a fly or spi­
  der spy on somebody and report back to him with what they 
  heard. 
  Range: 400 feet (1 22 m) plus 1 0  feet (3 m) per level of experi­
  ence. 
  2. Summon insects. The character is typically able to men­
  tally summon up 1 00 common insects or arachnids per level of 
  experience, and as many as two different insect or arachnid 
  classes. The number of common colony insects like ants can be 
  far greater (see the individual insect descriptions). Note that while 
  under the character's control, even two insect classes that are 
  natural enemies, like ants and spiders, will work together in har­
  mony. The call is irresistible, all types of insects and/or arachnids 
  will respond. 
  Range: One mile (1 .6 km) radius. 
  Duration: Regulated by the character; pretty much as long as 
  he wants them - up to the maximum number under his control. 
  3. Mentally control insects. The character can mentally con­
  trol all the insects he has summoned. If the controller is physi­
  cally moved beyond his range of control or is rendered 
  unconscious, his mental influence over the insects is broken and 
  they will leave the area. 
  Range: 400 foot (1 22 m) radius plus 40 feet (1 2.2 m) per level of 
  experience. 
  Duration: As long as the character desires. 
  Attacks Per Melee: Each command counts as a melee action, 
  however, once the bugs are sent on their task, the superbeing is 
  able to take other actions or issue new commands. While main­
  taining controllinfluence over the insect swarm, even if no new 
  commands are issued, the character loses one attack/action per 
  melee round. 
  261 
  Damage by Types of Insect Attack: 
  1 .  Blinding swarm: This can be flies, flying ants, moths, butter­
  flies, gnats, or other flying insects. They create a living cloud and 
  fly up the nose, into the eyes and mouth, collide with the face, 
  and crawl on the body of everyone in the swarm cloud. Victims in 
  the bug cloud are -5 to strike and -9 to parry and dodge, as well 
  as lose initiative, reduce speed by half, and lose one melee at­
  tack swatting away bugs. Optional: Swarm Horror Factor 1 1 ;  may 
  frighten people away, especially women and children. 
  2. The itching swarm: This attack has the same goal and pen­
  alties as the blinding swarm, except they are crawling insects that 
  cover the body, climb into the eyes and orifices and itch. Op­
  tional: Swarm Horror Factor 12. 
  3. Biting swarm: These are biting flies, ants, beetles, spiders, 
  or other insects or arachnids. Normally the bite is little more than 
  an irritant, but this time their numbers are so great and the bites 
  so numerous that they collectively inflict physical damage. 
  Ants and flies typically inflict 1 04 damage per melee. 
  Beetles and large biting insects inflict 206 damage per melee. 
  Nonpoisonous spiders inflict 306 damage per melee. 
  Note: Also see specific damage and attacks described under 
  the specific insect descriptions. 
  Optional: Swarm Horror Factor 1 3, may frighten away people. 
  4. Stinging swarm: These are stinging bees, wasps, hornets or 
  similar insects or arachnids. Normally the sting hurts but is not 
  deadly unless somebody is allergic, however, this time their num­
  bers are so great and the bites so numerous that they collectively 
  inflict serious physical damage. 
  Stinging insects like bees or hornets typically inflict 306 dam­
  age per melee round and the victims are -2 to strike, parry and 
  dodge. Note: Also see specific damage and attacks described 
  under the specific insect descriptions. Optional: Swarm Horror 
  Factor 1 4; very frightening. 
  5. Swarm of Poisonous Arachnids: These include poisonous 
  spiders, like the black widow and scorpions. Even though the 
  sting from one of these arachnids is dangerous, this time their 
  numbers are so great, and the stings so numerous, that they can 
  kill. 
  Poisonous arachnids typically inflict 306 damage from a sin­
  gle sting. A group of 1 0-40 will inflict 206x1 0 damage per melee 
  round unless a pOison/toxin saving throw is made, in which case 
  the damage is reduced by half. Even if the victim saves vs poison 
  he or she suffers from dizziness and nausea and is -4 on initia­
  tive, and to strike, parry, and dodge. Note: Also see specific 
  damage and attacks described under the specific insect descrip­
  tions. Optional: Swarm Horror Factor 1 6, people should run for 
  their lives. 
  4. Increase Hit Points of Insects. The superbeing has the 
  power to increase the Hit Points of one particular class of insects 
  in the group he has summoned. For example: If the character is 
  contrOlling both red ants and fire ants, he can only increased the 
  Hit Points of one type of ant, not both. The increase is temporary 
  and the bugs will eventually return to normal. 
  Range: 400 feet (122 m) plus 1 0  ft (3 m) per experience level. 
  Duration: 1 04 hours per day. 
  Hit Point Increase: 1 0  hit points each (temporary). 
  Number of Insects Affected: 50 per level of experience. 
  S. Create Giant Insect. The character is able to increase the 
  size of one individual insect to use as a living tank or to ride like a 
  horse. After a certain amount of time (the duration is erratic -
  1 04 hours) the insect reverts back to its normal size. 
  Range: 400 feet (1 22 m) plus 1 0  feet (3 m) per level. 
  Duration: Remains giant for 1 04 hours each time used. 
  Restrictions: This power can only be performed three times per 
  Quentin Milton (Order #31246997)
  
  day (24 hour period), and can only transform one insect each 
  time. That's a total of three giant insects a day. 
  The General Abilities of Insects Transformed into Giants: 
  1 .  The insect becomes a giant: 1 0 ft (3 m) in length! 
  2. Armor Rating & S.D.C.: Cockroaches, earwigs, crickets, 
  moths, butterflies, and similar soft bodied insects have a natural 
  A.R. of 1 3  and an S.O.C. of 1 00 as giants. 
  Flies, bees, wasps, ants, grasshoppers, most arachnids, and 
  reasonably heavily armored insects have a natural A.R. of 1 6  and 
  an S.O.C. of 200 as giants. 
  Beetles, Praying Mantis and some ants are heavily armored 
  and have a natural A.R. of 1 8  and an S.D.C. of 300. 
  3. Average number of attacks: Four for the average insect, 
  and six for arachnids, but may vary with the type of insect 
  -predators like the Praying Mantis will also have six at giant 
  size. 
  4. Oamage: Small pincers or mandibles inflict 206 points of 
  damage, 306 from medium-sized ones, and 406 from large man­
  dibles (typically beetles), Praying Mantis bite or claw attack, and 
  spider bites. 
  5. Speed: Running is typically about 1 5-25 mph (24-40 km). 
  6. Speed flying: is typically about 30 to 60 mph (48-96 km). 
  7. Insect Vision: Most flying insects have polarized vision and 
  heightened sense of taste and smell equal to the minor super 
  abilities. Some arachnids can see the infrared and/or have 
  thermo-imaging capabilities. 
  Important Note: The wonderful sourcebook Mutants in Or­
  bit, for both RiftS® and the After the Bomb® sf series, contains 
  rules for creating mutant insects complete with insect powers, 
  abilities, chemical scents, BIO-E, hostility index, and a dozen mu­
  tant insect types with data for both the S.D.C. and M.O.C. sys­
  tems. Suitable for use with Heroes Unlimited 2nd Ed., TMNT 
  RPG, RiftS@, Robotech@, and any of Palladium's role-playing 
  games. 
  6. Other Abilities and Bonuses: 
  Recognize and identify insect species 60% +5% per level of 
  experience. 
  Bugs never bite or bother this character. Even those not un­
  der his direct control will not see him as a threat and ignore him. 
  Immune to all insect bites/stings and poisons made from in­
  sect venom, including Black Widow spiders and scorpions. 
  Can create insect armor by covering himself in bugs (prefer­
  ably beetles with a hard shell); A.R. 1 2, 1 04x1 0+30 S.O.C. 
  Insect Descriptions -------
  The following information only includes a small sampling from 
  the insect kingdom, but most insects will fall into one of these 
  categories. Pay heed to the "habitat" section of the stats. For ex­
  ample: If your character is in upstate New York, he can't summon 
  fire ants which are indigenous to the southern United States and 
  Asia. Likewise, if it's winter or you're in a frozen, winter environ­
  ment, no insects can be summoned outdoors. Indoors may be 
  another story. Most houses, ships, and large buildings will con­
  tain spiders, cockroaches, centipedes and even the occasional 
  fly or moth all year round. A character with this power may also 
  breed and bring his own insects with him (kept in a container), re­
  leasing them as needed. The insects' speed and number of me­
  lee attacks are reduced by half in freezing temperatures (less 
  than 32 degrees Fahrenheit/zero Celsius) and they will die in 
  206+ 1 0  minutes. 
  Stats are provided for both the normal sized creature (first) 
  and giant versions. All insects and spiders, normal or giant, can 
  climb the sides of buildings - only polished metal, glass and 
  similar nonporous surfaces are too slick to climb. 
  262 
  Common Red Ants 
  Size: Up to 3/8 inch. 
  A.R. 4 
  Hit Points: 1 
  Attacks Per Melee: 2; bite injects venom. 
  Natural Abilities: Climb 99%, venom does no damage unless 30 
  or more individuals attack, at which point 1 04 points of dam­
  age are done each melee round, unless a save vs poi­
  son/toxin is successful. When provoked they emit a repulsive 
  odor of formic acid that is barely noticeable from even a 
  swarm of tiny ants, but terrible if released from a giant. 
  Speed: 4 running, 1 5  flying. 
  Habitat: Throughout southem Canada and the entire United 
  States east of the Rocky Mountains. 
  Behavior: These ants are fiercely aggressive. A typical colony 
  ranges in size from 2,000 to as many as 4,000 individuals and 
  can be found in exposed soil or under stones, logs, stumps, 
  and in dead trees. 
  Number Of Individuals That Will Respond When Called: 
  206x1 00 
  Abilities When Giant Size: A.R. 1 6, S.O.C. 200, Speed: 20 run­
  ning or 44 flying (30 mph/48 km). Attacks Per Melee: 4. The 
  insect is +2 on initiative, +5 to strike, parry, and dodge. Bite 
  does 406 damage, head butt 306, and kicking with one of its 
  legs does 306 damage. 
  Crush/squeeze with mandibles: 506 damage. Venomous bite 
  does 606 damage unless a save vs poison is successful (half 
  damage). 
  Emitting formic acid counts as one melee attack and causes 
  the prey's eyes to water and burn and the nose and throat to be 
  irritated and burn with the following penalties: -3 to strike, parry 
  and dodge. Or the acid can be sprayed into wounds causing an 
  additional 206 damage, plus the penalties. 
  Can pick up and carry huge objects with their mandibles; up to 
  four tons (8,000 Ibs/3600 kg) and has the equivalent of superhu­
  man P.S. This means the giant ant can easily pick up and throw 
  a car, use it as a giant club, or toss it around like a toy. 
  Carpenter Ants 
  Size: Up to 1/2 inch. 
  A.R. 6 
  Hit Points: 2 
  Attacks Per Melee: One; bite is irritating but has no venom and 
  a single bite does no significant damage. 
  Natural Abilities: Climb 99%, chew through wood 99%, bite 
  does no damage unless 30 or more individuals attack, at 
  which point 1 06 points of damage is inflicted each melee 
  round. 
  Speed: 3 running, 1 1  flying. 
  Habitat: Throughout eastern North America, west as far as 
  Texas. 
  Behavior: Somewhat stronger and tougher but slower than their 
  red cousins. They nest in the wood of dead trees, logs, 
  stumps, and old wood in buildings. A typical colony may con­
  tain up to 2,500 workers, a single queen, and several males. 
  Number Of Individuals That Will Respond When Called: 
  206x1 00 
  Abilities When Giant: A.R. 1 8, S.D.C. 300, Speed: 1 5  running 
  or 32 flying. Attacks Per Melee: 4. Insect is +1 on initiative, +5 
  to strike, parry, and dodge. Bite does 406, a head butt does 
  406 damage. Kicking with one of its legs does 406 damage. 
  Can pick up and carry up to five tons (1 0,000 Ibs/4500 kg) 
  Quentin Milton (Order #31246997)
  
  with its mandibles, enabling this giant to easily pick up or 
  throw a Mack truck. Can chew through a door or two foot thick 
  tree in 1 D4+ 1 melees. Crush/squeeze with mandibles: 6D6 
  damage. 
  Emitting formic acid counts as one melee attack and 
  causes the prey's eyes to water and burn and the nose and 
  throat to be irritated and burn with the following penalties: -3 to 
  strike, parry and dodge. Or the acid can be sprayed into 
  wounds causing an additional 2D6 damage, plus the penal­
  ties. 
  Fire Ants 
  Size: Up to 1/2 inch. 
  A.R. 4 
  Hit Points: 1 
  Attacks Per Melee: 1 ;  bite injects venom. 
  Natural Abilities: Climb 99%, venom does no damage unless 30 
  or more individuals attack, at which point 2D4 points of dam­
  age is inflicted each melee round, unless a successful save vs 
  poisonltoxin is made (1 D4 damage if the save is good). 
  Speed: 5 running, 1 0  flying 
  Habitat: Throughout the southern United States from Florida to 
  Califomia and Mexico and Central America. 
  Behavior: These ants are fiercely aggressive and extremely vi­
  cious if provoked. A typical colony numbers from 1 ,500 to 
  2,000 members. They nest in exposed soil or under the corner 
  of stones, and other objects. Underground nests consist of a 
  loosely constructed, irregular mound of dirt about two feet (0.6 
  m) in diameter. 
  Number Of Individuals That Will Respond When Called: 
  2D6x1 00 
  Abilities When Altered In Size: A.R. 1 6, S.D.C. 200, Speed: 25 
  running or 44 flying. Attacks Per Melee: Six (very aggressive). 
  Insect is +3 on initiative, +6 to strike, parry, and dodge. Bite 
  does 4D6+3, head butt does 3D6 damage, and kicking with 
  one of its legs does 3D6 damage. Can pick up and carry up to 
  four tons (8,000 Ibs/3600 kg) with its mandibles (the ant could 
  easily throw or pick up a car and use it as a giant club). 
  Crush/squeeze with mandibles: 5D6 damage. 
  Venomous bites from giants inflict 6D6 damage (in addition 
  to the bite itself) unless a save vs poison/toxin is made (a 
  save reduces the damage by half). Emitting formic acid counts 
  as one melee attack and causes the prey's eyes to water and 
  burn and the nose and throat to be irritated and burn with the 
  following penalties: -3 to strike, parry and dodge. Or the acid 
  can be sprayed into wounds, causing an additional 2D6 dam­
  age, plus the penalties above. 
  Common Grasshopper 
  Size: Up to three inches long. 
  A.R. 4 
  Hit Points: 2 
  Attacks Per Melee: 2; spit "tobacco juice" (actually the contents 
  of their stomachs) when provoked or handled. 
  Bonuses: +2 to dodge, +1 to strike. 
  Natural Abilities: Jump/fly 99%, ''tobacco juice" does no dam­
  age at their natural size. Have the ability to "sing" (a loud 
  buzzing or clicking noise) by rapidly rubbing their legs against 
  their front wings, or by clicking their front wings together. 
  Speed: 4 running, 8 leaping, 1 5  when in flight. 
  Habitat: Throughout most of North America, Canada, Central 
  America and the world. 
  Behavior: Rather docile unless threatened or provoked. Make 
  excellent riding beasts when transformed into giants. 
  263 
  Number Of Individuals That Will Respond When Called: 1 00 
  per level of summoner. 
  A.bilities When Altered In Size: A.R. 1 6, S.D.C. 200, Speed of 
  20 running, 30 leaping and 44 when in flight. Attacks Per Me­
  lee: 4. The insect is +1 on initiative, +3 to strike, +4 to parry 
  and +6 to dodge. Bite does 2D6 damage. Head butt does 4D6 
  damage. Hind leg kick does 6D6 Damage. Can jump up to 
  300 feet (91 m) in a single leap when giant sized. 
  Spitting "tobacco juice" on a victim causes a painful burn­
  ing sensation (caused by digestive acids) if shot into the eyes. 
  Victim is blinded until the fluid can be washed out of the eyes. 
  Victims are -8 to strike, parry and dodge until the "tobacco 
  juice" is removed with water. Getting hit with the juice on the 
  body causes no damage, but stinks, and the character may 
  vomit from revulsion; roll to save vs non-lethal poisonitoxin. A 
  failed roll means the person loses two melee attacks and in­
  itiative while he vomits. Spitting counts as one melee attack. 
  Singing (see natural abilities above) causes such a racket 
  that all characters within a 50 foot (1 5.2 m) radius have diffi­
  culty hearing and are distracted; -3 on initiative and -2 to 
  parry, or dodge. 
  Common Honey Bee 
  Size: Up to 1/2 inch. 
  A.R. 5 
  Hit Points: 2 
  Attacks Per Melee: 2; sting injects venom. 
  Bonuses: +2 to dodge, +2 to strike. 
  Natural Abilities: Fly 99%, sense of direction 99%, find and col­
  lect pollen and honey 99%. 
  Stings do no significant damage unless 30 or more indi­
  viduals attack, at which point 3D6 points of damage is inflicted 
  every melee round. Due to the pain and discomfort of the 
  stings, the victims are -2 to strike, parry, and dodge and lose 
  initiative. 
  Speed: 5 running, 22 when in flight. 
  Habitat: Throughout most of North America and the world. 
  Behavior: Rather docile, but when threatened or provoked they 
  become extremely aggressive and vicious. Scents and odors, 
  called pheromones, play an important role in the life of a bee. 
  The act of stinging releases an "alarm odor" that excites and 
  attracts other bees to form a common defense. A bee is able 
  to sting only once. After stinging, the stinger is left in the vic­
  tim's body, and the bee will die a short time later. They make 
  excellent riding beasts when transformed into a giant. 
  Number Of Individuals That Will Respond When Called: 
  1 00 per level of the caller. 
  Abilities When Giant Size: A.R. 1 6, S.D.C. 200, Speed 20 run­
  ning and 88 when in flight (60 mph/96 km). Attacks Per Melee: 
  5. The insect is +7 to strike, parry, and dodge while in flight. 
  When on the ground it is +3 to strike, parry, and dodge. Bite 
  does 2D6 damage, sting 3D6, head butt does 3D6 damage, 
  and hind leg kick does 2D6 Damage. Has ability to jump/hop 8 
  feet (2.4 m) vertically and 1 6  feet (4.9 m) horizontally. 
  The bee can create a powerful rush of wind by turning 
  around and furiously beating its wings. Range of the wind 
  blast is 1 20 feet (36 m). Wind gusts as high as 50 mph (80 
  km). The average person caught in the gust is unable to 
  physically attack or move forward. Victims must roll a saving 
  throw vs losing balance or having an item (gun, sword, etc.) 
  blown from their hands; must roll an 18 or higher, P.P. bo­
  nuses are applicable to the save. A failed roll means it will 
  take the victim an additional melee to fully recover, and 2D4 
  melees to find and gather up any equipment blown away. 
  Quentin Milton (Order #31246997)
  
  The venomous sting does an additional 606 damage from 
  the poison. Roll to save vs poison. The stinger can not pene­
  trate body armor that has an A.R. of 1 7  or higher. There is a 
  01 -65% chance that the bee's stinger will break off in the per­
  son (causing an additional 206 damage). If the stinger is bro­
  ken, the bee will continue to fight by biting for 1 06 melees 
  then dies. 
  Yellow-Jacket Hornet & Wasps 
  Size: Up to 3/4 inch. 
  A.R. 7 
  Hit Points: 3 
  Attacks Per Melee: 2; sting injects venom. 
  Bonuses: +2 to dodge, +2 to strike. 
  Natural Abilities: Fly 99%, sense of direction 98%, create paper 
  nests 98%. 
  Stings do no significant damage unless 30 or more indi­
  viduals attack, at which point 306 points of damage is inflicted 
  every melee round. Due to the pain and discomfort of the 
  stings the victims are -2 on initiative and to strike, parry, and 
  dodge. 
  Speed: 5 when grounded, 22 when in flight. 
  Habitat: Throughout all of North America, Mexico, South Amer­
  ica and the world; as far north as the Arctic Circle. 
  Behavior: Easily angered, becoming extremely aggressive when 
  threatened or provoked. Their stings are more dangerous than 
  a honey bee's and the stinger is not lost after a sting attack. 
  They make their nests out of paper and build them in trees 
  and in bushes close to the ground. The Yellow-Jackets' tough­
  ness makes them excellent riding beasts when giant, but be­
  cause of their volatile temperament, they are hard to control 
  (rider is -2 on all combat rolls because the hornet doesn't en­
  joy having a passenger and is resistant to respond to his com­
  mands). 
  Number Of Individuals That Will Respond When Called: 1 00 
  per level of the caller. 
  Abilities When Giant Size: A.R. 1 6, S.D.C. 200, Speed of 25 
  running and 88 when in flight (60 mph/96 km). Attacks Per 
  Melee: 7. The insect is +8 to strike, parry, and dodge while in 
  flight. When on the ground it is +4 to strike, parry, and dodge. 
  Bite does 206 damage, sting 406, head butt 306 damage, 
  and a kick from a hind leg does 306 damage. Has ability to 
  jump/hop 8 ft (2.4 m) vertically, and 1 6  ft (4.8 m) horizontally. 
  Ability of wind rush same as the bee. 
  Venomous sting does an additional 606 damage from the 
  poison. Roll to save vs poison. The stinger can not penetrate 
  body armor that has an A.R. of 1 7  or higher. After stinging the 
  hornet and wasp do not lose their stingers and do not die. It 
  can attack, stinging numerous times. 
  Horse Fly 
  Size: Up to 1 /2 to 5/8 inch. 
  A.R. 6 
  Hit Points: 4 
  Attacks Per Melee: 2; bloodsucking bite is painful and itches. 
  Bonuses: +3 to dodge, +1 to strike. 
  Natural Abilities: Fly 98%, sense of direction 98%, suck blood 
  98%. Bite does no damage unless 30 or more individuals at­
  tack, at which point 204 points of damage is inflicted per me­
  lee round. 
  Speed: 6 running, 28 when in flight. 
  Habitat: Throughout all of North America, Mexico, Central Amer­
  ica and the world. 
  264 
  Behavior: Excessively pesky. Their bites are painful, and be­
  come swollen and itch badly. When they bite they also suck 
  blood and can pass on livestock diseases (Tularemia and An­
  thrax) to other animals and occasionally humans. The dis­
  eases are treated with penicillin, but if left untreated they can 
  eventually lead to death. Roll to save vs poison/disease. A 
  failed roll means the victim becomes sick a few days later with 
  a terrible fever and nausea. Reduce all bonuses, number of 
  attacks, skill proficiencies and speed by half. Remains sick 
  until he receives medical treatmenVvaccination. 
  The horse fly is a tough and hardy insect, making them dif­
  ficult to kill. They can be found in swarms near water or wher­
  ever livestock or cattle are found. When giant size, the horse 
  fly is a tough hombre, like a flying tank. 
  Number Of Individuals That Will Respond When Called: 1 00 
  per level of the caller. 
  Abilities When Giant Size: A.R. 1 6, S.D.C. 200, Speed of 22 
  running, 220 (1 50 mph/241 km) when in flight. Attacks Per 
  Melee: 5. The insect is +7 to strike, parry, and dodge while in 
  flight. When on the ground it is +3 on initiative, +4 to strike, 
  parry, and dodge. Head butt does 506 damage. Kick with legs 
  does 206 damage. Has ability to jump/hop 8 ft (2.4 m) verti­
  cally, and 1 6  ft (4.8 m) horizontally. Ability of wind rush the 
  same as the fly. Has advanced sight same as the minor super 
  ability. 
  Bloodsucking bite: The bite inflicts 206 damage, but the 
  Horse Fly can continue to suck blood, inflicting an additional 
  206 damage per blood sucking attack (each counts as one 
  melee attack). Victims of six or more bites must also roll to 
  save vs poison/disease. A failed roll means the individual gets 
  sick 1 04 days later. Also the victims of six or more blood 
  draining attacks will feel a bit weak from blood loss; -2 on in­
  itiative and -1 to strike, parry and dodge. The effects are cu­
  mUlative for every six blood draining attacks. 
  Praying Mantis 
  Size: Up to 8 inches (203 mm). 
  A.R. 6 
  Hit Points: 4 
  Attacks Per Melee: 3 
  Natural Abilities: Climb 98%, fly 96%, and prowl 95%. Excep­
  tionally skilled at stalking prey 98%. Can rotate head nearly 
  1 80 degrees. Foreleg pincers are used to hold prey while they 
  eat them alive with their powerful mandibles. A Praying Mantis 
  has two brains, one in its head, another in its abdominal re­
  gion. If it loses its head to decapitation, the insect can con­
  tinue to fight on for 206 melee rounds. The female is larger 
  than the male and more aggressive. No real threat to humans 
  at their normal size (but a terrifying and efficient killing ma­
  chine when giant). 
  Bites do no damage to humans unless 30 or more individu­
  als attack, at which point 1 04 points of damage is inflicted 
  every melee round. 
  Speed: 4 running, 22 when in flight. 
  Habitat: Throughout all of the United States, Mexico, Central 
  America, Southern Canada, Japan, China, Asia and most of 
  the world (originated from the Orient). 
  Behavior: Remarkably strong and tough, but somewhat slow 
  moving, except during combat. A vicious and efficient hunter. 
  Stalks and eats other insects such as ants, fruit flies, house 
  flies, and many others, including their own kind. They will oc­
  casionally eat raw meat. After mating, the female often de­
  capitates the male and eats him. They make exceptional 
  riding beasts and monsters when giant. Number Of Individu-
  Quentin Milton (Order #31246997)
  
  als That Will Respond When Called: 1 04x1 0 per level of the 
  caller. 
  Abilities When Altered In Size: A.A. 1 8, S.D.C. 300, Speed of 
  22 running, 44 when in flight (30 mph/48 km). Attacks Per Me­
  lee: 6. The insect is +5 to strike, parry, and dodge when in 
  flight. +3 on initiative, +7 to strike, +9 to parry, and +5 to 
  dodge on the ground. Stalking/prowl ability even at giant size 
  is 70%. Bite does 506 damage, forearm claw strike 406, head 
  butt does 406 damage and the kick of the other legs (total of 
  four) does 306 damage. Abdomen/tail swat does 506 dam­
  age. Can also pin and opponent and crush/squeeze. Can 
  carry up to six tons (1 2,000 Ibs/5400 kg) with its forelegs and 
  can pick up a Mack truck. Has the ability to jump/hop 20 feet 
  (6 m) vertically and horizontally. Has advanced sight and taste 
  the same as the minor super abilities. 
  The two foreleg pincers are large, serrated and spiky, and 
  inflict 406 damage from a hit/swat. They are designed for 
  grabbing, pinning/incapacitating its prey (1 -60% chance) and 
  crushing; 606 damage for the initial grab and crush, 306 dam­
  age per each additional crush/squeeze melee attack. The 
  Praying Mantis' standard attack is to hold its prey pinned in it 
  huge arms and bite at the head and throat. A giant Praying 
  Mantis instinctively sees humans as prey. 
  Jumping Spider (arachnid) 
  Size: Up to 4 inches. 
  A.R. 5 
  Hit Points: 3 
  Attacks Per Melee: 3; fangs inject venom that liquifies tissue. 
  Natural Abilities: Climb 98%, jump 98%, prowl 90%, nightvision 
  is 20 times its body length. Exceptionally skilled at stalking 
  prey. The Jumping Spider hunts using its exceptional vision 
  (nearly as acute as a human's) and amazing jumping abilities. 
  The spider's eight (8) eyes allow it to see in nearly every di­
  rection and it is impossible to surprise. 
  This type of spider does not spin a web to capture its prey, 
  but will anchor itself with a strand of silk for safety before mak­
  ing a life threatening jump. It can jump 40 times its own body 
  length. After capturing its prey the spider unsheathes two 
  large fangs that it sinks into the victim and pumps in a toxic 
  venom. The venom liquifies the victim's tissue which the spi­
  der later sucks out. Venom does no damage unless 30 or 
  more individuals attack, at which point 206 points of damage 
  is inflicted per melee round. One Jumping Spider is no real 
  threat to a human being at their normal size, but a terrifying 
  and efficient killing machine when giant. 
  Speed: 6 running, 1 0  jumping and running 
  Habitat: Throughout the world. 
  Behavior: Remarkable hunting and stalking abilities. A vicious 
  and efficient predator. Stalks and eats other insects such as 
  fruit flies, house flies, the Praying Mantis, and others, includ­
  ing their own kind. Usually have elaborate coloring and are 
  covered in hair. They make excellent riding beasts when al­
  teredt to giant-size because of their speed and agility, but are 
  difficult to mount. 
  Number Of Individuals That Will Respond When Called: 
  1 04x1 0 per level of the caller. 
  Abilities When Giant Size: A.R. 1 6, S.O.C. 200, Speed running 
  is 50 (35 mph/56 km) or 66 jumping and running (45 mph/72 
  km). Attacks Per Melee: 7. +4 on initiative, +8 to strike, parry, 
  and dodge. Head butt does 406 damage. Kick, crush with one 
  of its eight (8) legs does 406 damage. Can leap 40 ft (12.2 m) 
  high and up to 400 ft (122 m) horizontally. Has advanced 
  sight, nightvision, and advanced taste the same as the minor 
  super abilities, prowl 80% and climb 90%. 
  265 
  Venomous bite: The bite inflicts 306 damage plus the poi­
  son does an additional 606 unless a successful save vs poi­
  son/toxin is made (half damage if successful). 
  Note: The Black Widow Spider is basically the same as the 
  scorpion. The Tarantula on the other hand, is not poisonous. Its 
  venom inflicts 1 04 damage and causes the person to itch for 304 
  days. During that period, the victim is -2 to strike, parry and 
  dodge and -3 on initiative (very distracted). The Black Widow and 
  tarantula are found in similar environments as the scorpion. 
  The Typical Scorpion (arachnid) 
  Size: Up to 5 inches. 
  A.R. 5 
  Hit Points: 2 
  Attacks Per Melee: 3; fangs inject venom that liquifies tissue. 
  Natural Abilities: Climb 98%, jump 80%, prowl 90%, nightvision 
  is 20 times its body length. Each scorpion's sting injects poi­
  son that does 306 damage. When stung by a swarm of 1 0  or 
  more scorpions, the victim endures 206x1 0 damage per me­
  lee unless a poison/toxin saving throw is made (half damage). 
  Even if the character saves vs poison, he suffers from dizzi­
  ness and nausea and is -4 to strike, parry, dodge, and initia­
  tive. 
  Speed: 5 running 
  Habitat: Deserts and arid land throughout the world, including 
  the western and southwestern United States, California, Mex­
  ico, Central America, Africa, China and Australia. 
  Behavior: A skilled predator that feeds on insects and tiny ro­
  dents. A vicious and efficient hunter. They make excellent rid­
  ing beasts when giant because they are very stable and quick. 
  Number Of Individuals That Will Respond When Called: 
  1 04x1 0 per level of the caller. 
  Abilities When Giant Size: A.A. 1 6, S.D.C. 200, Speed running 
  is 50 (35 mph/56 km). Attacks Per Melee: 6. The arachnid is 
  +8 to strike and parry, +4 to dodge, and +3 on initiative. Large 
  foreleg pincers inflict 306 damage from a hit/swat or 406 
  damage per attack to crush with pincers (1 -40% chance of 
  pinning an opponent). Bite does 206 damage, head butt does 
  206, kick with one of its eight legs also does 206 damage. 
  Can leap 20 ft (6 m) high and horizontally. Has advanced 
  sight, smell and taste the same as the minor super abilities. 
  Venomous Stinger: The stab from the large stinger does 
  406 damage plus the poison does an additional 606 unless a 
  successful save vs poison/toxin is made (half damage). 
  Greater Stag Beetle 
  Size: Up to 4 inches. 
  A.R. 7 
  Hit Points: 5 
  Attacks Per Melee: 2 
  Natural Abilities: Climb 98%, fly 70%, and prowl 75%. Has 
  large, paired mandibles nearly as long as its body. Their bite 
  is painful and causes one point of damage each time bitten. 
  The Greater Stag Beetle is no real threat to humans at its nor­
  mal size, but is terrifying to behold when giant. 
  Speed: 3 running, 1 2  when in flight. 
  Habitat: Throughout the world. 
  Behavior: Extremely powerful and aggressive, but is not very ag­
  ile and is a clumsy flyer. They are primarily burrowers, feeding 
  on decaying plant matter, roots, dung, dead insects and the 
  occasional live insect. They make excellent riding beasts 
  when giant, because of their physical power, armor and en­
  durance. 
  Quentin Milton (Order #31246997)
  
  Number Of Individuals That Will Respond When Called: 
  1 06x1 0 per level of the caller. 
  Abilities When Altered In Size: A.R. 1 8, S.D.C. 400, Speed of 
  22 (1 5 mph/24 km) running or 33 when in flight (22.5 mph/36 
  km). Attacks Per Melee: 6. The insect is +5 to strike, parry, 
  and dodge. Head butt does 506 damage, kick/crush with one 
  of its six legs does 506 damage. Rake/slash with claws on the 
  ends of legs causes 406 damage. Bite with huge mandibles 
  does 1 06x1 0 damage! Can pick up and carry up to six tons 
  (12,000 IbS/5400 kg) and can easily throw a truck. 
  Natural armor is extremely tough, P.E. is equal to 30, and 
  can take large amounts of damage; truly a living tank when a 
  giant. It has advanced smell and touch (antennae) the same 
  as the minor super abilities. 
  Mutant Insects & 
  Mutant Insect Player Characters 
  See Mutants in Orbit™, a sourcebook for RiftS® and After 
  the Bomb® series, which contains rules for creating intelligent, 
  humanoid mutant insects complete with insect powers, abilities, 
  chemical scents, BIO-E, hostility index, and a dozen specific mu­
  tants insect types with data for both the S.D.C. and M.D.C. sys­
  tems. Check it out! They make great monsters and villains and 
  outrageous player characters. Ideal for use with Heroes Unlim­
  ited™, Aliens Unlimited™, Ninja Turtles RPG, and Rifts®. 
  Control Kinetic Energy 
  By Aaron Oliver and Kevin Siembieda 
  This superpower alters how quickly something moves; a de­
  ceptively powerful ability over the energy of movement itself. 
  1 .  Null (slow) Movement. Enables the superbeing to drain 
  the kinetic energy involved in movement to quickly slow its speed 
  to reduce impact damage. 
  Range: Self via a Null Field (1 0 footl3 m radius around the 
  character) or an attack directed at a specific target (one per level 
  of experience; line of sightlmust be visible to the naked eye) up 
  to 1 00 feet (30.5 m) +1 0 feet (3 m) away per level of experience. 
  Damage: None; reduces speed. 
  Duration: One minute per level of experience or until the de­
  sired effect is achieved - directed attacks, especially against 
  such things as bullets or a runaway cart or out of control vehicle, 
  may last only a few seconds, with the desired effect being to slow 
  and/or stop the moving object. Unless the target is motorized or 
  living, once it is stopped, it is stopped and the null force ends (un­
  less the Null Field is erected, then it lasts one minute per level, 
  as noted above). 
  Extended use of the power and its influence is necessary only 
  against motorized/self-propelled and living subjects who fight the 
  force directed against them and continuously try to move and/or 
  increase their speed to resist the nullifying force. 
  Attacks per Melee: Each use of the Null Movement power 
  counts as two melee attacks/actions. 
  Bonuses: +2 on initiative when using this power. 
  Automatically strikes all objects that enter a Null Field, or any 
  object or individual targeted for a "direcf attack provided itlhe is 
  visible. In the case of guns and bullets, if the superbeing sees the 
  weapon pointed at him and knows his opponent is about to fire 
  he can either direct his power at one or more specific bullets or 
  raise a Null Field - roll for initiative to see if the Null Movement 
  power was projected in time. A failed roll means the superbeing 
  failed to slow it in time. 
  266 
  Saving Throw: Living creatures and robots can resist the 
  power's effects by rolling a saving throw of 1 4  or higher against 
  each "directed" attack against them. 
  The Null Movement Field will reduce the speed of all things 
  that enter it, including attacks from behind. Mindless moving ob­
  jects and projectiles will see their speed and the damage they 
  would normally inflict reduced by half. The same is true of 
  punches, kicks, and physical attacks from humanoids, animals, 
  robots, androids, and cyborgs unless they save against this 
  power (needs to roll a 14 or higher to save). 
  In the case of the Null Field, a living creature or robot can roll 
  to save against its effect at the beginning of each melee round. A 
  successful save means he is not slowed by the superpower for 
  that entire melee round (moves at his normal speed and does full 
  damage), but must roll again at the beginning of the next melee 
  round. Should the individual resisting the Null Field fail to save, 
  he is slowed for that entire melee round, but gets to roll in an at­
  tempt to save each and every subsequent melee round. 
  Effects in the Null Field: Living creatures, robots, and androids 
  are slowed by about 25%. Running speed, damage from physical 
  blows, attacks per melee round and combat bonuses are all re­
  duced by one quarter. 
  Rockets and other objects moving at 400 mph (640 km) or 
  faster can only be slowed by 33% +2% per level of experience 
  and will inflict at least 50% their normal impact damage. 
  An explosive force that does 1 50 S.O.C. damage or less can 
  be reduced by 50%. Greater explosive force can only be reduced 
  by 1 0% +2% per level of experience. 
  A "Directed" Null Movement attack means the superbeing is 
  focusing his power to slow momentum at one to a handful of spe­
  cific targets (one per level of experience). In each case, the tar­
  get of this attack must be visible to the character and within his 
  range of influence (1 00 ftl30.5 m +10 ftl3 m per level of experi­
  ence). When used on thrown objects (rock, bottle, sling stone, 
  spear, etc.) or small projectiles (arrows, bullets, etc.; nothing 
  larger than a launched grenade), the character can slow them 
  down to 1 0% of their original speed - to the point where bullets 
  or thrown object bounce harmlessly off their target (no damage 
  other than a bump or pin prick). A large rolling or falling object 
  suddenly seems to fall in slow motion and can be easily dodged 
  (+6). If it still hits, damage from impact is primarily due to the 
  weight of the object and inflicts one tenth its normal damage. 
  Against unmanned and man-piloted motorized machines 
  (driven vehicles, rockets, etc.), the intended speed is reduced by 
  50% +2% per level of experience. And impact damage is re­
  duced accordingly. 
  When a "directed" attack is used on living creatures, Artificial 
  Intelligences (AI), robots and androids, these targets get a 
  chance to save against each anti-movement attack; 1 4  or higher 
  to save. A successful save means they fight and inflict damage 
  as normal (the superbeing with this power can try to slow those 
  who saved in the next melee round, if he so desires). A failed 
  save means they are slowed down to a point where their physical 
  attacks do only 1 0% of their normal damage and can be easily 
  dodged (+6 to dodge). Furthermore, their running speed, attacks 
  per melee round and combat bonuses are all cut in half -dura­
  tion is one melee round (1 5 seconds). 
  2. Increase Movement (of others) 
  Range: 200 feet (61 m) +10 feet (3 m) per level of experience. 
  Duration: One melee round per level of experience. 
  Damage: Mainly that suffered from collisions, as well as de­
  bilitating penalties and confusion. 
  This power enables the superbeing to temporarily DOUBLE 
  the speed of a moving object or living being. Unfortunately, it is 
  used to inflict bodily harm rather than as a blessing. 
  Quentin Milton (Order #31246997)
  
  Increasing the speed of projectiles (bullets, arrows, thrown ob­
  jects, etc.) will inflict 50% more damage when they hit and effec­
  tive range is also increased by 50%. 
  A vehicle going a nice, safe 30 mph (48 km) suddenly and in­
  explicably races forward at 60 mph (96.5 km) with potentially 
  deadly consequences - zooms through a traffic light, slams into 
  another car (or cars, or a wall, or a building), or loses control go­
  ing around a comer, hits a pedestrian(s), etc.). Likewise a person 
  walking or running may suddenly find himself going twice his in­
  tended speed. Moving so much faster than expected or intended 
  will come as a surprise (loses initiative and one melee action due 
  to confusion), will make it very difficult for a victim to control his 
  actions, especially walking (no combat bonuses), and is very dis­
  orienting (and to ordinary people, probably terrifying). Before a 
  person knows what happened, he or she may walk or run into 
  one or more people, knock people over, or run into an object, 
  moving traffic, or over a ledge, and get seriously hurt. Further­
  more, even if running down an open field or straightaway, the af­
  flicted character is not used to such fast speed and may lose his 
  balance, stumble, fall, and have great difficulty stopping (as well 
  as walking), overshoot targets, and combat moves (strikes, par­
  ries and dodges) are done without benefit of bonuses due to the 
  confusion and uncontrollable speed response of all limbs. All 
  penalties are cumulative. Note: Only characters used to moving 
  at superhuman speed will be unaffected (in fact, they get one ad­
  ditional attack/action per melee round). The power does not work 
  on the superbeing himself. 
  Typical collision damage for an average human running into 
  an object (wall, dumpster, light post) or another person is 2D6. 
  Add 2D6 damage if heads are banged, and 3D6 damage for tum­
  bling down a flight of stairs. Otherwise, use fall, collision and im­
  pact rules in the combat section. Of course, extenuating 
  circumstances (hurling down several flights of stairs, great speed, 
  flipping into the lion's cage at the zoo, etc.) may result in greater 
  damage than noted above. 
  One last, unfortunate side effect of this power is that the af­
  fected person/vehicle is unable to stop moving at double his nor­
  mal speed until the duration ends! Thus, to move, he must take 
  deliberate baby steps at what would normally be a crawling 
  speed (although he'll crawl twice as fast too). 
  3. Redirect Kinetic Energy. This aspect of the super ability 
  enables the character to "redirecf the kinetic force/energy. 
  The superbeing can effectively stop the damaging impact 
  force of his attacker and send it right back at him a split second 
  later. This "bounce back" of energy does no harm to the superbe­
  ing who can control kinetic energy, but hits and hurts his attacker; 
  turning the attacker's own energy and ill intentions back on him­
  self. 
  To do this, the kinetic superbeing must make a successful 
  parrying motion and desire to send the force of his attacker back 
  at him. A successful parry on the part of the kinetic superbeing 
  means the attacker is struck by his own blows! Note: If a speed­
  ing bullet (or any projectile), all the energy is drained so the bullet 
  either bounces off the superbeing like a harmless toy pellet or 
  stops in mid-air and, just before hitting, falls to the ground. An in­
  stant later, the energy from the bullet is hurled back at the 
  shooter. 
  In the alternative, the superbeing can "deflecf the kinetic en­
  ergy (and the damage it normally inflicts) harmlessly into the air. 
  Deflect energy to another target. The controller of kinetic en­
  ergy can also try to redirect the energy at a completely different 
  target, however this requires greater concentration and counts as 
  one melee attack/action. If the redirected energy is aimed at a 
  different target (Le. someplace or somebody other than where 
  the original attack came from), the superbeing must roll "to strike" 
  without benefit of any special bonuses to strike. 
  267 
  Damage: The bounce back damage is half the original dam­
  age because a certain amount of energy is spent to bounce it 
  back (Le. if a bullet would have done 4D6 damage, the force sent 
  back at the shooter does 2D6 damage). 
  The bounce back happens in the blink of an eye, and is so 
  fast, the shooter is not likely to move or be able to attempt a 
  dodge. Thus, unless the original attacker was moving faster than 
  60 mph (96.5 km) when he punched or fired a projectile, the 
  bounce back attack always hits! G.M. Note: If the opponent has 
  superspeed (any) he can always attempt a dodge. If there is a 
  real question as to whether a particular character could have 
  dodged the bounce back attack (maybe he could have?), make 
  both characters roll initiative. High roll wins, so the would-be 
  dodger may attempt to dodge if he wins the initiative roll. 
  4. Other Abilities & Bonuses. 
  The superbeing can accurately gauge the precise speed of 
  the vehicle he is travelling in and current trajectory/heading at 
  98% proficiency. The two percent of the time he's not certain, his 
  estimate will be within 3D6 percent. 
  Accurately estimate the speed and trajectory of moving ob­
  jects he can see. 68% +2% per level of experience. 
  Estimate the direction and trajectory of a projectile that has 
  already hit its target; Le. by examining where a bullet struck he 
  can determine, with reasonable accuracy, what angle and the lo­
  cation from which it is most likely to have been fired. 50% +2% 
  per level of experience. 
  Never gets motion sickness (loves to go fast) and can handle 
  great speed and "G" forces without blacking out or suffering from 
  any of the other symptoms caused by tremendous speed on the 
  human body (can endure double the normal maximum amount). 
  Control (Others) 
  This power can be used against any intelligent creature or liv­
  ing creature. It can temporarily bend the will of its victim so that 
  he (it) is under the complete control of the superbeing. The af­
  fected person will do absolutely anything the controller requests 
  (other than kill himself or a loved one). All questions will be an­
  swered truthfully and in as much detail as requested. However, 
  the controlled character will answer and obey only the person 
  controlling him. 
  Range: 12 feet (3.6 m) +5 feet (1 .5 m) per level of experience. 
  Duration: Four minutes, but can be extended by trying to re­
  peat mind control on that character as soon as the initial duration 
  ends. 
  Damage: A situation in which the controlled character can be 
  made to fight or do something dangerous. All victims of control 
  are -2 on initiative and -1 to strike, parry and dodge because of 
  the disorienting influence of being controlled. Victims will remem­
  ber their actions after being controlled. 
  Saving Throw: 
  Non-Psionics must roll a 1 5  or higher to save; 
  Psionics must roll a 1 2  or higher to save; 
  Animals have little chance of saving against this attack, and 
  must roll a 1 7  or higher to save. 
  Note: +2 to save when two or more people are controlled at 
  the same time. 
  Attacks per melee: One attempt to Control Others can be 
  made once each melee round (every 1 5  seconds). However, this 
  counts as an EXTRA attack, in addition to any physical attacks or 
  use of other superpowers. This means that if a character has five 
  hand to hand attacks per melee round, he can strike five times 
  plus one mind control attack. 
  Quentin Milton (Order #31246997)
  
  Limitations and Restrictions: 
  1 .  Line of Sight. To control an individual, the subject must be 
  visible and within range. The character possessing the control 
  power must see or be keenly aware of the person(s) under his 
  control to maintain his influence over him. If he steps out of 
  range, the person under his control will snap out of it within 1 D4 
  melee rounds (a minute or less). 
  2. Eye contact is an important factor. Without eye contact, 
  the success ratio drops considerably. This means intended vic­
  tims hiding behind him, behind a locked door, in another room, or 
  looking away are all +5 to save vs mind control because there is 
  no eye contact. 
  If Eye Contact is made, the intended victims have no automat­
  ic bonus to save other than a possible psionic or M.E. bonus, 
  even though this is not a psionic power. 
  3. Mind Control Over One Individual: This power is at its 
  strongest when only one person is controlled. An individual who 
  has missed his first saving throw is completely controlled for the 
  full duration of four minutes. If the controller tries to maintain con­
  trol for another 4 minutes, the victim gets to roll vs mind control 
  with a +1 bonus to save. If the controlled person is commanded 
  to take his own life or the life of a loved one, the character gets 
  an automatic saving throw to break free of the controlling influ­
  ence at +5 to save. Even if he fails to save, he will not obey that 
  particular command. Likewise, if a person is commanded to do 
  something that is extremely contrary to his or her beliefs or ide­
  als, that character gets an automatic saving throw to break free 
  at +3 to save. Otherwise, the controlled individual will follow the 
  orders of his master (for the moment). This includes revealing se­
  crets, opening security doors, disarming alarms, going to sleep, 
  turning away, standing still and closing his eyes -doing nothing, 
  taking a captive to the rest of the group, defending his controller 
  and even fighting allies (just not to the death). 
  4. Controlling several people at a time is possible, but takes 
  its toll on the controller. There is no exact limit as to how many in­
  dividuals can be controlled, but the greater the number, the more 
  difficult it is to maintain control on each. Thus, for every four peo­
  ple controlled, the group of them is +2 to break free (or save) 
  from their mental bonds. Each victim of control gets to roll a save 
  vs control every two minutes (8 melee rounds) and this bonus is 
  added to any saves as a result of a heinous command (see #3 
  above). This bonus to save vs control applies only to groups of 
  people controlled simultaneously, and not individuals. 
  5. Controlling animals is fairly simple. It requires eye con­
  tract and they must be within range. The character with the con­
  trol power can control up to four animals without any problem. 
  Five or more and the group resistance factor becomes the same 
  as people (see #4, above). 
  6. Other Abilities and Bonuses: Characters with the control 
  power are +6 to save against control by others or any psionic 
  mind control, such as mind bond, mind wipe, hypnosis, telepathy 
  and mind control (psionic). Bio-manipulation, empathy, empathic 
  transfer, mind bolts and all kinetic powers are not mind control at­
  tacks and, as such, the bonus of +6 does not apply. This bonus 
  is in addition to any possible M.E. attribute bonuses. 
  +6 to save vs possession. 
  +2D4 to MA attribute. 
  Note: Heroes of a good alignment, principled, scrupulous, and 
  even unprincipled, will never intentionally cause an innocent per­
  son to commit a crime or jeopardize their life. Nor will they usu­
  ally use their power to blackmail people for their own personal 
  gain. 
  268 
  Control Radiation 
  This impressive power enables the superbeing to control the 
  dangerous properties of nuclear and other deadly types of radia­
  tion as well as heat generated by nuclear reaction. 
  1 .  Generate Extreme Levels of Deadly Radiation: The su­
  perbeing can cause himself to emit extreme levels of nuclear ra­
  diation deadly to humans. A radiation suit, environmental body 
  armor or similar shielding is needed to avoid damage. The area 
  where the radiation was emitted will remain irradiated and dan­
  gerous for 4D6 melee rounds if it was exposed to more than five 
  minutes of radiation. 
  Range: Effects up to a 50 foot (1 5.2 m) radius and can be 
  cast up to 200 feet (61 m) away. 
  Damage: 3D6 per melee round of exposure and any fraction 
  thereof. Everybody exposed to the radiation must roll percentile 
  dice. A roll of 01 -30 means they have radiation sickness. 
  Duration: One melee round for a quick zap that counts as two 
  melee attacks/actions. 
  Or the deadly radiation can be maintained as long as the su­
  perbeing remains in range and concentrates/wills to maintain the 
  radioactivity. In this case, no other attacks are possible when ra­
  diating extreme radiation levels and the radiation can be main­
  tained indefinitely (usually several minutes). 
  The victims of nuclear radiation poisoning have the following 
  symptoms: Physical nausea, headache, loss of appetite, and 
  vomiting. Left untreated, the victim will take 3D6 points of dam­
  age daily (does not recover until treatment is received) and suffer 
  from hair loss, ulceration of the skin, bone marrow depression, 
  bloody diarrhea, lung fibrosis, premature thickening and harden­
  ing of the artery walls, and the possible development of a malig­
  nancy and eventual death. Unless treated, the sickness remains 
  and can be lethal, especially to normal humans. 
  Combat Penalties: Reduce all bonuses and P.E. attribute by 
  half, reduce speed and skill proficiencies by 1 0%, and reduce the 
  number of melee attacks by one. These penalties apply as long 
  as the person is sick. Immediate treatment will see recovery 
  within 3D4 days, but add three days to the recovery time for 
  every one day treatment is delayed. The average superhuman 
  recovers twice as quickly. 
  Attacks Per Melee: Varies; see Duration. 
  2. Use Self as a Radioactive Dampener: The character's 
  body becomes a sponge that absorbs all the nuclear radiation in 
  the immediate area, making it safe for others. The radiation 
  dampening aura radiates around the character and moves with 
  him. Comes in handy when dealing with radiation leaks that en­
  danger others. The character cannot prevent a nuclear explosion, 
  nor absorb the massive amounts of radiation that would be re­
  leased in a nuclear blast but can reduce the level of radiation by 
  5% per level of experience and damage by 1 % per experience 
  level. 
  Range: 1 00 foot (30.5 m) radius, plus 1 0  feet (3 m) per level 
  of experience. 
  Duration: As long as the character concentrates, but no other 
  attacks are possible when dampening radiation. 
  Attacks Per Melee: Uses all melee attacks/actions. 
  3. Detect Radioactive Elements: This is the ability to sense 
  the presence and general location (near or far) of hidden or bur­
  ied uranium, plutonium, radium, thorium, polonium, and any other 
  radioactive elements, isotopes or sources. The character is un­
  able to determine the exact amount, again getting only general 
  impressions (large, pretty big, little, etc.). He can also sense the 
  presence of nuclear power systems. 
  Range: 200 feet (61 m) +20 feet (6 m) per level of experience. 
  Quentin Milton (Order #31246997)
  
  4. Generate Intense Light/Glow: The individual can cause 
  his body to glow, generating a superbright light that makes it im­
  possible to look at him. All attacks directed against him are -5 to 
  strike, and other combat in the brightly lit area is done at -3 to 
  strike, parry and dodge, because the light makes it difficult to see 
  without squinting and blinking. The light generation ability can 
  also be used to light a large area. 
  Range: 500 feet ( 1 52.4 m) in diameter; at about 200 feet (61 
  m) from the glowing character, there are no penalties to see, un­
  less looking toward the center. 
  Damage: None, other than penalties, but people within 1 00 
  feet (30.5 m) of the character have a 01 -30% chance of contract­
  ing radiation sickness. 
  Duration: Half a melee round (7 seconds) per every two me­
  lee actions spent. 
  Attacks Per Melee: Counts as two melee actions/attacks and 
  lasts about seven seconds. 
  5. X-Ray Vision: The ability to see through walls, floors, met­
  al, etc. Lead and lead alloys are the only substances that the 
  character is unable to see through. Same as the minor super 
  ability described earlier. Range is roughly equal to normal vision. 
  6. Discharge Nuclear Fire From Hands: The character has 
  the ability to release flamethrower-like streams of nuclear flame 
  from his hands. The severity of damage can also be controlled in 
  increments of 1 06. 
  Range: 1 00 ft (30.5 m) plus 10 ft (3 m) per level of experi-
  ence. 
  Damage: 306 +1 06 for each level of experience. 
  Duration: Instant 
  Attacks Per Melee: Same as hand to hand. 
  Bonuses: +3 to strike if a careful, aimed shot. 
  7. Generate Heat & Heat Bolts: The character can generate 
  intense nuclear heat from his body or throw it from his hands. 
  Can radiate heat at a rate of 50 degrees per melee round up to 
  2000 degrees Fahrenheit (740 Centigrade); starts at 1 00 de­
  grees. See Alter Physical Structure: Fire for the effects of ex­
  treme heat. 
  The intense heat field can also serve as a protective field that 
  can stop bullets, crossbow bolts, and other small projectiles by 
  melting them before they reach the character. Roll as if it were a 
  parry. A successful parry means the bullets were vaporized be­
  fore they hit and inflict no damage. Entire bursts and volleys can 
  be destroyed in this fashion (roll once to parry/vaporize a burst). 
  A failed parry means they hit and do full damage. 
  Range: A 20 foot (6 m) radius around the superbeing. 
  A directed blast of heat from his hands at a specific target has 
  a range of 1 00 feet (30.5 m) +5 feet (1 .5 m) per level of experi­
  ence. 
  Area of Effect: See Alter Physical Structure: Fire for the ef­
  fects of extreme heat. 
  Damage: Area Effect: See Alter Physical Structure: Fire for 
  the effects of extreme heat. Also see melting points below. 
  Directed Heat Bolts inflict 1 06 damage per level of experi­
  ence. 
  Both attacks emit radioactivity and those exposed have a 01 -
  30% chance of contracting radiation sickness. 
  The generated heat can melt many types of body armor and 
  metals, causing the individual to be bumed by the molten slag 
  (2D6x1 0 damage, the victim loses all attacks for four melee 
  rounds/one minute, and will need medical treatment). Melting 
  concrete or asphalt can cause burns to the feet and legs. Sub­
  stances with a higher melting point, like concrete, brick, iron, 
  nickel, manganese, and silicon, will not instantly melt but must re-
  269 
  ceive a sustained heat for a certain period of time, sometimes 
  lasting several melees (see Melting Point Temperatures/Damage 
  below). 
  Duration: Radiating heat (and radioactivity) from his own 
  body lasts one melee round for every two melee attacks spent 
  doing so. A heat bolt is instant. 
  Attacks Per Melee: Radiating heat counts as two melee at­
  tacks per every melee round it is maintained. A heat bolt counts 
  as one melee attack/action. 
  Melting Point Temperatures/Damage: 
  200 to 400 Degrees Fahrenheit: Instantly ignites gasoline, 
  kerosene, lamp oil, all flammable gases, and all highly flammable 
  fabrics and materials. It will ignite wood and melt asphalt, plastic, 
  rubber, platinum, tin, gunpowder, explosives, and products made 
  from sulfur, sodium, or phosphorus. Can also cause water to boil 
  to scalding temperatures. Damage: The usual damage caused 
  by fire or explosives. 1 06 damage from stepping on melted as­
  phalt with shoes or other protective covering (606 if barefoot), 
  plus initiative, speed and the number of attacks are reduced by 
  half while walking/running over the boiling surface. 
  401 -700 Degrees Fahrenheit: Can melt lead, aluminum, 
  magnesium, and zinc, but heat must be sustained for one (1 ) full 
  melee. Concrete and brick can be made extremely brittle but 
  won't melt at this level. Damage: Walking through molten sub­
  stances causes 1 D6x1 0 damage plus initiative, speed and the 
  number of attacks are reduced by half while walking/running over 
  the boiling surface. Damage to concrete and brick: reduce the af­
  fected area's A.A. and S.D.C. by half (brittle and more fragile). 
  701 -1 200 Degrees Fahrenheit: Can melt calcium, gold, cop­
  per, silver. The heat must be sustained for three (3) full melees 
  before the materials become liquid. Damage: Walking through 
  the molten substance causes 2D4x1 0 damage plus initiative and 
  all but two melee attacks/actions are lost, and speed is half while 
  walking/running over the boiling surface. 
  1201 -1 500 Degrees Fahrenheit: Can melt iron, nickel, man­
  ganese, silicon, and potassium. At this level the character can 
  melt a lot of rocks to create a large amount of molten lava, and 
  can turn entire cars and small trucks into molten slag. The heat 
  must be sustained for six (6) full melees. Damage: Walking 
  through the molten substance causes 2D6x1 0 damage plus in-
  itiative and all melee attacks/actions are lost, and speed is re­
  duced by 70% while walking/running over the boiling surface. 
  1 501-2000 Degrees Fahrenheit: Can melt concrete, brick, 
  and rock. Walking through the molten substance causes 3D6x1 0 
  damage plus initiative and all melee attacks/actions are lost. 
  Speed is reduced by 80% while walking/running over the boiling 
  surface. 
  Note: Having one's body armor or vehicle melted on top of 
  him causes 2D6x1 0+40 damage, the victim loses all attacks for 
  four melee rounds/one minute, and will need medical treatment 
  for second and third degree burns on 2D4x1 0% of his body. Re­
  duce physical beauty by half from permanent scarring. 
  Substances & Metals that are NOT 
  dramatically affected: 
  Several substances and metals are not affected by this heat 
  and melting power due to their high melting points or ability to 
  quickly dispel heat: 
  Carbon and carbon based objects: Most living creatures, 
  humans, animals, and plants (life forms do have the possibility of 
  contracting radiation sickness though), or carbon based products 
  such as carbon fiber body armors, diamonds, etc. However, the 
  heat will cause some damage and touching boiling substances 
  causes severe damage. 
  Quentin Milton (Order #31246997)
  
  The metals Titanium, Chromium, Tungsten, and Vana­
  dium all have melting points well beyond the character's maxi­
  mum heat generating temperature. These metals will still conduct 
  the heat burning skin or igniting any flammable touching them. 
  Fabricators' Inc., "Flexi-Steel" body armor is made from a combi­
  nation of Tungsten and Vanadium (see Villains Unlimited™). 
  8. Other Abilities & Bonuses: 
  Impervious to all types of radiation. 
  Impervious to heat, fire and molten slag, including magic fire. 
  Can accurately sense radiation levels. 
  9. Disadvantages: 
  The use of this power may endanger innocent bystanders. 
  The character is constantly radiating small but potentially 
  dangerous amounts of radiation. To prevent this he must concen­
  trate on absorbing/holding in the radiation which reduces the 
  number of attacks and bonuses by half. 
  Lead lined body armor, vehicles, walls, etc., block the deadly 
  effects of radiation but can still melt if the heat generating ability 
  is used. Environmental body armor and radiation suits will also 
  protect against radiation. 
  Control Static Electricity 
  This major power sounds a bit lightweight but, in the right 
  hands, it can be quite formidable. 
  1 .  Joy Buzzer Shock: A startling jolt of electricity. 
  Range: Touch 
  Damage: Inflicts one S.D.C. point of damage but is startling. 
  The shocked person loses initiative and there is a 1 -50% chance 
  the person will drop anything he/she is holding, or release an op­
  ponent that is being physically restrained, entangled, pinned or 
  otherwise held. 
  Duration: Instant 
  Attacks Per Melee: Each jolt counts as one melee attack. 
  2. Static Cling: On the amusing end, this static charge can 
  cause hair to stand on end, dresses to ride up, and clothing to 
  cling and crinkle, making them look messy and feel uncomfort­
  able. 
  On the more menacing end of the spectrum, static cling can 
  be used to manipulate clothing, like capes, jackets, scarves, ties, 
  shoelaces, and hats, to cover, untie, and/or enwrap a person's 
  head or wave in his face, temporarily blinding and/or distracting 
  the individual. Likewise, the clothing and shoelaces can encircle 
  the legs, causing the person to stumble (reduce speed by 25%), 
  or around the arms, impairing movement. 
  Range: Can be cast up to 40 feet (12.2 m) plus 1 0  feet (3 m) 
  per level of experience. 
  Area of Effect: 20 feet (6 m) plus 5 feet (1 .5 m) per level of 
  experience. 
  Duration: Five minutes plus two minutes per level of experi­
  ence. 
  Attacks Per Melee: Each static burst/manipulation counts as 
  one melee attack. Creating the initial static area effect uses up 
  one attack. 
  Damage: None, other than combat penalties: in all cases in­
  volving entanglement, the victim loses one melee attack and in­
  itiative. If the head is completely covered, the character is blind 
  (-8 on all combat moves) until the article is removed. Victims re­
  quire 1 D4 melee actions/attacks to completely remove/unravel 
  the clinging article of clothing. 
  3. Static Charge: Charges the air with static electricity, caus­
  ing hair to stand on end and bristle, paper to rustle and fly into 
  the air, and clothing to cling and undulate. The charge creates a 
  270 
  very uncomfortable, chaotic and distracting environment where 
  things are moving into the air, across the floor, and along one's 
  body. It can also do all the things that can be done with Static 
  Cling, above, only on a larger scale. 
  Range: Can be cast up to 60 feet (1 8.3 m) plus 1 0  feet (3 m) 
  per level of experience. 
  Area of Effect: 20 feet (6 m) plus 5 feet (1 .5 m) per level of 
  experience. 
  Damage: None, other than combat penalties. All those in the 
  area of effect lose initiative and two attacks/actions every melee 
  that the static charge is in force. 
  Duration: Three minutes plus one minute per level of experi­
  ence. 
  Attacks Per Melee: Costs two melee attacks/actions to put 
  into force. Each specific Static Cling attack/manipulation counts 
  as one melee action/attack. 
  4. Static Energy Bolt: A disruptive force. 
  Range: 20 feet (6 m) plus 1 0  feet (3 m) per level of experi­
  ence. 
  Damage: 1 D6 pOints of damage, plus it also disrupts power 
  tools and electrical equipment. A static energy bolt will erase 
  computer disks, cause distortion on audio tapes, and if directed 
  at electronic devices, like televisions, computer monitors, radios, 
  clocks, simple power tools, and similar, it causes a sudden en­
  ergy overload, temporarily (1 D6 minutes) rendering the item use­
  less. 
  Duration: Instant. 
  Attacks Per Melee: Each bolt counts as one melee attack. 
  Bonus: +3 to strike. 
  5. Crackling Static Electrical Field: Streams of crackling 
  electricity and sparks of energy encircle the superbeing. The field 
  appears to be a protective force field or that the individual is su­
  percharged with energy. The spectacle is impressive and fright­
  ening, scaring away the average citizen (Horror Factor 1 4); H.F. 
  9 to superbeings over 2nd level who know better). The crackling 
  field makes an impressive light show but offers no defense ex­
  cept that anybody touching the person is shocked, suffers 1 D4 
  points of damage and there is a 01 -50% chance of being 
  knocked off one's feet (losing initiative and one melee attack). 
  Range: Self and about six inches (0.1 5 m) beyond. 
  Damage: 1 D4 S.D.C. and possible knock-down. 
  Duration: Five minutes plus two minutes per level of experi­
  ence. 
  Attacks Per Melee: This power has no offensive capabilities, 
  but other superpowers can be used while it is in place. 
  6. Static Dust Cloud: A sphere of static electricity collects 
  particles of dust and lint into a large cloud. The movement of the 
  cloud can be directed by its creator and used to obscure the vi­
  sion of opponents and to cover a getaway. 
  Only shadowy forms can be seen of the people inside the 
  cloud or on the other side of the cloud (-4 to strike a shadow im­
  age). Entering the cloud causes one's hair to stand on end and 
  lint and dust to cover the body and get into the eyes, causing 
  blindness (-8 to strike parry and dodge while in the cloud). 
  It takes one full melee (1 5 seconds) to become unblinded 
  once having exited the cloud. Even after emerging from the 
  cloud, the lint and dust will cover the body like a dusting of pow­
  der. Mutant animals with fur will find this particularly annoying 
  and will have to bathe to get undusty. This power can also be 
  used to cover glass and plastic like computer and TV screens, 
  camera lenses, eye glasses, windows, etc. 
  Range: 40 feet (12 m) plus 1 0  feet (3 m) per level of experi­
  ence. 
  Quentin Milton (Order #31246997)
  
