UNTIL Superpowers Database II

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The document discusses various superhuman powers that can be used in roleplaying games.

Some of the powers described include acid powers, air/wind powers, animal powers, body control powers, chaos/entropy powers, and more.

Some of the contributors mentioned include Steven S. Long, Bob Greenwade, Chris Davis, James Arama, and others.

Steven S.

Long
A Sourcebook for Champions

Author: Steven S. Long


Additional Contributions: Bob Greenwade, Chris
Davis, James Arama, Mike Basinger, Dan Behlings, Jack
Butler, Daniel Calhoun, Fred A. Clement, Greg Elkins,
Don Jensen, Tom Lively, Chris Longhurst, Casey McGirt,
Levi Mote, Keith Pepin, Chad Riley, Karl Rodriguez, Allen
Thomas, Darren Watts, Erika Weber, Lance Wroblewski
Editing and Development: Allen Thomas
Layout and Graphic Design: Andy Mathews
Cover Art: Andy Mathews
Interior Art: Alan Maranon, Nate Barnes, Brandon Clark,
the Forge, Robert Hawkins, Eric Lofgren, Vatche Mavlian,
Bryce Nakagawa, Greg Smith, Chris Stevens

DEDICATION
To all the fans who enjoyed the USPD so much that we had to do
another one!

SPECIAL THANKS
Special thanks to the fans who contributed to the Online USPD that
we’ve maintained on the Hero Games website since the publication
of the USPD (particularly Bob Greenwade and Chris Davis, both of
whom submitted enormous numbers of powers). Much of the con-
tents of this book comes from the contributions I accepted (some-
times with a bit of tweaking).

Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means,
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by
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Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. First printing November 2005. Printed in Canada.
Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO219 • ISBN Number: 1-58366-048-8
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Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
TABLE OF CONTENTS
Introduction ..................................... 4 Fire And Heat Powers..................... 57 Solar And Celestial Powers ............. 98
Acid Powers .................................... 5 Force Powers ................................ 59 Sonic Powers ................................ 99
Air And Wind Powers ....................... 7 Gravity Powers .............................. 60 Speedster Powers........................ 101
Animal Powers .............................. 10 Hypercharacteristics ...................... 62 Spirit Projection ........................... 105
Body Control Powers ...................... 11 Hypersenses ................................. 70 Stretching Powers ....................... 111
Chaos And Entropy ........................ 19 Ice And Cold Powers ...................... 71 Telekinetic Powers ....................... 112
Cosmic Energy Powers................... 30 Kinetic Energy Powers.................... 73 Teleportation Powers.................... 115
Cyberkinesis Powers ...................... 33 Light Powers ................................. 76 Time Powers ............................... 118
Darkness Powers ........................... 37 Luck Powers ................................. 77 Vibration Powers.......................... 120
Density Alteration Powers ............... 39 Matter Manipulation Powers ........... 82 Water Powers .............................. 121
Dimensional Manipulation Powers .. 41 Mental And Psionic Powers ............ 85 Weather Powers .......................... 123
Earth And Stone Powers ................. 42 Precognition Powers ...................... 88 Wood And Plant Powers ............... 123
Electricity Powers .......................... 45 Shape Alteration Powers ................ 90 Miscellaneous Powers.................. 125
Emotion Control Powers ................. 47 Size Alteration Powers.................... 91 Appendix ..................................... 129
Energy Manipulation ...................... 49 Sleep And Dream Powers ............... 96

Martinez
Category Matter Control Powers Subject ID Unknown Scale: ?? Mode

SUBJECT ID: SUBATOMIC


“Not all uses of superpowers involve combat. Here we see the superhero Subatomic using his matter manipulation, alteration, and transportal powers to
redecorate a room set up by Superhuman Analysis Division agents for a test. While it looks like he’s simply teleporting furniture around, in fact what he’s
doing is breaking objects down into their component atomic particles, moving those particles around, and re-assembling them in other locations.
“The real mystery here, though, is the presence of two other entities who unexpectedly appeared in the test area for slightly less than two seconds, then
vanished. The hat-wearing woman peeking through the door has been tentatively identified as Cantrip, a teenaged superhero active in the North Detroit
area. The cat has not been identified, but our sensors revealed that he (she? it?) has immense power — perhaps even as much as supposedly divine enti-
ties like Ushas.”
—USPD research notes of Agent Jalyce Montenegro
4 Hero System 5th Edition

INTRODUCTION
T
his is the second of Hero Games’s books of THE POWER TEMPLATE
pre-generated superpowers for use in Cham- To make this book as easy to use as possible,
pions games. The first, The UNTIL Super- it describes each power with a standard template.
powers Database, explains the whys and The information provided applies only to the stan-
wherefores of this sort of book, so please check its dard power; the options may have different areas of
introduction if you’d like some basic information effect, ranges, END costs, and so forth.
about what this book is and how to use it. Refer-
ences to “USPD” in this book are to the first UNTIL Name indicates the name of the power. You can,
Superpowers Database. of course, rename it to suit your own character if
For the most part, the USPD2 is just like the orig- you prefer.
inal USPD, but there are some important differences. Effect lists the basic game effect of the power in
First, it grew a little more organically. After the USPD simple terms: Energy Blast 8d6, Explosive; Deso-
was published, it was popular enough that Hero lidification; Telekinesis (30 STR). This tells you
started an Online USPD that fans could contribute quickly what a power can do so you don’t have to
to. Many of the powers in this book came from those delve into the full game write-up.
contributions, or were inspired by comments or ideas Target/Area Affected describes who or what the
voiced by other fans; you can read a list of additional power affects. An Attack Power usually indicates
contributors on the credits page. “One character” or the area covered due to the
Second, four of the categories in the USPD Area Of Effect or Explosion Advantages. (Of course,
— Illusion Powers, Magnetism Powers, Radia- sometimes even a “one character” power can be
tion Powers, and Strength And Toughness Powers Spread, or used with Rapid Fire or Sweep to affect
— aren’t covered in this book. The first three simply more than one target; a power’s shorthand descrip-
weren’t the subject of any fan contributions. The tion doesn’t override the rules.) “Self ” indicates the
third was covered extensively in The Ultimate Brick, power only works on the character using it (though
so there’s no need to reprint all those powers here. it may still “affect” other characters; for example,
Third, this book has four new power categories other characters can perceive the effects of Shape
the USPD doesn’t include: Chaos And Entropy Shift, even though it’s a “Self ” power.)
Powers, Energy Manipulation Powers, Hyper-
Characteristics, and Spirit Projection Powers. It Duration lists the power’s duration, typically Instant,
just goes to show that no book of superpowers, no Constant, Persistent, or Inherent (see the HERO
matter how large and thorough, can cover every- System 5th Edition, Revised, page 98). “Uncontrolled”
thing; there’s always another cool new idea lurking indicates the power has that Advantage; Continuing
around the corner. Charges are also listed here.
Lastly, the USPD2 has a special appendix. Since Range lists the range for the power. Ranged powers
the publication of the USPD, a few errata have turned usually have a range in inches (Active Points x 5”
up, and more importantly Hero has published a in most cases), but may have “LOS” (Line Of Sight)
Revised version of the 5th Edition rules. That means range. “No Range” indicates that the power has No
a handful of USPD powers need some corrections Range; “Self ” that the power only affects the charac-
or mild tweaking. To save those of you who already ter using it; “Touch” that the power involves having
bought the USPD from having to buy a Revised edi- to touch another character (which usually requires
tion just to get a few corrected powers, the USPD2 an Attack Roll).
Appendix contains the full, correct versions of any
END Cost lists the power’s Endurance cost.
USPD power that has been changed — even if the
change was only to clean up a typo. Description provides a (usually brief) textual descrip-
tion of the power. This section notes any special rules
or rules applications relevant to the power.
Game Information is a full write-up of the power in
game terms, including Active Point and Real Point
costs. (If only one point total is listed, that means
the Active and Real Point costs are the same.)
Lastly, many powers have Options listed below
the game information. These describe various stan-
dard ways to alter the power to create a slightly dif-
ferent ability. Optional powers often have their own
names related to the standard power’s name.
Acid Powers 5

ACID POWERS
OFFENSIVE POWERS 4) Faster Healing: Change to Delayed Return Rate
(points return at the rate of 5 per Day; +1½). Total
cost: 55 points.
BLINDING ACID
Effect: Major Transform 8d6 (sighted
being into blind being) DEFENSIVE POWERS
Target/Area Affected: One character
Duration: Instant ACIDIC POINT DEFENSE
Range: 20” Effect: Missile Deflection (any physi-
END Cost: 9 cal missile)
Description: The character sprays a small stream Target/Area Affected: Special
of acid directly into the target’s eyes, rendering the Duration: Constant
target permanently blind. Range: Self
END Cost: 3
Game Information: Major Transform 8d6
(person into blind person) (120 Active Points); Description: The character can project acid to
Limited Range (20”; -¼), Limited Targets destroy incoming physical missiles at range. This
(sighted beings; -¼), Must Target The Face (-8 only affects physical missiles with a DEF+BODY of
OCV; -1). Total cost: 48 points. 6 or less.
Game Information: Missile Deflection (any
OPTIONS: physical missile) (15 Active Points); Costs
1) Stronger Acid: Increase to Major Transform 9d6. Endurance (-½), Does Not Work Against Large
135 Active Points; total cost 54 points. Missiles (-¼). Total cost: 9 points.

2) Weaker Acid: Decrease to Major Transform 6d6. OPTIONS:


90 Active Points; total cost 36 points.
3) Easy-Targeting Acid: Remove Must Target The 1) Skilled Deflection: Character also buys +5 for
Face (-1). Total cost: 80 points. Missile Deflection. Total cost of Levels 10 points;
total cost of power 19 points.
4) Slow-Working Acid: Add Gradual Effect (1
Minute; 1d6/8 Segments; -½). Total cost: 40 points. 2) Very Skilled Deflection: Character also buys
+10 for Missile Deflection. Total cost of Levels 20
DISFIGUREMENT points; total cost of power 29 points.
Effect: Drain COM 2d6 3) Powerful Acidic Point Defense: Remove Does
Target/Area Affected: One character Not Work Against Large Missiles (-¼). Total cost:
Duration: Instant 10 points.
Range: 20” 4) Ranged Acidic Point Defense: The character can
END Cost: 6 project acid a short distance to destroy missiles threat-
Description: The character sprays acid onto the ening other people. Add Range (+1) and Limited
target’s face, doing little if any real physical damage Range (15”; -¼). 30 Active Points; total cost 15 points.
but causing considerable disfigurement. 5) Restricted Acid Supply: The character has a lim-
Game Information: Drain COM 2d6, Limited ited supply of acid for these purposes. Add Activa-
Range (20”; +¼), Delayed Return Rate (5 tion Roll 14-, Burnout (-¼). Total cost: 7 points.
points per Week; +1¾). Total cost: 60 Points. 6) Unseen Acid: The character’s acid is so clear,
so powerful, and so subtle that onlookers cannot
OPTIONS: see it in action — it’s as if the missile simply van-
ishes. Add Invisible Power Effects (Fully Invis-
1) Stronger Acid: Increase to Drain COM 3d6. ible; +1). 30 Active Points; total cost 17 points.
Total cost: 90 points.
2) Weaker Acid: Decrease to Drain COM 1d6. Total
cost: 30 points.
3) Slower Healing: Change to Delayed Return Rate
(points return at the rate of 5 per Month; +2). Total
cost: 65 points.
6 ■ Acid Powers Hero System 5th Edition

Martinez
Category Acid Powers Subject ID Teleios Creature Scale: ?? Mode

SUBJECT ID:
TELEIOS CREATURE MOVEMENT POWERS OPTIONS:
1) Faster Tunneling: Increase to Tunneling 11”
“The capabilities of ACID TUNNELING through 11 DEF material. Total cost: 55 points.
Teleios’s creations never 2) Slower Tunneling: Decrease to Tunneling 3”
ceases to amaze me. Effect: Tunneling 6” through 11 DEF
material through 11 DEF material. Total cost: 39 points.
During the so-called
“Zombie Bank Rob- Target/Area Affected: Self 3) Stronger Tunneling: Increase to Tunneling 6”
bers” incident in Denver, Duration: Constant through 16 DEF material. Total cost: 60 points.
we tracked him to a Range: Self
hidden base in the
4) Weaker Tunneling: Decrease to Tunneling 6”
END Cost: 4 through 6 DEF material. Total cost: 30 points.
Rocky Mountains. After
defeating some gigantic Description: The character applies his acid to the 5) Easy Tunneling: Add Reduced Endurance (½
“zombie” guards we ground — be it earth, stone, or some other sub- END; +¼). Total cost: 56 points.
entered his inner sanc- stance — to create a tunnel he can move through.
tum... only to discover The tunnel remains open behind him, so his friends 6) Tiring Tunneling: Add Increased Endurance Cost
he’d fled and left behind (or enemies) can follow. (x2 END; -½). 45 Active Points; total cost 30 points.
several enormous, acid-
spitting worms. Once Game Information: Tunneling 6” through 11
we defeated them and DEF material. Total cost: 45 points.
began trailing him, we
soon came to a rockface
with a tunnel bored
right into it... with acid!
I guess Teleios took one
or two worms with him
when he escaped. The
tunnel led to a large,
previously-undiscov-
ered cavern complex, at
which point we lost him.
I understand Colorado’s
going to turn the cav-
erns into a state park.”

—From the journals of


Defender
Air And Wind Powers 7

AIR AND WIND


POWERS
OFFENSIVE POWERS Effect:
OXYGENATION
Aid Fire Powers 1d6
Target/Area Affected: One character
CREATE VACUUM Duration: Constant
Effect: Change Environment (create Range: 150”
vacuum) plus Darkness to END Cost: 3
Hearing Group Description: The character can increase the oxygen
Target/Area Affected: 8” Radius content of the air around a character, thus increas-
Duration: Constant ing the power of any Fire powers he has.
Range: 125”
END Cost: 6 Game Information: Aid Fire Powers 1d6, all
Fire Powers simultaneously (+2), Ranged (+½)
Description: The character uses his control over
(35 Active Points); Costs Endurance (-½). Total
air to remove all the air from a 16” radius area.
cost: 23 points.
Characters within that area no longer have air
to breathe (and are thus subject to the drowning
rules), and cannot use powers that implictly depend OPTIONS:
on the existence of air (such as Flight defined as 1) Strong Oxygenation: Increase to Aid Fire Powers
wings). Powers with the Limitation Does Not Work 2d6. 70 Active Points; total cost 47 points.
In A Vacuum will not function within the area.
Lacking a medium through which to propagate, 2) Area Oxygenation: Add Area Of Effect (4”
sound waves cannot enter, exit, or pass through the Radius; +1). 45 Active Points; total cost 30 points.
vacuum zone. REDUCED WIND RESISTANCE
Game Information: Change Environment 8” Effect: Succor Movement 4d6, all
radius (create vacuum), -1 Temperature Level movement through air
(total cost: 20 points) plus Darkness to Hear- Target/Area Affected: One character
ing Group 8” radius (40 Active Points); Linked Duration: Constant
(-¼) (total cost: 32 points). Total cost: 52 Range: 260”
points. END Cost: 5
Description: The character aligns the air molecules
OPTIONS: in an area around a target (himself or someone
1) Large Vacuum: Increase to 16” radius. 25 + 80 = else) so that they offer less resistance to movement.
105 Active Points; total cost 25 + 64 = 89 points. This affects movement powers that involve moving
through the air (such as Flight, Gliding, Leaping,
2) Small Vacuum: Decrease to 4” radius. 15 + 20 = Running, and Swinging).
35 Active Points; total cost 15 + 16 = 31 points.
Game Information: Succor Movement 6d6,
any one Air-Based Movement Power at a time
(+¼), Ranged (+½). Total cost: 52 points.

OPTIONS:
1) Greater Reduction: Increase to Succor Move-
ment 8d6. Total cost: 70 points.
2) Lesser Reduction: Increase to Succor Movement
4d6. Total cost: 35 points.
3) Untiring Reduction: Add Reduced Endurance
(0 END; +½). Total cost: 67 points.
4) Personal Reduction: Remove Ranged (+½)
and add Self Only (-½). 37 Active Points; total
cost 25 points.
8 ■ Air And Wind Powers Hero System 5th Edition

MOVEMENT POWERS
FLOATING ON AIR
Effect: Gliding 15”
Target/Area Affected: Self
Duration: Constant
Range: Self
Mode

END Cost: 0
Description: The character can effortlessly “ride the
??

air.” He may control the air beneath him, transform


Scale:

his body into gaseous form, “body-surf ” the ther-


Martinez

mals, fill his body with light gases, or “become one


with the air” in some other way.
Game Information: Gliding 15”. Total cost: 15
points.

OPTIONS:
1) Fast Floating: Increase to Gliding 25”. Total cost:
Unknown

25 points.
2) Slow Floating: Decrease to Gliding 10”. Total
cost: 10 points.
3) Tiring Floating: The character must exert some
Subject ID

energy to control his movement. Add Costs Endur-


ance (-½). Total cost: 10 points.
4) Skilled Float: The character can turn on a dime,
as often as he wants. Add No Turn Mode (+¼).
Total cost: 19 points.

SENSORY POWERS
Air/Aind Powers

DETECT AIR PURITY


Effect: Detect Air Purity
Target/Area Affected: Self
Duration: Persistent
Range: Self
Category

END Cost: 0
Description: The character can sense the purity of the
air — how fresh it is, how contaminated (if at all), and
the type and percentage of various contaminants.
Game Information: Detect Air Purity (INT Roll)
(Smell/Taste Group), Discriminatory, Analyze.
Total cost: 13 points.

OPTIONS:
1) Improved Detection: Increase to INT Roll +7.
Total cost: 20 points.
2) Imprecise Detection: Remove Analyze. Total
cost: 8 points.
Air And Wind Powers 9

MISCELLANEOUS POWERS Effect:


AIR SUPPLY
Endurance Reserve
SUBJECT ID:
UNKNOWN
(100 END, 10 REC)
A BREATH OF FRESH AIR (VARIANT) Target/Area Affected: Self “The accompanying
Effect: Change Environment (freshen Duration: Persistent photograph shows an
air), Dispel Foul Air/Mist Range: Self unidentified superhu-
END Cost: 0 man female attacking a
Powers 15d6
high school basketball
Target/Area Affected: 8” radius/all Foul Air/Mist Description: The character keeps a pocket of air practice. The motives
powers simultaneously around himself that he can use to fuel his powers. for the attack remain
Duration: Constant/Instant This allows him to use his powers underwater or in unclear; she apparently
Range: 100”/675” a vacuum. forced everyone present
END Cost: 2/13 You can use this power as a template for creat- to turn over their cash,
ing similar “battery” or “fuel source” abilities for just watches, jewelry, and
Description: This power expands on the basic A
other personal valuables,
Breath Of Fresh Air power on page 20 of the USPD. about any special effect listed in The UNTIL Super-
then fled. She’s estimated
While that power notes that it’s not a Dispel, this powers Database. to have stolen about a
power combines that effect with a Dispel to give the thousand dollars worth
Game Information: Endurance Reserve (100
character the best of both worlds. of property — a ridicu-
END, 10 REC). Total cost: 20 points.
Game Information: lously small sum for a
superpowered robbery.
Cost Power OPTIONS:
135 A Breath Of Fresh Air: Multipower, 135- “Based on the powers
1) Bigger Supply: Increase to Endurance Reserve
point reserve displayed during the
(150 END, 10 REC). Total cost: 25 points.
2u 1) A Hint Of Springtime Freshness: Change attack, she has limited
Environment 8” radius (freshen air) 2) Smaller Supply: Decrease to Endurance Reserve control over air, wind,
13u 2) Cleansing The Air: Dispel Mist/Foul Air (50 END, 10 REC). Total cost: 15 points. and clouds. Unlike
Powers 15d6, all Mist/Foul Air powers simul- most superhumans
3) Faster Recovery: Increase to Endurance Reserve
taneously (+2) with such powers, she
(100 END, 15 REC). Total cost: 25 points. seems unable to truly fly
Total cost: 150 points.
4) Slower Recovery: Decrease to Endurance — instead, she converts
OPTIONS: Reserve (100 END, 5 REC). Total cost: 15 points. herself into a cloudlike
substance and essen-
1) Fresher Air: Increase Multipower reserve to 162 5) Limited Recovery: Add Personal REC (-½) to the tially “walks” on the air,
points and Dispel to 18d6. Total cost: 180 points. REC. 20 Active Points; total cost 17 points. descending slowly as she
goes. Though it’s difficult
2) Not Quite So Fresh Air: Decrease Multipower to see in the picture,
reserve to 90 points and Dispel to 10d6. Total cost: she’s actually in cloud
101 points. form here — she some-
how retains her more or
less normal appearance
while becoming nigh-
intangible. One of the
basketball players tried
to stop her by throwing
a basketball at her, and
it passed right through
her without having any
seeming effect.”

—USPD field research


notes of Agent Michelle
Drew
10 ■ Animal Powers Hero System 5th Edition

ANIMAL
POWERS
OFFENSIVE POWERS MOVEMENT POWERS
BIOELECTRIC TOUCH CLAW CLINGING
Effect: Energy Blast 6d6, NND Effect: Clinging, Cannot Resist Knock-
Target/Area Affected: One character back
Duration: Instant Target/Area Affected: Self
Range: Touch Duration: Constant
END Cost: 8 Charges Range: Self
Description: The character’s body has tissue that’s END Cost: 1
able to store an intense electrical charge. He can Description: The character can dig the tips of his
use the stored electricity as a weapon by touching claws into walls and other vertical surfaces enough
another character. It takes approximately 24 hours to allow him to climb them effortlessly.
for him to recharge the tissue after depleting it.
Game Information: Clinging (normal STR) (10
Game Information: Energy Blast 6d6, NND Active Points); Cannot Resist Knockback (-¼),
(defense is rPD not made of metal; +1) (60 Costs Endurance (-½). Total cost: 6 points.
Active Points); No Range (-½), 8 Charges (-½).
Total cost: 30 points. STICKY FINGERS
Effect: Clinging, Cannot Resist
OPTIONS:
Knockback
1) Strong Touch: Increase to Energy Blast 8d6. 80 Target/Area Affected: Self
Active Points; total cost 40 points. Duration: Constant
Range: Self
2) Weak Touch: Decrease to Energy Blast 4d6. 40
END Cost: 1 (to activate)
Active Points; total cost 20 points.
Description: The character changes the shape of his
3) Bioelectric Grab: By maintaining contact with
hands and/or feet in some way — turning them
the victim, the character can keep shocking him,
into big suction cups, extending miniature claws
though this drains his internal stores of electric-
from their surfaces, or even just molding them
ity quickly. Add as a naked Advantage Continuous
to fit whatever surface he happens to be working
(+1) (30 Active Points); Only Works If Character
with — so he can stick to a surface. Alternately, the
Makes And Can Maintain Grab On Victim (-½)
character’s hands may always have that shape (e.g.,
(total cost: 20 points). 60 + 30 = 90 Active Points;
tiny suction cups along the fingers and toes).
total cost 30 + 20 = 50 Active Points.
Game Information: Clinging (normal STR) (10
Active Points); Cannot Resist Knockback (-¼),
DEFENSIVE POWERS Costs Endurance (to activate; -¼). Total cost:
7 points.
ZOOTOXIC IMMUNITY
OPTIONS:
Effect: Life Support (Immunity to zoo-
toxins) 1) Strong Stickiness: Increase Clinging STR to
Target/Area Affected: Self normal STR + 15. 15 Active Points; total cost 10
Duration: Persistent points.
Range: Self
2) Tiring Stickiness: Change Costs Endurance (to
END Cost: 0
activate; -¼) to Costs Endurance (-½). Total cost: 6
Description: The character is immune to all zootox- points.
ins — that is, all poisons derived from animals.
3) Easy Stickiness: Remove Costs Endurance (-½).
Game Information: Life Support (Immunity: Total cost: 8 points.
zootoxins). Total cost: 5 points.
Body Control Powers 11

BODY CONTROL
POWERS
OFFENSIVE POWERS Effect:
BONEWARPING
RKA 1d6, NND Does BODY
Target/Area Affected: One character
BIOCHEMICAL ASSAULT Duration: Constant
Effect: VPP for biochemical attacks Range: 300”
Target/Area Affected: One character END Cost: 6
Duration: Varies Description: Similar to Fleshwarping (USPD 34-
Range: No Range 35) but far more insidious and deadly, this power
END Cost: Varies allows a biomanipulator to warp, twist, and snap
Description: The character’s body can generate a the bones within a person’s body, inflicting hor-
wide variety of drugs, poisons, and other harmful rific damage.
biochemicals. If he touches the victim’s skin, he
Game Information: RKA 1d6, Continuous (+1),
can “inject” the substance into him. Anything that
NND (defense is having no skeletal structure or
prevents skin-to-skin contact, even a thin costume,
Power Defense; +1), Does BODY (+1). Total
keeps the power from affecting the victim.
cost: 60 points.
In game terms, most of the abilities a charac-
ter can build with this Power Pool are defined as
NND EBs or RKAs, various Drains, and the like. All OPTIONS:
powers have the Skin Contact Required (-1) Limita- 1) Strong Bonewarping: Increase to RKA 2d6. Total
tion. The GM determines whether a given power cost: 120 points.
reasonably falls within the special effect of “harmful
biochemicals.” 2) Weak Bonewarping: Decrease to RKA ½d6. Total
cost: 40 points.
Game Information: Biochemical Assault Power 3) Bonewarping Touch: The character must touch
Pool: 45 base + 22 control cost, Skin Contact his victim to warp his skeletal structure. Add No
Required (-1), Limited Class Of Powers (harmful Range (-½). 60 Active Points; total cost 40 points.
biochemicals only; -½). Total cost: 54 points.
BONE WRACKING
OPTIONS: Effect: Energy Blast 5d6, NND
1) Strong Assault: Increase to 60 base + 30 control Target/Area Affected: One character
cost. Total cost: 72 points. Duration: Instant
Range: Touch
2) Weak Assault: Decrease to 30 base + 15 control END Cost: 5
cost. Total cost: 36 points.
Description: With but a touch, the character can
afflict another person with severe joint pain
Game Information: Energy Blast 5d6, NND
(defense is PD Force Field or not having a skel-
eton; +1) (50 Active Points); No Range (-½).
Total cost: 33 points.

OPTIONS:
1) Crippling Pain I: Increase to Energy Blast 7d6. 70
Active Points; total cost 47 points.
2) Crippling Pain II: The joint pain the victim expe-
riences makes it difficult for him to move properly
or agilely. Add Drain DEX 4d6 (40 Active Points);
Linked (-½). 50 + 40 = 90 Active Points; total cost
33 + 27 = 60 points.
3) Arthritis Attack: Decrease to Energy Blast 3d6. 30
Active Points; total cost 20 points.
4) Bone Blasting: The character can inflict pain at
range. Remove No Range (-½). Total cost: 50 points.
12 ■ Body Control Powers Hero System 5th Edition

Martinez
Category Body Control Powers Subject ID Hornet Scale: 6 Mode

SUBJECT ID: DESENSITIZATION NEUROKINESIS


HORNET Effect: Sight, Hearing, Smell/Taste, Effect: Drain/Aid DEX and SPD 3d6;
Touch Flash 7d6 full-spectrum Flash 5d6; Ego
“A Pennington Towers Target/Area Affected: One character Attack 7d6
resident with insom- Duration: Instant Target/Area Affected: Self or one character
nia and a high-quality Range: No Range Duration: Instant
videocamera took this END Cost: 6 Range: 25”
film of the supervillain END Cost: 9/8/10/7
Hornet escaping from Description: The character can briefly shut down
a robbery. A few min- all of the character’s senses. It only works on senses Description: The character can control his own ner-
utes earlier, he’d broken coming from a part of the target’s own body; it has vous system, or that of another person within 25”,
into the apartment no effect on cybernetics, other technological senses, allowing the subject to move faster (or slower) than
of wealthy financier or magical senses. normal. He can also temporarily shut down the
Charles Murkes and his nerves relating to senses, making the victim totally
wife Olivia and stolen Game Information: Sight, Hearing, Smell/Taste,
insensate, or cause a painful neural overload in the
their cash and jewelry, and Touch Group Flash 9d6 (60 Active Points);
target’s brain.
leaving them tied up No Range (-½), Organic Senses Only (-¼).
in their bedroom. Nor- Total cost: 34 points. Game Information:
mally Hornet would
Cost Power
simply grow his insectile
OPTIONS: 110 Neurokinesis: Multipower, 110-point reserve
wings and fly away, but
in this case the presence 8u 1) Neural Overload: Drain DEX and SPD
1) Greater Desensitization: Increase to Flash 12d6.
of several police heli- 3d6, two Characteristics simultaneously
75 Active Points; total cost 43 points.
copters in the area (who (+½), BOECV (Mental Defense applies; +1),
were responding to a 2) Lesser Desensitization: Decrease to Flash 6d6. Limited Range (25”; +¼)
chase/shooting incident, 45 Active Points; total cost 26 points. 7u 2) Neural Streamlining: Aid DEX and SPD
not the robbery) prob- 4d6, two Characteristics simultaneously
3) Ranged Desensitization: Remove No Range (-½).
ably forced him to seek (+½), BOECV (Mental Defense applies; +1),
other means of escape.” Total cost: 48 points.
Limited Range (25”; +¼); Costs Endurance
4) Desensitization On Sight: As Ranged Desensiti- (-½)
—From a report by zation, but also add Line Of Sight (+½). 90 Active 8u 3) Sensory Shutdown: Sight, Hearing,
MCPD officer Marcus Points; total cost 72 points. Smell/Taste, Touch, Radio, and Mental Sense
Whitman
5) Easy Desensitization: Add Reduced Endurance Groups Flash 5d6, BOECV (Mental Defense
(0 END; +½). 90 Active Points; total cost 51 points. applies; +1); Limited Range (25”; -¼)
6u 4) Neural Surge: Ego Attack 7d6; Limited
Range (25”; -¼)
Total cost: 139 points.
Body Control Powers 13

Effect:
STICKY BODY
Entangle 4d6 (standard Effect:
DEFENSIVE POWERS
4 BODY), 4 DEF, Damage Shield
Target/Area Affected: One or more characters BODY HEAT CONTROL
Duration: Constant Effect: Invisibility to Infrared Perception
Range: No Range Target/Area Affected: Self
END Cost: 0 Duration: Constant
Description: Whether due to some chemical it Range: Self
exudes, its large size/excessive fat content, flex- END Cost: 2
ibility, or some other reason, the character’s body Description: By controlling his body temperature, a
can “catch” and trap objects that hit it — attackers’ character can “blend in” with the ambient heat, thus
fists or weapons, for example. In game terms, this rendering himself invisible to the ability to perceive
is represented as an Entangle Damage Shield that thermal variations.
only works against attacks striking the character; This power uses a slight variant of the Invisibil-
the special effect of “breaking free” is usually not ity Power. Instead of Invisibility to an entire Sense
literally tearing the character’s body apart, but Group, it uses Invisibility to all forms of a specific
having the strength to pull free. Blades, energy Enhanced Sense, regardless of what Sense Group
beams, or other attacks used by the target (and in it’s assigned to. It uses the cost for a Targeting Sense
some cases other persons) are even more likely to Group.
free him than STR, because they hurt the character
and reflexively make him “let go.” The character can Game Information: Invisibility to Infrared Per-
voluntarily “relax” the effect to free all persons he ception. Total cost: 20 points.
currently has trapped.
In many cases, ideally the Entangle should OPTIONS:
have Active Points equal to the character’s STR. 1) Easy Body Heat Control: The character’s con-
Game Information: Entangle 4d6 (standard trol over his body heat is effortless. Add Reduced
Effect: 4 BODY), 4 DEF, Continuous (+1), Endurance (0 END; +½). Total cost: 30 points.
Damage Shield (+½), Reduced Endurance (0 2) Automatic Body Heat Control: The character
END; +½) (120 Active Points); Does Not Work automatically blends in with the ambient heat at all
Against Persons Character Grabs (-¼), Cannot times. Add Reduced Endurance (0 END; +½), Per-
Form Barriers (-¼), Set Effect (only traps sistent (+½), and Always On (-½). 40 Active Points;
objects or limbs used to hit character; -½), Vul- total cost 27 points.
nerable (to any physical or energy attack other
3) Precise Body Heat Control: Even persons close to
than STR which the victim uses to free himself;
the character can’t perceive his body heat. Add No
-1), Vulnerable (to RKAs used by other charac-
Fringe. Total cost: 30 points.
ters to free victim; -1). Total cost: 30 points.
OXYGENATED SKIN
OPTIONS:
Effect: Life Support (Expanded Breath-
1) Strong Power: Increase to Entangle 6d6 (stan- ing: Cannot Be Choked)
dard Effect: 6 BODY), 6 DEF. 180 Active Points; Target/Area Affected: Self
total cost 45 points. Duration: Inherent
Range: Self
2) Weak Power: Decrease to Entangle 3d6 (stan-
END Cost: 0
dard Effect: 3 BODY), 3 DEF. 90 Active Points;
total cost 22 points. Description: The character doesn’t breathe just
through his mouth and nose — he can take in
3) Uncontrollable Sticky Body: The character’s body
enough oxygen to keep himself alive through his
always retains its “stickiness”; he can never turn it
skin. This makes it difficult to choke, suffocate, or
off. Once someone gets stuck to him, that person
strangle him.
has to be pulled or cut free somehow. Add Persis-
tent (+½) and Always On (-½). 140 Active Points; Game Information: Life Support (Self-Con-
total cost 31 points. tained Breathing), Inherent (+¼) (12 Active
4) Variant Sticky Body: Change to Clinging (normal Points); Only To Protect Against Choking/Suf-
STR +30), Damage Shield (+½) (30 Active Points); focation/Strangulation Attacks (-1). Total cost:
Does Not Work Against Persons Character Grabs 6 points.
(-¼), Limited Power (if victim uses any physical or
energy attack other than STR to free himself, add OPTIONS:
the Active Points of that power to the victim’s STR 1) Tiring Skin Breathing: Remove Inherent and add
as “bonus STR” to determine if he can break free; Costs Endurance (-½). 10 Active Points; total cost
-1), Limited Power (RKAs used by other characters 4 points.
to free victim add their Active Points to the victim’s
STR as “bonus STR” to determine if he can break
free; -1). Total cost: 9 points.
14 ■ Body Control Powers Hero System 5th Edition

Effect:
RESILIENCE
Power Defense (20 points)
MISCELLANEOUS POWERS
Target/Area Affected: Self
Duration: Persistent BONE GROWTH
Range: Self Effect: Varies
END Cost: 0 Target/Area Affected: Varies
Description: The character’s body is so resilient that Duration: Varies
it resists any attempts to alter it, whether by drugs, Range: Varies
disease, or anything else — even magic. END Cost: Varies
Description: The character can accelerate the
Game Information: Power Defense (20 points).
growth of his own bones to create various effects
Total cost: 20 points.
— spikes that hurt anyone who touches him, osse-
ous armor, longer arms and legs, and so forth.
OPTIONS: A character may buy as many of these abili-
1) Greater Resilience: Increase to Power Defense ties as he wishes, perhaps as slots in an Elemental
(30 points). Total cost: 30 points. Control.
2) Lesser Resilience: Decrease to Power Defense Game Information:
(10 points). Total cost: 10 points. Cost Power
3) Tiring Resilience: Add Costs END (-½). 20 Active 41 Spiky Bones: HKA 1d6, Damage Shield (does
Points: total cost 13 points. damage in HTH combat; +¾), Continuous
(+1)
49 Stable Spiky Bones: As Spiky Bones, but add
SENSORY POWERS 36
Reduced Endurance (0 END; +½)
Bone Missiles: Energy Blast 6d6 (physical),
Armor Piercing (+½) (45 Active Points); 10
DNA PROFILE Charges (-¼)
Effect: Detect DNA Profile 16 Bone Armor: Armor (8 PD/8 ED) (24 Active
Target/Area Affected: One character Points); Costs Endurance (-½)
Duration: Constant 8 Armbone Extensions: Stretching 2” (10
Range: Touch Active Points); Limited Body Parts (-¼)
END Cost: 0 6 Legbone Extensions: Running +3”
Description: The character can “read” a subject’s DNA
profile just by touching the subject’s skin, or a tissue or HEALING
fluid sample from the subject. The character can later Effect: Simplified Healing 4d6
recognize the subject using the same power. If the Target/Area Affected: One character
character has an appropriate Science Skill or Knowl- Duration: Instant
edge Skill, he can also recognize and diagnose genetic Range: No Range
diseases that might otherwise go undetected. END Cost: 4
Game Information: Detect DNA Profile (INT Description: Rather than disrupting or warping
Roll) (no Sense Group), Discriminatory, Analyze, another person’s flesh, the character can use his
Microscopic (x1000). Total cost: 22 points. powers to heal and mend.
Game Information: Simplified Healing 4d6.
OPTIONS: Total cost: 40 points.
1) Accurate Profiling: Add +6 PER. Total cost:
28 points. OPTIONS:

2) Generalized Profiling: Remove Analyze. Total 1) Strong Healing: Increase to Simplified Healing
cost: 17 points. 6d6. Total cost: 60 points.
3) Tiring Profiling: Add Costs Endurance (-½). 22 2) Weak Healing: Decrease to Simplified Healing
Active Points; total cost 15 points. 3d6. Total cost: 30 points.
3) Tissue Regeneration: Add Can Heal Limbs. Total
cost: 45 points.
Body Control Powers 15

Effect:
MIRACULOUS HEALING
Major Transform 3d6 (remove
GLUE POWERS
physical disabilities) Characters with this subset of Body Control
Target/Area Affected: One character Powers possess the unusual ability of secreting a
Duration: Instant glue-like substance from their bodies. They can use
Range: Touch this power for a wide variety of effects.
END Cost: 4
BINDING
Description: The character can repair long-term
damage to another person’s body — anything from Effect: Entangle 6d6, 6 DEF
damage to the eyes, to loss of limbs, to removing Target/Area Affected: One character
scars and tattoos. Duration: Instant
In game terms, this Transform removes Dis- Range: 375”
advantages with physical effects, such as Physi- END Cost: 7
cal Limitations or Distinctive Features. The GM Description: The basic ability of glue is to stick
may also allow it to have related effects, such as things together, and with this power the character
removing some Limitations from powers when can project a blob or blast of glue that sticks to the
they derive from a physical malady of some sort. target and prevents him from moving.
Obviously, this power could prove extremely
unbalancing, so the GM should only allow it into Game Information: Entangle 6d6, 6 DEF, Entan-
the game after careful consideration. If he does gle And Character Both Take Damage (+¼).
allow it, he may also want to forbid characters Total cost: 75 points.
to take certain Disadvantages or Limitations, on
the grounds that a person with this power could OPTIONS:
easily “heal” those problems. 1) Greater Binding: Increase to Entangle 8d6, 8
Game Information: Major Transform 3d6 DEF. Total cost: 100 points.
(person with physical disabilities or deformi- 2) Lesser Binding: Decrease to Entangle 4d6, 4
ties to otherwise identical person without those DEF. Total cost: 50 points.
disabilities or deformities; heals back through
3) Tougher Binding: Increase to Entangle 6d6, 8
another application of this power, Fleshwarp-
DEF. Total cost: 87 points.
ing, or a like power) (45 Active Points); No
Range (-½). Total cost: 30 points. 4) Binding Blob: Decrease to Entangle 5d6, 5 DEF
and add Area Of Effect (One Hex; +½). Total cost:
OPTIONS: 87 points.
5) Big Binding Blob: Decrease to Entangle 4d6, 4
1) Strong Miraculous Healing: Increase to
DEF and add Area Of Effect (5” Radius). Total cost:
Major Transform 4d6 (60 Active Points). Total cost:
90 points.
40 points.
6) Binding Stream: Decrease to Entangle 4d6, 4
2) Weak Miraculous Healing: Decrease to
DEF and add Area Of Effect (20” Line). Total cost:
Major Transform 2d6 (30 Active Points). Total cost:
90 points.
20 points.
7) Easy Binding: Add Reduced Endurance (½
END; +¼). Total cost: 90 points.
8) Effortless Binding: Add Reduced Endurance (0
END; +½). Total cost: 105 points.
9) Stringy Binding: Add Nonresistant DEF (-¼). 75
Active Points; total cost 60 points.
10) Sticky Binding: Decrease to Entangle 5d6, 5
DEF and add Sticky (+½). Total cost: 87 points.
11) Blinding Binding: Add Stops Sight Sense Group.
Total cost: 87 points.
12) Sensory Deprivation Binding: Decrease to
Entangle 4d6, 4 DEF and add Stops Sight, Hearing,
and Smell Sense Groups. Total cost: 87 points.
16 ■ Body Control Powers Hero System 5th Edition
GLUE SUPPLY SKIN OF GLUE
Effect: Endurance Reserve (100 END, Effect: Clinging (normal STR +30),
10 REC) Damage Shield
Target/Area Affected: Self Target/Area Affected: One or more characters
Duration: Persistent Duration: Constant
Range: Self Range: Touch
END Cost: 0 END Cost: 3
Description: The character’s body can only produce Description: The character’s very skin is sticky. He
so much glue at once. may be made of glue, exude glue from his pores, or
have a property of stickiness for some other reason.
Game Information: Endurance Reserve (100
In any event, anyone — or anything — touching
END, 10 REC). Total cost: 20 points.
him automatically sticks to him.
OPTIONS: Game Information: Clinging (Normal STR
+30), Damage Shield (+½) (30 Active Points);
1) Bigger Supply: Increase to Endurance Reserve Costs Endurance (-½). Total cost: 20 points.
(150 END, 10 REC). Total cost: 25 points.
2) Smaller Supply: Decrease to Endurance Reserve OPTIONS:
(50 END, 10 REC). Total cost: 15 points.
1) Strong Glue: Increase to Clinging (Normal STR
3) Faster Recovery: Increase to Endurance Reserve + 60). 45 Active Points; total cost 30 points.
(100 END, 15 REC). Total cost: 25 points.
2) Weak Glue: Decrease to Clinging (Normal STR).
4) Slower Recovery: Decrease to Endurance 15 Active Points; total cost 10 points.
Reserve (100 END, 5 REC). Total cost: 15 points.
3) Sticky Plague: The glue spreads quickly, so anyone
5) Limited Recovery: Add Personal REC (-½) to trying to free someone who’s become stuck must suc-
the REC. 20 Active Points; total cost 17 points. ceed immediately or also become stuck. Add Sticky
(+½). 40 Active Points; total cost 27 points.
PUT IT BACK TOGETHER
4) Easy Glue: Remove Costs Endurance (-½). Total
Effect: Healing BODY 3d6, Can Heal
cost: 30 points.
Limbs, Simple Objects Only
Target/Area Affected: One object 5) Glue Baby: Remove Costs Endurance (-½) and
Duration: Instant add Persistent (+½) and Always On (-½). 40 Active
Range: No Range Points; total cost 27 points.
END Cost: 3
STICK TO THE GROUND
Description: The character can glue broken objects
back together. This only works on simple objects Effect: Knockback Resistance -10”
such as walls, doors, furniture, Ming vases, and the Target/Area Affected: Self
like; it will not work on complex machines such as Duration: Constant
vehicles, computers, or similar devices. The power Range: Self
also cannot repair damage done by fire, chemicals, END Cost: 2 to activate
or anything else other than simple breakage. The Description: The character exudes glue from his feet,
fact that the object has been glued back together is fastening himself to the ground. This makes it more
obvious; the cracks can still be seen. difficult to knock him with powerful attacks.
Game Information: Healing BODY 3d6 (30 Game Information: Knockback Resistance -10”
Active Points); Does Not Work Against Energy (20 Active Points); Costs Endurance (to acti-
Damage (-½), Simple Objects Only (-2). Total vate; -¼). Total cost: 16 points.
cost: 9 points.
OPTIONS:
OPTIONS:
1) Extra Sticky: Increase to Knockback Resistance
1) Greater Repair: Increase to Healing BODY 4d6. -15”. 30 Active Points; total cost 24 points.
40 Active Points; total cost 11 points. 2) Not So Sticky: Decrease to Knockback Resis-
2) Lesser Repair: Decrease to Healing BODY 2d6. tance -5”. 10 Active Points; total cost 8 points.
20 Active Points; total cost 6 points. 3) Tiring Stickiness: Change to Costs Endurance
(-½). Total cost: 13 points.
4) Tireless Stickiness: Remove Costs Endurance
(-¼). Total cost: 20 points.
Body Control Powers 17

STICK TO THE WALLS SUFFOCATING GLUE MASK


Effect: Clinging (STR +15) Effect: Energy Blast 3d6, NND; Entan-
Target/Area Affected: Self gle 4d6, 4 DEF, Head Only
Duration: Constant Target/Area Affected: One character
Range: Self Duration: Uncontrolled/Instant
END Cost: 1 to activate Range: 300”
Description: By exuding his glue from his hands END Cost: 5
and/or feet, the character can stick to the walls and Description: The character covers a target’s face
ceiling, allowing him to move along them almost as with glue, making it impossible for the target to
though they were the floor. breathe, see, or smell.
Game Information: Clinging (STR +15) (15 Game Information: Entangle 3d6, 3 DEF, Stops
Active Points); Costs Endurance (to activate; A Given Sense (Sight and Smell/Taste Groups),
-¼). Total cost: 12 points. Entangle And Character Both Take Damage
(+¼) (62 Active Points); Set Effect (head only;
OPTIONS: -1½), Does Not Prevent Use Of Accessible Foci
(-1), Cannot Form Barriers (-¼) (total cost: 16
1) Stronger Stickiness: Increase to Clinging (STR points) plus Energy Blast 2d6, NND (defense
+30). 20 Active Points; total cost 16 points. is Life Support [Self-Contained Breathing];
2) Weaker Stickiness: Decrease to Clinging +1), Continuous (effect ends when Entangle is
(normal STR). 10 Active Points; total cost 8 points. broken; +1), Reduced Endurance (0 END; +½)
(35 Active Points); Linked (-½) (total cost: 23
3) Holding In Place: Add Cannot Resist Knockback
points). Total cost: 39 points.
(-¼). Total cost: 10 points.
4) Tiring Sticking: Change to Costs Endurance OPTIONS:
(-½). Total cost: 10 points.
1) Tougher Mask: Increase to Entangle 4d6, 4 DEF
5) Tireless Sticking: Remove Costs Endurance
and Energy Blast 3d6. 75 + 52 = 127 Active Points;
(-¼). Total cost: 15 points.
total cost 20 + 35 = 55 points.
STICKY GROUND 2) Weaker Mask: Decrease to Entangle 2d6, 2 DEF
Effect: Entangle 4d6, 4 DEF, Set Effect and Energy Blast 1d6. 50 + 17 = 67 Active Points;
(Feet Only) total cost 13 + 11 = 24 points.
Target/Area Affected: 16” Any Area 3) Realistic Suffocation: The Suffocating Glue Mask
Duration: Uncontrolled causes characters to die from lack of oxygen much
Range: No Range more quickly than the rules ordinarily allow (see
END Cost: 10 the HERO System 5th Edition, Revised page 424). To
Description: The character can spread the glue he cre- simulate realistic strangulation, replace the Energy
ates on the ground. Until the glue dries out (i.e., the Blast with this power: Change Environment 1”
Uncontrolled effect runs out of END), anyone who radius, -1 Temperature Level (remove all breath-
enters the glue-covered area gets stuck to the ground. ing gases from the area around the target), Usable
As Attack (defense is Life Support [Self-Contained
Game Information: Entangle 4d6, 4 DEF, Area Of Breathing]; +1), Ranged (+½) (12 Active Points);
Effect (10”Any Area; +1), Continuous (+1), Uncon- Only Affects One Person (-½) (total cost: 8 points).
trolled (effect ends if glue is exposed to solvent, This deprives the victim of oxygen, denying him
large amounts of water, or any powers or effects Recoveries and causing him to spend a minimum
that could dry it up or solidify it [such as many of 1 END per Phase (and, eventually, STUN and
Fire and Ice powers]; +½) (140 Active Points); BODY instead). Since it’s bought Usable As Attack,
Cannot Form Barriers (-¼), Does Not Prevent the effect moves with the victim as he moves.
The Use Of Accessible Foci (-1), Extra Time (takes
1 Turn to spread the glue, but the power functions
normally thereafter; -¾), No Range (character has
to spread the glue out himself; -½), Set Effect (Feet
Only; -1). Total cost: 31 points.

OPTIONS:
1) Very Sticky Ground: Increase to Entangle 6d6, 6
DEF. 210 Active Points; total cost 47 points.
2) Not So Sticky Ground: Decrease to Entangle 3d6,
3 DEF. 105 Active Points; total cost 23 points.
3) Easy Sticky Ground: Add Reduced Endurance (½
END; +¼). 150 Active Points; total cost 33 points.
4) Large Sticky Ground: Increase to Area Of Effect (40”
Any Area; +1½). 200 Active Points; total cost 44 points.
18 ■ Body Control Powers Hero System 5th Edition

Martinez
Category Body Control Powers Subject ID Fleshtone Scale: 14? Mode

TENDRIL OF GLUE OPTIONS:


SUBJECT ID:
FLESHTONE Effect: Stretching 5”, Only To Grab And 1) Long Tendril: Increase to Stretching 8”. 40 Active
Pull Points; total cost 15 points.
“While he’s best known Target/Area Affected: Self One character
Duration: Instant 2) Very Long Tendril: Increase to Stretching 10”. 50
for the horrific inju-
ries he can inflict, this Range: Self Active Points; total cost 20 points.
picture shows that the END Cost: 5 3) Short Tendril: Decrease to Stretching 3”. 15
supervillain Fleshtone Description: The character can project a ten- Active Points; total cost 5 points.
can do more with his
powers than harm. He,
dril of sticky glue, grab something, and pull it 4) Limited Tendril: Add No Noncombat Stretching
Vibron, and several back to himself. (-¼). Total cost: 8 points.
other supercriminals Game Information: Stretching 5” (25 Active 5) Accurate Tendril: Remove Range Modifier
teamed up to commit Points); Always Direct (-¼), Cannot Do Applies (-¼). Total cost: 10 points.
a series of robberies in
Millennium City. The
Damage (-½), Limited Body Parts (arms; -¼), 6) Untiring Tendril: Add Reduced Endurance (0
Champions caught up Range Modifier Applies (-¼), Only To Grab END; +½). 37 Active Points; total cost 13 points.
to them during the last And Pull (-½). Total cost: 9 points.
robbery and ambushed
them. During the attack
Vibron was hurt by
Nighthawk’s throwing
blades, but he and Flesh-
tone managed to escape
from the battle proper.
Fleshtone used his
powers to heal Vibron’s
wounds so the two of
them could get away
before the Champions
caught up to them; a
citizen picnicking in the
park where they stopped
took this picture.

—From a report by
UNTIL agent Pamela
Wainwright
Chaos And Entropy Powers 19

CHAOS AND
ENTROPY
The category of Chaos and Entropy Powers OPTIONS:
gives the character control over the essential
forces of decay, disintegration, and disorder on all 1) Greater Manipulation: Increase to Major Trans-
levels. While the source of such powers is typically form 4d6. Total cost: 105 points.
something like evil magic or endowment from 2) Weak Manipulation: Decrease to Major Transform
the Primal Lords of Chaos (as seen in The Mystic 2d6. Total cost: 52 points.
World), there are plenty of characters who gain 3) Easy Manipulation: Add Reduced Endurance (½
powers of this type from an accident, experiment, END; +¼). Total cost: 90 points.
or just a mutant ability.
While the abilities shown here are at the level of 4) Effortless Manipulation: Add Reduced Endurance
standard Champions-level superheroes and supervil- (0 END; +½). Total cost: 101 points.
lains, most demonstrations of these powers are at a 5) Tiring Manipulation: Add Increased Endurance
much higher level, especially in the case of villains. Cost (x3 END; -1). 79 Active Points; total cost 39
These tend to be epic villains meant to challenge even points.
entire teams of Galactic Champions heroes.
6) Ongoing Manipulation: Decrease to Major
Other power categories with abilities of potential
Transform 2d6 and add Continuous (+1). Total
interest to a chaos controller include Acid Powers,
cost 82 points.
Body Control Powers, Cosmic Energy Powers,
Dimensional Manipulation Powers, Emotion Control CHAOS OF THE MIND
Powers, Luck Powers, Matter Manipulation Powers,
Effect: Ego Attack 4d6
Teleportation Powers, Time Powers, and Miscel-
Target/Area Affected: One character
laneous Powers — in the last case, the Death Touch
Duration: Instant
ability on page 260 of the UNTIL Superpowers Data-
Range: 200”
base is particularly appropriate.
END Cost: 4
Description: The character can cloud a target’s mind
OFFENSIVE POWERS with chaotic images and thoughts, confusing him.
Game Information: Ego Attack 4d6 (40 Active
AGE MANIPULATION Points); Normal Range Modifier (-½). Total
Effect: Major Transform 3d6 (aging), cost: 27 points.
Partial Transform
Target/Area Affected: One character OPTIONS:
Duration: Instant
1) Greater Chaos: Increase to Ego Attack 6d6. 60
Range: 395”
Active Points; total cost 40 points.
END Cost: 8
2) Lesser Chaos: Decrease to Ego Attack 3d6. 30
Description: The character can advance or regress
Active Points; total cost 20 points.
the age of a person, making him into a younger or
older version of himself. This may cause related 3) Easy Chaos: Add Reduced Endurance (½ END;
changes as well; for example, a mutant whose +¼). 50 Active Points; total cost 33 points.
powers manifested during puberty loses those 4) Effortless Chaos: Add Reduced Endurance (0
powers if regressed to age 5, and a person aged to END; +½). 60 Active Points; total cost 40 points.
the point of senility probably loses most if not all of
his abilities. 5) Tiring Chaos: Add Increased Endurance Cost (x4
END; -1½). 40 Active Points; total cost 13 points.
Game Information: Major Transform 3d6 (any-
6) Chaos by Sight: Remove Normal Range Modifier
thing into older/younger/newer version of itself;
(-½). Total cost: 40 points.
heals via the application of any time-manipu-
lation or Order-based power), Improved Result
Group (+¼), Partial Transform (+½). Total
cost: 79 Active Points.
20 ■ Chaos And Entropy Powers Hero System 5th Edition
CHAOTIC BLAST 5) Tiring Destruction: Add Increased Endurance Cost
Effect: Energy Blast 9d6 (x3 END; -1). 45 Active Points; total cost 20 points.
Target/Area Affected: One character 6) Powerful Destruction: Add Penetrating (+½). 67
Duration: Instant Active Points; total cost 54 points.
Range: 225”
7) Unreliable Destruction: Add Activation Roll 13- (-
END Cost: 4
¾). 45 Active Points; total cost 22 points.
Description: The character summons the force of
8) Continued Destruction: Decrease to RKA 2d6
chaos to damage a target.
and add Continuous (+1). 60 Active Points; total
Game Information: Energy Blast 9d6 (45 cost 48 points.
Active Points); No Knockback (-¼). Total cost: 9) Spreading Destruction: Add Sticky (+½). 67
36 points. Active Points; total cost 54 points.