  Area of Effect: 20 feet (6 m) plus 5 feet (1 .5 m) per level of 
  experience. 
  Damage: 1 04 S.D.C. from the static shocks in the cloud, as 
  well as the disruption of power tools and electrical equipment. A 
  static energy bolt will erase computer disks, cause distortion to 
  audio tapes, and if directed at electronic devices, like televisions, 
  computer monitors, radios, clocks, simple power tools, and simi­
  lar, it causes a sudden energy overload temporarily rendering the 
  item useless while in the cloud and for 1 06 minutes afterward. 
  Duration: Two melee rounds (30 seconds) plus two per level 
  of experience. 
  Attacks Per Melee: The creation of the static dust cloud 
  counts as two melee actions/attacks. To maintain it use up one of 
  the superbeing's attacks per each round that it is in force. 
  Copy Physical Structure (Major) 
  Unlike the Alter Physical Structure abilities that allow the char­
  acter to change himself into a specific substance, this ability lets 
  the character mimic the properties of any substance with which 
  he is in physical contact. The armor ratings and structural dam­
  age capacity received are noticeably less than those of the true 
  Alter Physical Structure abilities. To copy the properties of a sub­
  stance, the character must touch the material with his bare skin 
  for at least 1 5  seconds/one melee round. 
  Duration: The character can maintain his inhuman physical 
  form for five minutes per level of experience. 
  Limitations: He can change his physical form as often as 
  once every five minutes but no more than six times per hour. 
  Natural Body Armor & S.D.C.: Like any natural body armor, 
  attack rolls below the A.A. inflict no damage. Rolls above the 
  A.A. inflict full damage to the S.D.C. and then hit points. 
  Increased P.S.: When transformed into an inorganic sub­
  stance, the character's P.S. becomes Superhuman for the dura­
  tion of the transformation. 
  Traits of the physical form: The character also has the traits 
  of the material he has become. This means wood, cloth, ice, rub­
  ber and plastic will float on water, but suffer double damage from 
  fire and heat. Metals, stone/concrete, and dirt/clay sink like the 
  proverbial stone in water, triple the character's normal human 
  weight/mass and reduce speed by half. Fire and heat attacks and 
  bullets do half damage (energy attacks and all others do full dam­
  age) to metal and stone characters, while the superbeing's 
  punches and kicks do additional damage indicative of his Super­
  human P.S. (see the minor super ability of Superhuman 
  Strength). 
  Substance Copied 
  Ceramic or Kevlar 
  Cloth/Fabric or Padding 
  A.R. 
  1 5  
  8 
  S.D.C. Bonus 
  200 
  60 
  Glass* 
  1 1/6 
  80 
  Metals: Soft (Aluminum, copper) 1 4  
  270 
  Metals: Hard (Titanium, steel) 
  1 6  
  400 
  Rubber, Plastic or Ice 
  1 3  
  1 50 
  Stone, Concrete, or Brick 
  1 5  
  300 
  Wood, Dirt or Clay 
  1 3  
  1 80 
  * Glass has an A.A. of 1 1  against unarmed hand to hand at­
  tacks, but only 6 when up against metal, stone or energy weap­
  ons. Furthermore, impacts from blunt metal weapons, guns, 
  explosives and falls have a 01 -36% chance of shattering a body 
  part provided the A.A. is penetrated and at least one point of 
  damage is inflicted. A shattered character can reform and tum 
  back to normal but it will take 304 minutes to turn completely 
  back to normal (304 hours if the shattered parts are scattered). 
  271 
  While transformed into an unnatural substance, the character 
  has a Horror Factor of 1 2  (optional). 
  Create Force Field 
  This is the formidable power to generate an invisible or semi­
  transparent field of energy/force. The force field can be mentally 
  shaped as a wall, circle, dome, box, or bubble. It can also be cre­
  ated around the superbeing like a form-fitting body armor or pro­
  tective aura. 
  Range: Self (any) or others (any type excluding the form-fit­
  ting armor) 40 feet (1 2.2 m) per level of experience. 
  Duration: 1 0  minutes +2 minutes per level of experience, or 
  until the force field is destroyed or cancelled by the field's creator. 
  Note that a new one can be erected the instant the duration for 
  the current one elapses (provided there is sufficient S.D.C. avail­
  able). 
  Attacks Per Melee: The creation of a force field counts as 
  two melee actions/attacks. 
  Bonus: +2 to create a force field as a shield/wall to block or 
  parry an attack. 
  Maximum Size: Approximately a 40 square foot (1 2.2 m) 
  area, plus 1 0  feet (3 m) per level of experience. 
  Maximum S.D.C.: The character's P.E. attribute number 
  times 1 00. This means a character with a P.E. of 9 can create a 
  force field of up to 900 S.D.C. strong! 
  1 .  Multiple Force Fields: Two or more protective fields can 
  be created as long as their combined, total S.D.C. does not ex­
  ceed the maximum possible S.D.C. For example: A character 
  with a P.E. of 9 has up to 900 S.D.C. (P.E. 9x1 00) that he can 
  use to build force fields. The total 900 S.D.C. can be put into one 
  powerful force field or divided into two with 450 each (or any 
  combination: 400 S.D.C. for one, 200 for a second and 300 in re­
  serve for others), or six force fields with 1 50 S.D.C. each and so 
  on. Once all the available S.D.C. has been used in the creation of 
  one or more force fields, no others can be created, unless one of 
  the current ones are dispelled and a new one created. 
  Recovery of Force Field S.D.C.: The force field's loss of 
  S.D.C. affects the creation of other force fields because it tempo­
  rarily drains the super character. So if a force field has lost 240 
  S.D.C., the character with 900 points available, now only has 660 
  to work with. However, he regains force field S.D.C. at a rate of 
  200 an hour or 3 per minute. 
  2. Body Armor/Protective Aura: The character can create a 
  light force field that follows the contours of his body to as a sort of 
  invisible body armor. 
  Limitations of the Body Armor Field: Maximum S.D.C. is 
  200 points at any given time. Constant concentration to maintain 
  the flexible body shield means the character loses one attack per 
  melee and is -2 on initiative for every melee round that it is in 
  place. Speed and movement are not impaired. 
  Gases, disease, and radiation are still a danger and will pene­
  trate the force field. Only the "bubble" closes out gases. 
  3. Bolts of Force: The character can create small, nearly in­
  visible, bolts of force which can be fired at an opponent like a 
  thrown stone or projectile. 
  Range: 40 feet (1 2.2 m) +1 0 feet (3 m) per level of experi-
  ence. 
  Damage: 206; feels like getting hit by a rock or cannonball. 
  Duration: Instant. 
  Attacks Per Melee: Each force bolt counts as one melee at­
  tack. 
  Rate of Fire: One Bolt of Force can be unleashed from one 
  hand or two simultaneously (406 damage) by pointing at the 
  Quentin Milton (Order #31246997)
  
  same target with both hands; counts as one melee attack. Must 
  be an aimed shot to get the +2 strike bonus. The character can 
  also fire a force bolt from his forehead, but the +2 strike bonus 
  does not apply and only one bolt can be fired. Most superbeings 
  with this ability like to point for better aim. 
  Bonuses: +2 to strike, and because they are barely visible, 
  opponents are minus -4 to parry and dodge force bolts. 
  S.D.C. Cost of Each Bolt: Burns up five S.D.C. per each bolt 
  fired, which will temporarily use up S.D.C. that may be needed 
  for a protective force field. 
  Darkness Control 
  A power that allows the character to create and manipulate 
  darkness. 
  1 .  Create Darkness: The character can create an area of to­
  tal darkness that is so black, normal vision, nightvision and light 
  amplification optic systems are ineffective. Those trapped in the 
  darkness are blind and -8 to strike, parry and dodge. The firing of 
  weapons and energy blasts is equal to shooting wild and likely to 
  hit an innocent bystander or comrade. Note: Infrared optics, 
  thermo-imaging optics, heat sensors and exceptional hearing can 
  be effective in this darkness (reduce penalties by half). 
  The creator of the unnatural darkness can expand, contract 
  and move the darkness (speed of 6) at will. 
  Range: 1 40 feet (42.7 m) +1 0 feet (3 m) per level of experi­
  ence. 
  Area of Affect: Up to a 30 foot (9 m) diameter, +10 feet (3 m) 
  per each additional level of experience. 
  Duration: Five minutes or until the character dispels it. 
  Attacks Per Melee: Each act of creating darkness counts as 
  one melee attack/action. Other actions during the same melee 
  are possible. 
  Horror Factor (optional): 1 3; humans, especially ordinary 
  folk, tend to be frightened by the dark. 
  2. Shadow Meld: The ability to become invisible in shadows 
  or darkness. The only requirement is that the shadow or area of 
  darkness must be man-sized or bigger. Exposure to light will dis­
  pel the darkness shadow and reveal the character. Ideal for hid­
  ing. 
  3. Nightvision: The superbeing can see perfectly in ordinary, 
  magical and his own unnatural darkness. 
  Range: 600 feet (1 83 m) in normal darkness; 30 feet (9.1 m) 
  in his own, unnatural, darkness. 
  Disruptive Touch 
  This lethal power actually disrupts the nervous system of the 
  person who falls victim to it. The superbeing possessing the Dis­
  ruptive Touch must physically touch his opponent to have any ef­
  fect. The touch will induce its effects on bare skin and through all 
  normal fabrics (cloth, suit coat, etc.), but will not affect those in 
  robots, exoskeletons, environmental body armor, force fields or 
  transformed into an inorganic substance (rock, metal, fire, etc.). 
  Range: Touch 
  Saving Throw: 1 5  or higher without benefit of bonuses. A 
  successful save means the victim suffers 1 06 damage but is oth­
  erwise unharmed (no penalties). 
  Damage & Penalties by Type of Disruption: 
  1 .  Disrupt Optic Nerves temporarily blinds the person; victims 
  are -8 on initiative, -8 to strike, parry and dodge and skills requir­
  ing sight (which are most skills) are -90% to perform. Duration: 
  304 minutes. 
  2. Disrupt Nervous System immobilizes the motor part of the 
  brain causing temporary paralysis. Victims are completely inca­
  pacitated. Duration: 304 minutes. 
  272 
  3. Touch of Pain. Another attack that wracks the nervous sys­
  tem and inflicts 306 damage per each touch (first to S.D.C. and 
  then Hit Points). Duration: Instant. 
  4. Death Touch! This is by far the most dangerous of the dis­
  rupter touches. The touch causes 606 damage and shocks the 
  nervous system, plunging the victim into a coma unless a suc­
  cessful saving throw of 1 5  or higher is made. If the saving throw 
  is successful, the person only suffers physical damage and is 
  NOT placed in a coma. 
  Those who fall into a coma are subject to the normal surviving 
  coma/death rules but side effects from physical damage are not 
  applicable. Those who fail to save vs coma/death ... die. 
  Coma Saving Throw Bonus: Because this is an unnatural ef­
  fect, the victim's body is slightly more resilient, providing a bonus 
  of +10% to save vs coma/death. Duration: 1 06 minutes before 
  recovery can be attempted. 
  Note: The use of the Death Touch also takes its toll on the 
  character inflicting it. The superbeing himself is drained each 
  time he uses the Death Touch (the other disruption touches do 
  no damage). Side effects on the superbeing from using the Death 
  Touch include: Reduce speed by half, -2 to strike, parry, dodge, 
  and -2 for all saving throws. Duration of these penalties is 2D6 
  melee rounds. Side effects from multiple or continuous use of the 
  Death Touch are cumulative. 
  Duration: Varies per type of disruption tOUCh, see above. 
  Attacks Per Melee: Each Disruptive Touch counts as one 
  melee attack - only the Death Touch counts as two melee at­
  tacks/actions. 
  Other Abilities and Bonuses: 
  Impervious to his own touch. 
  Add 1 06 to P.E. attribute. 
  Add 1 06x1 0 to S.D.C. 
  +1 0 to save vs coma/death. 
  Poisons, toxins and drugs have only half their usual effect, 
  damage and duration. Magic potions have full effect. 
  Divine Aura 
  This major power provides the character with the aura of 
  divinity, like that of the mythical Greek gods. The character car­
  ries himself with an air of superiority, charisma, and of being 
  larger than life. An average person will feel intimidated and may 
  actually believe the character is some sort of demigod. 
  1 .  Awe and/or Horror Factor 1 4: Enemies must roll a 1 5  or 
  higher on a twenty sided die to avoid being momentarily 
  awestruck. A failed roll means the individual loses initiative, one 
  of his melee attacks, and is the last to attack in that melee round. 
  In this case, roll each melee round in which the character with the 
  divine aura is attacked or speaks. 
  2. Followers: Whether he wants one or not, the "divine" char­
  acter will get one follower or devotee per each level of his experi­
  ence. Each follower is so awestruck and impressed by the 
  superbeing that he or she will devote his/her life to him. Such fol­
  lowers are constantly under the influences of the Divine Aura (no 
  saving throw applies), will follow his exploits, support and defend 
  his positions and actions, never doubt him, and will do whatever 
  they can to help. These devotees believe whatever the divine su­
  perbeing tells them regardless of contrary opinions or evidence, 
  and will do anything he asks of them without question or hesita­
  tion, even sacrificing their lives for him or his cause. Note: De­
  voted followers are always characters with a low self esteem and 
  intelligence (La., MA and M.E. of 8 or lower), so they tend to be 
  low level minions, thugs, and fanatics. If one dies, a new one will 
  take his place. In addition, the divine character is likely to have a 
  less fanatical fan following and, unless he does something terri-
  Quentin Milton (Order #31246997)
  
  ble, is likely to have popular favor. 3. Power of Command: As 
  often as every three melees (45 seconds), the character can is­
  sue a simple, attention drawing command. Not a complex set of 
  instructions or plans or something completely contrary to the per­
  son's nature, but things like, "stop," "look," "listen: "no," 
  "duck/look out," "unhand her," "give it to me," and so on. Every­
  body hearing the command is likely to pause and/or obey, at 
  least for an instant. Roll to save vs psionic attack/mind control or 
  lose and be forced to obey and lose one melee attack/action in 
  the process. Followers devoted to the character will get bonuses 
  from such commands ("get him," "kill," etc.) and are +1 on initia­
  tive, +1 to strike, parry and dodge, and get one additional melee 
  attack. Note: Each command counts as one melee attack. 
  4. Power of Voice Amplification: The superbeing's voice is 
  deep and booming, as if spoken on a loudspeaker, and is clearly 
  heard for up to 1 600 feet (488 m) - the desired volume and 
  range can be controlled and done at will at no cost of melee ac­
  tions. Can be used simultaneously with other powers. 
  5. Power of Illusion: The character can create the illusion 
  that he is twice as big as he really is; +2 to Awe/Horror Factor. 
  6. Other Bonuses: 
  +204 to MA 
  +204 to M.E. 
  +1 04 to P.B. 
  + 1 04x1 0 to S.O.C. 
  Energy Absorption 
  This character is a sort of living energy sponge that can soak 
  up, store, and harmlessly convert and release energy. This 
  means the character is impervious to heat, fire, laser blasts, elec­
  tricity and other forms of energy. The only exception is kinetic en­
  ergy, meaning punches, kicks, thrown weapons, bullets, 
  explosions, falls, and so on, which will do full damage. 
  1 .  Draining Touch: The character can drain the energy out of 
  an item, like a car battery or energy pack, by touching it. Maxi­
  mum absorption capacity is one gigawatt per level of experience. 
  That's the rough equivalent of 1 0,000 car batteries. 
  2. Energy Discharge: The character can touch an electri­
  cal/energy conductor and send a power surge into the system, at 
  least temporarily short-circuiting the system (304 melee rounds), 
  if not frying it completely (01 -25% chance, or G.M.'s discretion). 
  Maximum discharge is 1 0,000 watts per level of experience. 
  3. Energy Flash: The character can discharge a sudden en­
  ergy flash that will strike everyone within the area of the dis­
  charge. Unfortunately, the character can not control or direct the 
  energy to strike a specific target, so innocent bystanders and al­
  lies within the radius of effect will all take damage. 
  Range: 1 0  feet (3 m) per level of experience. 
  Damage: 206 
  Duration: Instant 
  Attacks Per Melee: Counts as one melee attack/action, but 
  can only be performed once per melee round. 
  4. Glow: The storage of energy can be released as light. This 
  character can glow with up to 500 watts of light (equal to a very 
  bright light bulb). The light can be restricted to a specific part of 
  the body, like a hand or arm, or the entire body. If the latter, look­
  ing directly at the character is difficult and attackers are -1 to 
  strike, parry and dodge when fighting him. 
  Range: Self only. 
  5. Shoot Light Beam: The light beam is completely harmless 
  in that it does no damage. However, it is so bright that it can be 
  used to temporarily blind an opponent (for 1 04+1 melee rounds) 
  if shot at the face. Blinded opponents are -8 on all melee actions 
  273 
  for the first melee round and -6 to strike, parry and dodge for the 
  remaining ones in which vision is impaired (sees spots and has 
  blurred vision). 
  The beam can also be used as a beacon or searchlight. Maxi­
  mum width of the beam is two feet (0.6 m) if both hands are put 
  together with fingers spread wide, otherwise about 8-1 2  inches 
  (around 0.3 m). 
  Range: 2000 feet (61 0  m). 
  Damage: None 
  Duration: Instant or indefinitely. 
  Attacks Per Melee: Each light blast counts as one melee at­
  tack or action. To maintain a continuous beam for the entire me­
  lee round (1 5 seconds) uses up all but one melee attack or action 
  (Le. can walk and use light, or use light and read, use light and 
  do a skill, etc.). 6. Other Abilities and Bonuses: 
  Add 1 06x1 0 to S.O.C. 
  Add 1 04 to P.E. attribute. 
  Impervious to energy attacks, heat and fire, 
  Force Aura 
  The superbeing can surround his body with a powerful energy 
  field that augments physical strength and protects like armor to 
  shield him from harm. When the force aura is activated, the char­
  acter is surrounded by a pale glow that radiates 1 -2 feet (0.3 to 
  0.6 m) around the body. At fourth, eighth and 1 2th level of experi­
  ence, the character can extend the force aura around one addi­
  tional person, but they must be within four feet (1 .2 m), and none 
  of them can move from where they stand. They can still defend 
  themselves or attack, but are rooted to that spot. 
  Bonuses when Force Aura is in place: 
  +4 roll with punch, fall or impact. +10 to P.S., which is consid­
  ered to be Superhuman. +4 to P.E. Recovers at a rate of 406 
  S.O.C. Per 1 0  minutes. 
  A.A. 1 4; all attacks 1 4  and under do no damage, those 1 5  
  and higher inflict damage to the force field. 
  200 S.D.C. +1 0 per level of experience; the aura works as a 
  natural armor rating and defense. 
  Horror Factor (optional): 1 0  
  Limitations: While the aura is active, the character cannot 
  physically touch anyone with his bare hands/skin; the force aura 
  serves as a barrier. However, he may still punch or kick, but it is 
  the force field that actually touches his opponent. He can also 
  use and strike with a weapon that he held in his hand prior to ac­
  tivating the aura if it is longer than two feet (0.6 m). 
  When multiple people are protected, the aura must be 
  dropped to move, touch anything, to pick up and use weapons or 
  tools (unless they are giant-sized, but such items are used at a 
  penalty of -1 to strike and/or parry) or to perform most skills. 
  Gem Powers 
  This major ability allows the character to draw powers and 
  abilities from gems, as well as reshape gems into various forms. 
  "Gems" include crystals but not glass. 
  1 .  Gem Shaping: The character can mentally shape a gem­
  stone as if it had been cut and polished by a professional, adding 
  facets and accents as desired. The person must be holding the 
  gem and requires a minute or two of concentration. Elegant and 
  intricate designs can be accomplished and are especially desir­
  able for earrings, rings and necklaces. This power enables vil­
  lains to cut gems to disguise their original appearance and to sell 
  them at near full market value (75% of market), rather than find a 
  fence or criminal gem cutter. Note: All changes are permanent. 
  Quentin Milton (Order #31246997)
  
  For every level of experience, there is a 1 0% chance of suc­
  cess. A failed roll means the stone is ruined - worthless. 
  2. Power Stones: The character can draw certain innate pow­
  ers and properties from various precious and semi-precious 
  stones. The powers listed are identical to the psionic or super 
  ability of the same name. 
  Requirements: All stones must be free of any serious flaw, 
  and must be cut and polished to have a faceted/crystal appear­
  ance. Chips and slivers cannot be used, only whole stones in 
  crystal cut. Only one type of power can be focused and released 
  from a particular gem at a time. They may be made into rings and 
  other jewelry for easy access. 
  Limitations: A particular power can be drawn from small 
  gems three times and large gems six times. After the third or 
  sixth use, the gem crumbles and turns to dust. Even after the first 
  use, the gem will become flawed or discolored (worth half normal 
  value). 
  Range: Touch. The user must hold it or have it on his/her per­
  son and mentally concentrate on using the gem(s). If the power 
  gem is dropped or lost, that particular power instantly stops (but 
  that usage is still used up). 
  Damage and Abilities: Varies with the gem; can activate one 
  gem power per melee round and can combine up to three differ­
  ent powers/gems. 
  Duration: One minute/four melee rounds per level of experi­
  ence. All bonuses and powers are temporary. Attribute bonuses 
  from super abilities provided by gems are NOT applicable, only 
  the basic "power." 
  Penalty: Remaining focused on the use of the power gem(s) 
  means the user is -2 on initiative and dodging. 
  The Powers of the Stones: 
  Agate (red-orange): Sio-regeneration (psionic). Average Gem 
  Cost: 2D4x1 0 dollars per small stone, double for large stones. 
  Amethyst Crystal: Any of the following psionic powers can be 
  drawn from this crystal: detect psionics, hypnotic suggestion, and 
  meditation. The use of each one counts as one usage of the gem 
  and contributes to its destruction. Average Gem Cost: 4D4x1 0 
  dollars per small stone, triple for large stones. 
  Aguamarine: Underwater abilities (minor super ability). Aver­
  age Gem Cost: 4D4x1 0 dollars per small stone, triple for large 
  stones. 
  Slack Tourmaline: Mind block (psionic). Average Gem Cost: 
  2D4x1 0 dollars per small stone, double for large stones. 
  Diamond: Invulnerability (major super ability) or Wingless 
  Flight (minor super ability). Average cost for a small, nicely cut 
  diamond: 1 D4x1 000 dollars. Large diamonds cost 1 2,000 dollars 
  + 1 000 per carat. The diamond must be at least one carat to use 
  the power of Invulnerability (counts as a large gem). 
  Emerald: Invisibility (major super ability). Average cost for a 
  small, nicely cut emerald: 4D4x1 00 dollars. Large emeralds cost 
  1 ,000 dollars per carat. 
  Garnet: Empathy (psionic). Average gem cost for a small, 
  nicely cut garnet: 1 D4x1 00 dollars. Large garnets cost 500 dol­
  lars per carat. 
  Quartz (clear): Send Light (minor super ability). Average cost: 
  3D4x1 0 dollars per small stone, triple for large stones. 
  Quartz (ruby): Energy Expulsion: Light/Laser (minor super 
  ability). Average Gem Cost: 4D4x1 0 dollars per small stone, 
  quadruple for large stones. 
  Quartz (smoky): Energy Resistance (minor superpower). Av­
  erage Gem Cost: 4D4x1 0 dollars per small stone (triple for large 
  stones). Ruby (red): Energy Expulsion: Fire (minor super ability). 
  Average cost for a small, nicely cut ruby: 3D4x1 00 dollars. Large 
  rubies cost 2,000 dollars per carat. 
  Sapphire (most colors): Empathy or Empathic Transfer 
  (psionic). Average cost for a small, nicely cut sapphire: 2D4x1 00 
  dollars. Large sapphires cost 2,000 dollars per carat. 
  Star Sapphire: Sio-Manipulation (psionic). Average cost for a 
  small, nicely cut star sapphire: 1 D4x1 000 dollars. Large star sap­
  phires cost 3,500 dollars per carat. 
  Zircon: Impervious to Fire/Heat (minor super ability). Average 
  cost for a small, nicely cut zircon: 4D4x1 00 dollars. Large zircons 
  cost 1 ,500 dollars per carat. 
  Gravity Manipulation 
  The control and manipulation of gravity. 
  1 .  Reduce Gravity: 
  Range: Self or item/person up to 200 feet (61 m) away. 
  Area Affected: Self, others, or 20 foot (6 m) radius. 
  Duration: The effects will last as long as the gravity controller 
  maintains his concentration. 
  Attacks Per Melee: Fortunately, only minimal concentration is 
  required, enabling him to engage in combat or other actions while 
  using this power. However, he can not use any other gravity 
  power. Each use counts as one melee attack/action, and to main­
  tain the Reduced Gravity, the character must spend one melee 
  action on it per each round. 
  Abilities & Bonuses: The superbeing can reduce gravity to a 
  fraction, with the following results: 
  The affected person, whether it is oneself or others, can carry 
  up to 1 00 times his normal weight capacity. 
  Leap two feet (0.6 m) for each P.S. attribute point. Example: 
  274 
  P.S. of 1 0x2 = 20 feet (6 m). That's up or lengthwise. 
  Natural Running Speed is tripled. 
  +3 to dodge. 
  Throw objects, even huge, heavy objects, great distances. If 
  the object can be lifted overhead, it can be thrown a distance of 
  400 feet (122 m). Reduce the distance by 50 feet (1 5.2 m) for 
  every 1 000 pounds (450 kg) of weight. 
  Remember, this effect can be placed on oneself, or others 
  within the 200 foot (61 m) range, or on an area (20 foot/6 m ra­
  dius) up to 200 feet (61 m) away. 
  2. Increase Gravity: This ability is the opposite of the reduce 
  gravity effect, enabling the superbeing to create bone crushing 
  gravitational conditions. 
  Range: 200 feet (62 m) away + 1 0  feet (3 m) per level. 
  Area Affected: Self, object or 20 foot (6 m) radius. 
  Duration: Same as Reduce Gravity. 
  Attacks Per Melee: Fortunately, only minimal concentration is 
  required, enabling him to engage in combat or other actions while 
  using this power. However, he can not use any other gravity 
  power. Each use counts as one melee attack/action, and to main­
  tain the Increased Gravity, the character must spend one melee 
  action on it per each round. 
  Abilities & Bonuses: Increase weight up to 50 times the ob­
  ject's or person's normal weight. Actually, the weight is not al­
  tered, but it's the gravitational pull that makes it seem to weigh 
  more. Speed is reduced by five points per every 200 Ibs (90 kg) 
  of weight.The gravity effect can be concentrated on one individ­
  ual target (object or person), effectively immobilizing him or it. 
  The gravitational pull is such that he can not move or be 
  budged - no combat bonuses. 
  -6 penalty on all combat moves. 
  Quentin Milton (Order #31246997)
  
  Speed factor of those affected is reduced to one point, skill 
  performance is -90% and the victim has only one melee action 
  per round. 
  A heavy gravity area affect will increase the weight of every­
  body in the area by 30 items plus they suffer the following penal­
  ties: Movement is difficult, no combat bonuses, -3 penalty on all 
  combat moves, Speed factor of those affected is reduced to three 
  points, skill performance is -60% and the victim has only half his 
  melee actions/attacks per round. 
  3. Zero Gravity: The character can create an area with no 
  gravity at all. Anything within the radius of effect, or any one spe­
  cific target, is completely weightless and will float 1 0  feet (3 m) 
  above the ground. People caught in zero gravity are -2 on initia­
  tive, -2 to strike, parry and dodge, and speed is reduced to one 
  point - just floats helplessly. Double the floating height and pen­
  alties when directed against a single individual or object rather 
  than a radius. 
  Range: 20 feet (6 m) per level of experience. 
  Area Affected: 6 foot (1 .8 m) radius. 
  Duration: Same as Reduce Gravity 
  Weight Limit: The maximum amount of weight that can be 
  made weightless is 1 0,000 Ibs (that's 5 tons/4,500 kg), plus 1 000 
  Ibs (450 kg) additional per each level of experience. 
  Zero gravity can be made to affect one person, object, or an 
  area. 
  4. Antigravity Flight (self): This power gives the character 
  the ability to fly by manipulating gravity to hover or propel himself 
  through the air. 
  Maximum Speed: 20 mph (32 km). 
  Height/Altitude: Effectively unlimited, because he can defy 
  gravity. However, travelling higher than 30,000 feet (91 44 m) 
  without a space suit and oxygen supply or environmental armor, 
  the character will find the air thin and difficult to breathe as well 
  as cold. Penalties: Loses two melee attacks per round and could 
  lose consciousness and fall to the earth (impact is automatic 
  death). Breaking the ceiling of the atmosphere can send the 
  character into outer space with the obvious lack of air and other 
  deadly conditions. 
  The ability to greatly increase one's size and mass. 
  1 .  Maximum Height: Two feet for every one P.E. attribute 
  point. This means a character with a P.E. of 1 4  can increase his 
  size by 28 feet (8.5 m). 
  275 
  2. Weight Increases at a rate of 50 Ibs (22.6 kg) per foot. So 
  28 additional feet (8.5 m) of height also means 1 400 pounds (630 
  kg) of weight, plus an additional two thousand pounds (900 kg) 
  for every 8-1 0  feet (3 m) above 20 (6 m). 
  3. S.D.C. increases at a rate of 20 for each additional foot of 
  height. An extra 28 feet (8.5 m) means an extra 560 S.D.C. 
  4. Strength increases at a rate of one for each additional foot 
  of height. 28 extra feet (8.5 m) means +28 to the P.S. attribute. 
  Remember to adjust the increased damage bonuses from P.S. 
  over 16 at each new size. After the character reaches double his 
  normal size (typically about 12 feet/3.6 m for humans), the P.S. is 
  considered to be Superhuman when it comes to lifting and carry­
  ing weight (see the Superhuman minor ability). 
  5. Other Abilities and Bonuses: 
  Increase the P.E. attribute to a minimum of 1 4  or add 1 06 to 
  the existing P.E. (subsequent P.E. bonuses that may result, ap­
  ply only while giant-sized). 
  Optional Horror Factor: 9 when eight feet (2.4 m) tall; add +1 
  for each six feet (1 .8 m) of additional height. 
  The bonuses that follow apply when the character is 20 feet 
  (6 m) or bigger: 
  +2 to strike and parry; 
  Speed is doubled. 
  6. Penalties: The character is a huge target and likely to draw 
  the attention and attacks of the enemy more so than less obvious 
  characters. 
  Access to vehicles and buildings will be difficult if not abso­
  lutely impossible. Likewise, hiding, prowling and being incon­
  spicuous is impossible when giant-sized. 
  -4 to dodge when giant-sized. 
  Holographic Memory Projection 
  This major super power enables the character to function like 
  a living camera, able to record and project/replay events he has 
  seen and mentally recorded. The image is a three dimensional, 
  semi-opaque, holographic image that appears as the character 
  remembers it. If the superbeing didn't witness something first 
  hand, that element/aspect will not be part of the memory image 
  projected. Also, the image is presented from the character's 
  viewpoint, and is not a perfect 360 view with zoom lens action. 
  That is to say, people and events not personally witnessed by the 
  character, like something not in his field of vision, are not re­
  corded and cannot be projected. All events are presented accu-
  rately (total recall in this regard) and can be recalled at will for 24 
  hours +24 hours per level of experience after the event took 
  place. The images of people extremely well known to the charac­
  ter and key events and participants in a traumatic experience can 
  be accurately projected without limit. Note: Magical illusions can­
  not be recorded and replayed. However, the character will in­
  stantly recognize an illusion and cannot be affected by it. The 
  same principle applies to optical illusions and other holographic 
  projections. 
  Quentin Milton (Order #31246997)
  
  The character does not have to expend tremendous con­
  centration to record an event (it's as if a camera is running and 
  taping everything seen through his eyes). However, he must stay 
  focused on observing and not directly participating in the action 
  (Le. a cameraman recording the things around him without actu­
  ally engaging in the eventlbattle himself). Becoming involved in 
  combat or other intense activity will prevent the recording of 
  events. 
  The replayed images cannot be modified or enhanced in any 
  way. The lighting, size of images, and their true color remains as 
  it was seen, typically life-sized. The image does not necessarily 
  require a wall or dark area, it can simply be projected into any 
  empty space, and can be projected up to 1 00 feet (30.5 m) away. 
  It takes 1 04 melee rounds (1 5 seconds to one minute) to find 
  and recall a memory for projection. A head injury or insanity can 
  block or erase a memory block. Likewise, a psionic mind wipe 
  can erase memories. 
  This power is perfect for espionage, where the character can 
  look at blueprints, diagrams, memos, maps, books, computer 
  screens, demonstrations, and actual items and record it all! 
  1 .  Creating illusions via holographic projection is another 
  feature of this ability, but they lack sound and can be easily rec­
  ognized as fake at close range, thus these illusions are most ef­
  fective as momentary distractions. The recorded visual memories 
  can be projected to create what appears to be a 3-0 and very 
  real image. The image can be a wall, door, vehicle, weapon, po­
  lice officer, guard dog, crowd of people, heroes, villains, etc. Note 
  too, that the image can be a moving sequence (as it really hap­
  pened in the past) or freeze framed (somebody just standing 
  there). 
  Range: Project image up to 1 00 feet away (30.5 m). Record­
  ing range is also 1 00 feet (30.5 m). 
  Area Affected: Can cover up to a 1 00 foot area (30.5 m). 
  Damage: None, other than being distracted, or momentarily 
  stunned, or faked-out and scared away. (G.M. Option: Can use 
  a Horror Factor type response to frightening illusions, but the 
  H.F. should never be more than 1 2  and works only when the illu­
  sion is initially created). 
  Limitations: If touched or examined closely (within five 
  feet/1 .5 m) the image is clearly semi-opaque and not real. How­
  ever, from a distance this can be very effective. Another limitation 
  is the absence of sound, which can be a real giveaway. Further­
  more, the projected image must have been a real event/experi­
  ence, not a dream, hypnotic image, telepathic image, magic 
  illusion nor television or film image (unless the TV and the image 
  being played on it were shown - not very real or scary). 
  2. Creating Illusionary Disguises is another ability. The 
  character can create a holographic illusion over himself to look 
  completely different, tuming into an old man, police officer, busi­
  nessman, woman, robot, etc. The best disguises, are the sim­
  plest, like changing the color and style of clothes, hair, and facial 
  features. This requires far greater concentration, causing the illu­
  sion maker to lose two melee attacks/actions. Furthermore, this 
  illusionary disguise suffers from the same limitations as the pro­
  jected illusions, most notably, it is an obvious hologram when 
  touched or seen up close (5 ftl1 .5 m). Impersonation is also pos­
  sible if the character has the espionage skill, but the illusionary 
  disguise will not hold up under close scrutiny. 
  When using an illusionary disguise, photographs, video and all 
  film will reveal what looks like a double exposed image of the 
  character and another (his disguise) and it is too blurry/obscured 
  to make out his features. Everybody else in the picture looks fine. 
  The same is true of photographing the larger, holographic iIIu­
  sionslimages - it can't be done. 
  276 
  Immortality 
  The character who possesses this super ability does not age 
  and is immune to disease and sickness. Although he can still be 
  killed by weapons and violence, he will not die a natural death. 
  Once he reaches physical maturity (for humans that's roughly 20 
  years old), the body stops aging and will retain its youthful ap­
  pearance and physical attributes forever. No wrinkles will appear, 
  no loss of muscle tone, no hardening of the arteries, no heart at­
  tacks, etc. Nothing associated with aging, illness, or natural death 
  will ever affect the character. 
  Bonuses & Abilities: 
  Immune to all diseases, sickness, and radiation. 
  Natural toxic gases and poisons do only one third their nor­
  mal damage and effects last only one third as long. Man-made 
  poisons, drugs, chemicals and toxins last half as long and are 
  half as effective and damaging. 
  Heals twice as fast, without scarring. Limbs and appendages 
  that are amputated do not regenerate. Can recover from damage 
  as excessive as 50 Hit POints, +1 0 H.P. per experience level, be­
  low zero, provided he has not been decapitated or the brain or 
  heart completely destroyed. 
  +3 to save vs Horror Factor. 
  +5 to save vs possession. 
  +206 to Hit Points. 
  +204x1 0 to S.D.C. 
  Intangibility 
  +1 D6 to P.B. 
  +1 D4 to M.E. 
  +1 D4 to P.E. 
  This power affects the bonding element of molecules, making 
  the person and 20 Ibs (9 kg) of additional material on his person 
  intangible - seen but not touched. While intangible, the charac­
  ter is seen as a semitransparent, ghost image of himself. He is 
  the perfect spy, being nearly invisible and silent. His appearance 
  alone can be quite harrowing. 
  1 .  Abilities of Note: 
  Limited Invulnerability. Intangibility means that punches, 
  kicks, sticks and stones, bullets, lasers, missiles, explosive force, 
  and most conventional attacks pass right through him harm­
  lessly, like a ghost. 
  The character can walk through any substance, stone, steel, 
  earth, machines, force fields, etc., without affecting it or himself. 
  Sink into the Earth. The intangible state allows the character 
  to will himself to sink into the earth/ground up to his nose and 
  walk on the dense molecules, effectively walking through the 
  earth. Likewise, he can actually walk on the dense molecules of 
  smoke or fog (and thus into the air), as well as walk on water. 
  These all require concentration and use up three melee actions 
  per round to maintain. 
  No combat while intangible. Just as the intangible character 
  cannot pick up or touch any object or person, he can not engage 
  in combat. Any punches he would attempt will pass harmlessly 
  through the person. 
  Nor can he partially materialize or materialize a portion of his 
  body. To materialize while partially in an object will result in in­
  stant and painful death. The intangible character cannot throw an 
  intangible object and expect it to become tangible and strike its 
  target (it doesn't work that way). To attack, the superbeing must 
  first become tangible and then attack. Likewise, small machines 
  on the superbeing's person do not function while intangible. 
  Passing through computers or electrical equipment does not af­
  fect or harm the machines, although the character will feel a tin­
  gling sensation from the electricity. 
  The character can become tangible or intangible nearly at the 
  speed of thought (counts as one melee action), but it can only be 
  performed a maximum of four times per melee round. 
  Quentin Milton (Order #31246997)
  
  , 
  2. Other Abilities and Bonuses: 
  Add 1 06 to M.A. attribute. 
  Add 1 D4x1 0 S.D.C. 
  Add +20% to prowl ability. 
  Horror Factor (optional): 1 4  when semi-transparent or walking 
  through walls; may be considered to be a ghost. 
  3. Vulnerabilities & Limitations While Intangible: 
  The superbeing is not invulnerable to all attacks. Electricity, 
  which stimulates and agitates molecules, does half damage. And 
  intense heat or fire does 30% its normal damage. 
  Psionic attacks have full effect. Gas and smoke attacks are 
  particularly effective, as the gaseous substance passes right 
  through and into the blood stream, doing full damage/effect. 
  Falls and explosions cannot harm him. 
  Cannot glide or float into the air. 
  The intangible person cannot touch and feel, or pick up or 
  carry anything, but can speak, hear and smell as normal. 
  Irl\fi!;itJilitlf 
  The superbeing and anything he is wearing or carrying, up to 
  1 00 Ibs (45 kg) in weight, can be turned invisible at will. Any ob­
  ject(s) exceeding the 1 00 Ib (45 kg) weight limit will remain vis­
  ible, but the character and much of his other gear will still turn 
  invisible. In this case, a visible object carried by an invisible char­
  acter will be seen as floating in air. 
  Neither normal vision nor nightvision can detect invisibility; 
  however, infrared optics, thermo-imaging systems, heat sensors 
  and motion detectors detect his presence and can be used to lo­
  cate an invisible interloper. 
  Although the invisible character is imperceptible to the eye, 
  he retains his physical mass, meaning that he cannot go through 
  walls nor do weapons or attacks pass through him. This also 
  means he still makes noise (footsteps, breathing, bumps, knocks, 
  etc.) and may be tracked down and pinpointed by the noise he 
  makes, if not careful. 
  Duration: The invisibility can be maintained indefinitely and 
  created and cancelled at will. 
  Attacks Per Melee: Each act of turning invisible and visible 
  counts as one melee action/attack. 
  Other Abilities and Bonuses: 
  The invisible character can attack and fight opponents in his 
  invisible state. However, tremendous pain, death or loss of con­
  sciousness will automatically turn him visible. 
  Opponents who cannot see their invisible antagonist are -6 to 
  strike, parry or dodge him (the penalties are not as extreme as 
  being blind, because even slight sounds and air movement will 
  give an adversary in close combat some idea where he is). 
  Opponents with Extraordinary Sense of Smell or Hearing are 
  only -3 to strike, parry and dodge an invisible assailant. Oppo­
  nents with heat or infrared sensors or vision suffer no penalties 
  and see the character to counter and strike back. 
  Quentin Milton (Order #31246997)
  
  The superbeing can automatically see the invisible. 
  Add 1 D4x1 0 S.D.C. 
  Can create a Horror Factor of 9 by making noises and mov­
  ing items while invisible - "spooking" others. 
  Invulnerability 
  . 
  An impressive power that makes the character an almost m­
  destructible juggernaut. Most physical attacks do no damage 
  whatsoever! This means cold, fire, heat, electricity, lasers, other 
  types of energy, bullets, punches, falls, and so on, do no dam­
  age! 
  Supernatural punches, bites and kicks inflict half damage; Ex­
  traordinary and Superhuman P .S. attacks do no damage, al­
  though they sting a bit. 
  Gases, drugs, chemicals, poisons, toxins, disease and radia­
  tion will affect the invulnerable person, but are reduced to half the 
  usual potency (half damage, duration, and effect). Deadly poi­
  sons, radiation and disease cannot kill this character, only make 
  him sick. 
  The character is only, truly, vulnerable to psionics, spell 
  magic, magic illusions and magic weapons, all of which have full 
  effect. However, energy type magic, like fire balls, does no dam­
  age. 
  The character still needs to breathe and eat, so he can die 
  from drowning, suffocation, or starvation, but he can hold his 
  breath and survive without food four times longer than the aver­
  age human (hold breath for about 1 2  minutes; go without food for 
  80 days). 
  Note: Certain extreme situations like ground zero at a nuclear 
  explosion or Super Nova, and fiery reentry into an atmosphere 
  from space, might hurt or even kill the character (G.M.'s call). 
  However, most crashes, explosions, collisions with vehicles, and 
  free falls from 30,000 feet (91 44 m) will not harm the character. 
  Also note that while the character may be incredibly difficult to 
  injure and kill, he can be delayed, slowed down and immobilized. 
  Knocking the character into a pit, elevator shaft, off a cliff, etc., 
  will require him to spend time climbing out to get back into action. 
  Pushing him into tar or other sticky goo/adhesive will hold him or 
  slow him down. Likewise, he can be imprisoned, trapped and 
  manacled. Dropping 20 tons of brick and concrete from the side 
  of a building on an invulnerable character won't hurt him, but it 
  will take a loooong time for him to dig out - may need outside 
  help to free him and he could be pinned or buried for hours if not 
  days (hope there's an air pocket). 
  Other Abilities and Bonuses: 
  Add 4D6x1 0 S.D.C. 
  Add 3D6x1 0 to Hit Points. 
  Add 1 06 to the P.E. attribute. 
  Add 1 04 to the P.S. attribute, which is considered Superhu­
  man when it comes to lifting and carrying things. 
  Add +20% to save vs coma/death (this is in addition to any 
  P.E. bonus). 
  Item Reduction 
  This super ability enables the character to reduce inanimate, 
  nonliving objects to a fraction of their normal size, weight and 
  mass. The character simply touches an object and if it is within 
  his weight limit, it will instantly shrink to a fraction of its true size. 
  Items reduced this way remain small until the character, or some­
  one else with this power, returns them to normal size. Reduced 
  objects also reduce in mass proportional to their size. This will 
  make them very light and able to be carried in pockets or purses. 
  278 
  Two characters with this power can work together to reduce a 
  large or heavy object that would normally be beyond their range 
  of power, but two characters may also be necessary to enlarge it. 
  Range: Touch or one foot (0.3 m) per level of experience. 
  Weight Reduction & Limitations: The maximum weight a 
  character can reduce at any one time is 1 50 pounds (68 kg) per 
  level of experience. This means a character would have to be 
  fourth level to reduce a medium motorcycle (approximately 580 
  pounds/263 kg) or any other item that weighed 600 pounds (270 
  kg). 
  The weight is reduced to one/one hundredth its original 
  weight, so 1 50 Ibs (68 kg) would be transformed to one and a 
  half pounds (0.68 kg). 
  Size Reduction: The object can be reduced to as small as 
  one/1 0th scale, so a six foot statue would be reduced to about 
  seven inches (1 77 mm) tall. 
  Attacks Per Melee: Each use of the reduction power counts 
  as one melee attack/action. However, the shrinking power can 
  only be used twice per melee round when shrinking large, heavy 
  items, or four times per melee if each object weighs less than 50 
  pounds (22.6 kg). 
  Important Note: A vehicle, exoskeleton, body armor,. space 
  suit, helmet, clothing, and similar item cannot be shrunk If there 
  are people inside them, or if a person is physically or mentally 
  linked/attached to them. This also applies to bionic limbs, weap­
  ons and implants. However, items held in someone's hands can 
  be shrunk to the size of a toy. This also means a tiny gun (if the 
  trigger could be pulled) would fire a bullet that inflicts the damage 
  of a pea shooter - the bullet may sting or even do a point or two 
  of damage, but nothing more; range becomes inches instead of 
  feet. 
  The following is a very brief, general listing of vehicles and 
  items with general weights for quick, comparative reference. Note 
  that most weapons and equipment descriptions will list weight (if 
  not, fake it). 
  Pistol 2-5 Ibs (0.9-2.3 kg) 
  Rifle 5-1 0  Ibs (2.3 to 9 kg) 
  Exoskeleton: 250-400 Ibs (1 1 3- 1 80 kg). 
  Motorcycles: 
  Scooters and lightweight bikes: 1 50-250 Ibs (67.5-1 1 2.5 kg). 
  Street bikes: 500-600 pounds (225-270 kg). 
  Hovercycles: 650-900 pounds (290-405 kg). 
  Hogs: 700-1 ,200 pounds (31 5-540 kg). 
  Cars: 
  Small sports and compact cars: 1 ,600-2,750 Ibs (720-1 240 
  kg). 
  Two-man hover cars: 1 ,500-2,000 Ibs (675-900 kg). 
  Mid-size cars & mini-trucksivans: 2,800-3,500 Ibs (1 260-1 575 
  kg). 
  Six person A.T.V. hover car: 3,500-5,000 Ibs (1 575-2250 kg). 
  Full-sized trucks/Jeeps: 4,000-8,000 Ibs (1 800-3600 kg). 
  Cargo trucks or 10 wheeled cabs: 1 0,000-20,000 Ibs (4500 to 
  9,000 kg). 
  One-man gyro-copters: 1 ,700-2,200 pounds (765-990 kg). 
  Karmic Power 
  An unique power that can adjust the odds in the character's 
  favor. The character is able to influence his luck and those 
  around him via a sort of Karmic aura. Karma is an energy of posi­
  tive or negative effect. Theoretically, it is an aspect of the con­
  stant struggle between good and evil; order and chaos. This 
  means that only characters with a good alignment, principled, 
  Quentin Milton (Order #31246997)
  
  scrupulous or unprincipled, can have this power. If the charac­
  ter's alignment is evil or anarchist, a different super ability must 
  be selected. 
  When the cause is just, the motives good and/or selfless, the 
  following bonuses apply to the character: 
  +6 to roll with punch, fall or impact. 
  +2 to strike. 
  +4 to parry. 
  +3 to disarm. 
  +2 on initiative. 
  +3 to automatic dodge. 
  +6 to save vs poisonltoxins/gases. 
  +6 to save vs psionic attack and possession. 
  +4 to save vs magic. 
  +20% to save vs coma/death. 
  An opponent's Death Blow does not kill; only stuns the char­
  acter. 
  Critical damage attacks do normal damage. 
  Knocks opponent unconscious (if so desired) on a roll of a 
  natural 20 to strike; unconscious for 3D4 melee rounds. 
  + 1 0% on a skill if it is to save a life or help an important cause. 
  Add 1 D4x1 0  to S.D.C. 
  Note: Under this noble situation, opponents get no bonuses to 
  strike, parry or dodge the Karmic character. Straight, unmodified 
  dice rolls only. 
  The Karmic power can also affect others if the superbeing 
  wants them to and focuses his spiriVchi on them. Through in­
  tense concentration the character can instill the above combat 
  and saving bonuses at half strength to another good guy, al­
  though only 1 -3 bonuses apply at a time - Le. the Karmic char­
  acter is effectively rooting that the other character hits or dodges, 
  etc. While transferring the bonuses of his good will, the Karmic 
  character cannot take any action himself, not even to defend him­
  self. 
  Up to one person per every other level of experience can be 
  affected simultaneously, as long as they are within 1 50 feet (45.7 
  m) of the Karmic character and in his line of sight. 
  In the alternative, the superbeing can use his powers to foil an 
  enemy or adversary - the above bonuses (halved) can be 
  turned into penalties (Le. -1 to strike, -3 to save, etc.) that work 
  against the bad guy. 
  Influencing others requires the Karmic character to root for or 
  against other characters, like a cheerleader or spectator at a 
  sporting event; "Come on, you can do it .. ." "Look out! Dodge, 
  Move," or "You can take that guy, I know you can," or "Miss, you 
  rat," "you stink ... you can't hit him," and so on. 
  Bad Karma occurs when the Karmic superbeing does some­
  thing cruel, unnecessarily selfish or petty, evil or anything strictly 
  against his alignment. Bad Karma will occur whether the charac­
  ter wants it to or not (who would want it?). The first transgression 
  results in his personal Karma bonuses becoming zero even when 
  trying to help others. A second or more actions contrary to his 
  alignment, or a horribly evil or selfish act, like intentionally betray­
  ing a friend, will tum all his bonuses into penalties (Le. -6 to roll 
  with punch, fall or impact; -2 to strike, -6 to save vs ... , -20% to 
  save vs coma, -1 D4x1 0 S.D.C., etc.)! 
  At this point, only extensive and diligent actions of good 
  and/or self-sacrifice will restore the Karmic powers (G.M.'s dis­
  cretion as to how long this will take, but it may take days or 
  deadly action to restore the Karmic balance). Any relapse will re­
  sult in the same penalties, and any horrendous act could see the 
  powers gone for good. 
  279 
  Lycanthropy 
  By Aaron Oliver and Kevin Siembieda 
  In ancient times, this strange ability was seen as a curse 
  rather than a blessing, but in this world of superbeings, it is con­
  sidered just one more super ability. The superpower of Lycan-
  Quentin Milton (Order #31246997)
  
  thropy is not a disease or magical curse, but a genetic mutation 
  that allows the character to change from his normal human form 
  into a mutant animal-like creature. Even in this modern age, the 
  shapechanger is often considered a "Werebeasf' (werewolf, 
  weretiger, etc.). The person can change at will, but the transfor­
  mation counts as one melee attack/action. 
  To determine the character's exact animal nature, roll on the 
  following table. The listed abilities are the same as the Animal 
  Powers described in the Mutant Animal section. Note: Animal 
  abilities and bonuses only apply when in animal form. 
  Lycanthrope Animal Table: 
  01 -20 Bear. Animal Powers: Claws (Climbing and +1 06 dam­
  age), Oigging; Heightened Senses: Nightvision and Advanced 
  Smell; Teeth: Predator (206); plus (special) supernatural P.S., 
  +206 to P.S. and 606+20 to S.O.C. 
  21 -40 Wolf. Animal Powers: Oigging; Heightened Senses: 
  Nightvision, Advanced Hearing, and Advanced Smell; Teeth: 
  Predator (206); plus (special) supernatural P.S., leap 10 feet (3 
  m) high and 15 feet (4.6 m) long, and one additional attack per 
  melee round. 
  41 -60 Rat/Mouse. Animal Powers: Oigging, Tunneling and 
  Excavation (all); Heightened Senses: Nightvision, Advanced 
  Hearing, and Advanced Touch; Teeth: Rodent (1 06); plus super­
  natural P.S. and +3 to save vs pOison and disease. 
  61 -80 Big Cat (Lion, Tiger, Leopard, etc.). Animal Powers: 
  Claws (Retractable and +206 damage), Heightened Senses: 
  Nightvision and Advanced Smell; Teeth: Predator (206); plus 
  (special) supernatural P.S., +1 06 to P.S., +406 to S.D.C., leap 
  20 feet (6 m) high and 30 feet (9 m) long, and one additional at­
  tack per melee round. 
  81 -00 Small Cat (Jaguar, Ocelot, Lynx, etc.). Animal Pow­
  ers: Claws (Retractable and +1 06 damage), Heightened Senses: 
  Nightvision, Advanced Hearing and Advanced Smell; Teeth: 
  Predator (204); plus (special) supernatural P.S., +1 04 to P.S., 
  +206 to S.O.C., leap 15 feet (4.6 m) high and 20 feet (6 m) long, 
  and one additional attack per melee round. 
  Other Abilities Applicable to all Lycanthropes: 
  Animal attribute bonuses are only applicable when in mutant 
  form. Any additional superpowers (not animal powers) can be 
  used in either state. Any Unusual Characteristics or other mutant 
  features the hero possesses will be apparent in both forms. Aside 
  from his natural, animal abilities, the character also has a few ex­
  tra abilities: 
  Enhanced Healing. The character heals two times faster than 
  a normal human and can regrow lost limbs, fingers, ears or nose 
  in 48 hours! 
  Add 1 06x1 0 S.O.C. while in animal form (in addition to any 
  noted for specific animal type, above). 
  Add 306 to Spd. while in animal form. 
  Disadvantages: 
  The gravity effects during a full moon or solar eclipse will 
  cause the character to either: 
  01 -50 Lose control of his transformation ability, transforming 
  at random every 1 06x1 0 minutes. He will be unable to change 
  back and forth at will during these times until he is sixth level or 
  higher. 
  51 -00 Lose control of his humanity; is more animal than hu­
  man, reacting on instinct and emotion rather than rational 
  thought. 
  Is vulnerable to silver; weapons made of, or coated with sil­
  ver, inflict double damage. 
  Animal form is frightening and monstrous looking (wolfman or 
  worse). Horror Factor 1 2+1 04 (P.B. attribute is not applicable in 
  280 
  animal form). It is not easy to conceal or disguise this inhuman 
  appearance. 
  Magnetism 
  The power to direct, control, and manipulate aspects of mag­
  netic forces. 
  1 .  Attract Metal: The character can attract or pull to him up to 
  3000 Ibs (1 350 kg) of iron or iron alloys. To magnetically affect 
  the object, it must have at least a 20% iron/steel composition. 
  The strength of the pull is equal to an attribute of a Superhuman 
  P.S. of 30. Furthermore, the character can also use his power of 
  magnetism to lift and carry such weight with relative ease. 
  Maximum Weight which can be attracted is 3000 Ibs (1 350 
  kg), plus 20 Ibs (9 kg) per level of experience. The magnetic 
  force can be focused on one specific target or a 1 60 foot (48.8 m) 
  area. In the latter case, he attracts everything that has metal. 
  Thus, the character can pull a gun out of somebody's hand, pull 
  somebody to him by the buckle on their belt, pull or tear a car 
  door off its hinges, and so on. 
  Range: 1 60 feet (48.8 m) +5 ft (1 .5 m) per experience level. 
  Damage: None, unless the superbeing uses the power to pick 
  up and then throw the object (cancelling the magnetic attraction 
  and repelling it). Heavy objects up to 3000 Ibs (1 350 kg) can be 
  thrown up to 30 feet (9 m), while those weighing under 200 Ibs 
  (90 kg) can be thrown 1 00 feet (30.5 m); +1 to strike. Im­
  pactlcrushing damage will vary dramatically, see some guide­
  lines under #2. 2000+ pounds (900+ kg) should do approximately 
  1 06x1 00 damage. 
  Duration: Regulated by the character. 
  Attacks Per Melee: Each use of the magnetic force counts as 
  one melee attack/action. Using the power of magnetism to lift and 
  throw a heavy metal object counts as two attacks. 
  2. Hurl or Repel Metal Objects: In many ways, this ability is 
  the reverse of the attract metal power. The character can repel 
  objects which are at least 20% iron. This repelling action sends 
  metal objects flying and can be focused against one specific 
  item, several objects or any small metallic objects within a 20 foot 
  (6 m) radius around the character. To send one or more objects 
  flying, the superbeing must either touch itlthem or look at them 
  and will it (must be within 1 0  feetl3 m of the metal objects). To re­
  pel all metal items around him uses up all melee attacks, and 
  they fly off in an uncontrolled manner; no strike bonus - a scat­
  tershot type attack. Flying objects can make excellent weapons. 
  Range: By touch or line of sight within 1 0  feet (3 m) or 20 foot 
  (6 m) radius around the character. 
  Maximum flyinglthrowing distance is 200 feet (61 m) +1 0 feet 
  (3 m) per level of experience. 
  Duration: Regulated by the character. 
  Attacks Per Melee: Equal to the character's total hand to 
  hand melee attacks. 
  Aimed Shot: +2 to strike with 1 -4 items launched at the same 
  target. 
  Damage from magnetically thrown objects: Varies with the 
  weight and size. 
  Tiny Items such as paper clips, keys, pens, bottle caps, and 
  similar items, sting when they hit, but do no damage. 
  Small Items weighing a half pound to one pound inflict 1 04 
  damage each. 
  Small Items weighing 2-6 pounds (0.9-2.7 kg) inflict 1 06 dam­
  age. If a weapon, dagger, sword, spear, etc. it will inflict the dam­
  age normal for that weapon. Bullets magnetically launched, not 
  fired from a gun, will do half their normal damage. 
  Quentin Milton (Order #31246997)
  
  Medium Items weighing 1 0-25 pounds (4.5-1 1 .3 kg) inflict 2D6 
  points of damage. If a weapon, dagger, sword, spear, etc., it will 
  inflict the normal damage for that weapon. 
  Large Items weighing 30-60 pounds (1 3.6-27.2 kg) inflict 
  3D6+2 points of damage each. 
  Heavy Items weighing 70-1 00 pounds (21 .7-45 kg) inflict 
  6D6+4 points of damage each. 
  Large or Heavy Items weighing 1 20-200 pounds (54-90 kg) in­
  flict 1 D6x1 0+6 points of damage. 
  Large or Heavy Items weighing 21 0-350 pounds (95-1 57 kg) 
  inflict 2D6x1 0 points of damage. 
  Note: Repelling numerous metal objects is similar to firing a 
  wild gun burst; only a handful of items will hit, but several targets 
  are struck simultaneously. 
  3. Magnetic Field: By placing a magnetic field around himself 
  the character can stop or deflect metal objects, including thrown 
  items and even automobiles. Speeding automobiles, large mis­
  siles, rockets and characters traveling at superspeed (and wear­
  ing metal) will see their speed reduced by 50% the moment they 
  enter the magnetic field, which gives the superbeing an opportu­
  nity to dodge with a bonus of +2. 
  The magnetic field will also erase any magnetic tapes (com­
  puter and video tapes included), disrupt electrical frequencies, 
  and reduce electrical attacks by half damage. 
  The character can also use the field to propel himself toward 
  (or away from) any iron object that is equal to or greater than his 
  own body weight. Maximum speed of travel is about 20 mph (32 
  km), and has a very limited range of 200 feet (61 m) plus 1 0  feel 
  (3 m) per level of experience. This same ability can enable the 
  character to hover, levitatelrise straight up into the air, or appear 
  to walk in mid-air. 
  Range: Self (a tight field) or up to a 30 foot (9 m) circle with 
  the character in the center. 
  4. Magnetic Touch: The character can make a small mag­
  netic field around his hands and/or feet enabling him to climb or 
  cling to metal objects (vehicles, doors, gates, towers, construc­
  tion beams/girders, etc.) that have at least 20% iron. This mag­
  netic grip is equal to double his normal P.S. making it virtually 
  impossible to pull him or it loose or to lose his grip. Thus he can 
  scale the outside of buildings by using magnetism on the metal 
  girders underneath the concrete or brick facade, cling or climb 
  along the bottom of a helicopter, and so on. 
  5. Magnetize Objects: The superbeing can make an iron ob­
  ject temporarily magnetic. Magnetized items are much like the 
  kind of magnets available in the commercial market. They are 
  most suitable for attaching to iron or steel objects. The time re­
  quired to magnetize an object is five minutes per every one 
  pound of weight. 
  Range: Touch 
  Duration: 2D4 days. 
  6. Other Abilities: 
  Accurately sense magnetic north. 
  Accurately sense the presence and location of magnets or 
  magnetism up to 1 000 feet (305 m) away. 
  Sense Iron: The magnetic empowered character can sense 
  the presence (and vague location) of iron, steel and iron alloys 
  within a 30 foot (9 m) radius. The exact size of the item or items 
  is impossible to discern. Impressions will be felt as to whether 
  there is much, little, or none. Location will be sensed as nearby 
  or at the edge of the range. This ability can be used to detect ob­
  jects and ore beneath the ground up to one foot (0.3 m) deep per 
  level of experience. 
  Is himself impervious to the effects of magnetism from other 
  superbeings; each one's power cancels out the other's. 
  281 
  Mimic 
  This formidable power enables the superbeing to imitate or 
  "mimic" another person's physical and mental attributes, includ­
  ing psionic powers, super abilities and innate magic abilities de­
  rived from enchanted weapons, objects or bestowed. However, 
  the Mimic cannot copy memories, skills, education, spell knowl­
  edge/spell casting or experience. Nor can the superbeing 
  copy/absorb mechanical augmentationlimplants such as those 
  gained through Bionics or Robotics, nor the skills and training of 
  Hardware or Special Training. Only the raw physical, psychic 
  and/or extraordinary power can be imitated. Thus, while a mimic 
  may copy a super ability, raw physical strength or psionic pow­
  ers, he does not get that person's knowledge. Instead, he retains 
  all of his own memories, goals, skill knowledge, and training. I 
  don't mean to be redundant, but I don't want this power miscon­
  strued as something it is not. 
  Example: A second level mimic copies the power of a sixth 
  level mutant with the ability of Energy Expulsion. This enables 
  the mimic to fire energy bolts doing damage equal to his sixth 
  level opponent because that's the level of raw power. He does 
  not get any of the 6th level bonuses to strike, parry or dodge 
  which may have been developed through experience. Likewise, 
  while the mimic has copied his opponent's entire physical struc­
  ture, including P.S., P.P, P.E., P.B., Spd., S.D.C., Hit Points, and 
  any other super abilities or psionics, the mimicking superbeing 
  still thinks like himself, keeps his own I.Q., MA, and M.E., and 
  fights and performs skills with the experience and knowledge of a 
  second level character. 
  The physical appearance and facial features of the mimic gen­
  erally remains unaltered (he does not duplicate the other charac­
  ter's exact appearance), although unusual physical traits such as 
  wings, odd skin color, horns, tail, natural body armor, altered 
  physical structure, and similar physical traits will appear on the 
  mimic. Furthermore, the mimicking superbeing will retain his own 
  basic features, voice and skills. Of course, he also retains his 
  power to mimic others, however, any other super abilities he may 
  possess are temporarily replaced by the one(s) he is duplicating. 
  He can only use other natural powers when he is not mimicking 
  others. 
  Range: Touch or anybody within a 1 00 foot (30.5 m) radius of 
  the superbeing. 
  The mimic can duplicate a person's raw powers by touching 
  him/her or by being within close proximity (60 footl1 8.3 m radius). 
  If the character being copied should go beyond the superbeing's 
  radius of influence, the imitated power will fade away. 
  Duration: Copied super abilities, psionics and physical attrib­
  utes (including H.P. and S.D.C.) can be maintained as long as 
  the character being mimicked is within the 60 foot (1 8.3 m) radius 
  of the mimic. 
  The imitated powers will disappear within 2D4 minutes after 
  the person being copied steps out of range. However, as long as 
  that individual remains within the 60 foot (1 8.3 m) radius, the 
  mimic can retain and use the duplicated powers as long as de­
  sired. 
  Attacks Per Melee: Whatever is normal for the mimic super­
  being before any powers are duplicated; i.e. a 2nd level mimic 
  has four attacks per melee round even when using super abilities 
  duplicated from a 6th level superbeing who has six attacks per 
  round. Only the super ability and its level of power are duplicated, 
  including any special bonuses, abilities, and extra attacks per 
  melee round. 
  The act of mimicking counts as one melee attack but can only 
  be performed once per round. Other abilities or actions can be 
  taken during that period. Each use of a superpower uses up its 
  normal number of attacks per melee round; typically 1 -2, but 
  sometimes more. 
  Quentin Milton (Order #31246997)
  
  Switching to mimic a different character's super abilities and 
  raw physical power can be done once every melee round (15 
  seconds). So the character can switch the powers he's copying 
  when he desires, provided more than one superhuman is within 
  his range of influence. 
  Power Level: The duplicated super ability or psionic power is 
  the same, in every way, as the character it is copied from. Thus, 
  the power level - range, damage, duration, etc. - is equal to 
  that of the character from which it was duplicated regardless of 
  the mimic's own level of experience. Thus, a high level mimic 
  who duplicates the abilities of a 1 st level superbeing has first 
  level powers (but high level personal skills, experience and bo­
  nuses), while a low level mimic who duplicates the powers of a 
  high level superbeing will use the super abilities at that high level 
  of power. 
  The hand to hand combat, attacks per melee round, bonuses 
  from experience, skill proficiencies, memories and expertise of 
  the mimic are unchanged regardless of the level of "power" he 
  duplicates. 
  Note: If the character whose powers he is duplicating has 
  more than one super ability, the mimic will have them all, but he 
  can only duplicate/mimic one individual at a time. He cannot take 
  one power from one guy and another power from a second or 
  third character. 
  Saving Throw: None. Those being mimicked are powerless 
  to prevent it. Note that the powers and physical essence of true 
  supernatural beings, including vampires, spirits, entities, demons, 
  gods and alien intelligences, cannot be mimicked. God-like su­
  perbeings and demigods are not (usually) true, supernatural 
  gods. 
  Mechano-Link 
  A bizarre ability that enables the character to link with any kind 
  of machine so that man and machine become one. This means 
  that vehicles respond to a mere thought, adding to their normal 
  mobility, and weapons become more precise. 
  1 .  Bonuses using vehicles and machines: 
  +20% to all piloting skills known to the character. A base skill 
  of 60% to pilot any vehicle not known to the character, including 
  alien ones, via the link. 
  +20% to all pilot related skills. 
  +20% to all computer, electrical and mechanical skills. 
  +2 to strike with modern weapons, including energy weapons. 
  No bonuses on ancient melee weapons (swords, spears, etc.). 
  60% base skill ability to understand and operate unknown or 
  alien machines. 
  2. Computer Merge. The character can merge and communi­
  cate with any computer system regardless of preventative pro­
  grams, codes or defenses. The character has the ability to 
  communicate directly with computers and computer-directed ma­
  chinery. This also includes robots, modern cars (the ones with 
  on-board computers) and computerized factories. The link can be 
  as direct as touching the machine itself, or can be remote if the 
  machine has some kind of modem (telephone) link. 
  Once the link is established, the character can examine any of 
  the machine's data or programming, and can completely repro­
  gram the machine. Performing a Mechano-Link with a sentient 
  machine, one that has reached the level of self-programming and 
  self-awareness, will mean he can communicate with the ma­
  chine's artificial intelligence, but cannot seize control of it, repro­
  gram it, or force it to do his bidding. This power does NOT 
  include the ability to command machines. 
  282 
  Multiple Beings/Selves 
  The character can produce multiple, living, breathing and 
  thinking copies of himself! The copies can be thought of as ex­
  tensions of the original being! In all cases, the duplicates regard 
  the original as their leader and obey him without question or hesi­
  tation. 
  All copies have the same exact skills, experience points, 
  memory, powers (other than creating more duplicates), and 
  physical traits as the original at the time of duplication. However, 
  clothes and physical possessions are not duplicated; in other 
  words, the duplicate is created totally naked and must acquire his 
  own clothing and equipment. Of course these will typically be 
  provided by the original creator. 
  Only the original can make copies, this is the only ability not 
  passed on to the duplicates. The copies work well together but 
  can operate independently. When separated, each senses what 
  the others are feeling (fearful, happy, sad, etc.), as well as their 
  general health (sick, injured, dying, etc.) and general location 
  (city, country, near, far). The original being is always the mas­
  ter/leader/commander, and is the only one who can make the 
  others do anything he wants. 
  Each duplicate is at the same experience level as the original 
  was at the moment they were created and do not grow in experi­
  ence independently. Nor does the original gain any experience 
  from his duplicates. To completely assimilate the copies' memo­
  ries and experiences (but not experience points), the duplicate 
  must merge back with his creator. 
  Note: No duplicate possesses the power to make other dupli­
  cates of himself. Furthermore, if the original dies, the dupes dis­
  appear. However, they will remain if the original is knocked 
  unconscious or lapses into a coma. 
  Quentin Milton (Order #31246997)
  
  When a duplicate is injured or dies, each of the current cop­
  ies and the original creator sense it. However, only the originator 
  suffers any permanent side effects. 
  Injured duplicates, even those on the verge of death, can be 
  reabsorbed by their creator and saved, but the original creator 
  must be within 1 00 feet (30.5 m) of the copy(s) to do so. Copies 
  are completely restored within 48 hours. Duplicates can only be 
  merged into the original, not into each other. A duplicate cannot 
  refuse merging other than by running away, but this never hap­
  pens unless the copy has suffered severe trauma, mind control 
  or possession. 
  Death: If the copy should die, his recent experiences die with 
  him, and the creator will not know who or what killed him or what 
  transpired to lead to his death. 
  That duplicate is forever lost, cannot be recreated, so if the 
  character was able to make four duplicates, now he can only 
  make three. 
  Everything the duplicate has experienced is lost. 
  The original creator permanently loses one P.E. and one P.B. 
  point and 2D4 S.D.C. points. 
  How Many Duplicates are Possible? Roll percentile dice. 
  01-50 One copy can be created per every two levels of experi­
  ence, with a maximum of seven at 1 4th level or higher. At first 
  and second level, only one copy can be made, at fourth level, two 
  completely identical beings, and so on. 
  51-00 One copy can be created per each level of experience, 
  with a maximum of 1 5. In this case, the duplicates are all one 
  level below the original when it comes to skills, experience 
  points, memory, and powers (other than creating more dupli­
  cates). 
  Creating copies in an instant. As few as one or as many as 
  all available duplicates can be created in a single melee action 
  (about 2-3 seconds)! Which means an opponent might suddenly 
  find himself facing several opponents where only one had stood 
  moments before. 
  The advantages of this power are extraordinary! It enables the 
  superhuman to create competent and 1 00% loyal assistants who 
  are as capable as he is. It allows him to be in one or more loca­
  tions at a time (no limit in range/distance), create the perfect alibi 
  (I was right here with dozens of witnesses), and many more. The 
  downside is that careless use of this power can cause serious 
  and permanent physical or psychological damage. Ordinary peo­
  ple who witness the duplication process react with a Horror Fac­
  tor of 6 + 1 for each duplicate. 
  Duration: Indefinite. A duplicate can remain out and about for 
  years, although most characters with this ability use their power 
  carefully and keep the majority of their duplicates inside or near 
  them until needed. 
  Range: Self. The duplicate appears standing next to the origi­
  nal. 
  Attacks Per Melee: The creation of one to the maximum 
  number counts as one melee action. Each duplicate possesses 
  the exact same number of attacks per melee round, abilities and 
  experience as their creator. 
  it tums to dust. The life force then drifts to a reasonably safe lo­
  cation and begins to generate a new body. Scientists speculate 
  the body is formed in a way similar to how a psychic medium can 
  create ectoplasm, only this organic substance becomes real liv­
  ing flesh and tums into the new body identical to the old. The life 
  force, can travel up to 1 00 miles (1 60 km) in its search for a safe 
  and isolated location for regeneration. Note: Only the body is 
  recreated, not material possessions, weapons, armor, or im­
  plants. The recreated body will be perfect in the sense of being 
  disease free, healthy, unscathed, and with all body parts com­
  plete and fully functional. The new body will look identical to the 
  previous one, including attributes (other than P.E.), moles and 
  birthmarks. Memories, insanities, and phobias are part of the life 
  force and will be included in the regenerated character. Finally, 
  no additional insanities result when the character dies, since 
  death is actually a normal part of its existence. 
  The regeneration process takes 6D6 minutes per level of 
  the dead character. Unfortunately, the life force is drained with 
  each regeneration and results in a somewhat weaker character 
  - one experience level lower and minus two points from the P.E. 
  attribute. Reduce Hit Points, skills, and experience points appro­
  priately. Experience points are dropped to the minimum number 
  for that level. Consequently, a ninth level character with a P.E. of 
  1 8  would be rebom as an eighth level character with a P.E. of 1 6  
  and the regeneration process would last 6D6 minutes times nine; 
  as long as five and a half hours. 
  The character can regain and exceed the lost level by gain­
  ing new experience points in the usual way, however the P.E. is 
  permanently lost. 
  1 .  Vulnerabilities: 
  While in energy form (when seeking a regeneration location), 
  the life force is immune to all attacks. However, while engaged in 
  the act of regeneration, the character is vulnerable and can be 
  destroyed. The swirling mass of ectoplasm and crackling life en­
  ergy has a character's physical amount of Hit Points. If damage 
  is inflicted upon it during regeneration, and that damage exceeds 
  33% more than the available Hit Points, the character is slain and 
  the ectoplasm and energy vanishes as if it never existed! 
  A character's life force is able to regenerate itself 8+1 D4 
  times. The last time is it. To die afterward means final death. 
  A first level character who dies and comes back to life will be 
  weak and temporarily loses all combat bonuses and one melee 
  attack, and skills are 20% for 3D4 weeks. This is because the life 
  force is simply too weak for a complete regeneration in that early 
  stage in life. Any experience points are obliterated and experi­
  ence starts at zero. 
  2. Other bonuses: 
  Can regenerate missing or damaged limbs and organs in 48 
  hours; never scars. 
  Heals twice as quickly as normal humans. 
  +1 06 to P.E. (a one time bonus). 
  + 1 0% to save vs coma and death. 
  Impervious to the effects from a vampire's bite; can't be 
  turned into the undead. 
  Multiple Lives 
  Negate Super Abilities/Powers 
  This bizarre, major super ability allows the character to 
  The Negation power will momentarily prevent other superbe-
  completely and automatically regenerate his physical body 
  ings from using any of their superhuman powers while they are 
  shortly after the apparent moment of death! The regeneration oc-
  within range and/or the target of the debilitating attack. The Ne-
  curs when the character is completely dead, not just in a coma or 
  gation attack is a powerful, psionic type bio-manipulation bom-
  near death. As long as the body is not disintegrated, regeneration 
  bardment that confuses and blocks the parts of the brain that 
  will occur, even if dismembered and scattered. 
  control the super abilities, effectively making them temporarily in-
  The character's life force/essence is so powerful that it will 
  ert. This ability only affects so-called "super abilities" and is pow-
  not easily succumb to death. The moment the physical body dies 
  erless against psionics, magic, mechanical abilities or physical 
  training and skills. 
  283 
  Quentin Milton (Order #31246997)
  