OPTIONS: 10) Destructive Touch: Add No Range (-½). 45


Active Points; total cost 26 points.
1) Stronger Chaos: Increase to Energy Blast 12d6. 60 11) Painful Destruction: Add +2 Increased STUN Mul-
Active Points; total cost 48 points. tiple (+½). 67 Active Points; total cost 54 points.
2) Lesser Chaos: Decrease to Energy Blast 6d6. 30
Active Points; total cost 24 points. CONFUSION OF THE SENSES
3) Easy Chaos: Add Reduced Endurance (½ END; Effect: Sight and Hearing Group Flash
+¼). 56 Active Points; total cost 45 points. 8d6
Target/Area Affected: One character
4) Effortless Chaos: Add Reduced Endurance (0 Duration: Instant
END; +½). 67 Active Points; total cost 54 points. Range: 225”
5) Tiring Chaos: Add Increased Endurance Cost (x3 END Cost: 4
END; -1). 45 Active Points; total cost 20 points. Description: By creating swirling lights and noises,
6) Determined Chaos: Add Armor Piercing (+½). 67 the character can cause a target’s senses of sight and
Active Points; total cost 54 points. hearing to become confused.
7) Unreliable Chaos: Add Activation Roll 13- (-¾). Game Information: Sight and Hearing Group
45 Active Points; total cost 22 points. Flash 8d6. Total cost: 45 points.
8) Continued Chaos: Decrease to Energy Blast 6d6
and add Continuous (+1). 60 Active Points; total OPTIONS:
cost 48 points.
1) Greater Confusion: Increase to Sight and Hearing
9) Spreading Chaos: Add Sticky (+½). 67 Active Group Flash 12d6. Total cost: 65 points.
Points; total cost 54 points.
2) Lesser Confusion: Decrease to Sight and Hearing
10) Chaotic Touch: Add No Range (-½). 45 Active Group Flash 4d6. Total cost: 25 points.
Points; total cost 26 points.
3) Easy Confusion: Add Reduced Endurance (½
CHAOTIC DESTRUCTION END; +¼). Total cost: 56 points.
Effect: RKA 3d6 3) Effortless Confusion: Add Reduced Endurance (0
Target/Area Affected: One character END; +½). Total cost: 67 points.
Duration: Instant 4) Tiring Confusion: Add Increased Endurance Cost
Range: 225” (x3 END; -1). Total cost: 22 points.
END Cost: 4
5) Organic Confusion: The effect comes from a direct
Description: The character imbues the target with attack to the target’s sensory organs. Decrease to
the essence of Chaos, causing it to discorporate, rip Sight and Hearing Group Flash 6d6 and add AVLD
apart, tear asunder, or the like. (Power Defense; +¾). Total cost: 61 points.
Game Information: RKA 3d6 (45 Active Points); 6) Complete Sensory Confusion: Change to Sight,
No Knockback (-¼). Total cost: 36 points. Hearing, Smell/Taste, and Touch Group Flash 6d6.
Total cost: 45 points.
OPTIONS: 7) Absolute Sensory Confusion: Change to Sight,
1) Stronger Destruction: Increase to RKA 4d6. 60 Hearing, Smell/Taste, Touch, Radio, and Mental
Active Points; total cost 48 points. Group Flash 6d6. Total cost: 55 points.

2) Lesser Destruction: Decrease to RKA 2d6. 30


Active Points; total cost 24 points.
3) Easy Destruction: Add Reduced Endurance (½
END; +¼). 56 Active Points; total cost 45 points.
4) Effortless Destruction: Add Reduced Endurance
(0 END; +½). 67 Active Points; total cost 54 points.
Chaos And Entropy Powers 21

Martinez
Category Chaos And Entropy Powers Subject ID Entropy Scale: 18 Mode

DISINTEGRATION EMOTIONAL CHAOS SUBJECT ID:


Effect: RKA 1½d6, NND, Does BODY Effect: Mind Control 8d6, Only To ENTROPY
Target/Area Affected: One character Increase Current Emotions
Duration: Instant Target/Area Affected: One character “A remarkably level-
Range: 375” Duration: Instant headed young woman
END Cost: 7 Range: 200” with a camera in her
END Cost: 4 cell phone snapped this
Description: The character causes the target to start picture of Entropy rob-
falling apart at the molecular level. Description: The character has the ability to throw bing the First Federated
his target’s emotions completely out of proportion. Bank. Preferring, as
Game Information: RKA 1½d6, NND (defense
usual, to announce his
is ED Force Field; +1), Does BODY (+1) (75 Game Information: Mind Control 8d6 (40
arrival in a grandilo-
Active Points); No Knockback (-¼). Total cost: Active Points); Only To Increase Current Emo- quent manner, he used
60 points. tions (-1), Normal Range (-¼), Normal Range his chaos powers to
Modifiers (-¼). Total cost: 16 points. warp, rip, and shatter the
OPTIONS: doors rather than simply
OPTIONS: walking through them.”
1) Stronger Disintegration: Increase to RKA 2d6. 90
Active Points; total cost 72 points. 1) Greater Emotional Chaos: Increase to Mind Con- —from a criminal inci-
2) Weaker Disintegration: Decrease to RKA 1d6+1. trol 12d6. 60 Active Points; total cost 24 points. dent report prepared by
60 Active Points; total cost 48 points. 2) Lesser Emotional Chaos: Decrease to Mind Con- Sgt. Belinda Andrews,
trol 4d6. 20 Active Points; total cost 8 points. MCPD, which was cc’d
3) Easy Disintegration: Add Reduced Endurance (½ to UNTIL
END; +¼). 81 Active Points; total cost 65 points. 3) Easy Emotional Chaos: Add Reduced Endurance
4) Effortless Disintegration: Add Reduced Endurance (½ END; +¼). 50 Active Points; total cost 20 points.
(0 END; +½). 87 Active Points; total cost 70 points. 4) Effortless Emotional Chaos: Add Reduced
5) Tiring Disintegration: Add Increased Endurance Cost Endurance (0 END; +½). 60 Active Points; total
(x3 END; -1). 75 Active Points; total cost 33 points. cost 24 points.
6) Disintegrating Touch: Add No Range (-½). 75 5) Tiring Emotional Chaos: Add Increased Endur-
Active Points; total cost 43 points. ance Cost (x4 END; -1½). 40 Active Points; total
cost 10 points.
7) Disintegration Variant: Change NND (+1) to
AVLD (Power Defense; +1½). 87 Active Points; 6) Absolute Or Nothing: Add Mandatory Effect (EGO
total cost 70 points. + 30; -¾). 40 Active Points; total cost 12 points.
7) Chaotic Gaze: Add Eye Contact Required (-½). 40
Active Points; total cost 13 points.
22 ■ Chaos And Entropy Powers Hero System 5th Edition
8) Emotional Chaos By Sight: Remove Normal Range 8) Multiple Mayhem: The target is struck by mul-
(-¼) and Normal Range Modifiers (-¼). 40 Active tiple objects. Add Autofire (5 shots; +½). 79 Active
Points; total cost 20 points. Points; total cost 53 points.
9) Crowd Of Emotional Chaos: Decrease to Mind 9) Field Of Utter Chaos: All small objects in an area
Control 6d6 and add Area Of Effect Nonselective (8” start flying about and swirling around, striking any-
Radius; +1). 60 Active Points; total cost 24 points. thing in their way. Decrease to Energy Blast 5d6,
and add Area Of Effect Nonselective (6” Radius;
ENVIRONMENTAL MAYHEM +¾) and Autofire (5 shots; +1½). 100 Active Points;
Effect: Energy Blast 7d6, Indirect total cost 67 points.
Target/Area Affected: One character 10) Deadly Mayhem: Change to RKA 2d6+1. 61
Duration: Instant Active Points; total cost 41 points.
Range: 305”
END Cost: 6 HAND OF CHAOS
Description: The character causes objects in the Effect: Telekinesis 30 STR
environment to strike or otherwise interfere with a Target/Area Affected: One character
target — a small object falls off a shelf or ledge, part Duration: Instant
of the ceiling collapses, the target takes a corner Range: 225”
a little too sharply and runs into the wall, and so END Cost: 4
forth. It could even extend to an object suddenly Description: The character can cause a target to sud-
flying upward from its location to strike the target. denly be thrown in some random direction, held in
This effect only works in situations where the GM place, or subjected to some similar effect of random
thinks it’s appropriate (thus the OIF Limitation); movement. The character has no direct control over
sometimes there’s nothing around that could hurt the exact effect of the power — this may be deter-
an opponent. mined arbitrarily by the GM, or at random — but
As a Side Effect, this power causes minor whatever happens won’t be good for the target.
amounts of damage to the local environment — the
breaking of things that fall on the victim and so Game Information: Telekinesis (30 STR) (45
forth. The GM normally decides exactly what hap- Active Points); Affects Whole Object (-¼),
pens, though of course he may take suggestions Instant (-½), No Conscious Control (-1). Total
from the player. Unless it’s dramatically appropriate cost: 16 points.
and won’t unbalance the game, the damage to the
environment should not be significant; it shouldn’t, OPTIONS:
for example, cause an entire building to collapse.
1) Stronger Hand: Increase to Telekinesis 40 STR. 60
Game Information: Energy Blast 7d6, Indirect Active Points; total cost 22 points.
(+¾) (61 Active Points); OIF (environmental
2) Weaker Hand: Decrease to Telekinesis 20 STR. 30
objects of opportunity; -½), Side Effects (mis-
Active Points; total cost 11 points.
cellaneous minor damage to the environment,
automatically occurs; -0), Only Does Knock- 3) Easy Hand: Add Reduced Endurance (½ END;
down (-0). Total cost: 41 points. +¼). 56 Active Points; total cost 20 points.
4) Effortless Hand: Add Reduced Endurance (0
OPTIONS: END; +½). 67 Active Points; total cost 24 points.
1) Greater Mayhem: Increase to Energy Blast 9d6. 79 5) Tiring Hand: Add Increased Endurance Cost (x3
Active Points; total cost 53 points. END; -1). 45 Active Points; total cost 12 points.
2) Lesser Mayhem: Decrease to Energy Blast 5d6. 44 6) Steady Hand: Remove Instant (-½). 45 Active
Active Points; total cost 29 points. Points; total cost 20 points.
3) Easy Mayhem: Add Reduced Endurance (½ END; 7) Controlled Hand: Remove No Conscious Control
+¼). 70 Active Points; total cost 47 points. (-1). 45 Active Points; total cost 26 points.
4) Effortless Mayhem: Add Reduced Endurance (0
END; +½). 79 Active Points; total cost 53 points.
5) Tiring Mayhem: Add Increased Endurance Cost
(x3 END; -1). 61 Active Points; total cost 24 points.
6) Mayhem From Above: The type of attack can
consist only of something falling onto the target.
Reduce to Indirect (always from above; +½). 52
Active Points; total cost 35 points.
7) Widespread Mayhem: The object striking the
target is particularly large, or consists of several
small objects that cover a large area. Decrease
to Energy Blast 6d6 and add Area Of Effect (6”
Radius). 82 Active Points; total cost 55 points.
Chaos And Entropy Powers 23

OBJECT RUINATION OPTIONS:


Effect: Dispel Device/Object Powers 1) Severely Random Acts: Increase to Mind Control
16d6 12d6. 60 Active Points; total cost 24 points.
Target/Area Affected: One device/object
Duration: Instant 2) Mildly Random Acts: Decrease to Mind Control
Range: 300” 4d6. 20 Active Points; total cost 8 points.
END Cost: 6 3) Easy Random Acts: Add Reduced Endurance (½
Description: The character can warp and mold END; +¼). 50 Active Points; total cost 20 points.
physical objects to break them, ruin their proper- 4) Effortless Random Acts: Add Reduced Endurance
ties and powers, and so forth. (0 END; +½). 60 Active Points; total cost 24 points.
Game Information: Dispel Device/Object 5) Tiring Random Acts: Add Increased Endurance
Powers 16d6, any one Device/Object power one Cost (x4 END; -1½). 40 Active Points; total cost
at a time (+¼). Total cost: 60 points. 10 points.
6) Gaze of Randomness: Add Eye Contact Required
OPTIONS: (-½). 40 Active Points; total cost 13 points.
1) Strong Object Ruination: Increase to Dispel 20d6. 7) Random Acts By Sight: Remove Normal Range
Total cost: 75 points. (-¼) and Normal Range Modifiers (-¼). 40 Active
Points; total cost 20 points.
2) Weak Object Ruination: Decrease to Dispel 12d6.
Total cost: 45 points. 8) A Crowd Of Random Acts: Decrease to Mind Con-
trol 6d6 and add Area Of Effect Nonselective (8”
3) Easy Object Ruination: Add Reduced Endurance
Radius; +1). 60 Active Points; total cost 24 points.
(½ END; +¼). Total cost: 72 points.
4) Effortless Object Ruination: Add Reduced Endur- RUINED AIM
ance (0 END; +½). Total cost: 84 points. Effect: -6 OCV
5) Tiring Object Ruination: Add Increased Endur- Target/Area Affected: One character
ance Cost (x3 END; -1). 60 Active Points; total Duration: Constant
cost 30 points. Range: 225”
END Cost: 4
6) Enhanced Object Ruination I: Decrease to Dispel
14d6 and increase to any two Device/Object Description: The character causes an opponent to
powers simultaneously (+½). Total cost: 63 points. experience such a level of Chaos that his ability to
hit targets, whether hand-to-hand or at range, is
7) Enhanced Object Ruination II: Decrease to Dispel
severely impaired.
12d6 and increase to any four Device/Object
This power requires the GM’s permission,
powers simultaneously (+1). Total cost: 72 points.
because it uses the optional rules for negative
8) Enhanced Object Ruination III: Decrease to Dispel Combat Skill Levels.
10d6 and increase to all Device/Object powers
simultaneously (+2). Total cost: 90 points. Game Information: Negative Combat Skill
Levels (-6 to opponent’s OCV), Ranged (+½).
RANDOM ACTS Total cost: 45 points.
Effect: Mind Control 8d6, No Con-
scious Control OPTIONS:
Target/Area Affected: One character 1) Badly Ruined: Increase to -8 OCV. Total cost:
Duration: Instant 60 points.
Range: 200”
END Cost: 4 2) Not So Badly Ruined: Decrease to -4 OCV. Total
cost: 30 points.
Description: The character can create confusion in
the decision-making center of the target’s brain. 3) Easily Ruined: Add Reduced Endurance (½ END;
When affected by this power, the target will stop +¼). Total cost: 52 points.
what he’s doing and perform some random act. 4) Effortlessly Ruined: Add Reduced Endurance (0
The character has no control over the nature of END; +½). Total cost: 60 points.
this act; the GM should determine what the target
5) Arduously Ruined: Add Increased Endurance Cost
does, influenced but not necessarily dictated by the
(x3 END; -1). 45 Active Points; total cost 22 points.
target’s Psychological Limitations and other traits.
Game Information: Mind Control 8d6 (40
Active Points); No Conscious Control (-1),
Normal Range (-¼), Normal Range Modifiers
(-¼). Total cost: 16 points.
24 ■ Chaos And Entropy Powers Hero System 5th Edition
SWORD OF CHAOS 5) Arduous Warping: Add Increased Endurance Cost
Effect: HKA 2d6, Penetrating (x3 END; -1). 50 Active Points; total cost 25 points.
Target/Area Affected: One character 6) Long-Lasting Warping: Add Delayed Recovery
Duration: Instant Rate (points recover at the rate of 5 per Hour; +1).
Range: No Range Total cost: 70 points.
END Cost: 4
7) Warping Touch: Remove Ranged (+½). Total cost:
Description: The character can summon a blade of 40 points.
pure entropy which he can use as a weapon.
8) Deadly Warping: The attack affects not only the
Game Information: HKA 2d6 (up to 4d6 with target’s appearance and limbs, but also his vital
STR), Penetrating (+½). Total cost: 45 points. organs. Add RKA 1d6, AVLD (Power Defense;
+1½), Does BODY (+1) (52 Active Points); Linked
OPTIONS: to Drain (-¼). Total cost: 50 + 42 = 92 points.

1) Greater Sword: Increase to HKA 2½d6 (up to


5d6+1 with STR). Total cost: 60 points. DEFENSIVE POWERS
2) Lesser Sword: Decrease to HKA 1d6+1 (up to
2½d6 with STR). Total cost: 30 points. CHAOS SENSES
3) Light Sword: Add Reduced Endurance (½ END; Effect: various types of Flash Defense
+¼). Total cost: 52 points. Target/Area Affected: Self
4) Effortless Sword: Add Reduced Endurance (0 Duration: Persistent
END; +½). Total cost: 60 points. Range: Self
END Cost: 0
5) Tiring Sword: Add Increased Endurance Cost (x3
END; -1). 45 Active Points; total cost 22 points. Description: The character’s senses operate at a cha-
otic level beyond the understanding of most other
6) Sword Swings True: Add Area Of Effect (One Hex people, so his senses aren’t as sensitive to overloads
Accurate; +½). Total cost: 60 points. and similar damage. The character buys any or all
7) Painful Sword: Add +2 Increased STUN Multiple of the powers listed below.
(+½). Total cost: 60 points. Game Information:
8) Unstoppable Sword: Decrease to HKA 1d6 (up Cost Power
to 2d6 with STR) and add AVLD (Power Defense; 15 Chaos Eyes: Sight Group Flash Defense (15
+1½), Does BODY (+1). Total cost: 60 points. points)
WARPED BODY 15 Chaos Ears: Hearing Group Flash Defense
(15 points)
Effect: Drain STR, DEX, CON, and COM 15 Chaos Nose: Smell/Taste Group Flash
2d6 Defense (15 points)
Target/Area Affected: One character 15 Chaos Nerves: Touch Group Flash Defense
Duration: Instant (15 points)
Range: 250”
END Cost: 5 CHAOTIC BATTLEFIELD
Description: The character can warp and shape the Effect: Defense Maneuver IV
flesh of another living creature, causing it to melt, Target/Area Affected: Self
meld, and reshape. The victim becomes not only Duration: Persistent
hideous to look at, but weaker and less able to con- Range: Self
trol and use his misshapen body. END Cost: 0
Game Information: Drain STR, DEX, CON, Description: The character’s sense of his surround-
and COM 2d6, any four Characteristics simul- ings is not confused by the presence of multiple
taneously (+1), Ranged (+½). Total cost: 50 attackers against him, their location, or similar
points. potential problems.
Game Information: Defense Maneuver IV.
OPTIONS: Total cost: 10 points.
1) Stronger Warping: Increase to Drain 3d6. Total
cost: 75 points.
2) Weaker Warping: Decrease to Drain 1½d6. Total
cost: 37 points.
3) Easy Warping: Add Reduced Endurance (½ END;
+¼). Total cost: 55 points.
4) Effortless Warping: Add Reduced Endurance (0
END; +½). Total cost: 60 points.
Chaos And Entropy Powers 25

CHAOTIC BODY OPTIONS:


Effect: No Hit Locations 1) Reaching Point Defense: Add Adjacent Hexes
Target/Area Affected: Self (+½). 30 Active Points; total cost 20 points.
Duration: Persistent
Range: Self 2) Ranged Point Defense: Add Ranged (+1). 40
END Cost: 0 Active Points; total cost 27 points.
Description: The character’s body is so chaotically 3) Effortless Point Defense: Remove Costs Endur-
built that any hit in any location is more or less the ance (-½). Total cost 20 points.
same as an equal hit anywhere else, and attempts to
SHIELD OF ENTROPY
alter his body have lessened effects.
Because No Hit Locations is normally Effect: Force Field (15 PD, 15 ED,
restricted to automata only, and because not all 15 Mental Defense, 10 Flash
campaigns use Hit Locations in the first place, the Defense, 10 Power Defense)
Chaotic Form element of this power requires the Target/Area Affected: Self
GM’s permission. Duration: Constant
Range: Self
Game Information:
END Cost: 6
Cost Ability
Description: The character surrounds himself
10 Chaotic Exterior: Lack Of Weakness (-5) for
with an entropy-generating field, causing any
Normal Defenses and Resistant Defenses
incoming attacks to quickly deteriorate and have
10 Chaoic Form: No Hit Locations
reduced effect.
15 Chaotic Metabolism: Power Defense (15 points)
Game Information: Force Field (15 PD, 15
CHAOTIC MIND ED, 15 Mental Defense, 10 Sight Group Flash
Effect: Mental Defense (20 points plus Defense, 10 Power Defense). Total cost: 65
EGO/5) points.
Target/Area Affected: Self
Duration: Persistent OPTIONS:
Range: Self
END Cost: 0 1) Greater Entropy: Increase to Force Field (20 PD,
20 ED, 20 Mental Defense, 15 Sight Group Flash
Description: The character’s mind is such a chaotic Defense, 15 Power Defense). Total cost: 90 points.
jumble that mentalists have a difficult time reading
and manipulating it. 2) Lesser Entropy: Decrease to Force Field (10 PD,
10 ED, 10 Mental Defense, 5 Sight Group Flash
Game Information: Mental Defense (20 points Defense, 5 Power Defense). Total cost: 40 points.
plus EGO/5). Total cost: 20 points.
3) Easy Entropy: Add Reduced Endurance Cost (½
END; +¼). Total cost: 81 points.
OPTIONS:
4) Effortless Entropy: Add Reduced Endurance Cost
1) More Chaotic: Increase to Mental Defense (30 (0 END; +½). Total cost: 97 points.
points plus EGO/5). Total cost: 30 points.
5) Tiring Entropy: Add Increased Endurance Cost
2) Less Chaotic: Decrease to Mental Defense (10 (x3 END; -1). 65 Active Points; total cost 32 points.
points plus EGO/5). Total cost: 10 points.
6) Diligent Entropy: Add Hardened (+¼). Total cost:
3) Tiring Chaos: Add Costs Endurance (-½). 20 81 points.
Active Points; total cost 13 points.
7) Very Diligent Entropy: Add Hardened (x2; +½).
4) Stubborn Chaos: Add Hardened (+¼). Total cost Total cost: 97 points.
25 points.
8) Basic Entropy: Change to Force Field (30 PD, 30
ENTROPY POINT DEFENSE ED). Total cost: 60 points.
Effect: Missile Deflection 9) Entropy Field Variant: Change to Physical Damage
Target/Area Affected: Self Reduction, resistant (50%) (30 points); Costs
Duration: Constant Endurance (-½) (total cost 20 points) plus Energy
Range: No Range Damage Reduction, resistant (50%) (30 points);
END Cost: 2 Costs Endurance (-½) (total cost 20 points) plus
Mental Damage Reduction (50) (20 points); Costs
Description: The character can cause incoming Endurance (-½) (total cost 13 points). Total cost: 20
attacks to dissipate before they reach him. + 20 +13 = 53 points.
Game Information: Missile Deflection (all
Ranged attacks) (20 Active Points); Costs
Endurance (-½). Total cost: 13 points.
26 ■ Chaos And Entropy Powers Hero System 5th Edition

Martinez
Category Chaos And Entropy Powers Subject ID Entropy Scale: 18 Mode

SUBJECT ID:
ENTROPY Effect:
WALL OF ENTROPY
Force Wall (10 PD/10 ED)
MOVEMENT POWERS
Target/Area Affected: 1 hex
“This artist’s rendition Duration: Constant ENTER THE REALM OF CHAOS
shows Entropy using Range: 250” Effect: Extra-Dimensional Movement
a power we know he END Cost: 5 (to a Chaos dimension)
possesses, but which Target/Area Affected: Self
has not been captured Description: The character creates a barrier that
stops anything from passing by dissipating all types Duration: Instant
on film since it’s not an
ability he’s likely to use of energy — and many types of matter. Range: Self
in combat. In effect he END Cost: 2
somehow focuses on the Game Information: Force Wall (10 PD/10 ED).
Description: The character’s ties to Chaos are so
trillions of probabilities Total cost: 50 points.
complete that he can travel to Beulah, the Realm of
and possibilities avail- Chaos (see The Mystic World, page 47); the Qlipho-
able and manipulates OPTIONS: thic World (The Mystic World, page 48); or some
the “threads of chaos”
(according to Dr. White) 1) Stronger Wall: Increase to Force Wall (12 PD/12 other dimension of Chaos or Entropy fitting the
to open a “portal” that ED). Total cost: 60 points. GM’s multiverse.
allows him to view dis- 2) Weaker Wall: Decrease to Force Wall (8 PD/8 Game Information: Extra-Dimensional Move-
tant locations. Sounds
ED). Total cost: 40 points. ment (to a single location in Beulah, the Qli-
like a crock of nawoz to
me, but I can’t deny that 3) Easy Wall: Add Reduced Endurance (½ END; phothic World, or some equivalent dimension).
it works somehow.” +¼). Total cost: 62 points. Total cost: 20 points.

4) Effortless Wall: Add Reduced Endurance (0 END; OPTIONS:


—Excerpt from the
+½). Total cost: 75 points.
working notes of Agent
Ewa Rosiak for an 5) Tiring Wall: Add Increased Endurance Cost (x3 1) Easy Entrance: Add Reduced Endurance (½
article for the UNTIL END; -1). 50 Active Points; total cost 25 points. END; +¼). Total cost: 25 points.
Weekly Supercriminal 2) Effortless Entrance: Add Reduced Endurance (0
Defense Bulletin 6) Stalwart Wall: Add Hardened (+¼). Total cost:
62 points. END; +½). Total cost: 30 points.

7) Transparent Wall: Add Personal Immunity (+¼). 3) Tiring Entrance: Add Increased Endurance Cost
Total cost: 62 points. (x3 END; -1). 20 Active Points; total cost 10 points.

8) Big Wall: Add +5” wide. Total cost: 60 points. 4) Enter The Realm With Me: Add x2 Mass. Total
cost: 25 points.
9) Retributive Wall: Add Backlash (+½). Total cost:
75 points. 5) Let’s All Visit Chaos: Add x16 Mass. Total cost:
40 points.
Chaos And Entropy Powers 27

6) Gateway To Chaos: Add Area Of Effect (One Hex; TUNNEL OF DETERIORATION


+½), Continuous (+1), Usable By One Other (+¼) Effect: Tunneling 8” through 8 DEF
(55 Active Points); Gate (-½). Total cost: 37 points. material
Target/Area Affected: Self
RIDING THE THREADS OF CHAOS Duration: Constant
Effect: Teleportation 15” Range: Self
Target/Area Affected: Self END Cost: 8
Duration: Instant
Description: The character works his entropy
Range: Self
effect on the ground, causing a tunnel to open up
END Cost: 4
in front of him.
Description: The character can suddenly appear
in a place other than where he just was. This can Game Information: Tunneling 8” through 8
be achieved by a variety of means, among them DEF material. Total cost: 40 points.
stepping through a randomly-occurring worm-
hole, stepping through the “chaos dimension” and OPTIONS:
back, adjusting probability so that he just suddenly 1) Greater Deterioration: Increase to Tunneling 12”
appears at his destination, or even altering the very through 12 DEF material. Total cost: 60 points.
nature of truth and reality itself.
For long-distance forms of this power, a charac- 2) Lesser Deterioration: Decrease to Tunneling 4”
ter will usually have at least one memorized location. through 4 DEF material. Total cost: 20 points.

Game Information: Teleportation 20”. Total 3) Stronger Deterioration: Increase to Tunneling 8”


cost: 40 points. through 13 DEF material. Total cost: 55 points.
4) Easy Deterioration: Add Reduced Endurance (½
OPTIONS: END; +¼). Total cost: 50 points.

1) Longer Threads: Increase to Teleportation 30”. 5) Effortless Deterioration: Add Reduced Endurance
Total cost: 60 points. (0 END; +½). Total cost: 60 points.

2) Shorter Threads: Decrease to Teleportation 10”. 6) Tiring Deterioration: Add Increased Endurance Cost
Total cost: 20 points. (x3 END; -1). 40 Active Points; total cost 20 points.

3) Easy Threads: Add Reduced Endurance (½ END;


+¼). Total cost: 50 points. SENSORY POWERS
4) Effortless Threads: Add Reduced Endurance (0
END; +½). Total cost: 60 points. IN TUNE WITH CHAOS
5) Tiring Threads: Add Increased Endurance Cost Effect: Detect Order/Chaos
(x3 END; -1). 40 Active Points; total cost 20 points. Target/Area Affected: Self
6) Long-Distance Thread: Add x32 noncombat. Total Duration: Constant
cost: 60 points. Range: Self
END Cost: 0
7) Very Long-Distance Thread: Add MegaScale (1” =
10 km; +½). Total cost: 60 points. Description: The character is able to sense fluc-
tuations in the principles of Order and Chaos in
8) Cross Country Thread: Add MegaScale (1” = 1,000 his vicinity.
km; can scale back to 1” = 1 km; +1¼). Total cost:
90 points. Game Information: Detect Order/Chaos (INT
9) Come Ride The Threads With Me: Add x2 Roll) (no Sense Group), Range, Increased Arc
Increased Mass. Total cost: 45 points. Of Perception (360 Degrees). Total cost 20
points.
10) Let’s Bring The Whole Gang: Add x16 Increased
Mass. Total cost: 60 points. OPTIONS:
11) Safe Riding: Add Position Shift and No Relative
Velocity. Total cost: 55 points. 1) Enhanced Sensing: Increase to INT Roll +5. Total
cost 25 points.
12) Gateway Of Chaos Threads: Add Area Of
Effect (One Hex; +½), Continuous (+1), Usable 2) Psychic Sensing: Change to Mental Sense Group
By One Other (+¼) (110 points); Gate (-½). (or Mystic Sense Group) and remove Range. Total
Total cost: 73 points. cost 15 points.

13) Uncontrolled Riding: The character cannot con- 3) Accurate Sensing: Add Discriminatory. Total cost
trol exactly where he’ll end up when he teleports, 25 points.
except that he won’t be inside a solid object. Add 4) Very Accurate Sensing: Add Discriminatory and
Safe Blind Teleport (+¼) and No Conscious Con- Analyze. Total cost 30 points.
trol (-1). 50 Active Points; total cost 25 points. 5) Completely Accurate Sensing: Add Discrimina-
tory and Targeting. Total cost 35 points.
28 ■ Chaos And Entropy Powers Hero System 5th Edition
POINTS OF ENTROPY 7) Difficult Temporal Viewport: As Temporal Viewport,
Effect: Find Weakness 11- but also add Attack Roll Required (-¼) and Time
Target/Area Affected: One character Modifiers (-½). 80 Active Points; total cost 46 points.
Duration: Persistent 8) Easy Viewport: Add Reduced Endurance (½
Range: Self END; +¼). Total cost: 50 points.
END Cost: 0
9) Effortless Viewport: Add Reduced Endurance (0
Description: The character’s sense of entropy reveals END; +½). Total cost: 60 points.
points of weakness in a target’s defenses.
10) Tiring Viewport: Add Increased Endurance Cost
Game Information: Find Weakness 11- with all (x3 END; -1). 40 Active Points; total cost 20 points.
Chaos/Entropy attacks. Total cost: 20 points.

OPTIONS: MISCELLANEOUS POWERS


1) Improved Points: Increase to Find Weakness 13-.
Total cost: 30 points. AMORPHOUS HORROR
Effect: Summon Amorphous Horror
2) Universal Points: Increase to Find Weakness 11-
Target/Area Affected: One character
with all attacks. Total cost: 30 points.
Duration: Instant
3) Tiring Points: Add Costs Endurance (-½). 20 Range: No Range
Active Points; total cost 13 points. END Cost: 10
VIEWPORT OF CHAOS Description: The character can summon an amor-
phous horror (see page 190 of The HERO System Bes-
Effect: Clairsentience (Sight Group) tiary) from its home dimension to hassle his enemies.
Target/Area Affected: Self
Duration: Constant Game Information: Summon 498-point Amor-
Range: 1,600” phous Horror. Total cost 100 points.
END Cost: 4
Description: The character can view remote loca- OPTIONS:
tions. This can be achieved by reaching out through 1) Amicable Horror: The amorphous horror willingly
the threads of chaos, opening a small wormhole- does the character’s bidding. How much this costs
like portal, focusing on the one out of a trillion pos- depends on how willing the amorphous horror
sibilities of light from his target focusing directly serves the character.
on him, or any of numerous other means.
Friendly Horror: Add Friendly (+¼). Total cost:
Game Information: Clairsentience (Sight Group), 125 points.
16x Range (1,600”). Total cost: 40 points.
Loyal Horror: Add Loyal (+½). Total cost: 150
OPTIONS: points.

1) Mobile Viewport: Add Mobile Perception Point. Devoted Horror: Add Devoted (+¾). Total cost:
Total cost: 45 points. 175 points.
2) Long-Range Viewport: The character can remotely Slavish Horror: Add Slavishly Devoted (+1).
view a location nearly anyplace on the planet. Total cost: 200 points.
Change to:
2) Multiple Horrors: The character can summon
Cost Power more than one horror.
45 Viewport of Chaos: Multipower, 45-point
reserve Pair Of Horrors: Increase to 2 498-point Amor-
4u 1) Local Viewport: Clairsentience (Sight phous Horrors. Total cost 105 points.
Group), 16x Range (1,600”)
Squad Of Horrors: Increase to 8 498-point
4u 2) Distant Viewport: Clairsentience (Sight
Amorphous Horrors. Total cost 115 points.
Group), MegaScale (1” = 1,000 km, can scale
back to 1” = 1 km; +1¼). Platoon Of Horrors: Increase to 64 498-point
3) Multiple Viewports: Add Multiple Perception Amorphous Horrors. Total cost 130 points.
Points (up to four at once). Total cost: 50 points. Army Of Horrors: Increase to 500 498-point
4) Audio Viewport: The character can hear as well as see Amorphous Horrors. Total cost 145 points.
at a distance. Add Hearing Group. Total cost: 50 points. Invasion Of Horrors: Increase to 2,000 498-point
5) Internal Viewport: The character cannot see in his Amorphous Horrors. Total cost 155 points.
own location while using the Power. Add Blackout
(-½). 40 Active Points; total cost 27 points. 3) Easy Horror: Add Reduced Endurance (½ END;
6) Temporal Viewport: The character can view +¼). Total cost: 125 points.
through time. Add Precognition and Retrocogni- 4) Effortless Horror: Add Reduced Endurance (0
tion. Total cost: 80 points. END; +½). Total cost: 150 points.
Chaos And Entropy Powers 29

5) Tiring Horror: Add Increased Endurance Cost (x3 DISREGARD OF CLUTTER


END; -1). 100 Active Points; total cost 50 points. Effect: Environmental Movement (no
6) Horror Over There: Add Ranged (+½). Total cost: penalties in cramped or clut-
150 points. tered spaces)
Target/Area Affected: Self
CHAOTIC VISAGE Duration: Constant
Effect: Shape Shift (Sight and Touch Range: Self
Groups) END Cost: 0
Target/Area Affected: Self Description: The character can move about in a
Duration: Persistent cramped or cluttered space as easily as a wide-
Range: Self open space — the chaos of clutter simply doesn’t
END Cost: 0 bother him.
Description: The character’s external appearance is In addition to this ability, the character may
constantly shifting and changing. While his appear- also buy certain other forms of Environmental
ance is always humanoid, he cannot control what Movement, such as Icewalking and Supreme
his appearance shifts into. Balance, to represent his attunement to chaotic
The GM may prefer to represent this prop- conditions.
erty with a Distinctive Feature (Not Concealable, Game Information: Environmental Movement
Major Reaction), either in place of or in addition (no penalties in cramped or cluttered spaces).
to this Power. Total cost: 3 points.
Game Information: Shape Shift (Sight and
Touch Groups, any humanoid shape), Reduced FORTUNE OF CHAOS
Endurance (0 END; +½), Persistent (+½) (46 Effect: Luck 8d6
Active Points); Always On (-½), No Conscious Target/Area Affected: Self
Control (-1). Total cost: 18 points. Duration: Persistent
Range: Self
OPTIONS: END Cost: 0
1) Chaotic Form: Add Hearing and Smell/Taste Description: The principles of chance and chaos
Groups. 58 Active Points; total cost 23 points. seem to always work in the character’s favor.
2) Extremely Chaotic: The character’s shape isn’t nec- Game Information: Luck 8d6. Total cost: 40
essarily humanoid — it can be practically anything. points.
Increase to any shape. 66 Active Points; total cost
26 points. OPTIONS:
1) Outrageous Fortune: Increase to Luck 12d6. Total
cost: 60 points.
2) Small Fortune: Decrease to Luck 4d6. Total cost:
20 points.
3) Tiring Fortune: Add Costs Endurance (-½). Total
cost: 27 points.
30 ■ Cosmic Energy Powers Hero System 5th Edition

COSMIC ENERGY
POWERS
DEFENSIVE POWERS SENSORY POWERS
PLANETARY SHIELD TRUE COSMIC AWARENESS
Effect: Force Wall (30 PD/30 ED), Effect: Various Sensory Powers
Hardened Target/Area Affected: Self
Target/Area Affected: One planet Duration: Persistent
Duration: Constant Range: Self
Range: 2,625” END Cost: 0
END Cost: 0 Description: One trait possessed by many charac-
Description: The character can erect a force field ters with Cosmic Energy powers, particularly those
large enough to protect an entire planet. The field of the “space god” or “cosmic” archetype, is a power-
keeps anyone from leaving or landing on the planet ful sensory ability often known as “cosmic aware-
(except the character himself) unless they first ness.” It gives the character the ability to perceive
break through the shield. universally — to know what’s going on throughout
Reality and to see whatever he needs to see.
Game Information: Force Wall (30 PD/30
In HERO System terms, there are many ways
ED), Hardened (+¼), MegaScale (1” =
you can simulate Cosmic Awareness (including the
100,000 km; +1½), Personal Immunity (+¼),
simple form of this power on page 42 of The UNTIL
Reduced Endurance (0 END; +½) (525 Active
Superpowers Database). Listed below are several pos-
Points); Restricted Shape (sphere; -¼). Total
sibilities; a character can buy some or all of them, as
cost: 420 points.
he wishes. But of course, given the potential game
balance problems these abilities can create, he has to
OPTIONS: get the GM’s permission before doing so.
1) Strong Planetary Shield: Increase to Force In games on the sort of scale where True
Wall (40 PD/40 ED). 700 Active Points; total cost Cosmic Awareness would be used, the “any area”
560 points. for Danger Sense can be defined however the GM
wishes. The HERO System 5th Edition, Revised rec-
2) Weak Planetary Shield: Decrease to Force Wall (20 ommends restricting it to a planetary level. If the
PD/20 ED). 350 Active Points; total cost 280 points. GM does this, characters can increase the range as
3) Personal Planetary Shield: The character can follows: for an additional +5 points, to an entire
only use the Shield to protect a planet that he’s star cluster (or similar region of the Galaxy); for
on, and cannot leave the planet while the Shield an additional +5 points, to an entire galaxy; for an
remains in place. Remove Personal Immunity (+¼) additional +5 points, to throughout Reality. (The
and add No Range (-½). 487 Active Points; total power described below uses this rule.)
cost 278 points. Game Information:
4) Tiring Planetary Shield: Decrease Reduced Cost Power
Endurance to ½ END (+¼). 487 Active Points; total 63 Cosmic Awareness (Perceive Everything):
cost 390 points. Detect Physical Objects, Energy, and Magic
5) Let This World Be Your Prison: The character can (INT Roll) (no Sense Group), Discrimina-
only use the Planetary Shield to trap one person tory, Analyze, Increased Arc Of Perception
on a planet. He must choose this person when he (360 Degrees), Range, Sense, Targeting, Tele-
creates the Shield, and may not change it afterward. scopic (+12 versus Range Modifier), Tracking
Remove Personal Immunity (+¼) and add Persis- 283 Cosmic Awareness (Cosmic Scale): MegaScale
tent (+½) and Only Versus One Specific Individual (1” = 1,000 light-years, can scale down to 1”
(-2). 562 Active Points; total cost 173 points. = 1 km; +4½) for Detect Physical Objects,
Energy, and Magic
57 Cosmic Awareness (Threat Awareness):
Danger Sense (any area [all Reality], any
danger, sense) (INT Roll)
75 Cosmic Awareness (Sense Weaknesses): Find
Weakness 20- with All Attacks
Cosmic Energy Powers 31

300 Cosmic Awareness (Sense Minds): Mind Scan


40d6 plus +50 OECV with Mind Scan MOVEMENT POWERS
Total cost: 778 points.
COSMIC WORMHOLE
REALITY AWARENESS
Effect: Teleportation 10”, MegaScale,
Effect: Detect Plot Gate
Target/Area Affected: Self Target/Area Affected: One hex area
Duration: Instant Duration: Constant
Range: Self Range: No Range
END Cost: 0 END Cost: 13
Description: When the character is puzzled by Description: The character can open up a worm-
a turn of events or confused by what’s going on hole to any planet in the galaxy, or perhaps a
during an investigation, he expands his conscious- little ways beyond. Because of the problems with
ness to perceive all of reality for a split-second. That using Teleportation at long range, the character’s
tells him exactly where to go to find who (or what) destinations are usually memorized locations he’s
he’s looking for or to stop a crime from occurring. visited in his travels as he’s wandered the Galaxy
Obviously, this power — Detect Plot — is via other means.
grossly unbalancing for any campaign. In most
cases, GMs should allow it only for NPCs who Game Information: Teleportation 10”, x8
won’t abuse it, or give it to a character as a tempo- Increased Mass, Area Of Effect (One Hex; +½),
rary ability during a scenario where the character Continuous (+1), MegaScale (1” = 10,000 LY;
gains vastly increased powers for a short time. +4½), Usable Simultaneously (+½) (262 Active
Points); Gate (-½). Total cost: 175 points.
Game Information: Detect Plot (INT Roll) (no
Sense Group), Discriminatory, Increased Arc OPTIONS:
Of Perception (360 Degrees), Range, Telescopic
(+60 versus Range Modifier) (55 Active Points); 1) Strong Wormhole: Increase to x32 Increased
Non-persistent (-¼), Instant (-½). Total cost: Mass. 337 Active points; total cost 225 points.
31 points. 2) Weak Wormhole: Remove Increased Mass. 150
Active Points; total cost 100 points.
OPTIONS:
3) Intergalactic Wormhole: The character can create
1) Far Out, Man: This version of the power works a gate that reaches other galaxies. Increase to Mega-
at even greater ranges. Increase to Telescopic (+80 Scale (1” = 1 million LY; +5). 280 Active Points;
versus Range Modifier). 65 Active Points; total cost total cost 187 points.
37 points. 4) Sector Wormhole: The character’s wormhole can
2) Accurate Reality Awareness: Increase to INT only reach stars in the general vicinity. Decrease
Roll +10. 65 Active Points; total cost 37 points. to MegaScale (1” = 100 LY; +4). 245 Active points;
3) Tiring Reality Awareness: Using Reality Aware- total cost 163 points.
ness tends to sap the character’s energy. Add Costs 5) Larger Wormhole: Increase to Area Of Effect (24”
Endurance (-½) and Increased Endurance Cost (x3 Radius; +1). 280 Active Points; total cost 187 points.
END; -1). Total cost: 17 points. 6) Easy Wormhole: Add Reduced Endurance (0
4) Slow Reality Awareness: It takes the character END; +½). 280 Active points; total cost 187 points.
time to scan all of reality to find what he’s looking 7) Tiring Wormhole: Add Increased Endurance Cost
for. Add Extra Time (a minimum of 1 Minute, and (x2 END; -½). Total cost: 131 points.
sometimes more; -1½). Total cost: 17 points.
32 ■ Cosmic Energy Powers Hero System 5th Edition

Martinez
Category Cosmic Energy Powers Subject ID Supernova Scale: 30 Mode

SUBJECT ID:
SUPERNOVA
MISCELLANEOUS POWERS OPTIONS:
1) Greater Reserves: Increase to Endurance
COSMIC POWER RESERVES Reserve (300 END, 30 REC). Total cost: 60 points.
“NASA probes cap-
tured this picture of an Effect: Endurance Reserve (200 END, 2) Smaller Reserves: Decrease to Endurance
unknown superhuman 30 REC) Reserve (150 END, 20 REC). Total cost: 35 points.
flying near Mars, using Target/Area Affected: Self 3) Faster Recovery: Increase to Endurance Reserve
his powers to, appar- Duration: Persistent (200 END, 40 REC). Total cost: 60 points.
ently, open a wormhole Range: Self
for faster travel through 4) Much Faster Recovery: Increase to Endurance
space. Power readings
END Cost: 0 Reserve (200 END, 50 REC). Total cost: 70 points.
obtained by the probes Description: The character’s body stores the cosmic 5) Slower Recovery: Decrease to Endurance
indicated the being’s power that fuels his powers.
power level was off the Reserve (200 END, 20 REC). Total cost: 40 points.
charts — a not uncom- Game Information: Endurance Reserve (200
mon result for beings END, 30 REC). Total cost: 50 points.
able to exist effortlessly
in outer space. Captain
Chronos has told us the
being’s name is Super-
nova and that he comes
from the thirty-first
century, but would say
no more.”

—from a report by
GATEWAY Com-
mander Rodney Currie
Cyberkinesis Powers 33

CYBERKINESIS
POWERS
OFFENSIVE POWERS Effect:
POWER BOOST
Succor Machine Powers 6d6
Target/Area Affected: One machine
CYBERMORPHING Duration: Constant
Effect: Major Transform 3d6 Range: 260”
(machines to other machines, END Cost: 5
or spare parts into machines) Description: The character can increase the power
Target/Area Affected: One machine or collection of output of any single function of any single machine
spare parts (even if that machine has multiple components
Duration: Instant working in tandem, such as jet-boots).
Range: No Range
END Cost: 4 Game Information: Succor Machine Powers
6d6, any Machine Power one at a time (+¼),
Description: The character has the ability to cyberki-
Ranged (+½). Total cost: 52 points.
netically transmutate one machine into another
machine, or a collection of spare parts into a work-
ing machine. The GM determines the BODY of the OPTIONS:
machine or spare parts (see the HERO System 5th Edi- 1) Strong Power Boost: Increase to Succor 8d6.
tion, Revised rulebook, pages 447-49, for guidelines). Total cost: 70 points.
The rules for adding or removing abilities with Trans-
form (page 239 of the rulebook) apply. Depending on 2) Weak Power Boost: Decrease to Succor 4d6.
the situation, the GM may limit the scope of what the Total cost: 35 points.
character can do with this power based on the mate- 3) Power Boost Touch: The character has to touch
rial he’s got to work with and the degree of similarity a machine to enhance its power. Remove Ranged
between the two machines. For example, a cyberkinetic (+½). Total cost: 37 points.
could Transform a television remote control into an 4) Lasting Power Boost: Change to Aid Machine
infrared laser pistol, but not into a starter motor. Powers 3d6. Total cost: 52 points.
Game Information: Major Transform 3d6 5) Expanded Power Boost I: The character can
(machine into any other type of machine, increase the power of all functions of a single
or spare parts into working machine; heals machine. Change to Succor Machine Powers 3d6,
back by being taken apart or destroyed, or any two Machine Powers simultaneously (+½).
subjected to another use of this power) (45 Total cost: 30 points.
Active Points); No Range (-½), Limited Target
6) Expanded Power Boost II: As Expanded Power
(machines and spare parts for machines; -½).
Boost II, but change to any four Machine Powers
Total cost: 22 points.
simultaneously (+1). Total cost: 37 points.
OPTIONS: 7) Expanded Power Boost III: As Expanded Power
Boost II, but change to all Machine Powers simulta-
1) Strong Cybermorphing: Increase to Major Trans- neously (+2). Total cost: 52 points.
form 4d6. 60 Active Points; total cost 30 points.
8) Multiple Machine Boost: The character can affect
2) Weak Cybermorphing: Decrease to Major Trans- all machines in a given area, though only for one
form 2d6. 30 Active Points; total cost 15 points. function at a time. Decrease to Succor Machine
3) Ranged Cybermorphing: The character can trans- Power 4d6 and add Area Of Effect (4” Radius; +1).
mutate machines at range. Remove No Range (-½). Total cost: 55 points.
Total cost: 30 points.
34 ■ Cyberkinesis Powers Hero System 5th Edition

SENSORY POWERS MISCELLANEOUS POWERS


INFRARED COMMUNICATION COMPUTER BRAIN
Effect: Infrared Perception (Sight Effect: +15 INT, Various Talents
Group), Transmit, Only To Com- Target/Area Affected: Self
municate With Machines Duration: Persistent
Target/Area Affected: Self Range: Self
Duration: Persistent END Cost: 0
Range: Self Description: The character’s mind functions with
END Cost: 0 computer-like precision, giving him heightened
Description: Many electronic devices “communi- intelligence, increased powers of perception, and
cate” with each other via beams of infrared light various other abilities. A character can buy as many
— such as a remote control turning a television of the listed abilities as he wishes.
on and off, or two computers exchanging data via Game Information:
an IR link. The cyberkinetic can perceive such
communications, and even communicate with Cost Power
machines himself that way. 3 Calculator Brain: Lightning Calculator
5 Computer-Like Memory: Eidetic Memory
Game Information: Infrared Perception (Sight 15 Computer-Like Thinking: +15 INT
Group), Transmit (7 Active Points); Only To 3 Internal Clock: Absolute Time Sense
Communicate With Machines (-1). Total cost: 4 Text Scanning: Speed Reading
3 points.
OPTIONS:
READ DATA 1) Computer Access: The character’s heightened
Effect: Detect Data In Computer intellect only functions when he consciously or
Target/Area Affected: Self subconsciously draws upon the power of nearby
Duration: Persistent computers to enhance his brain. “Computers” in
Range: No Range this instance refers to relatively powerful comput-
END Cost: 0 ing devices such as desktops and laptops; smaller
computers (PDAs, computer chips in automobile
Description: By touching a computer (or similar engines) won’t do the trick. Change to:
electronic media storage device), the character can
detect the data inside it. It may take him a long time Cost Power
to sift through all that data to find what he wants, 2 Calculator Brain: Lightning Calculator; Only
but at least he doesn’t have to turn the computer on, In Proximity to Computers (-½)
hack through its security programs, and so forth. 3 Computer-Like Memory: Eidetic Memory;
Only In Proximity to Computers (-½)
Game Information: Detect Data In A Com- 10 Computer-Like Thinking: +15 INT; Only In
puter (INT Roll) (Radio Group), Discrimi- Proximity to Computers (-½)
natory, Analyze, Rapid (x10,000). Total cost: 2 Internal Clock: Absolute Time Sense; Only In
32 points. Proximity to Computers (-½)
3 Text Scanning: Speed Reading; Only In Prox-
OPTIONS: imity to Computers (-½)
1) Strong Data-Reading: Increase to INT Roll +5.
Total cost: 37 points.
2) Weak Data-Reading: The character’s ability to dif-
ferentiate between different types of data isn’t always
precise. Remove Analyze. Total cost: 27 points.
3) Fast Data-Reading: Increase to Rapid (x100 mil-
lion). Total cost: 44 points.
4) Slow Data-Reading: Decrease to Rapid (x100).
Total cost: 26 points.
Cyberkinesis Powers 35

COPY MACHINE OPTIONS:


Effect: Variable Power Pool to copy 1) Greater Copy Machine: Increase to 250 base +
the abilities of any machine 125 control cost. Total cost: 250 + 31 = 281 points.
Target/Area Affected: Self
Duration: Varies 2) Lesser Copy Machine: Decrease to 150 base + 75
Range: Touch control cost. Total cost: 150 + 19 = 169 points.
END Cost: Varies 3) Ranged Copying: Replace Requires Success-
Description: The character has the ability to touch ful HTH Attack Roll with Can Only Copy Powers
any machine, and “copy” its powers and other abili- From Devices Within 10” And LOS (-¼). Total cost:
ties (such as Talents). For example, the character 200 + 27 = 227 points.
could gain the ability to run as fast as a sportscar, 4) Copy Machine Singular: The character can
smash a building like a wrecking ball, shoot bul- only copy the powers of one machine at a time.
lets like a gun, and so forth just by touching the Add Cannot Retain Copied Powers (when char-
object in question. This power resembles Mimick- acter copies powers, he immediately loses all
ing (USPD 265-266), but mimics the powers of a previously-copied powers; -¼). Total cost: 200 +
machine instead of another character. 23 = 223 points.
The character’s newfound powers have all of
the same Advantages and Limitations as those of MACHINE REPAIR
the copied device, except for the Focus Limitation Effect: Healing BODY 4d6, Machines
(or other Limitation representing the technological Only
nature of the device, such as Restrainable [at -¼]). Target/Area Affected: One machine
This includes any Advantages or Limitations that Duration: Instant
might apply to the Power because of the target’s Range: No Range
nature; for example, if the character touches a END Cost: 4
sportscar, he can run as fast as that sportscar, but
Description: The character can instantly repair
would have to take the Advantage Reduced Endur-
damage done to any machine or technological
ance (0 END; +½) and the Limitation Turn Mode
device. This power only works on mechanical or
(-¼) unless the sportscar’s Ground Movement has
electronic devices; it wouldn’t work on, for exam-
the No Turn Mode Advantage or the Costs Endur-
ple, organic technology, or technology based
ance Limitation.
entirely on crystals.
The character may also copy the device’s physi-
cal properties to gain its DEF in resistant defense. Game Information: Healing BODY 4d6 (40
He should buy Damage Resistance first, until it Active Points); Only Versus Machines (-1).
equals either his natural DEF or the DEF of the Total cost: 20 points.
targeted object, and buy any extra using Armor.
The character retains the copied powers as OPTIONS:
long as he wants, until he has to “trade out” some-
thing to make room for more. When this happens, 1) Strong Machine Repair: Increase to Healing
the rule is “first in, first out” — all of the properties BODY 6d6. 60 Active Points; total cost 30 points.
of the earliest object he mimicked leave at once, 2) Weak Machine Repair: Decrease to Healing
and then the next object, until there’s enough BODY 3d6. 30 Active Points; total cost 15 points.
room in the pool for the new one. However, if even
3) Multiple Machine Repair: Decrease to Healing
completely emptying out the pool won’t enable
BODY 3d6 and add Area Of Effect (4” Radius; +1).
the character to mimic a target’s abilities (as might
60 Active Points; total cost 30 points.
happen if the character should try to absorb the
powers of, for example, a high-tech battlesuit or
an extremely powerful vehicle), the power will not
activate at all — the old powers don’t even “drop
out” of the pool.
Game Information: Variable Power Pool (Mimic
Pool), 200 base + 100 control cost; Requires
Successful HTH Attack Roll (-½), VPP Mimics
Target’s Powers (-½), Only To Mimic Techno-
logical Devices (-½), Powers May Only Be As
Powerful As Target’s Powers (-½), No Con-
scious Control (VPP copies the largest power
first, character can activate the VPP but has no
control over the powers he gets; -1). Total cost:
200 + 25 = 225 points.
36 ■ Cyberkinesis Powers Hero System 5th Edition

Martinez
Category Cyberkinesis Subject ID The Engineer Scale: 14 Mode

SUBJECT ID: CYBERKINETIC CHAUFFEUR Game Information: Summon one motor vehicle
THE ENGINEER Effect: Summon one motor vehicle built on up to 300 total points, Expanded Class
built on up to 300 total points, (motor vehicles; +½), Slavishly Loyal (+1) (150
“A recent battle at a LOS Required Active Points); Arrives Under Own Power
construction site that Target/Area Affected: One motor vehicle (-½), Summoned Being Must Inhabit Locale
pitted Defender, Witch- Duration: Instant (-½), Character Must Have LOS To Vehicle To
craft, and Nighthawk of Range: No Range Summon It (-½). Total cost: 60 points.
the Champions against
END Cost: 15
the Engineer provided
OPTIONS:
a perfect example of Description: The character can remotely activate
the Engineer’s ability to any motor vehicle he can see and cause it to come 1) Strong Chauffeur: Increase to one motor vehicle
instantly create machin- to him and then obey his commands as he rides in built on up to 500 total points. 250 Active Points;
ery out of spare parts it. The car uses its own DEX and SPD, not the char- total cost 100 points.
— or other machines. acter’s DEX and SPD. The vehicle is totally “loyal” to
This leaves armored 2) Weak Chauffeur: Decrease to one motor vehicle
him, though someone else could physical take con-
superheroes such as built on up to 200 total points. 100 Active Points;
Defender particularly trol of it away from him (by, for example, leaping
total cost 40 points.
vulnerable to her abili- into the driver’s seat and grabbing the wheel).
ties. As seen here, she
began turning his armor
into harmless little toys
and scrap parts. Had
Witchcraft and Night-
hawk not been present
to keep her off-balance
while Defender made
some hasty repairs,
it’s likely things would
have gone badly for the
Champions’ leader.”

—USPD field research


notes of Agent Ber-
nardim de Albreuin
Darkness Powers 37

DARKNESS
POWERS
OFFENSIVE POWERS 5) Ongoing Confrontation: As long as the target
remains within the character’s Darkness, the Trans-
form effect continues to work on him. Decrease to
CONFRONT YOUR INNER SELF Major Transform 3d6, add Continuous (+1), and
Effect: Major Transform 6d6 (bad remove All Or Nothing (-½). 90 Active Points; total
person to good person), Only cost 40 points.
Versus Persons In Darkness 6) Confrontation Field: This form of the power
Target/Area Affected: One character works in conjunction with the character’s Darkness.
Duration: Instant Every evil or selfish person inside the Darkness
Range: No Range field suffers the effects for as long as they remain
END Cost: 9 within the field. The Confrontation effect can cover
Description: The character’s field of Darkness is up to 6”, but it’s limited to the extent of the char-
so potent, so frightening, that the can force evil, acter’s Darkness field. Change to Major Transform
mean-spirited, and just plain bad people trapped 2d6, Area Of Effect (up to 6” Radius; +1), Continu-
inside it to examine their inner selves. Thoroughly ous (+1) (90 Active Points); Linked (to Darkness;
disgusted by what he sees, the victim immediately -½), Limited Target (sentient beings; -¼). Total
has a change of heart and becomes a better person. cost: 51 points.
Some people, however, are too evil to change, and
HANDS OF SHADOW
can resist the effect.
In game terms, this effect is a Major Trans- Effect: Telekinesis (30 STR)
form of the Spirit. It only affects persons inside Target/Area Affected: One character
the character’s own Darkness field; it doesn’t Duration: Instant
work against persons in other types of shadow, Range: 225”
shade, or darkness. END Cost: 4

Game Information: Major Transform 6d6 Description: The character creates a field of dark
(bad person to good person) (90 Active energy so intense that it develops some physical
Points); Limited Target (sentient beings; -¼), properties — he can shape the field into a “hand”
All Or Nothing (-½), Only Versus Persons In that can move things around, strike or squeeze
Character’s Darkness (-½), No Range (-½). them, and perform other tasks.
Total cost: 33 points. Game Information: Telekinesis (30 STR). Total
cost: 45 points.
OPTIONS:
OPTIONS:
1) Stronger Confrontation: Increase to Major Trans-
form 8d6. 120 Active Points; total cost 44 points. 1) Stronger Hands: Increase to Telekinesis (40
2) Weaker Confrontation: Decrease to Major Trans- STR). Total cost: 60 points.
form 4d6. 60 Active Points; total cost 22 points. 2) Weaker Hands: Decrease to Telekinesis (20 STR).
3) Ranged Confrontation: The character doesn’t Total cost: 30 points.
have to touch the target to affect him. Remove No 3) Fine Hands: The character can shape and control
Range (-½). Total cost: 40 points. the hands precisely enough to do fine work. Add
4) Dark Mirror: This variant power doesn’t actually Fine Manipulation. Total cost: 55 points.
Transform anyone. It simply confronts the target 4) Lifting Hands: The hands cannot strike or
with a vision of his own evil or selfish conduct squeeze objects, but only move them around. Add
in the hope of “scaring him straight.” Change to Affects Whole Object (-¼). 45 Active Points; total
Mental Illusions 18d6 (90 Active Points); No Range cost 36 points.
(-½), Requires A DEX Roll (assumes DEX Roll of
13-; -¾), Only Versus Persons In Character’s Dark-
ness (-½), No Conscious Control (only to force
target to visualize his evil/selfish conduct; -1). Total
cost: 24 points.
38 ■ Darkness Powers Hero System 5th Edition
OBSCURING SHADOWS SHADOW SPHERE
Effect: Change Environment 32” Effect: Force Wall (8 PD/8 ED),
radius, -4 to Normal Sight PER Opaque, Only For Englobing
Rolls Target/Area Affected: 1” Radius
Target/Area Affected: 32” Radius Duration: Constant
Duration: Constant Range: 260”
Range: 225” END Cost: 5
END Cost: 4 Description: The character can create a globe of
Description: The character can create darkness over quasi-solid shadow that englobes the target, trap-
an area — not total darkness, but the kind of dark- ping him and preventing him from seeing out (or
ness one experiences on a moonless night. others from seeing him).
Game Information: Change Environment 32” Game Information: Force Wall (8 PD/8 ED, 2”
radius, -4 to Normal Sight PER Rolls, Personal long), Opaque (Sight Group) (52 Active Points);
Immunity (+¼). Total cost: 45 points. Only To Englobe (-½). Total cost: 35 points.

OPTIONS: OPTIONS:
1) Larger Shadows: Increase to 125” radius. Total 1) Strong Sphere: Increase to Force Wall (12 PD/12
cost: 57 points. ED). 72 Active Points; total cost 48 points.
2) Really Large Shadows: Increase to 500” radius. 2) Weak Sphere: Decrease to Force Wall (6 PD/6
Total cost: 70 points. ED). 42 Active Points; total cost 28 points.
3) Smaller Shadows: Decrease to 8” radius. Total 3) Large Sphere: Increase length of Force Wall to
cost: 32 points. 4”. 56 Active Points; total cost 37 points.
4) Moonlit Shadows: Decrease to -2 to Normal
Sight PER Rolls. Total cost: 40 points.
5) Restrictive Shadows: The character is affected by
DEFENSIVE POWERS
his own power. Remove Personal Immunity (+¼).
Total cost: 36 points. EYES OF DARKNESS
Effect: Sight Group Flash Defense (10
6) Centered Shadows: Add No Range (-½). 45
points)
Active Points; total cost 30 points.
Target/Area Affected: Self
7) Effortless Shadows: Add Reduced Endurance (0 Duration: Persistent
END; +½). Total cost: 63 points. Range: Self
END Cost: 0
Description: The character’s eyes are either made of
darkness, surrounded by darkness, or in some other
way protected by darkness, so bright flashes of light
don’t bother him so much.
Game Information: Sight Group Flash Defense
(10 points) (10 Active Points); Only Versus
Light-Based Effects (-¼). Total cost: 8 points.

OPTIONS:
1) Strong Eyes: Increase to Sight Group Flash Defense
(15 points). 15 Active Points; total cost 12 points.
2) Lesser Eyes: Decrease to Sight Group Flash
Defense (5 points). 5 Active Points; total cost 4 points.
3) Tiring Eyes: The power only works when the
character puts some effort into it. Add Costs
Endurance (-½). Total cost: 6 points.
Density Alteration Powers 39

DENSITY
ALTERATION
OFFENSIVE POWERS Effect:
HEAVINESS ATTACK
Major Transform 6d6 (normal
being into being too heavy to
ENCUMBRANCE FIELD move)
Effect: Change Environment, -5 DCV, Target/Area Affected: One character
-5 to DEX Rolls, -8” Movement Duration: Instant
Target/Area Affected: 8” Radius Range: 30”
Duration: Constant END Cost: 9
Range: 645” Description: The character can make another
END Cost: 5 character, or other living being, so heavy that the
Description: The character creates a field where target cannot move. His weight pins him to the
everyone is denser than normal, and so suffers the ground, preventing him from doing anything. He
penalties of carrying extra weight even though he can’t move, stand up, or use any powers the GM
had none. deems depend on the ability to move (including
The effects of this power are built using the most powers with the Limitations Focus, Gestures,
rules for encumbrance (HERO System 5th Edition, Incantations, and/or Restrainable).
Revised, page 379) as guidelines. As it stands, the For campaigns that want to be “realistic,”
field affects everyone equally, regardless of STR. the GM should make a character who buys this
If you want to be more “realistic” and account power declare exactly how heavy he can make the
for high STR, reduce each combat effect by 1 for target. The GM can then evaluate the target’s STR
every 5 points of STR a victim has above 10. At versus his imposed weight to determine if he is, in
the GM’s option, this might even qualify for a -¼ fact, unable to move (based on the target’s lifting
or -½ Limitation on the power. capacity, the Encumbrance rules, and so forth).
In campaigns where “realism” is less of a concern,
Game Information: Change Environment 8” assume the character can always make the target
radius, Multiple Combat Effects, -5 DCV, -5 to too heavy to move, regardless of the target’s STR. In
DEX Rolls, -8” Running, Personal Immunity either case, the target may do crushing damage to
(+¼), Reduced Endurance (½ END; +¼). Total whatever surface he’s on (see page 422 of the HERO
cost: 129 points. System 5th Edition, Revised).
Characters can only buy this power with the
OPTIONS: GM’s permission. It uses Transform to, in many
1) Larger Encumbrance Field: Increase to 32” radius. ways, simulate the effects of an Entangle, which
Total cost: 144 points. is against the rules. (See Too Heavy To Move,
USPG page 58, for an example of a similar power
2) Smaller Encumbrance Field: Decrease to 2” built with Entangle.) In this case, the Transform
radius. Total cost: 114 points. gets around some of the inherent drawbacks of
3) Easy Encumbrance Field: Increase to Reduced Entangle (such as the fact that it’s impossible to
Endurance (0 END; +½). Total cost: 150 points. build an Entangle the victim can’t try to break
4) Tiring Encumbrance Field: Remove Reduced out of), but that may prove too unbalancing for
Endurance (+¼). Total cost: 107 points. many campaigns.
Game Information: Major Transform 6d6
(normal being into being too heavy to move)
(90 Active Points; heals back in 1 Hour or
through another application of this power);
Limited Range (30”; -¼), Limited Target (living
beings; -¼). Total cost: 60 points.

OPTIONS:
1) Really Heavy: Increase to Major Transform 9d6.
135 Active Points; total cost 90 points.
2) Less Heavy: Decrease to Major Transform 4d6.
60 Active Points; total cost 40 points.
40 ■ Density Alteration Powers Hero System 5th Edition
3) Ever-Increasing Heaviness: The character can’t
make the target too heavy at first, but over time SENSORY POWERS
the power builds to the point where it can stop
anything. Decrease to Major Transform 2d6 and MASS JUDGMENT
add Continuous (+1). 60 Active Points; total cost Effect: Detect Exact Weight
40 points. Target/Area Affected: One character
Duration: Constant
DEFENSIVE POWERS Range:
END Cost:
Touch
0
Description: The character’s sensitivity to mass and
BLINK INTANGIBILITY density is so great that he can judge the weight of
Effect: +6 DCV an object or person just by touching it.
Target/Area Affected: Self
Game Information: Detect Exact Weight (No
Duration: Constant
Sense Group). Total cost: 3 points.
Range: Self
END Cost: 3
OPTIONS:
Description: The character can reflexively render
himself intangible. This makes it much harder for 1) Improved Mass Judgment: Add +5 to PER. Total
an attacker to strike him successfully; many attacks cost: 8 points.
that would otherwise hit him miss because he 2) Analytical Mass Judgment: The character not
phases out of existence right before they hit him, only can tell how much the object weighs, but can
then resolidifies a micro-second later. gather information about why it weighs what it
Game Information: +6 DCV (30 Active Points); does — where its center of gravity is, what parts (if
Costs Endurance (-½), Does Not Work While any) are hollow or have extra-dense fillers, and so
Density Increase Or Desolidification Are Active on. Add Discriminatory and Analyze. Total cost: 13
(-1), Does Not Work Against Affects Desolidi- points.
fied Attacks (-¼). Total cost: 11 points. 3) Ranged Mass Judgment: Add Range. Total cost:
8 points.
OPTIONS: 4) Automatic Mass Judgment: Add Sense. Total cost:
1) Strong Blink Intangibility: Increase to +8 DCV. 40 5 points.
Active Points; total cost 14 points. 5) Tiring Mass Judgment: Add Costs Endurance
2) Weak Blink Intangibility: Decrease to +4 DCV. 20 (-½). Total cost: 2 points.
Active Points; total cost 7 points.

INTANGIBLE MIND
Effect: Mental Defense (25 points +
(EGO/5)), Linked (to Desolidifi-
cation)
Target/Area Affected: Self
Duration: Constant
Range: Self
END Cost: 0
Description: While he’s intangible, the character’s
mind is so “diffuse” that characters with Mental
Powers have trouble “touching” or attacking it.
Game Information: Mental Defense (25 points
+ (EGO/5)) (25 Active Points); Linked (to
Desolidification; -½). Total cost: 17 points.

OPTIONS:
1) Strong Mind: Increase to Mental Defense (30 points
+ (EGO/5)). 30 Active Points; total cost 20 points.
2) Weak Mind: Decrease to Mental Defense (20 points
+ (EGO/5)). 20 Active Points; total cost 13 points.
Dimensional Manipulation Powers 41

DIMENSIONAL
MANIPULATION
OFFENSIVE POWERS OPTIONS:
1) Strong Zone: Increase to 16” radius. 255 Active
DISTANCE DISTORTION ZONE Points; total cost 204 points.
Effect: Change Environment (increase 2) Weak Zone: Decrease to 4” radius. 232 Active
the seeming scale of distance Points; total cost 186 points.
within the defined area), addi- 3) Safe Zone: The character doesn’t suffer the dis-
tional -6 to Range Modifier tortion effect due to his ability to warp the dimen-
Target/Area Affected: 8” radius sional fabric. Add Personal Immunity (+¼). 289
Duration: Constant Active Points; total cost 231 points.
Range: 100”
END Cost: 0
Description: The character can manipulate the MISCELLANEOUS POWERS
fabric of reality to create a zone 8” across that
seems like it’s actually 80” across to those within DIMENSIONAL VAULT
it. This affects how long it takes people to cross the Effect: Extra-Dimensional Movement
area, the Range Modifier they suffer for making (to pocket dimension)
Ranged attacks into or through the distance distor- Target/Area Affected: Self
tion zone, and the like. Duration: Instant
This power requires the GM’s permission to Range: Self
buy, since it’s built using Change Environment in END Cost: 2
a somewhat unorthodox way. The primary combat
effect is to increase the Range Modifier, which costs Description: The character controls a “pocket
4 Character Points for each additional -1 added to dimension” or other small section of interdimen-
the standard Range Modifier. The normal Range sional space that only he can access and use. Mostly
Modifier for 8” is -2; that for 80” is -8, so the power it’s just good for storing things, but occasionally it’s
adds -6 to the Range Modifier. Of course, the exact worth spending time there when he really wants to
modifier suffered by a character firing into, out of, be alone.
or through the field depends on the relative dis- Game Information: Extra-Dimensional Move-
tance between him and his target; it’s not necessar- ment (to a single physical location in pocket
ily always going to be -8. dimension). Total cost: 20 points.
The effect on movement is somewhat more dif-
ficult, since the power’s supposed to have an absolute
effect regardless of the number of inches of move- PLANAR REACH
ment a character has — the zone basically reduces Effect: Stretching 1”, Transdimen-
anyone’s ability to move through it to one-tenth of sional
normal. To simulate this, the power imposes -5” on all Target/Area Affected: Self
physical modes of movement (Flight, Gliding, Leap- Duration: Constant
ing, Running, Swimming, Swinging, Teleportation, Range: Self
and Tunneling). Following Rule #6 on page 543 of END Cost: 1
the HERO System 5th Edition, Revised core rulebook, Description: The character has the ability to reach
the GM should apply this combat effect not as a strict into other dimensions and touch, punch, or grab
reduction in the inches of movement of anyone in the things in them. (He can’t necessarily grasp some-
zone, but as a requirement to cross 80” rather than 8” thing and “pull” it back into his current dimension,
to get across the zone. though, unless the GM chooses to allow this.)
Game Information: Change Environment (create However, he can’t perceive into the other dimen-
distance distortion zone making it seem as if 8” sion to see what he’s touching; that would require a
is 80”) 8” radius, Multiple Combat Effects, addi- power like Perspective Of The Dimensions (USPD,
tional -6 to Range Modifier, -5” of Flight, Gliding, page 66).
Leaping, Running, Swimming, Swinging, Tele- Game Information: Stretching 1”, Transdimen-
portation, and Tunneling, Reduced Endurance sional (any dimension, one at a time; +1). Total
(0 END; +½) (247 Active Points); Limited Range cost: 10 points.
(100”; -¼). Total cost: 198 points.
42 ■ Earth And Stone Powers Hero System 5th Edition

EARTH AND
STONE POWERS
OFFENSIVE POWERS OPTIONS:
1) Stronger Hand: Increase to Telekinesis (40 STR).
PITFALL 60 Active Points; total cost 40 points.
Effect: Tunneling 5”, Usable As Attack 2) Weaker Hand: Decrease to Telekinesis (20 STR).
Target/Area Affected: One hex 30 Active Points; total cost 20 points.
Duration: Instant 3) Stone Arm: The character can create a column
Range: 310” or “arm” of stone large enough to reach nearly any-
END Cost: 6 thing. Remove Only Versus Targets Within 2” Of
Description: The character can cause the earth to The Ground (-¼). Total cost: 36 points.
open up and form a 1” x 1” pit beneath a target’s
feet. Unless the target has Flight or Gliding, he falls
in; the GM may allow other characters to make DEFENSIVE POWERS
DEX Rolls to grab the edge of the pit.
THE HEALING EARTH
Game Information: Tunneling 5” through DEF
5 materials, Usable As Attack (does not affect Effect: Healing BODY 3d6 (Regenera-
characters with Flight or Gliding; +1), Ranged tion)
(+½) (62 Active Points); Only To Form Pits Target/Area Affected: Self
Beneath Targets (-1). Total cost: 31 points. Duration: Persistent
Range: Self
OPTIONS: END Cost: 0
Description: The character’s body heals any physical
1) Deep Pit: Increase to Tunneling 8” through DEF damage done to it as long as he remains in contact
8 materials. 100 Active Points; total cost 50 points. with the ground.
2) Shallow Pit: Decrease to Tunneling 3” through DEF
5 materials. 52 Active Points; total cost 26 points. Game Information: Healing BODY 3d6 (Regen-
eration; 3 BODY per Minute), Reduced Endur-
3) Suffocating Pit: The character can close the pit ance (0 END; +½), Persistent (+½) (60 Active
above his target(s), cutting off the air supply. Add Points); Extra Time + Increased Time Incre-
Fill In. 87 Active Points; total cost 43 points. ment (3 BODY/Minute; -1½), Self Only (-½),
4) Easy Pit: Add Reduced Endurance (0 END; +½). Only In Contact With The Ground (-¼). Total
75 Active Points; total cost 37 points. cost: 18 points.

STONE HAND OPTIONS:


Effect: Telekinesis (30 STR), Physical
1) Strong Healing: Increase to Healing BODY 4d6.
Manifestation
80 Active Points; total cost 25 points.
Target/Area Affected: One character
Duration: Constant 2) Weak Healing: Decrease to Healing BODY 2d6.
Range: 225” 40 Active Points; total cost 12 points.
END Cost: 4 3) Faster Healing: Remove Increased Time Incre-
Description: The character creates a hand from the ment. Total cost: 20 points.
very earth itself to carry things, smash his foes, and 4) Slower Healing: Increase Increased Time Incre-
so forth. ment to (3 BODY/Hour; -2¼). Total cost: 15 points.
Game Information: Telekinesis (30 STR) (45 5) Full Healing: Add Can Heal Limbs. 70 Active
Active Points); Only Versus Targets Within 2” Points; total cost 21 points.
Of The Ground (-¼), Physical Manifestation
(-¼). Total cost: 30 points.
Earth And Stone Powers 43

Martinez
Category Earth And Stone Powers Subject ID Geos Scale: ?? Mode

MOVEMENT POWERS OPTIONS: SUBJECT ID:


GEOS
1) Faster Boulder-riding: Increase to Flight 15”. 30
BOULDER RIDING Active Points; total cost 24 points.
“This picture shows a
Effect: Flight 10” 2) Slower Boulder-riding: Decrease to Flight 8”. 16 supervillain tentatively
Target/Area Affected: Self Active Points; total cost 13 points. identified as using the
Duration: Constant codename Geos; he’s
3) Tiring Boulder-riding: Moving a boulder with
active from Chicago
Range: Self himself on it tires the character out quickly. Add westward to Nevada and
END Cost: 2 Increased Endurance Cost (x3 END; -1). Total cost: south to the Mexican
Description: Using his control over the stuff of 9 points. border; he’s never been
the earth, the character can create a “platform” on 4) Effortless Boulder-riding: The character’s control seen on the East or West
which he can ride through the air. over earth and stone allows him to move his boul- Coasts. Here he can be
seen using his powers
der effortlessly. Add Reduced Endurance (0 END;
Game Information: Flight 10” (20 Active to shore up a collaps-
+½). 30 Active Points; total cost 24 points. ing bridge, thus saving
Points); Physical Manifestation (-¼). Total cost
16 points. 5) Large Boulder I: The character can move a boul- the lives of five people
der large enough to carry up to three other human- who were on the bridge
sized persons with him. Add Usable Simultaneously when a battle between
(up to 4 people at once; +¾) and Persons Affected the Peacekeepers and a
motley group of villains
Must Remain Within 2” Of Character Or Power
broke out. The lesson
Stops Working For Them (-½). 35 Active Points; to be learned here: not
total cost 20 points. all villains are unrepen-
6) Large Boulder II: As Large Boulder I, but change tantly evil or selfish;
to Usable Simultaneously (up to 8 people at once; sometimes, with the
+1). 40 Active Points; total cost 23 points. right appeal to reason
or sympathy, you can
get them to help you... at
least temporarily.”

—From the working


draft of The UNTIL
Supercriminal Tactical
Reference Manual
44 ■Earth And Stone Powers Hero System 5th Edition

Effect:
GRASP THE EARTH
Clinging, Only Versus Earth Or
MISCELLANEOUS POWERS
Stone
Target/Area Affected: Self THE SUSTAINING EARTH
Duration: Constant Effect: Life Support (Self-Contained
Range: Self Breathing), Only When In Con-
END Cost: 1 tact With The Ground
Description: The character can hold himself fast Target/Area Affected: Self
against any surface made of earth or stone by making Duration: Persistent
his feet or other body parts meld with them. Range: Self
END Cost: 0
Game Information: Clinging (normal STR +30)
Description: As long as the character remains in
(20 Active Points); Costs Endurance (-½), Only
physical contact with the ground, he can draw
Versus Earth Or Stone (-½). Total cost: 10
oxygen from it and doesn’t need to breathe.
points.
Game Information: Life Support (Self-Con-
OPTIONS: tained Breathing) (10 Active Points); Only
When In Contact With The Ground (-¼). Total
1) Strong Grasp: Increase Clinging STR to normal cost: 8 points.
STR +45. 25 Active Points; total cost 12 points.
2) Not So Strong Grasp: Decrease Clinging STR to OPTIONS:
normal STR +15. 15 Active Points; total cost 7 points.
1) Earth Sustenance: The character also draws
3) Easy Grasp: Remove Costs Endurance (-½). nutrition from the earth. Add Life Support (Dimin-
Total cost: 13 points. ished Eating: no need to eat). Total cost 3 points;
total Active Cost of power 13 points; total cost of
power 10 points.

SAND POWERS
SANDSTORM
Effect: Change Environment, -3 to
Sight Group PER Rolls
Target/Area Affected: 16” Radius
Duration: Constant
Range: 155”
END Cost: 3
Description: The character can create a small but
intense sandstorm. While it’s not powerful enough
to hurt anyone, all the sand in the air makes it dif-
ficult to see.
Game Information: Change Environment 16”
radius, -3 to Sight Group PER Rolls. Total cost:
31 points.

OPTIONS:
1) Strong Sandstorm: Increase to -5 to Sight Group
PER Rolls. Total cost: 37 points.
2) Weak Sandstorm: Decrease to -2 to Sight Group
PER Rolls. Total cost: 28 points.
3) Large Sandstorm: Increase to 64” radius. Total
cost: 41 points.
Electricity Powers 45

ELECTRICITY
POWERS
OFFENSIVE POWERS CONTROLLABLE CHAIN LIGHTNING
Effect: Energy Blast 8d6
Target/Area Affected: 4”, Any Area
ARC WELDING Duration: Instant
Effect: Major Transform 1d6 (fuse two Range: 450”
metal objects together) END Cost: 9
Target/Area Affected: One object Description: The character can project a bolt of
Duration: Constant lightning that hits multiple targets in a given area
Range: Touch of effect one after the other. The bolt hits the first
END Cost: 1 target, then the second, and so on, and in the pro-
Description: The character can focus his control of cess it travels over or around any obstacles or tar-
electricity to generate a super-hot arc that welds gets the character wishes it to ignore.
two metal objects together. He has to know how to
Game Information: Energy Blast 8d6, Area Of
do it, though; the power takes the place of equip-
Effect (4” Any Area; +1), Selective (+¼). Total
ment, but doesn’t provide the necessary skill.
cost: 90 points.
Game Information: Major Transform 1d6 (two
pieces of metal into one, heals back by being OPTIONS:
broken or separated by force), Continuous
(+1), Reduced Endurance (½ END; +¼) (34 1) Strong Chain Lightning: Increase to Energy Blast
Active Points); No Range (-½), Requires A PS: 10d6 and any 5”. Total cost: 112 points.
Arc Welder Roll (-¼). Total cost: 19 points. 2) Weak Chain Lightning: Decrease to Energy Blast
6d6 and any 3”. Total cost: 67 points.
OPTIONS: 3) Larger Chain Lightning I: Increase to Area Of
1) Stronger Arc Welding: Increase to Major Trans- Effect (8” Any Area; +1¼). Total cost: 100 points.
form 2d6. 67 Active Points; total cost 38 points. 4) Larger Chain Lightning II: Increase to Area Of
2) Weaker Arc Welding: Decrease to Major Trans- Effect (16” Any Area; +1½). Total cost: 110 points.
form ½d6. 22 Active Points; total cost 12 points. 5) Short-Range Chain Lightning I: The character can
3) Ranged Arc Welding: Remove No Range (-½). only project his bolt of chain lightning at targets
Total cost: 27 points. up to 20” away. Add Limited Range (-¼). 90 Active
Points; total cost 72 points.
4) Tiring Arc Welding: Remove Reduced Endurance
(+¼). 30 Active Points; total cost 17 points. 6) Short-Range Chain Lightning II: As Short-Range
Chain Lightning I, but change to Reduced By
Range (-¼). 90 Active Points; total cost 72 points.
7) Tiring Chain Lightning: Using this power
exhausts the character. Add Increased Endurance
Cost (x2 END; -½). Total cost: 60 points.
8) Ongoing Chain Lightning: The field of chain light-
ning lasts as long as the character wants to keep it
up and pays END to do so. Add Continuous (+1).
Total cost: 130 points.
46 ■ Electricity Powers Hero System 5th Edition
ELECTRICAL BLOCKING OPTIONS:
Effect: Variable Power Pool for Drain/ 1) Heavy Ionization: Increase to -8 DCV. 60 Active
Suppress Points; total cost 40 points.
Target/Area Affected: One character
Duration: Instant 2) Light Ionization: Decrease to -3 DCV. 22 Active
Range: LOS Points; total cost 15 points.
END Cost: Varies 3) Accurate Ionization: The character can ionize any
Description: By touching another person, target within view, regardless of distance. Add Line
the character can project a field of electric- Of Sight (+½). 50 Active Points; total cost 33 points.
ity throughout his body that makes it difficult 4) Ionize Variant: This version of Ionize uses
or impossible for the victim to use some of his Change Environment instead of the optional rule
powers and/or Characteristics. for Negative Combat Skill Levels. Change Environ-
This is a very powerful ability, one the GM ment 8” radius, -5 DCV (40 Active Points); Only
should review and approve before it enters the Applies Versus Electricity, Magnetism, And Metal
game. Some GMs may prefer that characters buy Attacks (-½). Total cost: 27 points.
a Multipower of pre-defined Electrical Blocking
effects instead. TOUCH OFF
Game Information: Variable Power Pool (Elec- Effect: RKA 3d6, Requires Explosives
trical Blocking Pool), 40 base + 20 control cost; Target/Area Affected: 1” Radius
Only For Drains And Suppresses (-1), No Range Duration: Instant
(-½). 40 + 20 = 60 Active Points; total cost 40 Range: 335”
+ 8 = 48 points. END Cost: 7
Description: The character sends a mild pulse of
OPTIONS: electricity coursing over a person’s body. Anything
explosive on his person — grenades, gunpowder in
1) Larger Pool: Increase to 60 base + 30 control bullets, plastic explosives, dynamite — detonates
cost. Active Points 60 + 30 = 90; total cost 60 + 12 = from the heat and the charge. The explosion may
72 points. hurt other people nearby.
2) Smaller Pool: Decrease to 30 base + 15 control The GM should consider scaling the damage
cost. Active Points 30 + 15 = 45; total cost 30 + 6 = of this power based on the amount of explosive
36 points. substances present on the target’s body. For exam-
ple, if the target just has a clip full of bullets, maybe
IONIZE he takes a maximum of 1 BODY per bullet or the
Effect: -5 DCV total rolled on the damage roll, whichever is less.
Target/Area Affected: One character Technically this power should include a
Duration: Constant Linked Drain to deprive the target of his Charges
Range: 185” (bullets, explosives, and the like). If desired, the GM
END Cost: 4 can build that effect similar to the Legion Of Attack-
ers ability on page 154 of The UNTIL Superpower
Description: The character can electrically charge
Database and add it to this power.
an opponent’s body, making him easier to hit with
electrical, magnetic, or metal-based attacks. Game Information: RKA 3d6, Area Of Effect
This power requires the GM’s permission, (One Hex; +½) (67 Active Points); Requires
since it uses the optional rules for Negative Combat Explosive Substances (-1). Total cost: 33
Skill Levels. points.
Game Information: Negative Combat Skill
OPTIONS:
Levels (-5 to opponent’s DCV), Ranged (+½)
(37 Active Points); Only Applies Versus Elec- 1) Bigger Ka-boom: Increase to RKA 5d6. 112
tricity, Magnetism, And Metal Attacks (-½). Active Points; total cost 56 points.
Total cost: 25 points.
2) Smaller Ka-boom: Decrease to RKA 2d6. 45
Active Points; total cost 22 points.
Emotion Control Powers 47

EMOTION
CONTROL
OFFENSIVE POWERS Effect:
EMPATHIC PROJECTION FIELD
Mind Control 12d6
Target/Area Affected: 30” radius around user
CRIPPLING DEPRESSION Duration: Constant
Effect: Entangle 3d6, 3 DEF, BOECV Range: No Range
Target/Area Affected: One character END Cost: None
Duration: Instant Description: A character with this power can
Range: LOS broadcast his current emotional state to every-
END Cost: 7 one around him, causing them to feel the same
Description: This power allows a character to inflict way he does.
on another character a depression so profound
Game Information: Mind Control 12d6, Tele-
that it causes quasi-catatonic inability to get up the
pathic (+¼), Explosion (lose 1d6 of effect per
willpower to do anything. Only strong-willed char-
2”; +¾), Personal Immunity (+¼), Reduced
acters can overcome the effect and break free.
Endurance (0 END; +½) (165 Active Points);
Game Information: Entangle 3d6, 3 DEF, No Range (-½), Limited Set Of Commands
Based On ECV (Mental Defense applies; +1), (only whatever emotion the user feels at the
Takes No Damage From Physical Attacks time, -½). Total cost: 82 points.
(+¼), Works Against EGO, Not STR (+¼)
(75 Active Points); Mental Defense Adds To OPTIONS:
EGO (-½), Cannot Form Barriers (-¼). Total
cost: 43 points. 1) Strong Field: Increase to Mind Control 16d6.
220 Active Points; total cost 110 points.
OPTIONS: 2) Weak Field: Decrease to Mind Control 10d6. 137
Active Points; total cost 68 points.
1) Strong Depression I: Increase to Entangle 5d6, 5
DEF. 125 Active Points; total cost 71 points. 3) Larger Field: Increase Explosion to -1d6 per 3”
(+1). 180 Active Points; total cost 90 points.
2) Strong Depression II: Increase to Entange 3d6, 6
DEF. 112 Active Points; total cost 64 points. 4) Perpetual Uncontrollable Field: The character
always broadcasts his emotions; he can’t control
3) Weak Depression: Decrease to Entangle 2d6, 2 himself. Change to Mind Control 14d6 (standard
DEF. 50 Active Points; total cost 28 points. Effect: 42 points), Telepathic (+¼), Explosion (lose
1d6 of effect per 2”; +¾), Mobile (+1), Personal
Immunity (+¼), Reduced Endurance (0 END; +½),
Persistent (+½) (297 Active Points); Always On
(-½), No Range (-½), Limited Set Of Commands
(only whatever emotion the user feels at the time,
-½). Total cost: 119 points.
48 ■ Emotion Control Hero System 5th Edition

Martinez
Category Emotion Control Subject ID Hypnos Scale: 6 Mode

SUBJECT ID:
HYPNOS Effect:
SOCIAL CHAMELEON
+6 with Interaction Skills
DEFENSIVE POWERS
Target/Area Affected: Self
“The supercriminals of Duration: Constant CALM DEMEANOR
PSI are particularly dan- Range: Self Effect: Succor PRE 6d6
gerous because they often END Cost: 0 Target/Area Affected: Self
seem to develop new
Description: The character possesses innate Duration: Constant
ones over time. The mind
controller Hypnos was empathic powers that allow him to “attune” him- Range: Self
recently observed to be self to anyone he’s interacting with. As a result, he END Cost: 3
using his powers to alter always seems friendly, fascinating, sympathetic, Description: A character with this power can
the emotions of a small interesting, intimidating, sexy, or whatever else the enhance his courage and strengthen his will so he
crowd of individuals. other person is looking for or is most in need of at can resist the effects of fear and intimidation.
UNTIL agents from my the moment.
command had responded Game Information: Succor PRE 6d6 (30 Active
to an alarm and found PSI Game Information: +6 with Interaction Skills. Points); Only To Resist Presence Attacks And
engaged in a robbery. To Total cost: 30 points. Other Attacks Based On Fear (-1), Self Only
cover the group’s escape, (-½). Total cost: 12 points.
Hypnos used his powers
OPTIONS:
to cause nearby onlook-
ers to feel intense rage OPTIONS:
1) Strong Chameleon: Increase to +8 with Interac-
toward UNTIL personnel. tion Skills. Total cost: 40 points. 1) Great Calm: Increase to Succor PRE 9d6. 45
According to the reports
of the agents on the seen, 2) Weak Chameleon: Decrease to +4 with Interac- Active Points; total cost 18 points.
Hypnos was clearly affect- tion Skills. Total cost: 20 points. 2) Lesser Calm: Decrease to Succor PRE 3d6. 15
ing his targets’ emotions Active Points; total cost 6 points.
3) Active Chameleon: The character has to actively
rather than controlling
them directly. Fortunately, invoke this power; it’s not a subconscious thing. 3) Share The Calm I: The character can instill the
the agents were able to Add Costs Endurance (-½). 30 Active Points; total sense of calm in someone else, usually an ally.
subdue the civilians with- cost 20 points. Remove Self Only (-½). Total cost: 15 points.
out harming them... but
PSI escaped.”

—From a report by Major


Richard Kemal to his
superiors
Energy Manipulation Powers 49

ENERGY
MANIPULATION
Most characters with energy projection powers 3) Untiring Bolt: The character can project Energy
have the ability to manipulate a defined type or types Bolt after Energy Bolt without tiring. Add Reduced
of energy phenomena, such as Electricity, Fire/Heat, Endurance (0 END; +½). Total cost: 75 points.
Ice/Cold, Radiation, or Sonics. However, in the worlds 4) Piercing Bolt I: The character’s Energy Bolt burns
of Champions, many other types of energy exist that so hot and fierce that it cuts through defenses easily.
have no place in real-world physics. These include Add Armor Piercing (+½). Total cost: 75 points.
quasi-defined energies like “pulson rays” to even more
nebulous types such as “cosmic energy.” Some energy 5) Piercing Bolt II: Few characters can resist the
projectors have powers based on this “generically”- effects of the character’s powerful Energy Bolt,
defined energy, rather than an actual type of energy regardless of the strength of their defenses. Add
like Electricity or Fire. In the Champions Universe, Penetrating (+½). Total cost: 75 points.
Sapphire and Pulsar are two examples. 6) Long-Range Bolt: The character can easily hit
Energy Manipulation represents these sort distant targets with his Energy Bolt. Add No Range
of “general” energy powers, ones without any spe- Modifier (+½). Total cost: 75 points.
cific connection to real-world forms of energy. As
7) Eyebolt: The character fires his Energy Bolt from
such they make good generic “templates” for any
his eyes, making it easy to hit even distant targets.
sort of energy projector, and could be adopted by
Add Line Of Sight (+½). Total cost: 75 points.
characters who control actual forms of energy with
a simple change in special effect. Similarly, charac- 8) Multiphasic Bolt: The character’s Energy Bolt
ters with Energy Manipulation powers can look at contains so many wavelengths of energy that it can
other energy-based power sets for powers they can even affect intangible targets. Add Affects Desolidi-
“borrow” and redefine to fit their own backgrounds. fied (+½). Total cost: 75 points.
9) Energy Lash: Instead of a bolt, the character’s

OFFENSIVE POWERS energy is more in the form of a tendril or whip he


can wield by hand. Add Limited Range (10”; -¼). 50
Characters with Energy Manipulation are Active Points; total cost 40 points.
well-known (and often well-feared) for their ability 10) Pulsed Bolt: The character can fire multiple
to project bolts of energy and otherwise wield their Energy Bolts at once. Add Autofire (5 shots; +½).
powers for offensive effect and tactical advantage. Total cost: 75 points.
For the sake of simplicity, the powers in this sec- 11) Accurate Bolt: The character rarely misses with
tion are mostly written up using Energy Blast, but his Energy Bolt. Add Area Of Effect (One Hex
you can substitute the equivalent Damage Classes Accurate; +½). Total cost: 75 points.
in RKA if you prefer (or in addition, as a slot in a
Multipower with the EB-based form of a power). 12) Multipoint Bolt: The character usually proj-
ects his Energy Bolt from his hand, but can do
ENERGY BOLT so from any point on his body — eyes, forehead,
Effect: Energy Blast 10d6 chest, mouth, you name it. Add Indirect (+¼).
Target/Area Affected: One character Total cost: 62 points.
Duration: Instant 13) Irresistible Bolt I: Few characters can resist
Range: 250” the stunning force of the character’s Energy Bolt.
END Cost: 5 Reduce to Energy Blast 5d6 and add NND (defense
Description: This most basic of Energy Manipula- is Power Defense; +1). Total cost: 50 points.
tion powers allows the character to project a bolt of 14) Irresistible Bolt II: Even characters with Power
energy powerful enough to cause significant injury. Defense feel the stunning effects of the character’s
Energy Bolt. Reduce to Energy Blast 5d6 and add
Game Information: Energy Blast 10d6. Total
AVLD (defense is Power Defense; +1½). Total cost:
cost: 50 points.
62 points.
OPTIONS: 15) Brightbolt: The character’s Energy Bolt is so
bright that it can blind as well as injure. Add Sight
1) Strong Bolt: Increase to Energy Blast 12d6. Total Group Flash 5d6 (25 Active Points); Linked (-½)
cost: 60 points. (total cost: 17 points). 50 + 25 = 75 Active Points;
2) Weak Bolt: Decrease to Energy Blast 8d6. Total total cost 50 + 17 = 67 points.
cost: 40 points.
50 ■ Energy Manipulation Powers Hero System 5th Edition
16) Sacrifice Bolt: The power for the Energy Bolt ENERGY LEECHING
comes from the energy that infuses the character’s Effect: Drain Energy Powers 3d6
body, temporarily reducing that energy (and thus Target/Area Affected: One character
his life force). Add Side Effects (character suffers a Duration: Instant
Drain BODY 1 point for every die of Energy Blast Range: 190”
used [i.e., -1 BODY per Energy Blast 2d6], always END Cost: 5
occurs; -½). 50 Active Points; total cost 33 points.
Description: The character has the ability to drain
ENERGY CONE the power from other energy powers. Typically
this only works against other Energy Manipulation
Effect: Energy Blast 8d6
abilities, but at the GM’s option it can affect any
Target/Area Affected: 9” Cone
type of “energy,” including forms such as Fire/Heat,
Duration: Instant
Ice/Cold, Electricity, and so forth.
Range: No Range
END Cost: 8 Game Information: Drain Energy Powers 3d6,
Description: The character can project a blast of any Energy Power one at a time (+¼), Ranged
energy in the form of a large cone, thus allowing (+½). Total cost: 52 points.
him to hit many targets at once.
OPTIONS:
Game Information: Energy Blast 8d6, Area Of
Effect (9” Cone; +1). Total cost: 80 points. 1) Strong Leeching: Increase to Drain Energy
Powers 4d6. Total cost: 70 points.
OPTIONS: 2) Weak Leeching: Decrease to Drain Energy
Powers 2d6. Total cost: 35 points.
1) Strong Cone: Increase to Energy Blast 10d6.
Total cost: 100 points. 3) Expanded Leeching I: The character can drain
two Energy Powers simultaneously. Change to
2) Weak Cone: Decrease to Energy Blast 6d6. Total
any two Energy Powers at once (+½). Total cost:
cost: 60 points.
60 points.
3) Larger Cone: Increase to Area Of Effect (18”
4) Expanded Leeching II: The character can drain
Cone; +1¼). Total cost: 90 points.
four Energy Powers simultaneously. Change to
ENERGY HAND any four Energy Powers at once (+1). Total cost:
75 points.
Effect: Telekinesis (30 STR)
Target/Area Affected: One character 5) Expanded Leeching III: The character can drain
Duration: Constant all Energy Powers simultaneously. Change to all
Range: 225” Energy Powers at once (+2). Total cost: 105 points.
END Cost: 4 6) Long-Lasting Leeching I: The effects of the
Description: The character can create a large hand character’s Leeching last longer than normal. Add
(or talon, or like appendage) out of pure energy. Delayed Return Rate (points return at the rate of 5
The hand has enough cohesion to pick up and per 5 Minutes; +½). Total cost: 67 points.
move objects and people without the character 7) Long-Lasting Leeching II: The effects of the char-
having to physically touch them. acter’s Leeching last a lot longer than normal. Add
Game Information: Telekinesis (30 STR). Total Delayed Return Rate (points return at the rate of 5
cost: 45 points. per 1 Hour; +1). Total cost: 82 points.
8) Leeching Touch: The character has to touch a
OPTIONS: source of energy to leech it away. Remove Ranged
(+½). Total cost: 37 points.
1) Strong Hand: Increase to Telekinesis (40 STR).
Total cost: 60 points. 9) Energy Transfer: The character doesn’t just
leech energy away — he absorbs it into himself,
2) Weak Hand: Decrease to Telekinesis (20 STR). thus making himself stronger. Change to Transfer
Total cost: 30 points. Energy Powers 3d6, any one Energy Power at a
3) Burning Hand: The character may, if he desires, time to character’s STUN (+¼), Ranged (+½). Total
increase the power of the energy in the hand so cost: 79 points.
that it burns whatever it holds. Add Energy Blast
8d6 (40 Active Points); Linked (Instant Power can
be used in any Phase Constant Power is active; -¼),
No Knockback (-¼) (total cost: 27 points). 45 + 40
= 85 Active Points; total cost 45 + 27 = 72 points.
Energy Manipulation Powers 51

Martinez
Category Energy Manipulation Subject ID Maelstorm Scale: 6 Mode

ENERGY MAELSTROM ENERGY SHEATH SUBJECT ID:


Effect: Energy Blast 8d6, Personal Effect: Energy Blast 8d6, Damage MAELSTROM
Immunity Shield
Target/Area Affected: 11” Radius Target/Area Affected: Self “This photograph shows
Duration: Constant Duration: Constant the supercriminal
Range: No Range Range: No Range Maelstrom using his
END Cost: 0 END Cost: 10 trademark power, a field
of energy that swirls
Description: The character can surround his body Description: The character can surround his body around him, affecting
with a swirling maelstrom of deadly energy that with a field or “sheath” of energy that harms anyone everyone and everything
harms anyone and anything that comes within who touches him, or whom he Grabs. nearby. It’s not the most
about 70 feet of him. powerful such field in
Game Information: Energy Blast 8d6, Continu- the Superhuman World,
Game Information: Energy Blast 8d6, Area Of ous (+1), Damage Shield (+½). Total cost: 100 but it definitely makes
Effect (11” Radius; +1), Continuous (+1), Per- points. things tough on his
sonal Immunity (+¼), Reduced Endurance (0 opponents — here, the
END; +½) (150 Active Points); No Range (-½). OPTIONS: martial artist Nightwind
Total cost: 100 points. and the simian super-
1) Strong Sheath: Increase to Energy Blast 10d6. scientist Dr. Silverback.
Total cost: 125 points. It also makes it difficult
OPTIONS: to restrain or capture
2) Weak Sheath: Decrease to Energy Blast 6d6. him without knock-
1) Strong Maelstrom: Increase to Energy Blast Total cost: 75 points. ing him out; agents
10d6. 187 Active Points; total cost 125 points.
3) Combat Sheath: The character can inflict his fighting him should be
2) Weak Maelstrom: Decrease to Energy Blast 6d6. Sheath’s damage on other characters by punching instructed to keep their
112 Active Points; total cost 75 points. distance and fight him
or otherwise touching them. Change to Damage
with blaster rifles until
3) Wielding The Maelstrom I: The character isn’t Shield (+¾). Total cost: 110 points. he’s been subdued.”
limited to keeping the Maelstrom around himself; 4) Untiring Sheath: Maintaining his Sheath doesn’t
he can use it on distant targets. Remove No Range tire the character out. Add Reduced Endurance (0
(-½). Total cost: 150 points. END; +½). Total cost: 120 points. —Superhuman Combat
4) Wielding The Maelstrom II: As Wielding The Mael- Analysis Report (SCAR)
strom I, but after the character attacks a location with filed by Agent Jarno
the Maelstrom, he can move the Maelstrom around. Manninen
Add Mobile (+1). Total cost: 190 points.
52 ■ Energy Manipulation Powers Hero System 5th Edition
ENERGY TENDRIL POWER PUNCH
Effect: Energy Blast 8d6, Indirect Effect: HA +5d6
Target/Area Affected: One character Target/Area Affected: One character
Duration: Instant Duration: Instant
Range: 300” Range: Touch
END Cost: 6 END Cost: 2
Description: The character’s control over the energy Description: The character can use his energy
he generates is so great that he can project a bolt of powers to augment the force of his punch. This is
energy in the form of a tendril that can arc around Energy damage.
corners or over obstacles, strike the target from
Game Information: HA +5d6 (25 Active
behind, and so forth.
Points); Hand-To-Hand Attack (-½). Total
Game Information: Energy Blast 8d6, Indirect cost: 17 points.
(always originates with character, but can
strike target from any angle; +½). Total cost: OPTIONS:
60 points.
1) Strong Power Punch: Increase to HA +6d6. 30
OPTIONS: Active Points; total cost 20 points.
2) Weak Power Punch: Decrease to HA +2d6. 10
1) Strong Tendril: Increase to Energy Blast 10d6. Active Points; total cost 7 points.
Total cost: 75 points.
3) Bright Power Punch: The flare of energy from
2) Weak Tendril: Decrease to Energy Blast 6d6. the character’s punch temporarily blinds his
Total cost: 45 points. opponent. Add Sight Group Flash 4d6 (20 Active
3) Untiring Tendril: Generating the Tendril doesn’t Points); No Range (-½), Linked (-½) (total cost:
tire the character out at all. Add Reduced Endur- 10 points). 25 + 20 = 45 Active Points; total cost
ance (0 END; +½). Total cost: 80 points. 17 + 10 = 27 points.
4) Piercing Tendril: The Tendril can penetrate
POWER-BLAST
defenses more easily than normal. Add Armor
Piercing (+½). Total cost: 80 points. Effect: Energy Blast 8d6, Double
Knockback
5) Short-Range Tendril: The character can only Target/Area Affected: One character
affect targets within 40” with his Tendril. Add Duration: Instant
Limited Range (40”; -¼). 60 Active Points; total Range: 350”
cost 48 points. END Cost: 7
6) Multipoint Tendril: The character can gener- Description: The character can project a bolt of
ate the Tendril from any point on his body. Add energy so powerful that it usually knocks the target
another Indirect (+¼). Total cost: 70 points. head over heels.
MEGA-BOLT Game Information: Energy Blast 8d6, Double
Effect: Energy Blast 20d6 Knockback (+¾). Total cost: 70 points.
Target/Area Affected: One character
Duration: Instant OPTIONS:
Range: 500”
1) Strong Power-Blast: Increase to Energy Blast
END Cost: 22 for all 20d6
10d6. Total cost: 87 points.
Description: By expending a great deal of his per-
2) Weak Power-Blast: Decrease to Energy Blast
sonal energy, the character can project a massively
6d6. Total cost: 52 points.
powerful bolt of energy.
3) Long-Range Power-Blast: Even better, the
Game Information: Energy Blast 8d6 (total cost: character can easily hit distant targets with his
40 points) plus Energy Blast +4d6 (20 Active Power-Blast. Add No Range Modifier (+½). Total
Points); Increased Endurance Cost (x2 END; cost: 90 points.
-½) (total cost: 13 points) plus Energy Blast
+4d6 (20 Active Points); Increased Endurance
Cost (x3 END; -1) (total cost: 10 points) plus
Energy Blast +4d6 (20 Active Points); Increased
Endurance Cost (x4 END; -1½) (total cost: 8
points). Total cost: 71 points.

OPTIONS:
1) Strong Mega-Bolt: Add plus Energy Blast
+4d6 (20 Active Points); Increased Endurance
Cost (x5 END; -2) (total cost: 7 points). Total
cost: 78 points.
Energy Manipulation Powers 53

UNIFIED FIELD BOLT ENERGY COHESION


Effect: Energy Blast 10d6, Variable Effect: Power Defense (20 points)
Special Effects (any energy) Target/Area Affected: Self
Target/Area Affected: One character Duration: Persistent
Duration: Instant Range: Self
Range: 375” END Cost: 0
END Cost: 7 Description: The character’s energy powers are so
Description: The character’s control over energy is strong and cohesive that they more easily resist the
so great that he can alter the type of energy his bolt effects of attacks that try to drain or alter them.
manifests as from Phase to Phase. While he can’t
Game Information: Power Defense (20 points).
create any physical effects (i.e., any Energy Blast
Total cost: 20 points.
that would work against PD), the entire range of
energy effects is open to him — he could project
a blast of fire one Phase, a bolt of ice and cold the OPTIONS:
next, and a sonic bolt the next. 1) Strong Cohesion: Increase to Power Defense (25
Game Information: Energy Blast 10d6, Variable points). Total cost: 25 points.
Special Effects (any type of energy; +½). Total 2) Weak Cohesion: Decrease to Power Defense (15
cost: 75 points. points). Total cost: 15 points.

OPTIONS: ENERGY POINT DEFENSE


Effect: Missile Deflection (all Ranged
1) Strong Bolt: Increase to Energy Blast 12d6. Total
attacks)
cost: 90 points.
Target/Area Affected: Self
2) Weak Bolt: Decrease to Energy Blast 8d6. Total Duration: Constant
cost: 60 points. Range: Self
END Cost: 2

DEFENSIVE POWERS Description: The character can reflexively use his


energy projection powers to shoot physical missiles
out of the air, and block incoming energy bolts with
ENERGETIC MIND energy bolts of his own.
Effect: Mental Defense (10 points + Game Information: Missile Deflection (all
EGO/5) Ranged attacks) (20 Active Points); Costs
Target/Area Affected: Self Endurance (-½). Total cost: 13 points.
Duration: Persistent
Range: Self
OPTIONS:
END Cost: 0
Description: The energy that infuses the charac- 1) Strong Point Defense: The character can also
ter’s body also infuses his mind, making it more Deflect Ranged attacks at Range. Add Range (+1).
difficult than normal to attack or contact with 40 Active Points; total cost 27 points.
Mental Powers.
Game Information: Mental Defense (10 points
+ EGO/5). Total cost: 10 points.

OPTIONS:
1) Strong Mind: Increase to Mental Defense (15
points + EGO/5). Total cost: 15 points.
2) Weak Mind: Decrease to Mental Defense (6
points + EGO/5). Total cost: 6 points.
54 ■ Energy Manipulation Powers Hero System 5th Edition

Effect:
ENERGY SHIELD
Force Field (15 PD/25 ED)
MOVEMENT POWERS
Target/Area Affected: Self
Duration: Constant ENERGY SWINGLINE
Range: Self Effect: Swinging 20”
END Cost: 4 Target/Area Affected: Self
Description: The character can use his energy Duration: Constant
powers to create a protective field around himself. Range: Self
The field is more effective against energy attacks. END Cost: 2
Description: The character can create a line of pure
Game Information: Force Field (15 PD/25 ED).
energy and use it to swing on.
Total cost: 40 points.
Game Information: Swinging 20”. Total cost:
OPTIONS: 20 points.
1) Strong Energy Shield: Increase to Force Field (20 OPTIONS:
PD/30 ED). Total cost: 50 points.
2) Weak Energy Shield: Decrease to Force Field (12 1) Strong Swingline: Increase to Swinging 25”. Total
PD/18 ED). Total cost: 30 points. cost: 25 points.
2) Weak Swingline: Decrease to Swinging 15”. Total
ENERGY WALL cost: 15 points.
Effect: Force Wall (6 PD/10 ED; 3”
long) POWER-FLIGHT
Target/Area Affected: Varies Effect: Flight 20”
Duration: Constant Target/Area Affected: Self
Range: 220” Duration: Constant
END Cost: 4 Range: Self
Description: The character can create a barrier of END Cost: 4
energy to shield himself (and sometimes his com- Description: The character can use his energy
rades) from attack. powers to propel himself through the air.
Game Information: Force Wall (6 PD/10 ED; 3” Game Information: Flight 20”. Total cost: 40
long). Total cost: 44 points. points.

OPTIONS: OPTIONS:
1) Strong Energy Wall: Increase to Force Wall (8 1) Strong Flight: Increase to Flight 25”. Total cost:
PD/12 ED; 5” long and 2” tall). Total cost: 60 points. 50 points.
2) Weak Energy Wall: Decrease to Force Wall (4 2) Weak Flight: Decrease to Flight 15”. Total cost:
PD/8 ED; 3” long). Total cost: 34 points. 30 points.
3) Larger Energy Wall: Add +2” length and +1” 3) Swift Flight: The character can fly at high speeds
height. Total cost: 50 points. if necessary. Increase to x8 Noncombat. Total cost:
50 points.
EYES OF ENERGY
4) Agile Flight: The character’s energy powers pro-
Effect: Sight Group Flash Defense (15 vide him with great control over his Flight, allowing
points) him to turn on a dime. Add No Turn Mode (+¼).
Target/Area Affected: Self Total cost: 50 points.
Duration: Persistent
Range: Self
END Cost: 0
Description: The energy that infuses the character’s
body also infuses his eyes, making it more difficult
than normal to blind him with bright flares of light
and the like.
Game Information: Sight Group Flash Defense
(15 points). Total cost: 15 points.