  Being knocked out, or in tremendous pain, or forced to con­
  centrate on something else (like an all-out attack) will instantly 
  break the influence of the negation. Of course the character can 
  stop the Negation at any time. 
  Note: The power of Negation can be used on one specific in­
  dividual at a greater range, or to blanket an area that will negate 
  the super abilities of any superhuman within its radius of influ­
  ence. 
  Range: 1 20 feet (36.6 m) plus 1 0  feet (3 m) feet per level of 
  experience when focusing on one specific target. A blanket area 
  Negation can affect an area that is a 1 0  foot (3 m) radius per 
  level of experience. It can be cast up to 60 feet (1 8.3 m) away or 
  radiate from around the Negator. 
  Damage: Temporarily negates/stops/prevents super abilities. 
  Limitations: Ooes not affect psionics, magic, bionics, or 
  physical attributes/training or skills. Requires concentration and 
  focus. 
  Duration: While the Negator is concentrating and focused on 
  his target(s). 
  Attacks Per Melee: The superbeing must concentrate and 
  stay focused on the target of his Negation. This means he can 
  only perform two other actions/attacks per melee (defensive 
  moves not included), unless he drops the Negation attack. Simi­
  larly, skill performance is -25%. 
  Natural Combat Ability 
  By Aaron Oliver and Kevin Siembieda 
  A unique ability that enables the character to subconsciously 
  adapt and adjust his fighting style and capabilities to the situ­
  ation. He can face and use virtually any fighting style imaginable 
  (type of martial arts, boxing, wrestling, etc.) and within 1 5  sec­
  onds, adapt to fight on roughly the same level, using the same 
  techniques and moves. The superbeing can fight in the same 
  style as his opponent, enabling him to counter and strike effec­
  tively. Thus, if an opponent has expert hand to hand, the charac­
  ter with the Natural Combat Ability fights on roughly the same 
  level (with the bonuses listed below). Likewise, if he encounters a 
  Ninja or alien with an otherworldly style of martial arts, within one 
  melee round, the character will be fighting with a comparable 
  style (but not level of experience). This means he never needs to 
  take any course in hand to hand combat or even self defense, he 
  will simply know how to do these things whenever necessary 
  (when an opponent is a wimp or unskilled fighter, the superbeing 
  284 
  with this ability fights in a style roughly equivalent to Hand to 
  Hand Expert). 
  Additionally, the Natural Fighter instinctively and instantly 
  knows how to use most types of weapons, from swords to guns, 
  to energy weapons! He just picks it up and uses it without any 
  need for instruction or training. 
  Note: A character with this power can not learn any form of 
  Hand to Hand combat or martial arts skill (including boxing and 
  wrestling) nor any Weapon Proficiencies (W.P.). He doesn't feel 
  the need to do so, and is correct, he doesn't. 
  1 .  Natural Fighting Ability, Grace and Speed: The Natural 
  Fighter gets the following combat abilities and bonuses regard­
  less of the exact type of style of combat he is using. 
  +3 Attacks/actions per melee round at first level (five total, to 
  start). 
  + 1 additional attack at experience levels 2, 4, 6, 8, 1 0, 1 3, and 
  1 5. 
  + 1 on initiative at levels 1 ,  3, 4, 5, 7, 9, 1 1 ,  1 3  and 1 5. 
  +1 to disarm or entangle at levels 1 ,  3, 5, 7, 9, 1 1 ,  1 3  and 1 5. 
  +1 to pull punch at levels 1 ,  3, 4, 5, 6, 7, 9, 1 1 , 1 3  and 1 5. +1 
  to roll with impact, punch or fall at levels 1 ,  2, 4, 6, 8, 1 0, 1 3, and 
  1 5. 
  Automatic dodge ability; works like a parry in that the dodge is 
  a defensive maneuver that does not count as a melee action! 
  Back Flip: 72% plus 2% per level 
  Paired Weapons 
  Exceptional balance: 70% +2% per level of experience. 
  2. Damage from Hand to Hand Combat. 
  Punch does 1 06+2 damage. 
  Power Punch does 206 damage +2 per level of experience, 
  but counts as two melee actions. 
  Kick attack (ordinary) does 204 damage. 
  Karate-Style Kick does 206+2 damage. 
  Jump Kick: counts as two attacks, automatic Critical Strike. 
  Jump 1 0  feet (3 m) high by 1 5  feet (4.6 m) long; increase the 
  latter by 50% if the character has a running start. 
  Leap Attack (critical strike). 
  Head Butt does 1 06 damage. 
  Knockout/Stun on roll of 1 9-20. 
  Judo-Style Throw/Flip, victim takes 204 damage and loses in­
  itiative and one melee attack. 
  3. Other Abilities and Bonuses: 
  + 1 to save vs Horror Factor at experience levels 2, 4, 5, 6, 8, 
  9, 1 0, 1 3  and 1 5. 
  + 1 to save vs possession and mind control at levels 3, 6, 9, 
  1 2, and 1 5. 
  Can pick up and use any type of melee weapon (sword, 
  spear, club, ax, shuriken, bow and arrow, etc.), as well as mod­
  em firearms and energy weapons, and instinctively knows how to 
  use them (hOW to shoot, reload, clean, etc.)! However, all such 
  weapons are used with only a +2 to strike/shoot (aimed shot) and 
  parry. Rate of fire, when applicable like bow and arrow, is equal 
  to the character's number of attacks per melee round, plus one. 
  Negative Matter 
  Negative matter is different from both positive and negatively 
  charged matter (matter/anti-matter). Negative matter exerts a sort 
  of negative gravity that repels all forms of matter, both positive 
  and negative energy. Bodies of positive matter and negative mat­
  ter of the same weight will move away from each other because 
  of gravitational repulsion. Connecting the two will result in con­
  tinuous movement in the direction of the positive matter, because 
  Quentin Milton (Order #31246997)
  
  the negative matter will push away the positive. This reaction, in 
  turn, attracts the negative. This push-pull reaction is constant and 
  results in acceleration and movement. 
  A character with this power is able to charge his body with 
  negative matter. This results in the repulsion of positive matter 
  that is equal to or less than the character's body weight/mass. 
  Bullets and other projectiles cannot touch him and suddenly 
  swerve around him (01 -50) or ricochet back in the direction from 
  which they were fired (51 -00). This also means that punches and 
  kicks thrown in his direction are pushed back like a slingshot -
  the attacker swings at the character, but as his fist rushes near 
  his face or body, the momentum is turned against him and slings 
  his arm backward (may hit people standing behind or next to 
  him). 
  Negative matter only repels weight equal to or less than itself. 
  A negative matter character can affect an amount of weight equal 
  to his own body weight. This means people trying to approach 
  him are pushed away unless they weigh significantly more that 
  the negative character. Those who weigh less than the character 
  will find it absolutely impossible to approach or reach the person 
  as long as he is transformed into negative matter. 
  Any person (or object) that weighs as much as the negative 
  matter being or within 20 pounds (9 kg; more or less) is slowly 
  pushed away and cannot approach any closer than 3D4 feet. 
  People and objects that weight half as much as the character 
  are pushed away to about twenty feet (6.1 m) and cannot get any 
  closer. 
  All small, light objects fly away from the negative matter being 
  - repelled by the negative force. This means when such a char­
  acter enters a room, all light items within a 50 foot (1 5.2 m) ra­
  dius of the character will fly away from him/her with dangerous 
  results. Likewise, doors will fling open and tables and chairs will 
  skitter across the room. 
  Items weighing less than five pounds (2.3 kg) fly away at a 
  bullet-like speed up to 600 feet (1 83 m) and inflict random, 
  unaimed damage like a scatter shotgun blast. Items weighing six 
  to 1 5  pounds (2.7 to 7.3 kg) are flung about 300 feet (91 m). 
  Items weighing 20 to 50 pounds (9 to 22.6 kg) are flung about 
  1 00 feet (30.5 m). 
  Note: Only characters (or objects) who are 50 pounds (22.6 
  kg) or heavier can resist the force, but even they see their speed 
  reduced by half. Only characters who are 200 pounds (90 kg) 
  heavier or greater than the negative matter being are not affected 
  and can attack without restriction. The character also has no de­
  fense against energy attacks, magic or psionics. 
  As an offensive weapon, the character can tightly hold an 
  item like a knife or bullet and turn himself into negative matter. 
  This will make the knife want to fly away out of the character's 
  grasp. When the knife or bullet (marble, newspaper, dinner plate, 
  etc.) is released, it will shoot out of his hand and away from him 
  at extreme velocity. Items will do damage relative to their mass. 
  A newspaper, paper clip, plastic cup, rubber ball, computer disk, 
  pencil, pen, remote control and similar items will inflict no more 
  than one or two points of damage. A rock the size of a golf ball, 
  metal ball bearing, spike, dart, fork, butter knife, exacto-knife, 
  scalpel, bullet cartridge and similar items will inflict 2D6 damage. 
  A large item like an ax, sword, spear and so on will inflict their 
  normal damage +2D6 additional points. 
  Duration: The character can maintain his negative matter 
  form for 5 minutes per level of experience, with a maximum total 
  of one hour per day (24 hour period) per level of experience. 
  285 
  Plant Control 
  The character can direct, manipulate and grow plants at an 
  astounding level. 
  1 .  Animate and Control Plants. 
  Range: Area of 40 feet (1 2.2 m) +1 0 feet (3 m) per additional 
  level of experience, at distances up to 1 00 feet (30.5 m) plus 1 0  
  feet (3 m )  per level of experience away. 
  The character can mentally manipulate all plant life within a 40 
  foot (1 2.2 m) radius around him. Thus, he can cause any vines, 
  weeds, shrubs, or trees to trap and ensnare an animal, entangle 
  someone, or cover something. He can also manipulate the larger 
  plants to grab and hold something. Although the limbs of the 
  plants can be made to move and function like hands and arms, 
  they are still restricted by the fact that the plant is rooted in the 
  soil. 
  This control requires the full concentration of the character, 
  preventing him from taking other actions. 
  Notes on plants: Since the superbeing is likely to use this 
  ability to impede movement and to attack, here are some basic 
  statistics: 
  Weeds, grass, soft plants: S.D.C. 1 D6, inflicts no damage. 
  Heavy weeds, vines: A.A. 5, S.D.C. 2D6, damage 1 D6 per 
  melee, +2 to strike. 
  Bushes, shrubs, small trees: A.A. 6, S.D.C. 4D6 + 4, damage 
  from strangle is 2D6 per melee or 1 D4 damage for hitting or 
  whipping. 
  Average trees: A.A. 8, S.D.C. 4D6x1 0, damage is 2D4 per 
  each hit. 
  Large trees: A.A. 1 0, S.D.C. 6D6x1 0, damage is 4D6 per hit. 
  Maximum Attacks by a Plant Per Melee: Six. All attacks 
  must be within the character's line of vision. 
  Entanglement can be utilized within the entire radius of con­
  trol, even outside the line of vision. 
  2. Grow Plants: The character can grow most plants and 
  shrubs, from seed to maturity, in 1 D4 melee rounds (a minute or 
  less). Trees and large, tree-size plants grow at a rate of 8 feet 
  (2.4 m) per melee round, up to 200 feet (61 m) tall. 
  The growth is temporary, and the plants will retum to their 
  original, normal size within 20 minutes or at the character's com­
  mand. 
  3. Alter Wood: The character can alter the strength of wood 
  by increasing or decreasing its S.D.C. This applies to any kind of 
  wood item; doors, ladders, chairs, tables, an area of floor, club, 
  and so on. 
  Items at one foot (0.3 m) can have their S.D.C. increased or 
  reduced by 1 0. 
  Items 2-4 feet (.6 to 1 .2 m) can be increased or reduced by 30 
  S.D.C. 
  Items or areas of wood 5-1 0  feet (1 .5 to 3 m) can be in­
  creased or decreased by 1 00 S.D.C. 
  Wood items larger than this are limited to an increase or de-
  crease of 1 00 S.D.C. 
  Living woodltrees can be increased or decreased by 25%. 
  4. Wither Plants: 
  Range: 20 feet (6 m) away +10 feet (3 m) per level of experi­
  ence. 
  Area of Affect: 20 foot (6 m) radius. 
  Attacks Per Melee: Plants (not large bushes or trees) can be 
  withered once per melee - reduced to one Hit Point and vulner­
  able to frost, other conditions or additional damage that can kill it. 
  5. Other Abilities and Bonuses. 
  Quentin Milton (Order #31246997)
  
  Recognize and Identify Plants: 85% +1% per experience 
  level. 
  + 1 0% to climb trees or vines. 
  Add 1 D4x1 0 to SD.C. 
  Shapechanger 
  These masters of disguise can actually change all aspects of 
  their physical appearance: height, weight, hair, eyes, skin color, 
  features, etc. Voice imitation is not included, but a 1 5% bonus 
  can be applied to the imitate voices skill. Large extra append­
  ages, such as wings and extra limbs, cannot be imitated, how­
  ever, tails, horns, claws, fangs, etc., can all be grown. ALL 
  changes are REAL physical changes, not just clever make-up, 
  which means claws and fangs add to combat damage (use ani­
  mal abilities stats as guidelines). 
  A shapechanger can transform into any humanoid creature, 
  including great apes, but not lesser animals. 
  Size Limit: No smaller than 2 1 /2 feet (0.76 m) tall and no 
  larger than 1 2  feet (3.6 m) tall. No damage or dodge bonuses ap­
  ply when large or small; the eight attributes remain unchanged. 
  Other Bonuses and Abilities: 
  + 1 5% to imitate/impersonate voices. 
  + 1 5% to disguise skill. 
  +5% to streetwise skill. 
  Horror Factor may apply when a monstrous shape is taken, 
  but is rarely more than H.F. 1 0. 
  Shrink 
  The power to shrink blatantly defies the laws of physics, ena­
  bling the character to greatly reduce his size and mass. 
  First, players roll to determine the minimum size the character 
  can shrink down to. The superbeing has total control over his 
  shrinking power and can stop at any size not exceeding his mini­
  mum limitation. No, the character cannot reverse the process and 
  grow to giant-size. He can resume his normal size at any time. 
  Determining Maximum Reduction in Size 
  Roll 
  Natuaral Minimum Size 
  Prowl Ability 
  01 -24 
  Six inches (1 5 cm) 
  25-50 
  One inch (2.5 cm) 
  51 -75 
  1 /8 of an inch (3 mm) 
  55% 
  75% 
  90% 
  76-80 
  Minute speck 
  99% 
  In the last case, the character is about the size of the period at 
  the end of this sentence. 
  286 
  The prowl ability only applies when shrunken. If a prowl skill 
  is also chosen, add a 20% bonus to the character's prowl ability 
  when shrunk (except when 1 /8 of an inch or smaller; automat­
  ically 90% or 99% respectively). 
  All distances and speeds are reduced from feet or yards to 
  inches. 
  Determining Mass 
  Second, the player rolls to determine whether or not the char­
  acter's mass is altered when reduced. This determination is cru­
  cial in defining the character's powers. 
  Mass Table 
  01 -50 Mass is reduced with size. 
  51 -00 Mass is constant/unchanged. 
  1 .  Reduced Mass means that the superbeing's mass/weight 
  is reduced proportional to the size. Reduce the weight by 25% for 
  each 1 2  inches reduced. At six inches the weight is four ounces; 
  at one inch tall the weight is half an ounce; at one eighth of an 
  inch the weight is a mere fraction of an ounce, and smaller is vir­
  tually weightless. 
  Speed is converted from feet/yards/meters traveled per m­
  inute to inches per minute. Six inches tall: Spd x20 = How many 
  inches per minute can be run. One eighth of an inch: Spd x1 0 = 
  How many inches per minute can be run, and half that if smaller. 
  Physical strength is also reduced. Six inches tall: P.S. is one 
  half; One inch tall: P.S. is reduced to one third; at one eighth of 
  an inch, P.S. is reduced to one quarter, smaller and P.S. is a 
  mere three points. 
  S.D.C. & Hit Points: In all cases, S.D.C. is half when the 
  character shrinks even to his maximum miniaturization. Hit Points 
  are unchanged regardless of size, so the minuscule superbeing 
  is incredibly tough and durable for his size. 
  Bonuses: 
  +6 to dodge. Also see prowl, above. 
  Disadvantages: The tiny character is ... 
  -5 to strike large opponents. 
  -10 to parry large objects/opponents. 
  Other abilities of these tiny heroes include the ability to grab 
  onto an animal's fur, shoelaces, pants cuffs, leg hairs, etc., and 
  remain unnoticed. This tactic is often used to get a free ride, but 
  can also be used to hide, spy upon others and make surprise at­
  tacks. Likewise, they can hide inside a pocket, a fold in an article 
  of clothing or small container (briefcase, purse, jar, etc.). 
  At one inch or smaller, the superbeing can glide on air cur­
  rents/wind, under 8 mph (1 2.8 km), at a rate of ten feet (3 m) per 
  Quentin Milton (Order #31246997)
  
  melee (1 5 seconds). Stronger winds are dangerous, preventing 
  controlled gliding. Thus, there is a 01 -65% chance of being car­
  ried off in the opposite direction up to 1 06x1 00 yards/meters, as 
  well as a 01 -50% chance of being dashed into the ground, a wall, 
  or other object and taking 406 points of damage. Roll once every 
  minute to determine the effects of the wind current. 
  When one inch or smaller, stomping or striking down on the 
  tiny, but disproportionately strong and tough character, does 
  minimal damage, roughly one point of damage for every 1 06 (or 
  six) points of damage that would normally be inflicted. This is be­
  cause the attacker has difficulty with leverage, surface displace­
  ment of energy over a comparatively large area, and because the 
  tiny character will be pushed into grass, carpet, dirt, etc., all of 
  which cushion the force of the blow. 
  2. Constant Mass: Constant Mass is truly unique, for even 
  though the person shrinks to the size of a fly or dust particle, he 
  retains ALL his original weight/mass and physical strength! 
  Can you imagine the surprise when an opponent tries to grab 
  the tiny superbeing and can not, because he still weighs 1 80 Ibs 
  (81 kg)? Or an opponent tries to step on the little guy and is in­
  stead knocked down or tripped by him? 
  The character can hold doors closed or objects down by lean­
  ing his full weight against them. This also means the diminutive 
  character can try to hold doors or windows shut unseen - "It 
  must be jammed," and even punch people - the equivalent of 
  severely stubbing one's toe or bumping or banging into some­
  thing (normal punch damage, plus any P.S. bonuses). These are 
  the kinds of things this little titan can do despite his tiny size. 
  Speed is still reduced because of the character's tiny size. 
  Same as listed under reduced mass. 
  Physical Strength is unchanged. The tiny character does full 
  normal damage plus any P.S. attribute bonuses. Body blocks 
  and tripping directed at an opponent's feet, ankles and legs are 
  very effective, doing full damage plus a 01 -75% of being 
  tripped/knocked down (lose initiative and one melee action, plus 
  may be more vulnerable to the tiny superbeing's attacks. Ignoring 
  the conditions of leverage, the tiny character can throw knives, 
  bricks, objects, overturn tables and chairs, and so on. Range of 
  thrown objects is a maximum of 1 2  feet (3.6 m). 
  Wind has no effect on this miniature person; he's basically like 
  a tiny, but heavy stone. Of course this means he cannot glide on 
  wind currents or hitch rides on animals or in somebody's pocket 
  (weighs too much), however, he can hitch rides on vehicles such 
  as cars, trucks, trains, airplanes, etc. 
  Other abilities include leaps of up to 4 feet high and 4 feet 
  (1 .2 m) long. 
  +3 to dodge 
  Disadvantages: If larger than an inch, he suffers full damage 
  from attacks. If one inch or smaller, he takes half damage from 
  attacks, because the tiny superbeing is harder, heavier and less 
  resilient. Cannot hitch rides in pockets or on animals (too heavy). 
  Note: Regardless of mass and weight, at maximum miniaturi­
  zation, attackers will find the character is -6 to strike with a gun, 
  energy blast and most long-range weapons even at close quar­
  ters, -3 to strike with punch or hammering blunt attacks, and -4 to 
  strike with a kick or stomping attack (not to mention the tiny char­
  acter is +3 or +6 to dodge). 
  Slow Motion Control 
  The superbeing has the awesome ability to slow or distort time 
  for short periods within a limited range. Time itself will actually 
  slow within the area under his influence. The time distortion is not 
  permanent and time "snaps back" to normal within a few seconds 
  after the character has stopped using his power. Only the charac­
  ter who possesses this ability is unaffected within the area of ef­
  fect. 
  287 
  1 .  Slow Individuals and/or Vehicles: The superbeing can 
  slow up to two individuals or one vehicle (car, truck, etc.) per 
  level of experience, for 1 5  to 60 seconds; 1 04 melee rounds. Vic­
  tims of the time distortion feel as if they are weighted down and 
  cannot move quickly no matter how hard they try. None of those 
  affected have initiative, plus reduce all combat bonuses, attacks 
  per melee, and speed of the affected persons or vehicle by half. 
  Likewise, damage inflicted by slowed attackers is also half. 
  Range: Limited to a specific handful of targets up to 1 40 feet 
  (42.7 m) away, +5 feet (1 .5 m) per level of experience; or a 40 
  foot (12.2 m) radius area affect radiating around the superbeing. 
  Even in this latter case, the character can only slow two individu­
  als or one vehicle (car, truck, etc.) per level of experience, for 
  1 04 melee rounds. Thus, not everybody in the area of effect will 
  be affected - slowed. As usual, the character can mentally di­
  rect the power to slow specific targets. 
  Duration: 1 04 melee rounds; roll for each character or target 
  affected. 
  Saving Throw: None; the desired target is instantly affected. 
  Attacks Per Melee: This aspect of the power can only be 
  used once per melee round, but only counts as one melee attack, 
  so the character can take other actions or attack in other ways 
  during that same melee round. 
  Note: The character using the time distortion power is not af­
  fected by his own power. 
  2. Split-Second Slowing (Automatic Dodge): The ability to 
  slow time and speed for a split-second to allow the character to 
  determine the path of an adversary's attack (punch, kick, lunge, 
  trajectory of a bullet or thrown item, etc.), and sidestep it. This 
  character can even dodge a bullet or burst of bullets, energy 
  blast or thrown weapon, as long as he can see it and knows it's 
  coming. Roll to dodge with an additional +2 bonus. 
  An automatic dodge works like a parry in the sense that the 
  character can move or twist to dodge/avoid an attack without us­
  ing up a melee attack or action. Roll for each attempt to dodge. 
  Area Affected: Self; can try to dodge any and all attacks com­
  ing from within his line of sight, including peripheral vision (about 
  1 80 degrees). The superbeing can also try to dodge attacks from 
  behind which make noise (a screaming charge, whistling wind, 
  etc.), but without benefit of any dodge bonuses. 
  Duration: Takes a split-second. 
  Attacks Per Melee: None! The power is constantly in effect 
  (like the ability to hear) and the act of dodging, in this case, does 
  not use up any hand to hand attacks. However, if the character is 
  dodging multiple (3 or more) simultaneous attacks or attacks in 
  rapid succession, the +2 bonus does not apply and the character 
  will use up one melee action for every wave or burst attack he is 
  dodging, whether successful or not. 
  Bonus: Automatic dodge at +2, as noted previously. 
  3. Slow Metabolism: This ability allows the superbeing to 
  slow his or another willing or unconscious character's metabo­
  lism to extremely low levels. It can be used to simulate death, 
  slow bleeding, or slow the spread/effects of disease, or poi­
  son/toxin through the body; half damage and duration from tox­
  ins. Adds a bonus of + 1 to save vs poison/toxins/drugs and +1 0% 
  to save vs coma. 
  Area Affected: Self, or one other character no farther than 40 
  feet (12 .2 m) away. 
  Duration: As long as the superbeing desires and concen­
  trates. No other attacks or actions are possible while the charac­
  ter is concentrating to slow the metabolism of his own body or 
  another. 
  4. Mentally Control ClockslTimers - 85"10: The character 
  has the strange ability to mentally slow or stop the internal 
  Quentin Milton (Order #31246997)
  
  mechanisms of clocks, wristwatches, and all timepieces. Comes 
  in handy to prevent the detonation of a timer activated bomb, or 
  to throw off a time release lock on a bank vault. 
  Range: 1 00 feet (30.5 m) or by touch. 
  Area Affected: Up to four different clocksJtimepieces within 
  the specified range. 
  Duration: As long as the character desires and concentrates. 
  No other attacks/actions are possible while the character is con­
  centrating. The clock is slowed (as desired) or stopped com­
  pletely for the duration. At the duration's end, it resumes its 
  function as normal. 
  5. Slow Aging Process: This innate and ongoing process 
  slows the ravages of time on the superbeing's face and body. 
  The character will look and feel younger than he really is and 
  doubles the average life expectancy to about 1 50 years (at 50 he 
  or she will look to be 25, at 1 00 he or she looks 50). 
  Range: Self only. 
  Duration: Constant. 
  Bonus: A one time bonus of +6 to the Physical Beauty (P.B.) 
  attribute. Take note of attribute bonuses for the ability to impress 
  and charm. 
  6. Additional Bonuses: 
  Has an uncanny sense of time and is never late unless he 
  wants to be. Knows the day and time within 1 04 minutes without 
  having to refer to a timepiece. 
  +3 to save vs time altering powers, magic or effects from oth-
  ers, including kinetic energy attacks that slow things down. 
  Add one extra attack per melee round. 
  + 1 to initiative at levels 1 ,  5, and 1 0. 
  +1 to strike. 
  Sonic Power 
  The ability to manipulate and control aspects of sound. 
  1 .  Hear Wider Spectrum of Sound: Loudness or intensity of 
  loudness is measured in decibels. This superbeing can hear 
  even one decibel of sound at a great distance (1 000 feetl305 m). 
  Range: 1 000 feet (305 m) +1 00 feet (30.5 m) per level. 
  This enables him to: 
  Estimate the distance of the sound - 50% +6% per level. 
  Estimate speed of approach/departure - 40% +6% per level. 
  Recognize the type of sound - 50% + 1 0% per level. 
  Pinpoint the exact location of sound - 24% +6% per level 
  Can use sound to reduce the penalties for blindness, activity 
  in total darkness or fighting the invisible. Penalties for being blind 
  or fighting the unseen are reduced by half: -4 to strike, parry and 
  dodge while blind, instead of -8. 
  Guidelines for the Decibel Scale: 
  A 20 decibel sound is 1 0  times louder than a 10 decibel 
  sound; 30 decibels is 1 00 times louder; 40 decibels is 1 000 times 
  louder, etc. 
  One decibel: The smallest difference between sounds detect-
  able by the human ear. 
  1 0  decibels: A light whisper. 
  20 decibels: A quiet conversation. 
  30 decibels: A normal conversation. 
  40 decibels: Light traffic. 
  50 decibels: Loud conversation. 
  60 decibels: Shouting 
  70 decibels: Heavy traffic. 
  80 decibels: Loud noise, subways, rock concerts. 
  90 decibels: Very loud; thunder. 
  288 
  1 00 decibels: Jet plane take-off; temporarily deafening. 
  1 40 decibels: Extremely loud, painful, deafening. 
  Sound waves travel better and faster through solids and water 
  because of the denser molecules. Thus, the character can hear 
  clearly through walls by leaning his ear against the wall or floor. 
  Note: The range of all hearing abilities is reduced by half in 
  the city during the day, because the ambient noise makes it diffi­
  cult to focus on specific sounds. 
  2. Emit High-Pitched Whine: This ability enables the charac­
  ter to emit a high-pitched frequency or whine which will hurt, 
  deafen and distract all who fall prey to it. Victims are -6 on initia­
  tive, and -6 to strike, parry and dodge. Victims also take 1 06 
  points of damage each melee round (subtract damage from 
  S.D.C. first). The only defense is to plug the ears. Plugging ears 
  (both must be plugged) with fingers reduces damage and mi­
  nuses by half, but also prevents counterattacks that require the 
  use of the hands. Plugging ears with cotton, tissue or cloth re­
  duces the damage by half and penalties by one point. Ear plugs 
  will prevent any damage and reduce penalties to only -2. 
  Note: The sonic character must concentrate to maintain the 
  sound frequency and can not use any other sonic power simulta­
  neously. However, the character can engage in hand to hand 
  combat without penalty. 
  Range: 1 80 feet (54.6 m) +5 feet (1 .5 m) per experience level. 
  Area Affected: 30 foot (9 m) radius, with hero as focal point. 
  Damage: 1 06 per melee round. 
  Saving Throw: None; only save is to plug ears. 
  3. Sonic Boom or Blast: A narrowly focused blast or bolt of 
  concentrated sound waves that hits like a shotgun blast. 
  Range: 200 feet (61 m) +1 0 feet (3 m) per experience level. 
  Duration: Instant 
  Damage: 1 D4x1 0; +1 0 damage for any attacks underwater. 
  Attacks Per Melee: Each Sonic Blast counts as one melee 
  attack. 
  4. Sonar: This is the emitting of high-frequency sound waves 
  underwater which bounce off objects, retuming and indicating the 
  direction and distance of the reflecting objects. 
  Range: 400 feet (122 m) +1 00 feet (30.5 m) per level of expe-
  rience. 
  The ability Includes: 
  Interpreting shapes: 50% +8% per level of experience. 
  Estimating Distance: 60% +8% per level of experience. 
  Estimating Direction: 50% +8% per level of experience. 
  Estimating Exact Location: 34% +6% per level of experience. 
  5. Other Abilities and Bonuses: 
  +1 on initiative at levels 1 , 3, 5, 7, 9, 1 2  and 1 5. 
  + 1 to parry and dodge. 
  + 1 to strike. 
  Add 1 D4x1 0 S.D.C. 
  Sonic blasts/attacks do no damage. 
  Resistant to the effects of loud, damaging or otherwise dan­
  gerous levels of sound; half the penalties and damage. 
  Sonic Absorption & Reflection 
  By Aaron Oliver and Kevin Siembieda 
  This power allows the character to absorb sound waves 
  and/or redirect them. It will also enable the superbeing to absorb 
  sonic attacks of any form without harm. 
  1. Sonic Absorption. The superbeing can dampen any dan­
  gerous level of sonic energy, loud sound and the resulting shock­
  wave, and reduce them to a harmless, soft level (reduce them by 
  Quentin Milton (Order #31246997)
  
  up to 75%, while he himself is completely impervious to any dam­
  aging effects whatsoever). Thus, he can physically block and ab­
  sorb any sort of sonic blast or shockwave to protect others 
  without harm to himself - the sound shockwave stops with him. 
  Range: Self and up to a 10 foot (3 m) radius per level of expe­
  rience. 
  2. Reflect Sound. The character can "reflect" any type of 
  sound or sonic attack back at his attacker, or "deflecf it harm­
  lessly into the air (must be careful about what's above and 
  around him), or completely absorb it. He takes no damage or 
  penalties from reflecting, deflecting or absorbing the sonic blast. 
  If reflected or deflected, the sonic blast will be 1 0% less powerful; 
  reduce damage or effect accordingly. 
  The character can "absorb" the loudest or most dominant 
  sound to make it quieter (can reduce the sound level by 75%), or 
  "reflect" it back from whence it came; a sort of sound feedback. 
  This sound reflection creates an echo effect: the same sound or 
  talking, etc., that was made/said just a couple of seconds ago. 
  This ploy can make talking difficult and/or create confusion, as 
  well as frustration. 
  3. Sonar and Radar. 
  Range: 400 feet (122 m) plus 1 00 feet (30.5 m) per level of 
  experience. 
  The superbeing can gauge the distance, speed, approximate 
  trajectory and location of solid objects and people via reflected 
  and bouncing sound waves in all directions at once. On land this 
  is radar, underwater, this is sonar. This radar-like sense enables 
  the character to sense/know where things are and navigate in to­
  tal darkness, and makes him aware of movement all around him, 
  making surprise attacks from behind impossible when this sonic 
  sensing ability is on. Note: This Radar/Sonar sense can only be 
  used when the other abilities are not, which means he must tum 
  it on and off as necessary. Otherwise, it can be activated for one 
  hour at a time per level of experience, but is off when asleep or 
  unconscious. 
  The Radar and Sonar abilities provide the following: 
  Penalties for being blinded or being trapped in total darkness 
  are only -3 to strike, parry and dodge. 
  Interpreting Shapes: 50% plus 5% per level of experience. 
  Estimate Distance: 60% plus 3% per level of experience. 
  Estimate Direction: 50% plus 5% per level of experience. 
  Estimate approximate speed and trajectory of a particular 
  moving object or target: 50% plus 3% per level of experience. 
  Pinpoint Exact Location of something smaller than man­
  sized: 40% plus 3% per level of experience. 
  +1 to dodge. 
  Cannot be surprised by attacks from above or behind when 
  this ability is turned on. 
  4. Other Abilities and Bonuses: 
  Immune to the effects of loud, damaging or otherwise danger­
  ous levels of sound; cannot be hurt or deafened, even temporar­
  ily. 
  Sonic blasts/attacks do no damage. 
  The sense of hearing is about twice as good as a normal hu­
  man and can filter out any background noises to focus on one 
  particular sound or handful of sounds, i.e. a conversation. 
  Remembers and recognizes all kinds of sounds. Accurately 
  identifies sounds at 60% +2% per level of experience; roll for ex­
  otic, strange or uncommon sounds, not everyday, commonplace 
  sounds. 
  289 
  Sonic Flight 
  The power to fly at the speed of sound, Mach One. That's ap­
  proximately 700 mph (1 1 26 km/h), or about one mile (1 .6 km) 
  every five seconds and 1 1 .6 miles (1 8.6 km) per minute. The 
  sonic flight ability also gives the character superior vision, dexter­
  ity and reflexes. However, unlike the sonic speed power, the 
  thrust of this ability is flight and not overall speed. Thus, its bo­
  nuses are nowhere near as impressive as those with sonic 
  speeds. However, they do offer some other unique abilities. 
  Other Abilities and Bonuses 
  + 1 melee attack. 
  Add 3D4x1 0 S.D.C. 
  Add 1 04 to P.E. attribute. 
  +2 on initiative (applies at all times). 
  +1 to strike while in flight only. 
  +2 to parry while in flight only. 
  +6 to dodge while in flight only. 
  Sonic two-fisted punch (ram style) at 400 mph (643.6 km) or 
  greater inflicts 1 D4x1 0 damage to one's opponent and 306 to the 
  sonic character. Counts as two attacks. 
  Sonic flying body block/ram at 400 mph (640 km) or greater 
  does 2D4x1 0 damage, plus humanoid opponents weighing under 
  400 pounds (1 80 kg) are knocked off their feet and tumble for 
  206 yards/meters, and causes them to lose initiative and two me­
  lee attacks/actions. Note: Unfortunately, the speeding superbe­
  ing also takes 506 damage, himself, and the attack counts as 
  three melee actions/attacks. 
  Extraordinary vision ten times greater than a normal human's 
  (about equal to an eagle), which means a two foot (0.6 m) object 
  can be seen, with perfect clarity, two miles (3.2 km) away. 
  Nightvision - 1 000 feet (305 m). 
  Maximum Altitude: 45,000 feet (1 3,71 6 m). 
  Unaffected by thin air, high altitudes or G-force under 1 0. 
  Can hold his breath for five minutes +20 seconds per experi­
  ence level. 
  Resistant to cold (half damage), and can tolerate cold tem­
  peratures as low as freezing with no discomfort. 
  Can go from zero to 700 mph (1 1 26 kmlh) in four seconds 
  (the rough equivalent of one melee action) but such acceleration 
  causes a small sonic boom punctuating his departure (unwise for 
  steaHh). 
  Flying is quiet, other than a loud rush or dull whistle of the air 
  like a howling wind. Of course, a quick take-off will cause a sonic 
  boom. However, gliding or flying under 1 00 mph (1 60 km) is si­
  lent. 
  Can stop quickly, make sharp turns and hover at will. 
  Note: The act of taking off and stopping or landing each 
  counts as one melee action. 
  Sonic Speed 
  The power to run at supersonic speeds. This means the char­
  acter can run at the speed of sound, Mach One, or approximately 
  700 mph (1 1 26 km/h). That is roughly one mile (1 .6 km) every 
  five seconds and 1 1 .6 miles (1 8.6 km) per minute. 
  In addition to running at incredible speed, the character has 
  sharper vision, quicker reactions and greater dexterity than nor­
  mal humans. Despite what one might think, superspeed in hand 
  to hand combat requires a comparatively slower, more meas­
  ured, and controlled pace, but the results are still devastating. 
  Quentin Milton (Order #31246997)
  
  Other Abilities and Bonuses: 
  + 1 melee attack/action per round ( 1 5  seconds) at levels 1 ,  3, 
  6, 9 and 1 2. 
  Add 4D4x1 0 to S.D.C. 
  Add 1 D6 to P.E. attribute. 
  +6 on initiative. 
  + 1 to strike. 
  +3 to parry. 
  +4 to automatic dodge against hand to hand combat and 
  combat using melee weapons (sword, axe, club, etc.). An Auto­
  matic Dodge means the act of dodging does not use up a melee 
  attack or action. 
  Dodging bullets, energy blasts, projectiles and thrown objects 
  can be attempted, but without benefit of any dodge bonuses; un­
  modified dice roll only (it's difficult even for a super-fast character 
  to dodge these fast moving, long-range and often silent, or quiet, 
  attacks). 
  +6 to roll with punch, fall or impact. 
  + 1 to pull punch at levels 1 ,  3, 4, 5, 7, 9, 1 1 ,  and 1 4. 
  Normal Punch - 1 D6 damage. 
  Fast Punch or Kick - 2D6 
  Super-Fast Punch - 4D6 damage. 
  Super-Fast Kick - 5D6 damage. 
  Super-Fast "Power" Punch or Kick - 1 D6x1 0, but counts ae 
  two attacks. 
  Body block/ram at 400 mph (640 km) or greater does 2D4x1 0 
  damage, plus humanoid opponents weighing under 400 pounds 
  (180 kg) are knocked off their feet and tumble for 2D6 yards/me­
  ters, and causes them to lose initiative and two melee attacks/ac­
  tions. Note: Unfortunately, the speeding superbeing also takes 
  5D6 damage, himself, and the attack counts as three melee ac­
  tions/attacks. 
  Leaping Ability (with a running start) - 60 feet (1 8.3 m) high 
  or 1 00 feet (30.5 m) lengthwise. 
  Swimming Ability (applicable only if the swim skill is known): 
  Maximum speed is 300 mph (258 knots); can dive 300 feet (91 .5 
  m) and has a maximum depth tolerance of 350 feet (1 07 m). 
  Can go from zero to 700 mph (1 1 26 kmlh) in four seconds 
  (roughly one melee action) but such acceleration causes a small 
  sonic boom punctuating his departure (unwise for stealth). 
  Running at superspeed is relatively quiet compared to the 
  roar of a jet engine or race car, but the patter of feet on the 
  ground and the air displacement makes a loud sound of rushing 
  air like the roar of hurricane or tornado winds. Furthermore, a 
  quick take off creates a sonic boom. The wind caused by the su­
  perspeed will also whip up clouds of dust and send paper and 
  similar light items whirling in the air as the character runs by or 
  comes to a sudden stop. Running under 1 00 mph (1 60 km) is 
  considered quiet; a soft wind sound. 
  Can stop on a dime and make sharp turns. 
  Superior vision about five times better than normal humans, 
  which means an 1 8  inch sign can be read a mile away. 
  Nightvision - 500 feet (1 52.4 m). 
  Note: The acts of taking off and stopping each count as one 
  melee action. 
  --:------,--- - 1'\  
  � 
  �------- �- - - ------------
  • 
  290 
  Quentin Milton (Order #31246997)
  
  Spin at High Velocity 
  This superbeing has the ability to spin himself, like a top, at in­
  credible speeds. 
  1 .  Spin Self At High Velocity: The character can spin himseH 
  at high velocity, but no ground friction is caused because the 
  character is actually riding on a small cushion of air. 
  Spinning Speed: 220 mph (353 km), plus 20 mph (32 km) 
  per level of experience. 
  Traveling/running Speed: 1 00 mph (1 60 km), plus 1 0  mph 
  (16 km) per level of experience. 
  2. Deflect Projectiles and Gas Attacks While Spinning: 
  While spinning, the character is impervious to bullets, thrown 
  weapons (knives, shurikens, arrows, etc.), and all gas attacks. 
  Any projectiles or gases are blown off course by the high velocity 
  winds caused by the superbeing's spinning ability. There is a 01-
  30% chance of a projectile or gas attack meant for the superhu­
  man being deflected and hitting a comrade or an innocent 
  bystander. Psionics, magic, and energy attacks are not deflected 
  and do full damage. Range: Self; Duration: Constant while spin­
  ning. 
  3. Create and Control Mini-Tornados: The superbeing cre­
  ates the tiny tomadoes by spinning in one spot for one melee 
  round (15 seconds), stopping, and sending the swirling wind for­
  ward towards a target. The direction and movement of the tor­
  nado can be controlled while the creator concentrates on it, but 
  he cannot perform any other melee actions/attacks if he is direct­
  ing the mini-tornado - each attack of the tornado counts as one 
  of his. However, he can still parry and dodge attacks directed at 
  him without losing control of the mini-tornado. Any retaliatory at­
  tacks must come from the twister. 
  Range: 1 00 feet (30.5 m) plus 20 feet (6 m) per level of expe-
  rience. 
  Duration: One full melee (1 5 seconds). 
  Attacks Per Melee: The creation of a mini-tornado uses up all 
  but one attack in an entire melee round. It then exists for one 
  subsequent melee round (1 5 seconds) after its creation. Each at­
  tack of the twister in that subsequent melee round counts as one 
  of its creator's attacks. 
  Damage: One mini-tornado is strong enough to pick up, hurl, 
  or knock down a man or as much as 300 Ibs (135 kg) - this 
  amount is doubled at levels 5 and 1 0. 
  Anyone caught by a mini-twister is completely helpless while 
  in the tornado (no attacks, not even mental or magic ones). 
  When the tornado stops/disappears the individual is dropped to 
  the ground and is dizzy and disoriented for 1 04 melee rounds (-2 
  on initiative, -2 to strike, parry, and dodge and speed is haH; poor 
  balance - legs are wobbly). Physical damage is a mere 1 04. A 
  character is "caughf by the twister if touched by it or comes 
  within five feet (1 .5 m) of it. In this capacity, the mini-tornado is 
  an area affect attack that snatches up and incapacitates every­
  body around it within the five foot (1 .5 m) radius. 
  Or the tornado can be used to strike somebody, actually pick­
  ing them up and slamming or hurling them into a wall, the ground 
  or other solid object. Does 606 damage and the victim loses in­
  itiative and one melee action! This is an instant attack and counts 
  as one melee attack/action. 
  4. Fling Fusillade of Small Debris While Spinning: This 
  power enables the character to use his spinning vortex to pick up 
  and hurl pebbles, sand, dirt, dust, paper and garbage. Unfortu­
  nately, this ability does not allow for accurate aiming or selective 
  targeting. Both friends and foes will be peppered by the flying de­
  bris and tiny particles. Characters without a protective face cover­
  ing (eyes, nose and mouth) will have difficulty seeing or 
  speaking, because the particles fly in their eyes, nose and mouth. 
  291 
  Range: 1 00 feet (30.5 m) away, affects a 20 foot (6 m) radius. 
  Damage: 1 06 and temporarily obscures vision: Victims are -4 
  on initiative and -4 to strike, parry and dodge. 
  Attacks Per Melee: The spinning debris cloud uses all the 
  melee attacks of its creator and must be mentally sustained for 
  the entire melee round. 
  Bonus: Affects all in the radius of its influence. 
  5. Tunneling Ability: The superbeing has the ability to tunnel 
  through soft earth or sand by spinning at high speeds, like a drill. 
  The friction caused by the character's passage superheats and 
  tightly packs the sides of the tunnel preventing an accidental col­
  lapse. The tunnel's height will be the same as the character's 
  height. For every 1 0  feet (3 m) of tunneling, the character has a 
  01 -30% chance of striking a large rock/boulder, tree roots, metal 
  piping, and/or chunks of concrete causing 306 damage to him­
  self as he punches through it or spins around it after the initial im­
  pact. 
  Range: SeH; 1 0  foot (3 m) length of tunnel per level of experi­
  ence per melee round (1 5 seconds). 
  6. Spinning Airborne Leaps: The character can create 
  enough velocity to take off into the air and leaplfling himself 1 0  
  feet (3 m )  per level of experience into the air and 20 feet ( 6  m) 
  per level of experience lengthwise. With practice, the height and 
  distance can be controlled as the spinner desires. 
  7. 360 Degree Vision While Spinning: While spinning, the 
  character cannot be surprised from behind or by most close­
  range ground attacks, but can be surprised from above. Even 
  when spinning at maximum speed, the character has an excel­
  lent sense of direction and speed, and can effectively see in all 
  directions on the ground; normal range of vision as limited by 
  one's surroundings. 
  Range: SeH; equal to normal vision. 
  Duration: Constant, while spinning. 
  8. Other Abilities and Bonuses: 
  Can rise straight up into the air and hover there while spin­
  ning; 1 0  feet (3 m) per level of experience. 
  Can spin and create a cushion of air to stop himself from fail­
  ing and to land softly, without harm. Needs at least two seconds 
  of falling time, so this tends to be ineffective on falls less than 80 
  feet (24.4 m); counts as one melee action. 
  Excellent sense of balance: 84% +1 per level of experience. 
  Excellent sense of speed & direction: 80% +1 per level. 
  +3 on initiative (applicable at all times). 
  + 1 extra attack per melee round. 
  + 1 to strike. 
  +1 to parry. 
  +3 to dodge. 
  +6 to inflict damage from punches, kicks, and body blocks 
  while spinning only. This is in addition to normal damage, P.S. 
  bonuses and/or hand-held weapons. 
  +2 to save vs impact, punch or fall. 
  + 1 to pull punch. 
  + 1 06 to P .E. attribute. 
  +25 to S.D.C. 
  Stretching (elasticity) 
  This is a very interesting power because it has several, 
  uniquely different, applications. The super ability makes the char­
  acter's body super-elastic and malleable, enabling him to distort 
  and elongate limbs or the entire body. 
  Quentin Milton (Order #31246997)
  
  1 .  Stretching Body Appendages: The most notable plus to 
  this aspect of the ability is the vastly increased range of reach, 
  i.e. the character could stretch his body 1 50 feet (45.7 m) and his 
  arms an additional 20 feet (6.1 m) to punch or grab somebody (or 
  thing) up to 1 70 feet (51 .8 m) away! 
  Neck: 1 5  feet (4.6 m) 
  Finger(s): 5 feet each (1 .5 m) 
  Arm(s): 20 feet each (6.1 m) 
  Leg(s): 40 feet each (1 2.2 m) 
  Body (maximum length): 1 50 feet (45.7 m) 
  Nose, ears, toes, only one foot (0.3 m). 
  2. Stretching Contortions: Use of the superhumanly elastic 
  body to twist and contort into strange, but helpful, shapes. 
  Flatten the entire body to as little as two inches thick, but like 
  dough flattened by a rolling pin. The body's mass is pushed and 
  spread out to about four feet for every 60 Ibs (27 kg) of normal 
  weight. A flattened character can slowly glide on the wind like a 
  big tarp, drop himself on top of one or more opponents to frighten 
  and/or cover them (not really a wrapping or entangling attack as 
  it is an obscuring one; those covered are -2 on initiative, cannot 
  see beyond the large, flat ''thing" covering them and lose 1 D4 
  melee actions pushing or pulling free). A flattened character is 
  also more difficult to see if flattened against a wall or floor (+1 0% 
  to the prowl skill; otherwise a base 50% ability to hide unnoticed, 
  + 1 5% in the dark). This latter tactic can be used to lay in wait and 
  then grab or ensnare 1 -4 people when they step onto or in front 
  of the flattened being. Opponents suffer the same penalties and 
  lost time to escape as when the elastic character drops on top of 
  somebody. 
  Flattening or allowing oneself to be flattened (i.e. run over by a 
  tank or steamroller) will reduce damage from being run over by 
  heavy vehicles or large, heavy falling objects (i.e. the side of a 
  building) to a comparatively tiny 5% of the normal damage for 
  that incident. 
  A flattened character may also be able to slide under some 
  doors or through large cracks. 
  Condensed ball. Condense the entire body into a compact 
  ball of one and a half feetl1 8 inches (0.45 m). In this condensed 
  state, the elastic character can better hide ("nothing here but a 
  ball;" +1 0% to the prowl skill; otherwise a base 45% ability to hide 
  unnoticed, +1 0% in the dark). As a ball, he can slowly roll or 
  bounce, and is +2 to dodge in this state, but speed is half that of 
  the character's normal running speed. 
  Escape Artistl The elastic superbeing can squeeze into (and 
  out of) containers and enclosures too small or narrow for normal 
  humans his size; he can fit into an area as small as a duffle bag 
  292 
  or beach ball. He can also easily squeeze through bars or pipes 
  as narrow as three inches apart or four inches in circumference. 
  This absolute elasticity and (somewhat limited) malleability also 
  enables the character to contort out of straight jackets, ropes, 
  handcuffs and most conventional means of restraint and confine­
  ment equal to a natural escape artist skill with a base proficiency 
  of 60% +3% per level of experience. 
  Entangle/rope the entire body of an opponent. Wraps his 
  stretched arms (and/or body and legs) around an opponent to 
  completely tie and restrain him as if he were wrapped up, neck to 
  ankles, in rope, chains or cloth. The victim of this restrictive at­
  tack cannot move or physically attack (arms and legs are held 
  tight). Furthermore, the tightly bound prisoner has no leverage 
  and the elastic body wrapping is typically done in two or three 
  overlapping layers, meaning the trapped victim needs a com­
  bined P.S. that is four times greater than his captor's (the elastic 
  Character). Even if he or she and several allies have the com­
  bined strength to pull him free, it will take 1 D4 +1 melee rounds 
  per level of the elastic superbeing's experience to get completely 
  untangled (remember the elastic character will be flexing his 
  muscles and reSisting any attempts at escape). Note: If the vic­
  tim(s) mouth is not covered he can cast spells, talk or shout, and 
  eye beams or pSionic powers can always be used. As many as 
  six people can be tied together in this unusual fashion, but the 
  combined P.S. needed to get free is reduced to two times the 
  captor's P.S. if 3-6 people are so bound. 
  3. Bounceability: The character can puff himself up like a 
  balloon and bounce. In this form, punches, kicks, collisions, ex­
  plosive force and falls do no damage. The height of a self-initi­
  ated bounce from ground level is about six feet (1 .8 m), double to 
  triple if deliberately struck or pushed by a powerful superhuman, 
  explosive force or speeding vehicle. Propelling himself with his 
  elongated arms and bouncing will triple his normal speed! 
  4. Special Maneuvers: Trick moves using the elastic body. 
  Gliding is possible by flattening one's arms and/or legs, or 
  body, to catch the wind to float on air currents. Average gliding 
  speed is 8 mph (1 2 km) and requires a wind of at least 1 0  mph 
  (16 km). The maximum speed possible if dropped from an air­
  plane or great height (3000 ftl914 m or higher) is 20 mph (32 
  km). 
  The old rope trick. The elastic character uses his arm, body 
  or arms and body as a lasso to snare an opponent like a lariat. 
  This lasso attack does not entangle the entire body, but las­
  soes/grabs one limb or the upper torso, possibly pinning both 
  arms to the body. Counts as one melee action/attack. 
  The squeeze play is a variation on the rope trick in which the 
  snared and entangled opponent is squeezed as the character 
  Quentin Milton (Order #31246997)
  
  contracts his body. This can also be done when a victim is com­
  pletely entrapped. Yes, this can kill, but good aligned characters 
  will never use this ability to torture or kill, only to restrain and sub­
  due. Damage is 1 04 per each ·squeezing action,- each of which 
  counts as one melee attack. 
  5. Other Abilities and Bonuses: 
  Add 204x1 0 S.O.C. 
  Add 1 06 to P.E. attribute. 
  +1 to strike. 
  +2 to parry and dodge. 
  +6 to roll with punch, fall or impact. 
  Projectiles, such as bullets, arrows, and thrown objects, as 
  well as punches and kicks, all do half damage. 
  Energy, fire, and heat attacks, psionics and magic do full 
  damage. 
  Horror Factor (optional): 1 0  when stretching. 
  Super-Energy Expulsion 
  By Aaron Oliver, Kevin Siembieda and Jonathan Breese 
  This power is very similar to the minor energy expulsion pow­
  ers, but is more powerful and varied, and grants additional bo­
  nuses not included with the minor powers. 
  1 .  Energy Expulsion: The player must choose what type of 
  energy his character can unleash: Energy, Light, Electricity, Fire, 
  or Sound. The exact nature of the blast depends on the specific 
  type of energy chosen, but the effects and force unleashed are 
  similar. The damage from these blasts can be controlled in incre­
  ments of 1 06, or the hero can choose to fire a mini-blast, doing 
  only one point of damage. Thus, a fourth level character can un­
  leash a blast that does as little as one point of damage to 1 06 or 
  206 damage, etc., or a full power blast of 706! Only the Super­
  Blast cannot be reduced, it always does maximum damage. 
  Range: 600 feet (1 83 m) plus 20 feet per level of experience. 
  Damage: Normal blast: 306 plus 1 06 per level of experience. 
  Super-Blast: 1 D6x1 0+1 D6 per level of experience (+30 
  damage points for characters 6th level and higher), but must be 
  done as the first attack of a melee round and uses up all but one 
  of the character's attacks/actions for that round. 
  Duration: Instant 
  Attacks per Melee: Each normal blast counts as one hand to 
  hand attack. Divided attacks are the same as described under 
  the Minor ability of Energy Expulsion: Energy. 
  Bonuses: +3 for an aimed shot, + 1 for shooting wild. 
  2. Absorb, Channel and Fire Any Type of Energyl The su­
  perbeing can momentarily absorb massive amounts of energy 
  (the equivalent of something that would inflict 80 points of dam­
  age or more), channel it through his body (stopping the energy 
  from spreading or zapping out uncontrolled, or from overloading 
  and exploding), and unleash that energy as powerful blasts. This 
  means by standing in a blazing inferno, the character can un­
  leash blasts of fire; by tapping into a generator or grabbing live 
  electrical wires, he can fire electrical blasts; by taking a mega­
  powerful laser blast he can in turn, fire (in this case, one) a laser 
  blast back; and so on. The ability to fire a different type of energy 
  than usual is limited to how long the character is exposed to the 
  high amounts of energy he is channeling. 
  Range: 600 feet (183 m) plus 20 feet per level of experience. 
  Damage: Same as number one, above. 
  Duration: Instant 
  Attacks per Melee: Each normal blast counts as one hand to 
  hand attack. 
  Bonuses: +3 for an aimed shot, +1 for shooting wild. 
  293 
  Deadly Limitation: Every melee round that the superbeing 
  absorbs and channels this powerful and deadly energy, he suf­
  fers 206 points of damage direct to Hit Points. Thus, if he taps 
  this energy for too long a period, he could die. 
  Note: This power can also be used to stop and redirect en­
  ergy that might otherwise overload and explode, or cause tre­
  mendous damage all around the energy source as the energy 
  flows unchecked. This is done by absorbing the energy and un­
  leashing it as an energy blast (one for every melee action avail­
  able to the character) into the air or someplace safe. It is a tactic 
  that can be used to buy precious seconds to save lives and/or 
  buy enough time to turn the energy source off. 
  3. Aura Effect: Rather than fire an energy bolt, the superbe­
  ing can unleash the energy as a spherical "flash- of energy that 
  hits everybody and everything around him, within ten feet (3 m). 
  Usually, some sort of residue will be left from the burst, such as 
  wisps of mist, smoke, ash or frost. 
  Range: 1 0  feet (3 m). 
  Damage: 1 06 + 1 per level of experience; plus there is a 01 -
  60% chance that those exposed to the energy flash are tempo­
  rarily blinded for 306 seconds (up to one melee round; -8 on all 
  combat maneuvers while blinded). 
  Duration: A few seconds; counts as two melee actions. 
  Bonuses: Automatically hits everything within range. 
  4. Ricochet Blast: The character can ricochet or bounce his 
  energy blast off of objects to hit a target. For each ricochet, there 
  is a -1 to strike and a - 1 06 to the damage. A ricochet shot can 
  only be done as many times as the character has dice of dam­
  age; i.e. a character with 406 Energy Expulsion: Fire could rico­
  chet three times and still do 1 06 damage to the target when it 
  finally hits. If a shot is ricocheted so that is hits an enemy from 
  behind, then the enemy is at a -4 to dodge (unless he has radar, 
  then no penalty applies). 
  Each ricochet does 1 06 damage to the object from which it 
  was ricocheted. Shots can be ricocheted off of a person, but the 
  character must make a strike roll and it adds a -2 to strike instead 
  of the normal -1 . The same is true of ricocheting the blast off any 
  object smaller than man-sized. Thus, it's best to ricochet a blast 
  off large objects such as walls, doors, desks, automobiles, lamp 
  posts, etc. 
  5. Other Abilities and Bonuses: 
  The character is impervious to (no damage from) the energy 
  that is the same as the type he normally expels. 
  The character only takes half damage from all other forms of 
  energy, including sonic blasts/sonic shock waves, fire, heat and 
  radiation. 
  The superbeing can cause his eyes, hands, or similar parts to 
  glow, providing up to 60 watts of light, the equivalent of a desk 
  lamp. 
  Supernatural Strength 
  The character possesses supernatural strength, incredible 
  raw physical strength that is even more than superhuman. Note: 
  Most supernatural beings (vampires, demons, gods, etc.) will 
  possess supernatural strength. Many demigods, godlings, spirits, 
  and lesser supernatural beings are more likely to possess only 
  superhuman P.S. 
  Bonuses: Add 30 +206 points to the regular P.S. attribute 
  roll. Note that physical skills do not add to supematural P.S., but 
  certain super abilities may. 
  Can carry 300 times his P.S. in pounds and can lift 500 times! 
  Fatigues at one tenth the rate of normal humans. 
  +2 to pull punch. 
  Quentin Milton (Order #31246997)
  
  Supernatural P.S. Damage Table 
  Note: Add the usual P.S. attribute damage bonus to the dam­
  age noted below. The damage bonus can be left off if the charac­
  ter is trying to pull his punch or the attack is only a slap. Also, 
  unless stated otherwise, a bite or head butt will inflict half the nor­
  mal punch damage (with no P.S. damage bonus). 
  P.S. 15 or less: Inflicts 1 D4 S.D.C. on a restrained punch, 
  2D4 on a full strength punch, or 3D6 S.D.C. on a power punch 
  (counts as two melee attacks). 
  P.S. 16 to 20: Inflicts 1 D6 S.D.C. on a restrained punch, 2D6 
  on a full strength punch, or 4D6 on a power punch (counts as two 
  melee attacks). 
  P.S. 21 to 25: Inflicts 2D4 S.D.C. on a restrained punch, 3D6 
  on a full strength punch, and 6D6 with a power punch (counts as 
  two melee attacks). 
  P.S. 26 to 30: Inflicts 2D6 S.D.C. on a restrained punch, 4D6 
  on a full strength punch, or 1 D4x1 0  on a power punch (counts as 
  two melee attacks). 
  P.S. 31 to 35: Inflicts 2D6+2 S.D.C. on a restrained punch, 
  5D6 on a full strength punch, or 1 D6x1 0 on a power punch 
  (counts as two melee attacks). 
  P.S. 36 to 40: Inflicts 3D6 S.D.C. on a restrained punch, 6D6 
  on a full strength punch, or 2D4x1 0 on a power punch (counts as 
  two melee attacks). 
  P.S. 41 to 50: Inflicts 4D6 S.D.C. on a restrained punch, 
  1 D6x1 0 on a full strength punch, or 2D6x1 0 on a power punch 
  (counts as two melee attacks) 
  P.S. 51 to 70: Inflicts 5D6 S.D.C. on a restrained punch, 
  2D4x1 0 on a full strength punch, or 3D6x1 0 on a power punch 
  (counts as two melee attacks). 
  Mega-Damage (RiftS®) Note: Characters with supernatural 
  P.S. automatically inflict Mega-Damage. See RiftS® Conversion 
  Book One, page 26, or Coalition War Campaign and select 
  other RiftS® titles for the Mega-Damage table. Applicable only in 
  an M.D.C. settting. 
  294 
  Supernatural Damage and Hand Weapons: When wielding 
  a melee weapon, such as swords, clubs and knives, a supernatu­
  ral being inflicts the weapon damage plus P.S. damage as de­
  scribed in the previous table. 
  Optional Rule: Normal weapons are in danger of breaking 
  when wielded by somebody with supernatural strength. A good 
  rule of thumb is to assume a weapon is in danger of breaking 
  whenever total damage inflicted exceeds more than three times 
  the weapon's maximum base damage capability. For example, in 
  the case of a 2D6 sword, inflicting more than 36 points of dam­
  age in a single attack might break it. Every time that amount of 
  damage is inflicted, there is a 01 -25% chance that the weapon 
  will break. Heavy, sturdy weapons, and very well-crafted blades 
  (a master smith's Katana, for example) can withstand 1 0  times 
  their natural damage capacity (i.e. a 2D6 sword can withstand 
  1 20 damage); the odds of their breaking, even when used by 
  somebody with supernatural P.S., are slim. Magical weapons 
  and artifacts are generally indestructible and are at no risk of 
  breaking. 
  Tentacles 
  By Aaron Oliver and Kevin Siembieda 
  A superbeing with this power has the ability to create long, 
  tough tentacles from his body, usually the hair, arms or from the 
  torso area around the arms. These tentacles are under the com­
  plete control of the hero and work like an extra pair of arms or 
  prehensile tails. 
  1 .  Tentacle Abilities: 
  Length: 6 feet (2 m) plus one foot (0.3 m) per each level of 
  experience after level one. 
  Width: 1 -6 inches in diameter (the character decides). 
  Number of Tentacles: The superbeing can create and use 
  one pair (two tentacles) per level of experience. He can elect to 
  make a few or as many pairs of tentacles at a time as he desires. 
  Tentacle P.S.: Half the character's normal P.S. per tentacle, 
  so if the character had a P.S. of 1 5, each tentacle would have a 
  P.S. of 8 (round up). 
  Tentacle S.D.C.: 50; if a tentacle is severed or destroyed 
  (loses all S.D.C.), the character suffers 3D6 damage from his 
  normal S.D.C.lHit Point reserve, loses that one tentacle plus the 
  extra melee attack provided by the pair. This tentacle cannot be 
  recreated for 2D6 hours. 
  Damage: When a tentacle is used to strike (punch or whip), it 
  inflicts 1 D6 damage per tentacle used. Several tentacles can be 
  made to strike the same target simultaneously to inflict a dra­
  matic amount of damage, however, roll to strike for each pair. A 
  miss means both tentacles in the pair miss and do no damage to 
  the intended target. A successful roll to strike means both in the 
  pair hit and do cumulative damage (each tentacle that hits does 
  1 D6 damage, so a pair does 2D6 damage, two pair 4D6 damage, 
  and so on). 
  Combat Notes: Each pair of tentacles provides one additional 
  attack per melee round, in addition to the character's normal 
  number of attacks. For example, if the character normally has six 
  attacks per round, but makes three pairs of tentacles, he now has 
  nine attack per round! For each pair of tentacles used to hold or 
  perform some other action (hold a prisoner, carry a package, 
  climb, etc.), the extra attack available to it becomes an "action" 
  that is in use and does not count toward an actual attack. 
  The tentacles are roughly equivalent to prehensile tails. They 
  can pick up objects, support the character above the ground, 
  grab, pin or tie up an opponent, and even hold and use (with lim­
  ited ability) melee weapons (clubs, swords, etc.), but strike and 
  parry without benefit of the character's usual bonuses (unmodi­
  fied dice rolls only). They cannot fire guns. 
  Quentin Milton (Order #31246997)
  
  For a victim to pry lose of an entangling tentacle, the com­
  bined P .5. (if more than one person is trying to pry the tentacle 
  loose) must be two points higher than the tentacle. If a pair of 
  tentacles is entangling and holding a victim, the combined P.S. 
  must be four points higher than the combined P .5. of the two ten­
  tacles. For example, if the two tentacles holding a victim have a 
  P.S. of 1 4  each, the combined P.S. necessary to pry both inter­
  woven tentacles apart and free the captive is a P .5. of 32 
  (14+1 4+4). 
  Tentacles can form back into the person's normal skin or hair 
  and become completely unnoticeable. Tentacle S.D.C. heals 
  three times faster than normal. 
  Teleport 
  The superbeing can instantly transport himself from one loca-
  tion to another in the blink of an eye. 
  Weight Limitation: Self and an additional 1 000 Ibs (450 kg). 
  Number of Teleports per Melee Round: Roll on percentile: 
  01 -33 Once per round. In this case, the act of teleporting does 
  not use an existing melee action/attack, but counts as an extra 
  action whenever it is used (Le. normally has five melee attacks, 
  so can make five attack plus teleport as a 6th action). 
  34-66 Twice per round. Each teleportation counts as one me­
  lee attack. 
  67-00 As often as four times per round (1 5 minutes). Each 
  teleportation counts as one melee attack. 
  Chances for a Successful Teleport: While teleportation can 
  be very handy, it can also be extremely dangerous, especially if 
  the area one is teleporting to is unknown to him. 
  Teleporting to a familiar location, or one that is clearly visible 
  from one's starting point: 99%; -6% if 'porting to a place seen live 
  via television or similar actual time transmission. 
  A place seen only a few times (2-6 times before): 88%. 
  A place seen only once: 50% + 1 % per experience level. 
  A place never seen, but described in detail: 38%. 
  A totally unknown place: 1 2%. 
  Results of an Unsuccessful Teleport 
  01 -60 Totally wrong place. No idea of present location; 3D4 
  miles beyond the normal range. 
  61 -85 Teleports 300 feet (91 m) above ground level. The en­
  suing fall does 1 D6 damage for every 30 feet (9 m) of height; 
  that's 1 D6x1 0 damage from maximum height. 
  86-00 Teleports into an object; instant death. 
  Range: Maximum distance of five miles (8 km). 
  Duration: Instant 
  Transferal/Possession 
  This devastating power enables the character to transfer his 
  consciousness into another person's body. Once inside another's 
  body, he completely takes over, suppressing the consciousness 
  and personality of his host body. The memories and thoughts of 
  the character being possessed are still his own and can not be 
  read by the possessing character. Likewise, the possessed per­
  son can not read the thoughts of the superbeing who has tempo­
  rarily seized control of his body. In fact, the person will have no 
  recollection of events that occur while his body is controlled by 
  another. It will be as if he fell asleep the whole time. Any reports 
  of heroics or uncharacteristic actions will come as a complete 
  surprise. 
  When inside another's body, the superbeing retains only his 
  own memories, personality and skills. Any super abilities, psi on­
  ics or special physical attributes are left in his own body and are 
  totally unusable. Only the abilities of the host body can be used. 
  295 
  This means, if the body is weak, slow, or physically undeveloped, 
  the usurping invader may find the kind of reaction time, acrobat­
  ics and combat he's used to, impossible - this is especially true 
  when seizing control of ordinary humans with one or two attacks 
  per melee round and nonathletic bodies. The possessing charac­
  ter's knowledge of hand to hand combat will increase the number 
  of attacks of an ordinary human to three or four, and provide 
  hand to hand combat bonuses (typically half of normal). How­
  ever, bonuses the character is used to, from high attributes, su­
  per abilities and other physical traits will not apply to the host 
  body. Note: The Game Master will help establish the physical 
  condition, aptitude and limits of the host body. Of course, if a su­
  perbeing is possessed, the character can use that being's pow­
  ers and bonuses, but all bonuses are half due to lack of 
  experience with them. 
  What happens to the character's real body while he pos­
  sesses another body? Good question. The body drops into a 
  dreamless, sleep-like trance. Without a mind to control it, the 
  body is just an empty shell. As you might suspect, this leaves it 
  defenseless against attacks and the elements. Thus, it is wise to 
  leave the body with friends who can protect it, or in as safe and 
  hidden a place as possible. Note: The abandoned body is totally 
  defenseless against psionics, magic, or being possessed itself 
  (no saving throws apply). 
  Range: 30 feet (9 m) +1 0 feet (3 m) per each additional level 
  of experience. 
  Damage: None from the act of possession, but the invader 
  contrOlling the body may accidentally (deliberately if evil) use the 
  body for dangerous things and injure or destroy it. The body can 
  die, although the innocent victim gets a +20% bonus to save vs 
  coma and death once the possessor vacates the body. 
  Duration: The transferal is instantaneous and the character 
  can maintain the possession indefinitely. 
  Attacks Per Melee: One attempt per melee round, and 
  counts as one melee action whether successful or not. 
  Saving Throw: Same as psionics. Non-psionics must roll 1 5  
  o r  higher, psionic individuals must roll 1 0  or higher to save 
  against being possessed. 
  Other Abilities and Bonuses: 
  +6 to save vs being possessed himself (counts only when in-
  side his own body). 
  +2 to save vs all mind control powers, magic and drugs. 
  Add 1 D4 to M.E. 
  Add 1 D4x1 0 to S.D.C. 
  Vibration 
  The manipulation of vibration and air flow. 
  1 .  Shock Waves: The superbeing is able to create shock 
  waves to that ripple through the earth to crack Sidewalks, walls, 
  buildings, etc. Damage is inflicted to everything within the path of 
  the shock wave. 
  Range: 1 20 feet (36.6 m) +1 0 feet (3 m) per level of experi­
  ence. The width of the shock wave is six feet (1 .8 m). The char­
  acter can control the range to a few feet or to the maximum 
  distance. 
  Duration: Instant. 
  Attacks Per Melee: Each wave counts as two melee attacks. 
  Damage: 2D6 per each level of experience. 
  Bonus: +2 to strike. 
  2. Shock Blast: An amplified bolt of force that can be fired 
  like an invisible concussion blast. 
  Range: 200 feet (61 m) +1 0 feet (3 m) per level of experience. 
  Damage: 4D6 (6D6 underwater). 
  Quentin Milton (Order #31246997)
  