OPTIONS:
1) Strong Eyes: Increase to Sight Group Flash
Defense (20 points). Total cost: 20 points.
2) Weak Eyes: Decrease to Sight Group Flash
Defense (10 points). Total cost: 10 points.
Energy Manipulation Powers 55

SENSORY POWERS 5) Universal Sense Energy Fields: The character’s


ability to perceive energy is omni-directional. Add
Increased Arc Of Perception (360 Degrees). Total
ENERGIZED EYES cost: 27 points.
Effect: Various Sight-based Enhanced 6) Tiring Sense Energy Fields: Using this power can
Senses tire the character out. Add Costs Endurance (-½).
Target/Area Affected: Self 22 Active Points; total cost 15 points.
Duration: Persistent
Range: Self
END Cost: 0 MISCELLANEOUS POWERS
Description: Energy infuses the character’s eyes,
making them more powerful than normal (and BODY OF ENERGY
even able to see things normal human eyes cannot). Effect: Various powers related to
The character may buy as many of the powers listed having a body made of energy
below as he wishes. Target/Area Affected: Varies
Game Information: Duration: Varies
Cost Power Range: Varies
12 Augmented Eyes: +8 versus Range for Sight END Cost: Varies
Group Description: The character’s body is made of pure
5 See Infrared Energy: Infrared Perception energy, giving him a variety of powers. The charac-
(Sight Group) ter may buy as many of the powers listed below as
3 See Sonic Energy: Ultrasonic Perception he wishes. Any of the other Energy Manipulation
(Sight Group) powers would also be appropriate.
5 See Ultraviolet Energy: Ultraviolet Percep- Game Information:
tion (Sight Group)
10 X-Ray Vision: N-Ray Perception (Sight Cost Power
Group) (cannot see through lead, gold, Force 40 Pure Energy Form: Desolidification (affected
Fields, or Force Walls) by any form of energy)
45 Pure Energy Form: Life Support (Total)
SENSE ENERGY FIELDS 93 True Energy Sheath: Energy Blast 8d6, Con-
Effect: Detect Energy Fields, tinuous (+1), Damage Shield (+½), Reduced
Discriminatory, Range, Sense Endurance (0 END; +½), Persistent (+½)
Target/Area Affected: Self (140 Active Points); Always On (-½)
Duration: Persistent 53 True Energy Shield: Force Field (15 PD/25 ED),
Range: Self Reduced Endurance (0 END; +½), Persistent
END Cost: 0 (+½) (80 Active Points); Always On (-½)

Description: The character’s Energy Manipulation ENERGY ABSORPTION


powers attune him to the presence and nature of Effect: Absorption 8d6 (to STUN)
energy fields in general, allowing him to perceive Target/Area Affected: Self
when energy fields are near. He can distinguish Duration: Constant
the type of energy (e.g., magnetic, electric, pulson, Range: Self
sonic...), and to some extent the strength and qual- END Cost: 0
ity of the field.
Description: The character has the power to absorb
Game Information: Detect Energy Fields (INT any form of energy, using it to increase his own
Roll) (no Sense Group), Discriminatory, Range, resilience. Typically he Absorbs the power from
Sense. Total cost: 22 points. other superhumans’ energy attacks, but he can also
Absorb from things like ordinary household cur-
OPTIONS: rent if necessary (see pages 444-45 of the HERO
System 5th Edition, Revised).
1) Strong Sense: Add +3 PER. Total cost: 25
This power write-up assigns the Absorbed
points.
points to STUN, but you can specify some other
2) Weak Sense: Remove Discriminatory. Total cost: Characteristic or Power if you wish. Endurance, or
17 points. an Endurance Reserve, is an obvious candidate; so
3) Enhanced Sense Energy Fields: The character is increasing the power of various attacks.
can tell precisely what sort of energy field he’s per- Game Information: Absorption 8d6 (energy; to
ceiving, how strong it is, and its general qualities. STUN). Total cost: 40 points.
Add Analyze. Total cost: 27 points.
4) Combat Sense Energy Fields: The character can
use his energy perception to target attacks. Add
Targeting. Total cost: 32 points.
56 ■ Energy Manipulation Powers Hero System 5th Edition

Martinez
Category Energy Manipulation Subject ID Stormfront Scale: 8? Mode

SUBJECT ID: OPTIONS: ENERGY RESERVES


STORMFRONT 1) Strong Absorption: Increase to Absorption 12d6. Effect: Endurance Reserve (100 END,
Total cost: 60 points. 10 REC)
“This picture, taken by an Target/Area Affected: Self
agent riding in a Sigurd 2) Weak Absorption: Decrease to Absorption 6d6. Duration: Persistent
during a battle between Total cost: 30 points. Range: Self
the Champions and a END Cost: 0
3) Long-Lasting Power: The STUN gained from
large group of villains
in which the heroes the character’s Absorption fades at a much slower Description: The character’s body stores the energy
contacted UNTIL for rate than normal. Add Delayed Return Rate that fuels his powers.
support and assistance, (points fade at the rate of 5 per Minute; +¼).
shows the supervillain Total cost: 50 points. Game Information: Endurance Reserve (100
Stormfront. Well-known END, 10 REC). Total cost: 20 points.
4) Greater Absorption: The character’s capacity for
for his extensive weather-
Absorption is much greater than normal. Add Can
manipulation powers, OPTIONS:
Stormfront appears to Absorb Maximum Of 72 Points’ Worth Of Energy.
have expanded his port- Total cost: 52 points. 1) Greater Reserves: Increase to Endurance
folio to include limited Reserve (150 END, 10 REC). Total cost: 25 points.
electricity manipulation.
2) Smaller Reserves: Decrease to Endurance
As shown here, during
the battle he created a Reserve (50 END, 10 REC). Total cost: 15 points.
storm, then voluntarily 3) Faster Recovery: Increase to Endurance Reserve
exposed himself to light- (100 END, 15 REC). Total cost: 25 points.
ning strikes which vastly
increased the strength of 4) Much Faster Recovery: Increase to Endurance
the lightning bolts he can Reserve (100 END, 25 REC). Total cost: 35 points.
project from his hands. 5) Slower Recovery: Decrease to Endurance
Agents fighting him Reserve (100 END, 5 REC). Total cost: 15 points.
should be alert for this
tactic; it takes time for
him to absorb the thun-
derbolt’s power, during
which he may be vulner-
able to counterattack.”

—Excerpt from the


UNTIL Weekly Super-
criminal Defense Bulletin
Fire And Heat Powers 57

FIRE AND HEAT


POWERS
OFFENSIVE POWERS OPTIONS:
1) Heavy Amber: Increase to Entangle 6d6, 6 DEF.
DESSICATION FIELD Total cost: 60 points
Effect: Drain Water Powers 2d6 2) Slow Cooling: The character does not completely
Target/Area Affected: One character cool the molten area. Add RKA 1d6, Continuous
Duration: Instant (+1), Uncontrolled (lasts for 2d6 Segments or until
Range: 300” character is freed from Entangle; +½) (37 Active
END Cost: 7 Points); Linked (-½). Total cost: 25 points; total
cost for the overall power 50 + 25 = 75 points.
Description: The character can create a tiny “field”
of focused heat around a character so intense that it TOUCH OFF
inhibits all of the target’s water-based powers. Effect: RKA 3d6, Requires Explosives
Game Information: Drain Water Powers 2d6, Target/Area Affected: 1” Radius
all Water powers simultaneously (+2), Ranged Duration: Instant
(+½). Total cost: 70 points. Range: 335”
END Cost: 7
OPTIONS: Description: The character sends a mild flash
of fire coursing over a person’s body. Anything
1) Intense Dessication: Increase to Drain Water
explosive on his person — grenades, gunpowder
Powers 3d6. Total cost: 105 points.
in bullets, firecrackers, dynamite — detonates
2) Weak Dessication: Decrease to Drain Water from the heat and flame. The explosion may hurt
Powers 1d6. Total cost: 35 points. other people nearby.
3) Dessication Touch: Remove Ranged (+½). Total The GM should consider scaling the damage
cost: 60 points. of this power based on the amount of explosive
substances present on the target’s body. For exam-
4) Dessication Effect: The Dessication Field con- ple, if the target just has a clip full of bullets, maybe
tinues to affect the target as long as the character he takes a maximum of 1 BODY per bullet or the
wills it (and pays END). Reduce to Drain Water total rolled on the damage roll, whichever is less.
Powers 1d6 and add Continuous (+1). Total cost: Technically this power should include a
45 points. Linked Drain to deprive the target of his Charges
5) Dessication Zone: The character can affect mul- (bullets, explosives, and the like). If desired, the GM
tiple water-powered characters at once. Add Reduce can build that effect similar to the Legion Of Attack-
to Drain Water Powers 1d6 and add Area Of Effect ers ability on page 154 of The UNTIL Superpower
(4” Radius; +1). Total cost: 45 points. Database and add it to this power.

FLY IN THE AMBER Game Information: RKA 3d6, Area Of Effect


(One Hex; +½) (67 Active Points); Requires
Effect: Entangle 4d6, 6 DEF
Explosive Substances (-1). Total cost: 33
Target/Area Affected: One Hex
points.
Duration: Instant
Range: 375”
END Cost: 7 OPTIONS:

Description: The character uses heat to melt the 1) Bigger Ka-boom: Increase to RKA 5d6. 112
ground underneath his target. After the target Active Points; total cost 56 points.
sinks in the molten area, the heat is quickly with- 2) Smaller Ka-boom: Decrease to RKA 2d6. 45
drawn causing the target to be trapped in the Active Points; total cost 22 points.
now hardened ground (but without suffering any
significant burns).
Game Information: Entangle 4d6, 6 DEF,
Area Of Effect (One Hex; +½) (75 Active
Points); Only Affects Targets On The Ground
(-¼), Cannot Form Barriers (-¼). Total cost:
50 points.
58 ■ Fire And Heat Powers Hero System 5th Edition

Effect:
WELDING
Major Transform 1d6 (fuse two
MOVEMENT POWERS
metal objects together)
Target/Area Affected: One object FIREWALKING
Duration: Constant Effect: Teleportation 20”, Only
Range: Touch Through Fires
END Cost: 1 Target/Area Affected: Self
Description: The character can focus his control of Duration: Instant
fire to generate a super-hot flame that welds two Range: Self
metal objects together. He has to know how to do END Cost: 4
it, though; the power takes the place of equipment, Description: The character can travel instantly from
but doesn’t provide the necessary skill. one place to another — provided that there’s a fire
in both places. If he has no fire available, he cannot
Game Information: Major Transform 1d6 (two
Teleport; and even when he does have a fire to use
pieces of metal into one, heals back by being
at his departure point, he can only designate as
broken or separated by force), Continuous
arrival points other places where fire exists. Both
(+1), Reduced Endurance (½ END; +¼) (34
areas of fire must be at least 1” big (big enough to
Active Points); No Range (-½), Requires A PS:
cover an adult human).
Arc Welder Roll (-¼). Total cost: 19 points.
Game Information: Teleportation 20” (40
OPTIONS: Active Points), Only Through Fire (-1). Total
cost: 20 points.
1) Stronger Welding: Increase to Major Transform
2d6. 67 Active Points; total cost 38 points. OPTIONS:
2) Weaker Welding: Decrease to Major Transform
½d6. 22 Active Points; total cost 12 points. 1) Big Steps I: Increase to Teleportation 30”. 60
Active Points; total cost 30 points.
3) Ranged Welding: Remove No Range (-½). Total
cost: 27 points. 2) Big Steps II: Add x8 Noncombat. 50 Active
Points; total cost 25 points.
4) Tiring Welding: Remove Reduced Endurance
(+¼). 30 Active Points; total cost 17 points. 3) Big Steps III: The character can step to fires
many miles away, provided he can perceive them.
Add MegaScale (1” = 100 km, can scale down to 1”
DEFENSIVE POWERS = 1 km; +1). 80 Active Points; total cost 40 points.
4) Short Steps: Decrease to Teleportation 10”. 20
NEGATE HEAT SIGNATURE Active Points; total cost 10 points.
Effect: Invisibility to Infrared Percep- 5) Fiery Road: The character’s comrades can
tion accompany him on his journey, but the departure
Target/Area Affected: Self and arrival points must have fires large enough to
Duration: Constant contain the entire group (1” of fire per person). Add
Range: Self Usable Simultaneously (up to four people at once;
END Cost: 2 +¾) and Entire Group Must Travel Together (-¼).
70 Active Points; total cost 31 points.
Description: By controlling the temperature of his
body and his powers, a character can “blend in” with 6) Fiery Portal I: The character can open a “portal”
the ambient heat, thus rendering himself invisible to from one area of fire to another. People can travel
the ability to perceive thermal variations. either way through the portal, or fire attacks
This power uses a slight variant of the Invisibility through them. Change to Teleportation 15”, Area
Power. Instead of Invisibility to an entire Sense Group, Of Effect (One Hex; +½), Continuous (+1), Usable
it uses Invisibility to all forms of a specific Enhanced On Others (+¼) (82 Active Points); Gate (-½), Only
Sense, regardless of what Sense Group it’s assigned to. Through Fire (-1). Total cost: 33 points.
It uses the cost for a Targeting Sense Group. 7) Fiery Portal II: Like Fiery Portal I, but add Mega-
Game Information: Invisibility to Infrared Per- Scale (1” = 1 km; +¼). 90 Active Points; total cost
ception. Total cost: 20 points. 36 points.
8) Smokewalking: Like Firewalking, but the
OPTIONS: character can use 1” of smoke or fire to travel
through. He can start in fire and end up in smoke,
1) Easy Heat Signature Control: The character’s con- or vice-versa; he’s not restricted to fire-fire or
trol over his heat signature is effortless. Add Reduced smoke-smoke. Change Only Through Fire to Only
Endurance (0 END; +1/2). Total cost: 30 points. Through Fire Or Smoke (-½). Total cost: 27 points.
2) Precise Heat Signature Control: Even persons
close to the character can’t perceive his heat signa-
ture. Add No Fringe. Total cost: 30 points.
Force Powers 59

FORCE
POWERS
OFFENSIVE POWERS MISCELLANEOUS POWERS
DISRUPT FORCE FIELDS PLATFORM
Effect: Suppress Force Field 8d6 Effect: Force Wall (12 PD, 10” long),
Target/Area Affected: One character Horizontal Only
Duration: Constant Target/Area Affected: Varies
Range: 200” Duration: Constant
END Cost: 4 Range: 240”
Description: The character’s control over fields END Cost: 5
and planes of force is so great that he can disrupt Description: The character has the power to create
protective force-fields around other characters platforms, bridges, and other horizontal structures
and objects. out of pure force. However, these structures col-
Because this power derives from a character’s lapse if exposed to any Energy damage (such as fire
ability to manipulate “force energy,” the GM may or electricity) or if forced to bear too much weight.
rule that some special effects of the Force Field
Game Information: Force Wall (12 PD, 10”
Power wouldn’t be susceptible to it (for example, a
long) (48 Active Points); Horizontal Only (-1).
Force Field bought with a Limitation to simulate
Total cost: 24 points.
a character’s heightened resistance to a particular
type of damage, rather than a “force field” in the
literal sense). Alternately, the power may affect such OPTIONS:
Force Fields at half strength (4d6). If these types of 1) Strong Platform: Increase to Force Wall (16 PD).
Force Fields occur commonly in the campaign, the 58 Active Points; total cost 29 points.
GM might even grant the character a Limitation on
this power. 2) Weak Platform: Decrease to Force Wall (8 PD).
38 Active Points; total cost 19 points.
Game Information: Suppress Force Field 8d6.
3) Long Platform: Increase to Force Wall (12 PD,
Total cost: 40 points.
20” long). 68 Active Points; total cost 34 points.
OPTIONS:
1) Strong Disruption: Increase to Suppress Force
Field 12d6. Total cost: 60 points.
2) Weak Disruption: Decrease to Suppress Force
Field 6d6. Total cost: 30 points.
3) Easy Disruption: Add Reduced Endurance (½
END; +¼). Total cost: 50 points.
4) Expanded Disruption I: The character can disrupt
both Force Fields and Force Walls, but not simul-
taneously. This power requires the GM’s approval,
since it uses the Varying Effect Advantage in a
slightly different way to allow the character to effect
either of two Powers, rather than any one power
within a given special effect. Add Varying Effect
(any one Force Field or Force Wall, one at a time;
+¼). Total cost: 50 points.
5) Expanded Disruption II: As Expanded Disrup-
tion I, but the character can affect Force Fields and
Force Walls simultaneously. Change to Add Varying
Effect (both Force Field and Force Wall simultane-
ously; +½). Total cost: 60 points.
60 ■ Gravity Powers Hero System 5th Edition

GRAVITY
POWERS
OFFENSIVE POWERS Effect:
GRAVITIC SHOCK
Energy Blast 3d6, AVLD (Power
Defense)
GRAVITIC DRAG Target/Area Affected: One character
Effect: Suppress Movement Powers Duration: Instant
8d6 Range: 40”
Target/Area Affected: One character END Cost: 4
Duration: Instant Description: The character can “whipsaw” a target
Range: 250” with concentrated gravity, creating an effect similar to
END Cost: 5 the intense “G forces” that can cause jetfighter pilots
Description: The character manipulates gravity to to black out. (For more information about G forces,
interfere with another character’s ability to move. In including expanded rules, see page 186 of Star Hero.)
effect, he enhances the gravitic pull on the target to
Game Information: Energy Blast 3d6, AVLD
slow him down, maybe even stop him from moving
(Power Defense, or at the GM’s option an ED
altogether.
Force Field; +1½) (37 Active Points); Limited
Game Information: Suppress Movement Powers Range (40”; -¼). Total cost: 30 points.
8d6, any one Movement Power at a time (+¼).
Total cost: 50 points. OPTIONS:

OPTIONS: 1) Strong Shock: Increase to Energy Blast 4d6. 50


Active Points; total cost 40 points.
1) Heavy Drag: Increase to Suppress Movement 2) Weak Shock: Decrease to Energy Blast 2d6. 25
Powers 10d6. Total cost: 62 points. Active Points; total cost 20 points.
2) Less Drag: Decrease to Suppress Movement 3) Ongoing Shock: The character can maintain the
Powers 6d6. Total cost: 37 points. G force effect until the target passes out. Decrease
3) Enhanced Drag: Decrease to Suppress Move- to Energy Blast 2d6 and add Continuous (+1). 35
ment Powers 6d6, any two Movement Powers Active Points; total cost 28 points.
simultaneously (+½). Total cost: 45 points.
GRAVITIC VERTIGO
4) Group Drag: The character can make every-
one in a wide area around him suffer the same Effect: Suppress DEX 8d6
diminished movement effect. Decrease to Sup- Target/Area Affected: One character
press Movement Powers 6d6 and add Area Of Duration: Instant
Effect (8” Radius; +1¼) and Personal Immunity Range: 200”
(+¼). Total cost: 82 points. END Cost: 4
Description: The character manipulates gravity to
interfere with the bones and tissues in the target’s
inner ear so that he can’t maintain his balance,
doesn’t know which way is “up” or “down,” and oth-
erwise loses control of his body.
Game Information: Suppress DEX 8d6. Total
cost: 40 points.

OPTIONS:
1) High Vertigo: Increase to Suppress DEX 10d6.
Total cost: 50 points.
2) Low Vertigo: Decrease to Suppress DEX 6d6.
Total cost: 30 points.
3) Vertigo Sickness: The vertigo also makes the
targets sick and nauseous. Decrease to Suppress
6d6, DEX and CON simultaneously (+½). Total
cost: 45 points.
Gravity Powers 61

4) Group Vertigo: The character can make everyone


in a wide area around him suffer the same disori- MOVEMENT POWERS
enting effect. Decrease to Suppress DEX 6d6 and
add Area Of Effect (8” Radius; +1¼) and Personal PERSONAL GRAVITY BUBBLE
Immunity (+¼). Total cost: 75 points. Effect: Clinging
Target/Area Affected: Self
GRAVITIC VULNERABILITY
Duration: Constant
Effect: Change Environment (-4 DCV) Range: Self
Target/Area Affected: 8” Radius END Cost: 1
Duration: Constant
Description: The character can create a gravity
Range: 220”
well in a thin field around himself (or at least his
END Cost: 4
hands and feet) that lets him walk up walls and
Description: The character uses his control over along ceilings.
gravity to slow his enemies down, making them
easier to hit. Game Information: Clinging (normal STR) (10
Active Points); Cannot Resist Knockback (-¼),
Game Information: Change Environment 8” Costs Endurance (-½). Total cost: 6 points.
radius, -4 DCV, Personal Immunity (+¼).
Total cost: 44 points. OPTIONS:

OPTIONS: 1) Strong Gravity Bubble: Increase Clinging STR


to normal STR + 15. 15 Active Points; total cost 9
1) Greater Vulnerability: Increase to -6 DCV. Total points.
cost: 56 points.
2) Effortless Gravity Bubble: Remove Costs Endur-
2) Lesser Vulnerability: Decrease to -2 DCV. Total ance (-½). Total cost: 8 points.
cost: 31 points.
3) Larger Field: Increase to 16” radius. Total cost:
50 points. SENSORY POWERS
4) Vulnerable And Less Accurate: The power also
inhibits the targets’ ability to move their arms, aim GRAVITY LENS
their attacks, and so forth. Add Multiple Combat Effect: Telescopic (+20 PER versus
Effects and -2 OCV. Total cost: 62 points. Range Modifier) for Sight
5) Vulnerable, Less Accurate, And Slower: The Group
power also affects targets’ ability to move. As Vul- Target/Area Affected: Self
nerable And Less Accurate, but add Running -3”. Duration: Constant
Total cost: 74 points. Range: Self
END Cost: 3
Description: The character uses gravity to bend
light so he can easily see things at a distance.
Game Information: Telescopic (+20 PER versus
Range Modifier) for Sight Group (30 Active
Points); Costs Endurance (-½). Total cost: 20
points.

OPTIONS:
1) Strong Lens: Increase to Telescopic (+24 PER
versus Range Modifier). 36 Active Points; total cost
24 points.
2) Weak Lens: Decrease to Telescopic (+16 PER
versus Range Modifier). 24 Active Points; total cost
16 points.
62 ■ Hyper-Characteristics Hero System 5th Edition

HYPER-
CHARACTERISTICS
The Strength And Toughness Powers category
represents characters with far more powerful STR HYPER-DEXTERITY
(and CON, PD, and ED) than normal — Hyper-
Strength Powers, if you will. Similarly, at least some
POWERS
of the Speedster Powers can in some respects be
regarded as Hyper-Dexterity and -Speed Powers. QUADRUPLE-JOINTED
Why should bricks and speedsters get to have Effect: Stretching 1”, Always Direct,
all the fun? Hyper-Characteristics Powers represent No Noncombat Stretching,
superpowers that derive from having superhu- Cannot Do Damage
manly powerful versions of some of the other Target/Area Affected: Self
HERO System Characteristics, such as INT and Duration: Constant
COM. In addition to the two categories mentioned Range: Self
above, you can find other powers that could have END Cost: 1
the special effect of “Hyper-Characteristics” in such Description: The character’s joints and body are so
categories as Body Control, Mental And Psionic, malleable and flexible that he can actually extend
and Precognitive. his reach for up to 1”, or otherwise contort his body
For purposes of The UNTIL Superpowers in ways that would make even the most accom-
Database, which only covers true superpowers, plished yoga practitioner green with envy.
it’s important to distinguish between Hyper-
Characteristics and similar abilities that express Game Information: Stretching 1” (5 Active
themselves as Talents or Super-Skills (see Dark Points); Always Direct (-¼), No Noncombat
Champions, pages 106-49). The later two are abili- Stretching (-¼), Cannot Do Damage (-½).
ties that non-superpowered characters could buy Total cost: 2 points.
to represent their superior skills or like abilities
— they don’t have to be true “superpowers” per se.
It’s entirely possible that a character with Hyper-
Characteristics could have them. For example, a
HYPER-CONSTITUTION
character with Hyper-Intelligence almost certainly POWERS
has the Talents Eidetic Memory and Lightning Cal-
culator (among others), and could easily have some IMMUNITY
of the Sensory Super-Skills from pages 133-38 of
Dark Champions, such as Deductive Observation. Effect: Life Support (Immunity to all
But that doesn’t make such abilities superpowers. terrestrial diseases, poisons,
The abilities described here are true superhuman and biological and chemical
abilities, or hew more closely to them than to warfare agents)
Super-Skills. Target/Area Affected: Self
Some Hyper-Characteristic Powers involve Duration: Persistent
Required Skill Rolls. It’s assumed that a character Range: Self
with Hyper-Characteristic Powers has at least a END Cost: 0
25, if not higher, value in the Characteristic in Description: The character’s metabolism is so
question. superhumanly strong and efficient that he shrugs
off the effects of poisons, drugs, chemicals, and
the like.
Game Information: Life Support (Immunity
to all terrestrial diseases, poisons, and bio-
logical and chemical warfare agents). Total
cost: 20 points.

OPTIONS:
1) Full-Spectrum Immunity: Increase to all diseases,
poisons, and biological and chemical warfare agents
(not just terrestrial ones), using the rules from page
14 of Galactic Champions. Total cost: 60 points.
Hyper-Characteristics 63

HYPER-BODY POWERS HYPER-INTELLIGENCE


REDUNDANT ORGANS
POWERS
Hyper-Intelligence Powers is one of the larg-
Effect: +5 BODY plus +10 BODY, Only
est and most flexible groups of Hyper-Character-
To Extend Point Of Death
istic abilities. In addition to the powers listed here,
Target/Area Affected: Self
the special effect of “Hyper-Intelligence” could
Duration: Persistent
justify buying a wide range of Enhanced Senses,
Range: Self
Talents, and Super-Skills.
END Cost: 0
Description: The character’s body contains two or ANTICIPATION
more copies of many (if not all) of his vital organs. Effect: Precognition, Time Modifiers
This makes him hardier and tougher in general, but Target/Area Affected: Self
most importantly it makes him significantly harder Duration: Constant
to kill. Being shot through the heart is much less Range: No Range
traumatic for a hero when he’s got a second heart END Cost: 0
on the other side of his chest to take over and keep
the blood pumping, after all.... Description: The character’s hyper-analytical mind
In game terms, this power is represented in can evaluate the most likely course of actions for
two ways. First, the character has a higher BODY people, phenomena, and events around him and
than normal. That’s represented here with +5 predict the outcome with astonishing accuracy.
BODY, but you could buy even more if you like. The further forward in time the time period the
Second, he has an additional +10 BODY that only character analyzes, the less accurate his predictions
count for purposes of determining the “negative tend to be.
BODY” point at which he dies. He doesn’t get Game Information: Clairsentience (Sight and
any extra STUN from this BODY, and it doesn’t Hearing Groups), Precognition, Reduced
improve the amount of positive BODY damage he Endurance (0 END; +½) (75 Active Points); No
can take before reaching the negatives... but once Range (-½), Precognition Only (-1), Requires
he reaches the negative BODY range, it takes a lot An INT Roll (assumes an INT Roll of 14-; -½),
longer before he dies. Time Modifiers (-½). Total cost: 21 points.
Game Information: +5 BODY (total cost: 10
points) plus +10 BODY (20 Active Points); OPTIONS:
Only To Extend Point Of Death (-1½) (total 1) Strong Anticipation: Remove Time Modifiers
cost: 8 points). Total cost: 18 points. (-½). Total cost: 25 points.
OPTIONS: BATTLE ANALYSIS
1) Strong Redundant Organs: Increase to +8 BODY Effect: +2 SPD, Requires An INT Roll
and +13 BODY. 16 + 26 = 42 Active Points; total Target/Area Affected: Self
cost 16 + 10 = 26 points. Duration: Persistent
Range: Self
2) Weak Redundant Organs: Decrease to +3 BODY END Cost: 0
and +8 BODY. 6 + 16 = 22 Active Points; total cost
6 + 6 = 12 points. Description: The character’s computer-like mind
can analyze a combat or crisis situation instantly
and devise the best possible course of action, thus
allowing the character to maximize his efficiency
and act as quickly and decisively as possible. In
game terms, he gets +2 SPD if he makes an INT
Roll; the character should roll in each Post-Seg-
ment 12 period to see if he gets the +2 SPD for the
coming Turn.
Game Information: +2 SPD (20 Active Points);
Requires An INT Roll (assumes an INT Roll
of 14-, Active Point penalty of -1 per 5 Active
Points; -1). Total cost: 10 points.

OPTIONS:
1) More Accurate Analysis: Increase to +3 SPD. 30
Active Points; total cost 15 points.
2) Less Accurate Analysis: Decrease to +1 SPD. 10
Active Points; total cost 5 points.
64 ■ Hyper-Characteristics Hero System 5th Edition

Martinez
Category Hypercharacteristics Subject ID Mentiac Scale: 7 Mode Visual

SUBJECT ID: 3) Expanded Battle Analysis: The character’s analy- LOCATE FLAW
MENTIAC sis of the situation also allows him to time his Effect: Find Weakness 15- with
actions so that he acts before his enemies. Char- All Attacks
“Once again, Mentiac’s acter also buys Lightning Reflexes (+8 to act first Target/Area Affected: Self
amazing powers of with All Attacks) (12 Active Points); Requires An Duration: Persistent
analysis and prediction INT Roll (assumes an INT Roll of 14-, Active Point Range: Self
were the key to our suc- penalty of -1 per 5 Active Points; -1) (total cost: 6 END Cost: 0
cess. Before the VIPER points). Total cost of ability: 16 points.
squad could escape from Description: Between his heightened perceptiveness
the heist, we were there LINGUISTIC ANALYSIS and ability to rapidly process and analyze informa-
waiting for them — they tion, the character can spot flaws and weaknesses in
Effect: Universal Translator
ran out the back door his targets’ defenses... and that lets him take advan-
and right into our arms. (INT Roll +4)
tage of them.
In addition to making Target/Area Affected: Self
five arrests, we netted Duration: Persistent Game Information: Find Weakness 15- with All
a VIPER hovercraft in Range: Self Attacks. Total cost: 50 points.
pristine condition.” END Cost: 0
Description: The character’s ultra-intelligent mind OPTIONS:
—from a report by Lt. can rapidly analyze even a few spoken or written
Rodrigo Jimenez 1) More Accurate Analysis: Increase to Find Weak-
words, and from them deduce the form and nature ness 17-. Total cost: 60 points.
of the other words in that language, its grammati-
cal and linguistic forms, and so forth, making him 2) Less Accurate Analysis: Decrease to Find Weak-
instantly fluent in it. ness 14-. Total cost: 45 points.

Game Information: Universal Translator (INT


Roll +4). Total cost: 24 points.

OPTIONS:
1) More Accurate Analysis: Increase to INT Roll +6.
Total cost: 26 points.
2) Less Accurate Analysis: Decrease to INT Roll +2.
Total cost: 22 points.
Hyper-Characteristics 65

SYNERGY ANALYSIS TRUE EIDETIC MEMORY


Effect: +4 Overall, Only When Working Effect: Retrocognition, Personal His-
With Other People tory Only
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: No Range
END Cost: 0 END Cost: 0
Description: The character can use his Hyper-Intel- Description: The character’s memory is abso-
ligence to instantly analyze a situation in which he’s lutely perfect, even compared to an ordinary
working with one or more people to accomplish person with supposed “photographic memory.”
some mutual task, and then direct his efforts to best Anything he’s read, seen, or otherwise expe-
complement the others so that they do a better job rienced he can recall instantly and in precise
and/or finish more quickly. This includes most situ- detail. His ability to “see into the past” does not
ations in which the character provides a Comple- extend to any other events, objects, or people; it
mentary Skill Roll for another character’s Skill Roll. only covers his personal history.
Game Information: +4 Overall (40 Active Game Information: Clairsentience (Sight, Hear-
Points); Only When Working With Other ing, and Smell/Taste Groups), Retrocognition,
People (-½). Total cost: 27 points. Reduced Endurance (0 END; +½) (90 Active
Points); No Range (-½), Personal History Only
OPTIONS: (see text; -1), Retrocognition Only (-1). Total
cost: 26 points.
1) More Accurate Analysis: Increase to +6 Overall.
60 Active Points; total cost 40 points. OPTIONS:
2) Less Accurate Analysis: Decrease to +2 Overall.
20 Active Points; total cost 13 points. 1) Weaker Memory: Add Requires An INT Roll
(assumes an INT Roll of 14-; -½) and Time Modi-
THINK FAST fiers (-½). Total cost: 20 points.
Effect: +15 with Intellect Skills, Only
To Counteract Penalties For
Rapid Performance
HYPER-EGO POWERS
Target/Area Affected: Self
Duration: Constant IRON WILL
Range: Self Effect: Mental Defense (20 points +
END Cost: 0 EGO/5)
Description: The character’s hyper-accelerated Target/Area Affected: Self
thought processes allow him to perform mental Duration: Constant
tasks much, much faster than most people without Range: Self
sacrificing accuracy or quality. END Cost: 0
In game terms, this power consists of a large Description: The character’s willpower is superhu-
number of Skill Levels that the character can only manly strong — so much so that he can resist the
use to counteract the penalty for performing a task effects of Mental Powers more easily than ordinary
more rapidly than normal (-3 per step up the Time people can.
Chart). The GM decides the base time needed to
perform a task with an Intellect Skill, and whether Game Information: Mental Defense (20 points
the character can apply these Levels. He may also + EGO/5) (20 Active Points); Nonpersistent
allow the character to apply them to some Knowl- (-¼). Total cost: 16 points.
edge and Science Skills.
OPTIONS:
Game Information: +15 with Intellect Skills
(75 Active Points); Only To Counteract Pen- 1) Steel Will: Increase to Mental Defense (25 points
alties For Rapid Performance (-1). Total cost: + EGO/5). 25 Active Points; total cost 20 points.
37 points. 2) Bronze Will: Decrease to Mental Defense (15 points
+ EGO/5). 15 Active Points; total cost 12 points.
OPTIONS:
1) Really Fast Thinking: Increase to +21 with Intel-
lect Skills. 105 Active Points; total cost 52 points.
2) Not Quite As Fast Thinking: Decrease to +9 with
Intellect Skills. 45 Active Points; total cost 22 points.
3) Variant Fast Thinking: With the GM’s permission,
characters can buy these Levels as PSLs instead of
Skill Levels. Total cost: 45 points.
66 ■ Fantasy Equipment Hero System 5th Edition

HYPER-PRESENCE Effect:
TERRIFYING MAJESTY
+40 PRE, Only To Make Fear-
POWERS /Intimidation-Based Presence
Attacks And Skill Rolls
AWE Target/Area Affected: Varies
Duration: Constant
Effect: +40 PRE Range: Self
Target/Area Affected: Varies END Cost: 4 to activate
Duration: Constant
Range: Self Description: While the character is pretty impres-
END Cost: 4 to activate sive in most situations, when it comes time to
intimidate or terrify someone, his true talents come
Description: The character’s nigh-godlike bearing to the fore. Like the God of the Old Testament, he
and general force of personality make it easy for possesses a majesty and grandeur of personality
him to overawe and impress others. Even when that is often terrifying in its aspect, and those on
he doesn’t actively exert his Presence (i.e., make a whom he turns his baleful glance tremble in fear.
Presence Attack), people near him tend to adopt
attitudes of deference, respect, adoration, and even Game Information: +40 PRE (40 Active Points);
worshipfulness. Costs Endurance (to activate; -¼), Only To Make
Fear-/Intimidation-Based Presence Attacks And
Game Information: +40 PRE (40 Active Points); Skill Rolls (-1). Total cost: 18 points.
Costs Endurance (to activate; -¼). Total cost:
32 points. OPTIONS:
OPTIONS: 1) Truly Awesome: Increase to +60 PRE. 60 Active
Points; total cost 27 points.
1) Truly Awesome: Increase to +60 PRE. 60 Active
Points; total cost 48 points. 2) Slightly Less Awesome: Decrease to +30 PRE. 30
Active Points; total cost 13 points.
2) Slightly Less Awesome: Decrease to +30 PRE. 30
Active Points; total cost 24 points.

SPIN DOCTOR
HYPER-COMELINESS
Effect: +20 with Conversation, Per- POWERS
suasion, and Seduction
Target/Area Affected: Self ALTER APPEARANCE
Duration: Constant
Effect: Shape Shift (Sight and Touch
Range: Self
Groups, any humanoid face)
END Cost: 0
Target/Area Affected: Self
Description: The character is so superhumanly like- Duration: Constant
able, friendly, and persuasive that it’s difficult for Range: Self
anyone to resist his charms. His ability to persuade END Cost: 0
and befriend doesn’t quite rise to the level of Mind
Description: The character’s control over his own
Control, but it doesn’t fall far short, either.
appearance allows him to alter the shape of his
Game Information: +20 with Conversation, Per- face to adopt any appearance desired. In doing this,
suasion, and Seduction. Total cost: 60 points. he can increase or decrease his COM by 5 points
(that’s 5 points of COM, not 5 Character Points’
OPTIONS: worth of the Characteristic).

1) Strong Spin Doctor: Increase to +24 with Con- Game Information: Shape Shift (Sight and Touch
versation, Persuasion, and Seduction. Total cost: Groups, any humanoid form), Reduced Endur-
72 points. ance (0 END; +½) (34 Active Points); Only
Changes The Face (-½). Total cost: 23 points.
2) Weak Spin Doctor: Decrease to +16 with Con-
versation, Persuasion, and Seduction. Total cost:
OPTIONS:
48 points.
3) Expanded Spin Doctor: No one can resist the 1) True Appearance Alteration: The character can
character’s charms. Change to +20 with all Interac- alter his COM within the campaign range the GM
tion Skills. Total cost: 100 points. establishes for the Characteristic. Add Makeover. 42
Active Points; total cost 28 points.
2) Tiring Appearance Alteration: Remove Reduced
Endurance (+½). 23 Active Points; total cost 15 points.
3) Copy Appearance: The character can not only
change his appearance, he can flawlessly copy the
facial features of another person. Add Imitation. 49
Active Points; total cost 33 points.
Hero System Equipment Guide ■ Chapter One 67

4) Lasting Appearance Alteration: Once changed, JUST HOW YOU LIKE’EM


the character’s appearance doesn’t revert to his true Effect: +20 to Seduction
facial features until he wills it. Even if he’s Knocked Target/Area Affected: Self
Out or goes to sleep, his face remains in its altered Duration: Constant
form. Add Persistent (+½). 46 Active Points; total Range: Self
cost 31 points. END Cost: 4 to activate
5) Full Appearance Alteration: The character can Description: The character has the ability to sub-
alter the appearance of his entire body, not just his consciously and instinctively read the thoughts and
face. Remove Only Changes The Face (-½). Total desires of another person and respond by subtly
cost: 34 points. transforming his body to fit that person’s physical
ideal. For example, suppose the other person likes
BEAUTY TOO WONDROUS TO HARM women with long blonde hair and green eyes. If a
Effect: Mind Control 14d6, Set Effect female character with this ability was using Seduction
(don’t hurt me), Only Versus on him, her hair would slowly become longer and
Persons Who Look At Character blonder until it reached just the length and shade the
Target/Area Affected: 14” Radius target finds most attractive, and her eyes would gradu-
Duration: Persistent ally become green. The change doesn’t take place all at
Range: No Range once — it’s so gradual and low-key that the person the
END Cost: 0 target of the character’s Seduction Skill doesn’t con-
Description: The character’s handsomeness/beauty sciously realize it’s happening. All he knows is that the
is so great, so exquisite, that no one who looks at other person is really attractive....
him can bear to hurt him or mar his appearance. Game Information: +20 to Seduction (40 Active
Not even the most evil person can raise his hand to Points); Costs Endurance (to activate; -¼).
destroy such beauty. Total cost: 32 points.
In game terms, any character who comes
within 14” of the character and can perceive his OPTIONS:
appearance is affected by the Mind Control, which
functions like an area-affecting Constant Power. 1) Strong Seductiveness: Increase to +24 to Seduc-
Typically “don’t hurt me/mar my appearance” is tion. 48 Active Points; total cost 38 points.
something the character would be inclined to do 2) Weak Seductiveness: Decrease to +16 to Seduc-
(EGO +0) or wouldn’t mind doing (EGO +10), but tion. 32 Active Points; total cost 26 points.
in combat against the character it may rise to some-
thing he would normally be against doing (EGO NOWHERE MAN
+20).
Effect: Invisibility to Sight Group, No
Game Information: Mind Control 14d6, Area Fringe, Only Works In Crowds
Of Effect (14” Radius; +1), Reduced Endur- Target/Area Affected: Self
ance (0 END; +½), Persistent (+½) (210 Active Duration: Constant
Points); No Range (-½), Set Effect (don’t hurt Range: Self
me/mar my appearance; -1), Only Versus Per- END Cost: 3
sons Who Look At Character (-½). Total cost: Description: The character has the ability to subtly
70 points. transform his form and features so that he looks
like a completely ordinary, average individual —
OPTIONS: one who can blend in with a crowd and “vanish.” A
1) Even Greater Beauty: Increase to Mind Control character who’s searching for him can literally stare
16d6. 240 Active Points; total cost 80 points. right at him and not realize that he’s the person he
(the searcher) is looking for... even though if you
2) Slightly Lesser Beauty: Decrease to Mind Con- compared a picture of him to the “real” character
trol 12d6. 180 Active Points; total cost 60 points. in other conditions, the resemblance between them
would be obvious.
In game terms, this power provides a character
with Invisibility that only works when he can blend
in with crowds of people. The GM determines what
constitutes a “crowd” for these purposes — a hand-
ful of people isn’t enough, but the character doesn’t
have to be attending a rock concert, either.
Game Information: Invisibility to Sight Group,
No Fringe (30 Active Points); Only Works In
Crowds (see text; -1). Total cost: 15 points.
68 ■ Hyper-Characteristics Hero System 5th Edition

Martinez
Category Hypercharacteristics Subject ID Lemming (?) Scale: ?? Mode

SUBJECT ID: OPTIONS: Game Information: +10 with Interaction Skills


LEMMING(?) (50 Active Points); Only For Pleasant Interac-
1) Strong Nowherism: The character can blend tion (-½). Total cost: 33 points.
in with crowds all day and not get tired out. Add
“According to a confi- Reduced Endurance (0 END; +½). 45 Active Points;
dential informant, one OPTIONS:
total cost 22 points.
of the people in this
picture is actually a 2) Weak Nowherism: If a searcher can get close 1) Really Beautiful: Increase to +12 with Interac-
superhuman who can enough to the character, he may realize who he tion Skills. 60 Active Points; total cost 40 points.
subtly blend into crowds is. Remove No Fringe. 20 Active Points; total cost 2) Not Quite As Beautiful: Decrease to +8 with Interac-
to escape from pursu- 10 points. tion Skills. 40 Active Points; total cost 27 points.
ers. Unfortunately, this
same power prevents PERSUASIVE BEAUTY TERRIFYING VISAGE
the CI from positively
identifying the superhu- Effect: +10 with Interaction Skills, Effect: +30 PRE, Only To Make Fear-
man, though he claims Only For Pleasant Interaction /Intimidation-Based Presence
this person goes by the Target/Area Affected: Self Attacks And Skill Rolls
somewhat odd name of Duration: Constant Target/Area Affected: Varies
“Lemming.” ” Range: Self Duration: Constant
END Cost: 0 Range: Self
—from a report by Sgt. END Cost: 0
Description: The character is so beautiful or hand-
Ivan Kazmarovich
some, and so socially graceful, that other people Description: The character is so horrifically ugly
instinctively respond to him in a positive way, that it’s easy for him to frighten or intimidate
provided he acts pleasantly toward them. His people. Even other ugly people’s ugliness pales
good looks don’t help if he’s haranguing someone beside his own.
or trying to force information out of them (i.e.,
most uses of Oratory or Interrogation), but they’re Game Information: +30 PRE (30 Active
extremely helpful when it comes to convincing Points); Only To Make Fear-/Intimidation-
people to help him, do him favors, or the like. The Based Presence Attacks And Skill Rolls (-1).
GM determines what constitutes “pleasant interac- Total cost: 15 points.
tion” for the purposes of this ability.
Hyper-Characteristics 69

OPTIONS: VOICE OF BEAUTY


1) Truly Ugly: Increase to +40 PRE. 40 Active Effect: Mind Control 8d6, Telepathic,
Points; total cost 20 points. Set Effect (stand quietly and
listen to me talk)
2) Slightly Less Ugly: Decrease to +20 PRE. 20 Target/Area Affected: 6” Radius
Active Points; total cost 10 points. Duration: Constant
3) Adopt Terrifying Visage: Fortunately for the char- Range: No Range
acter, he’s not ugly all the time... he just has the abil- END Cost: 0
ity to make himself terrifyingly ugly when he needs Description: The character’s voice is so beautiful
to be. Add Costs Endurance (to activate; -¼). Total that it puts nightingales to shame. When he puts
cost: 13 points. his mind to it, he speaks so beautifully that most
people who hear him (within 6”) can’t do anything
UGLY ENOUGH TO STOP A BUS
but stand quietly and listen to him talk. They won’t
Effect: Drain CON 2d6, Always On necessarily even remember his words or follow the
Target/Area Affected: 18” Cone course of his logic — all they want to do is hear the
Duration: Persistent beautiful sounds pouring from his mouth.
Range: No Range Characters with this power usually buy the
END Cost: 0 Perfect Pitch Talent as well.
Description: The character is so revoltingly ugly Game Information: Mind Control 8d6, Tele-
that anyone who sees his face becomes nauseous. pathic (+¼), Area Of Effect (6” Radius; +1),
Anyone within 18” in a 60-degree cone in front Continuous (+1), Reduced Endurance (0
of him is assumed to be able to see his face, but END; +½) (150 Active Points); Incantations
of course people who are blind(ed), who rely on (throughout; -½), No Range (-½), Set Effect
senses other than Sight, and the like are immune to (stand quietly and listen to me talk; -1). Total
the effect. cost: 50 points.
Game Information: Drain CON 2d6, Area Of
Effect (18” Cone; +1¼), Reduced Endurance (0 OPTIONS:
END; +½), Persistent (+½) (65 Active Points);
1) Strong Voice: Increase to Mind Control 10d6.
Always On (-½), Only Works On People Who
187 Active Points; total cost 62 points.
Can See Character’s Face (-½). Total cost: 32
points. 2) Weak Voice: Decrease to Mind Control 6d6. 112
Active Points; total cost 37 points.
OPTIONS:
YOU LOOK STUNNING
1) Even Uglier: Increase to Drain CON 3d6. 97 Effect: Energy Blast 4d6, Fully Invis-
Active Points; total cost 48 points. ible, STUN Only
2) Not Quite As Ugly: Decrease to Drain CON 1d6. Target/Area Affected: One character
32 Active Points; total cost 16 points. Duration: Instant
Range: No Range
END Cost: 4
Description: The character is so beautiful/hand-
some that when he turns the full force of his attrac-
tiveness and charm against a specific person, that
person feels faint.
Game Information: Energy Blast 4d6, Invisible
Power Effects (fully invisible; +1) (40 Active
Points); No Range (-½), STUN Only (-0), Only
Works Against Targets Of Appropriate Sexual
Orientation (-½). Total cost: 20 points.

OPTIONS:
1) What A Knockout!: Increase to Energy Blast 6d6.
60 Active Points; total cost 30 points.
2) She’s Not All That: Decrease to Energy Blast 2d6.
20 Active Points; total cost 10 points.
70 ■ Hypersenses Hero System 5th Edition

HYPERSENSES
OFFENSIVE POWERS Effect:
RESILIENT SENSES
Flash Defense (various types)
Target/Area Affected: Self
COMBAT ANTICIPATION Duration: Persistent
Effect: Lightning Reflexes (+10 to act Range: Self
first with All Attacks) END Cost: 0
Target/Area Affected: Self Description: The character’s senses are so strong, or
Duration: Persistent so acute, that it’s much harder to “blind” or block
Range: Self them. The character may buy some or all of the
END Cost: 0 abilities listed below.
Description: The character’s senses are so acute Game Information:
that he can perceive what’s about to happen and
respond to it more quickly than others. Cost Power
10 Resilient Vision: Sight Group Flash Defense
Game Information: Lightning Reflexes: +10 to (10 points)
act first with All Attacks (15 Active Points); 10 Resilient Hearing: Hearing Group Flash
Requires A PER Roll (assumes PER Roll of 12- Defense (10 points)
or 13-; -¾). Total cost: 9 points. 10 Resilient Smell: Smell/Taste Group Flash
Defense (10 points)
OPTIONS: 10 Resilient Feel: Touch Group Flash Defense
1) Strong Anticipation: Increase to +14 DEX. 21
Active Points; total cost 12 points. SENSORY POWERS
2) Weak Anticipation: Decrease to +6 DEX. 9 Active
Points; total cost 5 points. I CAN HEAR YOU BREATHING
3) Tiring Anticipation: Add Costs Endurance (-½). Effect: Detect Respiration
15 Active Points; total cost 7 points. Target/Area Affected: Self
Duration: Persistent
DEFENSIVE POWERS Range:
END Cost:
Self
0
Description: The character’s hearing is so acute that
DANGER SENSE DODGING he can perceive the sounds made by living beings
Effect: Armor (20 PD/20 ED), Hardened when they breathe. Even the sneakiest thief with
Target/Area Affected: Self the highest Stealth roll has to breathe, after all!
Duration: Instant
Range: Self Game Information: Detect Respiration (INT
END Cost: 0 Roll) (Hearing Group). Total cost: 3 points.

Description: The character uses his ability to OPTIONS:


sense danger to track and avoid incoming attacks
(though he has to be prepared to do so). If he 1) Strong Hearing: Increase to +3 to PER Rolls.
makes an Acting roll, he can time events so pre- Total cost: 6 points.
cisely that it looks like the attack hit him, even 2) Discriminatory Hearing: The character’s ability to
though at best it only grazed him. differentiate between different types of respiration
Game Information: Armor (20 PD/20 ED), tells him whether the being breathing is a man or
Hardened (+¼) (75 Active Points); Requires A a woman, a human or some other sentient species,
Danger Sense Roll (-½), Costs Endurance (-½), a humanoid or an animal, and so forth. Add Dis-
Instant (-½). Total cost: 30 points. criminatory. Total cost: 8 points.
3) Analytical Hearing: The character’s ability to differ-
entiate between different types of respiration tells him
exactly what sort of species is doing the breathing,
and may provide other sorts of information (such as a
rough estimate of the being’s CON or lung capacity).
Add Discriminatory, Analyze. Total cost: 13 points.
Ice And Cold Powers 71

ICE AND COLD


POWERS
OFFENSIVE POWERS EFFECT
SUPERCONDUCTIVY FIELD
Change Environment (-5 DCV
against electrical attacks)
FREEZE FLESH Target/Area Affected: 32” radius
Effect: RKA 1d6, AVLD (Power Duration: Constant
Defense), Does BODY Range: 250”
Target/Area Affected: One character END Cost: 5
Duration: Instant Description: This power allows a character to
Range: 260” reduce the temperature in an area to such an
END Cost: 5 extreme low that the air in the area has a super-
Description: The character freezes a target’s flesh so conductive effect. This in turn makes anyone in the
quickly that the cells instantly crystallize and burst. area more vulnerable to electrical attacks.
This only works on targets with normal organic
Game Information: Change Environment
chemistry; inorganic targets such as robots or
(create superconductive area) 32” radius,
vehicles, characters with Life Support (Safe Envi-
-5 DCV (50 Active Points); DCV Loss Only
ronment: Extreme Cold), or certain others with
Applies Against Electrical Attacks (-½). Total
unusual biochemistry are immune.
cost: 33 points.
Game Information: RKA 1d6, AVLD (Power
Defense; +1½), Does BODY (+1) (52 Active OPTIONS:
Points); Only Versus Targets With Normal
Organic Body Chemistry (-½). Total cost: 35 1) Extreme Superconductivity: Increase to -7 DCV.
points. 60 Active Points; total cost 40 points.
2) Minor Superconductivity: Decrease to -3 DCV.
OPTIONS: 40 Active Points; total cost 27 points.
1) Deeper Freeze: Increase to RKA 2d6. 105 Active 3) Realistic Superconductivity: This version takes
Points; total cost 70 points. into account the extreme temperatures needed for
superconductivity. Add Multiple Combat Effects
2) Not So Deep Freeze: Decrease to RKA ½d6. 35 and -5 Temperature Levels. 70 Active Points; total
Active Points; total cost 23 points. cost 47 points.
3) Easy Freeze: Add Reduced Endurance (0 END; 4) Superconductivity Field Variant: This version of
+½). 60 Active Points; total cost 40 points. the Superconductivity Field enhances electrical
5) Tiring Freeze: Add Increased Endurance Cost (x2 powers instead of making characters easier to hit
END; -½). Total cost 26 points. with them. Change to Aid Electrical Powers 4d6,
all Electrical Powers simultaneously (+2), Area Of
Effect (18” Radius; +1), Continuous (+1), Ranged
(+½). Total cost: 220 points.
72 ■ Ice And Cold Powers Hero System 5th Edition

Martinez
Category Ice And Cold Powers Subject ID Winter Dragon Scale: 6 Mode

SUBJECT ID:
WINTER DRAGON
DEFENSIVE POWERS MISCELLANEOUS POWERS
“Contrary to occasional ICE SLIDE RESCUE ICE SCULPTURES
Western propaganda, Effect: Gliding 12”, Usable As Attack Effect: Major Transform 4d6 (air into
the superhumans of the Target/Area Affected: 20” long and 4” wide Line ice sculptures)
Tiger Squad are true Duration: Constant Target/Area Affected: One sculpture
heroes (even if they’re
Range: 20” Duration: Instant
often used as pawns by
the Chinese govern- END Cost: 5 Range: No Range
ment). For example, this Description: The character can use his ice powers END Cost: 6
picture shows Winter to create a slide-like construct that catches people Description: The character can create shapes and
Dragon using his who are falling and lets them slide safely down to sculptures out of thin air by freezing water or water
powers to rescue victims the ground. The construct is 20” long and 4” wide, vapor. Each BODY rolled on the Transform dice cre-
trapped in a burning
so it can catch multiple people at once. ates .25 cubic meters’ worth of ice. Typically the shapes
building in Shanghai
— by creating an “ice This power requires the GM’s permission are simple — geometric shapes like cubes, spheres, or
slide” he gave them a because it uses some unusual constructs. Instead of stairs, vaguely detailed humanoid forms, and the like.
quick, easy, safe way to applying a form of Usable On Others and increas- If the character makes a PS: Sculptor roll, he can make
escape the flames. ing the number of people the power can affect, it the sculptures more detailed (the more he makes the
uses a combination of Usable As Attack (so the roll by, the finer the detail and the more aesthetically
—from the classified character controls the creation and location of the pleasing the overall creation).
UNTIL report, Superhu- slide, and pays the END for it) plus Area Of Effect
mans And Superhuman Game Information: Major Transform 4d6 (air
to define the size of the slide and thus how many
Activity In The People’s into ice sculptures; heals back by melting) (60
people it can catch.
Republic Of China Active Points); No Range (-½), Uses A PS: Sculp-
Game Information: Gliding 12”, Area Of Effect tor Roll (see text; -0). Total cost: 40 points.
(20” long and 4” wide Line; +1¾), Usable As
Attack (+1), Limited Range (20”; +¼) (48 OPTIONS:
Active Points); Costs Endurance (-½), Physical
Manifestation (-¼), Only To Slide People To 1) Strong Sculptures: Increase to Major Transform
The Ground (-¼). Total cost: 24 points. 6d6. 90 Active Points; total cost 60 points.
2) Weak Sculptures: Decrease to Major Transform
2d6. 30 Active Points; total cost 20 points.
3) Ranged Sculptures: The character can create his
sculptures at a distance. Remove No Range (-½).
Total cost: 60 points.
Kinetic Energy Powers 73

KINETIC ENERGY
POWERS
OFFENSIVE POWERS Effect:
MOMENTUM SUBTRACTION
Suppress Movement Powers
6d6
KINETIC MISSILE Target/Area Affected: One character
Effect: Energy Blast 8d6/RKA 2½d6, Duration: Instant
OIF (objects of opportunity) Range: 260”
Target/Area Affected: One character END Cost: 5
Duration: Instant Description: The character’s control over kinetic
Range: 30” energy, momentum, and similar forces allows
END Cost: 4 him to reduce the velocity of objects or people
Description: The character can impart kinetic to decrease the force with which they impact
energy into small objects (pebbles, eating utensils, objects. The power does not affect Teleportation,
ball bearings, salt shakers, marbles, pencils...) and Extra-Dimensional Movement, or some forms of
cause them to fly toward the target with such speed Faster-Than-Light Travel, which do not involve
and force that they inflict severe injuries. Blunt kinetic motion.
objects do Normal Damage; sharp or pointed ones
Game Information: Suppress Movement Powers
Killing Damage. The GM may, at his discretion,
6d6, any kinetic energy-based Movement
reduce the damage caused by larger, softer, or more
Power one at a time (+¼) (37 Active Points);
fragile objects.
Only Works On People/Objects Currently In
Game Information: Motion (-¼). Total cost: 30 points.
Cost Power
20 Kinetic Missile: Multipower, 40-point OPTIONS:
reserve; all slots OIF (objects of opportunity;
1) Greater Subtraction: Increase to Suppress 8d6. 50
-½), Limited Range (30”; -¼), Beam (-¼)
Active Points; total cost 40 points.
2u 1) Blunt Objects: Energy Blast 8d6; OIF
(objects of opportunity; -½), Limited Range 2) Lesser Subtraction: Decrease to Suppress 4d6. 25
(30”; -¼), Beam (-¼) Active Points; total cost 20 points.
2u 2) Sharp Objects: RKA 2½d6; OIF (objects 3) Momentum-Subtracting Field: The character
of opportunity; -½), Limited Range (30”; -¼), can decrease characters’ ability to move through a
Beam (-¼) particular area. The character must affect the same
Total cost: 24 points type of movement for all targets with any given use
OPTIONS: of the power, but from use to use he can change the
type of Movement Power he can affect. Change to
1) Faster Missiles: Increase Multipower reserve to Change Environment 32” radius, -10” movement,
60 points, Slot 1 to Energy Blast 12d6, and Slot 2 to Varying Combat Effect (only to change mode of
RKA 4d6. Total cost: 36 points. movement power affects) (67 Active Points); Only
2) Slower Missiles: Decrease Multipower reserve Works On People/Objects Currently In Motion
to 30 points, Slot 1 to Energy Blast 6d6, and Slot 2 (-¼). Total cost: 54 points.
to RKA 2d6. Total cost: 17 points.
3) Kinetic Volley: Provided he has enough objects
to impart kinetic energy to, the character can fire
multiple shots at his target. Increase Multipower
reserve to 60 points and add Autofire (5 shots; +½)
to both slots. Total cost: 36 points.
74 ■ Kinetic Energy Powers Hero System 5th Edition
SIPHONED PUNCH +1) (20 Active Points); Linked (-½) (total cost: 13
Effect: Energy Blast 12d6 (physical), points). 30 + 20 = 50 Active Points total; total cost
Only If Someone Is Punching 24 + 13 = 37 points.
Target/Area Affected: One character 2) Damaging Stop: The sudden stop inflicts injury
Duration: Instant on the target due to the sudden absorption of
Range: 20” momentum. Add Energy Blast 8d6, NND (defense
END Cost: 6 is Teleportation or dimensional manipulation
Description: The character uses his control over powers; +1) (80 Active Points); Linked (-¼) (total
kinetic energy and momentum to tap into the force cost: 64 points). 30 + 80 = 110 Active Points total;
of a punch being thrown nearby and direct that total cost 24 + 64 = 88 points.
force injure someone else. He himself could be the 3) Vehicle Stop: The power can affect enough mass
target of the punch, but his intended victim cannot to stop most small vehicles. Add x64 mass (6,400
be. The target of the punch still takes damage from kg). 105 Active Points; total cost 84 points.
it; the character’s power merely siphons off some
of the force of the punch, it doesn’t drain it away TURNABOUT
entirely. The victim takes damage up to 12d6 or the Effect: Change Environment (impose
dice of damage in the punch, whichever is less. Turn Mode)
Game Information: Energy Blast 12d6 (physi- Target/Area Affected: One character
cal) (60 Active Points); Only If Someone Is Duration: Constant
Punching Another Person Within 10” Of Char- Range: 140”
acter And Target (-1), Extra Time (character END Cost: 3
must Hold his Phase and act on same DEX Description: A character with this power can use
as person throwing the punch; -0), Only Does his control over inertia to make it difficult for
12d6 Or Damage Equal To Punch, Whichever persons or vehicles to turn or maneuver while
Is Less (-0), Limited Range (20”; -¼). Total cost: moving. If the target (be it a person or vehicle) tries
27 points. to turn more frequently or sharply than allowed
by the Turn Mode rules (HERO System 5th Edition,
OPTIONS: Revised page 367), he must make a DEX Roll at -4.
If he fails, either he cannot turn, he doesn’t turn
1) Strong Siphoning: Increase to Energy Blast 14d6. far enough, or some other result applies (he slips
70 Active Points; total cost 31 points. and falls, he skids out of control, or the like). This
2) Weak Siphoning: Decrease to Energy Blast 10d6. applies regardless of the mode of movement used,
50 Active Points; total cost 22 points. and even if the mode of movement has the No Turn
Mode Advantage.
STOP WHERE YOU ARE
Game Information: Change Environment 1”
Effect: Teleportation 1”, No Relative radius (impose Turn Mode), -4 to DEX Rolls,
Velocity, Usable As Attack, Only Usable As Attack (+1) (28 Active Points); Only
To Stop A Moving Character Applies If Target Tries To Turn More Fre-
From Moving quently/Sharply Than Allowed By Turn Mode
Target/Area Affected: One character Rules (-1), Only Affects One Person (-½). Total
Duration: Instant cost: 11 points.
Range: 120”
END Cost: 3
OPTIONS:
Description: This power is similar to Stop Dead
(UNTIL Superpowers Database, page 122), but 1) Strong Turnabout: Increase to -6 to DEX Rolls.
without the harmful effects. The character simply 40 Active Points; total cost 16 points.
bleeds off all of the kinetic energy, momentum, 2) Weak Turnabout: Decrease to -2 to DEX Rolls. 16
and/or inertia that keeps a moving character Active Points; total cost 6 points.
moving, causing him to stop moving completely in
1” of distance no matter how fast he was moving.
Game Information: Teleportation 1”, No Rela-
tive Velocity, Usable As Attack (does not work
on characters with Teleportation or dimen-
sional manipulation powers; +1), Ranged (+½)
(30 Active Points); Only To Stop A Moving
Character From Moving (-¼). Total cost: 24
points.