  Duration: Instant. 
  Attacks Per Melee: Each Shock Blast counts as one melee 
  attack. 
  Bonus: +4 to strike. 
  3. Vibrate Through Substances: The character can make 
  his body vibrate so quickly that he is able to pass through solid 
  matter! The only limitations are that he can only vibrate through 
  inorganic (non-living) material, such as rock, concrete, processed 
  wood, steel, etc., and speed is reduced to one third normal. 
  Range: Self 
  Duration: As long as necessary, typically 7-1 5  seconds. 
  4. Vibrate to Become Intangible: The character can vibrate 
  so fast that any physical attacks, such as bullets, knives, 
  punches, etc., pass harmlessly through him. Energy attacks, fire, 
  electricity, etc., do one third normal damage. Note: The character 
  is also semitransparent when intangible. 
  Range: Self and items on his person 
  Duration: One minute for every P.E. attribute point. 
  Attacks Per Melee: Takes the place of all melee attacks and 
  actions while intangible. 
  5. Feel Vibrations: The character is so sensitive to vibrations 
  that he can physically feel changes in air currents caused by the 
  movement of others. This means he can not be snuck upon or 
  caught by surprise from a nearby opponent (long-range blasts 
  and bullets are effective because of their great speed). This also 
  means the character is like a living motion detector; able to sense 
  the presence of nearby movement and even estimate their num­
  bers and speed of approach. Base skill: 01 -66% accuracy +2% 
  per level of experience. 
  Range: 30 feet (9.1 m) +5 feet (1 .5 m) per level of experience. 
  6. Vibrating Punch: The superbeing can vibrate his hand and 
  forearm to inflict 1 06 points of damage in addition to his normal 
  P.S. and P.S. damage bonuses. 
  7. Other Abilities and Bonuses: 
  +4 on initiative. 
  + 1 to pull punch. 
  +2 to parry. 
  +2 to dodge. 
  +2 to roll with punch, fall or impact. 
  Add 1 D6x1 0 S.D.C. 
  Double normal speed attribute. 
  Weight Manipulation 
  This power enables the character to reduce or increase the 
  mass of organic and inorganic matter. This has dozens of appli­
  cations. By reducing the weight of objects, he can carry what 
  might normally have been a thousand pounds as if it were 20. On 
  the other hand, he can make a key weigh 1 00 Ibs (45 kg). Making 
  an opponent heavy will slow him down or even cause him to fall 
  through the floor. 
  . .  
  2 .  Each attack must be directed at one person or item at a 
  time. No simUltaneous, multiple attacks or area affect. 
  3. Duration is six minutes on someone or thing that has its 
  weight adjusted, or indefinitely if the character is intentionally 
  concentrating to maintain the weight change for a longer period. 
  However, to maintain the weight increase for more than six min­
  utes, the superbeing loses one melee attack per round. 
  4. Maximum weight increase is 1 0,000 pounds (5 tons)! 
  Some Effects of Note: 
  Weightlessness is being effectively without weight. This 
  means victims of weightlessness will float and bob along 1 04 
  feet (0.3 to 1 .2 m) above the ground, speed is reduced to a 
  speed factor of one, and wind will float them away. Unless the 
  victim possesses some means of flight, gliding, telekinesis, grav­
  ity manipulation or magnetism, he is -5 to strike, parry and 
  dodge, and loses one attack per melee round. Worse, damage 
  from the physical blows of the weightless person is 25% their 
  normal damage! 
  By contrast, the superbeing with this power masters weight­
  lessness and suffers no combat penalties, although his physical 
  attacks only do 25% their normal damage. He can also glide on 
  air currents at speeds of 8-1 8 mph (1 2-29 km) in light wind or at 
  the speed of the wind in stronger gusts. No special bonuses ap­
  ply to gliding flight. 
  Increased weight will also increase one's S.D.C. 20 per each 
  1 00 Ibs (45 kg) because of the increased mass. If regulated just 
  right, this can help the superbeing survive many situations, espe­
  cially if he wishes to become an immovable object himself. The 
  punch of the heavier character does more damage too. Add 1 04 
  per each 1 00 Ibs (45 kg), to a maximum of 800 Ibs (360 kg) or 
  804 damage. After 800 Ibs (360 kg) the character can barely lift 
  his arms, all physical attacks/actions are reduced to two per me­
  lee round, and speed is reduced to a speed factor of 3. No signifi­
  cant movement is possible beyond 1 400 Ibs (630 kg). This weight 
  increase can also be used to immobilize an opponent in a minute 
  or less. 
  Note: The S.D.C. of one's opponent is also increased by 20 
  S.D.C. per each 1 00 Ibs (45 kg) of weight. Characters from heavy 
  gravity environments may require greater weight for the same ef­
  fects. 
  Range: Self or other up to 1 00 feet (30.5 m) +20 feet (6 m) ':: ""","P ___ ...-
  away per level of experience. 
  . ... : .. 
  Duration: Special 
  "-�"'.ulil): 
  Attacks Per Melee: Each weight manipulation attack counts 
  as one melee attack/action. 
  Limitations: 
  1 .  Each weight increase or decrease attack has a maximum of 
  one hundred pounds. This means, if a character has four hand to 
  hand attacks per melee round, he can opt to use the weight 
  power four times, decreasing or increasing the weight of one par-
  ticular target up to 400 Ibs (180 kg) - 1 00 Ibs (45 kg) per each 
  attack -or divide his attacks by affecting the weight of four differ-
  ent targets. 
  296 
  STERANKO 
  Quentin Milton (Order #31246997)
  
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  Descri ptions of Abi l ities 
  Inner Strength Points (I.S.P.) 
  Every use of a psionic ability temporarily uses up a certain 
  amount of psychic energy we call Inner Strength Points (LS.P.). 
  Each specific psionic power will indicate exactly how many LS.P. 
  are required to perform that ability. When a psionic has ex­
  hausted all of his LS.P., he is unable to perform any more pSionic 
  feats until he acquires sufficient rest. 
  Meditation & Recovery 
  of Inner Strength Points 
  Meditation is a skilVability automatically known to all psychics. 
  It is the only ability that can be done at any time and costs no 
  LS.P. to perform. Meditation is not so much a psi-power as it is a 
  mental discipline that enables the psychic to concentrate deeply 
  and focus one's abilities and thoughts. The exact techniques for 
  meditation may vary from focusing on a mental object or notion to 
  chanting or humming a mantra. The result, regardless of tech­
  nique, is a deep relaxation and focus to achieve insight and har­
  mony into one's self and the world around him. 
  A relaxing meditative state also offers the following benefits to 
  all psionics: one hour of meditation restores six (6) LS.P. and is 
  the equivalent of two hours of sleep/rest for the physical body. 
  Inner Strength Points can also be restored during sleep and/or 
  total relaxation at a rate of two (2) per hour. 
  Saving Throws 
  Against Psionic Attacks 
  Psionic attacks which assail the mind, emotions, or physiology 
  of a person can always be fought off through the force of one's 
  own will and mental endurance. Psionic attacks that fall into this 
  category include empathy, empathic transmission, mind wipe, te­
  lepathy, hypnotic suggestion and bio-manipulation. Some psionic 
  attacks for which there is no saving throw include levitation, py­
  rokinesis, telekinesis, presence sense, healing touch, force field, 
  and mind bolt. However, a parry or dodge may be appropriate in 
  some cases, like dodging a mind bolt or telekinetic attack. 
  All saving throws are made with a 20 sided-die. Non-psionic 
  characters must roll a 15 or higher to save vs psionic attack. 
  Psionic characters need to roll a 10 or higher to save. Note: Be 
  certain to add any possible bonuses from the M.E. attribute 
  and/or any other sources of psychic protection. 
  297 
  The Influence of Ley Line Energy 
  Range and duration are increased by 50% when near a ley 
  line (within two miles/3.2 km) and doubled when within one mile 
  (1 .6 km) of a nexus point. 
  Damage from psionic energy attacks such as psi-sword, py­
  rokinesis, electrokinesis, and telekinesis is doubled when within a 
  mile (1 .6 km) of a ley line nexus point (there's no additional dam­
  age from being directly on a ley line or nexus). 
  Attacks per Melee 
  Equal to the number of physical, hand to hand attacks (usually 
  2 to 5). 
  Psionic Abilities in Animals 
  Most large mammals seem to have innate, natural psychic 
  senses that wam them about the presence of supematural 
  forces. As odd as it may seem, animals associated closely with 
  humans on a friendlhelper level have the most pronounced psi­
  abilities. Thus, dogs, cats and horses exhibit the greatest extra­
  sensory perception. 
  Each animal has the following abilities: See the invisible, 
  sense evil, sense magic, sixth sense and empathy (receives 
  only). Each ability is an automatic instinct that helps the animals 
  avoid the supernatural. Range: 600 foot (1 83 m) area. The ani­
  mals will sense the use or presence of these forces in the area, 
  including the presence of supernatural and psychic beings, peo­
  ple and creatures. The animal's reactions will always be the 
  same; intense nervousness, jumpiness, whimpering, hissing, 
  growling, howling and alertness when psionic and magic ener­
  gies are sensed to be nearby. If possible, the animals will t� to 
  leave the area if they get the opportunity. Only a loyal canine 
  companion may stay with his human friend/master. 
  When cornered face to face with the source of magic or super­
  natural forces, the animal will attack and attempt to flee. A dog or 
  cat will raise the hairs on its back, bare fangs and growl or hiss in 
  a menacing waming. A horse will whine, stomp and rear. If the 
  person or creature does not back off, the animal will attack. The 
  cat and horse will attack only to make a path of escape and to let 
  the unnatural being know that they are aware of its true essence. 
  60% of the time (01 -60), all canines will attack with the intent to 
  kill! The remaining 40% of the time (61 -00), the animal will flee. 
  Note: Dogs, cats, and other animals cannot be trained to sniff out 
  magic or supernatural creatures. Their natural instinct is to run 
  away. They will NOT search out these forces for anybody or any 
  reason, and will flee as soon as the opportunity arises. 
  Quentin Milton (Order #31246997)
  
  Psionics 
  Note: The number in parentheses indicates the amount of I.S.P. 
  needed to use the psi-power. 
  Healing 
  Attack Disease (1 2) 
  Bio-Regeneration (self) (6) 
  Deaden Pain (4) 
  Detect Psionics (6) 
  Exorcism (1 0) 
  Healing Touch (6) 
  Increased Healing (1 0) 
  Induce Sleep (4) 
  Lust for Life (1 5) 
  Mask I.S.P. & Psionics (7) 
  Psychic Diagnosis (4) 
  Psychic Purification (8) 
  Psychic Surgery (14) 
  Resist Fatigue (4) 
  Suppress Fear (8) 
  Physical 
  Alter Aura (2) 
  Deaden Senses (4) 
  Death Trance (1 ) 
  Ectoplasm (varies) 
  Ectoplasmic Disguise (1 2) 
  Float (8) 
  Impervious to Cold (2) 
  Impervious to Fire (4) 
  Impervious to PoisonfToxin (4) 
  Levitation (varies) 
  Mind Block (4) 
  Nightvision (4) 
  Resist Fatigue (4) 
  Resist Hunger (2) 
  Resist Thirst (6) 
  Summon Inner Strength (4) 
  Spontaneous Combustion (6) 
  Telekinesis (varies) 
  Telekinetic Punch (6) 
  Telekinetic Leap (8) 
  Telekinetic Push (4) 
  Teleport Object (1 0) 
  Sensitive 
  Astral Projection (8) 
  Clairvoyance (4) 
  Empathy (4) 
  Mind Block (4) 
  Object Read (6) 
  Presence Sense (4) 
  See Aura (6) 
  See the Invisible (4) 
  Sense Evil (2) 
  Sense Magic (3) 
  Sense Time (2) 
  Sixth Sense (2) 
  Speed Reading (2) 
  Telepathy (4) 
  Total Recall (2) 
  Super Psionics 
  Advanced Trance State (1 0) 
  Bio-Manipulation ( 1 0) 
  Bio-Regeneration (super) (20) 
  Cure Insanity (30) 
  Electrokinesis (varies) 
  Empathic Transmission (6) 
  Group Mind Block (22) 
  Hydrokinesis (varies) 
  Hypnotic Suggestion (6) 
  Insert Memory (25) 
  Invisible Haze (30) 
  Mental Illusion (20) 
  Mentally Possess Others (30) 
  Mind Block Auto-Defense 
  Mind Bolt (varies) 
  Mind Bond ( 1 0) 
  Mind Wipe (special) 
  P.P.E. Shield (1 0) 
  Psi-Shield (30) 
  Psi-Sword (30) 
  Pyrokinesis (varies) 
  Telekinesis (super) ( 1 0+) 
  Telekinetic Force Field (30) 
  Telemechanics (1 0) 
  298 
  Heal ing Powers 
  Attack Disease 
  Range: Touch 
  Duration: Special 
  I.S.P.: 1 2  
  The psychic can reduce the symptoms of disease i n  a debili­
  tating psioniC melding. The psychic touches his patient, linking 
  himself to the sick individual, and draws part of the illness into his 
  own body (this takes 1 04 minutes of concentration). Once the 
  sickness has been drawn into the psychic, it reduces the effects, 
  penalties and normal duration of the disease in the sick individual 
  by half. Likewise, the psychic also exhibits the symptoms and 
  penalties of the disease but also at half the normal severity and 
  his symptoms last only 1 04 hours. This power does not work 
  against magic diseases and curses, as well as lethal and chronic 
  diseases like cancers, tuberculosis, polio Alzheimer's, Parkin­
  son's disease, ebola, and similar. 
  Bio-Regeneration 
  Range: Self 
  Duration: Permanent 
  I.S.P.: 6 
  Saving Throw: None 
  The ability to mentally heal oneself of disease, poison, or 
  physical damage. Unfortunately, this ability is limited to the heal­
  ing of oneself and cannot help others. The process requires one 
  full minute of concentration, meaning the psychic cannot use any 
  other psionic power during that time. Bio-regeneration does not 
  restore missing limbs, but does restore 2-1 2 (206) hit points, or 
  3-1 8 (306) physical S.D.C. points per melee round. In addition, 
  when cuts and scrapes are healed through bio-regeneration, 
  there is NO scarring. The psionic can regenerate as often as 
  once every other minute. 
  Deaden Pain 
  Range: Immediate proximity; touch or within 3 feet (0.9 m). 
  Duration: One hour per level of experience. 
  Length of Trance: Two minutes (8 melee rounds). 
  I.S.P.: 4 
  The ability to deaden pain can be used as a painkiller which 
  temporarily negates existing pain or as an anesthetic to be used 
  for surgery. 
  Detect Psionics 
  Range: Self; sensing range is 30 feet (9 m) per level of expe-
  rience. 
  Duration: One minute per level of experience. 
  J.S.P.: 6 
  This is a mental probe that will indicate the presence of 
  psioniC energy within the immediate area. The probe can not be 
  used to pinpoint the exact location of the psychic energy nor the 
  level of power other than a vague sense of weak, medium, or 
  powerful. However, it will indicate whether an individual is psy­
  chic when the probe is directed at a specific person (does not re­
  veal the type or strength of the person's powers other than low, 
  medium, or high). It will also indicate whether a group mind block 
  is in effect or if a person is psionically possessed. 
  Quentin Milton (Order #31246997)
  
  Exorcism 
  Range: Immediate area; touch or within 8 feet (2.4 m). 
  Duration: Instant, if successful. 
  Length of Trance: 30 minutes of preparation and 606 min­
  utes with the possessed person or animal. Note: can only exor­
  cise the living. 
  I.S.P.: 1 0  
  The healer can perform a rite of exorcism that uses psychic 
  energy to expel the loathsome possessing entity, spirit or evil be­
  ing from its mortal, host body. A completely successful exorcism 
  will free the victim of the supernatural force that controls him and 
  send it back to its own non-earthly world. A partially successful 
  exorcism will drive the evil force out of the possessed person or 
  animal, but does not send the damnable thing back to its own di­
  mension. Thus, it can try to possess the healer or flee to wander 
  the world in search of new victims. An exorcism can only be used 
  on living persons or animals whose bodies are inhabited by a su­
  pernatural entity or creature. 
  Roll to determine success for an exorcism at the end of the 
  time period. First, roll to see if the being has been expelled from 
  its victim's body. Success ratio: 28%+7% per each additional 
  level of the psychic's experience. 
  Second, roll to see if the thing is forced back into its own di­
  mension. Success Ratio: 21 %+7% per each additional level of 
  the psychic's experience. A failed roll means the creature can re­
  main in our dimension, but it must leave the area and can not 
  possess the same individual for at least six months. Note: The 
  chance of a successful exorcism against some of the more pow­
  erful supernatural beings, like a god, godling or demon lord, is 
  half the usual success rate. 
  Ouring the exorcism, the possessing force can use whatever 
  powers it may have, as well as physical attacks or any special 
  psychic abilities of its host body. Fortunately, the rite of exorcism 
  weakens the creature, reducing its number of attacks per melee 
  by half. It is wise to always have one or more assistants to help 
  defend against the being's attacks and actions. Sedating the 
  physical host body will immobilize it, but will not prevent the pos­
  sessing creature from using psychic attacks or its natural powers. 
  Too many assistants or spectators can be a liability, for the crea­
  ture may attempt to flee by possessing one of them. An exorcism 
  can be attempted on the same individual as often as the psychic 
  desires. 
  Healing Touch 
  Range: Touch. 
  Duration: Instant, with lasting effects. 
  Length of Trance: Two minutes (8 melee rounds). 
  I.S.P.: 6 
  The healing touch is a remarkable healing ability that can in­
  stantly heal cuts, bums, bruises and similar physical wounds. 
  The touch restores 204 hit points or 206 S.D.C. The healing 
  touch can only be used on other living creatures, but never on 
  the psychic himself (see bio-regeneration). 
  Increased Healing 
  Range: Touch o r  within 3 feet (0.9 m). 
  Duration: 204 days. 
  Length of Trance: 1 06 hours. 
  I.S.P.: 1 0  
  The healer is able to stimulate another person's healing ener­
  gies, dramatically increasing one's recuperative powers. Hit 
  points and S.O.C. recovery are double the normal professional 
  treatment rate. 
  299 
  Induce Sleep 
  Range: Touch or within 6 feet (1 .8 m). 
  Duration: One hour per level of experience (or until awak-
  ened). 
  Length of Trance: Two minutes of preparatory meditation. 
  I.S.P.: 4 
  Saving Throw: Standard; plus unwilling victims are +5 to 
  save vs psychic attack. 
  This is not an offensive ability, but is intended to bring relief, 
  rest, and to help the recuperative powers of those who are ill, ex­
  hausted, or suffering from insomnia. The ailing person will fall 
  into a normal, restful sleep from which he or she can be easily 
  roused. Unwilling victims of the induce sleep psi-power get a +5 
  bonus to save. Furthermore, this power cannot be used against 
  an opponent in combat or who is presently on his feet, alert and 
  active. 
  Lust for Life 
  Range: Touch 
  Duration: 3 rolls vs coma recovery. 
  I.S.P.: 1 5  
  By the laying of hands, the psychic can instill a lust for life into 
  someone who is in a coma and apparently dying. This adds a bo­
  nus of 6% per each level of the psychic's experience to the com­
  atose character's recovery from coma rol/s. Example: a second 
  level Psi-Healer adds 1 2% to the save vs coma, third level 1 8%, 
  etc. The percentage bonus is subtracted from the coma percen­
  tile the character must roll above to survive, reducing the risk of a 
  fatality. 
  Mask LS.P. & Psionics 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 7 
  This is a psionic power that enables the character to com­
  pletely mask all spiritual aspects of his psionic energy and pow­
  ers. Even the aura is temporarily altered. As a result, other 
  psychics, Oog Boys, Psi-Stalkers, and creatures who can sense 
  psionics or see aura will not detect psionics in a character who is 
  masked. However, the masked psychic must "block" himself from 
  the world, which means he cannot use any of his psionic senses 
  or abilities, nor receive empathic or telepathic impressions until 
  he lets the mask go. 
  Psychic Diagnosis 
  Range: Touch or within 3 feet (0.9 m). 
  Duration: Immediate knowledge. 
  Length of Trance: 204 melees of meditation. 
  I.S.P.: 4 
  Saving Throw: None 
  The psychic healer can sense physical pain, external and in­
  ternal injury, disease and possession with absolute clarity. This 
  pinpoint accuracy enables the character to suggest treatment or 
  to conduct psychic surgery. 
  Psychic Purification 
  Range: Touch 
  Duration: Immediate 
  Length of Trance: 606 minutes of meditation. 
  I.S.P.: 8 
  Saving Throw: None 
  Quentin Milton (Order #31246997)
  
  The healer can use his abilities to slow a person's metabolism 
  and destroy chemicals, drugs, poisons, and toxins in the body. 
  The effects of the drugs/impurities are immediately halted at the 
  beginning of the meditation, and completely destroyed/negated 
  by its end. Oamage sustained prior to the psychic's intervention 
  still exists. This power is ineffective against magic potions, spells 
  and faerie foods. 
  Psychic Surgery 
  Range: Touch 
  Duration: Varies with injury. 
  Length of Trance: 206 minutes of preparatory meditation, 
  plus the duration of the surgery, which is half the time of conven­
  tional modern medicine; as is the recovery time of the patient. 
  I.S.P.: 1 4  
  Psychic surgery is used to repair broken bones and internal 
  injuries, the removal of foreign objects (arrowheads, bullets, etc.), 
  or when a character has suffered so much damage that he or she 
  has lapsed into a coma (zero or less hit points). The recovery 
  from a coma (near death) is equal to treatment from a modern 
  hospital, and 01 -66% when psychic surgery is used. Note that 
  there is absolutely no scarring from psychic surgery and minimal 
  pain (no pain if the deaden pain psi-ability is used). No tools are 
  needed, only the psychic's hands. Note: A psychic diagnosis 
  must be made before surgery is possible. 
  Resist Fatigue 
  Range: Self 
  Duration: One hour plus 20 minutes per level of experience. 
  Length of Trance: 1 06 melees of preparatory meditation. 
  I.S.P.: 4 
  A mind over matter discipline which enables the character to 
  engage in physical activity without suffering from exhaustion. Al­
  though fatigue is temporarily suspended, the psychic will feel ex­
  tremely tired and may even collapse when the psi-power's time 
  limit lapses. 
  Suppress Fear 
  Range: Self or others by touch. 
  Duration: One minute per level of experience. 
  I.S.P.: 8 
  Saving Throw: None 
  This power temporarily suppresses the chemical and psycho­
  logical components of fear in the subject. As a result, the charac­
  ter is unable to feel the emotion, even if intellectually, he realizes 
  he is in danger or is facing a terrifying situation. This enables the 
  character to take perfectly rational actions rather than respond 
  with the typical ''fight or flight" reactions of those who are fright­
  ened. While this power is activated, the character automatically 
  succeeds on any check to resist horror factor, even if magically 
  induced. This power can be used on the psychic himself or on 
  others. 
  Physical Psionic Powers 
  Alter Aura 
  Range: Self 
  Duration: One hour per each level of experience. 
  I.S.P.: 2 
  Saving Throw: None 
  A truly unique power that many psychic investigators claim is 
  impossible or does not exist. The power enables the psychic to 
  manipulate his physical energy in such a way that it changes his 
  aura. The altered aura will send the wrong message to those who 
  can see auras. Alterations include: 
  • General level of experience can be made to seem much lower 
  (level 1 or 2) or much higher (204 levels higher) than it really 
  is. 
  • Conceal the presence of psychic powers. 
  • Conceal level of base P.P.E. (made to seem much lower). 
  • Conceal the presence of magic. 
  • Conceal fatigue, sickness, or injury (looks fresh and healthy). 
  Deaden Senses 
  Range: 1 60 feet (48.8 m); line of sight. 
  Duration: 206 minutes; roll for random determination of dura-
  tion. 
  I.S.P.: 4 
  Saving Throw: -1 to save. 
  This is another form of bio-manipulation, only less severe or 
  noticeable - victims seldom realize they've fallen under the influ­
  ence of this psionic attack. The psychic is able to induce a physi­
  cal influence on a single person to make him or her less alert. 
  This is typically used on guards, sentries, and searchers to es-
  300 
  cape their notice. The victim of this psionic attack momentarily 
  becomes less alert and attentive to the things around him. Small 
  sounds, odors, movements, and details go unnoticed (+1 0% to 
  the following skills against this befuddled character: camouflage, 
  prowl, palming, pick pockets, cardsharp, forgery and disguise) 
  and the deadened character is slow to react; reduce spd by 1 0%, 
  -1 on initiative, and -5% on skill performance. 
  Death Trance 
  Range: Self 
  Duration: As long as the psychic senses he must feign death, 
  up to a maximum of four days. 
  I.S.P.: One 
  A state of mind over matter that slows the metabolism to such 
  a degree that it creates a temporary state of suspended anima­
  tion, simulating death. Without hospital facilities, even a medical 
  doctor is likely to believe the character is dead (01 -89% likeli­
  hood). The effects of drugs, toxins and chemicals are slowed to a 
  crawl, doing no damage or effect, but will take full effect the in­
  stant the death trance is stopped (unless treatment is adminis­
  tered first). While in the death-like state, the psychic can not be 
  roused or respond to any type of stimulation, including psychic 
  probes. This means he is incapable of attacking or defending 
  himself in any way until the trance is broken. 
  Ectoplasm 
  Range: 40 feet +5 feet per level of experience (1 2.2 +1 .5 m). 
  Duration: 4 minutes (16 melees) per level of experience. 
  I.S.P.: Vapor: 6 !'S.P.; Solid: 1 2  !'S.P. 
  This mystifying ability enables the psychic to create a slightly 
  luminous, vapor-like substance that is extruded from the pores. 
  Quentin Milton (Order #31246997)
  
  Ectoplasm has two forms: an invisible vapor and a luminous, 
  solid state. 
  The vapor is a sort of floating, probing finger that can snuff 
  out candles, open doors, knock over or pick up small objects 
  (weighing under 9 ounces/255 grams), tap somebody on the 
  shoulder, rustle leaves and knock on a door. The ectoplasmic va­
  por can be seen only by its creator, psychics and supernatural 
  beings who can see the invisible (or with infrared optic systems). 
  Ectoplasm, although an invisible vapor, has physical properties, 
  which means it cannot go through walls or other solid obstruc­
  tions. Thus, a person walking into an ectoplasm stream may feel 
  a slight sensation, like walking into a spider's web or brushing 
  against a cotton ball. Often a person will unwittingly walk into and 
  snag the stream of floating ectoplasm, pulling or stretching it 
  along without being aware of it. In such cases, the psychic must 
  maneuver the snagged portion to loop around the human ob­
  struction. The creator of the vapor can control the length of the 
  vaporous stream like a floating tentacle. Although the vapor can­
  not go through solid objects, it can slip through keyholes, cracks 
  under doors or loose seals around a window - if a breeze can 
  blow through the crack, so can ectoplasm. The only drawback is 
  that the character must be able to see the ectoplasm to maneu­
  ver it. 
  The solid state of ectoplasm can be a startling sight, for it is 
  clearly visible to everyone. In this form, the ectoplasm can be 
  shaped into an extra limb, such as a hand, or arm and hand, or 
  tentacle, or even a foot. The ectoplasmic limb appears as a 
  white, slightly luminous appendage connected to a trail of ecto­
  plasm stretching back to its creator like a lifeline of silly putty. The 
  appendage and its connecting line can hover, float, levitate and 
  fly (at a speed of 1 8). The solid ectoplasmic limb has much 
  greater strength, able to carry, lift or hold up to 40 Ibs (1 8 kg), but 
  can not squeeze through the tiny openings that the vapor can. An 
  opening must be at least the size of a quarter for solid ectoplasm 
  to fit, and then the limb must be turned into a thin tentacle and re­
  formed on the other side of the opening. Solid ectoplasm can 
  also be used to create a face or even a full figure, although de­
  tailed features are impossible. Ectoplasmic images may explain 
  apparitions reported during some seances. 
  Ecto-Combat: The ectoplasm vapor and solid form both have 
  an automatic dodge against all attacks directed at any of its 
  parts/length. That means an attempt to hack the middle of the ec­
  toplasmic stream/connecting line will see that portion of the ecto­
  plasm suddenly swerve, loop or bend with a life of its own to 
  avoid the attack. The dodge at the midsection (or anywhere else) 
  does not count as a melee attack/action by the appendage at the 
  other end. The appendage also gets an automatic dodge in addi­
  tion to its attacks/actions per melee. 
  A vapor or solid appendage must be controlled by its creator 
  at all times (except the automatic dodge); thus, it has the same 
  number of melee attacks/actions as its creator. So, if the psychic 
  has four attacks per melee, the ectoplasm appendage also has 
  four attacks. However, each attack/action by the ectoplasm 
  counts as one of the character's attacks/actions that melee. 
  The solid ectoplasm appendage is not a great tool for combat. 
  It limits the person's attacks/actions per melee and has a minimal 
  strength equal to a P.S. attribute of 4. An ecto-punch or kick does 
  a mere one point of damage. Damage can be increased by the 
  appendage using any type of hand-held weapon under 40 Ibs (18 
  kg) and less than five feet (1 .5 m) in length. Small weapons like 
  daggers, short swords, throwing axes, hammers, clubs, etc., can 
  all be used but at -4 to strike and parry (modern weapons, such 
  as a pistol or revolver, can be used, but are minus 1 0  to strike). 
  Note: The vapor can not use any weapons weighing more than 9 
  ounces(255 gm) and can inflict no damage of its own. 
  301 
  Ecto-Combat Statistics 
  • Vapor and solid get an automatic dodge against all attacks, in-
  cluding multiple or simultaneous attacks. 
  • +5 to dodge; applies to vapor and solid. 
  • +1 to parry; applies to vapor and solid. 
  • +1 to strike; applies to vapor and solid. 
  • -4 to strike and parry when using a weapon. 
  • Astral S.D.C. is 40 plus one hit point. Applies to vapor and 
  solid. If the ectoplasm is destroyed the creator takes one hit 
  point and 1 0  S.D.C. of physical damage. 
  • Vapor inflicts no physical damage, but can touch, tap or pick 
  up and carry objects weighing 9 ounces (255 gm) or less. 
  • Solid ectoplasm inflicts one point of damage in combat or by 
  weapon. 
  • Attacks or actions per melee are equal to its creator's. Each 
  melee attack/action by the ectoplasm, excluding dodges, 
  counts as one of the character's attacks that melee. A pair of 
  ectoplasmic limbs will divide the attack between the two 
  equally. 
  • Sunlight or bright artificial light (250 watts) reduces the range 
  to half. 
  • Maximum range possible for vapor and solid is 40 feet (12.2 
  m) plus 5 feet (1 .5 m) per level of experience. 
  • One full melee (1 5 seconds) is required to create an ecto­
  plasm vapor or solid appendage. 
  • Half a melee (7 seconds) is needed to withdrawlreturn ecto­
  plasm into its creator. 
  Ectoplasmic Disguise 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 1 2  
  This is an enhanced control over ectoplasm that gives the 
  psychic the ability to cover and disguise his physical features. Ec­
  toplasm is created as normal, with the mysterious pseudo-sub­
  stance rising from the pores of the skin. Instead of forming wispy 
  tentacles, the ectoplasm covers the face. As it solidifies, it be­
  comes a sort of putty-like material that can be mentally shaped 
  and molded by the psychic. Once the desired shapes and fea­
  tures are achieved, the psychic can make the ectoplasm look like 
  real flesh. The best way to create an ectoplasmic disguise is for 
  the psychic to look at a photograph or a frozen video image and 
  concentrate on that image - the ectoplasm automatically molds 
  into that shape/image, including skin color. Not only can the psy­
  chic create a mask to hide his facial features, but he can also 
  change the shape and bulk of his body - adding a pot belly, 
  muscles, a tail or extra eye, etc. 
  Level of proficiency: 50% +3% per level of experience (add 
  + 1 6% if the character has the disguise skill). This percentage ap­
  plies primarily when trying to accurately imitate a specific per­
  son's identity. In most other cases, the disguise is successful in 
  that it obscures the psychic's true identity. 
  Problems & Limitations: An ectoplasmic disguise is espe­
  cially effective from a distance, but does not hold up against 
  close scrutiny. The ectoplasm always has a bit of a "dull" and 
  "pasty" appearance, regardless of skin color. If punched, cut, 
  scraped, etc., the ectoplasmic covering will tear away and, in a 
  matter of seconds, noticeably reform to cover the tear/damage. 
  The psychic must concentrate on maintaining his disguise, 
  which means his attention is divided and concentration ham­
  pered. While the disguise is maintained, the psychic suffers the 
  following penalties: -4 on initiative, and reduce all combat bo­
  nuses, attacks per melee, running speed and skill performance 
  Quentin Milton (Order #31246997)
  
  by half! To perform better, the character must relinquish some his 
  control over the disguise with notable results, like features obvi­
  ously shifting, drooping or even melting. If the character is seri­
  ously injured, knocked unconscious or slain, the ectoplasm melts 
  away, turns into floating globs and disappears in a matter of sec­
  onds. 
  Float 
  Range: Self 
  Duration: 2 hours 
  I.S.P.: 8 
  Saving Throw: None 
  It 
  This ability controls the distribution of body weight and creates 
  a mild telekinetic field which enables the psionic to float effort­
  lessly on water or one foot in the air per level of experience. On 
  the water, the character can float and rest without exerting any 
  physical energy to do so. 
  Using a psionic float in the air allows the character to sit or lay 
  (or sleep) comfortably above the ground as if on a cushion of air. 
  The only down side is he may get blown away during a strong 
  wind (at least until he cancels the power). Float can also be used 
  to break a fall by slowing the rate of descent until the character is 
  gently hovering above the ground. Roll 1 020 to roll with fall or im-
  pact. Using the psioniC float, a successful roll means no damage. 
  A failed roll means half damage. Counts as two melee actions. 
  Impervious to Cold 
  Range: Self 
  Duration: 20 minutes per level of experience. 
  Length of Trance: 1 04 melees for preparatory meditation. 
  I.S.P.: 2 
  302 
  A mind over matter discipline which enables the character to 
  suffer absolutely no ill effects or discomfort from exposure to 
  even extreme freezing conditions. 
  Impervious to Fire 
  Range: Self 
  Duration: 3 minutes per level of experience. 
  Length of Trance: 204 melees for preparatory meditation. 
  I.S.P.: 4 
  Another mind over matter discipline enabling the psychic to 
  endure intense heat, fire, boiling water, hot coals, and so on, 
  without suffering pain, damage or scarring. Magic fires inflict half 
  damage. 
  Impervious to PoisonlToxin 
  Range: Self 
  Duration: 2 minutes (8 melees) 
  I.S.P.: 4 
  The character can negate the full effects of poisons and toxic 
  chemicals which he has ingested (eaten or drank) or introduced 
  into the bloodstream, as long as he/she has advance knowledge 
  of its deadly properties. A poison, toxin, or drug which has been 
  unknowingly inflicted (and starting to take effect) can be negated 
  too, but will do half damage or effect before it can be completely 
  negated. Bonuses: Identify poisons: 30%+4% per level of expe­
  rience; +2 to save vs poisons and drugs. 
  Levitation 
  Range: Up to 60 feet (1 8.3 m) away. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: Small: 2, medium: 6, large: 6 per every 1 0  pounds of 
  weight. 
  Saving Throw: None 
  Levitation is a limited form of telekinesis that can raise an ob­
  ject (or a person) straight up into the air and suspend it there 
  (hover). Small objects weighing two pounds (0.9 kg) or less are 
  the easiest to levitate. Maximum height is eight feet (2.4 m) plus 
  one foot (0.3 m) per each level of experience. Medium-sized ob­
  jects weighing 3-20 pounds (1 .4 to 9.1 kg) are more difficult, re­
  quiring greater concentration. Maximum height is six feet (1 .8 m) 
  plus one foot (0.3 m) per level of experience. Large objects or 
  people weighing over 20 Ibs (9.1 kg) cost six I.S.P. plus one 
  I.S.P. for every 1 0  Ibs (4.5 kg) beyond 20 (.1 9 kg). Thus, a 1 25 1b 
  weight (56.7 kg) would require 17 I.S.P. to raise it into the air. 
  Maximum height is 4 feet (1 .2 m) plus one foot (0.3 m) per level 
  of experience. 
  Mind Block 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 4 (per each duration period) 
  This is the ability to completely close or block oneself from all 
  psychic/mental emanations. When intentionally closed to super­
  natural or psychic forces, the character cannot sense anything, 
  cannot use psychic abilities, nor be influenced by others. A mind 
  block will prevent penetration of telepathy, empathy, hypnotic 
  suggestion and empathic transfer. It can be an invaluable protec­
  tive mask when dealing with malevolent psychic forces. Adds a 
  bonus of + 1 to save vs all psychic and mental attacks. 
  Quentin Milton (Order #31246997)
  
  Nightvision 
  Range: Self, visual range about 600 feet ( 1 83 m) 
  Duration: 1 0  minutes per level of experience. 
  !'S.P.: 4 
  The psionic can adjust his visual capabilities through a form of 
  bio-manipulation. The eyes are made to become much more light 
  sensitive and basically work on the same principles of mechani­
  cal light amplification. The eyes simply amplify existing light, such 
  as candlelight, star and moonlight, to see clearly. There must be 
  some source of light to see (cannot see in total darkness). 
  Note: If suddenly exposed to light brighter than a single can­
  die, the psychic will be temporarily blinded for 3D4 melee rounds. 
  The nightvision power can also be used to change one's vision to 
  polarized sight, reducing glare as would a pair of polarized sun­
  glasses. 
  Resist Fatigue 
  Range: Self 
  Duration: One hour +20 minutes per level of experience. 
  I.S.P.: 4 
  A mind over matter discipline which enables the character to 
  engage in physical activity without suffering from exhaustion. Al­
  though fatigue is temporarily suspended, the psychic will feel ex­
  tremely tired and may even collapse when the psi-power's time 
  limit lapses. 
  Resist Hunger 
  Range: Self 
  Duration: 6 hours 
  I.S.P.: 2 
  Another mind over matter discipline that subdues any feeling 
  of hunger, allowing the character to function at full effectiveness 
  without nourishment. It is important to point out that while the psi­
  power makes the person not feel hungry, the body is burning vital 
  sustenance which could result in malnutrition or starvation. Char­
  acter loses 3 Ibs (1 .4 kg) of weight per day. Note: A psychic can 
  survive without food for up to 60 days, functioning as normal by 
  continually using resist hunger. On day 61 , the character will 
  lapse into a coma. Under this extreme condition, 60 days of food 
  deprivation while still physically active, the character is -20% to 
  save vs coma/death. 
  Resist Thirst 
  Range: Self 
  Duration: 6 hours 
  I.S.P.: 6 
  This ability is fundamentally the same as the resist hunger psi­
  power, except it applies to the consumption of water. It does not 
  negate the long-range damage from dehydration and can result 
  in a coma after 20 days of deprivation. 
  Spontaneous Combustion 
  Range: Touch or 10 feet (3 m) and must be in the line of vi-
  sion. 
  Duration: Instant 
  I.S.P.: 6 
  Saving Throw: None 
  This pyrotechnic ability enables the psionic to manipulate 
  combustible material, causing it to ignite. Spontaneous combus­
  tion creates only the spark to start a fire, not a roaring wall of 
  flame. Combustible material must be present to burn. This power 
  303 
  works best on extremely combustible materials such as paper, 
  dry wood, dry leaves, old dry rags, hot coals, lamp oil, and similar 
  items. It cannot be used to set a person's hair or clothes on fire. 
  Summon Inner Strength 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 4 
  This psi-power enables the character to draw on his inner re­
  serves of strength to ward off pain and fatigue. Every time the 
  psychic calls upon his inner strength, the following bonuses ap­
  ply: 
  • Add +1 0 S.D.C. 
  • Add +2 to save vs poison or toxins. 
  • Add +5% to save vs coma/death. 
  • Fatigue is temporarily forgotten and the character can function 
  as if he was completely rested for the full duration of the sum­
  mon inner strength power. 
  Telekinesis 
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  Range: Up to 60 feet (1 8.3 m) away. 
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  1,1 
  Duration: 2 minutes per level of experience. 
  !.S.P.: Small: 3, medium: 8, large (over 20 Ibs/9 kg): 8 +1 per 
  every 1 0  Ibs (4.5 kg) of weight. 
  Telekinesis is the ability to move objects without any means 
  other than directed psychic energy. The character can make an 
  object hop, fall, roll, rise into the air, suspend it there (hover) or 
  make it fly across the room. 
  In order to move an object by telekinesis, the item must be 
  clearly visible, within the psychic's range (60 ftl1 8.3 m) and the 
  point of focus. The psychic must concentrate on what he is doing, 
  thus each telekinetic feat counts as one of the character's physi­
  cal attacks. The total number of telekinetic attacks is equal to the 
  character's number of physical attacks per melee; usually 3 or 4. 
  Telekinetic attacks can include hurling an object as if thrown, or 
  causing it to buzz about a room, or to swing and hit with it as if a 
  club controlled by an invisible hand. Several objects can be 
  telekinetically thrown around within the same melee round, but 
  not simultaneously. The psychic can only concentrate on one 
  item at a time. For Example: A psychic with four hand to hand 
  attacks per melee can perform four attacks with telekinesis. First, 
  he makes a flower vase fly from the table, aiming it at his oppo­
  nent's head. Second, he makes the lantern hurl at the guard by 
  the door. Third, the table is suddenly flipped up on end and, 
  fourth, the door flung open. Four melee attacks or actions using 
  telekinesis. 
  As we can see in the example, telekinesis can be used to do 
  more than making objects fly around. The telekinetic power can 
  be used to open doors, flick switches, press buttons, turn knobs 
  and dials, open windows, make a rocking chair rock, and so on. 
  The range of possibilities is extensive, when you stop and think 
  about it. 
  It is easiest to move or hurl small objects weighing two pounds 
  (0.9 kg) or less. Maximum height or distance is 60 feet (1 8.3 m). 
  Medium-size objects weighing 3-20 pounds (1 .4 to 9 kg) are 
  more difficult to manipulate and the maximum height or distance 
  Quentin Milton (Order #31246997)
  
  is reduced by half; 30 feet (9 m). Large or heavy objects weighing 
  over 20 pounds (9 kg) are the most difficult to maneuver, reduc­
  ing maximum height and distance to 1 5  feet (4.6 m). I.S.P. cost 
  for large, heavy objects is 8 I.S.P. for the first 20 pounds (9 kg) 
  plus one I.S.P. for each additional 1 0  pounds (4.5 kg) of weight. 
  This means it would cost 1 9  I.S.P. to move 1 25 pounds (56.7 kg) 
  -8 I.S.P. for the first 20 Ibs +1 1 I.S.P. for the remaining 1 05 
  pounds (47.2 kg). 
  Combat Bonuses: 
  • +3 to strike with telekinesis; physical/skill bonuses to strike do 
  not apply when telekinesis is used. 
  • +4 to parry with telekinesis, by using a controlled object to 
  parry or sheer telekinetic force to block an attack. Counts as a 
  medium, heavy object; costs 8 I.S.P. 
  • Damage from Hurled Objects: 
  Small: 6 ounces to 1 pound (0.1 7-0.45 kg) - 1 D4 
  Small: 1 .1 to 2 Ibs (0.5-0.9 kg) - 1 D6 
  Medium: 3 to 4 1bs (1 .0-1 .9 kg) - 2D4 
  Medium: 5 to 1 0  Ibs (2.0-4.5 kg) - 3D4 
  Medium: 1 1  to 25 1bs (4.6-1 1 .3 kg) - 3D6 
  Large: 26 to 40 Ibs (1 1 .4-18.1 kg) - 4D6 
  Add 1 D6 for each additional 20 Ibs (9 kg) of weight. 
  Note: Telekinesis is not a force field, thus, while it can be 
  used to parry/block a punch, kick, club, knife or even sword, it 
  cannot stop projectiles, arrows, gas/fumes, flying tackles, and 
  similar attacks. Furthermore, a failed roll to telekinetically parry 
  means the psychic did not parry and is struck by his opponent. 
  Telekinetic Punch 
  Range: By touch o r  one foot (0.3 m )  per level of experience. 
  Duration: Instant 
  I.S.P.: 6 
  Saving Throw: None. 
  This telekinetic power enables the psychic to deliver a power­
  ful force through telekinetic energy that feels like a punch or kick. 
  A telekinetic punch will inflict 4D6 plus P.S. bonus, and a kick will 
  do 5D6 plus P.S. bonus. The I .S.P. is spent whether or not the 
  punch or kick actually hits the target (roll to strike as normal). The 
  power is used in conjunction with a normal, physical attack, so 
  the telekinetic attack can be parried or dodged by the enemy. 
  Every time the power is used, the psychic must make a save of 
  1 4  or higher, or he will take 1 D6 points of damage himself as a 
  result of wrenched muscles or a dislocated joint from the extra 
  strain on his body. 
  Telekinetic Leap 
  Range: Self - leaping range is increased by 3 or 5 feet/0.9 or 
  1 .5 m per level of experience. 
  Duration: One melee attack/action (leap) 
  I.S.P.: 8 
  Saving Throw: None 
  This telekinetic application boosts the person's leaping ability, 
  propelling the psychic an additional 3 feet (0.9 m) for high jumps, 
  and 5 feet (1 .5 m) for broad jumps (lengthwise), per level of ex­
  perience. This power can be used in conjunction with a leap kick 
  attack (damage: 6D6+6 plus P.S. bonuses), but the character will 
  take 2D6 points of damage himself from the hard impact. An ac­
  robatics or gymnastics roll, or a roll with punch, fall or impact, 
  may be needed to land safely after one of these leaps. 
  304 
  Telekinetic Push 
  Range: By touch or one foot (0.3 m) per level of experience. 
  Duration: Instant 
  I.S.P.: 4 
  Saving Throw: None. 
  The psychic can effectively create a telekinetic force that 
  pushes away an attacker or anything within range (a door, chair, 
  cart, statue, etc.). The pushing force has the rough equivalent of 
  a P.S. 1 6  +1 per level of the psychic. The telekinetic push is 
  roughly equal to a body block and does 1 D4 S.D.C.lhit point 
  damage, will knock most ordinary humans back two yards/meters 
  and has a 01 -60% chance of knocking the person off his feet (if 
  so, that character loses initiative and one melee action). Charac­
  ters weighing more than 200 pounds (90 kg) or who possess 
  robotic P.S. or supematural P.S. are only shoved a foot or two 
  and there is only a 01-1 2% chance of being knocked off their 
  feet. Inanimate objects weighing under 50 pounds (22.6 kg) are 
  "pushed" or slid across the ground twice as far, roughly four 
  yards/meters. 
  Teleport Object 
  Range: Touch 
  Duration: Immediate 
  !.S.P.: 1 0  
  Saving Throw: None 
  This is the ability to cause physical matter to disappear and 
  reappear at a different location. Such teleportation is limited by 
  the level of the psychic. A psionic character can teleport one 
  pound per level of experience a distance of 50 feet (1 5.2 m) per 
  level of experience. This is one-way teleportation; once sent 
  away, the psychic cannot call it back. It is also helpful to know 
  where one is teleporting the object. 
  • Teleporting small objects to any place in one's clothes 
  (pocket, purse, sack, backpack, saddlebags) is automatically 
  successful. 
  • Teleporting it into somebody else's pocket, sack, etc., who is 
  within clear line of sight has an 80% likelihood of success. If in 
  a thick crowd, there is a -20% penalty and a failed roll means 
  it could have been teleported into anybody's pocket! 
  • Teleporting the object to any open location (not inside a trunk 
  or pocket) that the psychic can see clearly, like to another ta­
  ble, the corner of the room, one of the ceiling rafters over­
  head, etc., is 88%. 
  • Teleporting the object to a familiar place (a place well known 
  to the character) is also 88%. 
  • Teleporting the object to an unfamiliar place (has been there 
  only a few times or never paid much attention to the place) 
  has a 60% chance of success. 
  • Teleporting the object to a completely unknown place (outside 
  the room, down the hall, into the adjoining room, to the sur­
  face, etc.) has a 45% chance of success. 
  • A failed success roll means the teleporter has no idea where 
  the object is - and it could be within a radius anywhere within 
  the character's range. 
  Quentin Milton (Order #31246997)
  
  Sensitive Powers 
  Astral Projection 
  Range: Self 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 8 
  • 
  Through intense concentration/meditation (404 minutes ?f 
  preparation), the psychic can free his mind, or inner self, from h.'S 
  physical body. This psychic inner self is the astral b�dy, a whIt­
  ish transparent, ghostly image of the character's phYSical form. A 
  long silver thread or cord connects the astral body with its physi­
  cal selt. If the cord is severed, the character is likely to die of sud­
  den shock as body and soul are torn asunder. There is only a 
  30% chance the astral self can locate its physical body without 
  the silver umbilical cord (roll best 2 out of 3). 
  The physical body lapses into a coma-like trance when the as­
  tral self has left it. In this state the body is completely helpless. It 
  can not walk, move or think; it's completely catatonic. Meanwhile, 
  the astral form has the same number of attacks per melee, bo­
  nuses, hand to hand, skills, knowledge and psychic powers that 
  he or she has in the material plane. 
  The hazards are threefold. First, if the physical body is killed, 
  the astral body is forever lost and will die, fade away, within six 
  hours. Second, if the astral body gets lost or captured while in 
  the astral plane, the body will begin to waste away and d!e. 
  (Note: One minute of time in the physical �orld can be an entl�e 
  day or even a week in the astral plane). Third, the astral bo�� IS 
  vulnerable to psychic attacks and attacks from ghosts, entities 
  and creatures of the Astral Plane (see Nightbane World Book 
  One: Between the Shadows for in-depth information about the 
  Astral Plane and the Dreamstream). 
  There are two levels of astral projection, coexistence (physical 
  body and spirit form) in the material world and/or th� Astral P/�ne 
  (another dimension). Astral projection from the phYSical body Into 
  the material world creates a ghostly specter of the astral self 
  which can be seen only by other psychics, young children under 
  1 3  years old, animals and most supernatural creatures. While in 
  astral form, the character automatically gains the ability to float, 
  fly (mach one/670 mph maximum), see .the invisib!e, p�ss 
  through solid objects, is impervious to phYSical harm (including 
  cold, heat and energy), and can see and hear as usual. The as­
  tral body cannot communicate with the physical world except 
  through telepathy or empathy, nor speak to, smell or touch any­
  thing on the material plane. The astral self is little more than a 
  mute, ghostly observer. Of course, this is a great way to �ocate 
  invisible supernatural entities, as well as spy on people In the 
  material plane (although limited to short sprints. See duration). 
  Traveling in astral form has its own very special dangers. 
  While the character can see the invisible and other astral travel­
  ers, they can also see him. This makes him susceptible to th�ir 
  psychic and astral form attacks; astral travelers can engage In 
  hand to hand combat against other astral beings. The most vul­
  nerable target is the silver cord which is the astral traveler's life­
  line to the physical world. Fortunately, the cord has an Astral 
  S.D.C. which is two times that of the person's physical hit points 
  and S.D.C. combined! Furthermore, the thread-like silver cord is 
  a difficult target to hit; attackers are -6 to strike. The astral body 
  also has two times the S.D.C. and hit points of the physical body. 
  This means if the character has 1 8  hit points and 28 S.D.C., both 
  the astral body and its silver cord have 92 Astral S.D.C. each 
  (1 8+28=46 x2 = 92 each). Remember, magic and psychic pow­
  ers have full effect on the astral body. This includes exorcism, 
  which will force the astral traveler to leave the immediate area 
  305 
  (400 ftl1 22 m radius) and prevents him from returning for 24 
  hours. 
  Entering the Astral Plane is like entering the twilight zone . 
  After a minute of concentration the astral gateway appears as a 
  bright patch of shimmering, white light. Once the astral traveler 
  passes through it, he will find himself in an endless expanse of 
  white light, and rolling, white clouds. There is no up or down, no 
  bottom or top; no north or south, no land or air or sea, just end­
  less, slowly swirling white. Time too, is in a different or altered 
  state, for what would seem to be a week in the Astral Plane is 
  barely one minute in the physical world. Time and space are 
  twisted and distorted, so the astral traveler can travel from one 
  end of our planet to the other, in the blink of an eye, by simply 
  hopping through the Astral Plane. While this may sound wonder­
  ful, the Astral Plane has its dangers. First, the distortion of space 
  and time makes it extremely difficult to find the material world and 
  one's dormant, physical body. Even trying to follow the silver cord 
  can lead to nowhere. 
  To return from the Astral Plane to the physical body, roll 
  on the following table: Each roll will determine the astral trav­
  eler's state of mind and sense of direction. The percentile dice 
  can be rolled up to three times per melee ( 1 5  seconds). The 
  player must roll "definitely certain" to successfully return. The 
  player may keep trying until he succeeds or time elapses. 
  Location of the Physical Body 
  Roll Percentile Dice to Return from the Astral Plane 
  01 -30 Hopelessly lost (roll again). 
  31 -50 Uncertain, confused (roll again). 
  51 -76 Fairly certain of location; on the right track (roll again). 
  77-00 Definitely certain of location. (Whew! Made it Back). 
  Astral travel with a partner is a much safer way to travel, be-
  cause if one can find his body, he can lead the other one out with 
  him. 
  Note: Traveling on the material plane in astral form is infinitely 
  easier than travel in the Astral Plane. To find the physical body, 
  the character need only return to where he left it. If it has been 
  moved or hidden, the astral self can sense its location with a 60% 
  chance of success (roll once per melee). 
  The other danger lies in being attacked by other beings who 
  live in the Astral Plane. Entities and elemental creatures of magic 
  live in that dimension or travel through it. These beings are usu­
  ally hostile, evil forces. While the astral body can not touch or 
  communicate with the material world, the astral body is quite 
  solid to other inhabitants of the Astral Plane. The astral body is 
  also vulnerable to magic and psychic powers, as well as physical 
  assault by astral entities. 
  The energy which composes the astral plane is responsive to 
  thoughts and desires. The strongest astral beings can mentally or 
  magically control that energy to mold a small area to look like 
  whatever they imagine (see Nightbane RPG World Book One: 
  Between the Shadows). This means that the astral plane is made 
  up of hundreds or thousands or even millions of tiny astral "king-
  doms· adrift within the vast whiteness. Exactly what these king­
  doms look like is up to the entity that creates it. Some may look 
  like a modern city, other castles or forests, while still others, a 
  frightening landscape. Perhaps this is where legends of visita­
  tions to heaven and hell originate? It is always wise to avoid an 
  astral kingdom, because only the most powerful entities and as­
  tral beings can create and maintain them. 
  Quentin Milton (Order #31246997)
  
  Clairvoyance 
  Range: Self; although the image could pertain to people or 
  places thousands of miles away. 
  Duration: 606 melee rounds. 
  I.S.P.: 4 
  Base Skill: 58%+2% per level of experience. 
  Clairvoyance enables the psychic to see or feel glimpses of 
  the possible future. This is achieved through meditation or in­
  tense concentration in which the clairvoyant thinks about a par­
  ticular person, event or place. Add +5% to the base skill if the 
  person involved is a friend or loved one. Clairvoyance is unpre­
  dictable and cannot be turned on and off like a light bulb. Some­
  times it works (if the roll is under the base skill) and sometimes it 
  does not (when the roll is above the base skill). A failed roll 
  means the psychic received no insight to the future, despite the 
  expenditure of I.S.P. 
  A clairvoyant trance can be attempted as often as twice evety 
  day. The message can be a sudden feeling that somebody is in 
  need (" ... something's wrong. It's ... it's ... Janet! I've got to see 
  her!") or, more often, a sudden flash of insight - a sudden image 
  that races through the mind. The image is like a brief snippet 
  from a movie or a dream. Often all the details are not clear, but 
  the potential danger is. For example, the psychic character is in a 
  trance or meditation, thinking about hislher friend Janet. Sud­
  denly, the mind is flooded with an image of Janet rushing down a 
  crowded street. It's twilight, like moming or evening. She seems 
  very upset. Janet races into the street, ignoring the 
  traffic. 
  There's a gang of thugs riding down the street like madmen. The 
  squeal of horses (or bystanders). Janet screams. The image 
  ends. Is Janet hurt? Killed? Unknown, but the danger is clear. 
  There are also other hints of information: the time of day, Janet 
  seeming upset, rushing, etc. The glimpse into the future could be 
  twenty minutes, eight hours, 24 hours, or a week. The psychic 
  has no way of knowing. Of course, he has the advantage of rec­
  ognizing the potential danger as it begins to unfold and may be 
  able to avoid it, stop it, or change the outcome. The image may 
  last a few minutes or be a sudden flash lasting but a few sec­
  onds. The flash could be a peculiar noise, insignia, a face, or a 
  specific image like a particular door, object, or person. 
  It is important to note that sometimes a clairvoyant image will 
  occur unintentionally, without the psychic trying. These most 
  often manifest themselves as dreams or nightmares during 
  sleep. The clairvoyant dream is exactly like the image from a 
  meditative trance described previously. The precognitive flash of 
  the future may also occur unbeckoned while awake, but this is 
  extremely rare. These brief glimpses of the possible future hap­
  pen because the clairvoyant is acutely attuned to his world. Any­
  thing that might hurt or change that world (including people and 
  places) will often be foretold in a flash of insight. 
  Game Masters: Be careful not to reveal too much. Use the 
  examples provided as a guide. Remember, these are brief 
  glimpses of the possible future, not a motion picture. The psychic 
  cannot engage in any actions, combat or otherwise, during a mo­
  ment of clairvoyance, or the image will instantly stop. It usually 
  requires 204 melee rounds of concentration or meditation before 
  the image occurs. Remember, a failed skill roll means absolutely 
  nothing happens, but still burns up the 4 I.S.P. and time. 
  Empathy 
  Range: 1 00 foot area (30.5 m) 
  Duration: Two minutes (8 melees) per level of experience. 
  I.S.P.: 4 
  Saving Throw: Standard; a save vs empathy means the psy­
  chic can not get a clear sense of the emotions of that particular 
  306 
  person. To save vs empathy, the person must roll to save once 
  each melee round that the psychic is using empathy. Mind block 
  will prevent any empathic emanations from the blocked person. 
  Empathy is a psi-ability that makes the psychic aware of, or 
  feel, the emotions of other people, animals and supernatural 
  creatures. The strongest emotions are easiest to sense: hate, an­
  ger, terror, love, etc. Probing for emotions can often be used to 
  establish that somebody or something is nearby, but cannot be 
  used to pinpoint an invisible or hiding person/creature. Empathy 
  can be especially helpful in recognizing and communicating with 
  ghosts and other supernatural beings. 
  Questioning a person/being while using empathy can be very 
  handy in establishing how they are reacting to you. In a limited 
  sense, empathy can be used like a lie detector to see if the emo­
  tions match the verbal response. For Example: "Did you know 
  the deceased?" The verbal answer is no, but there is a sudden 
  flare of nervousness and fear (or hate or sorrow). This doesn't 
  mean the guy is the killer, but it might mean he is lying about 
  knowing the deceased. Further questions might pull out a strong 
  emotion such as anger or hate (or happiness), which may con­
  firm the psychic's suspicions that this character might be involved 
  in the murder. However, remember that this is, at best, circum­
  stantial evidence and definitely inadmissible in court. Physical 
  proof must be found, but the empathic readings may put charac­
  ters on the right track. Also, remember that although the em­
  pathic psychic is feeling the person's real emotions, he is 
  interpreting their significance. A very nervous person may always 
  radiate fear or anxiety, while a cold-blooded, pathological killer 
  may feel nothing at all and stay calm and cool as he lies through 
  his teeth. The feeling of hate may mean that the person did know 
  the murder victim, or knew of him, and hated him for any number 
  of reasons. That does not mean he killed him. As you can see, 
  interpreting emotions can be a tricky thing. 
  Haunting ghosts and entities rarely mask their emotions. 
  Thus, the psychic can easily tell if one or more is nearby (within 
  1 00 fV30.5 m) and what it is feeling. "I sense great sorrow." or 
  "Do as it says! It is angry, almost crazed. I think it will carry out its 
  threat if you try to stop it." 
  Mind Block 
  Range: Self 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 4 (per each duration period) 
  This is the ability to completely close or block oneself from 
  most psychic/mental emanations. When intentionally closed to 
  supernatural or psychic forces, the character cannot sense any­
  thing, cannot use his psionic abilities, nor be psionically influ­
  enced by others. A mind block will prevent penetration of 
  telepathy, empathy, hypnotic suggestion and empathic transfer. It 
  can be an invaluable protective mask when dealing with malevo­
  lent psychic forces. It also adds a bonus of +1 to save vs all psy­
  chic and mental attacks. 
  Object Read (Psychometry) 
  Range: Touch 
  Duration: Varies; usually about 206 minutes. 
  I.S.P.: 6 
  Saving Throw: None 
  Base Skill: Impressions: 56%+2% per level of experience. 
  Images: 48%+2% per level. Present: 38%+2% per level of expe­
  rience. 
  This uncanny ability enables the psychic sensitive to receive 
  impressions and images from an object regarding its use, history 
  and last owner. This is done by holding the object and concen-
  Quentin Milton (Order #31246997)
  
  trating on a specific line of thought, or by opening up to a general 
  impression (the latter is always more vague and random). Just as 
  a psychic must open himself to sense evil or magic, he must 
  open himself to the object. If successful, he will receive impres­
  sions and/or images revealing bits of information. 
  Impressions include: General alignment of its last owner 
  (good, selfish, evil), general emotional state of mind (anger, 
  happy, sad, hate filled, confused, etc.), the object's general pur­
  pose (what it is used for), whether or not the last owner is living 
  or dead, and whether the item has been used withlby magic or 
  supernatural forces. Object read will also conclusively indicate 
  whether the item is currently enchanted or contains a supernatu­
  ral force/entity (as well as its alignment and emotions). If the item 
  is possessed, an object read makes the reader totally vulnerable 
  to possible psychic attack (no bonuses to save) from the force 
  contained inside it. 
  Images: The psychic can also see images of isolated events 
  which have happened in the past. This will provide brief snippets 
  of images and events that will offer glances of the previous owner 
  and others close to him. Traumatic and emotion filled events/im­
  ages are the easiest to see. Impressions will accompany the im­
  ages, adding to the story as it unfolds. Information includes: 
  approximate age, height, weight, build, race, sex, sometimes oc­
  cupation, hair color and length; special facial or body features, 
  such as a scar or tattoo or beard (very often the exact facial fea­
  tures are out of focus, blurred or obscured); the object's use/pur­
  pose; and some special event, usually very traumatic, important 
  or happy. Often the event image will be fragmented as if it was a 
  piece of movie film edited by a crazy man. The event will always 
  be one in which the object was involved in some way. 
  The present can also be glimpsed, but costs an additional 4 
  I .S.P., with no guarantee of success. Sometimes the psychic can 
  focus in to see and feel the last owner at that very moment. This 
  will provide an idea of what is his current state of mind/emotion, 
  appearance/dress, general location (that is to say, a bedroom, of­
  fice, street, outdoors, etc.; no address or sense of distance is 
  provided), general features (shaved his beard, dyed hair, etc.) 
  and so on. The psychic may be able to identify a place or person 
  by its features, provided he has seen it before or sees it in the 
  near future. 
  The success or failure of an object read: Roll percentile 
  dice once for impressions and once for images. The roll must fall 
  under the character's base skill ability to succeed. A roll higher 
  than the base skill means failure and the psychic feels and/or 
  sees nothing. Impressions and images are two different things, 
  so roll for each. The psychic may get no impressions, but see im­
  ages or vice versa. The present cannot be seen unless the psy­
  chic was successful on at least one of the previous readings of 
  impressions or images. Once an object has been read it cannot 
  be read again by the same psychic, even if he did not see or feel 
  a thing. Of course, the psychic can attempt to object read other 
  items, but each attempt will cost 6 I.S.P. 
  Presence Sense 
  Range: 1 20 foot (36 m) diameter. 
  Duration: 2 minutes (8 melees) per level of experience. 
  I.S.P.: 4 
  Saving Throw: None 
  Presence sense is a sixth sense which will alert the character 
  to the presence of supernatural and magic creatures in the area. 
  The ability cannot pinpoint the location of the presence, but will 
  give the psychic the impression of whether it is near (within 50 
  ftl1 5.2 m) or far (beyond 90 ftl27.4 m). It will also give the charac­
  ter a vague idea of how many presences there are; one (1 or 2), 
  a few (3 to 6), several (7 to 1 4), or many ( 1 5  or more). The psy-
  307 
  chic will also be able to tell if one or more of the presences are 
  incredibly powerful - applicable only to demon and deevil lords, 
  greater elementals and gods. 
  The psychic can sense the presence of humans and animals 
  too, but with much less accuracy. Typically, the sensation is one 
  of, "We are not alone." The person's distance is undeterminable 
  and the number of people is limited to a sense of one, two or 
  many (and that is only right 50% of the time). 
  See Aura 
  Range: 60 feet (1 8.3 m) and must be visible. 
  Duration: 2 melees (30 seconds) 
  I.S.P.: 6 
  Saving Throw: None, but a mind block will hide the presence 
  of psychic abilities, the amount of P.P.E., and possession by a 
  supernatural force. 
  All things, organic and inorganic, have an aura. The aura has 
  many distinctions and can be used to see or sense things invis­
  ible to the human eye. Seeing an aura will indicate the following: 
  • Estimate the general level of experience. Low (1 -3), medium 
  (4-7), high (8th and up). 
  • The presence of magic (no indication of what or power level). 
  • The presence of psychic abilities. 
  • High or low base P.P.E. 
  • Healthy or sick. 
  • The presence of a possessing entity. 
  • The presence of an unusual aberration which indicates a seri­
  ous illness, nonhuman, mutant, or supernatural being in dis­
  guise, but does not specify which. 
  Note: Cannot tell one's alignment from see aura. 
  See The Invisible 
  Range: 1 20 foot (36 m) distance. 
  Duration: One minute per each level of experience. 
  !.S.P.: 4 
  Saving Throw: None 
  The character can see forces, objects and creatures which 
  can turn, have been tumed, or are naturally invisible. Even if the 
  creature has no physical form, the psychic will be able to discem 
  the vaporous image or energy sphere which is the being. This in­
  cludes ghosts, entities and the astral form. 
  Sense Evil 
  Range: 1 40 foot (42.7 m) radius. 
  Duration: Two minutes (8 melees) per level of experience. 
  I.S.P.: 2 
  Saving Throw: None 
  This psi-power is a much more refined ability to feel the pres­
  ence of evil. All supernatural creatures radiate their alignment, 
  good or evil. A psychic sensitive will automatically feel supernatu­
  ral evil without spending a single I.S.P. However, to get a clearer 
  picture of the evil force(s), the character must open himself and 
  use the sense evil ability. 
  The sense evil psi-power will indicate the general number of 
  supernatural evil: one, a few (2-6), several (7-1 4), or many ( 1 5  or 
  more). It can also register the intensity of the evil and pinpoint the 
  general location of the source(s) to a particular room(s), pos­
  sessed object or person. It can also indicate distance; i.e. very 
  near (within 1 5  ftl4.5 m), near (within 50 ftl1 5.2 m), or far (60 to 
  1 40 ftl1 8.2 to 42.7 m). The character can track the source of su­
  pernatural evil, like a bloodhound, by sensing how close it is to 
  him; the stronger the sensation, the closer the creature. 
  Quentin Milton (Order #31246997)
  
  Evil emanations from human beings are much less distinct 
  and cannot be felt unless the source/person has an immediate 
  evil intention, is incredibly evil, is psychotic, or possesses psychic 
  powers (the latter amplifies the evil aura). A mind block will pre­
  vent sensing an evil alignment and mask evil intentions. 
  Sense Magic 
  Range: 1 20 foot (36 m) radius. 
  Duration: Two minutes per level of experience. 
  I.S.P.: 3 
  Saving Throw: None 
  The ability to sense magic is much like the one to sense evil. 
  The psychic can feel magic energy, tell whether it is near (within 
  20 ftl6. 1  m) or far (up to 1 20 ftl36 m away) and follow the emana­
  tions to pinpoint their source as a particular place, room, person 
  or object. Note: Invisible beings or objects can only be traced to 
  a general area, like a specific room or corner. 
  The psychic will also be able to sense whether or not an ob­
  ject has magic powers, if a person or item is enchanted/under a 
  magic spell (this does not include psychic powers or possession), 
  or when magic is being used within the sensing area -practitio­
  ners of magic do not radiate magic energies until they expend 
  magic energy to cast a spell or to activate a ward or circle. 
  Sense Time 
  Range: Self 
  Duration: 1 5  minutes per level of experience. 
  I.S.P.: 2 
  The psychic is able to accurately measure the passage of 
  time, down to within 1 04 seconds. This can be useful when in an 
  environment where the passage of time can be lost, and espe­
  cially when the character must meet with or do something at a 
  precise moment in time, like gauging exactly when a bomb will 
  detonate, when a switch must be turned on or off, and so on. 
  Sixth Sense 
  Range: 90 feet (27.4 m) 
  Duration: Until the danger passes or happens. 
  I.S.P.: 2 
  Saving Throw: None 
  This power gives the psychic a precognitive flash of imminent 
  danger to himself or somebody near him (within 90 ftl27.4 m). 
  The character will net know what the danger is or where it will 
  come from, nor who it will be directed at when in a group. All he 
  will know is that something life threatening will happen within the 
  next 60 seconds (4 melees)! The sixth sense is triggered auto­
  matically, without the consent of the psychic, whenever his life is 
  in great peril, or the life of somebody he greatly cares about 
  (friend, loved one, etc.). The sixth sense is only triggered by an 
  unexpected, life threatening event which is already set into mo­
  tion and will happen any second. The power cannot be called 
  upon at will to sense for traps or ambush. Instead, it works like an 
  automatic reflex. If the character has used all his LS.P., the sixth 
  sense is temporarily rendered inoperative. 
  Bonuses: 
  The sudden flash of insight provides the following bonuses. All 
  bonuses apply only to the initial melee round when the attack oc­
  curs. 
  +6 on initiative roll 
  +2 to parry 
  +3 to dodge 
  The character cannot be surprised by a sneak attack from be­
  hind. 
  308 
  Speed Reading 
  Range: Self 
  Duration: 3 minutes per level of experience. 
  I.S.P.: 2 
  This is the ability to read and comprehend the written word ex­
  tremely quickly. Reading speed is 30 pages per minute. The psy­
  chic will retain the information as he would normally. Highly 
  technical texts will reduce the speed reading by half (15 pages 
  per minute) and may require two readings. The character must 
  be literate to use this power. 
  ./ � 
  �� 
  Telepathy 
  Range: Read surface thoughts up to 60 feet (1 8.3 m) away or 
  two-way telepathic communication up to a distance of 1 40 feet 
  (32.7 m). 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 4 
  Saving Throw: Conditional. When a person suspects that he 
  is being telepathically probed he can resist, getting the standard 
  saving throw. Mind blocks will completely prevent telepathic 
  probes or communications as long as the block is up. 
  The power of telepathy allows the psychic to eavesdrop on 
  what a person is thinking at a particular moment. This is done by 
  focusing on that one person and picking up on his or her surface 
  thoughts. Surface thoughts are those thoughts and musings up­
  permost in a person's mind. A deep probe into memory is not 
  possible. Although the psychic can read the thoughts of several 
  people, he can only do so by focusing on one person at a time. 
  Simultaneous, multiple mind readings are impossible. 
  Limited telepathic communication is also possible. The 
  telepath can send a directed thought message to one person at a 
  time. The message must be as brief and as clear as possible. 
  Like, "John, I need you immediately. Hurry!" or "Stop! Don't do 
  that." "Come here," "Look Out" or "Press the green button." How­
  ever, two-way telepathic communication is not possible except 
  between two psychics who both have the power of telepathy. 
  Total Recall 
  Range: Self 
  Duration: Permanent 
  I.S.P.: 2 
  The character remembers every word he reads or hears, or 
  everything he sees. Specific blocks of information can be recalled 
  in perfect detail at will. Each block of information costs 3 LS.P. to 
  recall in absolute detail. If all LS.P. have been expended, the 
  memory is a little fuzzy, so exact quotes and details may be im­
  possible to recall. Roll percentile: 01 -50: Remembered in full de­
  tail, word for word; 51 -80: Details are forgotten, but the full 
  essence of the ideas are clear; 81 -00: Can only recall the most 
  basic concepts; no details nor strong comprehension. 
  Quentin Milton (Order #31246997)
  