OPTIONS:
1) Disorienting Stop: The sudden stop disorients
the target. Add Energy Blast 2d6, NND (defense is
Teleportation or dimensional manipulation powers;
Kinetic Energy Powers 75

Martinez
Category Kinetic Energy Powers Subject ID Momentum Scale: 12 Mode

DEFENSIVE POWERS MOVEMENT POWERS SUBJECT ID:


MOMENTUM
MOVEMENT SHIELD ADHERENCE “The ability to manipu-
Effect: Force Field (40 PD), Hardened, Effect: Clinging late momentum and
Only While Moving Target/Area Affected: Self inertia can be enor-
mously effective in the
Target/Area Affected: Self Duration: Constant
hands of a superhuman
Duration: Constant Range: Self who knows what he’s
Range: Self END Cost: 1 doing — such as the
END Cost: 0 Description: The character uses his powers of fric- aptly-named Momen-
Description: The character harnesses the power of tion control to stick to walls. Because he’s using tum, depicted here
his own motion to create an energy shield around friction to hold himself up, he can’t stick to surfaces fighting the Champions.
When Ironclad punched
himself that’s nearly impenetrable to physical with more than ninety degree slopes (such as ceil-
him, he channeled the
forces. He has to make at least a Half Move each ings) unless there are handholds or some similar force of the impact into
Phase to maintain the Shield; otherwise it stops way around the problem. Defender, in effect turn-
working immediately. ing one of the heroes
Game Information: Clinging (normal STR) (10
against the other!”
Game Information: Force Field (40 PD), Hard- Active Points); Cannot Cling To Surfaces With
ened (+¼), Reduced Endurance (0 END; +½) More Than Ninety Degree Slopes (-1), Cannot
—USPD field research
(70 Active Points); Only While Moving (see Resist Knockback (-¼), Costs Endurance (-½).
notes of Agent Jessica
text; -½). Total cost: 47 points. Total cost: 4 points. Murrow

OPTIONS: OPTIONS:
1) Strong Shield: Increase to Force Field (50 PD). 1) Strong Adherence: Increase Clinging STR to
87 Active Points; total cost 58 points. normal STR +15. 15 Active Points; total cost 5 points.
2) Weak Shield: Decrease to Force Field (30 PD). 2) Very Strong Adherence: Increase Clinging STR to
52 Active Points; total cost 35 points. normal STR +30. 20 Active Points; total cost 7 points.
3) Variant Shield: The character’s Shield also
protects him against energy attacks. Change to
Force Field (20 PD/20 ED). 70 Active Points;
total cost 47 points.
76 ■ Light Powers Hero System 5th Edition

LIGHT POWERS
OFFENSIVE POWERS 3) Distant Mesmerizing Lights: Add Ranged. Total
cost: 67 points.
4) Long-Lasting Lights: Add Delayed Return Rate
DISPELLING THE DARKNESS (points return at the rate of 5 per Minute; +¼).
Effect: Dispel Darkness to Sight Group Total cost: 60 points.
20d6
5) Lasting Lights: Decrease to Drain EGO 2d6 and
Target/Area Affected: One character
add Continuous (+1). Total cost: 55 points.
Duration: Instant
Range: 300”
END Cost: 6
DEFENSIVE POWERS
Description: The character’s powers of light gen-
eration are so strong that he can instantly disrupt
LASER POINT DEFENSE
fields of darkness and shadow, whether it’s the
quasi-mystic inky blackness created by a superhu- Effect: Missile Deflection (all physical
man like Shadowdragon or a mere smoke grenade. attacks)
Target/Area Affected: Self
Game Information: Dispel Darkness to Sight Duration: Constant
Group 20d6. Total cost: 60 points. Range: Self
END Cost: 1
OPTIONS:
Description: The character uses laser beams to
1) Strong Dispelling: Increase to Dispel 24d6. Total destroy incoming projectiles.
cost: 72 points. Game Information: Missile Deflection (all phys-
2) Weak Dispelling: Decrease to Dispel 16d6. Total ical attacks) (15 Active Points); Costs Endur-
cost: 48 points. ance (-½). Total cost: 10 points.
3) Touch Dispelling: The character can only Dispel
Darkness fields that he touches. Add No Range OPTIONS:
(-½). 60 Active Points; total cost 40 points. 1) Improved Laser Point Defense: Add +5 with
Missile Deflection (total cost: 10 points). Total
MESMERIZING LIGHTS
cost: 20 points.
Effect: Drain EGO 3d6, AVLD (Sight
Flash Defense), Ranged 2) Ranged Laser Point Defense: Add Ranged (+1).
Target/Area Affected: One character 30 Active Points; total cost 20 points.
Duration: Instant
Range: No Range
END Cost: 5
Description: The character can create a pattern of
swirling, hypnotic lights that weakens the will of
anyone who looks at it, making that person more
susceptible to Mental Powers and other forms of
suggestion.
Game Information: Drain EGO 3d6, AVLD
(Sight Group Flash Defense; +¾). Total cost: 52
points.

OPTIONS:
1) Strong Mesmerizing Lights: Increase to Drain
EGO 4d6. Total cost: 70 points.
2) Weak Mesmerizing Lights: Decrease to Drain
EGO 2d6. Total cost: 35 points.
Luck Powers 77

LUCK POWERS
OFFENSIVE POWERS Effect:
LUCKY YOU
Major Transform 4d6 (into
person with Luck 4d6)
COMBAT TIMING Target/Area Affected: One character
Effect: Lightning Reflexes (+10 to go Duration: Instant
first with All Attacks) Range: No Range
Target/Area Affected: Self END Cost: 6
Duration: Persistent Description: The character can use his control over
Range: Self probabilities to make another person nearly as
END Cost: 0 lucky as he is for a short time.
Description: The character’s control over prob-
Game Information: Major Transform 4d6
abilities and luck affects things so that somehow, he
(ordinary person into person with Luck 4d6,
always gets to attack first in combat. Unexpected
heals back normally) (60 Active Points); Lim-
events (such as stumbling over a pebble at just the
ited Target (humans; -½), Rapid Healing (char-
wrong moment) or equipment failures give him the
acter heals his REC in Transformed BODY per
edge when it comes to attacking first.
Hour; -1). Total cost: 24 points.
Game Information: Lightning Reflexes (+10 to
go first with All Attacks). Total cost: 15 points. OPTIONS:

OPTIONS: 1) Even Luckier: Increase to Major Transform 5d6.


75 Active Points; total cost 30 points.
1) Really Lucky: Increase to +14 to go first with All 2) Less Lucky: Decrease to Major Transform 3d6.
Attacks. Total cost: 21 points. 45 Active Points; total cost 18 points.
2) Not Quite So Lucky: Decrease to +6 to go first
with All Attacks. Total cost: 9 points. NOT AS LUCKY AS ME
3) Uncontrollable Combat Timing: The standard Effect: Drain Luck Powers 2d6
power assumes the character has some control over Target/Area Affected: One character
his luck power and can cause this effect to occur at Duration: Instant
will. If that’s not the case — if the character’s luck Range: 375”
is an unconscious thing — add Trigger (+¼), Only END Cost: 7
Works Once Per Scene (-½) and No Conscious Description: The character is so lucky that he can
Control (-2). 19 Active Points; total cost 5 points. out-luck even other characters with probability
manipulation powers.
Game Information: Drain Luck Powers 2d6,
all Luck powers simultaneously (+2), Ranged
(+½). Total cost: 70 points.

OPTIONS:
1) Really Lucky: Increase to Drain Luck Powers
3d6. Total cost: 105 points.
2) Not Quite So Lucky: Decrease to Drain Luck
Powers 1d6. Total cost: 35 points.
3) Long-Lasting Luck: Add Delayed Return Rate
(points return at the rate of 5 per 5 Minutes; +½).
Total cost: 80 points.
4) Uncontrollable Luck: The standard power
assumes the character has some control over his
luck power and can cause this effect to occur at
will. If that’s not the case — if the character’s luck
is an unconscious thing — add Trigger (+¼), Only
Works Once Per Scene (-½) and No Conscious
Control (-2). 75 Active Points; total cost 21 points.
78 ■ Luck Powers Hero System 5th Edition
UNFORTUNATE IMPRISONMENT or flaws in his protection. Character also buys
Effect: Entangle 6d6, no DEF, Indirect Lack Of Weakness (-10 for Normal and Resistant
Target/Area Affected: One character Defenses). Total cost: 20 points; total cost of
Duration: Instant overall power 155 points.
Range: 350” 4) Uncontrollable Luck: The standard power
END Cost: 7 assumes the character has some control over his
Description: Structures just inexplicably collapse luck power and can cause this effect to occur at
near the character, burying his enemies in rubble. will. If that’s not the case — if the character’s luck
However, the collapse causes no injury, and anyone is an unconscious thing — add Trigger (+¼), Only
can wriggle free of the debris given time. (To cause Works Once Per Scene (-½) and No Conscious
injury at the same time, use this power as part Control (-2). 157 Active Points; total cost 45 points.
of a multiple-Power attack with Environmental
LUCKY BREAK
Mayhem, USPD 130.)
Effect: Desolidification, Only To Protect
Game Information: Entangle 6d6, Indirect Against Limited Type Of Attack
(always from above; +¼) (75 Active Points); Target/Area Affected: Self
OIF (environmental objects of opportunity; Duration: Instant
-½), No Defense (-1½), Side Effects (miscel- Range: Self
laneous minor damage to the environment, END Cost: 4
always occurs; -0). Total cost: 25 points.
Description: Even in situations where it seems
virtually impossible that the character could
OPTIONS:
avoid harm or escape from a dangerous situation,
1) Uncontrollable Unfortunate Imprisonment: The he gets an incredibly lucky break that saves him.
standard power as written assumes the character For example, if stuck in a collapsing building
has some control over his luck powers and can or an avalanche zone, he just happens to stand
cause this effect to occur at will. If that’s not the where no debris falls; or multiple enemies could
case — if the character’s luck is an unconscious target him with Autofire weapons at point-blank
thing — add Trigger (+¼), Only Works Once Per range but miss with every shot.
Scene (-½), and No Conscious Control (-2). 90 Unfortunately, the character’s luck is not per-
Active Points; total cost 16 points. fect. It will not protect him against attacks or other
effects that “saturate” an area, such as fireballs, gas
clouds, or anything else the GM believes the char-
DEFENSIVE POWERS acter cannot avoid. Furthermore, the character can
only use this power to save himself from one dan-
gerous situation per Phase; once he activates it, it
DIDN’T WORK, DID IT?
won’t work again until the character’s next Phase.
Effect: Force Field (15 PD/15 ED/15
Mental/15 Power/15 Sight Game Information: Desolidification (affected
Group Flash/15 Hearing Group by “saturated” attacks) (40 Active Points); Only
Flash) To Protect Against Limited Type Of Attack (see
Target/Area Affected: Self text; -1), Instant (-½). Total cost: 16 points.
Duration: Constant
Range: Self OPTIONS:
END Cost: 0
1) Continuing Lucky Break: The power works for as
Description: The character’s control over probabili- long as the character pays END. Remove Instant.
ties and luck protects him from attacks. Somehow, Total cost: 20 points.
something always seems to go wrong with the
2) Persistent Lucky Break: The power remain in
attack, or goes right with his protective measures,
effect all the time, even when the character sleeps.
so that he suffers less injury or effect (or none!)
This requires the GM’s permission, or the charac-
from the attack.
ter has to buy Affects Physical World for all of his
Game Information: Force Field (15 PD/15 ED/15 other abilities. Remove Instant and add Reduced
Mental/15 Power/15 Sight Group Flash/15 Endurance (0 END; +½) and Persistent (+½). 80
Hearing Group Flash), Reduced Endurance (0 Active Points; total cost 40 points.
END; +½). Total cost: 135 points. 3) Uncontrollable Lucky Break: The standard power
as written assumes the character has some control
OPTIONS: over his luck powers and can cause this effect to
1) Really Lucky: Increase to 20 points of defense in occur at will. If that’s not the case — if the charac-
all categories. Total cost: 180 points. ter’s luck is an unconscious thing — add Trigger
(+¼), Only Works Once Per Scene (-½), and No
2) Not Quite So Lucky: Decrease to 10 points of Conscious Control (-2). 50 Active Points; total cost
defense in all categories. Total cost: 90 points. 10 points.
3) Expanded Luck: The character’s luck also
makes it difficult for others to find weaknesses
Luck Powers 79

SOMETHING GOT IN THE WAY I JUST HAPPENED TO NOTICE...


Effect: Missile Deflection (all Ranged Effect: +10 PER Rolls with all Sense
attacks) Groups
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: If the character exerts his luck Description: The character notices things more
powers, something gets in the way of a ranged readily than other people because he “just happens”
attacker. Whether it’s a windblown chunk of to look at the right spot, pay attention to the right
debris, a chunk of mansonry falling in the way, voice, or think about the right things to check on.
or just someone accidentally jostling the attack-
Game Information: +10 to PER Rolls with all
er’s arm as he fires, something stops the attack
Sense Groups. Total cost: 30 points.
from striking home.
Game Information: Missile Deflection (all OPTIONS:
Ranged attacks). Total cost: 20 points.
1) Better Noticing: Increase to +15 PER. Total cost:
OPTIONS: 45 points.
2) Lesser Noticing: Decrease to +5 PER. Total cost:
1) Really Lucky: Add +5 OCV with Missile Deflec- 15 points.
tion. Total cost: 30 points.
3) Uncontrollable Noticing: The standard power as
2) I Can Help My Friends, Too: The character can written assumes the character has some control
also use his luck powers to protect his comrades. over his luck powers and can cause this effect to
Add Range (+1). Total cost: 40 points. occur at will. If that’s not the case — if the charac-
3) Uncontrollable Luck: The standard power ter’s luck is an unconscious thing — add Trigger
assumes the character has some control over his (+¼), Only Works Once Per Scene (-½), and No
luck power and can cause this effect to occur at Conscious Control (-2). 37 Active Points; total cost
will. If that’s not the case — if the character’s luck 11 points.
is an unconscious thing — add Trigger (+¼), Only
Works Once Per Scene (-½) and No Conscious OOOH, THAT’S GOTTA HURT...
Control (-2). 25 Active Points; total cost 7 points. Effect: Find Weakness 11- with All
Attacks
Target/Area Affected: One character
SENSORY POWERS Duration: Persistent
Range: Self
ALARM CLOCK OF LUCK END Cost: 0
Effect: Lightsleep Description: The character’s so lucky that he has a
Target/Area Affected: Self knack for hitting his opponents in the weakest or
Duration: Persistent most vulnerable spot.
Range: Self Game Information: Find Weakness 11- with All
END Cost: 0 Attacks. Total cost: 30 points.
Description: The character is so lucky that no
matter how soundly he may be sleeping, if there’s OPTIONS:
something he should hear, he will. Even when he’s
asleep, sneaking up on him is virtually impossible 1) Really Lucky: Increase to Find Weakness 13-.
— something happens to awaken him in time. Total cost: 40 points.
2) Not Always So Lucky: Add Requires A Luck Roll
Game Information: Lightsleep. Total cost: 3
(1 level of Luck; -1). Total cost: 15 points.
points.
80 ■ Luck Powers Hero System 5th Edition
SUBJECT ID: SHINGUARDS OF LUCK 2) Fate Is Fickle: The character’s Luck doesn’t
HAZARD Effect: Spatial Awareness always kick in to help him. Even when the GM acti-
Target/Area Affected: Self vates the power, it might not work! Add Activation
“The incredible coinci- Duration: Persistent Roll 11- (-1). Total cost: 17 points.
dences I experience in Range: Self
this job never cease to END Cost: 0 LUCKY GUESS
amaze me. And beyond Effect: Detect Correct Answer
that there’s the prob- Description: The character’s luck is such that even
Target/Area Affected: Self
lem of superhuman when he can’t see or hear, he has a knack for not
Duration: Instant
luck. What an incred- bumping into things. He could walk through a
ibly versatile power! Range: Self
warehouse full of junk and somehow manage to
A recent encounter END Cost: 0
step in just the right places in just the right ways to
with the mercenary keep from ever hurting himself by running into or Description: When faced with a question he doesn’t
Hazard, who’s known stepping on something harmful. However, he can’t know the answer to, the character can, after just a
for his inhuman luck, little thought, take a guess that’s usually the correct
use this ability to attack people.
proved that to me in
answer. He doesn’t know why the answer is correct,
spades. While on patrol Game Information: Spatial Awareness (but
I found him breaking and he may not know it’s correct until it’s con-
remove Targeting) (no Sense Group). Total firmed, but his answers are usually the right ones.
into a building near the cost: 12 points.
courthouse. Hoping I Obviously, this power has the potential to
could capture him from unbalance many games, particularly ones that
ambush before his luck focus on investigation and character interac-
could protect him, I
headed in for a knock-
MISCELLANEOUS POWERS tion, so characters should get the GM’s approval
before buying it.
out blow. No such luck.
He heard me somehow AGAINST ALL ODDS Game Information: Detect Correct Answer
and fled. I pursued, but Effect: Luck 10d6, No Conscious Con- (INT Roll) (no Sense Group), Discriminatory.
his luck protected him trol Total cost: 15 points.
— as I was swinging
Target/Area Affected: Self
off one of the decora- OPTIONS:
tive pillars outside the Duration: Persistent
courthouse it broke, Range: Self 1) Accurate Guess: Increase to INT +5. Total cost:
trapping me underneath END Cost: 0 20 points.
it as it fell. But at least Description: Some characters have the ability to
the stairs propped it up 2) Incredible Guess: Increase to INT +10. Total cost:
survive against seemingly impossible odds. When 25 points.
just enough that I wasn’t
a character with Against All Odds finds himself in
badly hurt. 3) That’s My Contribution For The Day: Add 1 Charge
a situation the GM deems hopeless, the power takes
effect to give him a fighting chance to succeed (or (-2). 15 Active Points; total cost 5 points.
“I’ll get him next time.”
at least escape!).
This power uses the second option for Luck PUSHING YOUR LUCK
—from the personal
described on page 199 of the HERO System 5th Effect: Luck +2d6
journals of Nighthawk
Edition, Revised: when the GM tells the player Target/Area Affected: Self
the power has activated, the player rolls ten dice Duration: Instant
of Luck. The total on the dice represents points Range: Self
the character can add to or subtract from his rolls END Cost: 10
for the rest of “the scene” (as defined by the GM) Description: In a particularly difficult situation,
and/or until events reach a dramatically satisfying the character may attempt to put extra effort into
conclusion for Our Hero (note that this doesn’t manipulating probability in his favor. He must
necessarily mean total triumph, or even triumph at already have at least one die of Luck to buy this
all; sometimes living to fight another day is a dra- power. As usual with Luck, he has no control over
matically satisfying thing). the exact results of his effort, or even any assurance
Game Information: Luck 10d6 (50 Active it will work.
Points); No Conscious Control (only GM can Game Information: Luck +2d6 (10 Active
activate power, but once it’s activated the char- Points); Costs Endurance (-½), Increased
acter controls the use of the “Luck points”; -1), Endurance Cost (x10 END; -4). Total cost: 2
Effect Only Remains For One Scene Or Until points.
Dramatically Satisfying Conclusion Is Reached
(-0). Total Cost: 25 points.

OPTIONS:
1) The Will To Succeed: The character’s ability to
come out ahead depends less on sheer luck than on
his overwhelming will to succeed when the chips
are down. Add Requires An EGO Roll (assuming
an EGO of 13-22; -¾). Total cost: 18 points.
Luck Powers 81

RESCUER YOU’RE A WINNER!


Effect: Summon 350-point superbeing Effect: Money (Well Off)
Target/Area Affected: One character Target/Area Affected: Self
Duration: Instant Duration: Constant
Range: No Range Range: Self
END Cost: 10 END Cost: 0
Description: In genre fiction, when things go badly Description: The character’s amazing luck mani-
for the hero, rescuers tend to show up at just the fests itself in a most welcome way: he’s con-
right moment. Typically the person who arrives is stantly winning sweepstakes, door prizes, lotter-
the character’s ally or colleague, but could simply ies, and other such prizes. He can support him-
be an enemy of the person the character is fighting. self quite nicely entirely on his winnings without
The end result — the person who arrives helps the having to do a lick of work.
character — remains the same.
Game Information: Money (Well Off). Total
As a default, this power assumes the character’s
cost: 5 points.
rescuer is built on a total of 350 Character Points.
You can easily adjust the point total up or down by
changing the cost of the power. OPTIONS:

Game Information: Summon one 350-point 1) Big Winner: The character routinely wins sig-
character (70 Active Points), Arrives Under nificant prizes. Increase to Money (Wealthy). Total
Own Power (-½). Total cost: 47 points. cost: 10 points.
2) Really Big Winner: The character routinely wins
OPTIONS: major lotteries. Increase to Money (Filthy Rich).
Total cost: 15 points.
1) Guess Who’s In The Neighborhood: The power
only works if the Summoned character is close
enough to arrive in time, and/or if he can hear the
“cry for help.” Add Summoned Being Must Inhabit
Locale (-½). Total cost: 35 points.
2) It’s The Bloomin’ Cavalry!: Increase to eight
350-point characters. 85 Active Points; total cost
57 points.
82 ■ Matter Manipulation Hero System 5th Edition

MATTER
MANIPULATION
OFFENSIVE POWERS OPTIONS:
1) Strong Power: Increase reserve to 75 points,
CREATE BINDINGS Slot One to Entangle 8d6, 7 DEF and Slot Two to
Energy Blast 12d6. Total cost: 89 points.
Effect: Entangle 6d6, 6 DEF
Target/Area Affected: One character 2) Weak Power: Decrease reserve to 50 points,
Duration: Instant Slot One to Entangle 5d6, 5 DEF and Slot Two to
Range: 300” Energy Blast 8d6. Total cost: 60 points.
END Cost: 6 3) Sharp Matter Dropping: The character can also
Description: The character uses his control over create sharp or pointed chunks of matter to drop
matter to either warp local matter so that it snares on his foes. Add a third slot, RKA 3d6, Indirect
his target, or to create a stone-like substance out (always from above; +¼). Total cost: 78 points.
of thin air around the target. He can also use this
MOLECULAR INCOHESION
power to create protective barriers.
Effect: RKA 2d6, Armor Piercing,
Game Information: Entangle 6d6, 6 DEF. Total Penetrating (x2)
cost: 60 points. Target/Area Affected: One character
Duration: Instant
OPTIONS: Range: Touch
END Cost: 7
1) Strong Bindings: Increase to Entangle 8d6, 8
DEF. Total cost: 80 points. Description: The character can remove the cohesion
between molecules, thus allowing him to rip, tear,
2) Weak Bindings: Decrease to Entangle 4d6, 4
or pull apart an object with ease. Even the toughest
DEF. Total cost: 40 points.
materials have little chance against this power.
3) Large Bindings: The character can create
bindings large enough to capture entire groups Game Information: RKA 2d6, Armor Piercing
of people. Decrease to Entangle 5d6, 5 DEF and (+½), Penetrating (x2; +1) (75 Active Points); No
add Area Of Effect (5” Radius; +1). Total cost: Range (-½), Reduced STUN Multiplier (1d6-3;
100 points. -½), No Knockback (-¼). Total cost: 33 points.

MATTER CREATION ATTACK OPTIONS:


Effect: Entangle 6d6, 6 DEF/Energy 1) Strong Incohesion: Increase to RKA 3d6. 112
Blast 9d6, Indirect Active Points; total cost 50 points.
Target/Area Affected: One character
Duration: Instant 2) Weak Incohesion: Decrease to RKA 1d6. 37
Range: 300”/280” Active Points; total cost 16 points.
END Cost: 6/6 3) Easy Incohesion: Add Reduced Endurance (0
Description: The character can use his power to END; +½). 90 Active Points; total cost 40 points.
create matter in offensive ways. First, he can create 4) Painful Incohesion: Remove Reduced STUN
rock, metal, or similar materials around a target, Multiplier (-½). Total cost: 43 points.
imprisoning him. Second, he can create chunks of 5) Really Painful Incohesion: As Painful Incohesion,
similar material above the target to drop on him but also add Increased STUN Multiplier (1d6+1;
and cause injury. +½). 90 Active Points; total cost 51 points.
Game Information:
Cost Power
60 Matter Creation Attack: Multipower, 60-
point reserve
6u 1) Matter Envelope: Entangle 6d6, 6 DEF
6u 2) Matter Dropping: Energy Blast 9d6, Indi-
rect (always from above; +¼)
Total cost: 72 points.
Matter Manipulation 83

Effect:
STUCK ON YOURSELF
Entangle 3d6, 6 DEF, Takes No
MISCELLANEOUS POWERS SUBJECT ID:
UNKNOWN
Damage From Attacks, Cannot (page 84)
Be Escaped With Teleportation CLOTH CONTROL
Target/Area Affected: One character Effect: Various (see text) “Black Mask of Vibora
Duration: Instant Target/Area Affected: Varies Bay recently reported
Range: 395” Duration: Varies an encounter with an
END Cost: 8 Range: Varies unidentified superhu-
END Cost: Varies man criminal who was
Description: The character can increase the molec- using matter-manipula-
ular attraction between the target’s atoms, causing Description: The character has broad powers of con- tion powers to break
the target’s limbs and extremities to stick to their trol over cloth, thread, and textile fibers in general. into the vault at the
body. Since there’s no actual binding agent save He can change one type or color of cloth to another, Seventh National Bank.
the target itself, the Entangle effect is transparent “stitch” clothes together to prevent the person wearing When confronted, he
to attacks. Similarly, the victim cannot escape the them from moving, or shred clothes. fled; when Black Mask
effect via Teleportation (since the target carries the Note that this power only works against cornered him at a con-
attraction effect with him as he moves). cloth (including artificial fibers like polyester) and struction site, he used
his powers to wrap her
objects made from it. It would not work against
Game Information: Entangle 3d6, 6 DEF, Takes up in metal beams. By
leather, the rubber soles of shoes, metal buckles, the time she wriggled
No Damage From Attacks (+½), Cannot Be
ivory buttons, or the like. free, he’d escaped.
Escaped With Teleportation (+¼) (79 Active
Points); Cannot Form Barriers (-¼). Total cost: Game Information:
63 points. “Black Mask’s descrip-
Cost Power
tion of the supercrimi-
20 Cloth Control: Multipower, 20-point reserve nal — a slightly older-
OPTIONS: 1u 1) Alter Clothing: Cosmetic Transform 4d6 looking man in a ragged,
(one set of clothes into another; heals back hooded cloak and also
1) Strong Attraction: Increase to Entangle 6d6, 6
through another application of this power); wearing what seemed
DEF. 105 Active Points; total cost 84 points.
Limited Target (clothes; -½) to be a high-tech, leath-
2) Weak Attraction: Decrease to Entangle 3d6, 3 1u 2) Confining Stitching: Entangle 2d6, 2 DEF; ery-looking armor and
DEF. 52 Active Points; total cost 42 points. Only Works Against Persons Wearing Appro- high-tech bracers of
priate Clothing (-½) some sort — does not
1u 3) Unstitch: RKA 1d6+1; Only Works match our records of
SENSORY POWERS Against Cloth (-2) any known superhu-
man. The presence of
Total cost: 23 points. technology raises the
SPEAKING STATUES question of whether his
MOLECULAR ADHESION abilities are natural, but
Effect: Retrocognition (Sight and
Hearing Groups) Effect: Clinging (STR +30) Black Mask believes his
Target/Area Affected: See text Target/Area Affected: Self powers didn’t emanate
Duration: Constant from the bracers or
Duration: Constant armor.
Range: No Range Range: Self
END Cost: 5 END Cost: 0
“All agents in the region
Description: This power allows a character to ani- Description: The character uses his control of around Vibora Bay are
mate a statue, the characters in a painting, or the molecular properties to “stick” to any surface — he instructed to remain
like so that they can tell him what’s happened near can even walk up walls! alert for this individual
them in the past. They have trouble remember- and to contact their
Game Information: Clinging (STR +30). Total informants to seek
ing things accurately the further back in time the cost: 20 points. information about him.”
character asks them to remember, and at the GM’s
option may have difficulty with human concepts OPTIONS: —excerpt from UNTIL’s
(such as large numbers). Nevertheless, they usually weekly internal infor-
provide valuable information. 1) Strong Adhesion: Increase to Clinging (STR +60). mation circular
Total cost: 30 points.
Game Information: Clairsentience (Sight and
Hearing Groups), Retrocognition (50 Active 2) Weak Adhesion: Decrease to Clinging (normal
Points); Extra Time (1 Turn; -1¼), No Range STR). Total cost: 10 points.
(-½), Requires Appropriate Artwork (-½), Ret-
rocognition Only (-1), Time Modifiers (-½).
Total cost: 10 points.

OPTIONS:
1) Clear Revelation: The artwork can remember
any point in the past with equal clarity. Remove
Time Modifiers (-½). Total cost: 12 points.
2) Quick Power: Remove Extra Time (-1¼). Total
cost: 14 points.
84 ■ Matter Manipulation Hero System 5th Edition

Martinez
Category Subject ID Scale: Mode V is ual

OBJECT CREATION II Game Information: Summon one object built


Effect: Summon Object built on up to on up to 1,000 Character Points, Expanded
1,000 Character Points Class (any object that can be built or defined
Target/Area Affected: One object with Character Points; +1), Slavishly Loyal
Duration: Instant (+1), Reduced Endurance (0 END; +½) (700
Range: No Range Active Points); Extra Time (minimum of 1
END Cost: 0 Minute, and often much longer, depending on
the complexity of the object; -1½). Total cost:
Description: The character’s control over matter 280 points.
allows him to instantly create vehicles, buildings,
and other such objects that can be defined with
OPTIONS:
Character Points. The GM determines what the
character can and cannot create using this power. 1) Strong Creation: Increase to Summon one object
Since it’s similar to a Major Transform that creates built on up to 1,500 Character Points. 1,050 Active
objects out of thin air, the GM should apply the Points; total cost 420 points.
rules for such abilities (for example, he shouldn’t
2) Weak Creation: Decrease to Summon one object
let a character create an object that would require a
built on up to 500 Character Points. 350 Active
Skill to build unless the character has that Skill).
Points; total cost 140 points.
3) Ranged Creation: The character can create
objects at a distance from himself. Add Ranged
(+½). 800 Active Points; total cost 320 points.
4) Object Duplication: The character can only create
exact duplicates of object available to him. Add Can
Only Duplicate Existing, Available Objects (-1).
Total cost: 200 points.
Mental And Psionic Powres 85

MENTAL AND
PSIONIC POWERS
OFFENSIVE POWERS OPTIONS:
1) Faster Loss: Increase to Major Transform ½d6.
BRAINBURNING 32 Active Points; total cost 26 points.
Effect: RKA 2d6, BOECV, Does BODY 2) Restricted Loss: This form of the power only
Target/Area Affected: One character works if the character has affected the target with
Duration: Instant Mental Illusions at the EGO +10 level or higher.
Range: LOS Add Linked (victim must be suffering effects of
END Cost: 9 EGO +10 or better Mental Illusion; -½). Total
cost: 9 points.
Description: By turning his telepathic powers on a
target full-force, the character can literally fry the PSI-BLADE
target’s brain, killing him without leaving any out- Effect: Ego Attack 4d6, Requires An
ward trace. Attack Roll
Game Information: RKA 2d6, BOECV (Mental Target/Area Affected: One character
Defense applies; +1), Does BODY (+1). Total Duration: Instant
cost: 90 points. Range: No Range
END Cost: 4
OPTIONS: Description: The character can form a blade of pure
psychic energy and use it to attack as he would a
1) Strong Burn: Increase to RKA 3d6. Total cost:
sword or dagger — except that it doesn’t cut the
135 points.
victim, it inflicts psionic damage that stuns him. In
2) Weak Burn: Decrease to RKA 1d6. Total cost: addition to the standard Ego Attack Roll, the char-
45 points. acter must also make an OCV-based Attack Roll to
3) Lasting Burn: The character can keep assault- hit the target. (The GM may, at his option, dispense
ing the target’s brain without making another ECV with the Ego Attack Roll, but this may cause game
Attack Roll as long as he keeps paying END. Add balance problems.)
Continuous (+1). Total cost: 120 points. Game Information: Ego Attack 4d6 (40 Active
Points); No Range (-½), Requires An Attack
LOST HIS GRIP ON REALITY
Roll (-½). Total cost: 20 points.
Effect: Major Transform 1 point (make
person insane), BOECV OPTIONS:
Target/Area Affected: One character
Duration: Constant 1) Strong Psi-blade: Increase to Ego Attack 6d6. 60
Range: LOS Active Points; total cost 30 points.
END Cost: 2 2) Weak Psi-blade: Decrease to Ego Attack 3d6. 30
Description: The character uses his powers of illu- Active Points; total cost 15 points.
sion to make the victim unable to distinguish real- 3) Deadly Psi-blade I: Add Does BODY (+1). 80
ity from hallucination. Slowly but surely, this warps Active Points; total cost 40 points.
the victim’s mind until he becomes utterly insane.
The insanity usually lasts for at least a month or 4) Deadly Psi-blade II: Change to RKA 2d6,
two before the victim comes to himself. BOECV (Mental Defense applies; +1), Does BODY
(+1). 90 Active Points; total cost 45 points.
Game Information: Major Transform 1 point
(sentient being into being with the Psycho-
logical Limitation Utterly, Gibberingly Insane
[Very Common, Total]; heals back normally),
BOECV (Mental Defense applies; +1), Works
Against EGO, Not BODY (+¼), Continuous
(+1) (16 Active Points); Limited Target (sen-
tient beings; -¼). Total cost: 13 points.
86 ■ Mental And Psionic Powres Hero System 5th Edition
PSI-DARTS TELEPATHIC TIME STOP
Effect: Ego Attack 4d6, Requires An Effect: Entangle 4d6, 4 DEF, BOECV
Attack Roll Target/Area Affected: 23” Radius
Target/Area Affected: One character Duration: Instant
Duration: Instant Range: LOS
Range: RBS END Cost: 0
END Cost: 4 Description: A character with this power can
Description: The character can form a “dart” telepathically “freeze” everyone in a 23” radius
of pure psychic energy and throw it at targets area. While frozen, the victims cannot use their
(for these purposes the dart is assumed to have senses, or even sense the passage of time; they
a “weight” of .25 kg). The dart doesn’t cut the “wake up” thinking nothing unusual has hap-
victim, it inflicts psionic damage that stuns him. pened (though they may experience odd physical
In addition to the standard Ego Attack Roll, the sensations, such as a funny taste in the mouth,
character must also make an OCV-based Attack for a few moments). The user of the ability can
Roll to hit the target. (The GM may, at his option, selectively chose to leave some people “unfrozen”
dispense with the Ego Attack Roll, but this may so he can interact with them.
cause game balance problems.)
Game Information: Entangle 4d6, 4 DEF, Stops
Game Information: Ego Attack 4d6 (40 Active A Given Sense Group (Sight Group, Hearing
Points); Normal Range Based On STR (-½), Group, Smell/Taste Group, Passage Of Time),
Requires An Attack Roll (-½). Total cost: 20 Takes No Damage From Physical Attacks (+¼),
points. BOECV (Mental Defense applies; +1), Works
Against EGO, Not STR (+¼), Area Of Effect
OPTIONS: (20” Radius; +1), Selective (+¼), Reduced
Endurance (0 END; +½) (340 Active Points);
1) Strong Psi-dart: Increase to Ego Attack 6d6. 60 Mental Defense Adds To EGO (-½), Cannot
Active Points; total cost 30 points. Form Barriers (-¼), Susceptible (to Mental
2) Weak Psi-dart: Decrease to Ego Attack 3d6. 30 Powers, Uncommon; -¼). Total cost: 170
Active Points; total cost 15 points. points.
3) Deadly Psi-dart I: Add Does BODY (+1). 80
Active Points; total cost 40 points. OPTIONS:

4) Deadly Psi-dart II: Change to RKA 2d6, BOECV 1) Strong Time Stop: Increase to Entangle 5d6, 5
(Mental Defense applies; +1), Does BODY (+1). 90 DEF. 382 Active Points; total cost 191 points.
Active Points; total cost 45 points. 2) Weak Telepathic Time Stop: Decrease to Entangle
5) Multiple Psi-darts: Add Autofire (3 shots; +1¼). 3d6, 3 DEF. 297 Active Points; total cost 148 points.
90 Active Points; total cost 45 points. 3) Larger Area: Increase to Area Of Effect (46” Radius;
6) Seeking Psi-darts: The character can throw the +1¼). 360 Active Points; total cost 180 points.
darts so that they arc around corners and other 4) Smaller Area: Decrease to Area Of Effect (4”
obstacles. Add Indirect (always originates from the Radius; +1). 340 Active Points; total cost 170 points.
character, but can strike target from any angle; +½).
60 Active Points; total cost 30 points. 5) Escape Time Stop: The character uses this power
solely to foil pursuit. Remove Selective (+¼). 320
Active Points; total cost 160 points.
Mental And Psionic Powres 87

DEFENSIVE POWERS SENSORY POWERS


MENTAL DEFLECTION PERCEIVE PSIONIC TRACES
Effect: Missile Deflection, BOECV Effect: Retrocognition
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: No Range
END Cost: 4 END Cost: 4
Description: The character can deflect mental Description: When beings with minds inhabit or
attacks away from his mind, regardless of how pass through an area, or handle an object, they leave
strong they are. psionic traces. A skilled mentalist can read these
Characters may only buy this power with traces and know that someone was present — and
the GM’s permission, because it uses the optional if he’s mentally encountered the person before, he’ll
rules on page 210 of the HERO System 5th Edi- recognize who it is by that person’s “mental signature.”
tion, Revised. (Similarly, after reading psionic traces, he can later
recognize the same trace in the person’s mind if he
Game Information: Missile Deflection (all mental
has mental contact with it.) The longer it’s been since
attacks), BOECV (+1) (40 Active Points); Costs
the subject was in the area (or handled the object), the
Endurance (-½). Total cost: 27 points.
harder it is to perceive his psionic trace.
OPTIONS: Game Information: Clairsentience (Mental
Sense Group), Retrocognition (40 Active
1) Ranged Mental Deflection: The character can Points); Retrocognition Only (-1), No Range
also deflect mental attacks away from his friends (-½), Time Modifiers (-½). Total cost: 13 points.
and allies. Add Range (+1). 60 Active Points; total
cost 40 points. OPTIONS:
MISDIRECTED AIM 1) Strong Power: Remove Time Modifiers (-½).
Effect: +4 DCV, Usable As Attack Total cost: 16 points.
Target/Area Affected: One character 2) Psychometric Psi-Reading: This form of the power
Duration: Constant only works to perceive psionic traces in objects that
Range: Self/200” a person has handled. Add Psychometry (-½) (see
END Cost: 2/5 USPD, page 168). Total cost: 11 points.
Description: The character has the ability to contact
attackers’ minds telepathically and “nudge” them
so their attacks are more likely to miss. He can use MISCELLANEOUS POWERS
this ability for himself, or for another person (in the
latter case it’s bought Usable As Attack so the char- SPEED OF THOUGHT
acter controls how long it remains active, pays the
Effect: +2 SPD, Only For Using Mental
END for it, and can grant the ability to someone
Powers
without their needing to take any action).
Target/Area Affected: Self
Game Information: Duration: Persistent
Cost Power Range: Self
33 Misdirected Aim: Multipower, 50-point END Cost: 0
powers; all Costs Endurance (-½) Description: The character can use his mental abili-
1u 1) Self-Protection: +4 DCV; Costs Endur- ties much more quickly than he can move or perform
ance (-½) physical tasks. This power requires GM’s approval,
3u 2) Protection Of Another: +4 DCV, Usable since it may pose significant game balance problems.
As Attack (defense is declining the power;
+1), Ranged (+½); Costs Endurance (-½) Game Information: +2 SPD (20 Active Points);
Total cost: 37 points. Only To Use Mental Powers (-½). Total cost: 13
points.
OPTIONS:
1) Strong Misdirection: Increase reserve to 75 points OPTIONS:
and both slots to +6 DCV. Total cost: 57 points. 1) Greater Speed: Increase to +3 SPD. 30 Active
2) Weak Misdirection: Decrease reserve to 25 points Points; total cost 20 points.
and both slots to +2 DCV. Total cost: 20 points. 2) Lesser Speed: Decrease to +1 SPD. 10 Active
Points; total cost 7 points.
3) Single-Power Speed: Change Only to Use Mental
Powers (-½) to Only To Use [Single Mental Power]
(-1). 20 Active Points; total cost 10 points.
88 ■ Precognition Powers Hero System 5th Edition

PRECOGNITION
POWERS
OFFENSIVE POWERS 2) Weak Anticipation: Decrease to 7 points of each
form of Flash Defense. Total cost: 14 points.

PRECOGNITIVE ANTICIPATION BEEN THERE, DONE THAT


Effect: Lightning Reflexes (+10 to act Effect: +20 PRE, Only To Protect
first with All Attacks) Against Presence Attacks
Target/Area Affected: Self Target/Area Affected: Self
Duration: Persistent Duration: Persistent
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: When he’s in combat, the character Description: The character sometimes foresees
reflexively perceives a microsecond forward in future events. Since he knows what’s going to
time, allowing him to act and react to the other happen (at least vaguely), it’s difficult to shock,
combatants more swiftly. impress, frighten, or intimidate him.
The player should roll this power’s Activation
Game Information: Lightning Reflexes: +10 to Roll whenever the character is subjected to a Pres-
act first with All Attacks. Total cost: 15 points. ence Attack. If the roll succeeds, the character has
foreseen this event and reacts appropriately; if it
OPTIONS: fails, he hasn’t foreseen this and doesn’t get the ben-
efit of his “defensive PRE.”
1) Strong Anticipation: Increase to +14 DEX. Total
cost: 21 points. Game Information: +20 PRE (20 Active Points);
2) Weak Anticipation: Decrease to +6 DEX. Total Activation Roll 11- (-1), Only To Protect Against
cost: 9 points. Presence Attacks (-1). Total cost: 7 points.
3) Tiring Anticipation: Add Costs Endurance (-½).
OPTIONS:
15 Active Points; total cost 10 points.
1) Been There, Done Everything: Increase to +30
PRE. Total cost: 10 points.
DEFENSIVE POWERS 2) Incomplete Visions: The character’s foresight isn’t
quite as reliable as he’d like. Change to Activation
ANTICIPATORY SHIELDING Roll 9- (-1½). Total cost: 6 points.
Effect: Sight Group and Hearing Group
Flash Defense (10 points each) PRECOGNITIVE NULL
Target/Area Affected: Self Effect: Invisibility to Danger Sense
Duration: Constant and Precognition
Range: Self Target/Area Affected: Self
END Cost: 0 Duration: Persistent
Range: Self
Description: The character’s precognitive abilities
END Cost: 0
warn him a split-second before a bright light, loud
noise, or the like might blind or deafen him, giving Description: The character is a “precogni-
him time to shut his eyes and/or cover his ears to tive null” — he doesn’t exist for precognition
protect himself. purposes. People looking into the future can’t
Game Information: see him (though they can see the results of his
Cost Power actions, or the physical effect he leaves on the
10 Anticipatory Shielding: Sight Group Flash world as he passes through it); people who have
Defense (10 points) special senses to forewarn them of danger can’t
10 Anticipatory Shielding: Hearing Group Flash “see” him with them.
Defense (10 points)
Game Information: Invisibility to Danger Sense
Total cost: 20 points
and Precognition, No Fringe, Reduced Endur-
OPTIONS: ance (0 END; +½), Persistent (+½). Total cost:
70 points.
1) Strong Anticipation: Increase to 15 points of each
form of Flash Defense. Total cost: 30 points.
Precognition Powers 89

Martinez
Category Precognition Powers Subject ID Classified Scale: Clas.. Mode

MISCELLANEOUS POWERS Effect:


FORESIGHT INVISIBILITY
Invisible to Sight Group
NOTICE!
Target/Area Affected: Self Image deleted.
FORESIGHT COMPETENCE Duration: Constant SEC-MAR was
Effect: +4 Overall Skill Levels Range: Self
clear about
Target/Area Affected: Self END Cost: 2
this one
Duration: Constant Description: The character uses his precognitive
Range: Self during our
abilities to hide himself from a person or persons recent con-
END Cost: 4 who are looking for him. By glancing a few seconds
ference call.
Description: The character can use his foresight to into the future, he can see where his pursuers will
look for him and what they’ll do to find him — then The civilian
improve his ability to use his Skills. If he wants to
hide something, he can glance into the future and all he has to do is be somewhere they’re not looking. “hostage” in
see where his adversaries are likely to look for it, He could be standing right next to them, but they’ll this photo-
then use that knowledge to improve his chances to never know it because they’re always looking the graph is not
hide that object with Concealment. If he’s plant- wrong way. Obviously this works best against one all that he
ing a bomb, he can look into the future to see what person or a small group; it doesn’t work if too many appears; the
types of methods his enemies will try to disarm it, people are looking around trying to find the char- image is to be
then counteract them in advance when he makes acter. (The GM decides how many is too many; for destroyed.
his Demolitions roll. If he’s trying to pick a lock, he some size groups he may simply give the members
can look into the future and see all the methods he’s PER Roll bonuses to see the character.) Do so now
tried that failed, making it easier to pick the right
Game Information: Invisible to Sight Group before I reas-
method. The possibilities are practically endless.
(20 Active Points); Doesn’t Work Against Large sign you to
Game Information: +4 Overall Skill Levels (40 Groups (see text; -¼), Requires A Precognition IS-0.
Active Points); Costs Endurance (-½), Extra Tricks Roll (-½). Total cost: 11 points.
Time (1 Turn; -1¼), Requires A Precognition —Gideon H.
Tricks Roll (-½). Total cost: 12 points. OPTIONS: Jones, Direc-
1) Easy Foresight: Add Reduced Endurance (0 tor, Technical
OPTIONS: Corps
END; +½). 30 Active Points; total cost 17 points.
1) Strong Foresight: Increase to +5 Overall Skill
Levels. 50 Active Points; total cost 15 points.
2) Weak Foresight: Decrease to +3 Overall Skill
Levels. 30 Active Points; total cost 9 points.
90 ■ Shape Alteration Hero System 5th Edition

SHAPE
ALTERATION
DEFENSIVE POWERS MISCELLANEOUS POWERS
MUTATING EXTERIOR HUMAN LOCKPICK
Effect: Lack Of Weakness (-10) for Effect: Lockpicking (DEX Roll +5)
Normal and Resistant Defenses Target/Area Affected: One lock
Target/Area Affected: Self Duration: Instant
Duration: Constant Range: Touch
Range: Self END Cost: 1
END Cost: 1 Description: The character can extend tiny portions
Description: The character constantly shifts his of his finger into a mechanical lock, adjusting the
exterior form and appearance, making it virtually tumblers by feel until it opens.
impossible for attackers to detect any weaknesses in
Game Information: Lockpicking (DEX Roll +5)
his body. This only applies to innate defenses, such
(13 Active Points); Costs Endurance (-½), Only
as the character’s own PD, ED, and Damage Resis-
Versus Mechanical Key Locks (-1). Total cost:
tance; it has no effect on worn armors, force fields
5 points.
the character generates, or the like (the Limitation
that reflects this should be removed if the character
has no non-innate defenses). OPTIONS:

Game Information: Lack Of Weakness (-10) 1) Precise Lockpick: Increase to Lockpicking (DEX
for Normal and Resistant Defenses (20 Active Roll +10). 23 Active Points; total cost 9 points.
Points); Costs Endurance (-½), Only Applies 2) Simple Lockpick: Decrease to Lockpicking (DEX
To Character’s Innate Defenses (-¼). Total cost: Roll). 3 Active Points; total cost 1 point.
11 points.

OPTIONS:
1) Greater Mutating: Increase to Lack Of Weakness
(-15). 30 Active Points; total cost 17 points.
2) Lesser Mutating: Decrease to Lack of Weakness
(-5). 10 Active Points; total cost 6 points.
Size Alteration Powers 91

SIZE ALTERATION
POWERS
DEFENSIVE POWERS EXTERNAL SIZE
NICE TRY, LITTLE MAN
ALTERATION POWERS
Most characters with size alteration powers
Effect: +15 PD and ED versus smaller
can only alter their own size. But some have the
attackers
power to change the size of other people or objects.
Target/Area Affected: Self
Duration: Persistent
Range:
END Cost:
Self
0
Offensive Powers
Description: Smaller beings just don’t cause as ENLARGE/REDUCE OBJECTS
much harm as those of the character’s size.
Effect: Major Transform 6d6 (non-
Game Information: +15 PD (15 Active Points); living object into same object
Only Applies Versus Attackers At Least One but different size)
Size “Class” Smaller (-¼) (total cost: 12 points) Target/Area Affected: One object
plus +15 ED (15 Active Points); Only Applies Duration: Instant
Versus Attackers At Least One Size “Class” Range: No Range
Smaller (-¼) (total cost: 12 points). Total cost: END Cost: 13
24 points. Description: The character can increase or decrease
the size of non-living objects many hundred times.
OPTIONS: Typically he does this for utility purposes — to
1) Even Tougher: Increase both Characteristics to make something easier to carry, for example — but
+20. 20 + 20 = 40 Active Points; total cost 16 + 16 = the power has many other applications. Use the
32 points. rules on pages 447-49 of the HERO System 5th Edi-
tion, Revised rulebook to determine the BODY of
2) Weaker Defenses: Decrease both Characteristics objects.
to +10. 10 + 10 = 20 Active Points; total cost 8 + 8
= 16 points. Game Information: Major Transform 6d6 (non-
living object into same object but different size,
3) What Was That, A Mosquito?: The base power
heals back normally (4 BODY/day) or through
assumes the character’s toughness due to size
another application of this power), Improved
doesn’t work as well against Killing Attacks. Some
Results Group (+¼), Reduced Endurance (½
characters don’t suffer from that problem. Change
END; +¼) (135 Active Points); No Range (-½),
to Armor (15 PD/15 ED) (45 Active Points); Only
Limited Target (non-living objects; -¼). Total
Applies Versus Attackers At Least One Size “Class”
cost: 77 points.
Smaller (-¼). Total cost: 36 points.
OPTIONS:
1) Strong Enlarge/Reduce: Increase to Major Trans-
form 8d6. 180 Active Points; total cost 103 points.
2) Weak Enlarge/Reduce: Decrease to Major Trans-
form 4d6. 90 Active Points; total cost 51 points.
3) Ranged Enlarge/Reduce: The character can use
this power at range. Remove No Range (-½). Total
cost: 108 points.
92 ■ Size Alteration Powers Hero System 5th Edition
ENLARGED OBJECT BARRIERS OPTIONS:
Effect: Entangle 6d6, up to 6 DEF, Only 1) Strong Falling: Increase to Teleportation 8”. 70
To Form Barriers Active Points; total cost 28 points.
Target/Area Affected: Varies
Duration: Instant 2) Weak Falling: Decrease to Teleportation 3”. 47
Range: 300” Active Points; total cost 19 points.
END Cost: 6 3) Ranged Falling: The character can use this
Description: The character can enlarge non-living power on targets at range. Add Ranged (+½). 69
objects — pebbles and twigs on the ground, for Active Points; total cost 28 points.
example — to create barriers to foil pursuit or give
HIS HEART GREW THREE SIZES THAT DAY
him cover from attacks.
Effect: RKA 2d6, NND, Does BODY
Game Information: Entangle 6d6, up to 6 Target/Area Affected: One character
DEF (60 Active Points); OIF (small objects Duration: Instant
of opportunity; -½), Only To Form Barriers Range: 30”
(-1), Defense Depends On Materials Used (-½). END Cost: 9
Total cost: 20 points.
Description: The character can enlarge (or per-
haps shrink) a living being’s heart, causing col-
OPTIONS:
lapse of the circulatory system, heart attacks, and
1) Strong Barrier: Increase to Entangle 8d6, up to 8 agonizing death.
DEF. 80 Active Points; total cost 27 points.
Game Information: RKA 2d6, NND (defense
2) Weak Barrier: Decrease to Entangle 4d6, up to 4 is Power Defense or not having a circulatory
DEF. 40 Active Points; total cost 13 points. system; +1), Does BODY (+1) (90 Active
3) Short-Range Barrier: The character can only Points); Limited Range (30”; -¼). Total cost:
create barriers near himself. Add Limited Range 72 points.
(20”; -¼). Total cost: 18 points.
OPTIONS:
3) No-Range Barrier: The character can only create
barriers where he is. Add No Range (-½). Total cost: 1) Strong Power: Increase to RKA 3d6. 135 Active
17 points. Points; total cost 108 points.

FALL THROUGH A HOLE 2) Weak Power: Decrease to RKA 1d6. 45 Active


Points; total cost 36 points.
Effect: Teleportation 5”, Usable As
Attack, Only To Drop Victim 3) Ongoing Enlargement: The character can keep
Through Something He’s Stand- the victim’s heart large (or small) until the pain
ing On That Has Holes In It and effects kill the victim. Decrease to RKA 1d6
Target/Area Affected: One character and add Continuous (+1). 60 Active Points; total
Duration: Instant cost 48 points.
Range: No Range
OBJECT SHRINKING
END Cost: 6
Effect: Drain Focus 3d6
Description: The character can make an object
Target/Area Affected: One character
under someone’s feet that has holes — such as a
Duration: Instant
subway grating — grow so large the person falls
Range: 30”
through. The object returns to its normal size
END Cost: 10
immediately thereafter.
Description: The character can shrink all or part
Game Information: Teleportation 5”, x8 of an object — in game terms, a Focus — so that it
Increased Mass, Area Of Effect Nonselective becomes unusable. In game terms, this is defined
(One Hex; +¼), Usable As Attack (defense is using only a +1 Variable Effect Advantage, since
Teleportation, Growth, or dimension-manipu- while the power affects all the powers in a single
lating powers; +1) (56 Active Points); Only To Focus at once, it doesn’t affect all the powers in all
Drop Victim Through Something He’s Stand- the target’s Foci simultaneously.
ing On That Has Holes In It (-1), Must Pass
Through Intervening Space (-¼), No Noncom- Game Information: Drain Focus 3d6, all powers
bat Movement (-¼). Total cost: 22 points. defined as belonging to a single Focus at once (see
text; +1), Delayed Return Rate (points return at
the rate of 5 per 20 Minutes; +¾), Limited Range
(30”; +¼). Total cost: 90 points.
Size Alteration Powers 93

OPTIONS: TINY ENEMIES


1) Strong Shrinking: Increase to Drain Focus 4d6. Effect: Shrinking, Usable As Attack
Total cost: 120 points. Target/Area Affected: One character
Duration: Constant
2) Weak Shrinking: Decrease to Drain Focus 2d6. Range: Touch
Total cost: 60 points. END Cost: 12
PEBBLES INTO BOULDERS Description: The character can reduce his enemies
to about 1 inch in size. However, this does not
Effect: Energy Blast 8d6
reduce their inches of movement, STR, dice in
Target/Area Affected: 1” Radius
attacks, defenses, or the like.
Duration: Instant
Range: 25” Game Information: Shrinking (.032 m tall
END Cost: 6 [about 1 inch], .0004 kg mass, -12 to PER Rolls
Description: The character can throw a small, to perceive character, +12 DCV, takes +18”
harmless object — such as a pebble or a twig — at KB), Usable As Attack (defenses are Growth,
a target, then enlarge it in mid-flight so it hits with Power Defense, or Shrinking; +1). Total cost:
crushing impact! 120 points.

Game Information: Energy Blast 8d6, Area Of OPTIONS:


Effect (One Hex; +½) (60 Active Points); OIF
(small item of opportunity; -½), Limited Range 1) Really Tiny Enemies: Increase to Shrinking (.008
(25”; -¼). Total cost: 34 points. m tall [about .25 inch], .0000063 kg mass, -16 to
PER Rolls to perceive character, +16 DCV, takes
OPTIONS: +24” KB). Total cost: 160 points.
2) Slightly Less Tiny Enemies: Decrease to Shrink-
1) Strong Enlargement: Increase to Energy Blast
ing (.125 m tall [about 4 inches], .025 kg mass, -8
10d6. 75 Active Points; total cost 43 points.
to PER Rolls to perceive character, +8 DCV, takes
2) Weak Enlargement: Decrease to Energy Blast +12” KB). Total cost: 80 points.
6d6. 45 Active Points; total cost 26 points.
3) Ranged Shrinkage: The character can use his
3) Pebbles And Needles: Sometimes the object the power over a short range. Add Limited Range (30”;
character enlarges in mid-flight is sharp or pointed, +¼). Total cost: 135 points.
so that it pierces and slices instead of crushing the
4) Weakening Shrinkage: When shrunk, the
target. Change power to:
character’s enemies also become weaker and slower.
Cost Power Character also buys:
34 Enlarged Thrown Objects: Multipower, 60-
Cost Power
point reserve; all OIF (small item of opportu-
120 Shrinking Makes You Weak: Suppress STR
nity; -½), Limited Range (25”; -¼)
and various Attack Powers 10d6 (standard
3u 1) Enlarged Blunt Objects: Energy Blast 8d6,
Effect: -30 STR), all Attack Powers and
Area Of Effect (One Hex; +½); OIF (small
related abilities that would logically become
blunt item of opportunity; -½), Limited
weaker when the user is Shrunk (+2) (150
Range (25”; -¼)
Active Points); Linked (to Shrinking UAA;
3u 2) Enlarged Sharp Objects: RKA 2d6, Area
-¼), Victim Always Has Minimum Of 0 STR
Of Effect (One Hex; +½); OIF (small sharp/
(-0)
pointed item of opportunity; -½), Limited
120 Shrinking Makes You Slow: Suppress Move-
Range (25”; -¼)
ment Powers 10d6 (standard Effect: -30
Total cost: 40 points.
points), all Movement Powers that would
logically become slower when the user is
Shrunk simultaneously (+2) (150 Active
Points); Linked (to Shrinking UAA; -¼),
Victim Always Has Minimum Of 0 STR (-0)
Total cost: 240 (total cost of overall power: 360
points)
94 ■ Size Alteration Powers Hero System 5th Edition

Defensive Powers OPTIONS:


1) Strong Tunneling: Increase to 20 DEF materials.
SHRINKING POINT DEFENSE Total cost: 82 points.
Effect: Missile Deflection (all physical 2) Weak Tunneling: Decrease to 8 DEF materials.
attacks) Total cost: 46 points.
Target/Area Affected: Self 3) Shrinking Only: The character can’t make the
Duration: Constant shrunken materials re-grow. Remove Fill In. Total
Range: Self cost: 48 points.
END Cost: 1
Description: The character can make any physical
missile fired at him so tiny that they have no effect
Miscellaneous Powers
when they hit him.
SHRUNKEN ARSENAL
Game Information: Missile Deflection (all phys-
ical attacks) (15 Active Points); Costs Endur- Effect: Variable Power Pool, 50 base +
ance (-½). Total cost: 10 points. 25 control cost; Only For Mun-
dane Devices
Target/Area Affected: Varies
OPTIONS:
Duration: Varies
1) Skilled Defense: Character also buys +5 OCV Range: Varies
(total cost: 10 points). Total cost: 20 points. END Cost: Varies
2) Slower Defense: Reduce to Missile Deflection Description: The character carries an arsenal of weap-
(arrows/projectiles). 10 Active Points; total cost 7 ons and devices that he’s pre-shrunk so he can fit
points. them in his pockets without any problem. His array
of useful devices ranges from guns, to flashlights, to
3) Expanded Shrinking Point Defense: The character
spare sets of clothing. The one restriction is that the
can use his power to protect his friends as well. Add
objects have to be mundane ones — the sort anyone
the Range (+1) Advantage. 30 Active Points; total
could buy in a store or make for himself. (At the GM’s
cost 20 points.
option, the character can also “create” non-mundane
4) Easy Shrinking Point Defense: The character devices that he’s obtained during his adventures, such
doesn’t tire himself out using this power. Remove as a Focus he takes from a villain.)
Costs Endurance (-½). Total cost: 15 points.
Game Information: Variable Power Pool, 50
5) Tiring Defense: Add Increased Endurance Cost base + 25 control cost; all slots OAF (-1), Only
(x4 END; -1½). Total cost: 5 points. For Mundane Devices (see text; -½). Total cost:
60 points.
Movement Powers OPTIONS:
SHRINK TUNNELING 1) Big Arsenal: Increase to 80 base + 40 control
Effect: Tunneling 6” through 12 DEF cost. Total cost: 96 points.
materials, Fill In 2) Small Arsenal: Decrease to 30 base + 15 control
Target/Area Affected: Self cost. Total cost: 36 points.
Duration: Constant
3) Expanded Arsenal: The character has gadgeteer-
Range: Self
ing skills, or access to someone who does, and so
END Cost: 6
can carry all sorts of devices, not just mundane
Description: The character can shrink doors, parts ones. Remove Only For Mundane Devices (-½).
of walls, or even grains of dirt and sand to create a Total cost: 62 points.
tunnel through the ground or a wall. If he wants, he
can make the material resume normal size after he
passes through (i.e., use the Fill In option), other-
wise it remains in existence for anyone to use.
Game Information: Tunneling 6” through 12
DEF materials, Fill In. Total cost: 58 points.
Size Alteration Powers 95

Martinez
Category Size Alteration Powers Subject ID Expanse Scale: 9 Mode

SUPERSIZE ME OPTIONS: SUBJECT ID:


Effect: Growth, Usable By Other 1) Strong Supersizing: Increase to Growth (+75 EXPANSE
Target/Area Affected: One character STR, +15 BODY, +15 STUN, -15” KB, 3,200,000
Duration: Constant kg, -10 DCV, +10 PER Rolls to perceive charac- “Sometimes a good
Range: Touch little guy can’t beat a
ter, 64 m [about 200 feet] tall, 32 m wide). Total
END Cost: 7 bad big guy, no matter
cost: 94 points. how strong the good
Description: The character can make other persons 2) Weak Supersizing: Decrease to Growth (+45 guy is. This was one
(or beings) vastly larger. The recipient can control STR, +9 BODY, +9 STUN, -9” KB, 50,000 kg, -6 such case, when Gar-
his own size, but becoming larger puts a strain on DCV, +6 PER Rolls to perceive character, 16 m gantua was able to keep
his body (i.e., costs him END). [about 52 feet] tall, 8 m wide). Total cost: 56 points. Ironclad on the ropes...
until Expanse arrived.
Game Information: Growth (+60 STR, +12 3) Controlled Supersizing: The character with this Expanse used his powers
BODY, +12 STUN, -12” KB, 400,000 kg, -8 power, not the recipient of it, controls the ability to make Ironclad as big
DCV, +8 PER Rolls to perceive character, 32 (and pays the END cost). Change Usable By Other as Gargantua, giving the
[105 feet] m tall, 16 m wide), Usable By Other (+¼) to Usable As Attack (defense is Growth, hero the edge he needed
(+¼) (75 Active Points); Character Cannot Use Shrinking, or declining the power; +1). Total cost: to win the battle. From
Power On Himself (-0). Total cost: 75 points. 120 points. a USPD perspective, the
notable thing was how
easily Expanse’s powers
worked on Ironclad
— there seemed to be
no delay, nor any sig-
nificant disorientation
on the hero’s part. After
Ironclad won, Expanse
returned him to normal
size, and a medical
examination showed
no adverse effects from
changing size.”

—USPD field research


notes of Agent Simon
Dokembe
96 ■ Sleep And Dream Powers Hero System 5th Edition

SLEEP AND
DREAM POWERS
OFFENSIVE POWERS Effect:
MORPHEAN ATTACK
Minor Transform 6d6 (awake
person to sleeping person), All
MORPHEAN ASSAULT Or Nothing
Effect: Ego Attack 4d6, NND Target/Area Affected: One character
Target/Area Affected: One character Duration: Instant
Duration: Instant Range: 300”
Range: LOS END Cost: 6
END Cost: 8 Description: The character has the power to put
Description: This power is a variant on Sleep Inflic- other people into a gentle slumber. They remain
tion (USPD pages 185-86). It makes anyone who asleep until something awakens them — a loud
has to sleep so sleepy they may pass out right then noise, a bright light in their face, being splashed
and there. with water or slapped, and so forth.
This power requires the GM’s permission, for
Game Information: Ego Attack 4d6, NND two reasons. First, it uses Transform in an unusual
(defense is Life Support [Diminished Sleep] way that some GMs may object to, since in large
or the Dreamshield power; +1). Total cost: 80 part it duplicates some other powers (such as Ego
points. Attack). Second, some GMs may consider this
effect too powerful for a Minor Transform, and
OPTIONS: prefer to upgrade it to a Major Transform instead.
1) Strong Assault: Increase to Ego Attack 5d6. Total However, since the effects are relatively limited
cost: 100 points. — it’s very easy for the character to “heal” back
from the Transform — this power shouldn’t prove
2) Weak Assault: Decrease to Ego Attack 3d6. Total unbalancing, and may make an interesting alterna-
cost: 60 points. tive to the usual means of trying to put someone
3) Assault Of The Sleepies: The sleepiness contin- to sleep. It may also be a tactically better choice for
ues to afflict the target until he falls asleep. Decrease use on characters with high STUN totals, who are
to Ego Attack 2d6 and add Continuous (+1). Total very hard to put to sleep instantly with a single Ego
cost: 60 points. Attack or Drain STUN.
4) Easy Assault: Add Reduced Endurance (0 END; Game Information: Minor Transform 6d6
+½). Total cost: 100 points. (awake being to sleeping being; heals back
through any means that would awaken char-
acter) (60 Active Points); Limited Target
(living beings; -¼), All Or Nothing (-½).
Total cost: 34 points.

OPTIONS:
1) Strong Attack: Increase to Minor Transform 8d6.
80 Active Points; total cost 46 points.
2) Weak Attack: Decrease to Minor Transform 4d6.
40 Active Points; total cost 23 points.
3) Morphean Touch: The character has to touch his
target to affect him. Add No Range (-½). Total cost:
27 points.
4) Morphean Caress: The character can use the
attack repeatedly if it fails to work the first time.
Remove All Or Nothing (-½). Total cost: 48 points.
5) Attack Of The Sleepies: The victim gets sleepier
and sleepier until he falls asleep. Decrease to Minor
Transform 4d6, remove All Or Nothing (-½), and add
Sleep And Dream Powers 97

Martinez
Category Sleep And Dream Powers Subject ID Classified Scale: Clas.. Mode

Continuous (+1). 80 Active Points; total cost 64 points. YOU’RE FEELING VEEEERRRRY SLEEPY... NOTICE!
6) Mass Morphean Attack: The character can make Effect: Drain END 4d6
a lot of people fall asleep at once. Decrease to Target/Area Affected: One character Image deleted.
Minor Transform 4d6 and add Area Of Effect (4” Duration: Instant We do not
Radius; +1). 80 Active Points; total cost 46 points. Range: 200” monitor the
END Cost: 6 dreams of
WAKING NIGHTMARES
Description: When a character uses this power on heads of
Effect: Drain PRE 4d6 another character, the victim becomes so fatigued state. We
Target/Area Affected: One character he may have trouble moving, much less performing cannot afford
Duration: Instant more strenuous actions. Fortunately, the feeling is
Range: 200” another such
only temporary.
END Cost: 6 international
Game Information: Drain END 4d6, Ranged incident.
Description: This power is similar to Waking (+½). Total cost: 60 points.
Dreams (USPD page 186), but it only allows the
character to make the victim experience terrifying —Gideon H.
OPTIONS: Jones, Direc-
nightmares.
1) Strong Sleepy: Increase to Drain END 6d6. Total tor, Technical
Game Information: Drain PRE 4d6, Ranged Corps
cost: 90 points.
(+½). Total cost: 60 points.
2) Weak Sleepy: Decrease to Drain END 3d6. Total
OPTIONS: cost: 45 points.

1) Strong Nightmares: Increase to Drain PRE 6d6.


Total cost: 90 points.
2) Weak Nightmares: Decrease to Drain PRE 3d6.
Total cost: 45 points
98 ■ Solar And Celestial Powers Hero System 5th Edition

SOLAR AND
CELESTIAL
OPTIONS FOR
SOLAR STORAGE: OFFENSIVE POWERS Effect:
PLASMA BLAST
Energy Blast 8d6, Explosion
Target/Area Affected: Explosion
1) Bigger Supply: BLACK HOLE BODY Duration: Instant
Increase to Endurance
Effect: Telekinesis (100 STR) plus RKA Range: 300”
Reserve (150 END, 10
REC). Total cost: 20 10d6 NND Does BODY END Cost: 6
points. Target/Area Affected: 38” Radius/Self Description: The character generates a tiny fusion
Duration: Constant reaction which releases superhot solar plasma.
2) Smaller Supply: Range: No Range Then he directs the plasma toward a target. The
Decrease to Endurance END Cost: 0 plasma spreads quickly over a wide area, which
Reserve (50 END, 10 Description: The character’s body can become a makes it possible to affect lots of people with it, but
REC). Total cost: 10 diminishes its effect over range.
“living black hole,” or is surrounded by a skintight
points.
“black hole field.” As a result, any object within 38”
Game Information: Energy Blast 8d6, Explosion
is inexorably pulled toward him; when any object
3) Faster Recovery: (+½) (60 Active Points); Reduced By Range (-
Increase to Endurance contacts him, it’s crushed into a singularity by the
¼), Can Be Missile Deflected (-¼). Total cost:
Reserve (100 END, 15 force of his gravity and killed/destroyed.
40 points.
REC). Total cost: 17 Game Information: Telekinesis (100 STR), Area
points.
Of Effect (23” Radius; +1), Reduced Endurance OPTIONS:
(0 END; +½) (375 Active Points); No Range
4) Slower Recovery: 1) Strong Plasma Blast: Increase to Energy Blast
(-½), Linked (-½), Affects Whole Object (-¼),
Decrease to Endurance 10d6. 75 Active Points; total cost 50 points.
Reserve (100 END, 5 Only To Pull Objects Directly To Character
REC). Total cost: 12 (-½) (total cost: 136 points) plus RKA 10d6, 2) Weak Plasma Blast: Decrease to Energy Blast
points. NND (defense is ED Force Wall; +1), Does 6d6. 45 Active Points; total cost: 30 points.
BODY (+1), Continuous (+1), Damage Shield 3) Coherent Plasma Blast: The character has
(+½), Reduced Endurance (0 END; +½) (750 enough control over the plasma he creates to keep
Active Points); No Knockback (-¼) (total cost: it from spreading out too much. Remove Reduced
600 points). Total cost: 736 points. By Range (-¼). Total cost: 48 points.
OPTIONS:
1) Perpetual Black Hole Body: The character’s body is MISCELLANEOUS POWERS
always in black hole form; he can never turn the effect
off. Change to: Telekinesis (100 STR), Area Of Effect SOLAR STORAGE
(30” Radius; +1), Reduced Endurance (0 END; +½), Effect: Endurance Reserve (100 END,
Persistent (+½) (450 Active Points); Always On (-½), 10 REC)
No Range (-½), Linked (-½), Affects Whole Object Target/Area Affected: Self
(-¼), Only To Pull Objects Directly To Character Duration: Persistent
(-½) (total cost: 138 points) plus RKA 10d6, NND Range: Self
(defense is ED Force Wall; +1), Does BODY (+1), END Cost: 0
Continuous (+1), Damage Shield (+½), Reduced
Endurance (0 END; +½), Persistent (+½) (825 Active Description: The character stores solar energy in his
Points); Always On (-½), No Knockback (-¼) (total body and uses it to fuel his celestial powers. He can
cost: 471 points). Total cost: 609 points. only replenish his power by exposing himself to
direct sunlight or starlight.
Game Information: Endurance Reserve (100
END) (total cost: 10 points) plus Endurance
Reserve (10 REC) (10 Active Points); Limited
Recovery (only in direct sun/starlight; -1) (total
cost: 5 points). Total cost: 15 points.
Sonic Powers 99

SONIC POWERS
OFFENSIVE POWERS Game Information:
Cost Power
192 Solid Sound: Multipower, 240-point reserve;
SIREN SONG all Not Into/Through Areas Where Sound-
Effect: Mind Control 8d6 waves Cannot Propagate (-¼)
Target/Area Affected: One character 4u 1) Sound Shackles: Entangle 5d6, 5 DEF;
Duration: Constant Not Into/Through Areas Where Soundwaves
Range: 200” Cannot Propagate (-¼)
END Cost: 4 19u 2) Sound Creations: Summon any being or
Description: The characer can create sounds object built on up to 400 Character Points,
so haunting, they are hypnotic. He delivers his Expanded Class (anything; +1), Slavishly
orders to the victim by words in the sounds Loyal (+1); Not Into/Through Areas Where
(singing or the like). Soundwaves Cannot Propagate (-¼)
Total cost: 215 points.
Game Information: Mind Control 8d6 (40
Active Points); Does Not Provide Mental SONIC DISCOMFITURE
Awareness (-¼), Limited Normal Range (20”; Effect: Drain CON 2d6
-½). Total cost: 23 points. Target/Area Affected: 10” Radius
Duration: Constant
OPTIONS: Range: 375”
END Cost: 7
1) Strong Song: Increase to Mind Control 9d6. 45
Active Points; total cost 26 points. Description: The character emits a combination of
infrasound and ultrasound that induces feelings
2) Weak Song: Decrease to Mind Control 7d6. 35
of nausea and sickness. After sufficient exposure,
Active Points; total cost 20 points.
targets may vomit, lose control of their bowels, or
3) Loud Song: The character’s Song is so loud suffer similarly unpleasant physical effects.
everyone in the vicinity can hear the noise. Add
Noisy (-¼). Total cost: 20 points. Game Information: Drain CON 2d6, Area Of
Effect (10” Radius; +1¼), Continuous (+1),
4) Group Song: The song affects everyone who Ranged (+½) (75 Active Points); Does Not
hears it. Add Area Of Effect (16” Radius; +1½) and Work In A Vacuum (-¼). Total cost: 60 points.
change Limited Normal Range (-½) to No Range
(-½). 100 Active Points; total cost 57 points.
OPTIONS:
SOLID SOUND 1) Strong Discomfiture: Increase to Drain CON 3d6.
Effect: Various Attack Powers 112 Active Points; total cost 90 points.
Target/Area Affected: Varies 2) Weak Discomfiture: Decrease to Drain CON 1d6.
Duration: Varies 37 Active Points; total cost 30 points.
Range: Varies
END Cost: Varies 2) Easy Discomfiture: Add Reduced Endurance (½
END; +¼). 80 Active Points; total cost 64 points.
Description: The character has the ability to create
constructs out of soundwaves so densely packed
that they’re effectively solid. If he creates chains or
a wall of sound, it can stop people from moving; if
he creates a sound-tiger, it can hurt people with its
sound-claws. The only restriction on the power is
that the character cannot create sound-constructs
in areas where sound cannot propagate (such as
vacuums), or have them move through such areas.
100 ■ Sonic Powers Hero System 5th Edition

Martinez
Category Sonic Powers Subject ID Howler Scale: 9 Mode

SUBJECT ID:
HOWLER MOVEMENT POWERS OPTIONS:
1) Strong Power: Increase to Teleportation 25”. 50
SOUNDWAVE TRAVEL Active Points; total cost 40 points.
(page 99)
Effect: Teleportation 20” 2) Weak Power: Decrease to Teleportation 15”. 30
“By that point, her Target/Area Affected: Self Active Points; total cost 24 points.
henchmen were Duration: Instant 3) Speed Of Sound: The character can remain in
defeated and we had Range: Self soundwave form for up to a second, allowing him
Howler herself sur-
END Cost: 4 to travel at the speed of sound (assumed to be 750
rounded. We thought
that was the end of it, Description: The character can transform himself miles per hour for these purposes, though it actu-
but then she let loose into pure sound and travel nigh-instantaneously ally varies based on the temperature, the medium
with some sort of infra- to a location within 20” before reverting to his traveled through, the elevation, and so forth).
sonic pulse that made all physical form. He cannot travel to or through Change to:
of us completely sick to areas where soundwaves cannot propagate, such Cost Power
our stomachs. I’ve never
as vacuums. 32 Soundwave Travel: Multipower, 40-point
felt so horrible in my
life, and almost before reserve; all Not Into/Through Areas Where
Game Information: Teleportation 20” (40 Active
I knew it I was on the Soundwaves Cannot Propagate (-¼)
Points); Not Into/Through Areas Where Sound-
ground retching... just 3u 1) Short-Range Travel: Teleportation 20”;
waves Cannot Propagate (-¼). Total cost: 32
like everyone else. Then Not Into/Through Areas Where Soundwaves
points.
she flew away without Cannot Propagate (-¼)
so much as a backward 1u 2) Long-Range Travel: Teleportation 1”,
glance.” MegaScale (1” = 168”; +¼); Not Into/
Through Areas Where Soundwaves Cannot
—Superhuman Combat Propagate (-¼)
Analysis Report (SCAR) Total cost: 36 points.
filed by Agent Richard
Delgado
Speedster Powers 101

SPEEDSTER
POWERS
OFFENSIVE POWERS Effect:
RUBBLE BLAST
Energy Blast 8d6, OIF (rubble
of opportunity)
GRAB-AND-DROP Target/Area Affected: One Hex
Effect: HA +8d6 Duration: Instant
Target/Area Affected: One character Range: No Range (see text)
Duration: Instant END Cost: 6
Range: Touch Description: This power uses the turbulence created
END Cost: 4 by the character’s ultra-fast movement to attack an
Description: A speedster uses this attack against a opponent. The character makes a Full Move past
character or object he’s Grabbed. He carries the target or through a pile of rubble or like material. As he
has he runs toward or past some large, durable object continues his move, the turbulence of his passage
(typically a wall). At the right moment he lets the “picks up” a large section of rubble and carries it
victim go so that the victim smashes into the wall, along in his wake. Then he moves past the target,
taking damage based not only on the character’s STR stopping or turning at just the right moment so that
but the character’s velocity. The HA dice simulate the the pile of rubble smashes into the target.
velocity damage; the GM may, if desired, require (or
Game Information: Energy Blast 8d6, Area
limit) the character to buying a number of HA dice
Of Effect (One Hex; +½) (60 Active Points);
equal to his Combat Movement velocity divided by 3
OIF (rubble of opportunity; -½), Extra Time
(similar to Move Through damage).
(character must spend a Full Phase to make
Game Information: HA +8d6 (40 Active Points); a Full Move that takes him past both the
Extra Time (character must spend a Full Phase rubble and the target; -½), No Range (-½).
and make at least a Half Move; -½), Hand- Total cost: 24 points.
To-Hand Attack (-½), Must Follow Grab (-½).
Total cost: 16 points. OPTIONS:

OPTIONS: 1) Strong Blast: Increase to Energy Blast 10d6. 75


Active Points; total cost 30 points.
1) Strong Drop: Increase to HA +10d6. 50 Active 2) Weak Blast: Decrease to Energy Blast 6d6. 45
Points; total cost 20 points. Active Points; total cost 18 points.
2) Weak Drop: Decrease to HA +6d6. 30 Active
Points; total cost 12 points. SWEEPING UP
Effect: Sweep Skill Levels: +10 vs.
Sweep Modifiers with All
Attacks
Target/Area Affected: Self
Duration: Constant
Range: Self
END Cost: 3
Description: By applying his super-speed, the char-
acter can easily hit several targets, or hit one target
with multiple attacks.
Game Information: Sweep Skill Levels: +10
versus the Sweep OCV Penalties with All
Attacks (30 Active Points); Costs Endurance
(-½). Total cost: 20 points.

OPTIONS:
1) Improved Multi-Targeting: Increase to +16 versus
Sweep OCV Penalties. 48 Active Points; total cost
32 points.
102 ■ Fantasy Equipment Hero System 5th Edition
2) Lesser Multi-Targeting: Decrease to +4 versus Sweep SPEED TRAP
OCV Penalties. 12 Active Points; total cost 8 points. Effect: Telekinesis (40 STR), Only To
3) Ranged Multi-Targeting: The power applies to Stop Falling Items
ranged attacks instead of hand-to-hand attacks. Target/Area Affected: One character
Change to Rapid Fire Levels: +10 versus Rapid Fire Duration: Instant
Penalties with All Attacks. 30 Active Points; total Range: No Range
cost 20 points. END Cost: 6
Description: The character runs around in a tight
WHIRLWIND ARMS circle which creates a cushion of air beneath a fall-
Effect: Energy Blast 8d6, Double ing object.
Knockback
Target/Area Affected: One character Game Information: Telekinesis (40 STR)
Duration: Instant (60 Active Points); No Range (-½), Only To
Range: 5” Catch Falling Items/Persons (-1). Total cost:
END Cost: 7 24 points.
Description: The character spins his arms (or one OPTIONS:
arm) so fast that it creates a blast of air powerful
enough to knock a nearby target head over heels. 1) Strong Trap: Increase To Telekinesis (50 STR). 75
Active Points; Total cost 30 points.
Game Information: Energy Blast 8d6, Double
Knockback (+¾) (70 Active Points); Limited 2) Weak Trap: Decrease To Telekinesis (30 STR). 45
Range (5”; -¼). Total cost: 56 points. Active Points; Total cost 18 points.
3) I Can Catch ’Em All: The character can create a
OPTIONS: much larger air cushion. Add Area Of Effect (6”
Radius; +1). 120 Active Points; total cost 48 points.
1) Strong Arms: Increase to Energy Blast 10d6. 87
Active Points; total cost 70 points.
2) Weak Arms: Decrease to Energy Blast 6d6. 52 MOVEMENT POWERS
Active Points; total cost 42 points.
3) Ongoing Whirlwind: The character can keep MOVING THROUGH DIMENSIONS
up the whirlwind effect as long as he needs to. Effect: Extra-Dimensional Movement
Decrease to Energy Blast 6d6 and add Continuous Target/Area Affected: Self
(+1). 82 Active Points; total cost 66 points. Duration: Constant
4) Cone Whirlwind: The whirlwind can affect Range: Self
everyone near the character. Add Area Of Effect (9” END Cost: 4
Cone; +1) and change Limited Range (-¼) to No Description: The character can move so fast that he
Range (-½). 110 Active Points; total cost 73 points. can attune the “dimensional frequency” of his body to
another dimension, thus crossing from this dimension
DEFENSIVE POWERS into that one. The GM may require the character to
have Navigation (Dimensional) or some other Skill or
source of knowledge to set the dimensional frequency
CAN’T HIT ME to travel to a specific dimension.
Effect: Desolidification, Only To Protect Game Information: Extra-Dimensional Move-
Against Damage, Character ment (any location in any dimension) (45
Must Move At Noncombat Active Points); Extra Time (1 Turn; -1¼). Total
Velocities cost: 20 points.
Target/Area Affected: Self
Duration: Constant OPTIONS:
Range: Self
END Cost: 4 1) Group Moving I: Instead of crossing the dimen-
Description: The character moves so fast that, when sional barriers by himself, the character can also
he’s at his maximum rate of movement, it’s simply move at great speed around a group of his friends,
impossible to hit him with most attacks. But area- changing the dimensional frequency of the area
affecting attacks, even ones that don’t necessarily he’s running around so everything in it shifts into
hit him dead-on, can still hurt him. another dimension with him. Add x8 Increased
Weight. 60 Active Points; total cost 27 points.
Game Information: Desolidification (affected
2) Group Moving II: Like Group Moving I, but
by any area-affecting attack that hits the char-
the character can send other people into another
acter or that misses him by less than the radius
dimension without going himself. Change to
in inches of the area) (40 Active Points); Only
Extra-Dimensional Movement (any location in any
To Protect Against Damage (-½), Only Works
dimension), x8 Increased Weight, Usable As Attack
If Character Moves At Noncombat Velocities
(+1) (120 Active Points); Extra Time (1 Turn; -1¼).
(-½). Total cost: 20 points.
Total cost: 53 points.
Hero System Equipment Guide ■ Chapter One 103

SENSORY POWERS Effect:


QUICKER THAN THE EYE
Invisibility to Sight Group,
Linked To Movement
SWIFT OBSERVATION Target/Area Affected: Self
Effect: +6 PER with Sight Group Duration: Constant
Target/Area Affected: Self Range: Self
Duration: Constant END Cost: 0
Range: Self Description: The character moves so quickly that it’s
END Cost: 1 extremely difficult to see him (though if he moves
Description: By speeding himself relative to the very close to a potential observer it becomes easier
world around him, the character can make it seem to catch a glimpse of him). The character must stay
as if everyone else is standing still (or at least in rapid motion to keep the power active.
moving incredibly slowly), which gives him the
Game Information: Invisibility to Sight Group,
opportunity to observe things carefully.
Reduced Endurance (0 END; +½) (30 Active
Game Information: +6 PER with Sight Group Points); Linked to Movement (-½). Total cost:
(12 Active Points); Costs Endurance (-½). Total 20 points.
cost: 8 points.
OPTIONS:
OPTIONS:
1) But I Keep Kicking Up Dust: The character leaves
1) Strong Power: Increase to +8 PER with Sight a trail of dust and debris which makes him easier to
Group. 16 Active Points; total cost 11 points. spot at short ranges. Apply Bright Fringe (-¼). 30
2) Weak Power: Decrease to +4 PER with Sight Active Points; total cost 17 points.
Group. 8 Active Points; total cost 8 points. 2) And Machines Too: The character moves so
fast it’s also difficult to pick him up on Radar.
Add Invisibility to Radar. 37 Active Points; total
MISCELLANEOUS POWERS cost 25 points.
3) But It Takes A Lot Out Of Me: Remove Reduced
QUICK CHANGE Endurance. 20 Active Points; total cost 13 points.
Effect: Cosmetic Transform 2d6 (cloth-
ing into costume)
Target/Area Affected: One set of clothes WHIRLING POWERS
Duration: Instant The following powers are all appropriate for a
Range: Touch character whose abilities derive from his ability to
END Cost: 1 spin his body at tremendous speeds, as if he were
Description: The character uses his ability to move a “human top” or “human cyclone.” Many of the
at super-speed to change between his street clothes Speedster Powers in the USPD would also be logi-
and his costume in the blink of an eye. He must cal purchases for this sort of character.
have his costume with him, though it may be worn
beneath his street clothing or packed in a container SPINNING DODGE
of some sort; he also needs a way to conceal his Effect: +6 DCV, Only While Moving
street clothes after he’s changed. Target/Area Affected: Self
Duration: Constant
Game Information: Cosmetic Transform 2d6 Range: Self
(clothing into costume, heals back through END Cost: 3
another application of this power) (10 Active
Points); Limited Target (character’s own clothes; Description: As long as the character keeps moving,
-½). Total cost: 7 points. it’s very difficult for attackers to draw a bead on
him or clearly discern the outlines of his body.
Game Information: +6 DCV (30 Active Points);
Costs Endurance (-½), Only Works If Charac-
ter Moved At Least 1” Using Whirlwind Travel
In His Most Recent Phase (-½). Total cost: 15
points.

OPTIONS:
1) Strong Dodge: Increase to +8 DCV. 40 Active
Points; total cost 20 points.
2) Weak Dodge: Decrease to +4 DCV. 20 Active
Points; total cost 10 points.
104 ■ Sonic Powers Hero System 5th Edition
WHIRLWIND DRILL WHIRLWIND THROW
Effect: Tunneling 4” through DEF 10 Effect: +30 STR, Only For Throwing
material, Only Straight Down Target/Area Affected: One character
Target/Area Affected: Self Duration: Instant
Duration: Constant Range: Touch
Range: Self END Cost: 3
END Cost: 4 Description: After he grabs a person or object, the
Description: The character spins himself at high character can whirl around at great speed and then let
velocity while pointing his feet downward. This go of the character, throwing him much farther and
turns him into a “human drill,” able to create a hole harder than he otherwise could thanks to momentum.
downward through earth and rock. He can only
Game Information: +30 STR (30 Active
drill straight down, though — and after digging the
Points); Extra Time (Full Phase; -½), Only
hole has to climb out it normally.
For Throwing (-½), Must Follow Grab (-½).
Game Information: Tunneling 4” through DEF Total cost: 12 points.
10 material (38 Active Points); Only Straight
Down (-½). Total cost: 25 points. OPTIONS:

OPTIONS: 1) Strong Throw: Increase to +40 STR. 40 Active


Points; total cost 16 points.
1) Faster Drill: Increase to Tunneling 6”. 42 Active 2) Weak Throw: Decrease to +20 STR. 20 Active
Points; total cost 28 points. Points; total cost 8 points.
2) Slower Drill: Decrease to Tunneling 2”. 34 Active
Points; total cost 23 points. WHIRLWIND TRAVEL
3) Tougher Drill: Increase to DEF 15 material. 53 Effect: Running +12”
Active Points; total cost 35 points. Target/Area Affected: Self
Duration: Constant
WHIRLWIND PUNCH Range: Self
Effect: HA +6d6 END Cost: 2
Target/Area Affected: 2” (One Hex Doubled) Description: By slight changes of body orientation,
Duration: Instant the character can move across the ground at high
Range: Touch speed when spinning.
END Cost: 6
Game Information: Running +12”. Total cost:
Description: As the character spins, he holds out 24 points.
his fists so that he “punches” anyone standing in
his hex or the “ring” of hexes surrounding it. In the OPTIONS:
interest of common sense and dramatic sense, the
GM may forbid a character to use this attack on 1) Faster Travel: Increase to Running +16”. Total
targets standing beyond his arm’s reach (such as cost: 32 points.
people on the outer edge of the ring of hexes). 2) Slower Travel: Decrease to Running +8”. Total
Game Information: HA +6d6, Area Of Effect cost: 16 points.
(One Hex Doubled; +¾), Personal Immu-
WHIRLWIND VISION
nity (+¼) (60 Active Points); Hand-To-Hand
Attack (-½). Total cost: 40 points. Effect: Increased Arc of Perception
(360 Degrees) for Sight Group
OPTIONS: Target/Area Affected: Self
Duration: Constant
1) Strong Punch: Increase to HA +8d6. 80 Active Range: Self
Points; total cost 53 points. END Cost: 0
2) Weak Punch: Decrease to HA +4d6. 40 Active Description: When spinning, the character is able to
Points; total cost 27 points. easily see around himself in all directions.
3) Round And Round He Goes....: The character Game Information: Increased Arc of Percep-
spins so quickly he can hit each of the targets sur- tion (360 Degrees) for Sight Group (10 Active
rounding him multiple times. Decrease to HA +4d6 Points); Only When Using Another Whirling
and add Autofire (3 shots; +1¼). 65 Active Points; Power (-¼). Total cost: 8 points.
total cost 43 points.
Spirit Protection Powers 105

SPIRIT
PROJECTION
Some superhumans have the ability to project LIFE FORCE DRAIN I
their spirits, souls, or general “life force” outside of Effect: RKA 2d6, Penetrating, No
their bodies to achieve various effects. Also known Knockback
as Life Force Powers, Bio-energy Powers, or the Target/Area Affected: One character
like, Spirit Projection Powers are often low-key and Duration: Instant
subtle... but not necessarily ineffective. Range: 225”
In many cases, Spirit Projection Powers are END Cost: 4
associated with “good,” “holy,” or “sacred” concepts
or powers, but they don’t have to be. A character’s Description: The character’s control over spirit or
ability to separate his spirit from his body could life energy allows him to drain that energy from
result from a mutation, from mystic powers, or the other living beings, killing them.
like; the use of the terms “spirit” and “soul” don’t Game Information: RKA 2d6, Penetrating (+½)
necessarily have religious connotations. (45 Active Points); Only Works On Living Beings
Because a character only has one spirit, and (-½), No Knockback (-¼). Total cost: 26 points
the spirit can only do one thing at a time, characters
often buy Spirit Projection powers in Multipowers, OPTIONS:
with Lockout or similar Limitations on the slots if
appropriate. 1) Strong Drain: Increase to RKA 3d6. 67 Active
Points; total cost 38 points.

OFFENSIVE POWERS 2) Weak Drain: Decrease to RKA 1d6. 22 Active


Points; total cost 13 points.
3) Variant Life Force Drain I: This form of Life Force
LIFE FORCE BLAST Drain is even harder for the target to resist. Change
Effect: Energy Blast 8d6, Personal to RKA 2d6, AVLD (defense is Power Defense;
Immunity +1½), Does BODY (+1). 105 Active Points; total
Target/Area Affected: One character cost 60 points.
Duration: Instant 4) Draining Touch: The character actually has to
Range: 250” touch the target to drain his life force. Add No
END Cost: 5 Range (-½). Total cost: 20 points.
Description: The character can project his life force
as a bolt of energy. Because it’s his own life force, LIFE FORCE DRAIN II
Reflecting it back, or otherwise using it against him, Effect: Drain BODY 4d6
has no effect. Target/Area Affected: One character
Duration: Instant
Game Information: Energy Blast 8d6, Personal
Range: No Range
Immunity (+¼). Total cost: 50 points.
END Cost: 4
OPTIONS: Description: This power is similar to Life Force
Drain I, but the effects don’t last very long unless
1) Strong Blast: Increase to Energy Blast 10d6. the power actually kills the target.
Total cost: 62 points.
Game Information: Drain BODY 4d6 (40
2) Weak Blast: Decrease to Energy Blast 6d6. Total Active Points); Only Works On Living Beings
cost: 37 points. (-½). Total cost: 27 points
3) Weakening Blast: Because the character’s using his
own life force to power the blast, each blast actually OPTIONS:
hurts him. Add Side Effects (character takes 1 BODY
damage every time he uses power, always occurs; -½). 1) Strong Drain: Increase to Drain BODY 6d6. 60
50 Active Points; total cost 33 points. Active Points; total cost 40 points.
4) Life Force Touch: The character cannot project 2) Weak Drain: Decrease to Drain BODY 3d6. 30
his life force beyond his body; the power only Active Points; total cost 20 points.
works if he can touch his target and let the life 3) Draining Blast: The character can drain the
force flow into him. Add No Range (-½). 50 Active target’s life force at a distance. Add Ranged (+½). 60
Points; total cost 33 points. Active Points; total cost 40 points.
106 ■ Spirit Protection Powers Hero System 5th Edition
4) Extended Drain: The effects of the Life Force Game Information: Aid 3d6, any physical Char-
Drain last longer than normal. Add Delayed Return acteristic one at a time (+¼), Ranged (+½) (52
Rate (points return at the rate of 5 per 5 Minutes; Active Points); Only Works On One Person At
+½). 60 Active Points; total cost 40 points. A Time (-½). Total cost: 35 points.

LIFE FORCE TRANSFER OPTIONS:


Effect: Transfer 3d6 (target’s BODY to
character’s BODY) 1) Strong Enhancement: Increase to Aid 4d6. 70
Target/Area Affected: One character Active Points; total cost 47 points.
Duration: Instant 2) Weak Enhancement: Decrease to Aid 2d6. 35
Range: No Range Active Points; total cost 23 points.
END Cost: 4 3) Short-Range Enhancement: The character can
Description: This power is similar to Life Force only project his spirit a certain distance out of his
Drain II, but the power gives the drained life force body and still have it retain the power to enhance
to the character, increasing his own life force for a another person. Change to Limited Range (40”;
short time. +¼). 45 Active Points; total cost 30 points.
Game Information: Transfer 3d6 (target’s 4) Enhancement Touch: The character must be able
BODY to character’s BODY) (45 Active Points); to touch the target to merge spirits with him. Remove
Only Works On Living Beings (-½). Total cost: Ranged (+½). 37 Active Points; total cost 25 points.
30 points
SPIRIT MERGING
OPTIONS: Effect: Mind Control 8d6, Only Works
On One Person At A Time
1) Strong Transfer: Increase to Transfer 4d6. 60 Target/Area Affected: One character
Active Points; total cost 40 points. Duration: Instant
2) Weak Transfer: Decrease to Transfer 2d6. 30 Range: LOS
Active Points; total cost 20 points. END Cost: 4
3) Transferring Blast: The character can leech the Description: The character can cause his spirit to
target’s life force at a distance. Add Ranged (+½). 67 “merge” with that of another person, thus taking
Active Points; total cost 45 points. control of the other person’s spirit and forcing the
victim to do his bidding. Visually, the character’s
4) Extended Transfer: The effects of the Life Force
spirit (a ghostly form of himself) flies out of his
Transfer last longer than normal. Add Delayed
body and into the target’s body. After Mind Control
Return Rate (points return at the rate of 5 per 5
is achieved, someone who looks closely may be able
Minutes; +½) for both the “drain” and the “aid”
to see the character’s spirit “overlaid” on the victim.
(total of +1 in Advantages). 90 Active Points; total
Because the character only has one spirit to
cost 60 points.
project into and merge with other peoples’ spirits, he
SPIRIT ENHANCEMENT can only use this power on one person at a time. If
he sends his spirit to Mind Control someone else, it
Effect: Aid 3d6, any one physical leaves the body of the first victim, and the Mind Con-
Characteristic, Only Works On trol immediately ceases to affect the first victim.
One Person At A Time
Target/Area Affected: One character Game Information: Mind Control 8d6 (40
Duration: Instant Active Points); Only Works On One Person At
Range: 185” A Time (-½). Total cost: 27 points.
END Cost: 5
Description: The character can cause his spirit to OPTIONS:
“merge” with that of another person and use its 1) Strong Merging: Increase to Mind Control 10d6.
spirit energies to augment that person’s physical 50 Active Points; total cost 33 points.
capabilities. Maybe he becomes stronger, or faster,
or tougher. Visually, the character’s spirit (a ghostly 2) Weak Merging: Decrease to Mind Control 6d6.
form of himself) flies out of his body and into the 30 Active Points; total cost 20 points.
target’s body. After the Aid takes effect, someone 3) Short-Range Merging: The character can only
who looks closely may be able to see the character’s project his spirit a certain distance out of his body
spirit “overlaid” on the victim. and still have it retain the power to control another
Because the character only has one spirit to spirit. Add Limited Normal Range (40”; -½). 40
project into and merge with other peoples’ spirits, Active Points; total cost 20 points.
he can only use this power on one person at a time. 4) Spirit Speech: The character’s spirit can commu-
If he sends his spirit to Aid someone else, it leaves nicate orders directly to the target’s spirit without
the body of the first victim, and the Aid immedi- the need for speech. Add Telepathic (+¼). 50 Active
ately ceases to affect the first victim. Points; total cost 33 points.
5) Merging Touch: The character must be able to
touch the target to merge spirits with him. Add No
Range (-½). 40 Active Points; total cost 20 points.
Spirit Protection Powers 107

Martinez
Category Spirit Protection Powers Subject ID Unknown Scale: ?? Mode

SPIRIT MOVEMENT SPIRIT TOUCH SUBJECT ID:


Effect: Telekinesis (10 STR), Fine Effect: Ego Attack 4d6 UNKNOWN
Manipulation Target/Area Affected: One character
Target/Area Affected: One character or object Duration: Instant “Agents responding to
Duration: Constant Range: LOS reports of a superhuman
Range: 125” END Cost: 4 battle in Vienna captured
END Cost: 2 two unknown superhu-
Description: The character can cause his spirit to mans on film fighting
Description: The character can project his spirit “touch” that of another person in a way that causes several members of
outside of his body to move objects without having the other person anguish and harm. Visually, the Eurostar. As shown in the
to touch them. The spirit has as much STR as the character’s spirit (a ghostly form of himself) flies picture, one of the super-
character himself does (this example assumes a out of his body and touches the target’s body. humans apparently has
character with 10 STR), and the same armspan the power to project his
Game Information: Ego Attack 4d6. Total cost: “spirit” or “soul” or “mind”
and the like — and since the character only has
40 points. into other persons to
one spirit to project, he can’t manipulate multiple
take them over. Visually,
targets at once. Visually, the character’s spirit (a the power manifests as a
ghostly form of himself) leaves his body and picks OPTIONS:
spirit-self leaving his body
up and moves the object. 1) Strong Touch: Increase to Ego Attack 5d6. Total to merge with the target.
Game Information: Telekinesis (10 STR), Fine cost: 50 points.
Manipulation (25 Active Points); Restricted 2) Weak Touch: Decrease to Ego Attack 3d6. Total “The cause of the fight,
“Armspan” (see text; -¼), Can Only Maintain and whether the uniden-
cost: 30 points. tified supers were heroes
One Use Of Telekinesis At A Time (-½). Total
3) Short-Range Touch: The character can only proj- or villains, remains
cost: 14 points. unknown. The exact
ect his spirit a certain distance out of his body and
still have it retain the power to harm another spirit. nature of the superhu-
Add Limited Normal Range (40”; -½). 40 Active mans’ powers, and pos-
Points; total cost 27 points. sible defenses against
them, remains unknown.
4) True Spirit Touch: The character must be able to Request analysis of pos-
touch the target to attack his spirit. Add No Range sible tactics by Projects
(-½). 40 Active Points; total cost 27 points. Mind Game and Hermes.”

—Superhuman Combat
Analysis Report (SCAR)
filed by Agent Liliana
Mazarello
108 ■ Spirit Protection Powers Hero System 5th Edition

DEFENSIVE POWERS SENSORY POWERS


PROTECTED SPIRIT SENSE LIFE FORCE
Effect: Power Defense (15 points) Effect: Detect Life Force, Discrimina-
Target/Area Affected: Self tory, Range, Sense
Duration: Persistent Target/Area Affected: Self
Range: Self Duration: Persistent
END Cost: 0 Range: Self
Description: The strength of the character’s spirit END Cost: 0
makes it difficult for attacks that strike at it, and Description: The character’s Spirit Projection powers
related forms of attack, to affect him. attune him to the presence and nature of life forces
in general, allowing him to perceive when other
Game Information: Power Defense (15 points).
living beings or manifestations of life force are near.
Total cost: 15 points.
The character can distinguish the type of life force
(e.g., human, dog, cockroach...), and to some extent
OPTIONS: the strength and quality of the life force.
1) Strong Protection: Increase to Power Defense Game Information: Detect Life Force (INT
(20 points). Total cost: 20 points. Roll) (no Sense Group), Discriminatory, Range,
2) Weak Protection: Decrease to Power Defense (10 Sense. Total cost: 22 points.
points). Total cost: 10 points.
3) Shared Protection: The character can use his Spirit OPTIONS:
Projection powers to protect the spirits of several of 1) Strong Sense: Add +3 PER. Total cost: 25
his friends. Add Usable Simultaneously (up to eight points.
people at once; +1). Total cost: 30 points.
2) Weak Sense: Remove Discriminatory. Total cost:
SPIRIT SHIELD 17 points.
Effect: Force Field (8 PD/8 ED/4 Power 3) Enhanced Sense Life Force: The character can
Defense) tell precisely what sort of life force he’s perceiving,
Target/Area Affected: Self how strong it is, and its general qualities. Add Ana-
Duration: Constant lyze. Total cost: 27 points.
Range: Self 4) Combat Sense Life Force: The character can use
END Cost: 2 his life force perception to target attacks. Add Tar-
Description: The character can wrap himself in geting. Total cost: 32 points.
a sheath of bio-energy that provides protection 5) Universal Sense Life Force: The character’s abil-
against many forms of attack. ity to perceive life forces is omni-directional. Add
Game Information: Force Field (8 PD/8 ED/4 Increased Arc Of Perception (360 Degrees). Total
Power Defense). Total cost: 20 points. cost: 27 points.
6) Tiring Sense Life Force: Using this power can
OPTIONS: tire the character out. Add Costs Endurance (-½).
22 Active Points; total cost 15 points.
1) Strong Shield: Increase to Force Field (10 PD/10
ED/6 Power Defense). Total cost: 26 points.
2) Weak Shield: Decrease to Force Field (6 PD/6
ED/4 Power Defense). Total cost: 16 points.
3) Extended Shield: If the character carries
another person, his Spirit Shield protects that
person as well. Add Protects Carried Items. Total
cost: 30 points.
Spirit Protection Powers 109

Effect:
SPIRIT COMMUNICATION
Telepathy 8d6, Only Works On
MISCELLANEOUS POWERS
One Person At A Time
Target/Area Affected: One character MANIFESTATION
Duration: Instant Effect: Sight and Hearing Group
Range: LOS Images, Set Effect (make spirit
END Cost: 4 visible and audible)
Description: The character can cause his spirit to Target/Area Affected: 1” Radius
“merge” with that of another person, thus allowing Duration: Constant
him to communicate with that person via “spirit Range: 30”
speech” (i.e., Telepathy). Visually, the character’s END Cost: 1
spirit (a ghostly form of himself) flies out of his Description: Most of the time, a spirit a charac-
body and into the target’s body. After telepathic ter projects cannot be seen or heard (even if the
contact is achieved, someone who looks closely character would want it to be). But some char-
may be able to see the character’s spirit “overlaid” acters have the power to make their spirits more
on the victim. physically “real” — the spirit becomes visible
Because the character only has one spirit (usually looking like a version of the character
to project into and merge with other peoples’ himself made out of energy or some ghostly
spirits, he can only use this power on one person essence) and can “speak” whatever the character
at a time. If he sends his spirit to use Telepathy says. However, it cannot hear, nor can the charac-
with someone else, it leaves the body of the first ter “see” through its eyes.
victim, and the Telepathy immediately ceases to
affect the first victim. Game Information: Sight and Hearing Group
Images, 1” radius (15 Active Points); Limited
Game Information: Telepathy 8d6 (40 Active Range (30”; -¼), Can Only Maintain One
Points); Only Works On One Person At A Time Image At A Time (-½), Set Effect (make spirit
(-½). Total cost: 27 points. visible and audible, as described in text; -1).
Total cost: 5 points.
OPTIONS:
OPTIONS:
1) Strong Communication: Increase to Telepathy
10d6. 50 Active Points; total cost 33 points. 1) Spirit Link: The character’s spirit is so strong, and
2) Weak Communication: Decrease to Telepathy his control of it so profound, that he can see what it
6d6. 30 Active Points; total cost 20 points. “sees” and hear what it “hears.” Add Clairsentience
(Sight and Hearing Groups) (30 Active Points); Lim-
3) Short-Range Communication: The character ited Range (30”; -¼), Linked (-¼). Total cost 20 points;
can only project his spirit a certain distance out total cost of power 25 points.
of his body and still have it retain the power to
communicate with another spirit. Add Limited SPIRIT FORM
Normal Range (40”; -½). 40 Active Points; total Effect: Desolidification
cost 20 points. Target/Area Affected: Self
4) Communication Touch: The character must Duration: Constant
be able to touch the target to merge spirits with Range: Self
him. Add No Range (-½). 40 Active Points; total END Cost: 4
cost 20 points. Description: The character can convert his fleshly
5) Restricted Spirit Communication: The character’s form to pure life force energy, allowing him to
spirit can only converse with the spirit of the target become intangible.
— it can’t acquire information from the target’s
memories, deep thoughts, or the like. Add Commu- Game Information: Desolidification (affected by
nication Only (-¼). Total cost: 23 points. spirit powers or magic). Total cost: 40 points.