  Super Psionic Powers 
  Advanced Trance State 
  Range: Self 
  Duration: Up to 8 hours per level of experience. 
  I.S.P.: 1 0  
  Saving Throw: None 
  This meditation state puts the psychic into a deep trance in 
  which he can heal at double the normal rate and recover 1 2  
  I,S.P. per hour. While i n  the advanced trance state, the psychic 
  actually hovers in mid-air in either a sitting or prone position. 
  In the alternative, the psychic can put himself in a state of sus­
  pended animation or stasis sleep. The character's metabolism 
  slows down to a crawl, roughly one-tenth that of normal, and may 
  appear to be in a coma or even dead. While in stasis, the charac­
  ter doesn't need to eat or drink, he can survive on one-tenth the 
  normal amount of breathable air, and the effects/damage of any 
  toxins, drugs or disease are stopped, giving the body valuable 
  time to fight and destroy it (must remain in stasis for at least two 
  days to do so, otherwise takes effect the instant the psychic 
  awakens). Furthermore, while in this state, the psionic character 
  can sense danger and extreme changes around him, and can 
  wake up in an instant to defend himself. 
  Bio-Manipulation (The Evil Eye) 
  Range: 1 60 feet (48.8 m) 
  Duration: 4-1 6  minutes (roll 404); the duration is half when 
  used against creatures of magic and supernatural beings. 
  I.S.P.: 1 0  
  Saving Throw: Standard 
  The psychic is able to induce physical trauma to the nervous 
  system of others by sheer force of will and psychic energy. This 
  psi-power is often known as "the evil eye." 
  There are seven types of bio-manipulation effects. Each af· 
  fects only one person per attack and can be used in any combi­
  nation. Intended victims must be within line of vision or their 
  exact location known to the psychic. Each costs 1 0  I,S.P. to in­
  flict. 
  This psychic power enables the psychic to temporarily mao 
  nipulate specific biological functions or conditions in human, ani· 
  mal, and most supernatural life·forms. The duration can be 
  extended 4·1 6  (404) minutes per additionaI 6 I,S.P. 
  Blind: Temporarily knocks out the victim's optic nerves, ren­
  dering that person quite helpless. Victims are ·9 to strike, parry 
  and dodge. 
  Deafness: Can be caused by manipulating the eardrum. Vic­
  tims cannot hear anything, and are -6 to parry or dodge attacks 
  from behind. In addition, the shock of suddenly becoming deaf 
  makes them -3 to strike, parry or dodge any attacks, and they 
  automatically lose the initiative while deaf. 
  Mute: Impairs the victim's vocal cords, making speech impos­
  sible. Victims are likely to be shocked and panicked, making 
  them -2 to strike, parry and dodge, but only for the first melee 
  round. Magic that requires the spoken word cannot be per­
  formed. 
  Pain: By manipulating the nerve centers, the psionic can in­
  duce terrible pain that shoots throughout the body. Victims are -6 
  to strike, parry, and dodge, and take one point of damage off 
  their hit points (not S.D.C.) per each minute affected. 
  309 
  Paralysis: Immobilizes the motor part of the brain, causing 
  legs and arms to stop functioning. Victims are completely inca­
  pacitated for the duration! 
  Stun: This attack disorients and confuses its victim. Victims 
  forfeit one attack per melee round, speed is cut by half, and all 
  combat bonuses are reduced by -4. 
  Tissue Manipulation: Affects the tissues connecting nerve fi­
  bers which can cause a variety of effects. By irritating the nerve 
  fibers a victim will suddenly feel itchy, as if suddenly breaking out 
  in a severe rash. Through endothermic manipulation, the victim 
  can be made to suddenly feel cold or hot while everyone around 
  him feels fine. This is done by manipulating the body chemicals 
  which absorb heat. ALL three conditions are more annoying or 
  frightening than physically impairing. In each case, the victims 
  are -1 to strike, parry and dodge, and -1 on initiative. 
  Saving Throw: Standard; if a character successfully saves 
  against the attack he is not affected at all. This applies to all 
  seven bio-manipulative attacks. 
  Bio-Regeneration (Super) 
  Range: Self 
  Duration: Permanent 
  I.S.P.: 20 
  Saving Throw: None 
  Another bio-manipulation power that enables the psychic to di­
  rect his psionic energies to immediately self heal. The character 
  must concentrate for one full minute while his body instantly 
  heals itself. 406 hit points and 406 S.D.C. points are simultane­
  ously restored at the end of 60 seconds! There is no scarring and 
  the bio-regeneration process can be performed every minute. 
  S.D.C. and hit points cannot be restored beyond the character's 
  normal range. 
  Cure Insanity 
  Range: Others by touch. 
  Duration: Special 
  I.S.P.: 30 
  Saving Throw: Standard and automatic; the character saves 
  whether he wants to or not. 
  Most types of insanity can be cured at least temporarily. Only 
  schizophrenia, organic retardation, insanity caused by brain dam­
  age and those inflicted by magic, including curses, cannot be 
  cured with this power. Since the insanity is beyond the subject's 
  control, the character rolls to save vs psionic attack whether he 
  wants to be cured or not. 
  A successful save vs psionic attack means no cure, but the 30 
  I,S.P are expended nonetheless. Try again? 
  If the insane character fails to save vs psionic attack, he is 
  temporarily cured of that particular insanity. There is a 1 -1 0% 
  chance that the insanity will resurface; roll once at the end of 
  every week (7 days) or when the character faces a traumatic 
  situation similar to the one that caused the insanity in the first 
  place. Once it resurfaces, the insanity stays until it is cured again 
  in some way. 
  Each specific insanity must be targeted and attacked individu· 
  ally. Thus, if a character has three phobias, the psionic must use 
  this power three times and expend 90 I,S.P., provided the sub­
  ject doesn't successfully save. 
  The psychic can make the cure permanent by permanently 
  spending 206 of his I ,S.P. base. 
  Quentin Milton (Order #31246997)
  
  Electroki nesis 
  Range: Varies 
  Duration: Varies 
  I.S.P.: Varies 
  Electrokinesis is a psychic power that allows the psychic to 
  exert amazing physical control over electricity. 
  1 .  Electrical Resistance: The psychic can manipulate his 
  body so as to become resistant to electricity. Up to 60,000 volts 
  will inflict no damage or ill effect. Currents greater than 60,000 
  volts, including lightning and magic electricity, do half damage. 
  Range: Self. Duration: 3 minutes per level of experience. I.S.P.: 
  4. 
  2. Electrical Discharge: The character can cause static elec­
  tricity within a six foot (1 .8 m) area, as well as emit an electrical 
  discharge by touch. The discharge can be a little jolt (one point of 
  damage) or inflict up to 2D6 damage. Each discharge counts as 
  one of the psychic's attacks per melee round. Range: touch or 
  1 0  feet (3 m) per level of experience. Duration: Instant. I.S.P.: 2 
  per little jolt, or 4 per each discharge (2D6 damage). 
  3. Manipulate Electrical Devices: Through focused thought, 
  the psychic can enforce a limited control over electrical devices, 
  such as turning off and on light switches, computers, televisions, 
  radios, blenders, flashlights, toys (battery and plug types), and all 
  types of electrically operated devices. He can also manipulate 
  the controls of the device, such as volume, channel selection, 
  tuners, speakers, change speed, dim lights, and so on. A dozen 
  different electrical functions can be manipulated each melee 
  round. This can mean flicking the light off and on six times (12 
  functionsl6 off, 6 on) or turn on the T.V., turn its volume up to the 
  max. and turn on 1 0  other appliances (12 functions in all). 
  Range: 45 feet (1 3.7 m) +5 feet (1 .5 m) per level of experience. 
  Duration: Two minutes per level of experience. I.S.P.: 4 points. 
  The character does not need to see the devices to manipulate 
  them. He can feel their presence. 
  4. Sense Electricity: The psychic can sense or feel electricity 
  and pinpoint its exact location with reasonable accuracy. This 
  ability also enables the character to sense approaching electrical 
  and ley line storms. Range: 45 feet +5 feet per level of experi­
  ence (1 3.7 m +1 .5 mllevel). Duration: Two minutes of extreme 
  sensitivity when he can pinpoint every source of electricity in the 
  area. I.S.P.: 2 per every two minutes. Base Skill: 55%+5% per 
  each additional level of experience. A failed roll means only 
  1 D6x1 0% of all the electrical devices/sources of electricity could 
  be sensed. 
  Empathic Transmission 
  Range: 60 feet (1 8.2 m) 
  Duration: 2D6 minutes (2 to 12 minutes) 
  tS.P.: 6 
  Attacks Per Melee: Equal to the individual's physical attacks; 
  usually three or four per melee round. 
  Saving Throw: Standard 
  This incredible ability enables the psychic to instill a powerful 
  emotion into another living creature; person, animal or supernatu­
  ral being. Each psychic attack/transmission can only affect one 
  creature at a time. Several supernatural creatures have this abil­
  ity or some aspect of it. 
  Despair or Sorrow: Invokes great emotional upheaval, deep 
  sorrow and a sense of loss. There is a 01 -50% chance of the vic­
  tim surrendering or leaving without a battle; furthermore, victims 
  are -2 to parry and dodge. 
  31 0 
  Confusion: Disorients the person so badly that he has no 
  sense of direction, time, or of what is exactly going on. Victims 
  are -3 to strike, parry and dodge, and lose initiative completely. 
  Fear: Invokes unreasoning terror. Victims are -3 to strike, 
  parry and dodge, plus there is a 01 -66% chance that those af­
  fected will turn and run. 
  Hate or Anger: Will prompt those affected to act rashly, 
  charge, attack, argue violently, etc. Victims are likely (01 -60% 
  chance) to attack, kill, harm, or betray those they dislike; +1 (yes, 
  that's plus) to strike, -1 to parry and dodge. 
  Love or Peacefulness: Will induce a deep feeling of serenity, 
  dispelling anger, hatred, sorrow, and so on. Hostile opponents 
  are likely (01 -60% chance) to reconsider their actions, deciding 
  not to attack, show mercy, leave without being overtly cruel or 
  destructive, halt a rampage, and so on. It does NOT make its vic­
  tims docile sheep, but curbs hostility. 
  Trust: Will make its victim believe everything the psionic tells 
  him, but only while under the empathic influence. Life threatening 
  suggestions that go against deep-seated fears or ideal provide 
  an additional saving throw against the suggested action, with a 
  bonus of +3 to save. 
  Group Mind Block 
  Range: 1 20 foot (36.6 m) radius. 
  Duration: 1 0  minutes per level of experience. 
  I.S.P.: 22 
  The master psionic can instantly erect a mental barrier or 
  mind block to protect himself and those within a 1 20 foot (36.6 m) 
  radius. The group mind block works just like the individual mind 
  block power. It can be a means of protecting those around the 
  psychic from psionic probes and mind attacks, but it can also be 
  used to prevent outside forces (good or evil) from communicating 
  via telepathy or empathy. Thus, a villainous psychic can use the 
  group mind block for his own evil purposes. Everyone within the 
  1 20 foot (36.6 m) radius of effect will be automatically blocked, 
  but the effect is not detectable so they are not likely to know that 
  they are being mind blocked (only a detect psionics will indicate a 
  group mind block)! 
  Hydrokinesis 
  Range: Varies 
  Duration: Varies 
  I.S.P.: Varies 
  This ability enables the character to use psychic energy to 
  sense and influence water. 
  1 .  Sense Chemical Impurities: The psychic can sense 
  whether or not water, is polluted, drugged or contains other sub­
  stances. The exact nature of the additive or pollutant may be un­
  known, but he will know that it is not completely natural. 
  When sensing water, first roll to determine the purity of the 
  water (crystal clear and drinkable, dirty but drinkable, or fouled 
  and undrinkable/hazardous). Base Skill: 70% +2% per each ad­
  ditional level of experience. If polluted, roll to determine the gen­
  eral nature of the pollutant. This will identify whether it is a 
  chemical/drug (not deadly, but will cause a reaction if drunk) or 
  poison (a deadly or harmful toxin if swallowed). Base Skill: 
  35%+5% per each additional level of experience. Range: Self; 
  water touches the lips or six inches from the lips. Duration: One 
  minute (4 melee rounds). I.S.P.: 2 per minute. 
  2. Boil Water: The psychic can increase the temperature of 
  water raising it to boiling point within one minute (four melee 
  rounds). Up to one gallon (3.8 liters) can be affected. Once set to 
  boiling, it will take the usual amount of time to cool. This power 
  cannot be used to boil the water or blood in a living creature. 
  Quentin Milton (Order #31246997)
  
  Range: 8 feet (2.4 m) +2 feet (0.6 m) per level of experience. Du­
  ration: One minute (4 melees). I.S.P.: 3 per gallon (3.8 I) of 
  water. 
  3. Water Spout: An ability that enables the psychic to control 
  and hurl water. The effect can be used to make water bubble (but 
  not heated), shoot straight up like a geyser, or a water blast hurl­
  ing across a room like a short, powerful spray from a garden 
  hose. Up to one gallon of water can be manipulated and hurled 
  up to a distance of 20 feet (6 m). Note: The fluid must be 75% 
  water to be controlled, and can include a punch, hot coffee, 
  chicken soup, tea, beer, etc. Forget about hurling ice (frozen 
  does not count), paint, oil, gasoline or cake batter. 
  Making water leap, seemingly with a life of its own, can be 
  startling to others and a great distraction. Hurling normal water or 
  a cool drink into somebody's face/eyes will momentarily blind and 
  surprise the individual, causing him/her to lose initiative and one 
  attack that melee. Hurling hot or boiling water on the body (espe­
  cially the crotch or exposed skin) will have the same results. Hurl­
  ing boiling water in the face is horribly painful, causing 204 
  damage, loss of initiative, loss of all attacks for 1 06 melee 
  rounds and temporary blindness (-1 0  to strike, parry and dodge). 
  Characters of a good alignment will not hurl boiling water in the 
  face unless in life and death circumstance. 
  Hurling Range: 20 feet (6 m). Duration: Instant. I.S.P.: 5. 
  Bonus: +1 to strike; roll to strike. Note: The psychic can influ­
  ence up to one gallon of water up to 20 feet (6 m) away, whether 
  he can see it or only feel its presence. Making water bubble or 
  rise up like a fountain can be maintained for up to 30 seconds (2 
  melees). 
  4. Sense Water: The character can sense the presence of 
  any water exposed to the open air automatically, at no cost of 
  LS.P. Range: 20 feet (6 m) per level of experience. Duration: 
  Permanent. I.S.P.: None. Note: Underground rivers, airtight con­
  tainers, etc., cannot be sensed. 
  Hypnotic Suggestion 
  Range: 1 2  feet (3.6 m), plus requires eye contact. 
  Duration: Varies with each circumstance and subject; rarely 
  more than a few hours maximum. 
  I.S.P.: 6 per idea or attempt to implant an idea. 
  Saving Throw: Standard 
  The power of suggestion is a psionically boosted form of sim­
  ple hypnosis. The power is limited to relaxing/calming somebody 
  down, putting a person or animal in a light sleep, helping a per­
  son to relax and focus on a particular thought (good for helping 
  someone to remember things), and implanting subtle ideas. The 
  implanting or "suggestion" of an idea must be subtly worked into 
  a comment. The suggestion must be kept simple and clear, such 
  as "You know you can trust me" or "You feel like you have a fe­
  ver. Yes, you do have a fever. You're buming up (with feve". 
  You should lie down." or "You don't want to go there." 
  The power of suggestion can also be used to make the victim 
  imagine sounds and images. "Did you hear that? Listen! Foot­
  steps! You hear the footsteps ... yes, you do!" Or, "At midnight 
  the specter appears. Everybody who is ever present sees the 
  specter at midnight. " The poor individual who fails his savings 
  throw will, indeed, imagine he sees something at midnight. 
  Insert Memory 
  Range: Touch 
  Duration: Permanent 
  I.S.P.: 25 
  Saving Throw: Standard; although innocuous false memories 
  or ones that deal with something the character wanted to 
  31 1 
  know/remember, may not be resisted at all (G.M.'s or the player's 
  call). 
  An artificial memory can be implanted into the mind of the 
  subject. This memory is completely convincing and will affect all 
  related actions of the victim. For example, the psionic could tell 
  the victim: "Your brother was captured and tortured by aliens 
  when you were a child." This would mean that the subject might 
  have a good reason to hate aliens. However, there is no guaran­
  tee that the subject will react in any particular way. In our exam­
  ple, the subject might hate his real brother, or he may still believe 
  that all aliens are not evil, just as all humans are not good or evil. 
  Implants that are seemingly unimportant or not strongly defined 
  (rumors, hearsay, etc.) are the easiest to implant in a character's 
  mind because the memory doesn't conflict with real memories or 
  the character's alignment or ethics. Things like, "We met at the 
  tavem last night;" or, "I heard a rumor about ... ;" and similar. 
  When asked where he heard that, the character won't remember, 
  but will react with "I know that's what I heard, and I don't want to 
  deal with anybody like that." Even rumors and little things can af­
  fect a character's feelings or judgement. 
  The only chance that the victim has of detecting an artificial 
  memory is when it conflicts with obvious reality (i.e. the character 
  never had a brother), strong beliefs, strong emotions, or align­
  ment. But even if the victim disbelieves the memory or realizes 
  it's false, it still remains. 
  Invisible Haze 
  Range: Self 
  Duration: Six minutes. 
  I.S.P.: 30 
  Saving Throw: Standard 
  The powers of the mind are awesome and this is but one of 
  the more spectacular abilities. The psychic transmits a powerful 
  hypnotic suggestion that telepathically tells aI/ who look upon him 
  that they cannot see him! Thus, one moment he is there and the 
  next second he's gone. The character and everything on his per­
  son disappears. 
  The victim of this psionic attack will either think he was mis­
  taken about what he saw (not likely unless seen in a crowd or un­
  der conditions of poor visibility), or realize that the character has 
  turned invisible before his very eyes. All who see the psychic, get 
  to roll to save vs psionic attack as normal. Those who fail to save 
  cannot see the character for the full duration of the psionic 
  power. Even characters who can see the invisible and see aura 
  cannot "see" the invisible psychic (the same is true of characters 
  who have modern or ultra-modern optic systems and sensors). 
  Why? Because the psioniC is not actually invisible at all! They just 
  "think" he's invisible. 
  Those who make a successful save vs psionic attack see the 
  character without difficulty (the psychic can cast another invisible 
  haze if he wants to, making all who can still see him have to roll 
  to save again). 
  Attacks against an invisible foe are -6 to strike, parry, and 
  dodge, and -6 on initiative, unless the invisible character picks up 
  or throws a visible object. 
  Mental Illusion 
  Range: 90 feet 
  Duration: Special 
  I.S.P.: 20 
  Saving Throw: Standard 
  This power is an incredible psionic hypnotic suggestion that 
  causes the victim to see, hear, feel and interact with an illusion-
  Quentin Milton (Order #31246997)
  
  ary being. This being can be a horrible, attacking monster, friend, 
  family member, a seductive woman, or anything in between. Only 
  the character affected sees this mental image, although it may, in 
  his mind, seem to react to others around him. For example, if one 
  of his comrades approaches him, the afflicted character may 
  shout a waming or leap in front of him in order to protect him 
  from the monster (that only he sees). Likewise, the illusionary be­
  ing may look at or point to other characters who are within the af­
  flicted person's line of vision. However, it directs all its actual 
  attacks or efforts toward the one who is afflicted. The being re­
  acts as the character would expect it to react, which may rely en­
  tirely on what he believes it to be or be influenced by the hypnotic 
  suggestion. 
  To instill the mental illusion, the psychic must implant some 
  basic ideas and imagery. For example: "Don't take my word for it, 
  your own comrade (insert name of person) has joined me. He'll 
  explain everything, won't you my friend?" Or, "You fool! Even the 
  great (insert name of a hero, villain, friend or family member) 
  serves me. Oppose me and you must face him/her first. Defend 
  me (so and so)." If a monster, the psychic might say, "Suffer now 
  at the hands of my baal-rog demon servant (or troll, dragon, or 
  any monster). It will tear you and your friends apart! Die!" And the 
  creature attacks. It's important to note that this mental monster 
  will react and possess powers and abilities that the afflicted per­
  son believes it has or should have. Consequently, if the character 
  doesn't know what a baal-rog is, he will picture some kind of de­
  monic thing that may not even remotely resemble the genuine 
  creature. This means the afflicted character will envision and em­
  power the monster based on any pictures and stories he may 
  have seen and heard. 
  The same person can be inflicted with a similar image by this 
  power, but the two can never be exactly the same because the 
  action is really happening inside each individual's mind. 
  Powerful psychics often use this power to trick, distract, divide 
  and delay their opponents. 
  The psychic can also use this power to make another person 
  believe he is a completely different person; friend, loved one, ac­
  quaintance, stranger or monster. The afflicted person will react to 
  him exactly as he perceives him. For example: The psychic says, 
  "Please don't hurt me, I'm just an old woman." Suddenly, instead 
  of his enemy standing in front of him, he will see an old peasant 
  woman. Or he might say, "What are you doing? It's me (insert 
  name of friend, acquaintance, etc.). This ploy is especially effec­
  tive if the afflicted character could not clearly see who the psychic 
  was (in darkness, shadows, mist, back turned, hood covers the 
  face, etc.). Of course, the psionic must act the part or the afflicted 
  character will become suspicious and realize that the character 
  may be his old nemesis psionically or magically disguised. 
  Mentally Possess Others 
  Range: Touch 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 30 
  The master psionic can completely take over and control an­
  other person. The psychic essence of the controlling mind is 
  transferred into the body of another individual. While in the vic­
  tim's body and mind, the psychic retains all his own knowledge 
  and identity. He cannot read the mind of the person he now pos­
  sesses, nor access any knowledge from the victim's memory. 
  Only the physical body can be controlled, like a living robot, but 
  the psychic still retains all his own skills and psionic powers. 
  During the period that the victim is possessed, the person 
  goes into a trance state and remembers nothing about the things 
  that happen while he is possessed. Meanwhile, the psychic's 
  natural body falls into a coma-like state and is vulnerable to at­
  tack unless protected by others. 
  31 2 
  The possessing character can retum to his own body at any 
  time regardless of distance. When his essence leaves the body 
  of the possessed, the victim suddenly becomes conscious again, 
  as if suddenly being woken up. 
  Mind Block Auto-Defense 
  Range: Self 
  Duration: Special 
  I.S.P.: Special 
  The moment the psychic is being mind probed, a personal 
  mind block automatically snaps into place. It also alerts the psy­
  chic to the fact that he or she is being probed or attacked by em­
  pathy or telepathy. The character must consciously and willingly 
  lower the mind shield and open himself to the psi-probes in order 
  to receive a telepathic or empathic message. Otherwise, the 
  automatic defense mind block will stay in effect until the probe/at­
  tack is over. 
  The LS.P. cost is different in that the character must perma­
  nently give up 1 4  I.S.P. when this power is selected. However, 
  the mind block will automatically take place whenever under tele­
  pathic and empathic probes and other mind attacks, such as em­
  pathic transmission, at no additional LS.P. cost; it engages 
  automatically. 
  Mind Bolt 
  Range: 1 00 feet (30.5 m) per level of experience. 
  Duration: Instant 
  I.S.P.: Varies 
  The psionic can focus his psionic energy into a powerful bolt 
  of mental force and hurl it at a visible target with amazing accu­
  racy. The amount of damage the bolt inflicts depends on the 
  amount of energy expended. 
  Every six I.S.P. does 1 06 damage, so six I.S.P. equals 1 06 
  S.D.C. damage, 12 I.S.P. equals 206 damage, 1 8  LS.P. 306 and 
  so on. All mind bolts are +4 to strike, but adding an additional 1 0  
  I.S.P. increases the strike bonus to +8. Remember, ley lines and 
  nexus points increase the range and damage. 
  Quentin Milton (Order #31246997)
  
  Mind Bond 
  Range: Touch 
  Duration: Special 
  I.S.P.: 1 0  
  Saving Throw: Standard 
  The mind bond creates an instant mental link between the 
  psychic and another person. When this happens, each will leam 
  EVERYTHING there is to know about the other. This includes all 
  skills, secret identities, phobias, etc. Both individuals retain a 
  complete memory for only 3D4 hours. After that, the characters 
  must roll under 1 5% to recall any particular item. After one 
  month, al/ memories from the other person completely disappear. 
  Players should bear in mind that only the psychic knows the 
  memories are not permanent, thus the other person would have 
  no reason to make notes or act quickly before the memories 
  fade. 
  Note: Skills and skill bonuses are also temporarily absorbed, 
  meaning that the psionic possesses all of his victim's skills and 
  skill bonuses. Physical attributes, S.D.C. and attribute bonuses 
  gained through physical training are NOT acquired. 
  Alien or extremely mentally and/or emotionally disturbed 
  minds can permanently impair the psychic's own mind as a result 
  of the bond. If bonded with an alien or extremely disturbed per­
  son, roll on the following table for a permanent insanity. 
  Roll on Insanity Table 
  01 -40 No Insanity 
  41 -80 Phobia 
  81 -90 Affective Disorder 
  91 -00 Neurosis 
  Mind Wipe 
  Range: Touch 
  Duration: Special 
  I.S.P.: Special 
  Saving Throw: Standard; a successful save means the per­
  son is unaffected and still retains his memory. 
  To mind wipe an intelligent creature, the psychic must make 
  physical contact, touching his victim's temples to erase whatever 
  he desires. This is done by verbal suggestion and can erase any 
  past event, knowledge, skill, and so on. The process takes about 
  three minutes to complete. 
  The loss of memory is temporary, lasting 1 D4 days for every 
  1 0  I.S.P. expended. The memory can be permanently erased if 
  the psionic exerts 50 I.S.P. at once. A psionic can also perma­
  nently wipe a mind completely blank by expending 50 I.S.P. and 
  permanently sacrificing four Mental Endurance (M.E.) points. 
  This is an extremely grueling process for the psychic and the loss 
  of the four M.E. points is permanent, even if the opponent suc­
  cessfully saves against the wipe and is not affected. 
  P.P.E. Shield 
  Range: Self 
  Duration: Six minutes per level of experience. 
  I.S.P.: 1 0  
  Saving Throw: Not applicable. 
  A psionic defense that can be used to prevent P.P.E. vam­
  pires, and mages from siphoning off one's psychic energy. The 
  shield works similarly to a mind block, only it prevents others 
  from draining one's P.P.E. 
  31 3 
  Psi-Shield 
  Range: Self 
  Duration: Five minutes per level of experience. 
  I.S.P.: 30 
  Saving Throw: Not applicable. 
  A companion power to the psi-sword, in which the pSioniC can 
  create an energy shield out of thin air. The shield can be used to 
  parry all hand to hand combat attacks including attacks from 
  dragons, golems, and magic - even magic fire balls and 
  dragon's breath cannot damage or penetrate the shield. The 
  shield can be used to parry energy blasts and projectiles but at 
  -3. 
  Psi-Sword 
  Range: Self 
  Duration: 5 minutes per level of experience. 
  I.S.P.: 30 
  Saving Throw: Not applicable. 
  A psi-sword is an incredible weapon composed of psionic en­
  ergy that is mentally willed into existence! The sword appears out 
  of thin air as a shimmering blade of energy that resembles a 
  glowing sword. The creation of the psi-sword is a very personal 
  thing and requires years of mastery and great psionic power. 
  The sword's actual appearance will generally reflect its crea­
  tor. A character who is impressed by strength and power will cre­
  ate a huge claymore-like weapon. A character who prides himself 
  on speed and agility is likely to create a rapier or saber type 
  blade, while a hero who enjoys cunning and subterfuge may cre­
  ate a short sword. Each is equally powerful regardless of its form 
  and size. The master psionic can even change the shape and 
  color of the sword to fit his current mood. 
  The character can create the psi-sword after only a few mo­
  ments of concentration (about 1 5  seconds/one melee round) and 
  maintain it for five minutes per level of experience. This means a 
  third level character can create and maintain a psi-sword for 1 5  
  minutes at the cost of 30 I.S.P., while a sixth level character must 
  expend the same 30 I.S.P. but can maintain the weapon for thirty 
  minutes. If the psychic is knocked unconscious, the weapon dis­
  appears. Likewise, the character can willingly dispel the weapon 
  with a thought (costs another 30 I.S.P. to create a new one); it 
  cannot be given to another character to use. 
  Psi-sword damage: 4D6 points at level three (one can not se­
  lect this power until level three), +2D6 at levels four, seven, nine, 
  twelve, and fifteen. The psi-sword does full damage against crea­
  tures of magic, demons, supernatural beings and creatures or ar­
  mor that is impervious to normal weapons (this is not a "normal" 
  weapon). The sword's creator can adjust the weapon to inflict a 
  minimum of 2D6 pOints of damage or increase it by increments of 
  1 D6 up to the character's current maximum. Note: In a mega­
  damage environment, the psi-sword does mega-damage. 
  Pyrokinesis 
  Range: Varies 
  Duration: Varies 
  I.S.P.: Varies 
  Pyrokinesis is a psychic power that gives a character the 
  power to manipulate fire. 
  1 .  Fire Resistant: The psychic can endure great heat and fire 
  with minimal ill effect. Damage is reduced by half. Magic fires do 
  full damage. Range: Self. Duration: 5 minutes per level of expe­
  rience. I.S.P.: 2. 
  Quentin Milton (Order #31246997)
  
  2. Spontaneous Combustion: The ability to create a spark 
  that will ignite combustible material, such as paper, old rags, dry 
  grass, gasoline, hot coals, etc. Note: Human hair should not be 
  considered a combustible material. This is a slow fire, starting 
  with a tiny spark and grows. Initially, it is not a roaring blaze. 
  Range: Can be ignited up to 30 feet away (9 m). Duration: In­
  stant combustion; the fire will last and spread until it is put out or 
  there is nothing to bum. I.S.P.: 2. 
  3. Fuel Flame: The character can feed the fire with psychic 
  energy, doubling it in size. Affects a 1 0  foot (3 m) area. Range: 
  Up to 30 feet (9 m) +5 feet (+1 .5 m) per level of experience. Du­
  ration: Instant reaction. !.S.P.: 4. 
  4. Extinguish Flames: The power to instantly put out an area 
  of fire. Affects a 1 5  foot (4.6 m) diameter of fire. Range: Up to 30 
  feet (9m) +5 feet (+1 .5 m) per level of experience. Duration: Per­
  manent until set on fire again. I.S.P.: 4. 
  5. Create Flame: The incredible ability to create fire out of thin 
  air. Can be an eight foot (2.4 m) pillar of fire affecting a four foot 
  (1 .2 m) diameter or a wall of fire stretching six feet (1 .8 m) long 
  plus one foot (0.3 m) per each additional level of experience. 
  Damage: 506 from the pillar, 606 from the wall, plus both have a 
  72% likelihood of setting any combustibles they touch on fire (in­
  cluding cloth, rugs, curtains, fumiture, etc.). Range: Cast up to 
  30 feet (9 m) +2 feet (0.6 m) per level of experience. Duration: 
  Two minutes per level of experience; longer if it sets other things 
  on fire. I.S.P.: 20. 
  6. Fire Ball: Another fire creation out of thin air is the creation 
  and hurling of a fire ball. Damage: 606, Range: 30 feet (9 m) +2 
  feet (0.6 m) per level of experience. Duration: Instant. Bonus: 
  +2 to strike. I.S.P.: 25. 
  7. Sense Fire: The psychic can sense or feel the presence of 
  fire and pinpoint its exact location. Range: 1 00 foot (30.5 m) ra­
  dius +1 0 feet (+3 m) per level of experience. Duration: Two min­
  utes. Base Skill: 90% success ratio. A failed roll means only 
  2D4x1 0% of the fires can be located by sensing. I.S.P.: 2 per 
  every two minutes. 
  Telekinesis (Super) 
  Range: 1 00 feet (30.5 m) per level of experience. 
  Duration: 2 minutes per level of experience. 
  I.S.P.: 1 0  to liftlmove/hurl an object that weighs 1 00 pounds 
  (45 kg), +10 I.S.P. per each additional 1 00 pounds (45 kg). 
  Damage: 1 D4x1 0  S.D.C. per 1 00 pounds (45 kg) of weight. 
  Note: 1 00 S.D.C. points equals one ( 1 )  M.D. point. 
  The power is basically the same as the ability described in the 
  Physical Category of psionic powers, but greatly enhanced. Dif­
  ferences are increased range, dramatically increased weight and 
  damage. The character can use telekinesis to manipulate as 
  many as one object per level of experience, as long as the com­
  bined weight does not exceed the total weight capacity. Combat 
  Bonuses are the same as the non-super telekinetic power. 
  Telekinetic Force Field 
  Range: Self or 40 feet (1 2.2 m) per level of experience. 
  Duration: 1 0  minutes per level of experience. 
  S.D.C. of the Field: 30 S.D.C. per level of experience. 
  !.S.P.: 30 
  The psychic can instantly erect a force field around himself or 
  others in the blink of an eye. If the creation of the force field is to 
  parry an attack, the psioniC must roll a successful parry to see if 
  he was able to create the field before the attack strikes. A suc-
  314 
  cessful parry means the force field beat the attacker's strike and 
  it absorbs the damage. 
  The force field can be made so that it only encircles its creator 
  or as large as a 1 0  foot (3 m) area per level of experience. It can 
  be created up to 1 5  yards/meters away but always within the line 
  of vision. The smallest force field possible covers about a three 
  foot area (0.9 m). 
  Once one field is created, the psionic can create as many oth­
  ers as his I.S.P. will allow. All must be in the character's line of vi­
  sion. The force field(s) will remain in place until all its S.D.C. is 
  destroyed or its creator dispels it. If the psychic is rendered un­
  conscious or killed, the force fields instantly vanish. However, the 
  psionic can leave the area and the force fields will remain in 
  place until the duration time limit expires. 
  People may be able to move around inside a force field, but 
  the force field itself, cannot be moved. The field is actually an air­
  tight force bubble. Note: In a mega-damage environment, the 
  field is a mega-damage structure with 25 M.D.C. per level of ex­
  perience. 
  Telemechanics 
  Range: Touch or 5 feet (1 .5 m) away. 
  Duration: 1 0  minutes plus 2 minutes per level of pSionic. 
  I.S.P.: 1 0  
  Saving Throw: None 
  This ability allows the psionic to mentally communicate and 
  understand machines. This psi-power is a bizarre combination of 
  object read and telepathy, except that it applies to mechanical 
  devices only. 
  By touching any artificial machine, whether it be a siege ma­
  chine, bicycle, gun (or car, airplane, etc.), the psychic will in­
  stantly have a complete (although temporary) knowledge of 
  exactly how the machine operates. I must stress that the psionic 
  knows everything about the machine; the complete schematic 
  diagram, repairs, maintenance and operating knowledge are 
  clearly seen in his mind's eye. The level of skill expertise is equal 
  to 80%. 
  When touching an artificially intelligent machine, I.e. comput­
  ers or robots, the pSionic not only understands everything about 
  its operation, repair, access codes, etc., but can actually commu­
  nicate with it telepathically. This means he can tap into a com­
  puter's memory bank without using a terminal because the 
  information would be sent directly into his mind. Remember, the 
  telepathic link and memory are temporary abilities (although a to­
  tal recall would be able to call up small bits of info). The psionic's 
  skill knowledge of intelligent machines is equal to 88% skill profi­
  ciency and applies to all aspects of the machine, its operation, re­
  pair, special codes, etc. 
  Quentin Milton (Order #31246997)
  
  Design Note 
  1 
  u <) .  " �:, 
  The magic system in Heroes Unlimited, Second Edition is 
  reasonably simple and basically the same as those found in other 
  popular Palladium Books RPGs. In fact, scores of additional 
  spells, different types of magic and magic items can be found in 
  the Palladium Fantasy RPG®, 2nd Edition, as well as in Night­
  bane®, Beyond the Supernatural™ and Mystic China™ . Note 
  that all of these titles use the same game system and are com­
  plementary and interchangeable, so no conversions are neces­
  sary. Various Rifts® RPG titles also offer additional spells, types 
  of magic, and magic items, but to include them in Heroes Unlim­
  ited™ will require conversions and modifications. 
  A reminder. Throughout this section, magic is treated as a 
  real, existing force, complete with theories and history. This is 
  done for dramatic purposes. We must again express that Heroes 
  Unlimited, and the super abilities, psionics and magic spells con­
  tained within are purely fictional works and have absolutely no 
  bearing on the real world. The magic is not real! 
  How does 
  Magic Work? 
  The basic concepts behind magic are simple. Magic is very 
  real. It is a natural force that has existed since the dawn of time. 
  On (Heroes Unlimited) Earth, it is possible that ancient humans, 
  like the mysterious builders of Stonehenge, the pyramids, and 
  other megaliths, understood magic and could perform great feats 
  of magic. However, Earth humans lost the secrets of magic and 
  turned to science. Over the generations, magic became a myth, 
  an element in the pages of fantasy and science fiction, nothing 
  more. 
  On the Earth of Heroes Unlimited, magic energy continues to 
  ebb and flow as it has done for eons. As a result, magic has be­
  come a sort of science that, through the various disciplines, is 
  used to create, build, control the weather, summon, protect, en­
  slave and destroy. Like any resource, it can be used for good or 
  evil, for the benefit of others, or pure selfishness, to build or de­
  stroy. It is how the "user" decides to channel and mold the energy 
  that will determine how this incredible force is used. 
  So-called "magic" energy is invisible, like a lot of forces of na­
  ture. It is also a constant and ever present energy, like electro­
  magnetism. Parapsychologists of the 20th Century (as fictionally 
  recounted in Beyond the Supernatural™) called this mystical 
  force Potential Psychic Energy (P.PE). Why they called it "Po­
  tential" Psychic Energy is because everybody seems to possess 
  a certain amount of P.P.E., yet only a few are able to learn to use 
  that energy in a magical way. 
  Potential Psychic Energy or P.PE runs in natural rivers and 
  streams of energy in straight lines across the planet, like an invis­
  ible web of mystic energy. These invisible streams are called ley 
  lines. Where two or more ley lines cross over each other is called 
  a ley line nexus point, or energy junction. P.PE is strongest at 
  nexus points. Many (but far from all) nexus points and some ley 
  lines have been marked with stone circles, giant totem poles and 
  towering standing stones, known as megaliths, to indicate places 
  of power. Some places of power have also been seized by pow­
  erful practitioners of magic, clergy, creatures of magic and de-
  315 
  mon lords who have built pyramids, towers, churches, temples 
  and secret lairs at or near a nexus or ley line - practitioners of 
  magic are at their most powerful along such lines of energy. 
  Many of the places of magic are reputed to be inhabited by fa­
  erie folk, spirits, elementals, godlings, and dragons, or haunted 
  by ghosts and wraiths, or plagued by monsters. Even in the world 
  of Heroes Unlimited™, where magic is not as powerful as on 
  other Palladium worlds like Rifts® Earth, the stories about magic 
  and monsters persist. This is because demons, supernatural be­
  ings and creatures of magic are attracted to places rich with mys­
  tic energy, like moths to a flame. Once on the Earth, they quickly 
  adapt to their new surroundings and begin to hunt, terrorize, en­
  slave, or conquer those beings, like humans, who lack the power 
  to defend themselves. 
  Some megalithic structures have astronomical significance, 
  often indicating the dawn of winter and summer solstice, plane­
  tary alignments, and other astronomical occurrences. The reason 
  for this is these occurrences cause the P.P.E. energy to dramati­
  cally increase for a brief period, lasting a few minutes to several 
  hours. During these power surges, a man of magic can utilize the 
  sudden burst of energy to create powerful magic, open a portal to 
  other worlds, or draw on increased energy. This can also be a 
  dangerous time that attracts dark forces seeking the mystic en­
  ergy for evil purposes. The opening of a random dimensional por­
  tal can unleash all sorts of strange and/or horrible beings from 
  other dimensions, and, some insist, alternate Earths, from the 
  past and the future. 
  The Mastery of Magic 
  Step One: Belief 
  The first step in becoming a practitioner of magic is believing 
  that magic is real and that one can master the knowledge and 
  skill to perform it. The individual must see magic as innate energy 
  - a tool to be used, not feared. It is man, not magic, who uses 
  the energies for good or evil. This must be 1 00% conviction. Any 
  nuance of doubt or fear will destroy any chance of learning 
  magic. 
  Step Two: Mental DiSCipline 
  Theoretically, anybody can learn magic, however, it is an ex­
  tremely difficult process that proves to be impossible for most 
  people. Although magic and the supernatural are comparatively 
  uncommon on the Earth of Heroes Unlimited, the profound im­
  pact of the paranormal (superbeings and psychics, as well as the 
  occasional demonic monster and sorcerer) has given rise to an 
  increasing belief that magic and just about anything is possible. 
  This is important, because the disciple of magic must fully em­
  brace the mystic arts. Still, it is an arcane discipline that has few 
  willing mentors and requires the devotee to spend years learning 
  to focus his thoughts and energies to control magic. This means 
  that there are very few practitioners of magic in the Heroes Un­
  Iimited™ setting, but those that do manage to harness the pow-
  Quentin Milton (Order #31246997)
  
  ers of magic are very powerful. For unlike the other Palladium 
  worlds, the lack of active practitioners and preservers of magical 
  knowledge requires each new student to carry on aI/ of the tradi­
  tions and skills of his predecessors. As a result, WizardS/Sorcer­
  ers in Heroes Unlimited™ will have a number of abilities that are 
  often specialties reserved for Wizards on other worlds. Game 
  Masters can adjust the powers and abilities of the Wizard if they 
  feel they are too powerful, but this may only be a factor when the 
  magic wielding superbeing travels to other worlds or dimensions. 
  Step Three: Understanding Magic 
  Magic is an energy that can be controlled and manipulated by 
  the humanoid mind and force of will. It is a fabulous power that 
  can calm a storm, create a fire ball, or open a door to another 
  world. It is a force that requires no physical components, external 
  casing or internal mechanism to use - only the mind and 
  willpower. It seems to be an inexhaustible energy that continually 
  renews itself. A force of nature that can be harnessed by a single 
  individual, human or inhuman. 
  Individual P.P.E.: Every living being has some degree of Po­
  tential Psychic Energy (P.P.E.). Adult humans and most mortal 
  beings have comparatively little P.P.E. (206 points). The average 
  adult has little of this energy left because he or she has unwit­
  tingly used it to develop skills, talents and physical attributes as 
  he/she grew into adulthood. Consequently, the average child will 
  have 506 P.P.E. pOints, while the average teenager (more than 
  at any other time in his life) typically has 606 P.P.E. plus the P.E. 
  attribute number! What happens is that the P.P.E. energy is di­
  rected and used up in one way or another. This occurs as a per­
  son focuses on a particular area of interest, skill or occupation, 
  and could explain the concept of a "natural talent," and perhaps 
  even the rise in superbeings! A person's focus to develop a par­
  ticular interestlskillltalent or physical attribute as he or she enters 
  into adolescence is so strong that the potential psychic energy is 
  channeled and spent in developing that specific area. 
  Practitioners of magic, regardless of their race or age, have 
  learned to draw upon, nurture and hold Potential Psychic Energy 
  (P.P.E.), becoming living batteries of magic energy! The typical 
  mage will have 1 0  to 40 times more P.P.E. than the average hu­
  man. This energy can be drawn upon at will, much like psychic 
  characters who draw upon their psionic Inner Strength Points 
  (I.S.P.) to use their psionic powers. In fact, psionic powers are 
  just a different focus for P.P.E. that enabled the character to de­
  velop psychic powers. 
  Each magic spell, ritual, ward and circle requires a certain 
  amount of P.P.E. to create or activate. Each spell description or 
  special magic power, or device will indicate how many P.P.E. 
  points are needed to perform the magic. P.P.E. costs range from 
  as little as one point to several thousand, with 5-50 being the 
  most common. The mage should be able to summon forth his 
  own impressive amount of potential psychic energy to perform 
  most types of magic with relative ease. Only creatures of magic 
  (like faeries and dragons) and certain supernatural beings (de­
  mons and gods) can perform a handful of "natural," magic-like 
  powers without expending P.P.E. 
  Recovery of P.P.E:. Like psionic I.S.P., the loss of P.P.E. 
  points is temporary. They replenish themselves naturally at the 
  rate of five points for every hour of rest or sleep. 
  Meditation is a skill known and practiced by all men of magic. 
  It is used to focus one's concentration and to relax and open one­
  self to mystic forces. A meditative state will restore expended 
  P.P.E. at a rate of 1 0  per hour and is equal to an hour of sleep. 
  Meditation will not restore more P.P.E. than the character has ex­
  pended. 
  Selecting Magic Spells: See the Magic Superbeing Cate­
  gory. 
  316 
  Other Sources of P.P.E. 
  The practitioners of magic have a few options at their disposal 
  in acquiring P.P.E. to use instead of their own, or as an additional 
  source to supplement their own. These other sources include 
  magical talismans, ancient artifacts, items created by ancient or 
  alien gods, ley lines, ley line nexus points, and living creatures, 
  including humans. 
  Drawing P.P.E. from magic talismans and artifacts. There 
  are some magic artifacts that act as portable P.P.E. batteries. A 
  sorcerer can draw from the energy stored inside the talisman. 
  These items are quite uncommon, but immediately recognized by 
  practitioners of magic. In most cases, the energy contained in 
  these devices are finite and once drained, they remain empty. 
  The only exceptions are the powerful artifacts presented in the 
  Enchanted Object section and weapons of the gods and demon 
  lords. These items renew their P.P.E. every 24 hours. 
  Drawing P.P.E. from other living beings is a fairly easy 
  task. As stated previously, all living creatures have a certain 
  amount of P.P.E. and taking it from them does no damage (re­
  covers with time, just as the P.P.E. of the mage). However, there 
  are certain conditions and limitations. 
  1 .  Drawing P.P.E. without one's knowledge. The mage can 
  usually draw on anybody's P.P.E. without their consent or knowl­
  edge. The man of magic simply focuses his concentration on the 
  target from which he intends to plunder the magic energy and 
  tries to absorb it. The intended target(s) automatically gets a 
  save versus magic attack and must roll a 1 2  or higher to save. 
  A successful save means that the mage was not able to draw 
  the energy to him and must try again or abandon the plan. A 
  character's failure to save versus magic attack means that the 
  mage was successful in absorbing some of his P.P.E. - limited 
  to 1 04 points. Note: A mage can never absorb more than half of 
  the victim's total P.P.E. without the individual's consent. Also 
  note that P.P.E. can be drawn from animals as well as people 
  (see the animal list elsewhere in this section for the P.P.E. of 
  some typical animals. See Monsters & Animals for a comprehen­
  sive list of animals). 
  The practitioner of magic can attempt to simultaneously ab­
  sorb P.P.E. from several individuals, as many as one person per 
  level of level experience. Range: 1 0  foot (3 m) radius per every 
  level of experience. Stolen P.P.E. returns at the normal rate of 
  five points per hour of sleep. 
  2. Drawing P.P.E. from an unwilling subject is impossible. 
  Anyone who is aware that a mage wishes to absorb P.P.E. can 
  resist and prevent his energy from being used. It does not matter 
  why the individual resists, whether it's out of fear, hate, anger, 
  dislike, etc., only that he resists is enough. A person who re­
  sists/refuses to give his P.P.E. will not give up any of his; an 
  automatic save! The mage must look for a more receptive target. 
  Note: In a combat situation/melee round, aI/ opponents on the 
  defensive are considered to be unwilling subjects. Likewise, the 
  P.P.E. of a frightened animal cannot be drawn upon by the mage. 
  3. Drawing P.P.E. with a person's knowledge and consent. 
  Having willing donors of P.P.E. is much more effective than trying 
  to steal it from people. What happens when the person is willingly 
  donating his or her magic energy is that the attempt is an auto­
  matic success (no save vs magic attack) and the mage can ab­
  sorb as much as 70% of that one person's energy! Better yet, 
  several people can link together by holding hands and concen­
  trate on giving up their P.P.E and enabling the mage to use 50% 
  from each person simultaneously. This is why cults are so dan­
  gerous. However, in order to draw upon more than 1 0  people si­
  multaneously, a mesmerizing ceremony (that may involve 
  chanting, prayers, singing, dancing, etc.) is required, as well as a 
  willingness on the part of all the participants. This mass offering 
  Quentin Milton (Order #31246997)
  
  is typically used by the members of fanatical cults, covens, broth­
  erhoods, tribes and churches. 
  4. Drawing P.P.E. from another practitioner of magic is impos­
  sible! These men and women of magic are too attuned to and in 
  control of their magic energies for it to be plundered. Years of 
  training has built in numerous mental defenses. Of course, they 
  can willingly give their P.P.E. or have it taken in a blood sacrifice. 
  5. Blood Sacrifices! The most terrible method of extracting 
  P.P.E. from a living creature is by killing it. This is where animal 
  and human sacrifices come into play. For reasons unknown to 
  scholars and mages alike, a living being's P.P.E. doubles at the 
  moment of death. An evil mage takes advantage of this by mur­
  dering his subject and absorbing all the victim's doubled P.P.E.! 
  Note: Only characters of an evil alignment will consider blood 
  sacrifice as a means to acquire magic energy. Principled and 
  scrupulous alignments will not even consider animal sacrifices. 
  B. Drawing ambient energy from ley lines. See the section that 
  follows. 
  Ley Lines, Nexus Points, & P.P.E. 
  Ley lines are a matrix of natural Potential Psychic Energy that 
  run in straight lines across the globe. The source of the energy is 
  unknown and apparently inexhaustible. At places where several 
  ley lines cross, the energy is at its greatest. These P.P.E. inter­
  sections are called ley line nexus pOints. Men of magic can 
  syphon a fragment of the energy from these lines, especially dur­
  ing certain periods and positions of the moon and stars. The ad­
  ditional magic energy is often only accessible directly at a ley line 
  nexus and must be used while it is available. The P.P.E. cannot 
  be saved and used later. This makes timing a critical factor. 
  Ley lines have the following effects on practitioners of magic 
  when casting a spells or ritual. Ley lines have no affect on En­
  chanted Weapons, Enchanted Objects, and Mystically Bestowed 
  characters. 
  1 .  Close proximity to a ley line. Being near a ley line, within 
  two miles (3.2 km), increases the range and duration of spells, 
  wards and circles by 20%. 
  2. Being at/on a ley line or a half mile from a nexus point 
  increases the range, duration, and damage of magic spells, 
  wards and circles by 50%. The mage can also draw 1 0  P.P.E. 
  points from the ambient energy radiating from the ley line and 
  nexus once per melee round (1 5 seconds). Furthermore, the 
  character's own P.P.E. recovers at the increased rate of 1 0  
  P.P.E. per half hour/30 minutes, without meditation! 
  3. Being at a ley line nexus point or within 200 feet (61 m) 
  of a nexus point doubles the normal range, duration, and dam­
  age of magic incantations, wards and circles. The mage also en­
  joys a bonus of +2 to save vs magic and Horror Factor, plus his 
  personal spell, ward or circle strength is also increased by +1 . 
  The mage can draw an additional 20 P.P.E. points once per me­
  lee round. Plus his own P.P.E. recovers at the incredible rate of 
  20 points per half hour!! 
  4. Periods of increased energy at a nexus point. There are 
  periods of time during the day, night and year that the ley line en­
  ergies surge and increase dramatically at ley line nexus points. 
  During these periods, practitioners of magic at a nexus can work 
  their most amazing magic. The following are the additional 
  amounts of P.P.E. available at specific periods. Note: Other, 
  competing and evil forces may also seek to use a ley line nexus 
  at these peak moments and may not wish to share the mystic en­
  ergy (or be seen). Combat may ensue if someone does not yield 
  to the other, and leave. If more than one mage tries to tap into 
  the energy, it will be either equally divided between the two, or 
  the mage who casts his magic first uses the available extra en­
  ergy before the other can tap it. Furthermore, dimensional 
  31 7 
  anomalies and the manifestation of supernatural beings also in­
  creases at these places and times. 
  Continuity Note: The ley lines of the Heroes Unlimited Earth 
  are nowhere near as powerful as those on Rifts® Earth or the 
  Palladium World, so they don't offer the same degree of en­
  hancement, but they do augment the character's powers. 
  Midday (noon) and midnight: The mage can draw on an extra 
  1 0  P.P.E. points per melee round along ley lines and 20 P.P.E. at 
  a nexus. This bonus energy is available for one minute, from 
  1 2:00 to 1 2:01 . 
  Vernal (spring) and Autumnal Equinox: Energy runs high dur­
  ing the daylight hours of the vernal equinox and the nighttime 
  hours of the autumnal equinox. During this time a mage may 
  draw upon 20 P.P.E. points per melee round (15 seconds) at a 
  nexus. This amount doubles to 40 pOints for one minute at dawn, 
  noon, sunset, and midnight. Note: However, there is also a 01 -
  1 0% chance that a dimensional portal or demonic monsters (2D4 
  lesser demons, deevils, elementals, or entities; or 1 D4 greater 
  beings) will appear. Roll once at dawn, noon, the setting of the 
  sun, and at midnight. 
  Summer and Winter Solstice: Solstice occurs twice a year, 
  when the sun is farthest from and closest to the planet's equator 
  (on Earth, that's June 21st, summer, and December 21st, winter, 
  the longest and shortest days of sunlight a year). These two days 
  send the ley line nexus junctions boiling with energy! The P.P.E. 
  available during the 24 hour period is the same as the equinox. 
  At the dawn of a solstice, the nexus erupts with energy for a 
  five minute period. During this time, the mage can tap into 1 50 
  P.P.E. However, there is a 01 -33% chance that a dimensional 
  portal, terrible storm or powerful supernaturaValien creature will 
  appear. 
  At sunset, another, although smaller, five minute energy flare 
  erupts. The sorcerer can draw upon 75 P.P.E. points. This time 
  there is a 01 -15% chance that a supernatural event will occur; roll 
  once. 
  A Lunar Eclipse happens when the Earth is in a straight line 
  between the sun and the moon. A lunar eclipse occurs once a 
  year and lasts about an hour and a half. Once per melee round 
  (15 seconds) throughout the 90 minute period, a mage can draw 
  upon 20 P.P.E. points from the nexus, but for one minute, when 
  the lunar eclipse is at its zenith, a practitioner of magic can tap 
  into an extra 200 P.P.E.! 
  A Solar Eclipse occurs when the moon passes between the 
  sun and the Heroes Unlimited World, but is close enough to the 
  planet that the sun is briefly blocked form sight. This rare solar 
  event happens about once every ten years and lasts for about 
  two to eight minutes (roIl 2D4). It has a profound effect on ley line 
  junctions. During the 2-8 minute eclipse, a mage can draw upon 
  44 P.P.E. points once per melee round (1 5 seconds) and BOO 
  P.P.E. when the eclipse is at its zenith (one melee round)! 
  Furthermore, during this period of "darkness," necromancers, 
  witches, priests of darkness and evil sorcerers will enjoy the fol­
  lowing bonuses: All spell, ward and circle duration, range, and 
  damage is increased by three times, circles that summon dark 
  forces are +20% more likely to be successful (mage can control 
  the forces summoned), and dark mages and evil priests are +B to 
  save versus magic and 
  recover P.P.E. at a rate of 20 points a 
  minute! 
  Practitioners of magic not allied to dark forces will see their 
  spells, wards and circles unaffected (no increase in power). 
  There is also a 01 -50% chance of a gargantuan, dimensional 
  portal appearing in the sky, unleashing five times as many mon­
  sters as during an Equinox or Solstice. In the alternative, it may 
  make the dead rise (animated by an evil force) and vampires 
  and/or ghouls and other nocturnal predators to come out during 
  Quentin Milton (Order #31246997)
  
  the day (but only for the 2-8 minute period that the sun is cov­
  ered). Oark gods and alien intelligences are also said to be able 
  to enter the world through such a hole in space and time. 
  Known Places of Magic 
  There are about two dozen known places of magic i n  the 
  world where several ley lines intersect to create a nexus point of 
  unusual magnitude. One such "super-nexus" point can be found 
  in the standing stones of Stonehenge and the structures at New 
  Grange. The Beyond the Supernatural RPGTM offers extensive 
  information on the ley lines and nexus pOints of a modern Earth. 
  Random Ley Line Table 
  The size and length of ley lines can vary from as little as a 
  mile or two to several hundred miles. The following table will help 
  Game Masters quickly determine the length of a randomly en­
  countered ley line. All ley lines are about a quarter of a mile wide 
  (approximately 1 400 feetl426 m). Note: One mile is about 1 .6 
  kilometers. 
  01 -1 0 304 miles long. 
  1 1 -20 306 miles long. 
  21 -30 1 06 miles long. 
  31 -40 206 miles long. 
  41 -50 606 miles long. 
  51 -60 406 miles long. 
  61 -70 204x1 0 miles long. 
  71 -80 1 06x1 0 miles long. 
  81 -90 306x1 0 miles long. 
  91 -00 506x1 0 miles long. 
  Animals & Magic 
  All living creatures have Potential Psychic Energy points 
  (P.P.E.). Practitioners of magic, especially evil ones, may sacri­
  fice an animal to get its potential psychic energy. Remember, the 
  P.P.E. of all creatures doubles at the moment of death and a sor­
  cerer can capture and use that energy when it is unleashed. 
  The following is a list of animal types, 
  their P.P.E., and minimal average Hit Points. 
  Apes - 406 P.P.E.; 406+6 Hit Points 
  Bear - 206 P.P.E.; 304x1 0 Hit Points 
  Birds (small) - 1 04 P.P.E.; 1 04 Hit Points 
  Birds of Prey - 206 P.P.E.; 1 06 Hit Points 
  Canine: Small - 206 P.P.E.; 306 Hit Points 
  Canine: Large - 306 P.P.E.; 406+10 Hit Points 
  Canine: Wolf - 406 P.P.E.; 606+15 Hit Points 
  Cat: Oomestic - 304 P.P.E.; 206 Hit Points 
  Cat: Wild (Predator) - 306 P.P.E.; 606 Hit Points 
  Cat: Large Wild (LionfTiger) - 406 P.P.E.; 606+20 Hit Points 
  Cattle - 406 P.P.E.; 406+10 Hit Points 
  Fish - 1 04 P.P.E.; 1 04 Hit Points 
  Horse - 406 P.P.E.; 606+1 0 Hit Points 
  Lizard: Small - 1 06 P.P.E.; 1 06 Hit Points 
  Lizard: Large - 206 P.P.E.; 206 Hit Points 
  Monkey - 206 P.P.E.; 206 Hit Points 
  Mustelid (Weasel/Badger) - 206 P.P.E.; 406 hit Points 
  Rodent: Mouse - 1 04 P.P.E.; One Hit Point 
  Rodent: RatiOther large rodents - 204 P.P.E.; 1 04 Hit Points 
  Animal Saving Throws 
  Animals, like humans, get an automatic roll to save vs magic 
  attacks, however, all such saves are -4. 
  Animals also get to save vs psychic attacks and must roll a 1 5  
  o r  higher to save. 
  Note: An incapacitated animal prepared for sacrifice is help­
  less and an automatic kill (death blow). 
  318 
  The Pursuit of Magic 
  Types of Magic 
  Spell magic involves spoken incantations that serve as a fo­
  cus to create and cast magic. 
  The Base Saving Throw against spell magic is 12. As a mage 
  increases in experience levels he receives bonuses that increase 
  his spells' strength. For example: The spell of a fourth level mys­
  tic has a +1 added to his spell strength. This means his magic is 
  now more potent and victims of his mystic assault must roll a 1 3  
  or higher to save, instead of the base 1 2. 
  Ritual or ceremonial magic tends to apply to the more pow­
  erful magic invocations and usually require several participants, 
  components and the drawing of a circle or other mystic symbols. 
  Any spell incantation from level seven and higher can be cast as 
  a spell or ritual. Spells of level seven through level ten will require 
  ten minutes of ritualizing to cast, but the magic is more potent, re­
  quiring victims to roll a much higher saving throw. Incantations 
  from level eleven to fifteen performed as ritual magic will require 
  1 06x1 0 minutes + 15 minutes to complete. 
  The base saving throw to save vs ritual magic is 16! Spell 
  strength bonuses are not applicable to ritual magic. 
  Rune Magic is a special, powerful magic that is lost to many 
  of the races of the Megaverse®, while others have somehow re­
  tained its secrets and mastered them. On the Earth of Heroes 
  Unlimited, only ancient artifacts of a bygone era remain to give 
  any clue to the existence of rune magic. These artifacts are pri­
  marily found in two forms, Enchanted Objects and Magical 
  Weapons (see respective entries in this section for details). Rune 
  magic allows powerful spells and spell-like abilities to be perma­
  nently set into an item so that anyone using it will have access to 
  the magic it contains. 
  "Natural" Magic Abilities are magic knowledge or powers 
  possessed by some nonhuman races, creatures of magic (like fa­
  eries and dragons), and supematural beings. Such beings are 
  usually born with these abilities. 
  Learning Spells 
  It is far easier to learn a n  already existing incantation than it is 
  to create one from scratch. This is due, in part, to the knowledge 
  that the existing spell is proven to work. It simply adds to the level 
  of conviction and therefore insures the success of the spell. Re­
  member that spells are designed to focus one's concentration to 
  create a magic effect. This is more difficult than one might imag­
  ine. 
  True wizards can learn and cast spells far above their actual 
  experience level. This means a second level wizard can cast a 
  tenth level spell, provided he knows the incantation and has suffi­
  cient magic energy (P.P.E.). The trick is learning them. 
  Spell knowledge is power, thus it is guarded jealously by most 
  mages. Even in friendly and open societies of mages, there will 
  be some spells that are guarded secrets, rarely taught. These 
  generally include most spells above level nine. The easiest spells 
  to find are levels 1 -4, followed by levels 5-7. Beyond this, the se­
  crets of magic are just that, secret. 
  Spells (and occasionally circle and ward knowledge) can be 
  acquired in the following ways. 
  Boons and Grants. Spells or incantations are sometimes 
  granted as a reward or as trade/payment for the services of a 
  mage by a cult, society, other wizard, or supernatural being. 
  However, other payments are much more likely. High level wiz­
  ards, alchemists, gods and other supernatural beings may also 
  teach a wizard magic as a reward or payment for heroic service. 
  Quentin Milton (Order #31246997)
  
  Demons and other supernatural beings will sometimes teach 
  magic for money, or more often, as trade for a particular item, in­
  formation, service or evil deed. However, it is always dangerous 
  when dealing with demons for obvious reasons. 
  Magic Guilds: A mage can learn new spells through several 
  different means, however, there are few such guilds on modem 
  Earth. A magic guild or brotherhood will frequently teach new in­
  vocations to its "members" for services rendered, loyalty and 
  cash. However, membership in a guild usually demands total al­
  legiance to the organization, meaning that the member will do­
  nate at least 1 5% of his annual income to the organization. 
  Magic Scrolls: A practitioner of magic can try to convert a 
  written scroll into a working spell. See Mystic Study for details. 
  A Note Regarding the Availability of Magic: It is important 
  to remember that the practice of magic is extremely rare on the 
  modern Earth of Heroes Unlimited™. Consequently, a magic 
  shop and even fellow mages will be nearly impossible to find, 
  even in large cities or legendary mystical retreats in the Orient. 
  One must know exactly where (and often who) to look when he 
  needs magical aid of any kind. You can't just pick up the Yellow 
  Pages and make a quick call, and digging through ancient tomes 
  for genuine clues could take years of research. Meanwhile, most 
  individuals who publicize themselves or an organization as being 
  involved in magic or witchcraft are usually powerless wannabes 
  and quacks. It would be difficult to find a true scholar who knew 
  myths, legends and historical snippets of information about "real" 
  magic, let alone a mage who could teach the character the princi­
  ples and practices of magic. Modern mages in Heroes Unlimited 
  are secretive, rare, and largely anti-social. Those who assume 
  the mantle of super "hero· (or villain) are even rarer. And all are 
  careful and suspicious of others. 
  Magic Combat ---
  Magic Attacks Per Melee 
  Spells are usually invocations taking the form of a chant or 
  mantra, require minimal potential psychic energy (P.P.E.) and 
  can be performed quickly. 
  Two low level spells, levels 1 -8, can be cast per melee round 
  (15 seconds). Each counts as two melee attacks. 
  The higher levels of magic are more complex and require 
  more time to preform. Only one spell per melee round (15 sec­
  onds) can be cast when spells from levels 9-1 0  are used; count 
  as six melee attacks. Spells of level 1 1 -1 5 magnitude require two 
  melee rounds (30 seconds) or longer (see spell description) to 
  cast. Only teleport: superior can be cast in a single melee round. 
  The base save vs magic is 1 2; higher for experienced mages. 
  Ceremonial/Ritual Magic: Any spell incantation from level 
  seven and higher can be cast as a ritual, provided the user 
  knows the ritual. Spells of level 7-1 0  level will require ten minutes 
  of ritualizing to cast, while spells of levels 1 1 -15 performed as rit­
  ual magic will require 1 D6x1 0 minutes +1 5 minutes to complete. 
  The base saving throw to save vs ritual magic is 1 6! Spell 
  strength bonuses are not applicable to ritual magic. 
  Note: Knowing the spell version of an invocation does not 
  mean the mage also knows the ritual, and vice versa. The char­
  acter can learn both the spell version and the ritual version(s) of 
  the same invocation, but the character needs to actively seek out 
  such knowledge. Furthermore, there can be a dozen variations of 
  spell rituals that invoke the same basic magic. 
  Circle Magic: For quick, easy play, circles have been re­
  moved from this Second Edition. For the full range of magic cir­
  cles and the special Summoner O.C.C., see the Palladium 
  Fantasy Role-Playing Game, 2nd Edition. If the G.M. allows it, 
  31 9 
  the Summoner/Circle magic and other types of magic from the 
  Fantasy RPG may be used as optional Heroes Unlimited charac­
  ters, although such practitioners of magic should be even less 
  common than those described in this book. 
  Saving Throws 
  A saving throw is like a mental or magical parry to fight 
  offlblock the influence of magic. 
  With rare exceptions, any living creature, human, nonhuman 
  and animal, automatically gets a saving throw against magic that 
  enchants, curses, poisons, or controls a character. Note: Ani­
  mals are -4 to save, and inanimate, non-living objects get no sav­
  ing throws. 
  A successful saving throw against magic means the magic 
  has no or little effect on that character. 
  A failed roll to "save vs magic" means the magic has full ef­
  fect on the victim. 
  PhYSical magic assaults, such as cloud of smoke, energy bolt, 
  fire bolt, magic net, objects hurled by telekinesis, call lightning, 
  and similar attacks in which a visible, real, physical force is being 
  used, cannot be avoided by rolling a saving throw. In those in­
  stances, the saving throw does not apply. However, one can at­
  tempt to dodge a physical manifestation of magic just like any 
  physical attack. 
  To save against a magic attack, the player rolls a 20-sided 
  die and must match or better the magic attack. 
  To save vs spell magic, the player must generally roll a 12 or 
  higher against individuals who are of levels 1 ,  2, or 3 experience; 
  13 or higher against mages who are 4th, 5th, 6th or 7th level; 14 
  or higher against individuals who are 8th, 9th, 1 0th and 1 1  th 
  level; 15 or higher for characters who are 1 2th, 1 3th, 1 4th or 1 5th 
  level or higher. 
  To save vs ritual/ceremonial magic, the player must roll a 
  1 6  or higher. The saving throw for ritual magic is much higher 
  than that for spell magic because of the preparation time, deep 
  concentration, high emotions and, usually, the greater number of 
  people participating in the ritual. 
  To save vs wards, the character must generally roll a 14 or 
  higher. Wards created by an experienced diabolist may require a 
  save of 1 5, 1 6, or 1 7. 
  To save vs circle magic, the character must generally roll a 
  16 or higher. Circles created by experienced Summoners may 
  require a save of 1 7  or 1 8! 
  To save vs faerie folk magic, the character must roll a 16 
  or higher. Not a likely encounter in Heroes UnlimitedlM, but you 
  never know. 
  Canceling Magic 
  The creator of the magic can canceVstop its effect o r  influence 
  instantly at any time. Likewise, the magic-weaver does not have 
  to create the magic for its full duration, but can impose any 
  amount of time, as long as it does not exceed the maximum pos­
  sible duration. 
  Interrupting a spell caster prevents him from completing the 
  spell, and will force the mage to stop and start, again, from the 
  beginning. No potential psychic energy is lost by this interruption. 
  A spell caster can stop reciting a spell in mid-incantation without 
  expending P.P.E. or causing any side effect. 
  Ritual/Ceremonial magic, although usually more powerful, is 
  also more fragile. An interruption of the ritual lasting more than 
  30 seconds prevents the ritual's arcanist from continuing, ruins 
  the ceremony, and causes 30% of the total available P.P.E. to 
  leak away unused. Incapacitating the ritual leader for over 30 
  seconds will have the same effect. Incapacitating the other par-
  Quentin Milton (Order #31246997)
  
  ticipating members/cultists (rendering them unconscious, pulling 
  them away, etc.) will only reduce the amount of available poten­
  tial psychic energy. Of course, if the available P.P.E. is reduced 
  to below the invocation's requirement, the magic cannot be per­
  formed. Similarly, a delay could prevent the ritual from being 
  completed if the sorcerer is trying to draw upon nexus energy at 
  a specific moment. 
  The negate magic spell or ritual can also be used to cancel 
  or stop the effects of magic. See the spell description for details. 
  Sanctum and anti-magic cloud are spells of legend that can 
  also prevent the use of magic or prevent a ritual. 
  Magic Terms 
  Level of experience or Level of the spell caster refers to 
  the experience level of the person who is casting the magic. This 
  is very important, because the higher the experience level of the 
  spell caster, the more powerful the spell. Many invocations will in­
  dicate something like "Duration: 5 melees per level of experi­
  ence," or "1 D6 damage per level of the spell caster," and so on. 
  This means that a third level mage with a spell duration of five 
  melee rounds per level of experience, can maintain the spell's ef­
  fects for a maximum duration of 15 melees (about 3.75 minutes), 
  while a first level spell caster could only keep it going for 75 sec­
  onds. 
  Alphabetical Spell List by Level 
  Level One 
  Level Three 
  Level Five 
  Calling (8) 
  Charm (12) 
  Range: The maximum distance the magic can be cast, indi­
  cating "X" number of feet, by touch, or radius (area of spell ef­
  fect). 
  Area affect magic are incantations that affect everyone in a 
  given area or radius. A spell with a 1 5  foot (4.6 m) radius, affects 
  everybody within the circle of its effect. Those outside the area 
  are not affected. 
  Line of vision means that the character's target/victim must 
  be within his sight (line of vision) to be attacked. If the target is 
  not seen, is totally obscured by obstacles, darkness, invisibility, 
  or just not seen by the spell caster (hiding, behind him, beyond 
  normal vision, etc.), the magic cannot be used. However, some 
  line of vision spells with an area affect can be directed at a spe­
  cific location that the spell caster can see in an attempt to strike 
  an invisible or hidden enemy. 
  Touch means that the magic's effects can only be transmitted 
  through physical contact. 
  Duration: This indicates how long the magic's effects last, 
  whether it is instant like a fire bolt, or long-lasting like a fly as an 
  eagle spell. Long-lasting magic will indicate exactly how many 
  melee rounds or minutes it lasts, "per level of experience." Note 
  that the words "melee rounds" are often simplified to "melee," 
  meaning the usual 1 5  second increment of time during combat. 
  Level Seven 
  Blinding Flash (1 ) 
  Cloud of Smoke (2) 
  Death Trance ( 1 )  
  Decipher Magic (4) 
  Globe of Daylight (2) 
  See the Invisible (4) 
  Sense Evil (2) 
  Armor of Ithan (10) 
  Breathe Without Air (5) 
  Energy Bolt (5) 
  Fingers of the Wind (5) 
  Float in Air (5) 
  Circle of Flame (10) 
  Animate & Control Dead (20) 
  Circle of Concealment ( 1 5  or 1 00) 
  Constrain (supernatural) Being (20) 
  Dispel Magic Barriers (20) 
  Level Two 
  Befuddle (6) 
  Chameleon (6) 
  Darkness (6) 
  Extinguish Fire (4) 
  Fear/Horror Factor (5) 
  Heavy Breathing (5) 
  Levitation (5) 
  Mystic Alarm (5) 
  Turn Dead (6) 
  Ignite Fire (6) 
  Impervious to Cold (6) 
  Impervious to Fire (6) 
  Invisibility: Simple (6) 
  Negate Toxin (5) 
  Paralysis: Lesser (5) 
  Resist Fire (3) 
  Level Four 
  Blind (8) 
  Carpet of Adhesion (1 0) 
  Charismatic Aura (1 0) 
  Energy Field (10) 
  Fire Bolt (10) 
  Fool's Gold ( 1 0) 
  Magic Net (7) 
  Multiple Image (7) 
  Repel Animals (7) 
  Seal (7) 
  Shadow Meld (10) 
  Swim as a Fish (6) 
  Trance (7) 
  Energy Disruption (1 5) 
  Escape (8) 
  Eyes of Thoth (8) 
  Fly (15) 
  Heal Wounds (1 0) 
  Horrific Illusion (1 0) 
  Sleep (10) 
  Level Six 
  Call Lightning (15) 
  Control the Beasts (18) 
  Fire Ball (10) 
  Fire Fist ( 1 5) 
  Impervious to Energy (20) 
  Magic Pigeon (20) 
  Mask of Deceit (1 5) 
  Mystic Shield (10) 
  Teleport: Lesser ( 1 5) 
  Tongues (12) 
  Words of Truth (1 5) 
  320 
  Fly as the Eagle (25) 
  Globe of Silence (20) 
  Heal Self (20) 
  Invisibility: Superior (20) 
  Life Drain (25) 
  Metamorphosis: Animal (25) 
  Wind Rush (20) 
  Wink-Out (20) 
  Level Eight 
  Exorcism (30) 
  Eyes of the Wolf (25) 
  Locate (30) 
  Love Charm (40) 
  Metamorphosis: Human (40) 
  Negate Magic (30) 
  Stone to Flesh (30) 
  Wisps of Confusion (40) 
  Quentin Milton (Order #31246997)
  