OPTIONS:
1) Easy Spirit Form: The character can assume Spirit
Form without tiring himself out. Add Reduced
Endurance (0 END; +½). Total cost: 60 points.
110 ■ Spirit Protection Powers Hero System 5th Edition
SPIRIT SELF SUCCORING SPIRIT
Effect: Duplication (create 250-point Effect: Simplified Healing 6d6
Duplicate), Altered Duplicate, Target/Area Affected: One character
Feedback Duration: Instant
Target/Area Affected: Self Range: Touch
Duration: Persistent END Cost: 6
Range: Self Description: The character can cause his own
END Cost: 10 to create powerful life energy to pour forth into the body of
Description: The character’s powers of Spirit Pro- an injured person, restoring that person’s own life
jection are so strong that he can separate his spirit force to a stronger (perhaps even fully healed) state.
from his body, creating a full “second self ” that can
Game Information: Simplified Healing 6d6.
act independently of him. The Spirit Self is obvi-
Total cost: 60 points.
ously distinct from the character — it has a faded,
almost translucent appearance that makes it clear
it’s a spirit — but it functions as a flesh-and-blood OPTIONS:
second self. 1) Strong Succoring: Increase to Simplified Healing
In game terms, the Spirit Self is a Duplicate 7d6. Total cost: 70 points.
built on 250 points (this writeup assumes the origi-
nal character is built on 350 points). The Spirit Self 2) Weak Succoring: Decrease to Simplified Healing
typically has a range of Spirit Projection powers, 5d6. Total cost: 50 points.
often different ones from the character (includ- 3) Sacrificial Succoring: By giving of his own life
ing Desolidification), so it’s bought as an Altered force to heal another, the character suffers a tem-
Duplicate. If the character prefers, he can construct porary diminishment of that life force. Add Side
the Duplicate so that Altered Duplicate isn’t neces- Effects (character suffers a Drain BODY 1 point for
sary. Since the Spirit Self is just an extension of the every die of Healing used [i.e., -1 BODY per Heal-
character’s life force, he suffers any damage it takes, ing 2d6], always occurs; -½). 60 Active Points; total
and vice-versa. cost 40 points.
Game Information: Duplication (create 250-
point Duplicate), Altered Duplicate (51% or
greater difference in abilities; +1) (100 Active
Points); Feedback (STUN and BODY damage;
-1), Costs Endurance (to create Duplicate; -¼).
Total cost: 44 points.

OPTIONS:
1) Stronger Spirit Self: Increase to 300-point Dupli-
cate. 120 Active Points; total cost 53 points.
2) Weaker Spirit Self: Decrease to 200-point Dupli-
cate. 80 Active Points; total cost 35 points.
3) Enhanced Control: The character’s link with
his Spirit Self is so strong that the two can easily
recombine. Add Easy Recombination (Zero Phase
Action at full DCV) and Ranged Recombination
(+½). 150 Active Points; total cost 67 points.
Stretching Powers 111

STRETCHING
POWERS
OFFENSIVE POWERS MOVEMENT POWERS
STRETCHING SLINGSHOT PERSONAL BRACHIATION
Effect: +30 STR, Only For Throwing Effect: Swinging 10”
Target/Area Affected: One character Target/Area Affected: Self
Duration: Instant Duration: Constant
Range: Touch Range: Self
END Cost: 3 END Cost: 1
Description: After the character picks up an object, Description: The character uses his stretchable, mal-
he stretches his arm around some appropriate leable limbs as swinglines. He reaches out, grabs
object (such as a lamppost or telephone pole), pulls a branch, cornice, overhang, flagpole, or the like
his arm tight so it’s like the rubber strip in a sling- and swings swiftly to wherever he wants to go. The
shot, then uses his arm to throw or fling the object big difference between this type of Swinging and a
much further, and with much greater force, then he version involving a external swingline that it uses
ordinarily could. the character’s own body — if someone attacks the
“swingline,” the character takes the damage.
Game Information: +30 STR (30 Active Points);
OIF (requires appropriate “pivot point” of Game Information: Swinging 10”. Total cost:
opportunity; -½), Extra Time (Full Phase; -½), 10 points.
Only For Throwing (-½), Must Follow Grab
(-½). Total cost: 10 points. OPTIONS:

OPTIONS: 1) Faster Brachiation: Increase to Swinging 15”.


Total cost: 15 points.
1) Strong Throw: Increase to +40 STR. 40 Active 2) Slower Brachiation: Decrease to Swinging 5”.
Points; total cost 13 points. Total cost: 5 points.
2) Weak Throw: Decrease to +20 STR. 20 Active
Points; total cost 7 points.

DEFENSIVE POWERS
MISSILE GRABBING
Effect: Missile Deflection
Target/Area Affected: One character
Duration: Constant
Range: 8”
END Cost: 2
Description: The character can reach out and grab
relatively slow-moving physical missiles to keep
them from hitting himself, or his friends.
The range for this power depends on the
character’s inches of Stretching. As built, it assumes
Stretching 8”.
Game Information: Missile Deflection (non-
gunpowder projectiles), Range (+1) (20 Active
Points); Costs Endurance (-½), Limited Range
(8”; -¼). Total cost: 11 points.
112 ■ Telekinetic Powers Hero System 5th Edition

TELEKINETIC
POWERS
OFFENSIVE POWERS Game Information:
Cost Power
50 Personal Combat Field (Protection): Force
BULLET MANIPULATION Field (30 PD/20 ED)
Effect: Missile Reflection 23 Personal Combat Field (Punches): HA +8d6
Target/Area Affected: One character (40 Active Points); Hand-To-Hand Attack
Duration: Constant (-½), Linked (can be used in any Phase when
Range: 225” Force Field is active; -¼)
END Cost: 9 Total cost: 73 points.
Description: The character exerts such powerful OPTIONS:
telekinetic control that he can alter the trajectory
of physical missiles in flight, causing them to strike 1) Strong Field: Increase to Force Field (35 PD/25
someone other than himself. He can do this both ED) and HA +10d6. 60 + 50 = 110 Active Points;
for physical Ranged attacks aimed at him, and total cost 60 + 29 = 89 points.
attacks aimed at other people. 2) Weak Field: Decrease to Force Field (25 PD/15
This power requires the GM’s permission ED) and HA +6d6. 40 + 30 = 70 Active Points; total
because it directly violates the rule that characters cost 40 + 17 = 57 points.
cannot use Missile Reflection at Range.
3) Less Tiring Field: Add Reduced Endurance (½
Game Information: Missile Deflection (all phys- END; +¼) to both powers. 62 + 50 = 112 Active
ical missiles) and Reflection (any target), Range Points; total cost 62 + 29 = 91 points.
(+1) (90 Active Points); Costs Endurance (-½).
4) Personal Telekinetic Field: The Field doesn’t
Total cost: 60 points.
just improve the character’s punch, it enhances
his Strength in general. Change HA +8d6 to +40
OPTIONS: STR. 50 + 40 = 90 Active Points; total cost 50 +
1) Accurate Manipulation: The character is highly 32 = 82 points.
accurate, not just with his ability to deflect attacks,
TELEKINETIC BLOCKING
but his ability to target other people with them.
Character also buys +10 with Missile Deflection Effect: Variable Power Pool for Dispel/
and Reflection (30 Active Points); Costs Endurance Drain/Suppress
(-½). Total cost: 20 points. Target/Area Affected: One character
Duration: Instant
PERSONAL COMBAT FIELD Range: LOS
Effect: Force Field (30 PD/20 ED), HA END Cost: Varies
+8d6 Description: The character has such fine and broad
Target/Area Affected: Self/One character control of his telekinetic powers that he can reach
Duration: Constant/Instant “inside” a person’s body to shut off neural pathways,
Range: Self/Touch muscles, and the like, thus depriving the target
END Cost: 5/4 of full control over his abilities... and perhaps the
Description: The character can surround his body power to use them at all.
with a form-hugging “bubble” of telekinetic energy. This is a very powerful ability, one the GM
The field significantly increases the power of his should review and approve before it enters the
punches, and protects him from attacks. Visually, game. Some GMs may prefer that characters buy
it looks as if a field of glowing energy surrounds a Multipower of pre-defined Telekinetic Blocking
the character, making him look “bigger” and sort of effects instead.
puffed-up. While the power remains active, he may Game Information: Variable Power Pool (Tele-
have trouble fitting into small spaces, sitting on kinetic Blocking Pool), 40 base + 20 control
normal-sized chairs, and the like. cost; Only For Dispels, Drains, And Suppresses
(-1). 40 + 20 = 60 Active Points; total cost 40 +
10 = 50 points.
Telekinetic Powers 113

OPTIONS:
DEFENSIVE POWERS
1) Larger Pool: Increase to 60 base + 30 control
cost. Active Points 60 + 30 = 90; total cost 60 + 15 = MISDIRECTED AIM
75 points.
Effect: +4 DCV, Usable As Attack
2) Smaller Pool: Decrease to 30 base + 15 control Target/Area Affected: One character
cost. Active Points 30 + 15 = 45; total cost 30 + 7 = Duration: Constant
37 points. Range: Self/200”
END Cost: 2/5
TELEKINETIC SUMMONING
Effect: Summon one animal built on Description: The character uses his telekinetic
up to 300 Character Points, powers to “nudge” attackers so their attacks are
Slavishly Devoted more likely to miss. He can use this ability for
Target/Area Affected: N/A himself, or for another person (in the latter case it’s
Duration: Instant bought Usable As Attack so the character controls
Range: 30” how long it remains active, pays the END for it,
END Cost: 16 and can grant the ability to someone without their
needing to take any action).
Description: The character can create an animal out
of telekinetic force. This being functions just like Game Information:
the animal it resembles, but it’s obviously made of Cost Power
telekinetic force rather than flesh and blood, and it 33 Misdirected Aim: Multipower, 50-point
does whatever its creator wants. powers; all Costs Endurance (-½)
1u 1) Self-Protection: +4 DCV; Costs Endur-
Game Information: Summon one animal built ance (-½)
on up to 300 Character Points, Expanded Class 3u 2) Protection Of Another: +4 DCV, Usable
(any animal; +½), Limited Range (30”; +¼), As Attack (defense is declining the power;
Slavishly Devoted (+1) (165 Active Points); +1), Ranged (+½); Costs Endurance (-½)
Concentration (½ DCV; -¼), Extra Time (Full Total cost: 37 points.
Phase; -½), Costs Endurance (to maintain; -¼).
Total cost: 82 points. OPTIONS:
1) Strong Misdirection: Increase reserve to 75 points
OPTIONS:
and both slots to +6 DCV. Total cost: 57 points.
1) Strong Summoning: Increase to up to four ani- 2) Weak Misdirection: Decrease reserve to 25 points
mals. 192 Active Points; total cost 96 points. and both slots to +2 DCV. Total cost: 20 points.
2) Weak Summoning: Decrease to one animal built
on up to 200 Character Points. 110 Active Points;
total cost 55 points. MOVEMENT POWERS
STUCK ON YOU GRASP THE WALL
Effect: Telekinesis (40 STR), Only To Effect: Clinging
Stick Things Together Target/Area Affected: Self
Target/Area Affected: One character Duration: Constant
Duration: Uncontrolled Range: Self
Range: 100” END Cost: 2
END Cost: 0
Description: The character uses his telekinesis to
Description: This power allows the character to “grab” a nearby wall, ceiling, or other surface and
stick two things to each other — a character to a hold himself against it.
wall, a door to its jamb, a weapon to its scabbard, or
the like. The effect lasts until someone manages to Game Information: Clinging (normal STR +30)
separate the two objects, or breaks one of them. (20 Active Points); Costs Endurance (-½). Total
cost: 13 points.
Game Information: Telekinesis (40 STR), Uncon-
trolled (lasts until something separates the stuck
OPTIONS:
things or breaks one of the stuck things; +½),
Reduced Endurance (0 END; +½) (120 Active 1) Strong Grasp: Increase Clinging STR to normal
Points); Only To Stick Things Together (-1), Lim- STR +45. 25 Active Points; total cost 17 points.
ited Range (100”; -¼). Total cost: 53 points.
2) Not So Strong Grasp: Decrease Clinging STR to
normal STR +15. 15 Active Points; total cost 10 points.
OPTIONS:
3) Easy Grasp: Remove Costs Endurance (-½).
1) Strong Sticking: Increase to Telekinesis (50 Total cost: 20 points.
STR). 150 Active Points; total cost 67 points.
4) Unsure Grasp: Add Cannot Resist Knockback
2) Weak Sticking: Decrease to Telekinesis (30 STR). (-¼). Total cost: 11 points.
90 Active Points; total cost 40 points.
114 ■ Telekinetic Powers Hero System 5th Edition
5) Skilled Grasp: Add Requires A Telekinesis Tricks PSYCHOKINETIC LIMBS
Roll (-½). Total cost: 10 points. Effect: Extra Limbs
Target/Area Affected: Self
Duration: Constant
MISCELLANEOUS POWERS Range: 25”
END Cost: 1
ACTION/REACTION TELEKINESIS Description: The character uses his psychokinetic
Effect: Stretching 20”, Does Not Cross power to manifest multiple “telekinetic limbs” with
Intervening Space plus +30 which to grab or manipulate objects. The limbs
STR, Only Works With Stretch- typically resemble arms or tentacles of glowing
ing golden light, but the character can change that if he
Target/Area Affected: Self prefers. Typically the character can create no more
Duration: Constant than his EGO/5 limbs, but the GM may allow more
Range: Self (perhaps +1 limb per point by which the character
END Cost: 12 + 3 makes an EGO Roll).
Description: Normal Telekinesis has no action/ Game Information: Extra Limbs (5 Active
reaction — a character can’t use it to, for example, Points); Costs Endurance (to activate; -¼).
grab onto a moving vehicle and be dragged along. Total cost: 4 points.
This form of Telekinesis is different, allowing for
standard action/reaction results. OPTIONS:
Game Information: Stretching 20”, Does Not 1) Long Limbs Of The Law: The character’s Psy-
Cross Intervening Space (+¼) (125 Active chokinetic Limbs can reach objects much further
Points), No Velocity Damage (-¼), Range Mod- away than his ordinary limbs. Add Stretching 5” (25
ifier Applies (-¼) (total cost: 83 points) plus Active Points); Limited Body Parts (Extra Limbs
+30 STR (30 Active Points); Only Works With only; -¼) (total cost: 20 points). Total cost: 24
Stretching (-1) (total cost: 15 points). Total points.
cost: 98 points.
2) Effortless Psychokinetic Limbs: Remove Costs
OPTIONS: Endurance. Total cost: 5 points.

1) Longer Telekinesis: Increase to Stretching 24”. TELEKINETIC TOUCH


150 + 30 = 180 Active Points; total cost 100 + 15 = Effect: Range (Touch Sense Group)
115 points. Target/Area Affected: Varies
2) Shorter Telekinesis: Decrease to Stretching 16”. Duration: Constant
100 + 30 = 130 Active Points; total cost 67 + 15 = Range: Self
82 points. END Cost: 0
Description: Some telekinetic characters can “reach
out” with their powers and actually feel the envi-
ronment around them.
Game Information: Range for Touch Sense
Group (10 Active Points); Nonpersistent (-¼).
Total cost: 8 points.

OPTIONS:
1) Tiring Touch: The character must exert energy
to use this ability. Add Costs Endurance (-½). Total
cost: 6 points.
2) Targeting Touch: The character can literally feel
where his opponents are at range, and target them
with his powers, weapons, or the like. Add Dis-
criminatory and Targeting for Touch Sense Group.
40 Active Points; total cost 32 points.
3) Feeling Around The Corner: With just a little
effort, the character can extend his sense of touch
around corners and along winding routes. Change
to Clairsentience (Touch Group), Mobile Percep-
tion Point (25 Active Points); Perception Point
Must Start In Line Of Sight And Can Only Travel
Through Open Spaces (-1). Total cost: 12 points.
Teleportation Powers 115

TELEPORTATION
POWERS
OFFENSIVE POWERS OPTIONS:
1) Tougher Punches, Stronger Kicks: Increase to
FLOAT LIKE A TELEPORTER, Energy Blast 8d6 and Area Of Effect (8” Radius).
STING LIKE A BEE 100 Active Points; total cost 57 points.
Effect: Q Stretching 8” 2) Punier Punches, Weaker Kicks: Decrease to
Target/Area Affected: Self Energy Blast 5d6. Total cost: 62 Active Points; total
Duration: Instant cost 35 points.
Range: Self 3) I’ll Just Be Going Now...: Instead of having to
END Cost: 5 Teleport back to where he was standing when he
Description: The character has mastered the ability started the attack, the character can Teleport him-
to teleport to a target within 8”, strike, and teleport self somewhere else within 12” of the center of the
right back to where he was before the target has a Area, provided that location is within the range of
chance to respond. Alternately, the character could his Combat move with Teleportation of the point
teleport to some object within 8”, pick it up, and where he began the attack. Add Teleportation 12”,
teleport back to where he was standing. Trigger (ending of the Teleportation Boxing attack;
+¼) (30 Active Points); Linked (-½), Can Only
Game Information: Stretching 8”, Does Not Teleport To Points Within 12” Of Area’s Center And
Cross Intervening Space (+¼) (50 Active Within A Teleportation Combat Move Of Starting
Points); No Noncombat Stretching (-¼), No Position (-½) (total cost: 15 points). 75 + 30 = 105
Velocity Damage (-¼), Instant (-½). Total cost: Active Points; total cost 43 + 15 = 58 points.
25 points
4) Wide-Area Boxing: Increase to Area Of Effect (12”
Radius; +1½). 82 Active Points; total cost 47 points.
OPTIONS:
5) Close-In Boxing: Decrease to Area Of Effect (3”
1) Long Combat Teleport: Increase to 12” Stretching. Radius; +1). 67 Active Points; total cost 38 points.
75 Active Points; total cost 37 points.
2) Short Combat Teleport: Decrease to 4” Stretching. TRADING SPACES
25 Active Points; total cost 12 points. Effect: Teleportation 15”, Usable As
Attack plus Teleportation 15”,
3) Easy Combat Teleport: Add Reduced Endurance
both Only To Trade Places
(0 END; +½). 70 Active Points; total cost 35 points.
Target/Area Affected: Self and one other character
TELEPORTATION BOXING Duration: Instant
Range: 15”
Effect: Energy Blast 6d6 END Cost: 8
Target/Area Affected: 6” Radius
Duration: Instant Description: The character teleports a target to his
Range: See text own location, and himself to the target’s location.
END Cost: 7 While this “translocation” power has a wide vari-
ety of uses, in combat it’s most often used when
Description: The character teleports in and around something bad is about to happen to the character
a group of people, briefly appearing next to each — he “trades places” with the target right before the
one he’s fighting to punch, kick, or otherwise smash “something” occurs, thus escaping harm by putting
him, never staying in one place long enough for his enemy in harm’s way.
anyone to block his attack or strike back. When it’s With the GM’s permission, this power may
all done, the character teleports right back to where be used to switch the places of two targets at range
he was when he began the attack. using Rapid Fire.
Game Information: Energy Blast 6d6, Area Of Game Information: Teleportation 15”, Usable
Effect (6” Radius; +1¼), Selective (+¼) (75 As Attack (does not affect characters with tele-
Active Points); Extra Time (Full Phase; -½), portation or dimensional powers; +1), Ranged
Limited Range (center of Area must be within (+½) (75 Active Points); Only To Trade Places
the character’s Half Move using Teleportation (-1), Limited Range (15”; -¼) (total cost: 33
at Combat velocity; -¼). Total cost: 43 points. points) plus Teleportation 15” (30 Active
Points); Only To Trade Places (-1), Linked (-½)
(total cost: 12 points). 75 + 30 = 105 Active
Points; total cost 33 + 12 = 45 points.
116 ■ Teleportation Powers Hero System 5th Edition

Martinez
Category Teleportation Powers Subject ID Cheshire Cat Scale: 12 Mode

SUBJECT ID: OPTIONS: TRANSLOCATING PUNCH


CHESHIRE CAT 1) Long Trade I: Increase both powers to Teleporta- Effect: Teleport 10”, Usable As Attack
tion 30” and Limited Range to (30”; -¼). 150 + 60 = Target/Area Affected: One character
“The combination of Duration: Instant
210 Active Points; total cost 67 + 24 = 91 points.
martial arts prow- Range: Touch
ess with teleportation 2) Long Trade II: The character can trade position END Cost: 5
powers can be a danger- with virtually anyone he can see. Add MegaScale
ous one, as seen from (1” = 1 km; +¼) to both the inches and the Range Description: The character has mastered the ability to
this photograph, which of the first power and the inches of the second teleport a target away immediately after striking him.
shows Cheshire Cat power. 90 + 37 = 127 Active Points; total cost 40 + When the target hits someone with a HTH attack
demolishing a group of (such as a punch or kick) he may, if he wishes, aport
16 = 56 points.
FBI agents in the blink that person up to 10” away in any direction. The apor-
of an eye. He’d teleport 3) Position Trading: The character and target not tation occurs before the determination and occur-
next to each one, punch only exchange places, but also physical poses and rence of Knockback (if any), and so may enhance the
or kick him, then vanish even velocity. Add No Relative Velocity and Posi- Knockback effect in some way.
and re-appear beside tion Shift to both powers. 112 + 45 = 157 Active
his next target to repeat Points; total cost 50 + 18 = 68 points. Game Information: Teleport 10”, Usable As
the process. That sort Attack (defense is Teleportation or Extra-
of rapid, short-range 4) Easy Trade: The switch takes relatively little
Dimensional Movement; +1), Trigger (when
teleporting requires energy. Add Reduced Endurance (½ END; +¼) to
character succeeds with a HTH Combat attack
skill and practice, but both powers. 82 + 37 = 119 Active Points; total cost
Cheshire Cat’s obviously and chooses to Teleport target, Trigger imme-
36 + 16 = 52 points.
learned to make it work. diately automatically resets; +¾) (55 Active
Countering such powers Points); No Noncombat Teleport (-¼). Total
typically involves a cost: 44 points.
similarly high level of
fighting skill, teleporta- OPTIONS:
tion powers, or carefully
watching the villain and 1) Longer Translocating Punch: Increase to Telepor-
timing an attack to take tation 15”. 82 Active Points; total cost 66 points.
him out during the split-
second he’s tangible.” 2) Shorter Translocating Punch: Decrease to Tele-
portation 5”. 27 Active Points; total cost 22 points.
—From the working 3) Easy Translocating Punch: Add Reduced
draft of The UNTIL Endurance (0 END; +½). 65 Active Points; total
Supercriminal Tactical cost 52 points.
Reference Manual
Teleportation Powers 117

DEFENSIVE POWERS OPTIONS:


1) Farther Return: Increase to Teleportation 20”.
PROTECTIVE APORT FIELD Total cost: 90 points.
Effect: Force Field (20 PD/10 ED), Only 2) Shorter Return: Decrease to Teleportation 5”.
Versus Ranged Attacks Total cost: 30 points.
Target/Area Affected: Self 3) Easy Return: Add Reduced Endurance (0 END;
Duration: Constant +½). Total cost: 62 points.
Range: Self 4) Restricted Return: This form of Return To
END Cost: 3 Sender only compensates for the Throw or Knock-
Description: The character can maintain around his back — it returns him to the hex he was in when
body a field of “teleportation energy” that aports attacked. Change Trigger to (returns character to
damaging substances and phenomena — bullets, starting hex when he’s Thrown or Knocked Back,
energy bolts, thrown rocks, you name it) — partly Trigger automatically immediately resets; +¾).
or wholly away from him so that they don’t hurt Total cost: 44 points.
him (or hurt him less than they otherwise would).
The field’s more effective against physical attacks.
Game Information: Force Field (20 PD/10 ED)
MISCELLANEOUS POWERS
(30 Active Points); Only Works Against Limited
Type Of Attack (ranged attacks; -¼). Total cost: COME TO ME
24 points. Effect: Summon 350-point character
Target/Area Affected: One character
OPTIONS: Duration: Instant
Range: Self
1) Strong Field: Increase to Force Field (25 PD/15 END Cost: 16
ED). 40 Active Points; total cost 32 points.
Description: The character can teleport a specific
2) Weak Field: Decrease to Force Field (15 PD/5 individual to himself from any location — even
ED). 20 Active Points; total cost 16 points. other planes of existence.
RETURN TO SENDER To use this power, a character must prepare by
memorizing the target’s “teleportation signature”
Effect: Teleportation 10”, Trigger — his distinctive physical attributes (exact dimen-
(when Thrown or Knocked sions, molecular vibrations, spiritual “color,” or the
Back) like). This takes time, and requires the character
Target/Area Affected: Self with the power to be in the target’s presence and
Duration: Instant have the target’s consent. Once the character has
Range: Self made the necessary preparations, he can teleport
END Cost: 3 the character to him quickly. The power only works
Description: This form of defensive teleportation on one specific person; to use it on other people,
activates automatically whenever another person the character has to buy it again.
Throws the character or does Knockback to him. This write-up assumes the target is built
It Teleports him to any place of his choice with 10” on no more than 350 Character Points. You can
of the hex into which he was Thrown or Knocked adjust the target’s cost up or down by altering the
Back; this may even put him in a tactically advanta- cost of the power.
geous position (such as right behind his attacker).
Game Information: Summon one 350-point
In doing so it instantly re-orients him, allowing him
character, Loyal (+½), Specific Being (+1),
to get back to his feet without wasting any time.
Delayed Effect (+¼) (192 Active Points); Con-
Game Information: Teleportation 10”, Position centration (0 DCV throughout; totally unaware
Shift, Trigger (when Thrown or Knocked Back, of nearby events; -1½), Extra Time (1 Minute;
activating Trigger takes no time, Trigger auto- -1½). Total cost: 48 points.
matically immediately resets; +1). Total cost:
50 points.
118 ■ Tine Powers Hero System 5th Edition

TIME POWERS
OFFENSIVE POWERS 2) Ranged Defense: Add Ranged (+1). 30 Active
Points; total cost 20 points.

STAND THERE WHILE I HIT YOU MOVEMENT POWERS


Effect: HA +6d6
Target/Area Affected: One character TIMEGATE
Duration: Instant Effect: Extra-Dimensional Movement,
Range: Touch Gate
END Cost: 3 Target/Area Affected: One Hex
Description: The character speeds up time around Duration: Constant
himself so he can punch a target dozens, hundreds, Range: No Range
or even thousands of times in a split-second. From END Cost: 8
the character’s perspective, it’s as if the target has Description: The character opens up a portal
stopped moving and can’t do anything but stand through the time-stream that anyone can move
there and take it. through. People can travel either way through the
Game Information: HA +6d6 (30 Active portal, or fire attacks through it.
Points); Hand-To-Hand Attack (-1/2). Total Game Information: Extra-Dimensional Move-
cost: 20 points. ment (any point in the past or the future, cannot
physically travel between locations), Area Of
OPTIONS: Effect (One Hex; +½), Continuous (+1), Usable
1) More Punches: Increase to HA +8d6. 40 Active On Others (+¼), Reduced Endurance (½ END;
Points; total cost 27 points. +¼) (180 Active Points); Gate (-½). Total cost:
120 points.
2) Fewer Punches: Decrease to HA +4d6. 20 Active
Points; total cost 13 points. OPTIONS:
3) Skillful Punch: The character has to use this
power just right or it doesn’t work. Add Requires A 1) Increased Capacity: The timegate can handle
Time Tricks Roll (-1/2). Total cost: 15 points. loads of up to 1,600 kg. Add x16 Increased Mass.
240 Active Points; total cost 160 points.
2) Increased Size: Like Increased Capacity, but the
DEFENSE POWERS timegate can also handle extra-large objects or per-
sons. Increase to x16 Increased Mass, and Area Of
TEMPORAL POINT DEFENSE Effect (24” Radius; +1). 320 Active Points; total cost
213 points.
Effect: Missile Deflection (physical
missiles) 3) Effortless Gate: Increase to Reduced Endurance (0
Target/Area Affected: Self END; +½). 195 Active points; total cost 130 points.
Duration: Constant 4) Tiring Gate: Remove Reduced Endurance (+¼).
Range: Self 165 Active Points; total cost 110 points.
END Cost: 2
5) Restricted Gate: The character’s timegate only
Description: The character intercepts incoming leads to a specific time period. Change to Extra-
physical missiles and instantly ages them until they Dimensional Movement (any single point in time,
disintegrate. cannot physically travel between locations). 120
Active Points; total cost 80 points.
Game Information: Missile Deflection (all phys-
ical missiles) (15 Active Points); Costs Endur-
ance (-½). Total cost: 10 points.

OPTIONS:
1) Strong Defense: Character also buys +5 with
Missile Deflection (total cost: 10 points). Total cost:
20 points.
Tine Powers 119

SENSORY POWERS Effect:


BEST POSSIBLE FUTURE
+2 Overall Skill Levels
Target/Area Affected: Self
LOOK AROUND Duration: Persistent
Effect: Increased Arc Of Perception Range: Self
(360 Degrees) for Sight Group END Cost: 4
Target/Area Affected: Self Description: A character with this power can,
Duration: Instant whenever he chooses, stop time for half a second,
Range: Self scan forward into the timestream to evaluate the
END Cost: 1 possible futures branching out from his current
Description: The character stops time around him- point in time, and choose the best one for him
self just long enough to look around in all direc- — thus making it more likely he’ll succeed at tasks
tions and see what’s going on. and actions he undertakes.
Game Information: Increased Arc Of Percep- Game Information: +2 Overall Skill Levels (20
tion (360 Degrees) for Sight Group (10 points); Active Points); Extra Time (Half Phase; -½),
Costs Endurance (-½), Instant (-1). Total cost: Costs Endurance (-½), Increased Endurance
4 points. Cost (x2 END; -½). Total cost: 8 points.

OPTIONS:
MISCELLANEOUS POWERS 1) Accurate Futurescanning: Increase to +4 Overall
Levels. 40 Active Points; total cost 16 points.
ALL THE TIME IN THE WORLD 2) Vague Futurescanning: Decrease to +1 Overall
Effect: +15 with All Non-Combat Level. 10 Active Points; total cost 4 points.
Skills, Only To Counteract Pen- 3) Future Imperfect: As one thing improves,
alties For Rapid Performance another must worsen for chronal balance to be
Target/Area Affected: Self maintained. While the timeline the character
Duration: Constant chooses is of greatest benefit to him, it’s not quite
Range: Self so good for someone else. One of the character’s
END Cost: 0 friends in the vicinity (or, if there’s no friend, a
Description: The character slows down the passage random person other than someone opposing the
of time around himself so that he can focus on the character) suffers problems at the same time the
task at hand, performing it flawlessly even though, character’s chances for success improve. Add Side
to the rest of the world, it looks like he did several Effect (someone in the environment other than
minutes’ worth of work in the blink of an eye. the character or his enemies suffers -3 to one roll,
In game terms, this power consists of a large chosen by the GM, always occurs; -½). Total cost: 7
number of Skill Levels that the character can only points.
use to counteract the penalty for performing a task
more rapidly than normal (-3 per step up the Time
Chart). The GM decides the base time needed to
perform a task with a Skill, and whether the charac-
ter can apply these Levels.
Game Information: +15 with all Non-Combat
Skills (120 Active Points); Only To Counter-
act Penalties For Rapid Performance (-1).
Total cost: 60 points.

OPTIONS:
1) Lots And Lots Of Time: Increase to +21 with all
Non-Combat Skills. 168 Active Points; total cost 84
points.
2) Not Quite As Much Time: Decrease to +9 with all
Non-Combat Skills. 72 Active Points; total cost 36
points.
3) Tiring Timing: Using this power tends to tire the
character out pretty quickly. Add Costs Endurance
(-½). Total cost: 48 points.
120 ■ Vibration Powers Hero System 5th Edition

VIBRATION
POWERS
DEFENSE POWERS Game Information: Lack Of Weakness (-10) for
Normal and Resistant Defenses (20 Active Points);
Costs Endurance (-½). Total cost: 13 points.
BLURRED DEFENSES
Effect: Lack Of Weakness (-10) for OPTIONS:
Normal and Resistant Defenses
1) Greater Blurring: Increase to Lack Of Weakness
Target/Area Affected: Self
(-15). 30 Active Points; total cost 20 points.
Duration: Constant
Range: Self 2) Lesser Blurring: Decrease to Lack Of Weakness
END Cost: 2 (-5). 10 Active Points; total cost 7 points.
Description: The character’s vibrations cause his 3) Easy Blurring: Replace Costs Endurance (-½)
body to blur enough that opponents have a hard with Nonpersistent (-¼). Total cost: 16 points.
time getting a clear enough view of his defenses to 4) Unstoppable Blurring: Remove Costs Endurance
find weaknesses in them. (-½) and add Inherent (+¼). Total cost: 25 points.
5) Tiring Blurring: Add Increased Endurance Cost
(x2 END; -½). Total cost: 10 points.
Water Powers 121

WATER
POWERS
OFFENSIVE POWERS Effect:
JUMP IN THE LAKE
Growth
Target/Area Affected: Self
CRASHING WAVE Duration: Constant
Effect: Energy Blast 7d6 Range: Self
Target/Area Affected: 14” Line END Cost: 4
Duration: Instant Description: The character can absorb an existing
Range: 50” body of water into his own form, adding to his
END Cost: 7 mass and height. He must exert END to maintain
Description: The character creates a huge wave of the extra mass.
water that washes over a long area, smashing into
Game Information: Growth (+45 STR, +9
everyone in it. Unlike most Area Of Effect (Line)
BODY, +9 STUN, -9” KB, 50,000 kg, -6 DCV,
powers, the Line in this case shouldn’t point away
+6 PER Rolls to perceive character, 16 m [about
from the character, it should strike perpendicular
52 feet] tall, 8 m wide) (45 Active Points);
to him.
Requires A Large Body of Water (-1). Total
Game Information: Energy Blast 7d6, Area Of cost: 22 points.
Effect (14” Line; +1) (70 Active Points); Limited
Range (50”; -¼). Total cost: 56 points. OPTIONS:

OPTIONS: 1) Jump In The Ocean: Increase to Growth (+60


STR, +12 BODY, +12 STUN, -12” KB, 400,000 kg,
1) Strong Wave: Increase to Energy Blast 10d6. 100 -8 DCV, +8 PER Rolls to perceive character, 32 [105
Active Points; total cost 80 points. feet] m tall, 16 m wide). 60 Active Points; total cost
2) Weak Wave: Decrease to Energy Blast 5d6. 50 30 points.
Active Points; total cost 40 points. 2) Jump In The Pond: Decrease to Growth (+30
3) Big Wave: Increase to Area Of Effect (56” Line; STR, +6 BODY, +6 STUN, -6” KB, 6,400 kg, -4
+1½). 87 Active Points; total cost 70 points. DCV, +4 PER Rolls to perceive character, 8 m tall, 4
m wide). 30 Active Points; total cost 15 points.
4) Easy Wave: Add Reduced Endurance (0 END;
+½). 87 Active Points; total cost 70 points. 3) Easy Jump In The Lake: Once a character has
absorbed the water, he doesn’t have to spend END
5) Powerful Wave: Add Double Knockback (+¾). 96 to maintain the extra mass. Add Costs Endurance
Active Points; total cost 77 points. Only To Activate (+¼). 56 Active Points; total cost
28 points.
122 ■ Water Powers Hero System 5th Edition
SUBJECT ID:
RIPTIDE Effect:
WATERY BLAST
Drain Fire and Electricity
MOVEMENT POWERS
(page 123) Powers 2d6
Target/Area Affected: One character PIPELINE TRAVEL
“Riptide’s powers seem Duration: Instant Effect: Teleportation 10”
to be increasing. As seen Range: 50” Target/Area Affected: Self
in this video clip, she’s END Cost: 8 Duration: Instant
now able to project a Range: Self
Description: The character can project a blast of
wave of water large and END Cost: 2
powerful enough to water not to cause physical harm, but to quench
sweep people and vehi- fires and short circuit electrical powers and circuits. Description: The character can transform himself
cles off an entire street. The water drenches the target, weakening his Fire into water, travel through pipes or easily-porous
Two of the MCPD and Electricity powers. substances, and then reform his body up to 10”
officers caught in the away. Unless he has some other power that allows
wave suffered significant Game Information: Drain Fire and Electric-
him to remain as a mass of water (such as Water
injuries; a third nearly ity Powers 2d6, all Fire powers simultaneously
Form, USPD 246, or Body Of Water, USPD 248),
drowned. After turning (+2), Multiple Special Effects (Fire and Elec-
he reverts to normal form at the end of the Tele-
her powers on the film tricity simultaneously; +½), Ranged (+½) (80
portation, which may have deadly consequences
crew using the camera Active Points); Limited Range (50”; -¼). Total
from whom this clip was (if necessary, the GM can use the Teleportation
cost: 64 points.
later received, she fled Damage Table on page 367 of the HERO System
the seen, escaping with a 5th Edition, Revised rulebook to represent what
OPTIONS: happens when the character becomes flesh and
fortune in jewelry.”
1) Strong Blast: Increase to Drain Fire and Electricity blood inside a tiny pipe or the like).
—USPD field research Powers 3d6. 120 Active Points; total cost 96 points. Game Information: Teleportation 10” (20 Active
notes of Agent Svetlana
Petrova 2) Weak Blast: Decrease to Drain Fire and Electricity Points); Only Through Water, Objects Meant
Powers 1d6. 40 Active Points; total cost 32 points. To Carry Water, Or Easily-Porous Substances
(-½). Total cost: 13 points.

OPTIONS:
1) Strong Power: Increase to Teleportation 20”. 40
Active Points; total cost 27 points.
2) Weak Power: Decrease to Teleportation 5”. 10
Active Points; total cost 7 points.

WAVERIDING
Effect: Flight 10”
Target/Area Affected: Self
Duration: Constant
Range: Self
END Cost: 2
Description: The character’s control over water is so
great that he can create a wave or “trail” of water in
the air that can carry him.
Game Information: Flight 10”. Total cost: 20
points.

OPTIONS:
1) Strong Waveriding: Increase to Flight 15”. Total
cost: 30 points.
2) Weak Waveriding: Decrease to Flight 8”. Total
cost: 16 points.
3) Fast Waveriding: Add x4 Noncombat. Total cost:
25 points.
Weather Powers 123

WEATHER
POWERS
OFFENSIVE POWERS Reduced Endurance (½ END; +¼) (67 Active
Points); Only Works On Weather Effects Simi-
lar To The Ambient Weather (-1), Self Only
AMBIENT WEATHER ENHANCEMENT (-½). Total cost: 27 points.
Effect: Succor Weather Powers 6d6
Target/Area Affected: Self OPTIONS:
Duration: Constant 1) Strong Enhancement: Increase to Succor
Range: Self Weather Powers 8d6. 90 Active Points; total cost
END Cost: 3 36 points.
Description: The character can enhance his weather 2) Weak Enhancement: Decrease to Succor Weather
manipulation powers when he creates an effect Powers 4d6. 45 Active Points; total cost 18 points.
that’s already present — he can increase his wind
powers if it’s already windy, his lightning powers 3) Tiring Enhancement: Remove Reduced Endur-
become stronger during a thunderstorm, and so ance. 60 Active Points; total cost 24 points.
forth. The GM may, in his discretion, limit the 4) Tireless Enhancement: Increase Reduced
number of Succor dice the character can apply Endurance to (0 END; +½). 75 Active Points;
based on the severity of the ambient weather (e.g., a total cost 30 points.
light breeze would only allow the character to add
5) Automatic Enhancement: As Tireless Enhance-
1d6 to his wind powers).
ment, but also add Persistent (+½). 90 Active
Game Information: Succor Weather Powers Points; total cost 36 points.
6d6, any four Weather Powers at a time (+1),

Martinez
Category Water Powers Subject ID Riptide Scale: 5 Mode
124 ■ Wood And Plant Powers Hero System 5th Edition

WOODS AND
PLANT POWERS
DEFENSE POWERS OPTIONS:
1) Big Steps I: Increase to Teleportation 30”. 60
PHYTOTOXIC IMMUNITY Active Points; total cost 30 points.
Effect: Life Support (Immunity to phy- 2) Big Steps II: Add x8 Noncombat. 50 Active
totoxins) Points; total cost 25 points.
Target/Area Affected: Self 3) Big Steps III: The character can travel the World-
Duration: Persistent root Path for many miles, though he still needs a
Range: Self way to perceive his target location. Add MegaScale
END Cost: 0 (1” = 100 km, can scale down to 1” = 1 km; +1). 80
Description: The character is immune to all phyto- Active Points; total cost 40 points.
toxins — that is, all poisons derived from plants. 4) Short Steps: Decrease to Teleportation 10”. 20
Active Points; total cost 10 points.
Game Information: Life Support (Immunity:
phytotoxins). Total cost: 5 points.
MISCELLANEOUS POWERS
MOVEMENT POWERS NATURE’S BOUNTY
Effect: Life Support (Diminished
THE WORLDROOT PATH Eating: character only has to
Effect: Teleportation 20”, Only eat once per week)
Through Plants Target/Area Affected: Up to eight people
Target/Area Affected: Self Duration: Constant
Duration: Instant Range: No Range
Range: Self END Cost: 1 to activate
END Cost: 4 Description: The character can cause a small feast
Description: This power, suitable for characters of vegetables and fruits to spring forth — enough
whose bodies are made of or formed from vegeta- to feed eight people for a week (assuming the food
tion, allows the character to travel instantly from is kept fresh), or a larger/smaller group for a pro-
one place to another — provided his target location portionately shorter/longer time.
has enough plants or plant matter to allow him
Game Information: Life Support (Diminished
to re-create his body at the target location. Visu-
Eating: character only has to eat once per week);
ally, the character’s existing plant body collapses
Usable Simultaneously (up to eight people at
or returns to its normal vegetative state, and he
once; +1) (2 Active Points); Costs Endurance
reforms using the plants at his target location.
(to activate; -¼). Total cost: 2 points.
To use this power safely, the character needs
a way to perceive whether the target location has
enough plants for him to use it safely. If he can’t PHOTOSYNTHESIS
see the target location, and lacks an appropriate Effect: Life Support (Self-Contained
Enhanced Sense (such as Detect Plant Life), he Breathing, Diminished Eating)
can try to Teleport anyway — but if the target Target/Area Affected: Self
location lacks sufficient plant material, he could Duration: Inherent
hurt himself (roll on the Teleportation Damage Range: Self
Table on page 367 of the HERO System 5th Edi- END Cost: 0
tion, Revised). This makes it fairly easy for him
Description: The character is a plant himself, and so
to Teleport to most outdoor locations, but much
survives by photosynthesis. He breathes through all
harder to Teleport inside buildings.
parts of his body, and requires relatively little food.
Game Information: Teleportation 20” (40 Active
Game Information: Life Support (Diminished
Points); Only Through Plants (-1). Total cost:
Eating: only has to eat once per week), Inher-
20 points.
ent (+¼) (total cost: 1 point) plus Life Support
(Self-Contained Breathing), Inherent (+¼) (12
Active Points); Only To Protect Against Chok-
ing/Suffocation/Strangulation Attacks (-1)
(total cost: 6 points). Total cost: 7 points.
Miscellaneous Powers 125

MISCELLANEOUS
POWERS
BALLISTOKINETICS IMBUE POWER
Effect: Various powers relating to the Effect: Energy Blast 8d6 or RKA
control of guns and bullets 2½d6, OIF (small objects of
Target/Area Affected: Varies opportunity)
Duration: Varies Target/Area Affected: One character
Range: Varies Duration: Instant
END Cost: Varies Range: RBS
Description: The character has the ability to con- END Cost: 4
trol guns and bullets without necessarily having to Description: A character with this power can imbue
touch them. Examples include being an incredibly small objects — pebbles, playing cards, figurines,
accurate shot, the ability to prevent a gun’s trigger and the like — with deadly energy. After he fills
from being pulled, the power to deflect bullets away them with energy, he throws them at the target.
from himself or others, the ability to load ammuni- At high power, an imbued object can kill; at lower
tion clips without touching either clip or bullet, and levels of power it’s potentially deadly, but far more
so forth. likely to simply stun the victim.
Game Information: Game Information:
Cost Power Cost Power
27 Incredibly Accurate Shot: +8 with Ranged 23 Imbue Power: Multipower, 40-point reserve;
Attacks (40 Active Points); Only For OCV all OIF (miscellaneous small objects of
With Firearms (-½) opportunity; -½), Range Based On STR (-¼)
24 Incredibly Accurate Shot: Targeting Skill 2u 1) Low Power: Energy Blast 8d6; OIF (-½),
Levels: +12 versus Hit Location modifiers Range Based On STR (-¼)
with Firearms 2u 2) High Power: RKA 2½d6; OIF (-½),
24 Incredibly Accurate Shot: Range Skill Levels: Range Based On STR (-¼)
+12 versus Range Modifier with Firearms Total cost: 27 points.
53 Ballistodeflection: Missile Deflection (all
OPTIONS:
physical missiles), Range (+1), +5 OCV (80
Active Points); Costs Endurance (-½) 1) Strong Imbuing: Increase reserve to 45 points,
20 Ballistoredirection: Reflection for Missile Slot One to Energy Blast 9d6, and Slot Two to RKA
Deflection (can reflect at any target; not 3d6. Total cost: 32 points.
usable at range, OCV Levels do not apply)
2) Weak Imbuing: Decrease reserve to 30 points,
(30 Active Points); Costs Endurance (-½)
Slot One to Energy Blast 6d6, and Slot Two to RKA
20 Ballistokinesis: Telekinesis (20 STR), Fine
2d6. Total cost: 21 points.
Manipulation (40 Active Points); Only Works
On Guns And Bullets (-1)
Total cost: 168 points
126 ■ Miscellaneous Powers Hero System 5th Edition
MACHINE BODY MANIFESTATION
Effect: Various Effect: Summon eight 250-point
Target/Area Affected: Self beings (see text)
Duration: Persistent Target/Area Affected: Self
Range: Self Duration: Instant
END Cost: Varies Range: No Range
Description: The character’s body is partly or END Cost: 16
wholly a machine. He may be a sentient robot, a Description: The character has the ability to create,
person who’s replaced his flesh and bone with a conjure, or otherwise manifest up to eight beings
colony of nanomachines under his mental con- of a particular type, or defined as coming from a
trol, or the like. specific source. Examples include beings depicted
Obviously the special effect of “machine body” on the cards of the tarot deck, living chessmen,
could justify a vast array of powers, especially in a demons whose visages or personal symbols are
world where comic book science and gadgeteering engraved on a ring or amulet he wears, the Seven
exist. The powers listed here (of which the char- Deadly Sins, or the like. The manifestations serve
acter may buy as many as he wishes) are just the him devotedly.
basic ones — the standard sort of powers virtually
Game Information: Summon up to 8 beings built
anyone with a machine body would have. Many
on up to 250 Character Points each, Expanded
others are possible; see the optional powers for
Class (see text; +½), Slavishly Loyal (+1). Total
some examples.
cost: 162 points.
Game Information:
Cost Power OPTIONS:
20 Machine Muscles: +20 STR
1) Strong Manifestation I: Increase to 350 points
36 Machine Body: Armor (12 PD/12 ED)
each. Total cost: 212 points.
Cost Optional Powers 2) Strong Manifestation II: Increase to up to 16
7 Extensible Arms: Stretching 3” (15 Active beings. Total cost: 175 points.
Points); Always Direct (-¼), Limited Body 3) Weak Manifestation I: Decrease to 200 points
Parts (arms only; -¼), No Noncombat each. Total cost: 137 points.
Stretching (-¼), Range Modifier Applies (-¼)
8 Machine Body: Damage Resistance (8 PD/8 4) Weak Manifestation II: Decrease to up to 4
ED) beings. Total cost: 150 points.
60 Machine Body: Physical and Energy Damage 5) Less Loyal Manifestations: Change Slavishly
Reduction, Resistant, 50% Loyal (+1) to Devoted (+¾). Total cost: 146 points.
var Machine Sensory Units: Just about any 6) Even Less Loyal Manifestations: Change Slavishly
Enhanced Sense you want Loyal (+1) to Loyal (+½). Total cost: 130 points.
27 Merge With The Machine: Telepathy 8d6
(Machine class of minds) (40 Active Points); 7) Barely Loyal Manifestations: Change Slavishly
No Range (-½) Loyal (+1) to Friendly (+¼). Total cost: 114 points.
12 Self-Repair Mode: Healing 3d6 (Regen- 8) Not At All Loyal Manifestations: Remove Slavishly
eration; 3 BODY per 1 Minute), Can Heal Loyal (+1). Total cost: 97 points.
Limbs; Extra Time + Increased Time Incre-
9) Similar Manifestations: With this form of
ment (1 Minute; -1½), Self Only (-½)
the power, the Summoned beings have less diver-
sity. Change to Expanded Class (+¼). Total cost:
146 points.
10) Uniform Manifestations: With this form of
the power, all the Summoned beings are identi-
cal. Remove Expanded Class (+½). Total cost:
130 points.
11) Lengthy Manifestation I: Add Extra Time (Full
Phase; -½). 162 Active Points; total cost 108 points.
12) Lengthy Manifestation II: Add Extra Time (1
Turn; -1¼). 162 Active Points; total cost 72 points.
13) Attentive Manifestation: Add Concentration (0
DCV while Summoning; -½). 162 Active Points;
total cost 108 points.
Miscellaneous Powers 127

MATTER EATER REPLICATIVE CLONING


Effect: Life Support Effect: Major Transform 20d6 (other
Target/Area Affected: Self person into duplicate of self)
Duration: Inherent Target/Area Affected: One character
Range: Self Duration: Instant
END Cost: 0 Range: Touch
Description: The character can eat anything he END Cost: 0
wants to without feeling sick, getting poisoned, or Description: A character with this power can touch
suffering any other ill effects. another person and transform that person into
In game terms, the ability to eat anything is an exact duplicate of himself. The duplicate looks
bought as Diminished Eating, since it frees the exactly like him, thinks exactly like him, has the
character from the need to find normal food and same spirit and personality as he does, and has
drink. The character can still starve if somehow the same powers he has. To effect the change, he
deprived of all access to any physical matter. must maintain contact with the victim for an Extra
Phase; if the victim breaks contact during that time,
Game Information: Life Support (Dimin-
the power fails to work. The Transform heals back
ished Eating: no need to eat; Immunity: all
through another application of this power.
ingested poisons, diseases, and drugs). Total
cost: 13 points. Game Information: Major Transform 20d6
(person into exact physical duplicate of char-
PAIN TRANSFERENCE acter), Reduced Endurance (0 END; +½) (450
Active Points); No Range (-½), Extra Time
Effect: Multipower of Attack Powers (Extra Phase; -¾), Concentration (0 DCV
plus an Endurance Reserve throughout; -1), All Or Nothing (-½), Limited
Target/Area Affected: One character Target (humans; -½), Linked (to Mental Trans-
Duration: Instant/Persistent form; -½) (total cost: 95 points) plus Major
Range: Touch/Self Transform (person into exact mental duplicate
END Cost: Varies of character), Based On Ego Combat Value
Description: The character has the ability to “store (Power Defense applies; +1), Works Against
up” the pain he experiences and then “feed it back” EGO, Not BODY (+¼), Reduced Endurance (0
to anyone he touches. Depending on how much END; +½) (825 Active Points); No Range (-½),
pain (and what type) he chooses to inflict, the Extra Time (Extra Phase; -¾), Concentration
effects can range from mildly annoying to utterly (0 DCV throughout; -1), All Or Nothing (-½),
lethal. Because he “absorbs” pain this way, the char- Limited Target (humans; -½) (total cost: 194
acter tends to suffer much less injury from attacks points) plus Major Transform (person into
than most people. exact spiritual duplicate of character), Reduced
Game Information: Endurance (0 END; +½) (450 Active Points);
67 Pain Transference: Multipower, 100-point No Range (-½), Extra Time (Extra Phase; -¾),
reserve; all No Range (-½) (END provided by Concentration (0 DCV throughout; -1), All Or
Endurance Reserve) Nothing (-½), Limited Target (humans; -½),
7u 1) Mild Pain: Energy Blast 10d6, NND Linked (to Mental Transform; -½) (total cost:
(defense is Damage Reduction or Force Field; 95 points). Total cost: 384 points.
+1); No Range (-½)
4u 2) Severe Pain: Energy Blast 20d6; Increased SPRINGFORCE
Endurance Cost (x2 END; -½), No Range Effect: Leaping +20”; +15 PD; Knock-
(-½), No Knockback (-¼) back Resistance -10”, Only
3u 3) Excruciating Pain: RKA 6½d6; Increased Reduces Knockback Damage
Endurance Cost (x4 END; -1½), No Range Target/Area Affected: Self
(-½), No Knockback (-¼) Duration: Constant
10 Pain Storage: Endurance Reserve (100 END) Range: Self
117 Pain Storage: Endurance Reserve (100 REC), END Cost: 2/½
Trigger (whenever character takes STUN and/
or BODY damage, automatically immediately Description: The character’s body generates a
resets; +¾) (175 Active Points); Limited Recov- field of strange, rubbery energy — springforce
ery (can only use 1 REC per point of STUN — with significant reflexive properties. The field
and/or BODY the character suffers; -½) has many uses. First and foremost, by generating
96 Resistant To Harm: Physical and Energy it around his feet, he can leap prodigious dis-
Damage Reduction, Resistant, 75%; Only tances. Second, by generating around his entire
Works Against Limited Type Of Attacks body, it can protect him against physical impacts
(attacks whose special effects involve or (though in doing so it often causes him to take
entail the infliction of pain; -¼) Knockback). Third, if he does take Knockback,
Total cost: 304 points. it cushions the impact, thus reducing the chance
he’ll take damage (but it doesn’t reduce the
inches he travels when Knocked Back).
128 ■ Miscellaneous Powers Hero System 5th Edition