  Level Nine 
  Age (50) 
  Havoc (50) 
  Monster Insect (50 to 1 00) 
  Mute (50) 
  Speed of the Snail (50) 
  Swords to Snakes (50) 
  Water to Wine (40) 
  Level Ten 
  Banishment (65) 
  Dimensional Pocket (30 or 140) 
  Metamorphosis: Superior (1 00) 
  Mystic Portal (60) 
  Summon Shadow Beast (1 40) 
  Level Twelve 
  Call Storm (200) 
  Metamorphosis: Mist (250) 
  Time Hole (21 0) 
  Level Thirteen 
  Sanctum (390) 
  Summon & Control Storm (260) 
  Talisman (500) 
  Level Fourteen 
  Id Barrier (600) 
  Impenetrable Wall of Force (600) 
  Restoration (750) 
  Level Eleven 
  Level Fifteen 
  Anti-Magic Cloud (1 40) 
  Dimensional Portal (1 000) 
  Finger of Lictalon (1 50) 
  Sanctuary (1 500) 
  Remove Curse (1 40) 
  Summon Greater Familiar (580) 
  Summon & Control Animals (1 25) Teleport Superior (600) 
  Summon Fog (1 40) 
  Level One 
  Blinding Flash 
  Range: 10 foot (3 m) radius; up to 60 feet (1 8.3 m) away. 
  Duration: Instant 
  Saving Throw: Standard 
  P.P.E.: One 
  This invocation creates a sudden burst of intense, white light, 
  temporarily blinding everyone in its ten foot (3 m) radius. Victims 
  are blinded for 1 04 melee rounds, with a penalty of -5 to strike, 
  and -10 to parry and dodge. The chance of falling is 1 -50% per 
  every 1 0  feet (3 m) travelled. The saving throw is standard, so 
  those who successfully save vs magic are not blinded. Note: 
  Does not affect bionic or cybernetic eyes. 
  Cloud Of Smoke 
  Range: 90 feet (27.4 m). 
  Duration: Four melee rounds per level of experience. 
  Saving Throw: None 
  P.P.E: Two 
  This magic enables the arcanist to create a cloud of dense, 
  black smoke (30x30x30 foot maximum size) up to ninety feet 
  (27.4 m) away. Victims caught in the cloud will be unable to see 
  anything beyond it, and their vision is impaired; they can see no 
  more than three feet (0.9 m) in front of them (and those images 
  are only a blurry shape unless within one footlO.3 m). While in the 
  cloud, victims will be -5 to strike, parry, and dodge. 
  Death Trance 
  Range: Self 
  Duration: 1 0  melees (2 1/2 minutes) per level of experience. 
  Saving Throw: None 
  P.P.E.: One 
  A magically induced trance which makes the mage appear to 
  be dead. There is no breathing, pulse, heartbeat, or any other 
  signs of life. While in the trance, the character is quite helpless, 
  unable to speak, move or invoke magic. Only minor physical sen­
  sations felt by the mage are recognizable, such as being jostled, 
  321 
  carried or hearing voices, but no specific identification or memo­
  ries are possible. The magic can be canceled at will at any time. 
  DeCipher Magic 
  Range: Self 
  Duration: Two minutes (8 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Four 
  This spell enables the spell caster to read (decipher) any 
  magic scroll and inscription, text, or book that uses magic sym­
  bols or runes at 94% proficiency. The ability lasts only for the du­
  ration of the spell and the spell caster will not be able to read 
  those same inscriptions once the spell has elapsed. This spell 
  does not interpret other languages and their alphabet, nor does it 
  identify/decipher magic circles, only the magic symbols used in it. 
  Likewise, this spell does not identify or decipher wards. 
  Globe of Daylight 
  Range: Near self or up to 30 feet (9.1 m) away. 
  Duration: 1 2  melee rounds (3 minutes) per level of experience. 
  Saving Throw: None 
  P.P.E.: Two 
  A small globe or sphere of true daylight is magically created. 
  The light is bright enough to illuminate a 1 2  foot (3.6 m) area per 
  each level of its creator's experience. Since it is daylight, it can 
  keep vampires at bay just beyond the edge of the light and may 
  frighten subterranean or nocturnal animals. The creator of the 
  globe can mentally move it along with himself, or send it up to 30 
  feet (9 m) ahead. The maximum speed at which the globe can 
  travel is equal to a speed attribute of 1 2. 
  See the Invisible 
  Range: 200 feet (91 m). 
  Duration: One minute (4 melees) per each level of experience. 
  Saving Throw: None 
  P.P.E.: Four 
  The character can see invisible superbeings, creatures, 
  forces, and objects magically turned invisible or who are naturally 
  invisible. Even if the creature has no form per se (ghostly entity, 
  energy beings), the mystic will be able to discem its vaporous im­
  age or energy sphere. This includes: ghosts, entities, elementals 
  and the astral body. 
  Sense Evil 
  Range: 90 foot (27.4 m) radius. 
  Duration: Two minutes (8 melee rounds) per level of experience. 
  Saving Throw: None, however a psychic mind block or a protec­
  tion from magic circle will prevent the spell from working on 
  those under their protection (note that the psychic's ability to 
  sense evil is not blocked by the magic circle). 
  P.P.E.: Two 
  The sense evil invocation will enable its spell caster to feel or 
  sense the presence of supernatural evil. It will indicate approxi­
  mately how many supernatural evil presences are within the 90 
  foot (27.4 m) radius: one, a few (2-6), several (7-14), or many (15 
  or more). It can also register the intensity of the evil and pinpoint 
  the general location of the source(s) to a particular room(s), pos­
  sessed object or person, or an approximate distance (very close, 
  near, far, etc.). 
  Evil emanations from human and most mortal beings are 
  much less distinct and cannot be sensed unless the source/per­
  son has an immediate and intense evil intention. 
  Quentin Milton (Order #31246997)
  
  Level Two ----­
  Befuddle 
  Range: 1 00 feet (30.5 m) 
  Duration: Two minutes (8 melees) per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Six 
  An enchantment that temporarily causes its victim to become 
  confused and disoriented. Concentration and reactions are im­
  paired. Those affected are -2 to strike, parry and dodge; attacks 
  per melee are reduced by half and all skills suffer a penalty of -
  20%. Each invocation affects only one person each time it is 
  cast. A successful save vs magic means the intended victim suf­
  fers no impairment whatsoever. This spell replaces Swirling 
  Lights from the Revised Heroes Unlimited™. 
  Chameleon 
  Range: Self or others by touch. 
  Duration: Four minutes ( 1 6  melee rounds) per level of experi­
  ence. 
  Saving Throw: None 
  P.P.E.: Six 
  This spell enables the affected person to seemingly alter the 
  color and pattern of his clothes and physical body, enabling him 
  to blend into the surrounding environment. Movement destroys 
  the effectiveness of this magic. 
  90% undetectable if unmoving. 
  70% undetectable if moving 2 feet per melee round or slower. 
  20% undetectable if moving 6 feet (1 .8 m) per melee round. 
  Totally ineffective if moving any faster. 
  Darkness 
  Range: Five foot (1 .5 m) radius per level of experience. 
  Duration: Five minutes per level of experience. P.P.E.: Six 
  Saving Throw: None, other than exiting the area of darkness. 
  This is an unnatural darkness which cannot be dispelled by 
  normal light or flames. Nightvision is cut to half in such en­
  chanted darkness. All others fumble around in the darkness as if 
  blind; -8 to strike, parry and dodge. Those with the prowl skill are 
  + 1 0% to move unseen through the darkness. 
  Extinguish Fire 
  Range: 20 foot (6 m) radius, up to 80 feet (24.4 m) away. 
  Duration: One minute (4 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Four 
  The mage can instantly put out up to a 20 foot (6 m) radius of 
  fire, 80 feet away (24.4 m). A total of 40 feet (1 2.2 m) can be ex­
  tinguished every 1 5  seconds (one melee round). 
  Fear (Horror Factor: 1 6) 
  Range: 20 foot (6 m) area, up to 1 00 feet away (30.5 m). 
  Duration: One minute (4 melee rounds) per level of experience. 
  Saving Throw: Special; Save vs Horror Factor. 
  P.P.E.: Five 
  The invocation creates a sensation of fear over a particular 
  area (20 ftl6 m maximum diameter of affect). The mage can 
  place the enchantment on an area occupied with people, or an 
  area that is presently unoccupied. Anybody entering the area of 
  enchantment must roll to save vs Horror Factor 1 6. A failed roll 
  means the person is suddenly washed with terror and will be mo­
  mentarily stunned, lose one melee attack, lose initiative, is the 
  322 
  last person to attack, and can not defend against an opponent's 
  first strike. These penalties remain in force for each melee round 
  the person is in the area of fear. Also see the Horror Factor ex­
  planation in the psionic section of the book. 
  Heavy Breathing 
  Range: 60 feet (1 8.3 m) 
  Duration: Five melee rounds per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Five 
  The mage is able to conjure a mysterious, frightful sound of 
  heavy, labored breathing, as if something invisible is lurking 
  about. The mage can mentally manipulate the sound, increasing 
  or decreasing the breathing rhythm, and move it around, up to 60 
  feet (1 8.3 m) away. The breathing can be heard in a six foot (1 .8 
  m) radius. Those hearing the breathing will become fearful and 
  panicky. There is a 1 -60% chance that the frightened charac­
  ter(s) will flee in terror. Those who hear the breathing, but do not 
  run, will be -2 to strike, and -1 to parry and dodge as they shake 
  in their boots. 
  Levitation 
  Range: Up to 60 feet (1 8.3 m) away. 
  Duration: Three minutes (12 melees) per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Five 
  Magic levitation enables the invoker of the magic to raise him­
  self, or other people, or an object, straight up into the air and sus­
  pend it there (hover). Movement is limited to straight up and 
  down; no horizontal motion is possible. Weight is restricted to 
  200 Ibs (90 kg) plus 20 Ibs (9.1 kg) per level of experience. Maxi­
  mum height possible is 60 feet (1 8.3 m) plus 1 0  feet (3 m) per 
  each level of experience. Targets can be affected up to 60 feet 
  (1 8.3 m) away. Unwilling victims of the magic get a saving throw; 
  a successful roll means the person is not affected by the levita­
  tion and remains planted firmly on the ground. 
  Mystic Alarm 
  Range: 12 feet (3.6 m); one object. 
  Duration: One year per level of experience. 
  Saving Throw: None 
  P.P.E.: Five 
  The spell caster can protect his possessions and domicile by 
  placing mystic alarms on them. The invocation creates invisible, 
  ward-like symbols on any one, specific, non-living object. If this 
  object is touched or disturbed by anyone other than the spell 
  caster, a silent alarm will buzz in the mage's head, alerting him to 
  the intrusion. The alarm will alert him instantly, even if he is thou­
  sands of miles away or in another dimension. Once disturbed, 
  the alarms disappear. The mystic alarm has a limited life of one 
  year per level of the spell caster. 
  Turn Dead 
  Range: Up to 60 feet (1 8.3 m) away. 
  Duration: Instant effect. 
  Saving Throw: Standard 
  P.P.E.: Six 
  The utterance of this magic will tum/repel 1 06 animated dead 
  per level of experience. This means that those creatures affected 
  will tum and immediately leave the area without harming the spell 
  caster or anyone near him. Those "turned" will not come back for 
  24 hours. This magic only affects skeletons, mummies, and 
  corpses that are magically animated like marionettes; it will not 
  affect vampires, zombies, ghouls, ghosts, or any corpse or skele­
  ton possessed by a living entity. 
  Quentin Milton (Order #31246997)
  
  Level Three ---­
  Armor of Ithan 
  Range: Self o r  Other 
  Duration: One minute (4 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Ten 
  This powerful spell instantly creates an invisible, weightless, 
  nOiseless, full suit of mystic armor on the spell caster. This mystic 
  armor has an A.R. of 1 8  and 1 00 S.D.C. plus 1 0  S.D.C. per level 
  of experience. Furthermore magic fire, lightning, and cold do half 
  damage. 
  The armor can be instantly created upon anyone, as long as 
  the spell caster invokes the spell while touching the intended re­
  cipient. 
  Breathe Without Air 
  Range: Self o r  others by touch. 
  Duration: 12 melees (3 minutes) per level of experience. 
  Saving Throw: None 
  P.P.E.: Five 
  This invocation enables the person to function normally with­
  out air, whether it be underwater or in a vacuum, or in an area 
  with little or no oxygen. Unfortunately, the magic does not protect 
  the person from magic toxins or other types of magic, but does 
  protect against natural and man-made gases and odors. 
  Energy Bolt 
  Range: 1 50 feet (45.7 m). 
  Duration: Instantly. 
  Damage: 406 S.D.C. (does not increase with experience). 
  Saving Throw: Dodge of an 1 8  or higher. 
  P.P.E.: Five 
  The incantation creates an energy bolt that the mage can 
  mentally direct by simply looking at his intended target. The bolt 
  may appear to fire from a hand, finger or the eyes, but needs no 
  physical gesture, such as pOinting. S.D.C. damage is normally 
  four six-sided dice (406), but is increased to 606 under the influ­
  ence of a ley line and 806 at a ley line nexus; P.P.E. cost is still 
  only five despite the increased damage capability. One energy 
  bolt can be fired at one target per each spell invocation. 
  Fingers of the Wind 
  Range: 90 feet (27.4 m) 
  Duration: Three melee rounds per level of experience. 
  Saving Throw: None 
  P.P.E.: Five 
  The magician can conjure a wind and manipulate it to touch, 
  tap, bump, or press against a person or object. It can also put out 
  candles, slam shut doors and windows, rock a chair, rustle cur­
  tains or chains, or move or knock over small items weighing less 
  than 1 0  pounds (4.5 kg). 
  Float in Air 
  Range: Self or others within 30 feet (9 m). 
  Duration: 10 melees per level of experience. 
  Saving Throw: None 
  P.P.E.: Five 
  This spell creates air currents which hold a person or object 
  aloft, hovering about one foot above the ground. It can be used to 
  323 
  slow someone's descent from a fall or used to float on top of 
  water. Movement is awkward and slow while in the air. The float­
  ing person suffers the following penalties: All attacks, strikes, par­
  ries and dodges are at -1 ; normal speed/movement is reduced to 
  half. 
  Ignite Fire 
  Range: By touch or up to 40 feet (1 2.2 m) away. 
  Duration: Instant (fire lasts until it is put out or has no fuel to 
  burn). 
  Saving Throw: None 
  P.P.E.: Six 
  A magic that causes spontaneous combustion. The magic will 
  ignite any one dry, flammable material. This means the mage 
  could set old rags, rope, paper, dry grass, a couch, robe, etc., on 
  fire or ignite the wick of a candle or coals in a fireplace. The initial 
  fire is tiny, roughly equal to a match or candle, but will spread like 
  a normal fire. Volatile substances that are contained in some­
  thing, like bottled lantem oil, alcohol, gasoline and similar things 
  cannot be ignited. However, if the container is not sealed shut 
  (such as a glass of whiskey or an opened flask of oil) it can be ig­
  nited. Hard woods, leather, rubber, meat, human flesh, green 
  plants, and similar items do not easily ignite, so this magic does 
  not work on them. 
  If somebody's clothes or hair are set on fire, they have two 
  melee rounds (30 seconds) to get it off or put the fire out before 
  damage is inflicted; no other combat or action is possible until the 
  burning article is removed. 
  Damage from the small fire is 206 S.D.C. per melee (begin­
  ning after the first 2 melees). The target to be set on fire must be 
  clearly visible to the spell caster. 
  Impervious to Cold 
  Range: Self or others up to 60 feet (1 8.3 m) away. 
  Duration: Five minutes (20 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Six 
  A magic invocation that makes the individual temporarily im­
  pervious to cold. Normal and magical cold do no damage to the 
  person or to anything he is wearing/on his person. 
  Impervious to Fire 
  Range: Self or others up to 60 feet (1 8.3 m) away. 
  Duration: Five minutes (20 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Six 
  A magic invocation that makes the individual temporarily im­
  pervious to fire. Normal and magical fires do no damage to the 
  person or to anything he is wearing/on his person. 
  Invisibility: Simple 
  Range: Self only (includes clothes and articles on one's person). 
  Duration: Three minutes (12 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Six 
  The spell caster and anything he is wearing or carrying at the 
  time of the invocation are turned completely invisible. Any object 
  picked up after the character has become invisible remains vis­
  ible. Likewise, any item on his person that is dropped becomes 
  visible. Neither normal nor nightvision can detect invisibility; only 
  beings who can naturally, psionically or magically "see the invis­
  ible" can see the character. Infrared, heat detectors, and scent 
  tracking (animal) can also pinpoint the invisible person. 
  Quentin Milton (Order #31246997)
  
  Although the invisible person is imperceptible to the eye, he 
  still retains physical mass. This means he cannot go through 
  walls nor can weapons pass harmlessly through him. The char­
  acter still makes noise, leaves footprints, and physical and magi­
  cal contact/attacks still affect him as usual. 
  While invisible, the mage can talk, weave spells, walk, climb, 
  run, open doors, carry objects, and perform other acts of physical 
  exertion, including combat, and remain invisible. The invisibility is 
  terminated when the magic's duration time elapses or the mage 
  cancels the spell. Note: If cut, only the blood is visible. 
  Negate PoisonIToxin 
  Range: Self o r  by touch. 
  Duration: Instant 
  Saving Throw: None 
  P.P.E.: Five 
  The arcanist can magically turn a poisonous substance inert, 
  rendering it harmless. The magic can also be used to instantly 
  negate poison in the bloodstream, preventing further damage by 
  the foul substance. However, any damage caused by the poison 
  before the magic is used cannot be reversed with this spell. 
  Paralysis: Lesser 
  Range: 60 feet (1 8.3 m) 
  Duration: The effect lasts one minute (4 melees) per level of ex­
  perience. 
  Saving Throw: Standard 
  P.P.E.: Five 
  This magic attack temporarily paralyzes a part of its victim's 
  body; immobilizing that particular limb. A paralyzed hand means 
  that the person cannot pick up or hold objects, write, or use the 
  hand in any way. A paralyzed arm means the limb dangles use­
  lessly at the person's side. A paralyzed leg will make standing 
  difficult and movement almost impossible; reduce speed by 90%, 
  and -2 to parry and dodge. Note: The incantation will paralyze 
  only one limb per each invoking of the magic. Internal organs 
  cannot be affected, so the mage can't paralyze a heart, lung, etc. 
  Note: Paralysis cannot affect people inside a vehicle, or full scale 
  or plate body armor. 
  Resist Fire 
  Range: Self or others. 
  Duration: 20 melees per level of spell caster 
  Saving Throw: None 
  P.P.E.: Three 
  With this spell the mage can make himself, or one or two oth­
  ers, fire resistant. This means heat has no ill effect and normal 
  and magic fire does half damage. The spell can be cast up to 60 
  feet (1 8.3 m). 
  Level Fou r  
  Blind 
  Range: Touch or 1 0  feet (3 m) away. 
  Duration: One minute per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Eight 
  An enchantment that can blind one person or animal each 
  time the spell is cast. The intended victim must be visible, within 
  the line of sight and within range. The victim will be temporarily 
  blind; -5 to strike, - 1 0  to parry and dodge, and likely to stumble 
  and fall for every 1 0  feet (3 m) of movement (50% chance). Does 
  324 
  not affect people inside a force field, vehicle, or locked doors. 
  If the blind spell is cast upon another spell caster he can not 
  use any spells which require his vision while blinded. If the blind 
  spell caster uses any defensive/assault spells, such as magic 
  net, call lightning, fire ball, carpet of adhesion, etc., there is a 1 -
  65% chance that the spell will be misdirected and strike his own 
  comrades. 
  Carpet of Adhesion 
  Range: 30 feet (9 m) +1 0 feet (3 m) per level of experience. 
  Duration: 1 0  melees (2 1/2 minutes) per level of experience. 
  Saving Throw: Special. If a successful saving throw vs magic is 
  made, that player rolls 2D6 to see how many melee rounds it will 
  take him to pull free. Those failing to make the saving throw are 
  stuck for the entire duration of the spell. Effective even against gi­
  ants, supernatural beings and robots. 
  P.P.E.: Ten 
  The spell caster creates a sticky carpet, up to 1 0  feet (3 m) 
  wide by 20 feet (6 m) long, that will adhere firmly to anyone who 
  touches it. The victim will stay stuck until the carpet spell time 
  elapses or until the spell caster cancels the spell. The carpet can 
  be cast on a floor, table, wall, etc., or actually cast upon a per­
  son. The spell caster can alter the size and shape of this super 
  flypaper (without exceeding the stated limit of 200 square feet), 
  but it is always a flat sheet or carpet. 
  Charismatic Aura 
  Range: 60 foot (1 8.3 m) radius. 
  Duration: 6 melees per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Ten 
  A particularly handsome tool of deception, this magic can be 
  cast upon the spell caster or another person. The spell instantly 
  enhances that person's physical beauty by eight (8), increasing 
  his charisma and charming all who behold him. Although the fo­
  cal point of the spell is the person on whom it was cast, it affects 
  everybody in a 60 foot (1 8.3 m) radius (emanating from the per­
  son with the charismatic aura). Thus, everybody in that radius is 
  allowed a saving throw vs magic. Those who successfully save 
  will not be affected; those who fail to save are affected and will 
  respond accordingly. 
  The person with a charismatic aura can invoke one of three 
  responses: friendship/trust, power/fear, and successful decep­
  tion. 
  FriendshiplTrust: The first few words spoken will set up the 
  response. Thus, a statement of friendship, peace, or trust will in­
  spire those sentiments in everyone affected. 
  Power/Fear: A statement of power, anger, strength, or vile in­
  tent will strike awe and fear into everyone affected. (Example: 
  "Lay down your weapons and let us pass, lest you suffer my 
  wrath!"). Effectively causes a horror factor of 1 3. 
  Successful Deception: This enables the person with charis­
  matic aura to convincingly lie like a master con-man. There is a 
  1 -80% chance that those affected will believe anything he tells 
  them. This response is triggered by a phrase like: "Trust me com­
  pletely ... " or "I would never lie to you." 
  Energy Field 
  Range: Self or others up to 60 feet (1 8.3 m) away. 
  Duration: One minute (4 melees) per level of experience or until 
  it is destroyed. 
  Saving Throw: None 
  P.P.E.: Ten 
  Quentin Milton (Order #31246997)
  
  The spell creates a protective field of energy around the 
  mage, others, or an object. The maximum area of protection is a 
  diameter of 8 feet (2.4 m), which means it can protect a small 
  roomful of people (about 6-8 individuals). The energy field ap­
  pears as a semi-transparent wall or bubble that shimmers with a 
  blue-white light. The field normally provides a total protection of 
  60 S.D.C., but is doubled at ley lines and tripled at ley line nex­
  uses. Armor Rating is only a 4. 
  _ �_
  . �_r 
  Fire Bolt 
  Range: 1 00 feet (30.5 m) +5 ft (1 .5 m) per level of experience. 
  Duration: Instant 
  Damage: 506 S.D.C. 
  Saving Throw: Dodge 
  P.P.E.: Ten 
  Like the energy bolt, the mage can create and direct a bolt of 
  fire. Bonus to strike is +4. Damage is 506 S.D.C., but is in­
  creased to 706 under the influence of a ley line and 1 D6x1 0 at a 
  ley line nexus. The mage can adjust the damage amount, down, 
  by increments of 1 06. 
  Fool's Gold 
  Range: By touch or up to five feet (1 .5 m) away. 
  Duration: Five minutes per level of spell caster. 
  Saving Throw: Standard; those who save recognize it to be 
  fool's gold. Those with a strong knowledge of metals are not 
  fooled. 
  P.P.E.: Ten 
  This elemental magic enables the magician to cause any ob­
  ject to appear to be made of gold. After the magician leaves, the 
  object will still retain its gold appearance until the spell elapses. 
  The effect is temporary, and upon close examination by those 
  who can recognize precious metals, it is clearly not gold. 
  Magic Net 
  Range: 20 feet (6 m) per level of the spell caster. 
  Duration: 2 melee rounds per level of experience. 
  Saving Throw: Special. There is no save vs magic, but intended 
  victims can try to dodge being snared by rolling a 1 6  or higher. 
  P.P.E. Seven 
  This spell creates a net composed of magic fibers which will 
  snare 1 -6 human-sized victims within a 1 0  foot (3 m) diameter. 
  Normal weapons cannot cut through the net; only magic weap­
  ons and spells can affect this net. Even then it requires a full two 
  melee rounds (30 seconds) to cut or blast out (a dispel magic 
  325 
  barriers will dispel it instantly). Anyone caught in the magic net is 
  helpless and unable to attack or defend themselves. The spell 
  caster can cancel the net at any time. 
  Multiple Image 
  Range: Self 
  Duration: One minute (4 melee rounds) per level of experience. 
  Saving Throw: Special. Viewers may be able to see through the 
  illusion and identify the true person, but such rolls vs magic are 
  at a -6. 
  P.P.E.: Seven 
  A magic illusion that creates three identical images of the spell 
  caster. Each image mimics his every movement exactly. Only 
  piercing the false image with iron will dispel that particular one. 
  This is a great way to confuse, scare and distract an opponent or 
  an angry mob. The deception also provides the mage with a bo­
  nus of +2 on initiative, +2 to dodge, and + 1 to strike. 
  Repel Animals 
  Range: 30 feet (9 m). 
  Duration: Immediate 
  Saving Throw: Standard; 1 2  or higher even for animals. 
  P.P.E.: Seven 
  The character can invoke an enchantment that will make even 
  a hostile, predatory animal stop, turn, and leave the area without 
  harming the mage or anybody near him. The animal will not re­
  turn for hours. The enchantment can affect six animals simulta­
  neously. 
  Seal 
  Range: 1 00 feet (30.5 m) 
  Duration: Two minutes (8 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Seven 
  The mage can magically prevent any inanimate object from 
  being opened. The mystic can seal shut a door, gate, window, 
  drawer, jar!juglbottle with a lid, and so on. There is no sign of 
  force, the lock can be unlatched, but the door, or whatever, will 
  not yield/open regardless of the character's physical strength. 
  The only way to get in or out, or to open it, is to smash the con­
  tainer or chop through the door. 
  At early levels, the character can only seal one item per incan­
  tation. However, at fourth level of experience and beyond, the 
  mage can seal every door, window and enclosure within a 1 00 
  foot (30.5 m) area (that can be an entire 50 to 80 foot house up 
  to three stories high), but costs an additional ten points. This 
  spell was formerly called Sorcerer's Seal. 
  Shadow Meld 
  Range: Self 
  Duration: Two minutes (8 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Ten 
  This unique magic enables the mage to step into shadows 
  and become totally invisible, even to a "see the invisible" spell. 
  The shadow must be at least five feet long to be an effective hid­
  ing place. The shadow serves as a superior means of hiding or 
  moving unseen. The mage can move, walk, or run through the 
  length of shadow or from shadow to shadow. While in 
  shadow/darkness, the mage prowls at a 60% proficiency (or at 
  +1 5% to normal prowl skill, whichever is higher). 
  Intense light will dispel the shadow, leaving the mage re­
  vealed. Of course, sanctuary can be found by fleeing into another 
  shadow. Feeble light, less than three torches or 300 watts, will 
  only create more shadows. 
  Quentin Milton (Order #31246997)
  
  While hidden in shadow, the character is still susceptible to 
  magic, psychic and physical attacks, although attackers are -5 to 
  strike him (because they can't see him). Area affect magic does 
  not suffer any such penalty. Infrared optics are the only means 
  that can be used to see somebody in a shadow. 
  Swim as a Fish (Minor) 
  Range: Self or others up to 1 0  feet (3 m) away. 
  Duration: 5 minutes (20 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Six 
  An incantation that provides the character with exceptional 
  swimming abilities. Equal to swimming (and S.C.U.B.A.). Base 
  Skill is 96%, can swim a distance of 1 00 xP.S. in yards/meters 
  without tiring, gets an additional +1 to parry and dodge while in 
  water, can hold breath for three minutes at a time, and maximum 
  depth is 3000 feet (91 0 m). 
  Trance 
  Range: Touch or within 12 feet (3.6 m); line of sight. 
  Duration: Five minutes per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Ten 
  This enchantment places a person into a zombie-like state or 
  hypnotic haze, unaware of his environment or happenings 
  around him. The entranced character cannot formulate thoughts, 
  use skills, or act on his own; the individual is only aware of the 
  enchanter's voice and will follow extremely simple commands, 
  such as stay, sit, follow me, get inside, lay down, give me your 
  hand, etc. The entranced victim cannot engage in any type of 
  combat (offers no resistance), conversation or any actions that 
  require skill or concentration. The magic is meant to incapacitate, 
  more than it is to enslave. Evil men of magic often use trance on 
  prisoners or victims intended for blood sacrifice. 
  While entranced, the person cannot be made to reveal se­
  crets, betray a friend, harm himself, or act against his alignment. 
  While entranced, all physical attributes function as if they are half 
  of what they really are; thus, a speed of 1 0  is 5. The victim of a 
  trance will remember nothing of the events that occurred while he 
  was entranced. 
  Level Five -----­
  Calling 
  Range: Two miles (3.2 km) per level of experience. 
  Duration: Five minutes per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Eight 
  The calling is like a limited form of telepathic communication in 
  which the mage can mentally call a specific individual. To use 
  "the call," the spell caster must know the person's whole name 
  (first and last), must have personally met the individual (if only 
  briefly), and must be within range. The call sends a telepathic 
  message to that particular person, calling him or her by full name, 
  and leaves an impression of where the mage can be found. A 
  typical call message will be something like, "Erick Wujcik, come 
  to me," or "Richard Burke, I need you." Only the individual to 
  whom the call is made can hear it, no one else. If a successful 
  saving throw is made, the call, and impression of location, is 
  heard only once. If the saving throw is not successful the call will 
  repeat itself over and over again, three times per melee round, 
  until the spell elapses or the person goes to the mage. Nothing 
  except a mind block can block out the call. A failed roll means the 
  326 
  call keeps coming and coming, compelling the person to answer 
  it. 
  Charm 
  Range: 1 5  feet (4.6 m) or by touch. 
  Duration: Four melee rounds (one minute) per level of experi­
  ence. 
  Saving Throw: Standard 
  P.P.E.: Twelve 
  The charm spell can influence any intelligent creature. The 
  spell victim will fall under the immediate influence of the spell 
  caster. He will believe everything the mage tells him, trust the 
  spell caster as if he were a loyal friend, do his best to 
  please/help/assist or protect him, and will answer any questions 
  truthfully and in as much detail as requested. 
  Note that other than perceiving the spell caster as his best 
  and favorite friend, whom he in anxious to please, the charmed 
  individual will not do anything that is contrary to his alignment. 
  This spell replaces Mesmerism from the Revised Heroes Unlim­
  ited. 
  Circle of Flame 
  Range: 1 0 feet around self. 
  Duration: Two minutes (8 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Ten 
  The mage can create a magical circle of flame around himself. 
  No combustible material is required. The flame is five feet (1 .5 m) 
  tall and inflicts 606 S.D.C. damage to anybody who tries to pass 
  through the fire. 
  Energy Disruption 
  Range: 60 feet (1 8.3 m) 
  Duration: 3 minutes (12 melee rounds) per level of experience. 
  Saving Throw: None 
  P.P.E.: Fifteen 
  This is a particularly useful magic in a tech environment where 
  the spell can temporarily knockout, stop, or immobilize, any elec­
  trical device it is aimed at. This includes normal automobiles, 
  computers, radios, surveillance cameras, sensors, appliances, 
  entire fuse boxes, batteries, electric alarm systems, etc. The ap­
  paratus is not harmed in any way, it simply ceases to function. 
  When the magic elapses, the item(s) will work perfectly, with no 
  sign of malfunction or energy loss. 
  In a low-tech world like Palladium, the spell will cause can­
  dies, torches, lanterns and campfires to sputter and go out 
  (erupting back to full life the moment the spell comes to an end; 
  until then they cannot be relit by any means). It can also be used 
  to diminish the strength/damage of magic fire and energy struc­
  tures like circle of flame and energy based wards by halfl How­
  ever, this disruption is only good against existing energy magic 
  already put into place, and does not diminish the damage caused 
  by energy bolts, fire balls, call lightning, dragon's breath, wind, 
  cold, kinetic force, and similar magic attacks. Nor can it affect 
  Spells of Legend or magic weapons, potions, circles, scrolls or 
  enchanted items. 
  Escape 
  Range: Self, touch or 5 feet (1 .5 m). 
  Duration: Instant 
  Saving Throw: None 
  P.P.E.: Eight 
  The escape invocation enables the mage to magically escape 
  any normal bonds or open any locking mechanism that bars his 
  Quentin Milton (Order #31246997)
  
  way. This includes being tied with rope, handcuffs, prison cells, 
  doors, trunks, locks, straightjackets, etc. One restraint or lock can 
  be undone per each invocation. Only gagging the mage will pre­
  vent the use of this magic, and only magic restraints and locks 
  are unaffected by this spell. 
  Eyes of Thoth 
  Range: Self or others by touch. 
  Duration: 10 minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Eight 
  Thoth is the god of knowledge and wisdom. He is said to know 
  all languages, all symbols and all forms of magic. This invocation 
  enables the character to read and understand ALL written lan­
  guages, modern and ancient, including runes and magic sym­
  bols. However, spoken languages are incomprehensible unless a 
  tongues spell is also invoked or the person has an education in 
  that language. 
  Fly 
  Range: Object by touch. 
  Duration: 6 minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Fifteen 
  The spell caster can magically bestow the power of flight to an 
  inanimate object not made of metal or plastic. He or she can then 
  use that object to fly. This is the origin of the myths about the 
  witch and her broom and of flying carpets. The object must be big 
  enough to hold onto or, preferably, large enough to sit on. If the 
  item is small, the mage must hold on for dear life, and if his grip 
  should give way, he will fall to his doom. To avoid muscle strain 
  and tragedy, it is best that the object can be comfortably sat 
  upon. The maximum length and width of the enchanted item 
  must not exceed six feet (1 .8 m). This maximum size is enough 
  to accommodate two or three additional characters of human 
  size. Note: The magic will not work if the object has any metal (or 
  plastic) in it, including nails. 
  Maximum altitude is 1 000 feet (305 m). Maximum speed is 35 
  mph (56 km); the object can fly or hover stationary. 
  Heal Wounds 
  Range: Touch or up to three feet (0.9 m) away. 
  Duration: Instant 
  Saving Throw: Standard, but only if the person resists the 
  magic. 
  P.P.E.: Ten 
  This powerful invocation will instantly heal minor physical 
  wounds, such as bruises, cuts, gashes, arrow wounds, burned 
  flesh and pulled muscles, restoring 3D6 S.D.C. and 1 D6 hit 
  points. It will not help against illness, internal damage to organs 
  or nerves, broken bones or poisons/drugs. 
  In the case of arrow (or bullet) wounds, the object should be 
  removed first. If it is left inside the person, it will be a constant irri­
  tant causing chronic pain; reduce the character's P.E. and P.P. 
  attribute by one point due to stiffness and discomfort. 
  Horrific Illusion 
  Range: 30 ft (9.1 m) 
  Duration: Two minutes (8 melees) per level of experience. 
  Saving Throw: Save vs horror factor 14. 
  P.P.E.: Ten 
  The spell caster creates a frightening illusion of a horrible 
  sight using common images such as a hundred large (presum-
  ably poisonous) spiders, other insects, snakes, dangerous ani-
  327 
  mal(s), known monster (manticore, dragon, troll, etc.) or fire and 
  similar. Everybody who sees the illusion must roll to save vs hor­
  ror factor 14. A failed roll means that the character is momentarily 
  stunned, with the usual horror factor combat penalties applicable 
  for that one melee. However, the illusion is so real that any char­
  acter who fails to save will not dare to engage or go past it, but 
  can try to find another route around it. 
  Sleep 
  Range: Touch or one foot (0.3 m). 
  Duration: Becomes inert within 15 minutes; effects last 10 min­
  utes per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Ten 
  The invocation can turn any normal, drinkable fluid or food into 
  a sleep inducing potion. Immediately after two bites of enchanted 
  food or two gulps of fluid, the person will fall into an enchanted 
  sleep. The victim cannot be awakened by any means except by 
  the mage canceling the magic or until the magic's duration time 
  lapses. A successful save means the enchanted food or drink 
  has no effect. 
  Level Six --
  Call Lightning 
  Range: 300 feet (91 m). 
  Duration: Instant 
  Damage: 1 D6 S.D.C. per level of the spell caster. 
  Saving Throw: None; it always hits unless one's opponent rolls 
  a natural 20 or a modified 24 or higher to dodge! 
  P.P.E.: Fifteen 
  This spell creates a lightning bolt which can be directed at any 
  specific target up to 300 feet (91 m) away. The lightning bolt 
  shoots down from the sky, hitting the desired target. The target or 
  area must be within the spell caster's line of vision. The lightning 
  bolt does 1 D6 points of damage per level of the spell caster's ex­
  perience. This magic can be cast outdoors or in; damage is in­
  flicted only to the specific person or target. 
  Control the Beasts 
  Range: 1 00 feet (30.5 m) 
  Duration: Two minutes (8 melee rounds) per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Eighteen 
  The spell caster is able to control two animals (mammals, 
  birds, amphibians, reptiles, and fish, but not insects or creatures 
  of magic) per level of experience, within his line of vision, up to 
  60 feet (1 8.3 m) away. The animal(s) responds as if it is tamed, 
  trained and loyal to the spell caster. All creatures affected will 
  obey simple commands like stay, sit, go, come, attack, kill, etc. 
  This spell does not affect any intelligent creatures, humanoids, 
  werebeasts or creatures of magic. Animals that successfully save 
  vs magic may follow the lead of animals that don't save. This is 
  especially true of pack animals. Or the beast may be confused 
  seeing other animals respond in a positive way to the mage, and 
  simply leave the area. 
  Fire Ball 
  Range: 90 feet (27.4 m). 
  Duration: Instant. 
  Damage: 1 D6 per level of experience. 
  Saving Throw: Dodge, but the victim must know the attack is 
  Quentin Milton (Order #31246997)
  
  coming and must roll an 1 8  or higher (bonuses to dodge are ap­
  plicable). 
  P.P.E.: Ten 
  The spell caster creates a large fire ball which hurts at its tar­
  get at an awesome speed, inflicting 1 06 pOints of damage per 
  each level of the spell caster. The fire ball is magically directed 
  and seldom misses. 
  Fire Fist 
  Range: Self 
  Duration: One minute (four melee rounds) per level of experi­
  ence. 
  Saving Throw: Dodge or parry only. 
  P.P.E.: Fifteen 
  The spell caster's fist seems to be enveloped in a ball of flame 
  that does not bum his flesh, but inflicts 306 damage from 
  punches plus any P.S. damage bonus! This is considered a 
  magic attack/weapon and can hurt supernatural beings as.well as 
  be used to parry other magic weapons. The fire fist strike can 
  only be parried by magic weapons without inflicting damage. 
  Impervious to Energy 
  Range: Self or others by ritual. 
  Duration: Two minutes (8 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Twenty 
  The arcanist can make himself impervious to all forms of energy, 
  including fire, heat, electricity, lasers and so on. Energy attacks 
  do no damage whatsoever. Physical attacks, punches, kicks, 
  knives, clubs, arrows, etc., inflict normal damage. 
  Magic Pigeon 
  Range: Immediate area. 
  Duration: Two months per level of spell caster. 
  Saving Throw: None 
  P.P.E.: Twenty 
  This special incantation enables the spell caster to create a 
  mystic facsimile of a pigeon. The magic pigeon is able to fly and 
  deliver a spoken (30 words or less) or written message to any­
  one, anyplace in this wortd (in the same dimension), however, 
  the spell caster must know at least the general location of the 
  person whom the message is intended. Upon reaching its desti­
  nation it will seek out that person and immediately deliver the 
  message. If the recipient of the message is not at the prescribed 
  destination, the magic pigeon will wait until he returns or until the 
  spell duration elapses and it fades away. 
  The magic pigeon looks exactly like a real pigeon, but needs 
  no food or rest; thus it can fly 720 miles (1 1 52 km) every 24 
  hours at a speed of 30 mph (48 km). Normal weapons cannot 
  harm or capture the pigeon, but magic spells and circles of en­
  trapment can capture it, and dispel magic can destroy it. 
  Mask of Deceit 
  Range: Self or other up to six feet (1 .8 m) away. 
  Duration: Five minutes (20 melee rounds) per level of experi­
  ence. 
  Saving Throw: -5 or -9. 
  P.P.E.: Fifteen 
  A useful tool in deception, it magically creates an illusionary 
  mask over the enchanted person's features. The mask is men­
  tally molded by the spell caster into any facial features, changing 
  color, races, sex, etc. However, the spell only affects the facial 
  features, and not any other part of the body. Remember, this 
  spell is an illusion, so the original, true physical features are hid­
  den, but unchanged. 
  328 
  The mask can also be placed on someone else, but the spell 
  caster must do the mental molding of the illusion, and the in­
  tended recipient of the mask must be within a six foot (1 .8 m) ra­
  dius. 
  Saving Throw: It is possible for anyone to see through the illu­
  sion of the magical mask. Everyone encountering the enchanted 
  person gets to save vs magic. A successful save means the true 
  features are seen rather than the illusionary one. However, all 
  such rolls are -5 even when directly interacting with the disguised 
  individual, and -9 if the deceiver is seen from a distance and is 
  not interacting nor drawing attention to himself. 
  Mystic Shield 
  Range: Self or others up to 60 feet (1 8.3 m) away. 
  Duration: One minute (4 melees) per level of experience or until 
  it is destroyed. 
  Saving Throw: None 
  P.P.E.: Ten 
  The spell creates a protective field of energy around the 
  mage, others, or an object. The maximum area of protection is a 
  diameter of 8 feet (2.4 m), which means it can protect a small 
  roomful of people (about 6-8 individuals). The energy field ap­
  pears as a semi-transparent wall or bubble that shimmers with a 
  blue-white light. The field normally provides a total protection of 
  60 S.D.C. per level of experience, but is doubled at ley lines and 
  tripled at ley line nexuses. Armor Rating is only a 4. 
  Teleport: Lesser 
  Range: Five miles (8 km) per level of experience. 
  Duration: Requires two full melees (30 seconds) to teleport. 
  Saving Throw: None 
  P.P.E.: Fifteen 
  The power to magically transmit matter from one place to an­
  other. The lesser teleport spell is limited to non-living substances. 
  Up to 50 pounds (22.4 kg) can be instantly transported from the 
  location of the spell weaver to any location miles away. The only 
  requirements are that the mage touches the object to be tele­
  ported and that the location of where it is being sent is known to 
  him. Success Ratio: 80% +2% per level of experience. An unsuc­
  cessful roll means that the object never arrived where it was sup­
  posed to, and could be anywhere within the mage's range (he 
  has no idea where). 
  Tongues 
  Range: Self or others by touch. 
  Duration: Five minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Twelve 
  The magic enables the character to perfectly understand and 
  speak all spoken languages at 98% proficiency, including ele­
  mental and alien tongues. An understanding of written languages 
  is not provided by this spell. See the "Eyes of Thoth. n 
  Words of Truth 
  Range: 5 feet (1 .5 m). 
  Duration: One minute (4 melees) per level of experience. 
  Saving Throw: Standard, but the enchanted person makes a 
  saving throw for each question asked. A successful save means 
  he doesn't have to answer. Questions can be repeated. 
  P.P.E.: Fifteen 
  A person affected by this enchantment is compelled to answer 
  all questions truthfully. The spell caster must be within five feet 
  (1 .5 m) and he can ask two brief questions per melee. It is wise 
  to keep questions simple and clear to avoid confusion. The victim 
  is compelled to answer only the spell caster. 
  Quentin Milton (Order #31246997)
  
  LeveI Seven
  -----­
  Animate & Control Dead 
  Range: 400 feet (122 m); line of vision. 
  Duration: 5 minutes (20 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Twenty 
  With this incantation the arcanist can animate the remains of 
  dead bodies, human, animal or monster, and mentally control 
  them like a puppet master would a marionette on strings. The re­
  mains are not alive and do not have any intelligence whatsoever. 
  It is the sorcerer who controls and directs their actions. 
  Restrictions and Notes: 
  1 .  The mage can animate and control only two corpses or 
  skeletons, plus one per level of experience. 
  2. The animated dead must remain in his line of vision. If it 
  cannot be seen, it cannot be animated or controlled. 
  3. Each of the animated corpses or skeletons has two attacks 
  per melee, a Speed of 7, and inflicts 1 06 damage from punch, 
  bite, claw or blunt weapon. They are robot-like S.D.C. structures 
  and inflict S.D.C. damage unless they wield a special weapon. 
  Sharp weapons like swords, spears, and axes, do their normal 
  damage. Note: The bow and arrow, cross bow and sling (as well 
  as guns) cannot be used by animated dead, nor can magic 
  scrolls or potions. 
  S.D.C. of a small corpse/skeleton, about 3 or 4 feet (0.9-1 .2 
  m) tall, is 50 S.D.C.; medium, 5-6 feet (1 .5-1 .8 m), is 80 S.D.C.; 
  large, 7 to 12 feet (2.1 -3.6 m) is 1 40 S.D.C. and 200 for giants. 4. 
  Either total destruction of the animated dead or knocking out the 
  controlling mage can stop them. Arrows, sling bullets, gun bullets 
  and thrown weapons do half damage. Blunt, chain and magic 
  weapons, damage inflicting magic spells and smashing attacks 
  do full damage. Fire does double damage! Note that animated 
  dead cannot be stunned or affected by a death blow or critical hit, 
  nor by psionic attacks, charms, mind control, illusions, poison, or 
  disease. 
  Circle of Concealment 
  Range: 20 foot (6.1 m) radius per level of experience. If done as 
  a ritual, use the sorcerer with the highest level, and add 1 0  feet 
  (3.0 m) per additional magician involved in the ritual. 
  Duration: One hour per level of experience/one year per level of 
  experience. 
  Saving Throw: See below. 
  P.P.E.: 1 5  or 1 00. 
  This spell hides an area from most people. Anybody passing 
  by the area will pay no attention to anything concealed by the cir­
  cle. The circle can also be "programmed" so that certain individu­
  als, group members, or those who know the right passwords can 
  see past the mystical effect. 
  A save versus ritual magic will allow somebody else to sense 
  that something is "wrong" about the area, and may lead to the 
  discovery of whatever is hidden by the circle. Magic and psionic 
  powers like detect P.P.E., detect magic, and negate magic may 
  pierce the circle of concealment and reveal what's hidden within, 
  but the circle gets to save vs magic or psionics with the bonuses 
  of its creator. 
  The circle can be a temporary hiding place for a few hours, or 
  long-lasting with a duration measured in years. The first usage 
  only costs 1 5  P.P.E., while the second requires 1 00 P.P.E. points 
  plus the mage permanently loses one P.E. attribute point. The 
  spell is cast as a ritual only. This spell replaces the Sphere of In­
  visibility spell from Revised Heroes Unlimited™. 
  329 
  Constrain Being 
  Range: 30 feet (9 m) 
  Duration: Two minutes per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Twenty 
  This invocation is useful for controlling lesser supernatural 
  creatures. The enchantment forces the being to obey the mage 
  to a very limited degree. Mainly, the sorcerer can hold the "thing" 
  at bay with an order like: "Back, stay back," "go ... begone," "Stay 
  there ... don't move." "No." "Stop." "Back away." No commands 
  more elaborate than that will be obeyed. The constrain being in­
  cantation works in the same way as a cross holds a vampire at 
  bay. As long as the mage and his allies stay out of the creature's 
  reach, the magic will hold it at bay. If it can reach out and hurt 
  somebody, it will. If it is attacked, the enchantment is broken and 
  it is free to lash out at everybody. Note: Possessing entities and 
  the greater supernatural beings are not affected by this magic, 
  nor are non-supernatural monster races like ogres, trolls, giants, 
  or humanoids from other worlds and dimensions 
  Dispel MagiC Barriers 
  Range: 1 00 feet (30.5 m) 
  Duration: Instant 
  Saving Throw: The magic spell being attacked automatically 
  gets a standard saving throw as if it were a person (1 2+; must 
  roll above the maximum spell strength of the mage who created 
  the barrier). If a successful saving throw is made, the negate 
  magic barriers spell has no effect; the barrier remains. 
  P.P.E.: Twenty 
  This spell negates/dispels all magic barriers of any kind in­
  cluding the sorcerer's seal, carpet of adhesion, immobilize, magic 
  net, all types of wall spells, and similar. It does not affect wards, 
  circles, magic rain, fog, or other weather, or Spells of Legend. 
  Fly as the Eagle 
  Range: Self or others up to 1 00 feet (30.5 m) away. 
  Duration: 20 minutes per level of the spell caster. 
  Saving Throw: None 
  P.P.E.: Twenty-Five 
  The power of flight is bestowed upon the spell caster or per­
  son it is cast upon. It is especially effective out of doors, and in 
  large, open areas. Maximum Speed is 50 mph (80 km). Bonuses: 
  +1 to parry, +2 to dodge when in flight and +2 to damage on a 
  diving or swooping attack. Bonuses apply only when in flight. 
  Globe of Silence 
  Range: 90 feet (27.4 m) 
  Duration: Six melee rounds per level of experience. 
  Saving Throw: None; there's no saving throw because it is actu­
  ally the physical space around the person that is being altered. A 
  negate magic spell can dispeVcancel the globe. 
  P.P.E.: Twenty 
  This spell immediately creates an invisible globe that meas­
  ures 1 0  feet in diameter. No sound, voices, screams, footsteps, 
  etc., can be heard by the people inside the globe, nor can the 
  noise made by them be heard by those outside of it. The globe 
  absorbs everything, so while it can prevent those within the globe 
  from making noise, it also prevents sound from outside to enter. 
  Those within the globe can't hear anything, thus a spell caster, 
  reliant on spoken incantations, is completely powerless inside a 
  globe of silence because his words cannot be heard. 
  Stepping beyond the diameter of the globe frees that person 
  from its effect on him, but those still inside will be unable to ver-
  Quentin Milton (Order #31246997)
  
  bally communicate. The globe itself can be fixed in a stationary 
  position or mentally moved by the spell caster. However, the 
  spell caster cannot cast another spell while manipulating the 
  globe, and once fixed to one spot, that is where it remains until 
  the spell duration time elapses or it is cancelled. The globe can 
  be cast up to 90 feet (27.4 m) away. 
  Heal Self 
  Range: Self 
  Duration: Permanent 
  Saving Throw: None 
  P.P.E.: Twenty 
  This spell is very similar to the psionic bio-regeneration, magi­
  cally healing cuts, bruises, internal injuries, broken bones, etc., 
  without scarring. Restores 1 D6 hit points or S.D.C. points 
  (player's choice) to the spell caster per every two levels of experi­
  ence, so a 3rd level mage sees 2D6 hit points restored, 5th level 
  3D6, 7th level 4D6, and so on. 
  Invisibility (superior) 
  Range: Self or others by touch. 
  Duration: Three minutes (12 melees) per level of experience. 
  Saving Throw: None 
  P.P.E.: Twenty 
  A powerful incantation that makes the spell caster invisible to 
  all means of detection! Infrared, ultraviolet, heat, and motion de­
  tectors, see aura, presence sense, sense magic, sense evil, and 
  even an animal's sense of smell cannot locate the invisible per­
  son! No footprints are made, there is little sound (prowl 84%), 
  and the power to see the invisible will only reveal a semi-trans­
  parent, ghost-like image of the character (which gives attackers a 
  penalty of -2 to strike)! The spell caster and anything he is wear­
  ing or carrying at the time of the invocation are tumed completely 
  invisible. Any object picked up after the character has become in­
  visible remains visible unless tucked under his invisible gar­
  ments. Likewise, any item on his person that is dropped becomes 
  visible. 
  Unlike invisibility: simple, this super-cloaking magic is broken 
  only if the character engages in combat/attacks. At that instant, 
  he becomes completely visible. Note: The invisible character is 
  not ethereal and cannot walk through walls; he must still use a 
  door. The act of forcing open a door or window, picking a lock, 
  tapping somebody, accidentally bumping somebody, or acciden­
  tally getting shot or hurt, is not considered an act of aggression or 
  combat, so the invisibility is maintained. Invisibility: superior can­
  not be simultaneously combined with invisibility: simple. This 
  spell can turn as many as two people invisible with a single cast­
  ing. 
  Life Drain 
  Range: 30 feet (9 m) 
  Duration: Two melee rounds (30 seconds) per level of experi­
  ence. 
  Damage: Special; see description. 
  Saving Throw: Standard; a successful saving throw means the 
  magic has no affect on that person. 
  P.P.E.: Twenty-Five 
  The life drain is a debilitating magic that weakens an oppo­
  nent. The victim will turn pale and see his S.D.C., hit points, and 
  speed reduced by half. Attacks per melee are reduced by one 
  and skills are -1 0%. 
  Low level mages (1 -3) can only affect one individual per each 
  spell cast, but at fourth level, the mage can also cast the magic 
  on an area, 1 5  feet (4.6 m) in diameter; affecting everyone who 
  enters and remains in the area of enchantment. 
  330 
  Once the magic's duration time has lapsed, the victim's skills 
  and attacks per melee return to normal, but S.D.C. returns at a 
  rate of eight per hour and hit points at a rate of four per hour. Re­
  duced speed (half) and a feeling of weakness remains for 1 D4 
  hours. 
  Metamorphosis: Animal 
  Range: Self. Others can be transformed by ritual only. 
  Duration: 20 minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Twenty-Five 
  The invocation can completely transform a character into a 
  particular animal, from an alley cat or cocker spaniel to a lion, 
  wolf, alligator, bird, etc. In animal form, the character gets all the 
  inherent abilities and defenses which that animal form may offer, 
  but retains his own I.Q., ability to speak, memory, S.D.C. and hit 
  points. The mage can return to human form (naked) at will. 
  To determine the general abilities of an animal type, use 
  the following tables. Note: For an in-depth description of animals 
  and their abilities (monsters too), you might want to take a look at 
  The Palladium Book of Monsters & Animals; Second Edition. 
  Retractable Claws: 
  Small Cats (lynx, bobcat): 1 06 damage. 
  Big Cats (lion, tiger): 2D6 damage. 
  Claws: 
  Digging (badger, wolverine): 2D4 damage. 
  Miscellaneous (rodent, lizard): 1 D4 damage. 
  Birds of Prey: 1 D6 damage. 
  Bear: 2D4 damage. 
  Teeth: 
  Bear: 2D4 damage; Polar Bear or Grizzly: 2D6 damage. 
  Canine: 1 D6 damage; Wolf: 2D6 damage. 
  Feline: 1 D6 damage; Tiger/Lion: 2D6 damage. 
  Mustelid: 1 D4 damage; BadgerlWolverine: 1 D6 damage. 
  Herbivores (horse, goat, cattle): 1 D4 damage. 
  Birds of Prey (beak): 1 D4 damage. 
  Antlers: 
  Small: 1 D4 damage. 
  Medium: 1 06 damage. 
  Large: 2D4 damage. 
  Horns: 
  Small: 1 D6 damage. 
  Large: 2D6 damage. 
  Speeds: 
  Wild Canine: About 35 mph (56 km) for up to half an hour. 
  Small Wildcats: 1 5  mph (24 km) in spurts of 5 to 1 0  minutes. 
  Large Cats: 30 mph (48 km) in spurts of 1 0  to 1 5  minutes. 
  Cheetah: 90 mph (144 km) in 1 -5 minute spurts. 
  Deer/Antelope: 30 mph (48 km) maximum for up to an hour. 
  Horse: 40 mph (64.4 km) maximum for up to an hour. 
  Elephant: 25 mph (40 km) for up to an hour. 
  Rhinoceros: 35 mph (56 km) in 3 to 8 minute spurts. 
  Alligator: 35 mph (56 km) in 2 minute spurts. 
  Lizards: 1 0  to 20 mph (1 6-32 km) in 2 to 5 minute spurts. 
  Typical Birds: 30 mph (48 km) for up to 1 D4 hours. 
  Birds of Prey: 40 mph (64.4 km) for up to 1 04+1 hours. 
  Animals: Abilities and Bonuses: 
  1 .  Extraordinary vision approximately 1 0 times better than a 
  normal human's. This means the character can clearly see an 1 8  
  inch item u p  to two miles away (3.2 km) . Nightvision 600 feet 
  (1 83 m) for nocturnal animals. 
  2. +2 to save vs poisons, toxins and disease. 
  Quentin Milton (Order #31246997)
  
  3. Extraordinary sense of smell allows the character to detect 
  very faint scent traces. Tracking by smell is at a skill level of 40% 
  (+ 1 0% if a predator following a blood scent) and identify a person 
  by scent is a 30% chance. 
  4. Natural Prowl skill is 65%, climb 35% and swim 60%. 
  Wind Rush 
  Range: 1 20 feet (36.6 m) 
  Duration: One melee (1 5 seconds). 
  Saving Throw: A roll of 1 8  or higher saves one from losing his 
  balance and/or losing some personal item(s). 
  P.P.E.: Twenty 
  This spell creates a short, powerful wind gusting at 60 mph 
  (96.5 km) that is capable of knocking people down, knocking rid­
  ers off mounts, blowing small objects 20 to 1 20 feet (6-36 m) 
  away, or creating dust storms. 
  The wind can be directed by the spell caster at a specific tar­
  get or a general sweep (maximum wind width is 20 feet/6 m) can 
  be made. Anyone caught in the wind is helpless and unable to at­
  tack or move forward. It takes an additional melee round to re­
  cover and 1 -8 melees to gather up all the items blown away. 
  Wink-Out 
  Range: Self 
  Duration: Varies 
  Saving Throw: Unwilling travelers can try to save; standard. 
  Limitations: The spell only affects the spell caster unless he is 
  fifth level or greater. Experienced mages can take two people 
  with them but must be touching both at the moment the spell is 
  cast. The exact spot that the character warped from is the exact 
  location where he reappears. 
  P.P.E.: 20 for one minute. The spell caster can increase the 
  number of minutes he is "winked out" at an additional cost of 1 0  
  P.P.E. per each minute; five minute maximum (costing 60 
  P.P.E.). 
  The character seems to disappear or teleport to a different lo­
  cation - it is impossible for an observer to tell which might be 
  the case. In reality, the spell caster has really created, and 
  stepped into, a very temporary time hole in another dimension. 
  Time inside the wink-out time hole passes at the rate of 1 5  
  seconds per minute; i.e. one minute in the normal world will seem 
  like one melee round (1 5 seconds) to the character(s) in the time 
  hole, while five minutes will seem like 75 seconds to the time 
  traveler who winked-out. 
  During the wink-out phase, the character cannot be located by 
  normal vision or scent, psionic or mystical means; it is as if the 
  spell caster has vanished off the face of the planet (and he has). 
  While winked-out, the character can use his time (15 seconds per 
  each minute) to reload weapons, draw new weapons, cast spells 
  on himself (or his companions), prepare to cast a spell the mo­
  ment he reappears, hide any small objects on his person, destroy 
  an item, drink a potion, and similar tasks. Note, nothing can be 
  left behind in the temporary time pocket. 
  331 
  Level Eight ----
  Exorcism 
  Range: 30 feet (9 m). 
  Duration: The spell casting takes three minutes, but the results 
  last six months or longer. 
  Saving Throw: Standard; 1 2+ by spell or 1 6  by ritual. 
  P.P.E.: Thirty 
  Exorcism is a powerful magic that forces a possessing super­
  natural being to relinquish its control over the enslaved person, 
  animal or object. Forced out of its host body, the evil entity will try 
  to possess any other human or animal within the immediate area 
  (30 ft/9 m; line of vision). The horrid thing gets two attempts at 
  possession. Fortunately, the exorcism incantation protects the 
  person who was its original victim with a bonus of + 1 2  to save vs 
  possession and the mage conducting the exorcism has a bonus 
  of +6 to save vs possession. Anybody else in the area has no ex­
  tra bonus and is in great peril. If the evil force fails in both of its 
  attempts to take possession of a host body, roll percentile dice on 
  the following: 
  1 -52 The evil intelligence is instantly returned to its own di­
  mension. 
  53-00 The being can continue to exist in our world, but must 
  immediately flee the area and cannot retum for at least six 
  months. 
  Note: Ritual exorcism always has a greater chance for suc­
  cess, but takes two hours to perform. An exorcism can be re­
  peated by the same character on the same person as often as 
  needed Oust be certain the mage has sufficient P.P.E.). 
  Eyes of the Wolf 
  Range: Self or other up to 10 feet (3 m) away. 
  Duration: Eight minutes per level of spell caster. 
  Saving Throw: None 
  P.P.E.: Twenty-Five 
  This spell can be cast upon oneself or another. It bestows the 
  following basic abilities; proficiency does not increase by level of 
  experience: 
  Keen, 20/20 vision, but sees in black and white. 
  Nightvision: 1 00 feet (30.5 m) 
  See the invisible: 1 -75% likelihood. 
  Identify plants/fruits: 70% base skill. 
  Identify tracks: 85% base skill. 
  Track (by sight): 50% base skill. 
  Recognize poison: 65% base skill. 
  Locate 
  Range: 1 5  miles (24 km) per level of experience. 
  Duration: Instant 
  Saving Throw: None 
  P.P.E.: Thirty 
  Locate is a magic invocation that enables the spell caster to 
  sense the general location of a friend or foe. The location is lim­
  ited to a general area or environment, like a specific building, 
  house, shop, church, park, bus, or wherever. 
  To locate a particular person the character must either know 
  the person or know him/her by reputation and have seen a paint­
  ing or drawing (or photograph) of him/her. The success ratio for a 
  locate spell is 41 %, but 88% for a ritual. However, the latter also 
  requires an object owned by the person, a lock of hair, fingernail 
  clippings, or dried blood from that person. The locate spell can 
  also be used to find a lost personal possession that is within a 
  1 00 foot (30.5 m) radius. 
  Quentin Milton (Order #31246997)
  
  Love Charm 
  Range: Touch 
  Duration: Five minutes (20 melee rounds) per level of experi­
  ence. 
  Saving Throw: Standard 
  P.P.E.: Forty 
  This spell affects most intelligent beings, except gods, god­
  lings, demon lords, entities, elementals and alien intelligences. 
  The magic causes the character affected to fall madly and devot­
  edly in love with the spell caster. Victims of this spell will believe, 
  trust, and defend anything the spell caster says or does. They will 
  also obey any request by their lover, including murder or suicide 
  (the latter two requests provoke another saving throw). The 
  charmed person will constantly stay at the caster's side and will 
  often suggest amorous pleasures. 
  Side effects: This spell has two potential side effects: insane 
  jealousy and permanence. Roll percentile dice: 
  01 -50 No side effect. 
  51 -84 Insane jealousy for 1 D4 days per level of the spell 
  caster. 
  85-00 Permanent insane jealously and possessiveness. In­
  sane jealousy and possessiveness: This person becomes un­
  reasonably jealous and insanely possessive, and will try one of 
  the following if he or she doesn't receive affection from the object 
  of his/her love (roll percentile dice or pick one): 
  OH O Suicide 
  1 1 -30 Will attack anybody the spell caster finds attractive or 
  whom he/she would rather be with. 
  31 -40 Stalks the spell caster, following and spies on him/her 
  everywhere. May attack those who threaten his/her loved one or 
  any love interest; tries to protect and defend loved one. 
  41 -50 Will endure any hardship, insult and even physical harm 
  as long as he or she can be near the object of affection. Follows 
  the spell caster everywhere, but never deliberately tries to harm 
  him or his friends. 
  51 -65 Murder the spell caster/lover; can't accept rejection. 
  66-85 Will try to win his/her lover's affection by incessantly of­
  fering gifts, favors, and services, but squabbles with, and may 
  belittle, trick, cheat, and cause trouble for anybody whom the 
  spell caster loves or befriends (considered rivals for his/her affec­
  tion). 
  86-00 Murder spell caster's friends and/or loved ones. 
  Permanence: If the spell becomes permanent, the charmed 
  person will forever remain a love slave until the spell caster dies 
  (roll on the previous insane jealousy table if the charmed person 
  is rejected). If the mage runs away, the charmed person will seek 
  him out until found. If the spell caster dies, the spell is broken, but 
  there is a 1 0% chance the charmed person will be broken­
  hearted and commit suicide. 
  Note: This spell can be cast upon only one person at a time. If 
  there are no side effects the charmed person will return to normal 
  at spells end. Characters of a good alignment try to avoid using 
  this magic. 
  Metamorphosis: Human 
  Range: Self, or other by ritual. 
  Duration: 20 minutes per level of experience. 
  Saving Throw: None 
  P.P.E.: Forty 
  This is the ultimate disguise, enabling the character to change 
  his height, weight, age, hair color, hair length, skin color, gender, 
  and features. A human mage can shape-change to look like 
  332 
  somebody else, while a nonhuman can transform himself to ap­
  pear completely human. 
  To attempt to impersonate a real, existing person, the mage 
  must have the disguise or impersonation skill, even though 
  he/she is mentally molding his/her features through magic. The 
  success ratio for imitating/impersonating the appearance of a 
  real person is the mage's disguise skill + 1 0%. The better he 
  knows the person the more complete the disguise. 
  In a ritual version of this same magic, the mage can metamor­
  phosize somebody else, rather than himself. Also in the ritual 
  magic, the mage can metamorphosize someone else into an ex­
  act duplicate of himself or of any person who is present for the rit­
  ual. Note: The metamorphosis process only changes the 
  appearance of the body. The transformed person retains his own 
  voice, memory, skills, powers and attributes. 
  Negate Magic 
  Range: Touch o r  60 feet (1 8.3 m). 
  Duration: Instant 
  Saving Throw: Special; ritual magic has a greater chance of 
  success. 
  P.P.E.: Thirty 
  This incantation will instantly cancel the effects or influence of 
  most magic. To determine whether the negation is successful or 
  not, roll a saving throw. If the roll is a successful save the magic 
  is not negated. If the roll fails to save, then the magic is immedi­
  ately broken/dispelled/destroyed/negated/canceled. A 1 3, 1 4, or 
  1 5  is typically needed to negate spell magic depending on the ex­
  perience level of the mage, but 1 7  or higher is needed to negate 
  ritual magic. A failed save means the negation attempt did not 
  work. Try again if sufficient P.P.E. is available. 
  Negation will not work against possession, exorcism, con­
  strain being, banishment, talisman, amulet, enchanted objects, 
  symbols and circles of protection, wards, circles, summoning 
  magic, zombies, golems, restoration, resurrection, healing, or fa­
  erie food. Negation can be attempted to cancel a curse, but only 
  has a 1 -25% possibility of succeeding. Of course, it has no affect 
  against psionic abilities. 
  Stone to Flesh 
  Range: By touch or up to 1 2  feet (3.6 m) away; line of vision. 
  Duration: Instant/permanent. 
  Saving Throw: None 
  P.P.E.: Thirty 
  This transformation spell enables the spell caster to change 
  50 pounds (22.6 kg) of stone per level of experience, into flesh. 
  This spell will also restore people who have been turned to stone, 
  via magic petrification, back to normal. 
  Wisps of Confusion 
  Range: 90 feet (27.5 m). 
  Duration: Five melee rounds per level of the spell caster. 
  Saving Throw: Standard 
  P.P.E.: Forty 
  Wisps cause 2D4 people/creatures to become confused and 
  disoriented. Those affected strike, dodge, and parry at -5, and at­
  tacks per melee are reduced by half. 
  Quentin Milton (Order #31246997)
  
  Level N i ne ----­
  Age 
  Range: 90 feet (27.4 m). 
  Duration: Three melee rounds per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Fifty 
  This spell magically transforms its victim, humanoid or animal, 
  to the limit of their natural age! Only supernatural beings and 
  creatures of magic such as gods, demons, deevils, faerie folk, 
  spirits, and dragons are not effected by this spell. The aged per­
  son will suffer the following: 
  -4 on initiative 
  -5 to strike 
  -5 to dodge/parry 
  -4 to damage 
  Reduce P.S. P.P., P.E., P.B. and Speed attributes by half! 
  Reduce attacks per melee round and combat bonuses also by 
  half. 
  Havoc 
  Range: 1 00 feet (30.5 m); affects an area 20 feet (6 m) in diame­
  ter. 
  Duration: Two melee rounds per level of the spell caster. 
  Saving Throw: Standard 
  P.P.E.: Fifty 
  A powerful spell of chaos, havoc affects everyone in a 20 foot 
  diameter. Victims of havoc magically suffer 1 D6 points of dam­
  age direct to hit points (even if in magic armor) per melee round, 
  plus they feel very confused and skittish, see shadows an? 
  movement from the corner of their eyes, the ground beneath their 
  feet seems to be moving (affecting balance and aim) and they 
  feel like everything is happening so fast that they can't tell or 
  keep track of exactly what's going on. Penalties: -3 to initiative, 
  strike, and parry, -6 to dodge and roll with impact, -6 to save vs 
  horror factor, reduce attacks per melee and skill performance by 
  half, plus they lose all sense of time and direction. 
  Monster Insect 
  Range: 3 feet (0.9 m); line of vision 
  Duration: Five minutes per level of the spell caster. 
  Saving Throw: Not applicable. 
  P.P.E.: Fifty for dog-sized, 1 00 for bull/horse-sized. 
  The spell caster can magically transform an ordinary insect 
  into a monster the size of a dog or horse! The creature will obey 
  simple commands from the mage who created it and is very ag­
  gressive; will fight to the death. 
  A typical monster insect (ant, beetle, bee, etc.): 
  Horror Factor: 1 3  
  A.R.: 1 6  if ant or beetle, 1 2  for all others. 
  Hit Points/S.D.C.: 3D4x1 0 
  Attacks per melee round: Three 
  Damage: 1 D6 damage from claws, 3D6 damage from bite or 
  stinger. 
  Bonuses: +2 on initiative, +3 to strike and dodge, +1 to parry. 
  Skills of Note: Climb 90/85, swim 80%, land navigation 80%, 
  track humanoids and animals 80%, and can run or fly at a speed 
  of 58 (40 mph/64 km; flying bugs run at half that speed). 
  333 
  Mute 
  Range: 30 feet (9 m) 
  Duration: Five minutes per level of the spell caster. 
  Saving Throw: Standard 
  P.P.E.: Fifty 
  This spell temporarily affects the voice box and vocal cords, 
  preventing any voice or sounds to be uttered. 
  Speed of the Snail 
  Range: 60 feet (1 8.3 m). 
  Duration: Two melee rounds per level of the spell caster. 
  Saving Throw: Standard 
  P.P.E.: Fifty 
  This time distortion spell reduces the physical prowess, 
  speed, and mobility of its victims to one-third their normal ability. 
  Speed, attacks per melee, dodge, and parry are all reduced to 
  one-third. Spell casting is not reduced. 
  This spell can be cast upon 1 D6 persons up to 60 feet (1 8.3 
  m) away, but within the spell caster's line of vision. Affects 
  golems, zombies, animated dead, and animals (and robots and 
  vehicles), as well as people. 
  Swords to Snakes 
  Range: 60 feet (27.4 m) 
  Duration: Two melee rounds per level of the spell caster. 
  Saving Throw: None 
  P.P.E.: 50 
  A temporary transformation spell, often used for theatrical ef­
  fect, that turns swords or just about any non-magical weapons or 
  items into snakes. The only limit is that each individual weapon or 
  object cannot weigh more than six pounds (2.7 kg) or less than 
  one (0.45 kg), and the mage can only transform a total of 1 2  
  pounds (5.4 kg; this typically represents 4-6 swords, staves, 
  maces and similar items). 
  Not only does this spell transform swords/items into snakes, 
  but the snakes are extremely hostile and attack the nearest per­
  son! They are not poisonous, but each bite inflicts 1 D6 damage. 
  Each snake has one attack per melee round, a spd of 8, 22 hit 
  points (no additional S.D.C.), are +2 to strike and +4 to dodge. 
  Reducing a snake's hit points to zero or below will turn the snake 
  back into a weapon (no damage other than a few scratches). The 
  snakes will not change back into a sword/weapon until the spell 
  elapses, hit points are reduced to zero, or the mage cancels the 
  magic. 
  Note: If a character was holding a weapon when it was trans­
  formed into a snake, he loses one melee action, loses initiative, 
  must roll to save vs horror factor of 1 3  (or suffer additional penal­
  ties), he will automatically drop the snake and will need to draw a 
  new weapon. Needless to say, this spell can cause a great deal 
  of momentary confusion and distraction, and is a great way to 
  disarm one's opponent. 
  Water to Wine 
  Range: By touch or up to 1 2  feet (3.6 m) away. 
  Duration: Instant/permanent 
  Saving Throw: None 
  P.P.E.: Forty 
  A transformation spell that changes ordinary fresh water into 
  wine, affecting ten gallons (37.9 liters) per level of the spell 
  caster's experience. The wine is of fair to average quality, with 
  the quality increasing by 5% per each level of the mage's experi­
  ence. 
  Quentin Milton (Order #31246997)
  
  LeveI Ten------­
  Banishment 
  Range: 1 00 feet (30.5 m) 
  Duration: Two weeks per level of experience. 
  Saving Throw: Standard 
  P.P.E.: Sixty-Five 
  A useful invocation for controlling supernatural beings is ban­
  ishment, which forces one lesser supernatural being, including 
  demons, deevils and entities, per experience level of the spell 
  caster, to leave the immediate area (600 fV1 83 m radius). The 
  creature(s) cannot return for at least two weeks per level of expe­
  rience; most will completely leave the area unless there is some­
  thing that entices them to stay. Each lesser being gets to roll to 
  save vs the magic. A successful save means it is not banished 
  and can stay to cause trouble. As always, a banishment ritual 
  has a greater chance of success (16 or higher is needed to save) 
  than a spell. This spell replaces Expel Devils/Demons from Re­
  vised Heroes Unlimited™. 
  Dimensional Pocket 
  Range: Self only 
  Duration: Varies. Temporary pockets last up to one hour per 
  level of the spell caster. Long term pockets can exist for years; 
  six months per level of experience. 
  Saving Throw: Not applicable. 
  Limitations: Items must all be small, ideally something that can 
  be picked up and held with one hand. About 30 Ibs (1 3.6 kg) can 
  be stored in a dimensional pocket, depending on its size. 
  P.P.E.: Temporary: 30, long term: 1 40 
  This spell creates a portable dimensional pocket inside a sack 
  (big enough to fit one's hand in), purse, satchel, backpack, etc. 
  The dimensional pocket spell requires a psychological orienta­
  tion, so without a physical sack, bag, or pocket the power cannot 
  work! The character will typically select one favorite pocket or 
  bag as his focus of orientation. The character can reach into the 
  dimensional "pocket," a limbo dimension, to retrieve items that he 
  has placed there earlier. Items can be just about anything that 
  could fit in a back pack, clothing, money, food, diary, bottle of 
  wine, weapons, etc. 
  To anybody else the container appears ordinary and empty 
  (unless the character investigating can see dimensional anoma­
  lies, like the temporal wizard in Rifts World Book 3: England). 
  Wizards seldom have more than one or two long term dimen­
  sional pockets themselves and rarely sell "magic· bags with more 
  than three years of life in them. The retail cost for such a bag can 
  range from 90,000 to a half million gold, however the maker of 
  the magic bag seldom gets more than 20%. 
  Metamorphosis: Superior 
  Range: Self as a spell, or others if cast as a ritual. 
  Duration: 20 minutes per level of experience. 
  Saving Throw: None; standard if an unwilling victim. 
  334 
  Quentin Milton (Order #31246997)
  
  P.P.E.: One Hundred 
  This incantation enables the spell caster to transform himself 
  into any real, living creature: human, humanoid, a member of one 
  of the monster races (including giants), animal or insect. The 
  usual limitations and abilities still apply. The mage can also trans­
  form himself to resemble a supernatural creature, but does not 
  possess any of its powers or abilities, only his own normal, hu­
  man abilities (1.0., memory, attributes, hit points, S.D.C. etc). 
  A person other than the mage can be transformed through the 
  (lengthy) ritual version of this spell. Unwilling victims get to roll a 
  save vs ritual magic, otherwise the transformation is automat­
  ically a success. The individual will remain in metamorphed form 
  until the spell's duration elapses or the mage who invoked it can­
  cels it. 
  Mystic Portal 
  Range: Up to 20 feet (6 m) away. 
  Size: 1 0  foot wide by 20 foot tall (3x6 m) opening. 
  Duration: Four melee rounds per level of the spell caster. 
  Saving Throw: None 
  P.P.E.: Sixty 
  This spell creates a dimensional Rift in the fabric of space al­
  lowing the spell caster to use it in the following ways: 
  Pass through solid walls: The mage has but to weave the 
  spell, targeting a particular area of the wall or locked door. The 
  area will shimmer bright and suddenly, a portal or passage will 
  appear as if cut out of the very stone. The portal can create a 1 2  
  foot (3.6 m )  deep passageway per level of the spell caster i n  any 
  substance! 
  Teleportation: The mystic portal can be a doorway to a 
  nearby location known to the spell caster, flawlessly travelling 
  hundreds of feet in an instant. The portal can be placed on a ver­
  tical wall, the floor or ceiling. Looking into it reveals what will ap­
  pear to be just the other side of the wall, even though the view 
  may be completely incongruous to one's present location. Step­
  ping through it will instantly place the person in that location. 
  Range: Up to a maximum of 1 00 feet per level of experience. 
  One-way passage I Once a person steps through a mystic 
  portal, the opening behind him is gone (although people on the 
  other side can see both the portal and the person who just 
  stepped through it). To retum, a new portal must be made on the 
  other side by invoking another mystic portal spell. 
  Summon Shadow Beast 
  Range: Immediate 
  Duration: Special 
  Saving Throw: None 
  P.P.E.: One Hundred and Forty 
  This inter-dimensional spell summons a creature not of this 
  world to do the bidding of the spell caster. Shadow beasts are 
  large, vicious predators of some other, strange world. They stand 
  9 to 1 2  feet (2.7-3.6 m) tall, with sharp claws and wicked fangs. 
  Deadliest of all is their ability to completely merge into the small­
  est shadow, becoming completely invisible. While hidden in 
  shadows they are undetectable, even by a See the Invisible spell, 
  since they are not truly invisible, but one with the shadow. 
  Abilities in darkness or shadows: 
  Attributes: 1.0. 7, M.E. 7, M.A. 7, P.S. 3D, P.P. 24, P.E. 3D, P.B. 
  4, Spd. 24 
  Hit Points: 90; S.D.C.: 20; Natural A.A. 1 0  
  Attacks Per Melee Round: Four 
  Damage: 506 S.D.C. from claws, punch, kick or bite, or by 
  weapon. 
  335 
  Bonuses: +1 on initiative, +2 to strike, +4 to parry and dodge, +8 
  to save vs horror factor, and can regenerate hit points at a rate 
  of 206 per melee round. 
  Skills of Note: Invisible in shadows and darkness, prowl 90%, 
  climb 80175%, land navigation 60%, track 40%, wilderness sur­
  vival 80%, and can understand Elven and the language of his 
  creator. 
  Abilities in the light (daylight or artificial light): 
  1.0. 7, M.E. 7, M.A. 7, P.S. 1 5, P.P. 1 2, P.E. 1 5, P.B. 4, 
  Spd. 1 2  
  Hit Points: 45; S.D.C.: 1 0; Natural A.R. 5 
  Attacks Per Melee Round: Two 
  Damage: 306 S.D.C. from claws, punch, kick or bite. 
  Bonuses: +1 to strike, +2 to parry and dodge, +4 to save vs hor­
  ror factor, and cannot regenerate hit points. 
  Skills of Note: All the same but at half. 
  In a combat situation, the spell caster can command and con­
  trol the shadow beast for two minutes (8 melee rounds) per level 
  of experience. After that, the exhilaration of combat enables the 
  creature to break free of the mage's control and either return to 
  its homeworld or stay in ours (if it's having fun, it may even con­
  tinue to fight). In non-combat Situations, the mage can send the 
  beast on a simple mission ("Bring me so and so," or "Slay so and 
  so") and the creature will remain in this dimension until the mis­
  sion is completed or it is slain. Or he can command it to stand 
  guard or perform labor for him for three hours per level of experi­
  ence. Note: There is a 1 - 1 5% chance that the shadow beast will 
  not return to its own dimension. Under this circumstance it is a 
  free agent beyond the control of the spell caster who summoned 
  it. If this happens, it will remain in the world, wreaking havoc and 
  killing innocent people for food and pleasure. Likewise, it will kill 
  any who try to send it back. 
  Level Eleven ---­
  Anti-Magic Cloud 
  Spell of Legend 
  Range: 1 00 foot (30.5 m) radius per level of the spell caster. 
  Duration: 20 melees per level of experience. 
  Saving Throw: Only an 1 8  to 20 saves against the cloud, and 
  even these lucky few will find their magic reduced to half 
  strength, damage, range and duration. 
  P.P.E.: One Hundred and Forty 
  Those who are ignorant of the great old magicks insist that 
  this one time Spell of Legend never existed, that it is impossible, 
  and is merely another myth. They are wrong. This incredible spell 
  creates an ominous, dark grey-brown cloud large enough to hang 
  over an entire town. It cannot be dispelled magically or by ma­
  nipulating the weather, atmospheric conditions or elementals. 
  The cloud's effect is as singular as it is spectacular; it simply 
  negates al/ magic! Practitioners of magic cannot use magic of 
  any kind, and most magic weapons, items, devices, scrolls, po­
  tions, fumes, and charms are impotent. Any object of magic (ex­
  cept runes and rune swords/weapons) are rendered harmless as 
  long as it is under the anti-magic cloud. The magic returns when 
  the cloud is cancelled. Only the creator of the cloud is not af­
  fected (he can still use his magic)! Once outside the cloud's 
  range the magic abilities return. 
  The Finger of Lictalon 
  Level: Spell of Legend. 
  Range: Any sword, knife or spear held in the hand of the spell 
  Quentin Milton (Order #31246997)
  
  caster, or another by touch. 
  Duration: Special; 1 0  minutes per level of the spell caster or un­
  til the weapon is dropped (instantly turns back to normal). 
  Saving Throw: None 
  P.P.E.: One Hundred and Fifty 
  This spell credited to the legendary elf wizard, Lictalon, trans­
  forms an ordinary knife, sword or spear weapon into a superpow­
  erful magic weapon. The weapon crackles with a blue-white 
  flame that completely engulfs its length. The magic fire does not 
  hurt the person holding it or any character of a good alignment, 
  but inflicts 406 damage to mortal creatures and 1 06x1 0 to super­
  natural beings (demons, entities, gods, etc.) and creatures of 
  magic (dragons, sphinx, faeries, etc.) of selfish or evil alignment. 
  Remove Curse 
  Range: Touch or 1 0  feet (3 m). 
  Duration: Instant removal. 
  Saving Throw: None 
  P.P.E.: One Hundred and Forty 
  The mage can attempt to remove any type of magic curse by 
  using this incantation. To determine success, a 20 sided die is 
  rolled (plus bonuses) to save vs magic. A successful save means 
  that the curse is instantly gone. A failed roll to save means the 
  curse is still in effect. Try again with a new invocation and an­
  other 1 40 P.P.E.! 
  The remove curse is a powerful magic that provides bonuses 
  to save vs magic and to remove that curse. Those bonuses are: 
  +5 to save when done as a spell or +1 0 to save when per­
  formed as a ritual (requires 404 minutes). 
  Summon & Control 
  Animals (ritual) 
  Range: 600 feet (183 m). 
  Duration: Five hours per level of experience. 
  Saving Throw: Standard for animals. 
  P.P.E.: One Hundred and Twenty-Five 
  This magic ritual of superior summoning, empowers the mage 
  to summon and control any type of animal (except insects). The 
  mage creates a pentagram of summoning and control during the 
  304+ 1 0  minute long ritual. While in the activated pentagram, the 
  mage can summon and control any animal that comes into his 
  600 foot (1 83 m) range/radius of control. The animal will obey the 
  mage as long as he is using this magic, unless it makes a suc­
  cessful save vs magic. After the mage has reached the maximum 
  number allowed with this magic, he can release one or several 
  animals from his control in order to try to control a different one or 
  group. As long as he remains in the pentagram he can try to 
  seize control of any animal. Familiars are not influenced by any 
  animal control spells, pentagrams or rituals. 
  Tiny animals like frogs and mice: 40 per level of experience. 
  Medium-sized animals like dogs and cats (up to 50 Ibsl22 
  kg): 1 2  per level of experience. 
  Large animals like horses and cattle: 6 per level of experi­
  ence. 
  Exotic or extremely large animals, including animals which 
  are not indigenous to the area (I.e. tiger, buffalo, rhino, elephant, 
  etc.): one per level of experience. 
  If an animal saves, the mage cannot try to seize control again 
  for 1 5  minutes. 
  Retaining control over the animals does not require the 
  mage's full concentration, so he can cast one additional spell per 
  melee round or perform two melee actions. However, if he leaves 
  336 
  the pentagram he can no longer summon or try to control any 
  new animals he may encounter, only those already under his 
  sway will obey him. 
  Summon Fog 
  Range: Up to 1 0  miles (16 km) away per level of experience. 
  Duration: One hour per level of experience. 
  Saving Throw: None 
  P.P.E.: One Hundred and Forty 
  The spell caster can call forth a dense fog that will impair vi­
  sion and make travel difficult. The fog can be made to cover a 
  one mile area (1 .6 km) per experience level of the spell caster. It 
  is so thick that a person cannot see clearly beyond four feet (1 .2 
  m). Between 5-1 0  feet (1 .5-3 m), people and animals appear as 
  featureless, shadowy figures and trees, vehicles, buildings and 
  other structures are blurry grey shapes. Anything beyond 1 0  feet 
  (3 m) is totally obscured by fog. 
  Artificial and/or magic light only make matters worse. The 
  glare, especially from a globe of daylight, reduces visibility by 
  han, but others away from the light can see it up to 30 feet (9 m) 
  away - although they cannot see who is holding/using the light. 
  Lights may attract trouble rather than enhance visibility. 
  Safe travel is slowed to a crawl. All sense of direction is lost 
  and danger could wait only a few feet away (an enemy, monster, 
  wild animal, trap, quicksandlbog, etc.). On foot, a safe speed is 
  1 0  or less, and even then there is a 1 -30% chance of tripping 
  over something every 30 feet or so (9 m). A completely safe 
  speed without fear of tripping or stumbling is 3! Running faster 
  than a speed of 1 5  is hazardous, with a likelihood (1 -60%) of fail­
  ing every 30 feet (9 m) of travel; this also applies to horses, other 
  animals and characters who can fly. Traveling faster than a 
  speed of 36 (25 mph/40 km) is certain disaster, with a 1 -85% 
  likelihood of running off the road, stumbling or crashing into 
  something. Roll for every 1 00 ft (30.5 m). Flying is only safe if 
  one can fly above the fog, but most fog banks extend up to 1 000 
  feet (305 m). 
  Bonuses or penalties? The fog adds a +20% to prowl skills. 
  Long-range combat (slings, arrows, thrown objects, gunfire, and 
  the casting of magic and psionics for any distance beyond 1 0  
  feetl3 m) is extremely difficult. All such attacks are -5 to strike 
  and opponents are +2 to dodge. 
  The summoner can cancel the fog at any time or let it last out 
  its full duration. A magic fog can be summoned day or night, un­
  der any weather conditions, any time of the year. 
  Level Twelve ----
  Calm Storm 
  Range: Immediate area around the mage, affecting one mile 
  (1 .6 km) in diameter per level of experience. 
  Duration: One hour per level of experience. 
  Saving Throw: None 
  P.P.E.: Two Hundred 
  The spell caster can calm the tumUltuous tempest of nature 
  with a simple invocation and 200 points of potential psychic en­
  ergy. As a spell, the mage can slow a downpour to a light rain, 
  reduce wind speed by han, reduce the size of waves by han, and 
  lighten the dark, stormy skies. 
  Using the magic in a 1 0  minute ritual, the mystic can tum a 
  torrential rain into a drizzle, reduce winds to a gentle breeze, 
  shrink ocean waves to normal, disperse a tomado in an instant, 
  and get the sun to peek through clearing skies. 
  Quentin Milton (Order #31246997)
  
  Note: Calm Storms is effective against natural and magically 
  induced storms. A typical storm rarely lasts more than four hours 
  (roll 204 to randomly determine the length of a natural storm). If 
  the magic outlasts the storm, when the magic ends the storm will 
  have vanished. If the magic ends before the storm, then the skies 
  quickly darken and the storm resumes in full force. 
  Metamorphosis: Mist 
  Range: Self; or others through ritual magic. 
  Duration: 20 minutes per level of experience. 
  Saving Throw: None; standard if an unwilling subject. 
  P.P.E.: Two Hundred and Fifty 
  Said to be the most powerful of all the metamorphosis 
  magicks (other than Spells of Legend), the mage can transform 
  himself into a living mist. As a mist, no physical or energy attacks 
  can harm him and no locked door can stop him, because he can 
  slip through the tiniest crack or keyhole. Although the mage can­
  not communicate or cast magic, he can hear and see events 
  around him. Of course, he can materialize (naked) with a 
  thought. 
  The mist moves at a maximum speed of 1 4. Prowls (a natural, 
  innate ability) at an 80% skill proficiency, is completely silent, can 
  hover up to 1 00 ft high (30.5 m) and is semitransparent. 
  Time Hole 
  Range: Self 
  Duration: Special 
  Saving Throw: None 
  P.P.E.: Two Hundred and Ten 
  The mage can teleport himself and his possessions into a sort 
  of stasis field in a limbo-like dimension. The time hole is a white 
  void in which the wizard inhabits/controls a 20 foot (6 m) diame­
  ter area per level of experience. He cannot go beyond his area of 
  control. There is nothing to see or do in the time hole, or to eat or 
  drink, except for whatever the person may have brought with him. 
  The advantage of the time hole is that a man of magic can effec­
  tively disappear for days or weeks and be nowhere to be found. 
  In this way the mage can hide away from enemies when he 
  needs to recover from physical or P.P.E. damage/exhaustion, or 
  he can use the time to prepare for combat or to study in seclu­
  sion. 
  In the time hole, time passes normally, so the character will 
  age normally. However, outside the time hole, time is moving at a 
  much slower rate, thus for every 1 2  hours inside a time hole, only 
  two hours pass outside. This means the mage can spend two 
  days/48 hours in the time hole but appear to have been gone for 
  only eight hours. The mage can stay in a time hole for 24 hours 
  (four hours real time) per level of experience. 
  Level Thi rteen ----
  Sanctum 
  Range: A stationary room or several connecting rooms. 
  Size Limit: 30x30 foot (9x9 m) room/area +5 square feet (1 .5 m) 
  per level of experience. 
  Duration: The lifetime of the mage or until canceled. 
  Saving Throw: None 
  P.P.E.: Three Hundred Ninety 
  The mage can protect a room of up to 30x30 feet (9x9 m) from 
  mystic influence by using the sanctum invocation. The room is in­
  stantly turned into a safe haven, or sanctum, free of magic distur­
  bance. While inside the room, the mage cannot be found by the 
  337 
  locate spell or magical tracking, cannot be seen by second sight 
  or crystal ball, and cannot be affected by bonding magic (but only 
  while in the room). Even more impressive is that animated dead, 
  entities, faerie folk, and undead can't enter the sanctuml Lesser 
  demons, deevils, elementals and similar supernatural beings 
  cannot enter unless they save vs magic (1 6 or higher). Greater 
  beings, ordinary humans and mortal humanoids are not affected 
  and can enter at will. 
  Summon & Control Storm 
  Range: Immediate area around the mage or up to 10 miles ( 1 6  
  km) away. 
  Duration: One hour per level of experience. 
  Saving Throw: None 
  P.P.E.: Two Hundred and Sixty. 
  The spell caster can create a destructive storm out of thin air. 
  A rainstorm will create a torrential downpour of four inches of rain 
  per hour, causing flooding even in cities. Flooded roads will im­
  mobilize all vehicles (water is 3-5 ftlO.9-1 .5 m high). Poor visibility 
  will slow travel by half. Traveling fast is likely to cause an acci­
  dent; roll on the following table for every two miles (3.2 km) trav­
  eled. 
  01 -30 No serious problems yet, keep going. 
  31 -40 Travelers get mired in mud and have to spend 1 04x1 0 
  minutes pulling themselves out to resume travel and speed is re­
  duced another 25%. 
  41 -55 Mud or rock slides block the road, forcing characters to 
  go out of their way (this is a 306 minute detour). Or the charac­
  ters get caught in a mud slide. Everybody is unhurt but they are 
  carried 206x1 0 yards/meters off course, it takes 304 minutes to 
  dig out, and they are covered from head to toe in wet mud. 
  56-67 Uprooted trees block the trail and 204x1 0 mph winds 
  reduces travel speed by 80% and is dangerous. 1 -50% chance of 
  flying debris (206 damage) or falling tree (606+20 damage) hit­
  ting one or more characters every five minutes of travel. 
  68-75 The bridge or road is washed away and currents in the 
  stream are too strong to cross without the bridge. They will need 
  to wait until the rain stops for at least 204 hours. 
  76-80 Flash flood sweeps 1 06x1 0% of the player group 
  306x1 00 yards/meters off their path and takes 1 04x1 0 minutes 
  for everybody to recover, collect their gear and get back together 
  (can be more deadly if G.M. thinks it's appropriate). They will 
  need to wait until the rain stops for at least 404 hours before they 
  can resume travel. 
  81 -90 Lightning strike; roll percentile dice: 01 -33 Near miss 
  knocks character off his feet and causes 206 damage; 34-67 di­
  rect hit! 606 damage, the character is thrown 206 yards/meters, 
  and is stunned or knocked unconscious for 206 minutes; 68-00 
  lightning hits a tree, sending a shower of falling branches down 
  on the character, or hits a nearby boulder spraying the character 
  with sparks and debris. In both cases it inflicts 506 damage. 
  91 -00 A vehicle that is out of control and collides into a group 
  of people. Or the group loses control and crashes into an obsta­
  cle or another vehicle. Repairs need to be made and the rain and 
  wind makes air travel almost impOSSible. 
  Note: A windstorm may be accompanied by a light to medium 
  rain, but the real threat is high winds. Wind gusts up to 70 and 90 
  mph (1 1 2  to 1 44 km) will uproot small trees, knock down tree 
  branches, cause rock slides, and even overturn an occasional 
  car. Travel on foot is very difficult, reducing a character's speed 
  by 90%. Air travel is also extremely hazardous, but not impossi­
  ble. 
  Quentin Milton (Order #31246997)
  
  Talisman 
  Range: Varies with type of spell. 
  Duration: Talisman exists until destroyed. 
  Saving Throw: Standard 
  P.P.E.: Five Hundred 
  The word "talisman" means ''to make marks like a magician." 
  Indeed, that is what a talisman is, an extension of magic, an item 
  that contains magic power. It can be made from almost anything, 
  although it is most commonly designed as a medallion, necklace, 
  mantle, pin, coin, charm, small statue, headdress, or hand-held 
  symbol. 
  A talisman is designed to perform one function only: to enable 
  the conjurer to imbue an ordinary object with magic powers. The 
  only substance which cannot be used is iron (and plastic), and 
  the object cannot be larger than two feet (0.6 m) tall, long or 
  wide. Once an object is transformed into a talisman, the mage 
  can empower it with one magic spell. The spell can be selected 
  from levels one through eight, excluding illusion types. Of course, 
  to implant the spell the sorcerer must already know it and it must 
  be a spell invocation, not a ritual. 
  After its initial creation, the talisman can be used to cast its 
  one spell for a total of three times. After all three have been cast, 
  the object is drained. The mystic who created the talisman can 
  replace the exhausted spell by casting the same spell invocation 
  combined with part of the talisman spell or ritual. The cost to re­
  charge/replace the magic is 50 P.P.E. plus the cost of the spell 
  invocation. Note that the process must be repeated for each of 
  the three identical spells (each at a cost of 50 P.P.E. plus the 
  spell's P.P.E. cost). Thus, to recharge all three identical spells 
  would cost 1 50 P.P.E. plus, but this process can be spread out 
  over a period of days as to avoid draining the mage of his P.P.E. 
  reserve. The aspect of ''three spells" may be the source of leg­
  ends that grant three wishes. 
  A talisman can be used for one purpose other than spell stor­
  age. The mage can elect to make it a potential psychic energy 
  battery. Instead of spells, the mystic can put up to 50 P.P.E. into 
  it, plus expend 50 P.P.E. in the storage process. The talisman 
  can then be used at a later time to bolster the character's normal 
  P.P.E. reserve. A talisman that is a P.P.E. battery can never hold 
  spells, and vice versa. 
  A talisman can be destroyed by smashing it. That's all there is 
  to it. A talisman will work for anybody, but only the sorcerer who 
  made it, or an alchemist, can recharge it. 
  LeveI Fourteen
  ----­
  Id Barrier 
  Range: Up to 200 feet (61 m) away, plus 1 00 feet (30.5 m) per 
  level of experience. 
  Duration: Three minutes (12 melees) per level of experience. 
  Saving Throw: Standard, plus save vs horror factor. 
  P.P.E.: Six Hundred 
  The conjurer can erect a powerful, defensive shield of semi­
  transparent energy. The barrier itself emanates horror, so to even 
  come within 1 0  feet (3 m) of it a character must roll to save vs 
  horror factor of 1 4. To screw up the courage to try to penetrate it, 
  the character must roll to save vs horror factor 16. Those who fail 
  to save vs either horror factor cannot pass through the barrier 
  and cringe before it in terror (-2 on initiative). 
  Anybody who braves the barrier must roll 1 D20 again; this 
  time to save versus magic. A successful save means the charac­
  ter passes through the barrier with only a headache and loses 
  one attack that melee round. A failed save means the character 
  338 
  must face an apparition of his greatest fear. The apparition is ex­
  actly like the sixth level invocation and will last as long as the bar­
  rier remains up. Only the mage who created the Id Barrier can 
  make the apparition vanish, or cancel the barrier before its nor­
  mal duration time. 
  Impenetrable Wall of Force 
  Range: 1 00 feet (30.5 m) 
  Duration: Five melee rounds per level of the spell caster. 
  Saving Throw: None 
  P.P.E.: Six Hundred 
  This spell creates a shimmering wall of light that no creature, 
  weapon, or object may penetrate. The spell caster is able to cre­
  ate a wall of force that measures 20 feet tall, 20 feet wide by 20 
  feet (6x6x6 m) long per level of experience. The wall can be cast 
  up to 1 00 feet (30.5 m) away. Only a dispel magic barrier spell or 
  a powerful negate magic will destroy the wall. 
  Restoration 
  Range: Touch or three feet away (0.9 m). 
  Duration: Instant/permanent 
  Saving Throw: None 
  P.P.E.: Seven Hundred Fifty 
  This is a powerful healing incantation. The magic will instantly 
  and completely heal wounds, cuts, bruises, burns, broken bones, 
  etc. It also restores full S.D.C. and hit points, while leaving only 
  minimal scarring. It is so powerful a magic that it can heal internal 
  organs, mend bones and even reattach severed limbs, such as a 
  hand, ann, finger, foot, leg, etc., providing that the limb has not 
  been severed from its body for more than 48 hours. Substitute 
  limbs and organs cannot be used. Nor can this invocation restore 
  life or replace missing limbs or organs. 
  Level Fifteen ----
  Dimensional Portal 
  Range: A few feet away. 
  Duration: 30 seconds (2 melee rounds) per level of the spell 
  caster, or one minute (4 melees) per level of experience when 
  performed as a ritual. 
  Saving Throw: None 
  P.P.E.: One Thousand (half at a ley line nexus) 
  The dimensional portal invocation opens a two-way door to 
  another dimension. The mage can open a door to a specific 
  world or a random, undirected place (can be good or bad). This is 
  the only way a greater being can enter into our dimension. Once 
  the dimensional portal closes, the only way back in or out is to 
  open another portal. One of the real dangers of using this magic 
  is that some ''thing'' unwanted may slip through. 
  Sanctuary 
  Level: Spell of Legend 
  Range: 50 foot (1 5.2 m) radius per level of the spell caster. 
  Duration: 1 D6 hours per level of the spell caster. 
  Saving Throw: None 
  P.P.E.: 1 500 
  This legendary spell prevents all acts of aggression or hostility 
  within its radius of influence. It is so powerful that it can immobi­
  lize an entire army. Any creature that attempts to attack or harm 
  any other creature within its radius is instantly struck down, be­
  coming temporarily paralyzed or rendered unconscious. The ag­
  gressor is not harmed in any way, but is immediately and 
  Quentin Milton (Order #31246997)
  
  completely incapacitated. The perpetrator of any action that will 
  harm another, no matter how subtle, will be so immobilized. Only 
  the spell caster of the sanctuary is not subject to its effects. 
  Summon Greater Familiar 
  Range: Immediate area 
  Duration: One year per level of experience. 
  Saving Throw: Special: battle of wills. 
  P.P.E.: Five hundred and Eighty 
  This spell summons forth a lesser demon or supernatural be­
  ing to serve the spell caster by becoming his familiar. This can be 
  achieved by signing a pact (see witch) or by a battle of wills. In a 
  battle of wills, the spell caster can impose his will over the demon 
  through a brief mental wrestling match. Roll percentile dice. If the 
  spell caster rolls over 55% (add M.E. attribute number as a bo­
  nus) three times out of five, the demon will be submissive and 
  become his familiar. (See witch and greater familiar section; 
  numbers 1 to 8 all apply). If the spell caster loses the mental 
  wrestling match the demon is likely to attack (1 -50%) or just dis­
  appear (51 -00%). Characters of a good alignment will not use 
  this spell or associate with supernatural evil. 
  Note: The familiar demon is likely to challenge his new master 
  once a month, requiring another mental wrestling match and/or a 
  show of power and punishment. The demonic familiar will be 
  fairly loyal but may cheat, question, or lie to his master. 
  Teleport: Superior 
  Range: Self or others; distance of 300 miles per level of experi­
  ence. 
  Duration: Instant 
  Saving Throw: None 
  P.P.E.: Six Hundred 
  The mage can instantly transport himself and up to 2000 Ibs 
  (900 kg) per level of experience, hundreds of miles away. To 
  teleport, the mage must have a mental picture of his destination. 
  The best results can be achieved when the character is person­
  ally acquainted with the target destination; a place he has visited 
  often or knows well. However, locations seen in pictures or de­
  scribed in detail can also be reached, but there is always a 
  chance of a miscalculation. 
  The mage can teleport himself alone, or other people and ob­
  jects within 20 feet (6 m) of him. The total number of people and 
  items which the character can teleport is limited by the amount of 
  weight he can handle (2000 Ibs per level of experience). 
  The following tables indicate the chance of a success and the 
  results of a failed teleport. 
  Chances of a successful teleport: 
  1 .  Teleporting to a familiar location, or a destination visible 
  from one's starting point: 99%. 
  2. A place visited only a few times before (2-6 times): 85%. 
  3. A place seen in a picture (the picture is being looked at dur­
  ing the moment of teleportation): 80%. 
  4. A place never visited before, but described in detail: 58%. 
  5. A place never before visited and known only by name or 
  known only from a brief description: 20%. 
  339 
  Results of an Unsuccessful Teleport: 
  1 -40 Appears at the wrong place. No idea of present location; 
  3D6x1 00 miles off course. 
  41 -75 Appears at the wrong place. No idea of present loca­
  tion; 1 D6x1 00 miles off course. 
  76-98 Teleports several feet above the ground; everybody 
  falls, suffering 2D6 damage. 
  99-00 Teleports into an object; instant death! 
  Note: Many gods, greater demons, dragons, and supernatural 
  beings possess this power as a natural ability. 
  Quentin Milton (Order #31246997)
  
  • 
  Ul ment 
  .41 & .44 Ruger "Red hawk" Revolver 
  Guns, Ammunition & Damage 
  Oue to space limitations (352 pages and we still can't 
  squeeze everything we want into this book), we are listing ap­
  proximate damage per caliber, rather than by weapon type. Re­
  volvers, 
  automatic 
  pistols 
  and 
  sub-machineguns 
  take 
  approximately the same type and caliber of ammunition. Prices 
  are per box of 1 00 rounds. For hundreds of firearms from around 
  the world, each illustrated, and much more, see Palladium's 
  Compendium of Contemporary Weapons - don't mean to keep 
  hyping this book, but it is an excellent reference for modem 
  weapons. 
  . 22 caliber, $1 5.00 - 204 damage 
  . 32 A.C.P. caliber, $1 8.00 - 206 damage 
  .32 Long, $20.00 - 306 damage 
  .38 caliber, $24.00 - 306 damage 
  .38 Power caliber, $28.00 - 406 damage 
  .45 A.C.P., $30.00 - 406 damage 
  .41 Magnum, $32.00 - 506 damage 
  .44 Magnum, $35.00 - 606 damage 
  .357 Magnum, $35.00 - 406 damage 
  9mm & 7.65mm (pistol) $30.00 - 306 damage 
  1 0mm (pistol), $35.00 - 406 damage 
  5.56mm (rifle), $40.00 - 506 damage 
  7.5mm (rifle), $45.00 - 506 damage 
  7.62mm (rifle), $45.00 - 406 damage 
  .30 caliber (rifle), $40,00 - 406 damage 
  .50 caliber (rifle), $50.00 - 606 damage 
  Tracer Cartridge $45.00 
  Hollow Point add $20.00 
  Full Metal Jacketed add $25.00 
  * Teflon (armor piercing, not available to the public) add $1 00.00 
  * Exploding Shell (not available to the public) add $200.00 and 
  +206 to damage. 
  * Oum Oum (handmade, black market, any caliber) add $1 0.00 
  to $30.00, and + 1 06 to damage. 
  * 40mm Grenade Cartridge $800.00 (per 1 00) 
  * .30 Caliber Machinegun, $80.00 - 1 04x1 0 damage 
  * .50 Caliber Machinegun, $1 00.00 - 1 06x1 0 damage 
  * Ammo with an asterisk is NOT available at the neighborhood 
  gun shop, but can be tracked down by the black market and ille­
  gal arms dealers. The added price provided is a minimum and 
  can cost 2-5 times more. 
  Firearm Accessories 
  Ankle Holster: Padded for comfort, with velcro closure. Fits a 
  snub-nosed revolver or any small frame automatic. Can be con­
  cealed under pant leg. $40.00 
  340 
  Glock 17 9mm Service Pistol 
  9mm Tanfogllo "Baby" Pistol 
  Inside Trouser Holster: Clips on belt or waistband of pants. 
  $20.00. 
  Side Holster (fits onto belt). $50.00 
  Belt Slide Holster. $50.00 
  Belt Thumbreak Holster. $50.00 
  Patrolman, POlice-Style Belt and Holster, 24 bullet loops . 
  $80.00 . 
  Police-style Shoulder Holster. $90.00 
  Military-style Shoulder Holster. $70.00 
  Horizontal Shoulder Holster. $85.00 
  Scoped Shoulder Holster. $90.00 
  Concealed Wallet Holster for small automatic weapons; fits 
  easily into back trouser pocket. $60.00 
  Web Belt with holster, ammo pouches (2) and accessory at­
  tachment clips (4). $60.00 
  Magazine Clip Pouch: Each of these specially designed 
  ammo pouches is designed for 2 (slimline) or 4 (heavy-duty) 
  ammo clips. Choice of camouflage, green, khaki or black colors. 
  Automatic Pistol: 2 clips, $1 0; 4 clips, $20 
  Sub-Machinegun: 2 magazines - $1 5; 4 mags - $20 
  5.56mm Assault Rifle, 20-md: 2 clips, $20; 4 clips, $35 
  5.56mm Assault Rifle, 30-rnd: 2 clips, $25; 4 clips, $40 
  7.62mm Assault Rifle, 20-rnd: 2 clips, $28; 4 clips, $50 
  7.62mm Assault Rifle, 30-md: 2 clips, $28; 4 clips, $45 
  Magazine Ammo Bags. $40.00 
  Assault Rifle Case. $90.00 
  Rifle Case. $80.00 
  Sub-Machlnegun Case. $80.00 
  Shotgun Bandoleer: Bandoleers are made of brown leather, 
  with a heavy-duty, brass belt buckle. Shotgun version will hold 
  56 rounds. 40mm grenade version holds 1 8  rounds. $30. 
  Wrist Cartridge Bandoleer: Perfect for concealing 3 extra 
  cartridges. $20 each. 
  Metal Ammunition Boxes: These waterproof ammo boxes 
  are designed for easy storage and carrying . .  50 caliber size: $1 8 . 
  . 30 caliber size: $1 2 
  Field Gun Cleaning Kit: A complete cleaning kit contained in 
  its own pouch. $35.00 
  Quentin Milton (Order #31246997)
  
  Gun Repair Kit: This is a 4 pound (1 .8 kg) gun repair kit. 
  Each tool is fitted into a separate loop and there's plenty of room 
  for spare bolts, screws, springs and cleaning rods. Contained in 
  a 12 inch by 8 inch by 2 inch (30x20x5 cm) case. Can be at­
  tached to a harness or worn over the shoulder with strap, which 
  is included. $250 
  Magazine Clips: Any weapon, any size, from 7-round pistol 
  to 30-round rifle. $1 .00 each. 
  Web Belt: Classic military belt complete with buckle and 
  pouch fasteners. Choice of camouflage, green or khaki. $20. 
  Battle Harness: Combination of suspenders and belt de­
  signed for distributing the weight of ammo pouches and accesso­
  ries. In choice of camouflage, black, grey, brown, cream or khaki. 
  $1 30.00 
  Battle Pack: Lightweight frame, heavy-duty, water resistant 
  canvas. Multiple interior and exterior compartments. Fasteners 
  for exterior pouches/grenades. Choice of camouflage, green or 
  khaki colors. $350.00 
  Multi-Purpose Pouch: All around, useful utility pouch de­
  signed for attachment to web belt or battle harness. $1 0.00 
  Incendiary Weapons 
  M-2A1 -7 Portable Flamethrower: With a solid stream of fire, 
  a soldier could clear out an entire enemy machinegun nest. In 
  confined spaces (inside a bunker, foxhole or building), everyone 
  in the target area is affected equally. Damage: 5D1 0, plus igni­
  tion of all combustible material. Weight: 42.5 pounds (1 9.3 kg). 
  Feed: Manual. Effective Range: 70 feet (21 .3 m), unthickened; 
  1 50 feet (45.7 m), thickened. Cost: $400.00 (mostly illegal). 
  AN-M1 4 TH3 Incendiary Hand Grenade: This is one of the 
  most dangerous weapons and not just for the enemy. It is difficult 
  or impossible to throw it far enough to avoid getting hit with frag­
  ments. Damage: up to 1 2  feet (3.6 m) from impact -
  2D4x1 0+20 S.D.C. (or 1 M.D.C.); 1 2-24 feet (3.6 to 7.3 m) away 
  1 D6x1 0; 25-36 feet (7.6-1 1 m) away - 5D6; 37-120 feet (1 1 .3-
  36.6 m) away -2D6. Bums for 1 0  melee rounds. Weight: 24 
  ounces (0.7 kg). Time Delay Fuse: 4-5 seconds. Effective 
  Casualty Radius: Lethal up to 60 feet (1 8.3 m), dangerous to 
  1 20 feet (36.7 m). Cost: $30.00 
  Molotov Cocktail: A classic incendiary weapon, since it is so 
  easy to make from commonly available materials. Range 
  Thrown: 30 feet (9.1 m). Damage: 3D6 damage - up to a 1 2  
  foot (3.6 m) area. Burns for 4 melee rounds. Cost: Negligible. 
  Flare Gun: The flare gun has not changed much over the 
  decades and is basically like those we use today. It is generally 
  used as a signal or to light up an area. Used for Luminescence: 
  Lights up a 300 foot (91 .4 m) area for about five melees (75 sec­
  onds). It is not intended to be a weapon, thus it is not balanced 
  for aiming; W.P. handgun skill bonuses do NOT apply. Range: 
  300 feet (91 .4 m). Damage: 2D6 per melee ignited (5 melees). 
  Attacks Per Melee: Two. Weight: 2 pounds (0.9 kg). Cost: 
  $200 for the gun only; flares cost $1 0 each. Wide availability. 
  Hand-Held Flares: The hand-held flare is generally used to 
  mark an area or for signaling. They are similar to those used by 
  present day truck drivers. Range: Hand Held. Damage: One 
  point. Attacks Per Melee: Equal to hand to hand attacks. 
  Weight: 6 ounces (1 70 grams). Cost: $3 each; wide availability. 
  Rocket Flare: This hand-held flare has a disposable, one 
  time, launch mechanism which fires the flare gun. Commonly 
  used for expeditions in the Wild. A (minus) -3 to strike penalty ap­
  plies if used as a weapon. Range: 300 feet (91 .4 m) straight up. 
  Damage: 2D6. Attacks Per Melee: One. Capacity: One. 
  Weight: 5 ounces (1 40 grams). Cost: $1 0 each; wide availabil­
  ity. 
  341 
  Rocket Parachute Flare: A signal flare that is fired from a 
  single hand launch tube or flare gun and deploys a parachute­
  support star. No visible rocket trail is left behind in its launch 
  wake to give away the firer's position. Maximum Height: 1 000 
  feet (305 m). Duration of Illumination: 30 seconds. Power: 
  200,000 candela. Cost: $1 0 per flare, plus $300 for the launcher. 
  Available colors: White, red, green, and yellow. 
  Distress Signal Kit: Consists of a tube launcher and six red 
  flares. Maximum Height: 900 feet (274 m). Duration of illumi­
  nation: 30 seconds. Power: 1 0,000 candela. Cost: $1 20. 
  Mini-signal Cartridges: A lightweight signal cartridge de­
  signed for the military special forces. Fired from a single-handed, 
  lightweight, pen-type launcher. Maximum Height: 320 feet (97.5 
  m). Duration of Illumination: 1 0  seconds. Power: 1 50,000 can­
  dela. Colors available: Green, red or white. Cost: $250. 
  Gases: Grenades & Bombs 
  Tear Gas: This extremely potent irritant temporarily impairs 
  vision and respiration, causing eyes to burn and water profusely, 
  skin to burn (a sensation, not in actuality), and making breathing 
  very difficult. Victims are -6 to strike, parry, dodge, and lose any 
  chance for initiative. Effects are immediate. Saving Throw: 
  None (gas masks counter the gas effectively). Cost: $50.00 
  each. 
  Knockout Gas: These are tranquilizers; anestheSia-type 
  mists that will induce drowsiness within 1 D4 melees and sleep 
  within 1 D4 minutes. Saving Throw: If a character makes a suc­
  cessful saving throw vs toxins, his body has successfully fought 
  off the effects of the gas and is unimpaired. However, the player 
  must roll once for every minute (four melees) that the character 
  is exposed to the gas (gas masks counter the gas effectively). 
  Cost: $80.00 each. 
  Nerve Gas (paralysis): This is a gas that attacks the per­
  son's nervous system; in this case, causing paralysis. Takes ef­
  fect within 2D4 melees (two minutes). Saving throw: If a 
  character makes a successful saving throw vs toxins, his body 
  will have luckily fought off the effects of the gas (and should get 
  out quick). Roll a saving throw for each minute (four melees) ex­
  posed to the gas. Gas masks are useless against most nerve 
  agents; however, Atropine Injectors, an anti-nerve gas agent, will 
  negate the gas's effects. Cost of Injectors: $400.00 per dosage. 
  One injector is needed for every ten minutes of exposure and 
  must be administered immediately. Cost of Gas: $1 40.00 each. 
  Explosive Grenade: Weight: 1 0  ounces (283 grams). Effec­
  tive Radius: 20 feet (6. 1  m). Effective Range: 1 00 feet (30.5 
  m). Damage: 2D4x1 0, (illegal). 
  Smoke Grenade: Weight: 10 ounces (283 grams). Effective 
  Radius: 20 feet (6.1 m). Effective Range: 1 00 feet (30.5 m). 
  Damage: None; creates a smoke filled area to provide protective 
  cover (opponents can not see into or through the smoke) or as a 
  signal. Opponents whose vision is obscured by the smoke are -8 
  to strike, parry and dodge. Colors: Black, grey, red, yellow. 
  Rifle Launched Grenades: Explosive or smoke grenades 
  fired from an assault rifle. The previous stated damage and ef­
  fects apply. Rifle Range: 1 1 50 feet (350 m). Single shot, Dam­
  age: 2D4x1 0 to 20 foot (6.1 m) area. 
  Explosives 
  Explosives are generally restricted to industrial and military 
  use and difficult to obtain even for heroes and villains. Unless 
  stolen or provided by a sponsoring organization, characters will 
  be forced to purchase them illegally. Prices on the black market 
  are generally quite steep and circumstances or the individual 
  seller may increase the prices listed by 1 00%. 
  Quentin Milton (Order #31246997)
  
  Black Market Prices 
  Explosives: Cost & Availability 
  Dynamite: $30 per stick - 50% 
  Detonation Caps/Fuses: $30 each - 32% 
  Plastic Explosive: $1 00 for two ounces (56 grams) - 1 9% 
  Gelatin Explosive: $1 40 per ounce (28 grams) - 1 8% 
  Liquid Nitroglycerin: $200 per ounce (28 grams) - 20% 
  Hand Grenades: $75 each - 30% 
  Smoke Grenades: $40 each - 40% 
  Rifle Launched Grenades: $80 each - 20% 
  Mortar Shells: $1 00 each - 1 0% 
  Note: There is always a 20% chance that the item is fake or a 
  dud. 
  Descriptions will include two damage ratings. The first is the 
  blast center, where most damage is done. The second is the ex­
  tended blast radius and damage caused from flying particles of 
  debris. 
  Dynamite is a nitroglycerin based explosive widely used in 
  mining and road construction. It can be detonated with blasting 
  caps, fuses and timing devices. Wick fuses are rarely used to­
  day. Damage: One stick 1 04x1 0. Effective Casualty Radius: 
  1 0  feet (3 m). 
  Liquid Nitroglycerin is an extremely dangerous, unstable, 
  chemical explosive concentrate. A severe jar, jerk or bump can 
  cause it to detonate; 30% chance. Damage: One ounce (28 g) is 
  equal to four sticks of dynamite: 4D4x1 0. Effective Casualty 
  Radius: 20 feet (6.1 m). 
  Plastic and Gelatin explosives are very localized blast explo­
  sives that can be molded and formed like putty. Inert - you can 
  slam a plastic explosive into a wall and nothing will happen. It 
  can only be activated/ignited by an electrical blasting cap that will 
  pass an electrical charge through it, causing it to explode. Any 
  electrical charge, blast or bolt is also likely to detonate it; 55% 
  chance. Damage: 2 ounces (56 g) is equal to one stick of dyna­
  mite: 1 D4x1 O. Area effect of blast is exactly where the plastics or 
  gel has been placed; about one foot (30 cm). Of course, depend­
  ing on what is being exploded, it could cause much more addi­
  tional destruction and damage. These are the types of 
  explosives used to open safes and for sabotage. They are not ef­
  fective area effect weapons. 
  Homemade Bombs usually incorporate chemicals or dyna­
  mite. 
  Miscellaneous Modern Weapons 
  Black Jack: A small hand-held club, usually handmade, 1 0  
  inches (25 cm) long, weighing 2 to 4 pounds (0.9 to 1 .8 kg). 
  Cost: $20. Damage: 1 D6. 
  Brass Knuckles: Cost: $20. Damage: 1 D6. 
  Cattle Prod: An electric rod, operated on "c" cell batteries, 
  that emits a 4500 volt shock when it is touched to the skin. 1 2  or 
  22 inch (30 or 56 cm) lengths. Cost: $20. Damage: 1 D4. 
  Itching Powder: Range varies with applications; can be used 
  as a powder, launched in a grenade, housed in a pellet that rup­
  tures on impact, and similar devices. Victims are very uncomfort­
  able, distracted and are -3 on initiative. Duration: 1 D4 hours or 
  until washed off. Affects only bare skin. Costs: Only a couple of 
  bucks per ounce (28 g) from a novelty shop. 
  Hair Spray: Can be used to temporarily blind an opponent. 
  Victims are -6 to strike, parry and dodge. Effective Range: 3 
  feet (0.9 m). Duration: 1 D4 melees. Cost: $3. 
  Mace: A stinging chemical spray that blinds one's opponent 
  (much better than hair spray). Victims are -6 to strike, parry and 
  dodge. Effective Range: 4 to 6 feet (1 .2 to 1 .8 m). Duration: 
  4D4 melees. Cost: $1 6.00, with about 20 sprays before empty. 
  342 
  Modern Crossbow with rifle stock, 1 50 pound (667 Newton) 
  draw weight. Range: 500 feet (1 52 m). Damage: 2D6. Cost: 
  $1 80. 
  Sap Glove: Six ounces (0.2 kg) of powdered lead is built into 
  each glove just above the knuckles, padding the wearer and 
  adding weight and strength to the force of one's blow. +2 to dam­
  age. Available from most security guard suppliers. Cost: $30. 
  Fiberglass Nightstick: Cost: $1 0. Damage: 1 D4. 
  Steel Rod Encased Nightstick: Cost: $20. Damage: 1 D6. 
  S.W.A.T. Entry Tool a.k.a. Hooligan Tool: A long, one inch 
  (2.5 cm) thick, stress-proof bar, heat treated for durability and 
  strength. On one end is a large chisel, spike-like, pry bar. On the 
  opposite end is a claw/chisel-point (crowbar-like). Used to pry 
  open security doors and grilles. Cost: $240. Damage: 1 D8 (ei­
  ther end). Pops normal door locks on a roll to strike of 8-20; pops 
  heavy locks and security door locks on a roll to strike of 1 2-20. 
  .22LR Firing Combat Knife 
  Modern Knives 
  Combat Bush Knife: Heavy-duty, all-purpose survival knife. 
  The best carbon steel 7in blade. Cost: $200. Damage: 1 D6. 
  Slimpack Throwing Knife: With a flat, lambskin sheath, this 
  knife is perfect for concealment. Also a perfectly balanced 6 inch 
  blade (0. 1 5  m). Cost: $50. Damage: 1 D6. 
  Belt Throwing Knife Set: 4 ultrathin throwing knives in a single 
  belt sheath designed for an easy, fast draw. Cost: $1 35. Dam­
  age: 1 D6. 
  Polycarbonate Knife: This 7 inch knife (with silk sheath) is 
  guaranteed not to show up on metal detectors. Balanced for 
  throwing, yet with a keen edge for slicing. Cost: $300. Damage: 
  1 06. 
  Small Boot Knife: For easy concealment. Cost: $20. Dam­
  age: 1 D4. 
  Bayonet: Attaches to combat rifles. Cost: $140. Damage: 
  1 06. 
  SLR-60/Spike Launch Rod: This small, (2 foot/0.6 m) rod­
  like device is used for climbing. The SLR-60 can effectively fire a 
  small (6 inch/1 5 cm) metal spike up to 200 feet (61 m) away, car­
  rying a high-test line along with it for scaling surfaces. It comes 
  equipped with 400 feet (1 22 m) of heavy-duty cord, detachable 
  spool, and feeder with digital counter. Additional spikes are avail­
  able at $30 a dozen, while additional clip-in, prewound spools of 
  400 feet (122 m) line costs $200 each. Range: 200 feet (61 m). 
  Damage: 2D6. Attacks Per Melee: One. Energy Capacity: 30 
  charges. Weight: 2 pounds (0.9 kg). Cost: $1 ,200. 
  Grappling Hook & Line: This is your typical grappling hook 
  and line for scaling surfaces. Range: 1 00 feet (30.5 m). Dam­
  age: 1 D4. Attacks Per Melee: Equal to hand to hand attacks. 
  Weight: 2 pounds (0.9 kg). Cost: $1 50 for hook and 300 feet 
  (30.5 m) of line. 
  Body Armor 
  Ancient Armor 
  Cost, Style/Type, A.R., S.D.C., & Weight 
  $1 75.00 - Padded or Quilt; AR. 8, S.D.C. 1 5; 6.6 Ibs (3 kg) 
  $300.00 - Soft Leather; AR. 9, S.D.C. 20; 8 Ibs (3.6 kg) 
  $600.00 - Studded leather; AR. 1 2, S.D.C. 38; 20 Ibs (9.1 kg) 
  $900.00 - Chain Mail: AR. 1 3, S.D.C. 44; 40 Ibs (18.1 kg) 
  $1 500.00 - Scale Mail: A.R. 1 5, S.D.C. 75; 45 Ibs/20.4 kg 
  $2000.00 - Plate and Mail: A.R. 1 5, S.D.C. 1 00; 52 1bs (23.6 
  kg) 
  $2800.00 - Plate: AR. 1 6, S.D.C. 1 50; 58 1bs (26.3 kg) 
  $3000.00 - Plastic Plated: AR. 1 3, S.D.C. 80; 28 1bs (12.7 kg) 
  Quentin Milton (Order #31246997)
  
  Note: The costs reflect the rarity of manufacturers/builders and 
  the time involved in the construction. Homemade armor is possi­
  ble, reduce cost by half, AR. by 2 and S.D.C. by 20%. 
  Modern Light Armor (half suits) 
  Cost, Style/Type, A.R., S.D.C., & Weight 
  $1 200.00 - Concealed: AR. 1 0, S.D.C. 50; 1 2 1bs (5.4 kg) 
  $900.00 - Riot Jacket: A.R. 1 0, S.D.C. 60; 1 2  Ibs (5.4 kg) 
  $800.00 - Vest: A.R. 1 0, S.D.C. 50; 1 0  Ibs (4.5 kg) 
  $1 1 00.00 - Point Blank Vest: AR. 1 0; S.D.C. 70; 1 4 1bs (6.4 kg) 
  $1 400.00 - Hard Armor Vest: AR. 1 2; S.D.C. 1 20; 1 5 1bs (6.8 
  kg) 
  Modern Heavy Armor (full suits) 
  Cost, Style/Type, A.R., S.D.C., & Weight 
  $1 400.00 - Frag. CapeNest: AR. 1 3, S.D.C. 1 20; 1 6 1bs (7.3 
  kg) 
  $1 600.00 - Riot Armor: AR. 1 4, S.D.C. 1 80; 1 7 1bs (7.7 kg) 
  $2200.00 - Hard Armor: AR. 1 6; S.D.C. 260; 20 Ibs (9.1 kg) 
  $2800.00 - Class 4 Armor: A.A. 1 7; S.D.C. 280; 20 Ibs (9.1 kg) 
  Note: Half Suits or vest types usually protect the upper body 
  front, back, side, waist and groin. Concealed are tough, thin 
  styles designed to be sown into clothes or hidden under clothes 
  (shirts, jackets, etc.). The others are all generally bulky or worn 
  atop clothes. 
  Full suits are all bulky suits worn on top of clothes and pro­
  vide the greatest protection. 
  All modern armor is designed for flexibility and mobility and 
  does not interfere with movement, prowl or speed. Many types of 
  armor are constructed of reinforced plastic, strengthened with 
  woven glass fibers, and are thicker than metal, yet lighter. Other 
  common types use steel or lightweight alloys, typically 1 /4 inch 
  (6 mm) thick. These two types of armor can stop all pistol, re­
  volver, sub-machinegun and low caliber rifle shells. 
  Hard armor is composed of ceramics, a form of opaque glass 
  made from pure alumina or boron carbide. They are often com­
  bined with steel. Hard armor types provide the most effective 
  protection and can even stop 7.62mm NATO and 5.56mm rifle 
  bullets. 
  Optics 
  Binoculars and Telescopic sights magnify an image area 
  through a system of lenses. 
  Binocular, Telescopic Sights & Cost: 
  Binocular (2000 feetl61 0 m), best magnification: $1 600.00 
  Binocular (1 600 feetl480 m), medium magnification: $1 000.00 
  Binocular (1 600 feetl480 m), low magnification: $600.00 
  Weapon Sight, best magnification: $1 200.00 
  Weapon Sight, medium magnification: $600.00 
  Weapon Sight, low magnification - $250.00 
  Infrared Optic System: Range: 1 200 feet (360 m). This type 
  of optical enhancement device relies on a source of infrared 
  light, usually a pencil-thin beam of light projected from the goggle 
  or binoculars, to illuminate its targets. The narrowness of the 
  beam severely limits the scope of one's view to a small area of 
  about 1 8  square feet (two square meters). This can make sur­
  veying a large area a problem. Another drawback is that the in­
  frared light beam is clearly visible to another infrared optic 
  system, giving away the operator's position. These drawbacks 
  are inherent to ALL infrared systems. Cost: about $1 000; fair 
  availability. 
  Infrared (range: 1 200 feetl61 0  m) & Cost: 
  Goggles (mercury battery type) - $550.00 
  Goggles (new superior type) - $880.00 
  Binoculars - $21 00.00 
  343 
  Monocular Eyepiece - $800.00 
  Weapon Sight - $1 200.00 
  Infrared Distancing Binoculars: A high-powered optical en­
  hancement device with infrared adjustments, cross hair indicator 
  lines, and digital readout of estimated distance and rate of travel. 
  Range: 2 miles (3.2 km). The 1.0. binoculars enjoy extreme 
  popularity among spies, being used for field work and explora­
  tion, and are also used by the military. Cost: $6700. Not com­
  mercially available. 
  Ultraviolet Systems: Range: 400 feet (120 m). Enables its 
  wearer to see into the ultraviolet range of light radiation. It's usu­
  ally integrated into a larger optics package rather than used 
  alone. Cost: $500. 
  Night-Sight: Range: 1 600 feet (480 m). A passive night vi­
  sion optics system is an image intensifier, meaning that it is a 
  passive system that does not emit any light of its own, but elec­
  tronically amplifies existing, ambient light to provide a visible pic­
  ture. Cost: $1 ,600; fair availability. 
  Passive Nightvision Optics (range: 1 600 feetl480 m) & Cost: 
  Goggles - $5,200.00 
  Binoculars - $6,400.00 
  Monocular Eyepiece - $1 ,900.00 
  Weapon Sight - $3,500.00 
  Pocket Night Viewer (800 feetl240 m range) - $1 500.00 
  Large Tripod Mount - $1 4,000.00 
  Pocket Night Viewer: Range: 800 feet (240 m). This is a 
  mini-night sight, usually a monocular style, easily concealed and 
  portable. Cost: $800; poor availability. 
  Thermo-Imager: Range: 1 600 feet (480 m). Basically an op­
  tical heat sensor, it converts the infrared radiation of warm ob­
  jects into a visible image. This device allows its operator to see 
  in darkness, shadows and through smoke. Battery powered and 
  electrically cooled. A typical running life is 1 6  hours. Cost: about 
  $1 400; poor availability. 
  Thermo-Imager (range: 1 600 feetl480 m) & Costs: 
  Goggles - $22,000 
  Binoculars - $20,000 
  Monocular Eyepiece - $1 8,000 
  Weapon Sight - $1 8,000 
  Multi-Optics Helmet (M.O.H.): The multi-optics helmet is a 
  special optical enhancement system built into a protective hel­
  met. It includes the following features: 
  1 .  Targeting Sight: 1 600 feet (480 m) 
  2. Infrared Optics System: 1 600 feet (480 m) 
  3. Telescopic Monocular Lens: Range: 2 miles (3.2 km) 
  4. Thermo-Imager: Range: 1 600 feet (480 m) 
  Special Bonus: + 1 to strike when the optics and targeting 
  sight are engaged. Note that the thermo-imager is a special, opti­
  cal, heat sensory unit that allows the infrared radiation of warm 
  objects to be converted into a visible image. Enables the person 
  to see in darkness, shadows and through smoke. 
  Cost: $38,000. Available to high-tech organizations. 
  Optics Band: The optics band is a headband type optical 
  system most often used in research, micro-repairs and scientific 
  study. Its range is limited as it is designed for close work, not 
  long-distance or combat surveillance. Features include: 
  1 .  Infrared and Ultraviolet Optic System: Range: 200 feet (90 m) 
  maximum. 
  2. Magnification Lens (to the 400th power); Range: 7 feet (2.1 m) 
  3. Night Sight: Range: 200 feet (61 m) 
  4. Adjustable Color Filters. 
  Cost: $2800.00. 
  Quentin Milton (Order #31246997)
  
  Pocket Range Finder: An optical range finder that is com­
  pact and easy to use. Just look through the viewfinder and adjust 
  the focus knob until the image is clear. The range in feet AND 
  meters will appear below the target. Cost: $58. 
  Illuminating Peglight: Designed for military use as markers 
  for routes and minefields. Emits beta light which gives off no heat 
  and no infrared emissions. Can be seen from distances of up to 
  1 50 feet (45.7 m). Cost: $50 each. 
  Communications 
  Communications equipment is fairly basic in regards to the 
  character's use and needs. Various surveillance and video sys­
  tems might be added on, depending on the circumstances and 
  the player's ingenuity. Unless stated otherwise, all have good 
  availability. 
  Field Radio: A back-pack style, radio transmitter and receiver 
  with wide band, long-range capabilities; frequency equalizer, 
  field strength detector and scrambler. Range: 60 miles (97 km). 
  Weight: 16 pounds (7.3 kg). Cost: $3,800.00 (one third list price 
  if a used one can be found). 
  Back-Pack Radio: A Japanese updated version of the old 
  PRC-25. Comes with built-in scrambler and up to 1 500 channels. 
  Also capable of receiving commercial AM/FMffelevision (sound 
  only) and Short-Wave signals. RKO-68. Range: 35 miles (56 
  km). Cost: $1 ,325 
  Belt Radio: A lightweight unit designed to work with the RKO-
  68. Scrambler equipped, 2 mile range (3.2 km), up to 1 0  preset 
  channels. Weighs only 2 pounds (0.9 kg), complete with pouch 
  and telephone-style handset. RKO-1 2. Cost: $1 ,800.00 
  Headset Receiver: These receiver-only units are easily at­
  tached to the helmet. Built-in scrambler and range of 2 miles (3.2 
  km). Cost: $1 50.00 
  Walkie-Talkie: A simple, hand-held, two-way radio used for 
  communications. Weight: One pound (0.45 Ib), Range: One 
  mile (1 .6 km); Cost: $2, 1 00.00 
  Hand-Held Communicator: Basically an enhanced walkie­
  talkie, it is a basic instrument issued to all military personnel and 
  field operatives. This is a high-tech item available only to the 
  special branches of the military (espionage) and major scientific 
  organizationslindustries. Weight: 6 ounces (1 70 grams). Range: 
  5 miles (8 km). Cost: Per single unit - $1 0,200.00; triple the 
  price for a miniaturized version that is the size of a beeper. 
  Ear Mike Radio Receiver and Transmitter: A tough, reliable 
  radio device that plugs into the ear. With the help of a transducer 
  connected to a receiverltransmitter device, and manually acti­
  vated for speaking or listening modes, the user can both listen 
  and speak through the earphones. This is possible because the 
  ear canal captures outgoing sound (your voice), as well as in­
  coming sounds. It is so effective that the user can transmit a 
  whisper. Compatible with any portable, two-way radio equipped 
  with an external speaker/microphone. Weight: 6 ounces (1 70 
  grams). Power source is a single 1 .5 volt AA battery. Range: 1 
  mile (1 .6 km). Cost: $700.00 
  Cellular Phone (high quality): An excellent means of inex­
  pensive, long-range communication using commercial airwaves 
  and telephone systems. Problem: Can be traced, tracked, moni­
  tored and recorded - and "unsecure" means of communication. 
  Weight: As small as a beeper and as light as 5 ounces. Cost: 
  Approx. $1 20 for the telephone, $30 a month for a basic service, 
  plus cost of cellular hours (probably $50-1 00.00 a month for light 
  to average use, up to $1 000.00+ for heavy use). Special features 
  can add to the cost. 
  Compact Beeper: With sound and vibrate feature, shatter 
  proof casing, and message taking capabilities. Cost: Approx. 
  $80-1 20.00 for the Beeper and $30-60.00 a month service fees. 
  344 
  Surveillance Equipment 
  Note: Most items have fair to good availability. 
  Keyhole or Tube Microphones: A microphone (mic.) with a 
  long, hollow tube which can be flexible or stiff, allowing it to be 
  placed in cracks, mounted in walls, or placed in similar, small, 
  "keyhole"-type crevices. Picks up sounds up to 34 feet (1 0 m) 
  away and transmits up to 1 000 feet (305 m). Cost: $270.00; fair 
  availability. 
  Contact Microphone: Translates vibrations into sound, but 
  requires a sounding board, such as a wall, windows, large ob­
  ject, etc. Can be as small as a tie tack. Picks up sounds up to 33 
  feet (1 0 m) away and transmits up to 1 000 feet (305 m) away. 
  Cost: $270.00; fair to good availability. 
  Commercial Wireless Microphone: (entertainment). Cost: 
  $50-1 50.00 
  Compact Commercial Wireless Microphone: (size of a 
  pack of cigarettes). Cost: $80-$1 50.00 
  Wireless Microphone: This compact mic. is about the size 
  and thickness of a box of matches. It can pick up sounds up to 
  1 4  feet (4.3 m) away and broadcast up to 300 feet (91 m) away. 
  Cost: $500.00 
  Tracer Bug: This is a tiny device, about the size of a checker, 
  which has a sticky or magnetic side that can be attached to a ve­
  hicle or slipped into a person's pocket, back pack, briefcase, etc. 
  It can transmit a signal that can be followed up to 8 miles (1 3 km) 
  away. Battery powered, it has a limited life of 72 hours of con­
  stant transmission. Cost: $340.00. 
  Bumper Beeper: Attaches to automobile bumper via magnet­
  ized clip. The antenna can be permanently mounted or detach­
  able. Transmits a signal that can be followed up to five miles (8 
  km) away (battery powered). The receiver picks up and can lo­
  cate the beeper by the intensity/strength of the signal. Cost: (in­
  cludes receiver) $1 1 00.00. 
  Listening (bugging) Device: Average range: 600 feet (1 83 
  m). 
  Tie Clasp: Microphone; Cost: $1 5.00. 
  Electret Condenser Lavalier Mic.: Can be hung around 
  neck or attached to clothes. Battery operated or plugged in. 
  Cost: $50.00 
  Broadcast Quality Tie Tack: Cost: $1 60.00. 
  Special Bugs: These come in a variety of sizes, from post­
  age stamp to martini-olive type, complete with mic., transmitter 
  and amplifier. Average Range: 60 feet (1 8.3 m). Cost: $500.00 
  Room Bug: This bug taps into the wall current (needs capaci-
  tor). Range: 1 200 feet (366 m). Cost: $1 30.00 (homemade) or 
  police version - $500.00 
  Transmitters (typical) - $200.00 
  Transmitters (quality crystal) - $500.00 
  Low-Frequency Converter: $500.00 
  Frequency Equalizer (controls cutoff of certain frequencies 
  and boosts others). Cost: $1 90.00 
  Test Transmitter: Cost: $65.00 
  Additional Transducer: Cost: $75.00 
  Telephone Induction Unit: Cost: $75.00 
  Sound Amplifier: Cost: $80.00 
  Sound Amplifier (high quality): Cost: $250.00 
  Telephone Bugs 
  Drop in Cartridge: Battery powered; fits in the telephone re­
  ceiver. Cost: $320.00 
  Room Bug Mini-Transmitter: Looks like a telephone jack; 
  battery operated. Cost: $240.00 
  Quentin Milton (Order #31246997)
  
  Telephone Line Transmitter: Taps right into telephone line 
  and power (needs no batteries, will run indefinitely). A little larger 
  box than the mini-transmitter. Cost: $300.00 
  Bug Detectors 
  Field Strength Meter: Picks up radio signals and registers 
  them. Cost: $350.00 
  Broadband Receiver: Causes a feedback and makes a howl 
  when near a transmitter. Cost: $400-600.00 
  Pocket Vibration Detector: Cost: $700.00 
  Pocket Scrambler: The scrambler will distort or "scramble" 
  outgoing radio signals, preventing interception and interpretation 
  by the enemy. Cost: $1 ,700.00; fair availability. 
  Portable Telephone Scrambler: Converts normal speech 
  into unintelligible gibberish over the telephone line and converts 
  the gibberish into clear speech. 25 different scrambling codes. 
  Fully transistorized and can be used on any conventional phone. 
  Cost: $1400.00. Comes with an impact resistant carrying case. 
  Other Surveillance Devices 
  Video Briefcase: An ordinary looking briefcase with a video 
  recording surveillance system built into it. The tiny pinhole lens is 
  nearly invisible (1 8% chance of it being noticed). Three hour 
  video capacity. Reinforced, impact cushioned case with a back­
  up, mini-cassette tape recorder. Cost: $3600.00 
  Video Wall Mount: This small, remote video camera is only 
  about the size of a man's palm (5 incheS/1 2.5 cm in diameter), 
  thus it is easily concealed. The camera is backed with a powerful 
  suction device that will adhere to any smooth surface, whether it 
  be a wall, table, appliance, vehicle and so on. The video wall 
  mount can broadcast continually for 72 hours, or by remote or 
  preprogrammed, regulated intervals. The lens has limited mobil­
  ity, able to rotate in about a 90 degree radius. Its audio capacity 
  has twice the duration of its video transmission and is able to 
  pick up sounds up to twenty feet (6m) away with crystal clarity. 
  The monitor can be the mini-hand-held screen or any variety of 
  larger or multi-unit monitors. Cost: $3200.00 Not available 
  through the conventional market, but a hot commodity on the 
  black market. Hand-held monitor costs $550-650.00 
  Mini-Telephoto Document Camera: A tiny, easy to conceal 
  camera, only a little bigger than a disposable lighter. Cost: $350. 
  Note: Conventional video systems, cameras, lenses, optics 
  and audio recorders, are also effective tools for surveillance. 
  Sensory Equipment 
  Amplified Sound Detector: A unique device designed for 
  professional hunters to hear approaching game. It is also used 
  by the security industry. It is a two-piece unit, consisting of head­
  phones and sound detector, which at first glance, resembles a 
  very large flashlight. Utilizes a built-in, 3 1h inch (9 cm) parabolic 
  dish for sound mirror effect. Triples the normal human range of 
  hearing. Weighs about 2 pounds (0.9 kg). Cost: $260.00 
  Bug Detector: A small hand-held device that picks up radio 
  signals from listening devices (bugs). Cost: $350.00 
  Commercial Radar Detector: Also known as the "Fuzz 
  Buster" because of its use in detecting police radar scans. Cost: 
  $1 20.00 
  Dosimeter: Picks up and measures radiation levels. Range: 
  20 feet (6.1 m). Hand-held; Weight: 1 pound (0.45 kg). Cost: 
  $200.00 Wide availability. 
  Ground Sensor System: Uses seismic and laser sensors to 
  detect vehicles/men, their direction and their numbers. A good 
  communications engineer can make such projections with 75% 
  accuracy. The control unit, with digital display, computer mount 
  and monitor, is the center of this sensor web or fence. Up to 22 
  345 
  transmitter/receiver, sensor units can be linked to the control 
  unit. Range between transmitters is 800 feet (240 m) and can 
  register activity up to 1 0  miles ( 1 6  km) away. Cost: $48,500.00 
  Poor availability; generally limited to the military and scientific re­
  search. 
  Heat: Special sensors pick up and measure heat emanations. 
  Can monitor temperature, or made directional to pinpOint a spe­
  cific heat poinVtarget. Range: 250 feet (76 m); field of detection 
  is 25 feet (7.6 m). Portable/hand-held. Weight: 8 pounds (3.6 
  kg). Cost: $1200.00; good availability. 
  Letter Bomb Detector: An electronic instrument that exam­
  ines letters in minutes, with an audio alarm that sounds when 
  electrically conductive material is detected. Cost: $800.00 
  Portable Explosives Detector: Responds to vapor from ex­
  plosives, such as dynamite, gelignite, T.N.T. and others. An 
  alarm lamp lights up when an explosive is detected. Cost: 
  $1 900.00 Range: 3 1/2 feet (1 m). 
  Radar Signal Detector (military): This is a mini-radar re­
  ceiver that can fit in one hand. Small, lightweight, easy to con­
  ceal. Recently developed for the U.S. Army. Cost: $3000. 
  Range: Effective 80 feet (24 m), maximum 4 miles (6.4 km). 
  Microwave Fence: Transmitter and receiver sensor posts 
  emit an invisible, microwave curtain or fence that will light up and 
  send a signal to the control unit when an intruder breaches its 
  curtain. Range between transmitter posts is 500 feet (1 50 m). 
  Posts are 7 feet (2.1 m) high. Can effectively cover a 14 mile 
  (22.5 km) area. Cost: $60,000.00 Poor availability; primarily 
  used for military purposes. 
  Motion (industrial quality): Detects movement and pinpoints 
  location. Requires sensor placement and monitor screen. 
  Range: 60 feet (27.4 m). Portable; Total Weight: 15 pounds 
  (6.8 kg). Cost: $400.00 Excellent availability. 
  Motion Detector Signaler: This device is virtually identical in 
  purpose and use as the ultraviolet Signaler, except that it does 
  not emit any vibrations in the air. Cost: $800.00; fair availability. 
  Mini-Radar/Sonar: Requires radar signal unit and monitor. 
  Trained operators (sensory equipment skill) can positively iden­
  tify readings/objects, pinpoint location and estimate rate of travel 
  and direction at 65% proficiency. Range: 5 miles (8 km). Port­
  able; Total Weight: 1 8  pounds (8.2 kg). Cost: $32,500.00 Fair 
  availability. 
  Standard Radar/Sonar Unit (large): Range: 1 00 miles (1 60 
  km). Weight: 260 pounds (1 1 8  kg). Cost: $26,000.00 
  Ultraviolet Signaler: The signaler is a small strip of ultravio­
  let sensors and another transmitter strip that can be adhered to a 
  doorway, walls and so on, to create a beam of invisible light, 
  blocking that area. When the beam is broken by an intruder or 
  vehicle, etc., it will send a silent signal to a monitoring device 
  and/or trigger a video unit. Cost: $900.00 
  Emotion & Stress Detectors 
  Bio-Monitor System: Reads body temperate, pulse rate, 
  blood pressure, sweat, execursion and other basic physiological 
  reactions. Cost: $300-1 000.00 
  Psychological Stress Evaluator: This instrument is used by 
  law enforcement agencies, private investigators, some private 
  corporations, clinics and law firms. It functions like a polygraph 
  machine, but measures and records stress and anxiety without 
  attaching sensors to the subject. It does this by specifically moni­
  toring the voice quality of its subject. A tape recorder is also a 
  part of the device. Cost: $4,000. 
  Polygraph Stress Machine: Sensors are attached to the skin 
  which monitor and record glandular changes (including sweat) in 
  the skin. Cost: $2,400. 
  Quentin Milton (Order #31246997)
  
  Polygraph Stress Monitor: (superior quality) Sensors are at­
  tached to the skin and body which usually record breathing, 
  heart beat/rate, blood pressure, and skin resistance (as de­
  scribed previously). All three functions are fed into a chart re­
  corder, with three pens to mark the results. Cost: $4500. 
  Special Equipment 
  Portable Laboratory: This is another impressive portable 
  unit that can perform several functions. 
  1 .  Microscope in a specially padded housing. 
  2. One dozen specimen slides and another dozen specimen 
  trays for storage and transportation of item(s) for further analysis. 
  A variety of vials, jars and test tubes. 
  3. An incubation chamber that is about the size of a VCR 
  (1 8x1 2x8 inches/45x30x20 cm). 
  4. Four bumers. 
  5. Instrument tray with a variety of common tools, such as 
  scalpels, tweezers, pins, tape, needles, calculator, etc. 
  6. A refrigeration chamber which is about half the size of the 
  incubation chamber. 
  7. An isolation chamber. A special, airtight, sealable compart­
  ment about the size of the incubation chamber. 
  8. A chemical cabinet which holds several dozen chemicals 
  commonly needed in the analysis of chemical structures. 
  9. Centrifuge Device. 
  1 0. Dosimeter. 
  1 1 .  Mini-Tape recorder. 
  1 2. Mini-computer. 
  1 3. Mini-still camera, 35mm, 32 photo capacity. 
  1 4. Toxic analyzer identical to the one used in the "portable 
  bio-scan". 
  Cost: $62,000; poor availability. Weight of the whole unit is 
  58 pounds (26 kg). 
  Portable Scan Dihilator: The portable scan dihilator is an 
  uniquely comprehensive sensory device with FULL scanning ca­
  pabilities. 
  1 .  Radar/Sonar: Range: Limited to a 5 mile (8 km) area. A 
  trained operator (sensory equipment skill) can positively identify 
  readings as specific objects or vehicles, pinpoint location, and 
  estimate rate of travel and direction at 65% proficiency. 
  2. Sensors include dosimeter, radar detector, heat, infrared, 
  ultraviolet, microwave, and energy sensitive instruments; all of 
  which identify, locate source, and record. 
  3. Long-range, wide band radio with scrambler. Range: 40 
  mile (64 km) radius. 
  4. Detachable short-range (hand-held) communicator. Range: 
  3 miles (4.8 km). 
  5. Video camera (mini) with both wide and narrow angle 
  lenses. Audio-visual recorder using metal discs with digital me­
  ter; lens filters, telescopic lens (480m) and tripod included. Capa­
  ble of radio telemetry when boosted by long-range radio. 
  Cost is about $75,000.00 Poor availability; usually limited to 
  scientific research and the military. 
  Photographic EquipmentiFilmJ 
  Video And Other Optical Equipment 
  35mm Camera $250-1 000.00 
  Extra Lenses: 28mm, F2.8 $90.00; 1 35mm, F3.5 $1 20.00 
  Flash (average) $50.00 
  Telescope, zoom 1 5-60X power; 1 000-4000mm when attached 
  to a 35mm camera $240-600.00 
  346 
  35mm Camera Adapter $30.00 
  35mm Film: Black & White, 36 exposure $6.00; Color, 36 expo­
  sure $5.00. 
  Slide Projector $1 50-300.00 
  Projection Screen $50-1 00.00 
  Handheld Video Camera (good quality) $625.00 
  VCR Video Recorder $300.00 
  High-End Video Camera with Tripod $2,000-6000.00 
  Full Video Studio (basic systems) with editing, dubbing, opti­
  cal enhancements, and full mixing capabilities. $20,000.00 
  Videotape Cassette, 2-6 hour, $5.00 each 
  Hi-8 or VHS-C Cassette; 30-60 min. running time $8.00 each. 
  Lock Picking Tools 
  The Pick can be almost any style or size, but is always a 
  small, thin, steel tool which ends in a slight upward curve or spe­
  cial tip configuration. It is used to raise the pins of the lock so 
  that it will open. A good range of pick thickness is .025-.035 (64-
  89 mm). These are available through locksmiths and locksmith 
  suppliers, and some establishments that specialize in rare, hot 
  and illegal items. Cost is usually high; $4-1 2.00 per pick, with at 
  least a dozen needed for a proper range. Note: Smiths and sup­
  pliers will not usually sell these tools to anyone off the street and 
  may investigate or report the inquiry. However, they are available 
  through mail-order and some supply houses. 
  The Tension Bar is constructed of the same, clock spring 
  steel as the pick and is an "L" shaped tool required (along with 
  the pick) to open locks. It too manipulates the position of the 
  locking pins. Cost: $30 each and is available from the same 
  sources as listed for picks. Prices as contraband, may be as 
  much as 200% higher and purchase from a locksmith or supplier 
  may require a bribe. The size of the picks and tension bars are 
  generally around 3 1/2 to 4 1/2 inches (9-1 1 cm) long, rarely 
  larger. 
  Basic Lock Pick Set: Includes one tension bar, key extractor 
  and 9 lock picking tools. Cost: $40-80.00 
  Superior Lock Pick Set: Contains 32 high quality lock picks, 
  bar, tension tools and extractors. Cost: $1 50-300.00 
  Automatic Lock Pick; Release Gun: This item is only sold 
  to law enforcement agencies at a cost of about $60.00. Throws 
  all pins into position at one time and never damages or harms 
  the lock mechanism. Opens all types of locks (tumbler, spool, 
  regular or mushroom). Cost on the street (only 01 -30% chance 
  it is even attainable) - $1 20-200.00. 
  Car Openers: These are a variety of window prying tools. 
  They are fairly easy to find and purchase or construct. A set will 
  cost about $25-40.00. 
  Old Stand-Bys: Using sheer force including the cross bar 
  (cost $12) or drill (cost $25) or bolt cutters (good for shearing 
  chains, cables and padlocks; Cost: $80). 
  Making Key Impressions: A variety of blank key types are 
  needed. Insert key into lock (grasping tightly with pliers) and turn 
  from side to side. The lock's tumblers will leave marks on the 
  blank where they were rubbing against the impressioning (car­
  bon or boot black) agent. The lock picker now files these impres­
  sions somewhat. Reinsert, file some more, and repeat the 
  procedure until the key is completed and works. 
  Note: The player must roll under his lock pick skill proficiency 
  for each insertion. One failure botches the entire job and six in­
  sertions are required. This is a lengthy process taking 15 to 20 
  minutes. Cost of key blanks are high because they must be ob­
  tained in the same way as the picks. Average Cost: $30 per 
  blank. 
  Lock File: Costs about $1 0-$1 5. 
  Quentin Milton (Order #31246997)
  
  Note: Only characters with a skill in picking locks can use 
  these tools or any of the picking tools listed. 
  Field Equipment 
  Hunting, Trapping, Hiking & Camping 
  Back Pack - Large - $21 0.00 
  Back Pack - Small - $1 20.00 
  Bear Trap - $1 80.00 
  Beaver Trap - $60.00 
  Blanket - Heavy - $20.00 
  Blanket - Light - $1 0.00 
  Bow Hunter Accessory Bag - $40.00 
  Canteen: Aluminum - $30.00 
  Canteen: Plastic - $20.00 
  Climbing Platform - Used by deer hunters to help climb and 
  stand in trees. Gets them above the line of sight and reduces the 
  chance of being scented. Portable; 1 00% high carbon steel. 
  Small - 1 6x1 9 inl41 x48 cm platform - 200 Ib/91 kg capacity ­
  $40.00 
  Medium - 1 7x24 inl43x61 cm platform - 250 Ib/1 1 3  kg capac­
  ity - $60.00 
  Heavy - 20x26 inl51 x66 cm platform - 1 000 Ib/454 kg capacity 
  - $80.00 
  Compass - $50.00 
  Disposable Lighter - $1 .00 
  Fishing Line - Per 50 feetl1 5 m - $5.00 
  Fishing Net - $20.00 
  Fishing Rod and Reel - $50.00 
  Flashlight - $1 5.00 
  Grappling Hook and Line - 250 feetl76 m - $80.00 
  Hammock - $50.00 
  Heavy Chain - Per footlO.3 m - $6.00 
  Insect Repellent - $4.00 
  Knife: Large - $20.00 
  Knife: Small - $1 0.00 
  Knife: Survival - $1 20.00 
  Light Chain - Per footlO.3 m - $2.00 
  Mosquito Netting - Per square yard/meter - $12.00 
  Pillow - $1 0.00 
  Rabbit Trap - $40.00 
  Rappelling Equipment - Including spikes, mallet, hooks, pulley, 
  straps, harness, gloves, boots, black pack, etc. - $1 1 00.00 
  Rope Ladder - Per 1 0  ftl3m - $40.00 
  Rope - Per 20 ftl6m - $20.00 
  Sleeping Bag - $1 50.00 
  Snare Cord - Per sq yard/meter - $5.00 
  Tackle Box - $20.00 
  Tent Canvas - Per square yard/meter - $20.00 
  Tent - Four Man - $260.00 
  Tent - One Man - $1 1 0.00 
  Tent - Military Command Post (25 poundS/1 1 kg, 8x8 foot floor, 
  5 foot ceiling/2.4x2.4x1 .5 m; camouflage, green or khaki) -
  $400 
  Tent - Two Man - $1 80.00 
  Utensil Kit (knife, fork, spoon set with sheath) - $25.00 
  Wolf Trap - $1 60.00 
  Containers 
  Back Pack - $60.00 
  Belt Purse (attaches to belt) - $1 0.00 
  Cask, Wooden - 1 0  gallons/38 I - $40.00 
  Cask, Wooden - 25 gallons/95 I - $60.00 
  Cask, Wooden - 4 gallonS/1 5 I - $30.00 
  Cloth Handle Bag - $1 0.00 
  Crate, Large Wood - $50.00 
  Crate, Medium Wood - $30.00 
  347 
  Crate, Small Wood - $20.00 
  Jar - 1  gallonl3.8 1 - $1 0.00 
  Jar - 2 pints/0.9 I - $2.00 
  Jar - 4 pints/1 .9 I - $4.00 
  Jar, Glass - 1 pintl475 ml - $4.00 
  Jug - 1/2 gallonl1 .9 I - $20.00 
  Jug - 1 gallonl3.8 I - $35.00 
  Jug - 5 gallonS/1 9 1 - $60.00 
  Knapsack - $25.00 
  Metal Security Box, Large - 1 5  Ibs/6.8 kg - 90 S.D.C. -
  $80.00 
  Metal Security Box, Small - 5 Ibs/2.3 kg - 30 S.D.C. - $40.00 
  Metal Trunk, Large - 80 Ibs/36 kg - 200 S.D.C. - $500.00 
  Metal Trunk, Small - 35 IbS/1 6 kg - 1 00 S.D.C. - $250.00 
  Pocket Purse, Small - $5.00 
  Sack, Large - $1 5.00 
  Sack, Small - $6.00 
  Saddlebag (horse) - $1 00.00 
  Safe, Large - 300 Ibs/1 36 kg - 1 000 S.D.C. - $2000.00 
  Safe, Small - 50 Ibs/23 kg - 350 S.D.C. - $900.00 
  Shoulder Purse - Large - $35.00 
  Shoulder Purse - Small - $20.00 
  Tobacco Pouch - $20.00 
  Trunk, Large Wood - 50 IbS/23 kg - 70 S.D.C. - $200.00 
  Trunk, Small Wood - 25 Ibs/1 1 kg - 30 S.D.C. - $80.00 
  Vial, Glass - 2 ounce/60 ml - $4.00 
  Waterskin - 1/2 gallon/1 .9 1 - $30.00 
  Waterskin - 1 gallonl3.8 I - $50.00 
  Waterskin - 2 pints/0.9 I - $20.00 
  Miscellaneous Equipment 
  Bullet Resistant Attache Case: A.R.: 1 5, S.D.C.: 1 40. Cost: 
  $440.00. 
  Courier Briefcase: A.R.: 1 1 ,  S.D.C.: 90. Cost: $225.00. 
  Acoustic Noise Generator: Muffles conversations, distorts 
  bugging systems by 30%. Cost: $900.00 
  Camouflage Paint Kit: 4 spray cans plus 6 stencils allow for 
  easy camouflaging of vehicles, bunkers, and any field equip­
  ment. One kit will cover approximately 1 00 square feet of sur­
  face. Available in jungle, forest or arctic. Cost: $35.00 
  Camouflage Tape: The ever popular duct tape. Comes in 
  rolls 26 feet (7.9 m) long and two inches (5 cm) wide. Available 
  in jungle, forest or desert camouflage, or in olive drab. Cost: 
  $6.00 per roll. 
  Camouflage Compact: A one-man kit for camouflage or 
  night operations. Includes enough face and hand paint for 6 ap­
  plications. Mirror, brush and disposable cleaning pads are also 
  included in a neat, black case, 4 inches in diameter and 1 /2 inch 
  high (1 Ox1 .3 cm). Cost: $1 8.00 each. 
  Climbing Kit: A complete set of equipment for rappelling, 
  rock scaling or climbing. Includes 3,600 foot (1 1 00 m) reels of 
  4500 pound (20,000 Newton) test rope (each reel weighs 40 
  poundS/1 8 kg). An adjustable harness with clamps, 6 pairs of 
  canvas climbing gloves. 48 clamps, 48 fasteners, 48 pitons, 3 
  hammers, 2 grappling hooks, and one pulley. Weight with ship­
  ping crate is 1 90 pounds (86 kg). Cost: $1 1 00.00 
  Ear Protector Headphones: The answer to the Demo ex­
  pert's and grenadier's dreams. The same model is used by air­
  port workers to preserve hearing in noisy environments. Cost: 
  $35-60.00 
  Electro-Adhesive Pad: This is a hand-held device that will 
  adhere strongly to any metal surface by means of passing a 
  small current through two metal electrodes. These pads are 
  commonly used by astronauts who usually have them in their 
  Quentin Milton (Order #31246997)
  
  shoes, but the hand-held pads are much more flexible and gen­
  erally preferred. Cost of the Electro-Adhesive Pads (2) and gen­
  erator (hip or back-pack): $40,000. In shoe form: $50,000. Can 
  hold up to 1 000 pounds (454 kg); works only on metal. Not com­
  monly available. 
  Flashlight - Small $5.00 
  Flashlight - Medium $1 0.00 
  Flashlight - Large $1 5.00 
  Flashlight - Unbreakable (Kel-lite): Small $24.00; Medium 
  $28.00; Large $32.00; Very Large $35.00. 
  Rechargeable, unbreakable flashlight that's 1 0  times 
  brighter than most conventional types; quartz-halogen bulb, 1 2  
  inches (30 cm), 1 .8 pounds (0.8 kg), 20,000 candle power. Cost: 
  $1 30.00, or 35,000 candle power - Cost: $1 60.00. 
  Portable Halogen Spotlight: 50,000 candle power $30.00 
  Treated Torch $8.00 
  Candle Stick - Per Doz. $8.00 
  Oil Lantern - 6 hours/1 pint $20.00 
  Oil Lantern - 1 2  hours/2 pints $30.00 
  Oil Lamp - 6 hours $30.00 
  Padlock - Light - 25 S.D.C. $5.00 
  Padlock - Medium - 50 S.D.C. $8.00 
  Padlock - Heavy - 75 S.D.C. $1 5.00 
  Padlock - Burglar proof, 60% to be picked - 80 S.D.C. 
  $30.00 
  Handcuffs - Regular - 60 S.D.C. $25.00 
  Handcuffs - Heavy - 1 20 S.D.C. $50.00 
  Medical Bag: This 8 pound (3.6 kg) bag is a complete 
  Medic's field kit. Included are adhesive pads, bandages, gauze 
  pads, adhesive tape, splints, sterile gloves, scissors, forceps, 
  thermometer, needle, razor blades, pins, medicine, ointment, 
  and salt tablets. Bag has back pack and shoulder straps, and is 
  available in choice of camouflage, green or khaki. Cost: 
  $275.00. 
  Machete: Complete with canvas sheath. 1 D6 damage. Cost: 
  $30.00. 
  Wire-cutters: 8 inch (20 cm) wire-cutter has nonconducting 
  handles to avoid the nasty "shock" of electrified fences. Com­
  plete with belt sheath. Cost: $65.00. 
  Rations: Dry field rations; each 1 5pound (6.8 kg) case in­
  cludes 12 meals. Crate is stocked with 12 cases, and has a total 
  shipping weight of 200 pounds (91 kg). Cost: $470.00. 
  Gas Mask will filter out CS, smoke and a variety of military 
  gases. Note: Not recommended as protection against nerve gas 
  or radiation. Cost: $50.00. 
  Sunglasses - Light Adjusting $25.00 
  Sunglasses - Aviator $45.00 
  Shooting Glasses: Change color and density in response to 
  changes in light and weather. Also reduces glare and improves 
  visibility. Cost: $72.00. 
  Protective Goggles $1 0.00 
  Basic Phone $50.00 
  Telephone Answering Machine $1 20.00 
  Tape Recorder - 30-60 min. recording time; pocket size 
  $30.00 
  Personal Computer (Value Priced) $700.00 
  Personal Computer (High End) $4,000.00 
  Laptop Computer (Value Priced) $1 500.00 
  Laptop Computer (High End) $6,500.00 
  Monitor - Basic Color $200.00 
  Monitor - Large Console $800.00 
  348 
  Monitor - Flat Screen $2500.00 
  Basic Printer $200.00 
  Laser Printer (good quality) $500.00 
  Laser Printer (color) $1 000.00 
  Modem $1 50.00 
  Jet Pack: Speed: 80 mph (129 km) maximum, Duration of 
  Flight: 40 minutes maximum. Jet Pack S.D.C.: 1 00. Maximum 
  Height: 300 feet (91 m). Cost: $80,000.00. Fuel Cost: $500.00 
  per tank (40 minute flight capacity). 
  Space Suit: (complete) Self contained environmental suit, in­
  sulated, heat and cold shielded, oxygen and life support system; 
  the whole works. Cost: $1 75,000.00. Note: Not yet available on 
  the commercial market. 
  Nylon Cord: A variety of heavy-duty, all-purpose, nylon rope 
  or cord is available. Average tension strength is 600 pounds 
  (2670 Newtons). Average length is 300 feet (91 m). Cost: about 
  $1 00. Good availability. 
  Acids 
  Organic Acid: (affects only organic substances) Does 2-1 2  
  damage each melee for a total of four melees. 
  Organic Acid: (concentrated) Does 4-24 damage per melee 
  for a total of four melees. 
  Cleanser: Does 2-1 2  damage to organic; 1 -6 damage to all 
  other substances. 
  Metal Dissolver: (industrial) 4-24 damage per melee for a to­
  tal of four melees. Does 1 -8 damage per melee for a total of four 
  melees to organics and plastics. 
  All acids are not common household items and must be ac­
  quired from a chemical supplier, industry or an illegal outlet. In 
  the first two cases, large bulk orders may be required, and in the 
  latter case, availability is extremely low (9% chance of getting the 
  item) and multiply the cost ten times. 
  Costs: Organic I - $75.00 per 1/2 gallon/1 .9 liter. Organic II 
  - $1 20.00 per 1/2 gallon/1 .9 I. Cleanser - $1 80.00 per 1/2 gal­
  lon/1 .9 1. Metal Dissolver - $600.00 per 1/2 gallon/1 .9 1. 
  Specialty Clothing 
  Military/Combat/Hunting Types 
  Police Style Jumpsuit: One-piece, zipper down the middle; 
  large zippered chest pockets (2), front pockets (2), rear pockets 
  (2), pencil/pen slot (left arm), sleeves and leg cuffs zipper for ad­
  justability, bi-swing pleated back, and padded knees. Cost: 
  $1 30.00 
  Heavy Camouflage Coveralls: (Jumpsuit style) Insulated lin­
  ing for cold weather (above freezing level cold), wrist and ankle 
  elastic for tight fit, 6 pockets (chest, hip, rear). Tiger Stripe Cam­
  ouflage $90.00. Tree Bark Camouflage $95.00. Black or White 
  $75.00. Green $75.00 
  Light Camouflage Coveralls: (Jumpsuit style) Cotton and 
  polyester blend. Tiger Stripe Camouflage $75.00. Tree Bark 
  Camouflage $80.00. Black or White $60.00. Green $55.00 
  3-D Camouflage Suit: A multi-shade of drab green and 
  brown, with approximately 250, individual hanging strips to blend 
  into the foliage. Bonus: +1 0% on prowl skill when in woodland 
  environment. Cost: $1 50.00. 
  Below 30 Degree Coveralls: Insulated for prolonged expo­
  sure in the extreme cold, with thick, turtleneck collar that covers 
  chin, nose, and mouth. The outer fabric is an acid resistant, cot­
  ton/polyester twill; has zippers at leg bottoms for easy removal; 
  knit, windproof cuffs; sleeve pockets (one each arm) and six 
  large pockets. Comes with zip-off hood. Suitable for up to 20 de­
  grees below zero Fahrenheit (-30 Centigrade). Cost: $1 80.00. 
  Quentin Milton (Order #31246997)
  
  Work Overalls: (Jumpsuit Style) Cost: $60-1 00.00 
  Expendable Lab Coat or Coveralls: Made from a special 
  non-woven fabric that is acid, grease and lint resistant. Can be 
  worn once or a dozen times, then thrown away. Cost: $1 5.00 
  each. 
  Battle Dress Uniform (Fatigues): 
  Pants: 6 pockets, adjustable waist tab, button fly, drawstring 
  cuffs. Tiger Stripe Camouflage $40.00. Tree Bark Camouflage 
  $45.00. S.w.A.T. Black $45.00. Olive Green $30.00 
  White or Khaki $35.00 
  Shirts: 4 Pockets. Tiger Stripe Camouflage $40.00. Tree 
  Bark Camouflage $45.00. S.w.A.T. Black $40.00. Olive Green 
  $30.00. White or Khaki $30.00 
  Military Field Jacket: Includes adjustable collar and cuffs, 
  epaulets, 4 large outer pockets with heavy brass zippers, hidden 
  hood, waist cord and snap closures. Cost: $60-1 00.00. 
  Reversible Flight Jacket - Light: Comes in navy blue, 
  grey, green and brown. Cost: $85-1 40.0. 
  Extreme Cold Weather Flight Jacket: (heavy, insulated) 
  Comes in navy blue, grey, green, brown and white. Cost: $200-
  300.00 
  Battle Dress Utility: Shirt and pants in choice of arctic, des­
  ert, jungle or autumn forest camouflage. Shirt has two breast 
  pockets, one pen pocket, and one (left-side) interior pocket. 
  Pants equipped with hip, butt and thigh pockets. Lightweight 
  (desert and jungle): $85.00. Medium Weight (forest and moun­
  tain): $1 30.00. Arctic Weight (down lined): $300-500.00 
  Battle Jacket: Comes equipped with breast, hip and interior 
  pockets on both sides. A hidden pocket on the inside of the back 
  is also useful. Available in camouflage, khaki, green or black. 
  Cost: $225-400.00 
  Arctic Parka: High quality down lining provides protection in 
  sub-zero conditions. Same pocket arrangement as Battle Jacket. 
  Available in green and white only. Cost: $450-600.00 
  Wool Sweaters: Finest British quality knit with leather rein­
  forcements at shoulders, elbows and neck. Available in cream, 
  green or black. Cost: $1 30-1 60.00. 
  Ponchos: Waterproof nylon. Useful for rain protection, 
  ground cover, emergency tent, etc. 5 feet by 5 feet square 
  (1 .5x1 .5 m). Available in camouflage. Cost: $50-85.00. 
  Camouflage T-Shirt. Cost: $1 8.00. 
  Khaki Bush Shorts. Cost: $30.00. 
  Hats & Head Coverings 
  Police Style Riot Helmet: With ventilated transparent face 
  shield. Cost: $90.00-1 40.00 
  Combat Helmet: Complete with liner and camouflage cover. 
  Cost: $40.00-1 00.00 
  Safari Hat: A wide-brimmed hat perfect for shading the eyes 
  in tropical sunlight and classy enough for an evening out on the 
  town. Fasteners on each side for an easy 'Aussie style' flip. 
  Available in choices of camouflage, cream, green, or khaki. 
  Cost: $1 25.00. 
  Utility Cap: A classic 'marine cover'. Available in choice of 
  camouflage, green or khaki. Cost: $1 5.00 
  Beret: The classic wool beret. Available in green, black, or 
  jungle camouflage. Cost: $20-40.00. 
  Bandanna: In choice of colors. Cost: $8-1 2.00 
  Head Net: Covers hair and face, leaving only a slit for the 
  eyes. Cost: $25.00. 
  Camouflage Face Veil: Cost: $25.00 
  Navy Style Face Mask: Water and wind proof vinyl with soft 
  wool lining; mouth tab with snap closure. Cost: $1 8.00. 
  349 
  Conventional Vehicles 
  Typical Consumer Automobiles 
  Compact: AR. 5, S.D.C. 300, Speed: 1 1 0 mph (177 km), 
  Range: 350 miles (563 km). Cost: $1 5,000. and up. 
  Mid-Size: AR. 6, S.D.C. 350, Speed: 1 1 0 mph (177 km), 
  Range: 300 miles (483 km). Cost: $23,000. and up. 
  Full-Size Sedan: A.R. 7, S.D.C. 450, Speed: 120 mph (1 93 
  km), Range: 250 miles (402 km). Cost: $32,000. and up. 
  Luxury Sedan: A.A. 7, S.D.C. 450, Speed: 1 20 mph (193 km), 
  Range: 250 miles (402 km). Cost: $48,000. and up. 
  Sports Car: A.R. 5, S.D.C. 350, Speed: 1 20 mph (193 km), 
  unmodified, but can be suped to 1 80 mph (290 km), Range: 200 
  miles (322 km). Cost: $32,000. and up. 
  Corvette: AR. 5, S.D.C. 300, Speed: 120 mph (193 km), Un­
  modified, Range: 270 miles (435 km). Cost: $38,000. and up. 
  Mini Van: AR. 6, S.D.C. 350, Speed: 1 20 mph (193 km), 
  Range: 350 miles (563 km). Cost: $1 6,000. and up. 
  Full-Size Van: AR. 7, S.D.C. 400, Speed: 1 20 mph (193 km), 
  Range: 200 miles (322 km). Cost: $24,000. and up. 
  Jeep (4 wheel drive): A.A. 6, S.D.C. 300, Speed: 1 20 mph 
  (1 93 km), Range: 400 miles (644 km). Cost: $26,000. and up. 
  Small Truck (4 wheel drive): A.R. 6, S.D.C. 350, Speed: 1 20 
  mph (193 km), Range: 400 miles (644 km). Cost: $23,000. and 
  up. 
  Small Truck: A.R. 6, S.D.C. 300, Speed: 1 20 mph (193 km), 
  Range: 300 miles (483 km). Cost: $1 8,000. and up. 
  1 6  ft Truck (U-Haul type): AR. 7, S.D.C. 400, Speed: 1 20 
  mph (193 km), Range: 200 miles (322 km). Cost: $29,000. and 
  up. 
  24 ft Truck (U-Haul Type): A.R. 8, S.D.C. 500, Speed: 1 20 
  mph (1 93 km), Range: 1 90 miles (306 km). Cost: $60,000. and 
  up. 
  Semi-Truck (Cab only): AA. 1 0, S.D.C. 600, Speed: 1 20 mph 
  (1 93 km), Range: 1 50 miles (241 km). Cost: $90,000. and up. 
  Add another $90,000 for the cargo bed (trailer). 
  BMW Sports Car: German. AR. 5, S.D.C. 325, Speed: 1 80 
  mph (290 km), Range: 200 miles (322 km). Cost: $90,000+ 
  Delorean: Irish. A.A. 6, S.D.C. 325, Speed: 1 40 mph (225 
  km), Range: 200 miles (322 km). Cost: $60,000+ 
  Jaguar: AR. 5, S.D.C. 300, Speed: 1 80 mph (290 km), 
  Range: 200 miles (322 km). Cost: $80,000+ 
  Lambourgini - Contac: Italy. AR. 5, S.D.C. 300, Speed: 200 
  mph+ (322 km), Range: 220 miles (354 km). Cost: $1 50,000+ 
  Motorcycles 
  Motorcycle - Light: A.A. 5, S.D.C. 50, Speed: 90 mph (145 
  km), Range: 1 20 miles (193 km). Cost: $500.00 and up. 
  Motorcycle - Medium: A.R. 5, S.D.C. 1 00, Speed: 1 1 0 mph 
  (1 77 km), Range: 350 miles (563 km). Cost: $1 ,800-$3,500. 
  Motorcycle - Heavy: AR. 5, S.D.C. 1 50, Speed: 1 20 mph 
  (1 93 km), Range: 350 miles (563 km). Cost: $8,500-$35,000. 
  Double and quadruple prices for classics and custom jobs. 
  Aircraft 
  Single Engine: A.A. 6, S.D.C. 400, Speed: 300 mph (483 km), 
  Range: 680 miles (1 094 km). Cost: $70,000+ 
  Twin Engine: AR. 7, S.D.C. 550, Speed: 420 mph (676 km), 
  Range: 600 miles (966 km). Cost: $1 80,000+ 
  Small Jet: A.R. 9, S.D.C. 850, Speed: 600 mph (966 km), 
  Range: 1 370 miles (2205 km). $350,000+ 
  Helicopter: AR. 7, S.D.C. 350, Speed: 300 mph (483 km), 
  Range: 680 miles (1 094 km). Cost: $320,000+ 
  Quentin Milton (Order #31246997)
  
  TYPE 
  2·HANDED AV. LENGTH AV. WEIGHT DAMAGE 
  AV. COST 
  AXES 
  Axe, battle I 
  � 
  no 
  .8m/2.75ft 
  2 
  kg/4.6Ib 
  306 
  $200·600.00 
  Axe, throwing 
  E 
  no 
  .4m/1 .25ft 
  1 .4kg/3 
  Ib 
  204 
  $20-90.00 
  Axe, stone 
  � 
  g 
  no 
  .6m/2 
  ft 
  1 .8kg/4 
  Ib 
  206 
  $50-100.00 
  Axe, bipennis (2-head) 
  no 
  . S/2 .75ft 
  2 . Skg/6 
  Ib 
  206 
  $75-150.00 
  Oncin Pick 
  p 
  yes 
  1 .0m/3 . 75ft 
  l . Skg/4 
  Ib 
  204 
  $150-500.00 
  POLE ARMS 
  Awl Pike 
  yes 
  3 . 2m/10 
  ft 
  2.7kg/6 
  Ib 
  206 
  $300-500.00 
  • 
  : :1:j: 
  Beaked Axe C 
  yes 
  2 .3ml7 .5 ft 
  2.3kg/5 
  Ib 
  206 
  $400-S00.00 
  Berdiche C 
  �.,� 
  yes 
  2 . l ml7 
  ft 
  3 .2kgl7 
  Ib 
  306 
  $600-1000.00 
  G1aive 
  yes 
  2 .3ml7 .5 ft 
  2.7kg/6 
  Ib 
  206 
  $300-500.00 
  c;::::' 
  Guisarme : 
  ��;: 
  2 .5ml7 .25ft 
  2.7kg/6 
  Ib 
  206 
  $500-900.00 
  Halberd 
  2 . 2ml7 . 25ft 
  2.3kg/5 
  Ib 
  306 
  $600-1000.00 
  ... 
  Sabre Halberd 
  yes 
  2 .4m/S 
  ft 
  3 .2kgl7 
  Ib 
  306 
  $600-1000.00 
  c:: 
  � 
  Hippe 
  ..c 
  2 1� 
  yes 
  2 .3ml7.5 ft 
  2 . 7kg/6 
  Ib 
  306 
  $500-900.00 
  Lucerne Hammer 
  c4 
  yes 
  2.9m/9 . 75ft 
  2 .9kg/6.5Ib 
  306 
  $400-900.00 
  t 
  Military Fork 
  Ille 
  yes 
  2. l ml7 
  ft 
  2.3kg/5 
  Ib 
  204+2 
  $300-600.00 
  Pike 
  �1 
  yes 
  5 .0m116 
  ft 
  3 . 6kg/S 
  Ib 
  206 
  $300-500.00 
  , . 
  . 
  . 
  . 
  I ''''C>' 
  Runka 
  yes 
  2 .3ml7 .5 ft 
  2.7kg/6 
  Ib 
  206 
  $400-S00.00 
  Scythe 
  yes 
  2.4m/S 
  ft 
  2 .3kg/5 
  Ib 
  306 
  $250-600.00 
  C 
  �� 
  Voulge 
  yes 
  2 . l ml7 
  ft 
  2.3kg/5 
  Ib 
  406 
  $600-1000.00 
  SPEARS 
  Short Spear 
  no 
  l .2-1 .Sm/4-6 ft 
  l .Skg/4 
  Ib 
  l D6 
  $100-300.00 
  Long Spear 
  yes 
  2 .1-3 .0ml7-10ft 
  2.9kg/6.51b 
  206 
  $200400.00 
  -
  • 
  • 
  • 
  F 
  • 
  • 
  • 
  M e  
  .8 <> 
  Javelin 
  no 
  2. l ml7 
  ft 
  I . Skg/4 
  Ib 
  204 
  $250-500.00 
  Beaked Axe 
  I 
  'I' c;L 
  no 
  1 .4m/4.5 ft 
  2 .3kg/5 
  Ib 
  206 
  $400-900.00 
  Trident 
  E 
  yes 
  1 .5/5 
  ft 
  l .Skg/4 
  Ib 
  206+2 
  $300-600.00 
  Lance (Palladin & Knights ONLY) 
  no 
  4.0m/13 
  ft 
  3 .6kg/S 
  Ib 
  206+2 
  $400-600.00 
  t;: �  
  "> 
  KNIVES 
  � 
  � 
  Oaggers and Knives 
  no 
  .2- .5m/1O-20in 
  . S kg/ l 
  Ib 
  1 06 
  $30-150.00 
  .. 
  350 
  Quentin Milton (Order #31246997)
  
  TYPE 
  2-HANDED A V. LENGTH A V. WEIGHT 
  DAMAGE 
  SHORT SWORDS 
  Short Sword 
  ... -C't::==:» 
  Sabre 
  OI��F:=:::; 
  Scimitar 
  Falchion oa(-:-:> .... 
  Cutlass 
  q�.��� 
  no 
  no 
  no 
  no 
  no 
  LARGE SWORDS 
  Bastard 
  O'-�I =====» AD 
  yes 
  Broadsword 
  , 
  'QIII 
  > 
  no 
  Claymore 
  o· ��-�====��>�.t�[I&8E586ie� 
  yes 
  F1amberge 
  . 
  9* Q 
  Ii 
  mCGGe'£:> 
  yes 
  Long Sword ()()-�lii!I!!iiiiiiiii�>��'-I!::�h� 
  no 
  2-handed Espandon 
  .... e 't 
  > 
  yes 
  BALL and CHAIN 
  Ball and Chain 
  f 
  • 
  I I 
  I .Q 
  no 
  Flail 
  �I 
  � 
  yes 
  Goupillon Flail 
  • 
  yes 
  Mace and Chain 
  .
  "
   
  be T .  • -0 
  no 
  Nunchaku 
  • yes 
  BLUNT WEAPONS 
  Arab Mace 
  no 
  no 
  Mace 
  Cudgel 
  Club / Stick / Pipe 
  C:.:::iIi
  *�;; 
  .. :.:�
  � 
  C:::=:::l". 
  no 
  no 
  Hercules Club 
  �"
  Ifiif 
  •. U:�ll. yes 
  Horseman Hammer 
  :::..: 
  . 
  no 
  Maul 
  Ci =====l 
  no 
  Morning Star 
  c::===:u� 
  no 
  War Club (wood) 
  �
  1CJI"S%Sll) 
  no 
  War Hammer 
  •• t::::lM_�A� 
  no 
  STAVES 
  � 
  Short 
  Long 
  Bo Staff 
  x 
  't» 
  == . F:)  
  Quarterstaff 
  Iron Staff 
  MISSILES 
  Short Bow 
  Arrows 
  Long Bow 
  Arrows 
  I I I I I I , 
  Cross Bow 
  Bolts 
  Sling 
  MISCELLANEOUS (no W . P .  bonuses) 
  Black Jack « 
  • 
  Dart 
  .. 
  Bull Whip 
  w 
  Cat-o-Nine Tails � 
  Meat Cleaver � \� 
  Frying Pan ---c:::;� 
  Hand Pick 
  --
  Large Pick/Mattock 
  Shovel 
  Hammer (tool) 
  no 
  yes 
  yes 
  yes 
  yes 
  yes 
  no 
  yes 
  no 
  yes 
  no 
  no 
  no 
  no 
  no 
  no 
  no 
  no 
  no 
  yes 
  yes 
  no 
  Giant Weapons do one additional die of damage because of size and weight .  
  Note: All weapons are of a good to excellent ·combaf quality. 
  351 
  .7ml2.s ft 
  .6ml2 
  ft 
  .7ml2. s  
  ft 
  .Sml2.7sft 
  .6ml2 
  ft 
  I .Orn/3 .7sft 
  .9m/3 
  ft 
  1 .2m/4 
  ft 
  1 .3m/4.2sft 
  .9m/3 
  ft 
  .9m/3 
  ft 
  .9m/3 
  ft 
  1 .6mls .2sft 
  .sml2 
  ft 
  .9m/3 
  ft 
  .Sml2.7sft 
  .6ml2 
  ft 
  .7ml2.s ft 
  .Sml2.7sft 
  . Sml2.7sft 
  1 .2m/4 
  ft 
  . Sml2.7sft 
  1 .2m/4 
  ft 
  .Sml2.7sft 
  .9m/3 
  ft 
  .7ml2. s  ft 
  1 .2- I .Sm/4-6 ft 
  1 .9-2.7ml7-9 ft 
  2.8m/9.s ft 
  1 .8m/6 
  ft 
  1 . 8-2 . l m/6-7 ft 
  1 0  
  in 
  6 
  in 
  2.4m/S 
  ft 
  . 8m/3 
  ft 
  .3m/ 1 
  ft 
  .3ml l 
  ft 
  7 
  in 
  1 .2m/4 
  ft 
  1 . 2m/4 
  ft 
  1 0  
  in 
  l .4kg/3 
  Ib 
  l .4kg/3 
  Ib 
  I .5kg/3 . slb 
  1 .8kg/4 
  Ib 
  l .4kg/3 
  Ib 
  2 . l kg/4. Slb 
  1 .6kg/3 .Slb 
  2.9kg/6.Slb 
  3 .4kgl7 .Slb 
  1 .6kg/3.slb 
  2 . 1 kg/4.Slb 
  2. 1 kg/4 .Slb 
  2.Skg/s .Slb 
  2 . l kg/4.slb 
  2 . l kg/4. slb 
  1 . 1  kgl2.Slb 
  1 .4kg/3 
  Ib 
  2.0kg/4.slb 
  1 .0kgl2.slb 
  1 .4kg/3 
  Ib 
  2.Skg/s . Slb 
  1 .6kg/3 .Slb 
  2.0kg/4 
  Ib 
  1 .0kgl2.slb 
  1 .4kg/3 
  Ib 
  2. l kg/4. slb 
  l .4kg/3 
  Ib 
  2.3kg/s 
  Ib 
  l .4kg/3 
  Ib 
  204 
  204 
  206 
  206 
  204 
  206+2 
  204+ 1 
  306 
  306 
  206 
  206+2 
  204 
  206 
  306 
  306 
  204 
  206 
  206 
  204 
  204 
  306 
  206 
  204 
  206 
  204 
  304 
  1 06 
  204 
  206 
  l .skg/ 3 . Slb 
  206 
  3 . 2kgl7 
  Ib 
  206+2 
  Ib 
  1 06 
  2 
  Ib 
  206 
  Small - 1 06 
  7 
  Ib 
  Large - 206 
  2 
  oz 
  1 06 
  1 .4kg/3 
  Ib 
  6 
  oz 
  l .4kg/3 
  Ib 
  .Skg/ l 
  Ib 
  .Skg/ l 
  Ib 
  .Skg/ l 
  Ib 
  8 
  oz 
  2.3kg/S 
  Ib 
  2.0kg/S 
  Ib 
  1 /4kg/3 
  Ib 
  1 06 
  1 04 
  206 
  206 
  1 06 
  1 06 
  1 04 
  304 
  1 06 
  1 04 
  AV. COST 
  $ISO-300.00 
  $200-400.00 
  $200-300.00 
  $300-400.00 
  $150-300.00 
  $200-500.00 
  $200-500.00 
  $500-900.00 
  $600-1000.00 
  $300-600.00 
  $400-700.00 
  $150-300.00 
  $200-400.00 
  $200-400.00 
  $1 50-300.00 
  $75-150.00 
  $1 00-300.00 
  $100-300.00 
  $80-160.00 
  $10-50.00 
  $250-500.00 
  $200-400.00 
  $50-120.00 
  $1 50-300.00 
  $80-200.00 
  $150-300.00 
  $100-300.00 
  $150-400.00 
  $200-500.00 
  $100-300.00 
  $200-400.00 
  $80-350.00 
  $1 5.00 per dz 
  $1 50-800.00 
  $20.00 per dz 
  $75-300.00 
  $15.00 per dz 
  $25-90.00 
  $20-50.00 
  $5-50.00 
  $150-300.00 
  $100-200.00 
  $1 5-30.00 
  $20-50 00 
  $5-10.00 
  $60-120.00 
  $30-120.00 
  $1 5-40.00 
  Quentin Milton (Order #31246997)
  
  Experience Levels 
  Alien 
  1 0,000 - 2, 1 00 
  2 2, 1 01 - 4,200 
  3 4,201 - 8,400 
  4 8,401 - 1 7,200 
  5 1 7,201 - 25,400 
  6 25,401 - 35,800 
  7 35,801 - 51 ,000 
  8 51 ,001 - 71 ,200 
  9 71 ,201 - 96,400 
  1 0 96,401 - 1 31 ,600 
  1 1 1 31 ,601 - 1 81 ,800 
  1 2 1 81 ,801 - 232,000 
  1 3  232,001 - 282,200 
  1 4 282,201 - 342,400 
  1 5  342,401 - 402,600 
  Experiments 
  1 0,000 - 2,000 
  2 2,001 - 4,000 
  3 4,001 - 8,200 
  4 8,201 - 1 6,400 
  5 1 6,401 - 24,500 
  6 24,501 - 34,600 
  7 34,601 - 49,700 
  8 49,701 - 69,800 
  9 69,801 - 94,900 
  1 0 94,901 - 1 29,000 
  1 1 1 29,001 - 1 79,1 00 
  1 2 1 79, 1 01 - 229,200 
  1 3  229,201 - 279,300 
  1 4  279,301 - 329,400 
  1 5  329,401 - 389,500 
  Hardware Analytical 
  & Bionics and Im�lants 
  1 0,000 - 2,400 
  2 2,401 - 4,800 
  3 4,801 -9,600 
  4 9,601 - 1 9,000 
  5 1 9,001 - 27,000 
  6 27,001 - 37,000 
  7 37,001 - 52,000 
  8 52,001 - 72,000 
  9 72,001 - 96,000 
  1 0 96,001 - 1 31 ,000 
  1 1  1 31 ,001 - 1 80,000 
  1 2 1 80,001 - 229,000 
  1 3  229,001 - 278,000 
  1 4 278,001 - 337,000 
  1 5 337,001 - 396,000 
  Hardware Electrical, 
  Mechanical & Wea�on 
  1 0,000 - 2,300 
  2 2,301 - 4,600 
  3 4,601 - 9,200 
  4 9,201 - 1 8,400 
  5 1 8,401 - 26,800 
  6 26,801 - 36,900 
  7 36,901 - 51 , 1 00 
  8 51 ,1 01 - 71 ,200 
  9 71 ,201 - 1 00,300 
  1 0 1 00,301 - 1 40,400 
  1 1  1 40,401 - 1 96,500 
  1 2 1 96,501 - 250,600 
  1 3 250,601 - 300,700 
  1 4 300,701 - 350,800 
  1 5  350,801 - 400,900 
  Magic 
  1 0,000 - 2,300 
  2 2,301 - 4,600 
  3 4,601 - 9,200 
  4 9,201 - 1 8,400 
  5 1 8,401 - 26,500 
  6 26,501 - 36,600 
  7 36,601 - 51 ,700 
  8 51 ,701 - 71 ,800 
  9 71 ,801 - 97,900 
  1 0 97,901 - 1 37,000 
  1 1 1 37,001 - 1 90, 1 00 
  1 2 1 90,1 01 - 235,200 
  1 3  235,201 - 290,400 
  1 4 290,401 - 350,600 
  1 5  350,601 - 425,800 
  Mega-Hero 
  1 0,000 - 5,000 
  2 5,001 - 1 0,000 
  3 1 0,001 - 20,000 
  4 20,001 - 30,000 
  5 30,001 - 40,000 
  6 40,001 - 60,000 
  7 60,001 - 80,000 
  8 80,001 - 1 1 0,000 
  9 1 1 0,001 - 1 50,000 
  1 0 1 50,001 - 200,000 
  1 1  200,001 - 275,000 
  1 2 275,001 - 350,000 
  1 3 350,001 - 450,000 
  1 4 450,001 - 600,000 
  1 5  600,001 - 800,000 
  Mutants 
  1 0000 - 2050 
  2 2051 - 41 00 
  3 41 01 - 8250 
  4 8251 - 1 6,500 
  5 1 6,501 - 24,600 
  6 24,601 - 34,700 
  7 34,701 - 49,800 
  8 49,801 - 69,900 
  9 69,901 - 95,000 
  1 0 95,001 - 1 30, 1 00 
  1 1 1 30, 1 01 - 1 80,200 
  1 2 1 80,201 - 230,300 
  1 3  230,301 - 280,400 
  1 4  280,401 - 340,500 
  1 5  340,501 - 400,600 
  Ph�sical Training 
  1 0,000 - 2,1 40 
  2 2, 1 41 - 4,280 
  3 4,281 - 8,560 
  4 8,561 - 1 7,520 
  5 1 7,521 - 25,520 
  6 25,521 - 35,520 
  7 35,521 - 50,520 
  8 50,521 - 71 ,000 
  9 71 ,001 - 96,1 00 
  1 0 96,1 01 - 1 31 ,200 
  1 1 1 31 ,201 - 1 81 ,300 
  1 2 181 ,301 - 231 ,400 
  1 3 231 ,401 - 281 ,500 
  1 4 281 ,501 - 341 ,600 
  1 5 341 ,601 - 401 ,700 
  Psionics 
  1 0,000 - 2,240 
  2 2,241 - 4,480 
  3 4,481 - 8,960 
  4 8,961 - 1 7,920 
  5 1 7,921 - 25,920 
  6 25,921 - 35,920 
  7 35,921 - 50,920 
  8 50,921 - 70,920 
  9 70,921 - 95,920 
  1 0 95,921 - 1 35,920 
  1 1  1 35,921 - 1 85,920 
  1 2 1 85,921 - 225,920 
  1 3 225,921 - 275,920 
  1 4 275,921 - 335,920 
  1 5 335,921 - 395,920 
  352 
  Robotics 
  1 0,000 - 2,240 
  2 2,241 - 4,480 
  3 4,481 - 8,960 
  4 8,961 - 1 7,920 
  5 1 7,921 - 25,920 
  6 25,921 - 35,920 
  7 35,921 - 60,920 
  8 60,921 - 80,920 
  9 80,921 - 1 00,920 
  1 0 1 00,921 - 1 50,920 
  1 1  1 50,921 - 200,920 
  1 2 200,921 - 255,920 
  1 3 255,921 - 295,920 
  1 4  295,921 - 365,920 
  1 5  365,921 - 445,920 
  Special Training 
  1 0,000 - 2,1 20 
  2 2, 1 21 - 4,240 
  3 4,241 - 8,480 
  4 8,481 - 1 6,960 
  5 1 6,961 - 24,960 
  6 24,961 - 34,960 
  7 34,961 - 49,960 
  8 49,961 - 69,960 
  9 69,961 - 94,960 
  1 0  94,961 - 1 29,960 
  1 1  129,961- 1 79,960 
  12 1 79,961 - 229,960 
  1 3  229,961 - 279,960 
  1 4 279,961 - 329,960 
  1 5 329,961 - 389,961 
  Quentin Milton (Order #31246997)
  
  ● Imagine Earth transformed into an alien landscape.
  ● Humans exist – barely. And we are not alone.
  ● Aliens and monsters emerge from the Ri�s – holes torn in the fabric of 
  space and �me, connected to countless worlds and reali�es.
  ● Ancient gods, demons and magic have returned.
  ● Magic and technology clash.
  ● Hund
  ● Hundreds of character classes, many inhuman.
  ● Ri�s® Ul�mate Edi�on is the core RPG rule book.
  ● Expansive world se�ng with 90+ sourcebooks to draw upon.
  ● Ri�s®, your portal to endless adventure.
  ● Limited only by your imagina�on.
  Other RPG Worlds from Palladium Books®:
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  ®
  Quentin Milton (Order #31246997)
  
  © 2014 Palladium Books. Robotech®, Robotech® The Shadow Chronicles®, Macross® Saga and other �tles and likenesses are trade-
  marks of Harmony Gold USA, Inc. Palladium Books - 39074 Webb Court, Westland, MI 48185 USA – 734-271-2903 order line.
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  ®
  Role-Playing Game and Sourcebooks
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  Robotech® “Core Rules” – Shadow Chronicles® RPG Hardcover
  All the rules and informa�on a player needs to start a Robotech® 
  role-playing campaign with Admiral Rick Hunter and the United Earth 
  Expedi�onary Force trekking across the galaxy.
  ● Human mecha: Alphas, Betas, Cyclones & much more.
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  Robotech®: The Macross® Saga Sourcebook – Cat. No. 551
  A treasure chest packed with the iconic mecha, vehicles, weapons and 
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  ● All the iconic Macross mecha, vehicles, weapons & characters.
  Robotech®: The Masters Saga™ Sourcebook – Cat. No. 552
  Tons of never before seen stats and descrip�ons for the many 
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  Robotech®: New Genera�on™ Sourcebook – Cat. No. 554
  The ba�le for the libera�on of Earth starts here.
  ● Ki
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  Robotech®: Genesis Pits™ Sourcebook – Cat. No. 555
  The Invid Genesis Pits, their purpose, func�on.
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  Robotech®: Expedi�onary Marines Sourcebook – Cat. No. 553
   Join the UEEF (United Earth Expedi�onary Force) led by Admiral Rick 
  Hunter as they travel across the galaxy libera�ng planets from the 
  bondage of the Invid Regent, the Robotech Masters and other tyrants.
  ● New mecha, weapons, and character classes of the UEEF Marines.
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  Quentin Milton (Order #31246997)
  
  © Palladium Books Inc. Robotech® is a Registered Trademark of Harmony Gold USA, Inc.
  Palladium Books, 39074 Webb Court, Westland, MI 48185-7606. Order line: 734-721-2903.
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  Zentraedi Glaug Command™ – Cat. No. 55403
  This diverse pack provides your Zentraedi forces with greater tac�cal 
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  ● 1 Glaug Oﬃcer’s Ba�lepod – the fast and deadly mecha of Zentraedi 
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  ●● 1 Quel-Regult Scout Ba�lepod – the stealthy eyes and ears of your 
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  Zentraedi Ar�llery Ba�lepods™ – Cat. No. 55402
  Give your Zentraedi legion greater ﬁrepower with these ar�llery and 
  support Ba�lepods; four game pieces total. $36.95 retail.
  ● 4 Zentraedi Support Ba�lepods, each of which can be made into:
  Gluuhaug-Regult – Light Ar�llery Ba�lepod
  Serauhaug-Regult – Heavy Ar�llery Ba�lepod
  TTelnesta-Regult – Experimental Par�cle Beam Ba�lepod
  Four game pieces total.
  Zentraedi Regult Ba�lepods™ – Cat. No. 55401
  Expand your Zentraedi forces with their main infantry ba�le mecha; 
  six game pieces total. $36.95 retail.
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  UEDF Spartan/Phalanx Destroids™ – Cat. No. 55203
  Add some long-range power and up-close punch to your army with 
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  UEDF Tomahawk/Defender Destroids™ – Cat. No. 55202
  Expand your Destroid squad with these formidable walking tanks; 
  four game pieces total. $32.95 retail.
  ● 2 Tomahawk Destroids – the main ba�le tank of Destroids, brimming 
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  ba�ery of missiles and an array of other weapons.
  ●● 2 Defender Destroids – a long-range, an�-aircra� juggernaut capable 
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  UEDF Valkyrie Wing™
  – Cat. No. 55201
  Build your ﬂeet of Earth defenders with the Valkyrie Veritech 
  Fighter; six game pieces total. $36.95 retail.
  ● 2 Valkyries in Fighter mode.
  ● 2 Valkyries in Guardian mode.
  ● 
  ● 2 Valkyries in Ba�loid mode.
  ● Mul�ple heads for making the VF-1A, VF-1J, VF-1R & VF-1S.
  Note: Each product contains plas�c game pieces requiring assembly and pain�ng. Glue not included. This is not a toy. Small parts, not suitable for children under the 
  age of 13. Adult supervision advised. Images shown here are not to scale.
  A fast-paced, strategy ba�le game that captures the speed and ac�on of Robotech®. 
  Play Earth defenders or Zentraedi invaders.
  ● Scalable from small squad skirmishes to mass ba�les.
  ● Turn-based system of play and uses D6. Two or more players.
  ● 34 highly detailed game pieces. 6mm scale.
  ● 112 page color rule book with paint guide and index.
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  ● 24 cu
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  ● Assembly and pain�ng required. Glue not included.
  ● $99.95 retail – Cat. No. 55100 – shipping now!
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  Main Boxed Game – Cat. No. 55100 – Available Now!
  Quentin Milton (Order #31246997)
  
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  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
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  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
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  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
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  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
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  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
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  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
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  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
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  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
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  ● Zombie amalgamations, tables and encounters.
  ● New playe
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  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  Quentin Milton (Order #31246997)
  
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  Quentin Milton (Order #31246997)
  
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  Navy™ – $16.95
         829 Rifts® WB 16: Federation of Magic™ 
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         830 Rifts® DB 4: Skraypers™ – $20.95
         831 Rifts® Index Volume Two™ – $16.95
         832 Rifts® WB 17: Warlords of Russia™ 
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         833 Rifts® WB 18: Mystic Russia™ – $20.95
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         836 Rifts® WB 21: Splynn Dimensional 
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         841 Rifts® Coalition Wars®: Sorcerers’ 
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         842 Rifts® Coalition Wars®: Cyber-
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         843 Rifts® Coalition Wars®: Shadows of 
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         844 Rifts® Coalition Wars®: Final 
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         845 Rifts® Game Master Guide™ – $26.95
         846 Rifts® Aftermath™ – $24.95
         847 Rifts® DB5: Anvil Galaxy™ – $20.95
         848 Rifts® Book of Magic™ – $26.95
         849 Rifts® Adventure Guide™ – $24.95
         850 Rifts® Bionics Sourcebook™ – $16.95
         851 Rifts® DB 6: Three Galaxies™ – $20.95
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         854 Rifts® The Tolkeen Crisis™ – $12.95
         855 Rifts® The Black Vault™ – $9.95
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         857 Rifts® WB 24: China One™ – $20.95
         858 Rifts® WB 25: China Two™ – $20.95
         859 Rifts® DB 7: Megaverse Builder™ – 
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         860 Rifts® DB 8: Naruni Wave 2™ – $16.95
         862 Rifts® WB 26: Dinosaur Swamp™ – 
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         863 Rifts® MercTown™ – $20.95
         865 Rifts® Merc Ops™ – $20.95
         866 Rifts® WB 27: Adventures in Dino-
  saur Swamp™ – $20.95
         867 Rifts® Mercenary Adventure Source-
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         868 Rifts® WB 28: Arzno™ – $20.95
         869 Rifts® WB 29: Madhaven™ – $16.95
         870 Rifts® John Zeleznik Coloring Book 
  – $5.95
         871 Rifts® Machinations of Doom™ – 
  $18.95
         872 Rifts® DB 10: Hades™ – $24.95
         873 Rifts® DB 11: Dyval™ – $24.95
         874 Rifts® WB 30: D-Bees of North 
  America™ – $24.95
         875 Rifts® DB12: Dimensional Outbreak 
  – $24.95
         MI8005 Men of Magic Pack #1 – $18.00
         MI8006 Cyborgs Pack #1 – $18.00
         MI8007 Simvan & Ostrosaurus Pack – 
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         MI8008 Coalition Skelebots Pack #1 – $18.00
         MI8009 Coalition SAMAS Pack #1 – $22.00
         MI8010 Coalition Sky Cycle Pack – $22.00
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         MI8015 Damaged Skelebots Pack #1 – 
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         MI8035 Slaver and Slave (Atlantis) Set – 
  $10.00
         MI8036 Crazy – $6.00
         MI8037 Juicer #1 – $6.00
         MI8038 Juicer #2 – $6.00
         MI8039 Cyborg #1 – $12.00
         MI8040 Cyborg #2 – $12.00
         MI8041 Cyborg #3 – $6.00
         MI8042 Coalition Officer – $6.00
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         MI8044 Coalition Grunt #2 – $6.00
         MI8045 Coalition Grunt #3 – $6.00
  When placing an order by mail, please 
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         876 Rifts® Megaverse® in Flames™ – 
  $24.95
         876HC Rifts® Megaverse® in Flames™ 
  Gold Hardcover Edition – $50.00
         877 Rifts® Heroes of the Megaverse® – 
  $16.95
         878 Rifts® Sourcebook: Shemarrian Na-
  tion™ – $16.95
         880 Phase World®: Fleets of the Three 
  Galaxies™ – $16.95
         881 Rifts® WB 31: Triax™ Two – $24.95
         883 Rifts® DB 14: Thundercloud Galaxy™ 
  – $20.95
         884 Rifts® Vampires Sourcebook™ – $20.95
         885 Rifts® WB 32: Lemuria™ – $24.95
         886 Rifts® Black Market™ – $24.95
         886HC Rifts® Black Market™ Hardcover 
  Gold Edition – $60.00
         887 Rifts® WB 33: Northern Gun™ One 
  – $24.95
         888 Rifts® WB 34: Northern Gun™ Two 
  – $26.95
         889 Rifts® Sourcebook: Coalition States, 
  Heroes of Humanity™ – $20.95
         890 Rifts® Dimension Book 15: Secrets of 
  the Atlanteans™ – $24.95
         890HC Rifts® DB 15: Secrets of the 
  Atlanteans™ Gold Edition – $50.00
         891 Rifts® World Book: Sovietski™ – 
  $24.95 (coming)
         892 Rifts® Sourcebook: The Disavowed™ 
  – $16.95 (coming)
         893 Rifts® CS: Heroes of Humanity™ 
  Arsenal Sourcebook – $16.95 (coming)
         894 Rifts® Haunted Tech™ – $16.95 (coming)
         895 Rifts® Living Nowhere™ – $16.95 
  (coming)
         2510 Rifts® & The Megaverse® Art Book 
  – $22.95
         2510-HC Rifts® & The Megaverse® Art 
  Book, Hardcover – $50.00
         2510-CML Rifts® & The Megaverse® Art 
  Book, Collector’s Masterwork – $125.00
  Miscellaneous Products
         600 Deluxe Revised RECON® RPG – 
  $22.95
         2537 Gamer Coffee Mug – $10.00
         2539 Rifts® Dice Bag – Black – $8.00
         2545 Dead Reign™ Coffee Mug – $10.00
         2554 Palladium Bookmarks, Set One – $5.00
         2555 Palladium Bookmarks, Set Two – $5.00
         2561 Property of Chi-Town Library Pencil 
  – $0.50 each
         2562 Future Visions™ – The Artistry of 
  Charles Walton II – $13.95
         2566 Glitter Boy Mouse Pad – $9.95
         2567 Old Ones Mouse Pad – $9.95
         2568 Zombie Graveyard Mouse Pad – $9.95
         2575 Rifts Poker Cards 1 (full color) – $11.99
         2576 Rifts Poker Cards 2 (line art) – $11.99
  Note: T-tshirts and other products can be 
  found online: www.palladiumbooks.com
  Rifts® Miniatures
         MI8002 Xiticix Pack – $18.00
         MI8004 Coalition Dog Pack – $18.00
  Quentin Milton (Order #31246997)
  
  Quentin Milton (Order #31246997)
  
SOURCE: textdata/thevault/Heroes Unlimited/Heroes Unlimited™ RPG, 2nd Edition/Heroes-Unlimited-RPG-2E-download.pdf