Martinez
Category Miscellanous Powers Subject ID Unknown Scale: ?? Mode

Game Information: TRUE UNIVERSAL TRANSLATOR


SUBJECT ID: Cost Power Effect: Universal Translator and
UNKNOWN 20 Springforce Leaping: Leaping +20” related Detects
7 Springforce Shield: +15 PD (15 Active Target/Area Affected: Self
“In the hands of this Duration: Persistent
unknown superhuman,
Points); Costs Endurance (-½), Side Effects
(all physical attacks against character are Range: Self
even trash becomes a
lethal weapon. Some- treated as if they have the Advantage Double END Cost: 0
how she can imbue any Knockback, or they do triple BODY for Description: While Psychic Translator and Lin-
object — such as soda Knockback purposes if they already have guistic Savant (UNTIL Superpowers Database,
cans — with energy, that Advantage, always occurs; -½) page 165) are potent abilities, they suffer from the
then throw them. When 10 Springforce Cushion: Knockback Resistance standard restrictions on the Universal Translator
an imbued object hits -10” (20 Active Points); Costs Endurance Talent. Not so this ability, which allows a character
its target (or, possibly, (-½), Only Reduces Knockback Damage, Not
travels a certain dis- to discern the communicative meaning or intent in
Inches Traveled (-½) virtually anything.
tance), it explodes with
devastating impact.
Total cost: 37 points.
Game Information:
Based on observa- OPTIONS:
tion of her during this Cost Power
battle, it seems that the 1) Strong Springforce: Increase to Leaping +25”, 20 Basic UT: Universal Translator
larger the object used, +20 PD, and Knockback Resistance -12”. Total cost 3 UT Lie Detector: Detect Spoken Falsehood
the larger the explo- 25 + 10 + 12 = 47 points. (INT Roll) (Hearing Group)
sion. Similarly, the 5 UT Body Language I: Detect Body Language
more time she spends 2) Weak Springforce: Decrease to Leaping +15”, Falsehood (INT Roll) (Sight Group)
imbuing an object, the +10 PD, and Knockback Resistance -8”. Total cost 5 UT Body Language II: Detect Subject’s
more powerful the blast, 15 + 5 + 8 = 28 points. Current Emotional State (INT Roll) (Sight
though there may be
Group)
some upper limit on
the explosion based on 10 UT Read Symbolism: Detect Symbolic Mean-
object size.” ing (INT Roll) (Sight Group)
19 UT Decipherment: Cryptography INT +8
—Superhuman Combat 11 UT Math: SS: Mathematics INT +8
Analysis Report (SCAR) Total cost: 73 points.
filed by Agent Cetawayo
Luvale
Appendix 129

APPENDIX
Hero Games recently published a revised edi- PAGE 15 — MIST CONTROL
tion of the original UNTIL Superpowers Database Effect: Telekinesis (8 STR) and Dispel
that corrects typos and errata, updates the page Mists 12d6
references to refer to the HERO System 5th Edition, Target/Area Affected: One character
Revised rulebook, and makes any corrections nec- Duration: Constant/Instant
essary for the powers to conform to the rules in the Range: 220”/225”
5th Edition, Revised. So that customers with the first END Cost: Varies
printing of the USPD don’t have to buy the book all
over again to get the altered powers, this Appendix Description: The character’s control over the air
contains a copy of all powers that were changed in extends to mists, smokes, gases, and the like, allow-
any significant way (i.e., powers with minor typo- ing him to affect powers with those special effects
graphical or formatting errors aren’t included, just as well as related natural phenomena.
ones where point totals or other relevant informa- Game Information:
tion changes). Page references are to the original Cost Power
UNTIL Superpowers Database, not this book. 45 Mist Control: Multipower, 45-point reserve
4u 1) Mist Manipulation: Telekinesis (8 STR),
PAGE 10 — ACID SHEEN
Affects Porous (only versus mists), Area Of
Effect: RKA ½d6, Penetrating, Damage Effect (2” Radius; +1)
Shield, Trigger 4u 2) Mist Dispersion: Dispel Mists 12d6, any
Target/Area Affected: Self Mist/Smoke/Gas Power one at a time (+¼)
Duration: Constant, Uncontrolled Total cost: 53 points
Range: Touch
END Cost: 5 OPTIONS:
Description: The character’s body can exude a thin 1) Greater Mist Control: Increase Multipower
film of acid, making it dangerous to touch him reserve to 74 points, the first slot to Telekinesis (18
— and causing him to damage objects he touches STR) Affects Porous, Area Of Effect (4” Radius),
or wears, unless they’re resistant to acid. and the second slot to Dispel Mists 12d6 any four
This power has two effects. The first is the powers at once; and add a third slot for Dispel
Damage Shield; that allows the character to 18d6, any one power. Total cost: 95 points.
cause damage when he touches or is touched
by another person. The second is a typical acid PAGE 22 — PROTECTIVE SKIN
attack; this reflects how the acid keeps damag- Effect: Damage Resistance (8 PD/8 ED)
ing someone after they break contact with the Target/Area Affected: Self
character’s acidid sheen. Duration: Persistent
Game Information: RKA ½d6, Continuous Range: Self
(+1), Damage Shield (+½), Penetrating (+½), END Cost: 0
Personal Immunity (+¼) (total cost: 32 points) Description: Fish and reptiles have scales, insects
plus RKA ½d6, Continuous (+1), Penetrat- chitinous exoskeletons, and mammals leathery
ing (+½), Uncontrolled (see text; +½), Trigger hides. Thus, many animal-themed characters have
(when Damage Shield activates, Trigger resets tougher skin as well.
automatically and immediately; +¾) (37 Active
Game Information: Damage Resistance (8 PD/8
Points); No Range (-½), Linked (victim must
ED). Total cost: 8 points.
first take damage from Damage Shield; -¼)
(total cost: 21 points). Total cost: 53 points.
OPTIONS:
1) Leathery Skin: Increase to Damage Resistance
(12 PD/12 ED). Total cost: 12 points.
2) Soft Skin: Reduce to Damage Resistance (4
PD/4 ED). Total cost: 4 points.
3) Chitinous Exoskeleton: Substitute Armor
(8 PD/8 ED); Visible (-¼). 24 Active Points; total
cost 19 points.
130 ■ Appendix Hero System 5th Edition
4) Concealing Scales: Add Lack Of Weakness (-5) municate with other animals of the same species;
for Resistant Defenses. Total cost: 5 points; total this power allows the animals to talk to different
cost of overall power 13 points. species as well. Add Usable Simultaneously (char-
5) Sharp Scales: The character’s scales are sharp, acter and one animal; +½), Persistent (to remove
rough, or covered with small spikes; they can hurt need to maintain LOS; +½), Extra Time (it may
people who brush up against him or strike him. take a while for the animals to find other animals to
Add HKA 1 point, Continuous (+1), Damage talk to and report back; -0). 50 Active Points; total
Shield (+½), Inherent (+¼), Persistent (+½), cost 25oints.
Reduced Endurance (0 END; +½) (19 Active 3) All Together Now: The character can communi-
Points); Always On (-½), Activation Roll 14- (-½), cate with all the local animals at once. Add Area Of
No STR Bonus (-½). Total cost: 8 points; total cost Effect (4” Radius; +1¼). 56 Active Points; total cost
of overall power 16 points 22 points.
4) Private Conversation: A character with this
PAGE 24 — ANIMAL COMMUNICATION
power only has to “think at” animals, and they can
Effect: Telepathy 5d6 (Animal class of “think back” at him. He doesn’t have to ask ques-
minds) tions aloud. Remove Incantations (-½) and Visible
Target/Area Affected: One animal (-¼). Total cost 14 points.
Duration: Instant
Range: No Range 5) How Now Brown Cow: The character cannot only
END Cost: 2 speak to animals — he can read their minds and
memories. Remove Communication Only (-¼).
Description: A character with this power can speak Total cost 11 points.
with animals, and they can speak to him. The char-
acter never has to go through a long game of cha- 6) Man’s Best Friend: A character with this option
rades with his faithful collie to find out that Tommy cannot speak to every animal, just those within his
has fallen into the well. The character must actu- favored category, such as birds, fish, household pets,
ally speak out loud to the animal, and the animal insects, or reptiles. Add Limited Class Of Minds
“speaks” in return. Only the character can under- (-½). Total cost 8 points.
stand what the animal says: 7) Lost In The Translation: Talking to animals
Character: “What’s that, Flippy? There’s a speedboat doesn’t come naturally to everyone; some char-
that capsized?” acters have to really pay attention to what they’re
doing. Alternately, the animals don’t speak to the
Flippy: “Honk! Honk!” (“Yes, and there are sharks character as another adult human would. The
nearby!”) animal might only speak in base concepts, like
When a character purchases this power, the “Green man bad,” or might speak like a child, like
GM must decide how well animals communicate. “That Martian is a mean ol’ alien,” or might have a
It’s most fun, and more in keeping with the genre, short attention span (“There was a Martian here,
to make them nearly as intelligent as humans (if and he — hey, a ball!”). Add Concentration (½
not equally or more so), and thus to allow them to DCV throughout; -½) and Extra Time (Full Phase;
communicate with the character with full under- -½). Total cost 7 points.
standing. Gamemasters desiring greater “realism”
may have animals’ conversation turn constantly to 8) Nice Doggie...: Not every animal will just
subjects that interest them (e.g., food and warmth). tell you any old thing just because you speak its
A character with this power cannot compel language. Sometimes, a character needs to coax
animals to talk to him, to give him information, information out of them. Add Requires An Animal
or to do as he asks. The GM decides how any Handler Roll (-½). Total cost 8 points.
given animal reacts to a character’s efforts to
speak to him.
Game Information: Telepathy 5d6 (Animal
class of minds) (25 Active Points); No Range
(-½), Communication Only (-¼), Incantations
(throughout; -½), Visible (-¼). Total cost 10
points.

OPTIONS:
1) Motor Mouth: Instead of ascertaining only a
single piece of information in his Phase, a char-
acter with this option can get several answers at
once. Add Autofire (+1½). 62 Active Points, total
cost 25 points.
2) Do Your Friends Know Anything?: Besides talking
to the animals that are present, the character can
ask the animals to go and check with other animals.
The GM can assume that an animal can freely com-
Appendix 131

PAGE 30 — SWARM FORM PAGE 48 — CYBERTRAVEL


Effect: Desolidification and Damage Effect: Extra-Dimensional Movement
Reduction (to cyberspace)
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: Self
END Cost: 3 END Cost: 4
Description: The character’s body transforms into, Description: The cyberkinetic can inject his
or actually consists of, a swarm of insects. In swarm intelligence/persona into the virtual realm of
form, he can “seep” through tiny openings and takes cyberspace, travel the dataways in search of the
less damage from most attacks. information he needs.
For general rules on how things function in
Game Information: Desolidification (affected
cyberspace, see pages 162-63 of Star Hero, but
by any attack) (40 Active Points); Cannot Pass
make adjustments for the type of technology
Through Solid Objects (-½), Does Not Protect
involved, if necessary.
Against Damage (-1) (total cost: 16 points)
and Physical and Energy Damage Reduction, Game Information: Extra-Dimensional
Resistant, 50% (total cost: 60 points). Total Movement (any location in cyberspace, as
cost: 76 points. defined by the location of the computer the
character uses), Reduced Endurance (0 END;
PAGE 42 — COSMIC AWARENESS +½) (33 Active Points); OIF (computer of
opportunity; -½), Meat Body (character’s
Effect: Detect Physical Objects and body remains in the real world, but cannot
Energy move, perceive, or act, and damage to either
Target/Area Affected: Self the virtual form [in cyberspace] or the real
Duration: Persistent body [in the real world] can hurt or kill the
Range: Self character; -1). Total cost: 13 points.
END Cost: 0
Description: Cosmic energy grants the character OPTIONS:
universal awareness of his surroundings.
1) Cyberspace Road Trip: The cyberkinetic can
Game Information: Detect Physical Objects and bring several of his friends along for the virtual
Energy (INT Roll) (no Sense Group), Discrimi- journey. Add Usable Simultaneously (up to 8 people
natory, Analyze, Increased Arc Of Perception at once; +1). 55 Active Points; total cost 22 points.
(360 Degrees), Range, Sense, Targeting, Tele-
scopic (+12 versus Range Modifier), Tracking. PAGE 49 — TECHNOLOGICAL INTUITION
Total cost: 58 points. Effect: Computer Programming, Elec-
tronics, and Systems Opera-
OPTIONS: tion, all INT +3.
Target/Area Affected: Self
1) Do You See What I See?: Add Usable Simultane-
Duration: Persistent
ously (up to eight people at once; +1). Total cost:
Range: Self
116 points.
END Cost: 0
Description: The character has an innate talent for
operating and fixing technological devices. This typi-
cally has more to do with his intuitive cyberkinetic
abilities than with any training he’s received. He
couldn’t tell you the principles behind the construc-
tion of a particular device, or the science that allows it
to operate — he just has an instinctive knowledge of
how to build, repair, and alter such devices.
Game Information:
Cost Value
3 Computer Programming (INT Roll)
3 Electronics (INT Roll)
3 Inventor (INT Roll)
3 Systems Operation (INT Roll)
15 +3 with Intellect Skills
Total cost: 27 points.
132 ■ Appendix Hero System 5th Edition
PAGE 58 — TOO HEAVY TO MOVE Since Banishment involves a “stop sign”
Effect: Entangle 6d6, 6 DEF, Takes No power with a “stop sign” Advantage, it could
Damage From Attacks easily cause game balance problems in many
Target/Area Affected: One character campaigns. The GM must approve a character’s
Duration: Instant purchase and use of it.
Range: 450” Game Information: Extra-Dimensional
END Cost: 9 Movement (one location in one defined
Description: The character increases the density dimension), Usable As Attack (defenses are
of an opponent to the point where the opponent, as described above; +1), Ranged (+½). Total
dragged down by his own weight, cannot move. cost: 50 points.
At the GM’s discretion, based on the special
effect, the victim may cause crushing damage (see OPTIONS:
Champions, page 162) to whatever surface he’s on
due to his increased weight. The GM may consider 1) Expanded Banishment I: As with regular Banish-
him to weigh 100 tons (what 60 Active Points’ ment, but the character can send victims to any loca-
worth of STR could lift) or any other weight that tion in that one dimension. Total cost: 62 points.
seems appropriate. 2) Expanded Banishment II: As with Expanded Ban-
ishment I, but the character can send victims to any
Game Information: Entangle 6d6, 6 DEF, Takes
location in a related group of dimensions (such as
No Damage From Attacks (+½) (90 Active
the Nine Hells or the Elemental Planes). Total cost:
Points); Vulnerable (to gravitic attacks; -¼),
87 points.
Cannot Form Barriers (-¼). Total cost: 60
points. 3) Expanded Banishment III: As with Expanded Ban-
ishment II, but the character can send victims to any
OPTIONS: location in any dimension. Total cost: 112 points.

1) Heavy, Man: Increase to Entangle 8d6, 8 DEF. PAGE 64 — REACH TUNNEL


120 Active Points; total cost 80 points. Effect: Stretching 8”, Does Not Pass
2) Unbearable Lightness: Decrease to Entangle 4d6, Through Intervening Space
4 DEF. 60 Active Points; total cost 40 points. Target/Area Affected: One object/character
Duration: Instant
3) Heavy Together: The character can afflict not just
Range: 8”
one target, but multiple targets in an 6” radius, with
END Cost: 5
increased weight. Decrease to Entangle 4d6, 4 DEF
and add Area Of Effect (6” Radius; +1), Selective Description: The character has the ability to open
(+¼). 110 Active Points; total cost 73 points. two portals large enough for his hand — one
right next to him, one right next to some object
PAGE 61 — BANISHMENT or person. He can then grab the object and bring
Effect: Extra-Dimensional Movement, it to himself through the dimensional “tunnel,” or
Usable As Attack throw a punch.
Target/Area Affected: One character Game Information: Stretching 8”, Does Not Pass
Duration: Instant Through Intervening Space (+¼) (50 Active
Range: 200” Points); No Velocity Damage (-¼), Range Mod-
END Cost: 5 ifier Applies (-¼). Total cost: 33 points.
Description: This power allows a character to send
a person to another dimension against that person’s PAGE 66 — DIMENSION-WALKING
will. Once there, the victim typically has no way
Effect: Extra-Dimensional Movement
to get back, and thus is effectively removed from
Target/Area Affected: Self
the campaign (though eventually he may find a
Duration: Constant
“way home” and return to seek bloody revenge).
Range: Self
The character must define which dimension he can
END Cost: 2
send people to when he purchases the power.
As with any Usable As Attack power, this one Description: The character can travel through
does not work against a reasonably common set of dimensional barriers, allowing him to journey from
defenses. These typically include a Force Field “tuned” this dimension to another.
to the right “frequency” (the GM may require char-
Game Information: Extra-Dimensional Move-
acters to have some knowledge of dimensional phys-
ment (to a single point in a single dimension,
ics, or some experience with this power, to properly
chosen when the power is purchased). Total
attune a FF), Power Defense, dimensional-energy
cost: 20 points.
based forms of Desolidification, “astral form” Dupli-
cation, or the innate ability to move faster than the
OPTIONS:
speed of light (FTL Travel, some forms of MegaScaled
movement). However, the player and the GM should 1) Multiple Arrival Points: The character can appear
add to or change this list as needed to reflect a charac- in any location in the one dimension he can travel
ter’s specific origin and special effects. to. Total cost: 25 points.
Appendix 133

2) Multiple Dimensions I: The character can travel PAGE 74 — BODY OF METAL


to not just one dimension, but a related group of Effect: Armor (18 PD/18 ED), +20 STR,
them — such as the Elemental Planes or the Seven +4 PD/ED, -4” Knockback
Demonic Realms. The GM decides whether the Target/Area Affected: Self
character can reach any dimension he can travel Duration: Persistent
to automatically, or he needs to make a Naviga- Range: Self
tion (Dimensional) or like Skill Roll to reach his END Cost: 0
intended destination (the latter option may qualify
as a Required Skill Roll). However, he can only Description: The character’s body is made of solid
travel to a single location in each dimension. Total metal, giving him great resistance to injury, higher
cost: 25 points. Strength, and the like. He should also take a Physi-
cal Limitation to represent the problems caused by
3) Multiple Dimensions II: As Multiple Dimensions weighing approximately 1,600 kg.
I, but the character can travel to the physical loca-
tion in the other dimensions corresponding to his Game Information:
physical location in his current dimension. Total Cost Power
cost: 32 points. 43 Armor (18 PD/18 ED), Visible (-¼)
4) Multiple Dimensions III: As Multiple Dimensions 20 +20 STR
I, but the character can travel to any physical loca- 4 +4 PD
tions in each dimension. Total cost: 32 points. 4 +4 ED
8 Knockback Resistance -4”
5) True Dimension-Walking: The character can Total cost: 79 points.
travel to any dimension, but only to a specified
physical location in each one. Total cost: 30 points. OPTIONS:
6) True Dimension-Walking II: The character can 1) Tougher Metal Body: Increase Armor to 24
travel to any dimension, and to the physical loca- PD/24 ED. Total cost for that power 58 points; total
tions in the destination dimension corresponding cost for suite of powers 94 points.
to his physical location in his current dimension. 2) Weaker Metal Body: Decrease Armor to 12
Total cost: 42 points. PD/12 ED, STR to +15, PD to +3, ED to +3, and
7) True Dimension-Walking III: The character can travel Knockback Resistance to -3”. Total cost: 56 points.
to any point in any dimension. Total cost: 45 points. 3) Metal Form: The character doesn’t have a body
8) Dimension Gate: The character can establish a that’s permanently made of metal, but can trans-
two-way “gate” to the other dimension that anyone form himself into a metal shape. Keep Armor,
can use — or even attack through. Change to replace other powers with Density Increase (1,600
Extra-Dimensional Movement (to a single point in kg mass, +20 STR, +4 PD/ED, -4 KB), Reduced
a single dimension, chosen when the power is pur- Endurance (0 END; +½), Persistent (+½) (total
chased), Area Of Effect (One Hex; +½), Continuous cost: 40 points). Total cost: 83 points.
(+1), Usable On Others (+¼) (55 Active Points); 4) Body Of Metal Variant: Substitute, or add, Physi-
Gate (-½). Total cost: 37 points. cal and Energy Damage Reduction, Resistant, 75%.
PAGE 66 — HYPERPERCEPTION Total cost: 120 points.
Effect: Detect Physical Objects
Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Description: The character can extend his senses
through a higher dimension (or has a body that at
least partly exists in such dimensions), thus allow-
ing him to see through/around mere three-dimen-
sional objects.
Game Information: Detect Physical Objects
(INT Roll +2) (Sight Group), Increased Arc
Of Perception (360 Degrees), Telescopic (+10
versus Range Modifier). Total cost: 22 points.
134 ■ Appendix Hero System 5th Edition
PAGE 76 — BALL LIGHTNING OPTIONS:
Effect: Energy Blast 9d6 1) Greater Inspiration: Increase to Aid 4d6. 70
Target/Area Affected: 5” Radius Active Points; total cost 47 points.
Duration: Instant
Range: 450” 2) Lesser Inspiration: Decrease to Aid 2d6. 35
END Cost: 9 Active Points; total cost 23 points.
Description: The character can project a sphere or 3) Touch Of Inspiration: The character must touch
field of electricity at his enemies, which often lets the person whose emotions he wishes to enhance.
him hit many of them at the same time. Increase to Aid 4d6 and remove Ranged (+½). 50
Active Points; total cost 33 points.
Game Information: Energy Blast 9d6, Area Of
4) Boost Of Self-Confidence: The character can use his
Effect (5” Radius; +1). Total cost: 90 points.
ability to enhance emotions on himself, if necessary.
Remove Others Only (-½). Total cost: 52 points.
OPTIONS:
5) Group Inspiration: The character can inspire a
1) Stronger Ball Lightning: Increase to Energy Blast whole group of people in the same area. Add Area
12d6. Total cost: 120 points. Of Effect (5” Radius; +1), Selective (+¼). 90 Active
2) Weaker Ball Lightning: Decrease to Energy Blast Points; total cost 60 points.
6d6. Total cost: 60 points. 6) Inspirational Speech: The character can inspire
3) Deadly Ball Lightning: Substitute RKA 3d6. Total anyone nearby who hears him. Remove Ranged (+½)
cost: 90 points. and add Area Of Effect (4” Radius; +1) and Incanta-
tions (+¼). 75 Active Points; total cost 50 points.
4) Lightning Cone: The character can fill an area
in front of him with blasts of lightning. Change to 7) Inspirational Memory: The effects of the charac-
Area Of Effect (10” Cone; +1) and add No Range ter’s power last for a long time. Add Delayed Recov-
(-½). 90 Active Points; total cost 60 points. ery Rate (points fade at the rate of 5 per Hour; +1).
82 Active Points; total cost 55 points.
5) Mini-Ball Lightning: Instead of projecting one
large ball of lightning, the character shoots several PAGE 85 — INSTILL FEAR
smaller balls of electricity. Change Area Of Effect to
Effect: Drain PRE 3d6
Area Of Effect (One Hex; +½) and add Autofire (3
Target/Area Affected: One character
shots; +1¼). Total cost: 124 points.
Duration: Instant
6) Lightning Field: The character can establish a Range: 185”
zone of electrical discharges that hurts anyone who END Cost: 5
enters it. As long as someone stays in the zone, they
Description: Rather than using the somewhat indi-
take damage. Decrease to Energy Blast 6d6 and
rect route of Mind Control, the character can instill
add Continuous; this makes the power affect a 6”
fear directly in a victim by reducing his PRE (which
Radius. Total cost: 90 points.
makes him far more susceptible to fear-based Pres-
PAGE 84 — INSPIRE ence Attacks).
At the GM’s option, characters could build
Effect: Aid 3d6
other emotion-affecting powers with this model.
Target/Area Affected: One character
For example, Drain EGO might represent the abil-
Duration: Instant
ity to inflict despair and hopelessness.
Range: 185”
END Cost: 0 Game Information: Drain PRE 3d6, Delayed
Description: Mind Control isn’t the only way to Return Rate (points return at the rate of 5 per
inspire another person; you can achieve much the Minute; +¼), Ranged (+½). Total cost: 52 points.
same effect by increasing various Characteristics.
Examples include Inspire Courage (PRE) and OPTIONS:
Inspire Hatred (EGO, to increase EGO Rolls to 1) Instill Terror: Increase to Drain PRE 4d6. Total
withstand something the object of the hatred is cost: 70 points.
doing, like trying to gain information by torturing
the character). The GM should interpret “emotion- 2) Not Quite So Scary: Decrease to Drain 2d6. Total
related Characteristic” carefully, so that characters cost: 35 points.
don’t cause game balance problems with this power. 3) Touch Of Fear: The character must touch the
victim to inflict fear. Increase to Drain 4d6 and
Game Information: Aid 3d6, any emotion-
remove Ranged (+½). Total cost: 50 points.
related Characteristic one at a time (+¼),
Ranged (+½) (52 Active Points); Others Only 4) Lingering Horror: The victim feels the effects of
(-½). Total cost: 35 points. the fear the character inspires for a long time. Add
Delayed Recovery Rate (points return at the rate of
5 per Hour; +1). Total cost: 75 points.
5) Group Panic: The character can scare a large
number of persons in a given area. Add Area Of
Effect (6” Radius; +1) and Personal Immunity (+¼).
Total cost: 90 points.
Appendix 135

PAGE 102 — GRAVITIC POINT DEFENSE PAGE 108 — RADAR-SENSE


Effect: Missile Deflection (all physical Effect: Radar
attacks) Target/Area Affected: Self
Target/Area Affected: Self Duration: Persistent
Duration: Constant Range: Self
Range: Self END Cost: 0
END Cost: 1 Description: The character possesses a unique, radar-
Description: The character can instantly make any like sense that allows him to sense objects all around
physical missile fired at him so heavy that it drops him even if he’s blinded or deafened. His radar-sense
to the ground. belongs to no Sense Group, making it difficult to
disable. However, the presence of large amounts of
Game Information: Missile Deflection (all phys-
physical matter around him — such as when he’s in
ical attacks) (15 Active Points); Costs Endur-
a sandstorm, rainstorm, or blizzard — may create
ance (-½). Total cost: 10 points.
“static” that hinders or blinds his radar.
OPTIONS: Game Information: Radar (no Sense Group), Dis-
criminatory, Increased Arc Of Perception (360
1) Improved Gravitic Point Defense: Add +4 with Mis- Degrees), Range, Sense. Total cost: 32 points.
sile Deflection. 35 Active Points; total cost 23 points.
2) Expanded Gravitic Point Defense: The character OPTIONS:
can use his power to protect his friends as well. Add
the Range (+1) Advantage. 30 Active Points; total 1) Enhanced Radar-Sense I: Add +3 to Radar-Sense
cost 20 points. PER Rolls. Total cost: 35 points.

3) Easy Gravitic Point Defense: The character 2) Enhanced Radar-Sense II: Add Telescopic (+8
doesn’t tire himself out using this power. Remove versus Range Modifier). Total cost: 36 points.
Costs Endurance (-½). Total cost: 15 points. 3) True Radar: The character has a true radar sense,
4) Black Hole Point Defense: The character based on the emission of radio waves. Change to
can alter gravity to such an extent that he can Radar (Radio Group), Discriminatory, Increased Arc
even Deflect energy attacks. Increase to Missile Of Perception (360 Degrees). Total cost: 25 points.
Deflection (all Ranged attacks). 20 Active Points;
PAGE 113 — ICE FORM
total cost 13 points.
Effect: Invisibility to Sight Group; Cha-
PAGE 103 — GRAVITIC SHIELD meleon (-½)
Effect: Force Field (22 PD/18 ED) Target/Area Affected: Self
Target/Area Affected: Self Duration: Constant
Duration: Constant Range: Self
Range: Self END Cost: 2
END Cost: 4 Description: The character can transform his body
Description: The character can manipulate gra- into completely transparent ice, allowing him
vitic energy to create a protective field around to become virtually undetectable... as long as he
himself. The field is slightly more effective stands still.
against physical attacks. Game Information: Invisibility to Sight Group
Game Information: Force Field (22 PD/18 ED). (20 Active Points); Chameleon (-½). Total cost:
Total cost: 40 points. 13 points.

OPTIONS: OPTIONS:

1) Strong Gravitic Shield: Increase to Force Field 1) Easy Ice Form: The character can remain in ice
(27 PD/23 ED). Total cost: 50 points. form effortlessly. Add Reduced Endurance (0 END;
+½). 30 Active Points; total cost 20 points.
2) Weak Gravitic Shield: Decrease to Force Field (17
PD/13 ED). Total cost: 30 points. 2) Body Of Ice I: The character’s body is made of ice
permanently. In addition to this power, he should
consider taking a Physical Limitation to represent
the difficulties his condition imposes. Add Reduced
Endurance (0 END; +½), Persistent (+½), and Always
On (-½) (40 Active Points; total cost 20 points) plus
Armor (12 PD/12 ED) (total cost: 36 points). 40 + 36
= 76 Active Points; total cost 20 + 36 = 56 points.
3) Body Of Ice II: Like Body Of Ice I, but the char-
acter’s body has an even higher degree of resilience.
Replace the Armor with Physical and Energy Damage
Reduction, Resistant, 50% (total cost: 60 points). 40 +
60 = 100 Active Points; total cost 20 + 60 = 80 points.
136 ■ Appendix Hero System 5th Edition
PAGE 118 — MIRROR IMAGE PAGE 138 — COLD WEATHER
Effect: Sight and Hearing Group ENHANCEMENT
Images, -5 to PER Rolls Effect: Aid 3d6, all Magnetism Powers
Target/Area Affected: 4” Radius simultaneously, Only In Cold
Duration: Constant Conditions
Range: No Range Target/Area Affected: Self
END Cost: 4 Duration: See text
Description: The character creates an illusion of Range: Self
five duplicates identical to himself. The image also END Cost: 0
makes it look as if all six “characters” are moving Description: Cold temperatures enhance magne-
around within the 4” radius of the power, and tism. Whenever the character is in cold conditions,
makes all five duplicates mimic whatever the char- his magnetic powers become stronger. “Cold con-
acter does. The illusion even mirrors wounds or ditions” are defined in two ways. First, any tem-
other effects received by the character or one image perature of 40o Fahrenheit (4o Celsius) or below
on all six of them. However, if an attack would “kill” constitutes “cold conditions.” At the GM’s option,
one of the images, it simply disappears, leaving the the gain may be proportionate to the temperature
remaining images behind and unchanged. — the character gains Aid 1d6 from 30-40o F, Aid
If an attacker has no way to figure out which 2d6 from 20-29o F, and Aid 3d6 at 19o F and below.
of the six is the real person (such as making a Second, any time the character is attacked with, or
Smell-based PER Roll to sniff him out), and no otherwise directly exposed to the effects of an Ice/
area-affecting attack big enough to cover the 4” Cold Power, he experiences “cold conditions”; how-
radius, the GM should roll 1d6 for each attack. On ever, the conditions only last as long as the power
a 1, the real character gets hit; otherwise, an image remains in effect (in the case of Instant Powers, the
takes the blow, leaving the character unharmed. Aid applies for the character’s next Full Phase).
In either case, the effect of this power occurs
Game Information: Sight and Hearing Group
automatically; the character doesn’t have to acti-
Images, -5 to PER Rolls, Increased Size (4”
vate it. The Trigger activates the power once per
radius; +½) (45 Active Points); Set Effect (-1),
Minute until the full 18 points’ worth of Aid effect
No Range (-½). Total cost: 18 points.
is achieved. Once the character leaves the cold con-
ditions, the effects of this power fade instantly (this
PAGE 137 — ELECTROMAGNETIC RADAR also occurs if something, such as direct contact
Effect: Radar with a Fire/Heat Power, warms the character up). If
Target/Area Affected: Self the character remains in cold conditions, the power
Duration: Persistent keeps Triggering itself every time the Aid effect
Range: Self fades below 18 points.
END Cost: 0 Game Information: Aid Magnetism Powers 3d6,
Description: The character can emit pulses of elec- all Magnetism Powers simultaneously (+2),
tromagnetic energy, then “read” the pulses as they Delayed Return Rate (points fade at the rate of
bounce off objects and return to him to perceive 5 per Hour; +1), Trigger (activation requires no
the world around him without having to use his action, resets automatically immediately after
eyes. The presence of large amounts of physical activation; +1) (150 Active Points); Only In
matter around him — such as when he’s in a sand- Cold Conditions (effect fades instantly when
storm, rainstorm, or blizzard — may create “static” character leaves cold conditions or is warmed
that hinders or blinds this radar. Also, it does not up; -1), Self Only (-½). Total cost: 60 points
work in an intense magnetic field or other condi-
tions which hinder Radio Group senses. OPTIONS:
Game Information: Radar (Radio Group), Dis- 1) More Efficient Enhancement: Increase to Aid
criminatory, Increased Arc Of Perception (360 4d6. 200 Active Points; total cost 80 points.
Degrees). Total cost: 25 points.
2) Less Efficient Enhancement: Decrease to Aid
2d6. 100 Active Points; total cost 40 points.
OPTIONS:
3) Cold Weather Enhancement Variant: As an
1) Enhanced Electromagnetic Radar I: Add +3 to alternative, a character can simply buy +20 Active
Radar-Sense PER Rolls. Total cost: 28 points. Points; worth of any given power with the Limita-
2) Enhanced Electromagnetic Radar II: Add Telescopic tion Only In Cold Conditions (-1).
(+8 versus Range Modifier). Total cost: 29 points.
Appendix 137

PAGE 150 — PHOBIC MANIPULATION PAGE 154 — TELEPATHY


Effect: Mental Illusions 10d6, No Con- Effect: Telepathy 8d6
scious Control (greatest fear Target/Area Affected: One character
only) Duration: Constant
Target/Area Affected: One character Range: LOS
Duration: Constant END Cost: 4
Range: LOS Description: The character has the ability to read
END Cost: 5 the thoughts in another person’s mind, or to com-
Description: The character can inflict upon the municate with another person mentally by project-
target a convincing illusion of the target’s greatest ing his own thoughts into that person’s mind. The
fear. While the character can activate the power at deeper the character wants to delve into another
will, he has no control over what it shows the char- person’s mind, the more likely it is that his attempt
acter, and in fact doesn’t even know what it shows to find information will fail.
the character — he just activates the illusion, which
Game Information: Telepathy 8d6. Total cost:
then plays out in the victim’s terrified mind.
40 points.
You can use this power as a template for creat-
ing similar abilities based on other emotions and
the like — such as a target’s greatest desire, what the OPTIONS:
target most covets, or the like. 1) Deep Telepathy: Increase to Telepathy 12d6.
Game Information: Mental Illusions 10d6 (50 Total cost: 60 points.
Active Points); No Conscious Control (only to 2) Weak Telepathy: Decrease to Telepathy 6d6.
force target to experience his greatest fear; -1). Total cost: 30 points.
Total cost 25 points.
3) Rapid Telepathy: The character can search the
victim’s mind quickly, gathering a lot of informa-
OPTIONS: tion in a short period of time. Add Autofire (5
1) Terrifying Fear: Increase to Mental Illusions shots; +1½). Total cost: 100 points.
12d6. 60 Active Points; total cost 30 points. 4) Communicative Telepathy: The character can
2) Less Terrifying Fear: Decrease to Mental Illu- only communicate telepathically; he cannot search
sions 8d6. 40 Active Points; total cost 20 points. through another person’s mind for information. Add
Communication Only (-¼). Total cost: 32 points.
3) Uncontrollable Fear: The character simply activates
the illusion and then lets the fear effect run on its 5) Telepathically Deaf: The character can broadcast
own; he need not maintain it or pay any attention to it. his thoughts to other people, but cannot “hear”
Decrease to Mental Illusions 8d6 and add Continuous their thoughts in return. Add Broadcast Only (-½).
(+1) and Uncontrolled (turns off if target is affected Total cost: 27 points.
by or attacked with any other Mental Power; +½). 100 6) Telepathically Mute: The character can hear the
Active Points; total cost 50 points. thoughts of other people, but cannot “speak” his
4) Touch Of Fear: The character must touch the thoughts to them in return. Add Receive Only (-½).
target to inflict terrifying visions. Add No Range (- Total cost: 27 points.
½) and Requires A DEX Roll (assumes a DEX Roll 7) Hidden Telepathy: The character’s Telepathy is
of 14-; -½). Total cost: 17 points. so precise, and his skill with using it so great, that
he can often conceal from the victim the fact that
he (the character) has read the victim’s mind. Add
Telepathy +6d6 (30 Active Points); Only To Make
Telepathy Undetectable By Victim (-1) (total cost:
15 points). 40 + 30 = 70 Active Points; total cost 40
+ 15 = 55 points.
138 ■ Appendix Hero System 5th Edition
PAGES 156-57 — MIND TRANSFER To reverse a Mind Transfer, the character
Effect: Major Transform 6d6 (transfer simply uses the power again. For ease of game play,
character’s mind to victim’s the GM can assume this succeeds unless the victim
body), Side Effects (transfer does not want to leave the character’s body for
victim’s mind into character’s some reason.
body) Mind Transfer is a rare, and rarely-used,
Target/Area Affected: One character power. While it is extremely powerful, it poses a lot
Duration: Instant of dangers for the character — even most heroes
Range: LOS find the risk of being trapped outside their own
END Cost: 20 bodies terrifying.
Description: The character has the ability to “switch Game Information: Major Transform 6d6
minds” with the target. The character’s mind ends (transfer character’s mind to victim’s body;
up in the target’s body, while the target’s mind ends heals back through application of the same
up in the character’s body. power), BOECV (Mental Defense applies; +1),
If Mind Transfer succeeds, the character shifts Works Against EGO, Not BODY (+¼) (202
his mind into the victim’s body (the “host body”). He Active Points); Limited Target (humans; -½),
retains the following: his own EGO, INT, and PRE All Or Nothing (-½), Side Effects (transfer vic-
Characteristics; all INT-, EGO-, and PRE-based Skills; tim’s mind into character’s body, automatically
all Skills which are not necessarily based on INT or happens; -2). Total cost: 50 points.
EGO but which reflect intellectual learning with no
physical skills (for example, Languages transfer; TFs, OPTIONS:
which require some physical abilities, do not); and
all of his mental and psionic powers. However, he 1) Transfer Touch I: The character must touch the
retains none of his physical Characteristics or abili- victim to accomplish a Mind Transfer. Add No
ties. Instead, he can use all of the host body’s physical Range (-½). Total cost: 45 points.
Characteristics and abilities (even superpowers), 2) Transfer Touch II: The character must touch the
including physical Skills (such as Climbing, Combat victim skin-to-skin to accomplish a Mind Transfer.
Driving, and most types of Skill Level). In some cases Add Skin Contact Required (-1). Total cost: 40 points.
the GM may require the character to succeed with 3) Tiring Transfer: The transferral process is par-
EGO Rolls to make the host body function properly, ticularly tiresome. However, if it works, it leaves the
at least for the first few Turns of use. victim’s mind in a body that’s weary. Add Increased
Meanwhile, the mind that used to inhabit the Endurance Cost (x2 END; -½). Total cost: 45 points.
host body has been shunted to the character’s body.
It has the same benefits — it keeps its mental-ori- 4) Easy Transfer: Effecting a Mind Transfer doesn’t
ented abilities, but uses the physical abilities of the tire the character out at all. Add Reduced Endurance
character’s body. If possible, characters often have (0 END; +½). 247 Active Points; total cost 62 points.
themselves restrained before they use this power; 5) Slow Mind Transfer: The character may have to
that way the victim can’t wander off and harm the spend a little longer attacking the victim to accom-
character’s body somehow. If either body becomes plish the Mind Transfer, but he usually succeeds
Stunned or Knocked Out, the mind within it suf- eventually. Decrease to Major Transform 4d6 and
fers the same effect; if for some reason the char- remove All Or Nothing (-½). 135 Active Points;
acter transfers his mind into a body that’s already total cost 39 points.
Stunned or Knocked Out, he instantly suffers the
6) Mind Shunting: Some extremely powerful psion-
same fate when the transfer succeeds (and the
ics have perfected the ability of “mind shunting”
victim’s mind becomes conscious or not Stunned,
(also called “possession”), in which they project
since it’s now in a conscious and aware body). If
their mind into a host body while ejecting the
either body dies, the mind within it dies as well.
victim’s mind into some nearby object or “the back
Once the character’s mind is in the host body,
of ” the host body’s mind where it can do nothing.
he can, if he so desires, use Mind Transfer again to
Change Side Effect to Character’s Body Is Helpless
“jump” from the host body to another host body.
And Incapacitated While Character Uses Mind
The mind of host body #2 would then take up resi-
Shunting (-1). Total cost: 67 points.
dence in host body #1, while the character’s mind
occupied host body #2. A character could mentally 7) Mind Switch I: Instead of transferring his mind
“jump” through an entire crowd of people this way, into someone else’s body, the character can switch
possibly leaving a mighty confused group of vic- the minds of two other people. Remove Side Effects
tims in his wake. (-2) and add Must Be Rapid Fired (character must
For the purposes of Mind Transfer, SPD is attack both targets in the same Phase with this
a physical Characteristic. If a change in SPDs is power; -0). Total cost: 101 points.
involved, the GM should use the Optional Speed 8) Mind Switch II: As Mind Switch I, but the char-
Change rules on page 357 of the HERO System acter must touch each of the victims to accomplish
5th Edition, Revised. If the GM does not use those the switch. Change Must Be Rapid Fired to Must
rules, he should adjudicate the situation fairly and Use Sweep (-0) and add No Range (-½). Total cost:
not cheat either of the characters involved out of 81 points.
any Phases.
Appendix 139

PAGE 161-62 — DETECT MINDS PAGE 162 — FINDING


Effect: Detect Minds Effect: Detect Stolen/Lost Item
Target/Area Affected: Self Target/Area Affected: Self
Duration: Persistent Duration: Constant
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: The character can sense the presence Description: This power allows a character to find
of other minds near his, making it easy to, among an item that a someone has lost, or which has been
other things, track targets in combat when the stolen. He must “attune” himself to the person (this
character cannot use his eyesight. The character can requires 1 Turn concentrating on the person while
also tell if the minds he perceives have any mental in the person’s presence), and then can locate miss-
or psionic powers, including the type of power (or ing or stolen items which still carry that person’s
its typical effects) and its rough power level (“much “psychic signature.” However, he must be in fairly
stronger than mine,” “about the same as mine,” and close proximity to the item to have a respectable
so forth). He can make the same determinations chance to perceive it; otherwise the Range Modifier
about the target’s INT and EGO. He does not, how- makes the task virtually impossible. The character
ever, know what the target’s Psychological Limita- can only perceive a single person’s objects at a time.
tions are; that requires Telepathy.
Game Information: Detect Lost/Stolen Items
Game Information: Detect Minds (INT Roll) (INT Roll) (Mental Group), Discriminatory
(Mental Group), Discriminatory, Increased Arc (10 Active Points); Can Only Detect A Single,
Of Perception (360 Degrees), Sense, Targeting. Attuned, Person’s Items At A Time (-½), Non-
Total cost: 27 points. persistent (-¼). Total cost: 6 points.

OPTIONS: OPTIONS:
1) Enhanced Detect Minds: Increase to INT Roll +3. 1) Enhanced Finding: Increase to INT Roll +5. 15
Total cost: 30 points. Active Points; total cost 9 points.
2) Precise Detect Minds: The character’s ability to 2) Distant Finding: The character has an easier time
perceive other minds is so acute that he can discern finding objects at great distances than the average
exactly which mental and psionic powers the target finder. Add Telescopic (+8 versus Range Modifier).
has, including their Active Points or DCs within 14 Active Points; total cost 8 points.
about +/-10%. He can also determine the INT and 3) Itemhunter: The character can follow the “psy-
EGO of the mind within 1-2 points. Add Analyze. chic trail” left by a lost or stolen object. The trail
Total cost: 32 points. dissipates over time (impose a -1 to the PER Roll
3) Distant Detect Minds: The character can perceive for each step down the Time Chart since the target
minds that are far away with less difficulty than passed this way). Add Tracking. 15 Active Points;
normal. Add Telescopic (+10 versus Range Modi- total cost: 9 points.
fier). Total cost: 32 points.
PAGE 179 — MICROSIZE
4) Mindhunter: The character can follow the
“mental trail” left by a person’s mind. The trail dis- Effect: Shrinking (.032 m tall)
sipates over time (impose a -1 to the PER Roll for Target/Area Affected: Self
each step down the Time Chart since the target Duration: Constant
passed this way), and other minds “crossing the Range: Self
path” of the target mind can also confuse the char- END Cost: 6
acter’s perceptions (-1 to -5 penalty). Add Tracking. Description: The character can shrink to a height
Total cost: 32 points. of as little as .032 meters (about 1 inch). While at
that height, he’s much harder to perceive, or to hit
in combat, but he gets knocked around easily if an
attack does hit him.
Game Information: Shrinking (.032 m tall
[about 1 inch], .0004 kg mass, -12 to PER Rolls
to perceive character, +12 DCV, takes +18”
KB). Total cost: 60 points.
140 ■ Appendix Hero System 5th Edition
OPTIONS: PAGE 183 — ENTER THE MICROVERSE!
1) Picosize: Increase to (.008 m tall [about .25 Effect: Extra-Dimensional Movement
inch], .0000063 kg mass, -16 to PER Rolls to per- Target/Area Affected: Self
ceive character, +16 DCV, takes +24” KB). Total Duration: Constant
cost: 80 points. Range: Self
END Cost: 2
2) Miniature Size: Decrease to (.125 m tall [about
4 inches], .025 kg mass, -8 to PER Rolls to perceive Description: The character can shrink down to such
character, +8 DCV, takes +12” KB). Total cost: 40 tiny sizes that he enters the Microverse — the atomic
points. and sub-atomic level of reality, where a single mol-
ecule can be an island, or even a solar system! This
3) Easy Microsize: Changing size only stresses the effectively means the character is in another reality
character’s metabolism while he’s doing it; once he altogether, since normal-size persons cannot perceive
stops shrinking, he can remain at reduced height or interact with him in any way. However, he needs
without difficulty. Add Costs Endurance Only To special powers (such as the Transdimensional Energy
Activate (+¼). Total cost: 75 points. Blasts described above) to affect normal-sized real-
4) Tiring Microsize: Remaining at tiny sizes places ity, and also a special sense (Spatial Correspondence
a significant strain on the character’s body. Add Detection, below) to keep himself oriented with
Increased Endurance Cost (x2 END; -½). 60 Active regard to normal-sized space.
Points; total cost 40 points.
Game Information: Extra-Dimensional Move-
5) Small But Slow: While small, the character can’t ment (any location in a single dimension [the
run very fast. Add Side Effect (reduce Running by -1” Microverse], corresponding to the point char-
per 10 points of Shrinking, to a minimum of 1”, always acter is at in this dimension). Total cost: 22
occurs; -½). 60 Active Points; total cost 40 points. points.
6) Small But Weak: While small, the character can’t
exert his full Strength. Add Side Effect (reduce STR OPTIONS:
by 5 points per 10 points of Shrinking, to a mini-
1) Come See The Microverse: The character can
mum of -30, always occurs; -½). 60 Active Points;
shrink some of his comrades down and bring them
total cost 40 points.
into the Microverse with him. Add x8 Increased
7) Let’s Get Small: The character can make his Mass. Total cost: 37 points.
friends tiny, too. Add Usable Simultaneously (up to
four people at once; +¾). Total cost: 105 points. PAGE 187 — ENTER THE DREAMZONE
Effect: Extra-Dimensional Movement
PAGE 183 — GIGANTIC PHYSIQUE Target/Area Affected: Self
Effect: +20 CON, No Figured Charac- Duration: Constant
teristics, Linked to Growth Range: Self
Target/Area Affected: Self END Cost: 2
Duration: Constant
Description: The character can enter the Dreamzone,
Range: Self
the plane of existence where all dreams currently being
END Cost: 0
dreamed exist. While in the Dreamzone, the character
Description: As he grows, the character becomes can physically interact with dream-beings and dream-
even hardier and more resistant to being stunned objects. This may prove quite dangerous, since the local
than normal growing characters. He gains +5 dreamscape can shift quickly (sometimes in the blink
CON per 15 points of Growth (adjust the cost of an eye), and even at the best of times often proves
to suit if the character has less than 60 points’ difficult to understand and cope with.
worth of Growth). If the character wants to affect the physical world
while he’s in the Dreamzone, he needs powers with
Game Information: +20 CON (40 Active
the Transdimensional Advantage. He usually also
Points); Linked (to Growth, gains +5 CON per
needs some Skill or sense (such as Navigation (Astral),
15 points of Growth; -¼), No Figured Charac-
Navigation (Dreamzone), or the like) to orient himself
teristics (-½). Total cost: 23 points.
to physical reality, or else he may not emerge from the
Dreamzone where he expects to.
OPTIONS:
Game Information: Extra-Dimensional
1) Really Gigantic Physique: Increase to +40 CON Movement (any location in a single dimen-
(+10 CON per 15 points of Growth). 80 Active sion [the Dreamzone], corresponding to the
Points; total cost 46 points. point character is at in this dimension). Total
2) And Tougher, Too: Remove No Figured Charac- cost: 22 points.
teristics (-½). Total cost: 32 points.
OPTIONS:
1) Dream Vacation: The character can bring some
of his comrades into the Dreamzone with him. Add
x8 Increased Weight. Total cost: 37 points.
Appendix 141

PAGE 211 — SUPER-STRONG BREATH OPTIONS:


Effect: Energy Blast 8d6 Double 1) Louder Thunderclap: Increase to Hearing Group
Knockback, Dispel Fire Powers Flash 12d6. 90 Active Points; total cost 36 points.
8d6, Dispel Gas/Smoke/Mist
Powers 8d6 2) Softer Thunderclap: Decrease to Hearing Group
Target/Area Affected: One character Flash 6d6. 45 Active Points; total cost 18 points.
Duration: Instant 3) Thunderclap Variant: This version of the power
Range: 350”/360”/360” is slightly simpler to work with. Hearing Group
END Cost: 7 Flash 8d6, Explosion (+½), Hole In The Middle (the
Description: The character’s super-strong lungs one hex the character is standing in when he uses
make it possible for him to breathe with great the power; +¼) (42 Active Points); No Range (-½),
strength, which has a variety of effects. First, he can Extra Time (Full Phase; -½), Restrainable (-½).
hit his enemies with a blast of breath that sends Total cost: 17 points.
them tumbling head over heels. Second, he can 4) Skillful Thunderclap: The character has to clap
blow out raging fires (and Fire-based superpowers) his hands together just right or this power doesn’t
the way normal people blow out candles. Third, he work. Add Requires A Strength Tricks Roll (-½).
can blow away gases, mists, and smokes (or, in some Total cost: 20 points.
cases, suck them into his lungs and then blow them
out somewhere where they can’t cause harm). PAGE 213 — SUPER-LEAPING
Game Information: Effect: Leaping +28”, Leaping +8”
MegaScale
Cost Power
Target/Area Affected: Self
48 Super-Strong Breath: Multipower, 72-points
Duration: Constant
reserve; all Requires A Strength Tricks Roll
Range: Self
(-½)
END Cost: 3/1
5u 1) Blast Of Breath: Energy Blast 8d6,
Double Knockback (+¾); Requires A Description: The character’s leg muscles are so
Strength Tricks Roll (-½) strong that he can leap prodigious distances.
5u 2) Blowing Out Fires: Dispel Fire Powers This power is built as if the character has 60
8d6, all Fire powers simultaneously (+2); STR.
Requires A Strength Tricks Roll (-½) Game Information:
5u 3) Blowing Away The Mist: Dispel Gas/
Cost Power
Smoke/Mist Powers 8d6, all Gas/Smoke/Mist
28 Super-Leaping: Multipower, 28-point reserve
powers simultaneously (+2); Requires A
3u 1) Basic Super-Leaping: Leaping +28” (40”
Strength Tricks Roll (-½)
forward, 20” upward)
Total cost: 63 points.
1u 2) MegaLeaping: Leaping +8”, MegaScale
OPTIONS: (1” = 1 km, leap takes 1 Phase per km; +¼)
(20 km forward, 10 km upward)
1) Strong Breath: Increase Multipower reserve to Total cost: 32 points.
90 points, slot one to EB 10d6, and the last two slots
to Dispel 10d6. Total cost: 78 points. OPTIONS:

PAGE 212 — THUNDERCLAP 1) Strong Legs: Increase Multipower reserve to 38


points, slot one to Leaping +38”, and slot 2 to Leap-
Effect: Hearing Group Flash 8d6,
ing +18”. Total cost: 44 points.
Explosion, Does Knockback
Target/Area Affected: 24” radius 2) Weak Legs: Change to Leaping +18” (30” forward,
Duration: Instant 15” upward), x16 Noncombat. Total cost: 33 points.
Range: No Range
END Cost: 6
Description: The character claps his hands together
with such great strength that he creates a concus-
sive wave of sound and air that deafens everyone
near him, and may knock them back. If he’s Entan-
gled, or someone Grabs him, he can’t use the power
because he can’t swing his arms for the clap.
Game Information: Hearing Group Flash 8d6,
Explosion (-1d6/3”; +1), Hole In The Middle
(the one hex the character is standing in when
he uses the power; +¼), Does Knockback (+¼)
(60 Active Points); No Range (-½), Extra Time
(Full Phase; -½), Restrainable (-½). Total cost:
24 points.
142 ■ Appendix Hero System 5th Edition
PAGE 223 — SHUT YOUR MOUTH PAGE 233 — STOP TIME
Effect: Darkness to Hearing Group, Effect: Extra-Dimensional Movement
Only To Prevent Speech (stop time)
Target/Area Affected: One character Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: 60” Range: No Range
END Cost: 1 END Cost: 4
Description: The character uses his telekinetic Description: The character can stop time, “freezing”
powers to hold a target’s mouth shut and tongue everyone and everything in place (even “stopping”
motionless, preventing him from speaking. energy such as gravity or fire). He himself remains
immune to this effect, and can take whatever
Game Information: Darkness to Hearing Group
actions he wants to.
1” radius, Usable As Attack (defense is Teleki-
Obviously this power has significant potential
nesis, STR greater than the character’s Teleki-
for unbalancing the campaign, particularly given
nesis STR, a PD Force Field, or anything that
its low cost. It requires a great deal of common
hides the target’s mouth from the character’s
sense interpretation by the GM, and responsibility
view; +1), Ranged (+½) (12 Active Points);
on the part of the player, so GMs should evaluate it
Only Affects One Character (-½), Only To Pre-
carefully before allowing it in play. In most cases it
vent Speech (-1). Total cost: 5 points.
works better as a “plot device” or NPC’s power than
as an ability possessed by PCs.
OPTIONS:
Game Information: Extra-Dimensional Move-
1) Muzzle: By holding the target’s mouth shut, the ment (“travel” to the “dimension” where time is
character also prevents him from biting. Add stopped for everyone but the character, to any
Drain HKA 4d6, Ranged (+½), Delayed Return point in that “dimension” corresponding to his
Rate (points return at the rate of 5 per Minute; current location in normal space-time). Total
+¼) (70 Active Points); Linked (-¼), Only Bite- cost: 40 points.
Based HKAs (-1½), Points Fade Immediately
If Darkness Deactivated (-½) (total cost: 21 OPTIONS:
points). 12 + 70 = 82 Active Points; total cost 5
1) Time Manipulation: The character can do more
+ 21 = 26 points.
than just stop time — he can make it run backwards
and forwards. This power presents even greater possi-
2) Skillful Shutting: The character has to grab the
bilities for abuse than Stop Time, and requires greater
target just right or he can’t shut the target’s mouth.
oversight by the GM. Add related group of dimen-
Add Requires A Telekinetic Tricks Roll (-½). Total
sions (various points in time). Total cost: 45 points.
cost: 4 points.
PAGE 236 — TIME TRAVEL
PAGE 231 — TELEPORTATION SENSE
Effect: Extra-Dimensional Movement
Effect: Clairsentience (Sight Group)
(time travel)
Target/Area Affected: Self
Target/Area Affected: Self
Duration: Instant
Duration: Constant
Range: 1,600”/100,000 km
Range: Self
END Cost: 4
END Cost: 5
Description: The character has an innate sense for
Description: The character can travel through time,
where he can teleport to, thus ensuring that he tele-
instantly reaching any date he desires. Like the Stop
ports safely.
Time power, this power can cause significant prob-
Game Information: lems in the game, and requires a lot of reasonable
Cost Power interpretation by the GM.
27 Teleportation Sense: Multipower, 67-point Game Information: Extra-Dimensional Move-
reserve, all Only To Perceive Teleportation ment (any date in history or the future, cannot
Locations (-1), Instant (-½) physically travel between locations). Total cost:
2u 1) Short-Range Sense: Clairsentience (Sight 67 points.
Group), Targeting, 16x Range (1,600”); Only
To Perceive Teleportation Locations (-1),
OPTIONS:
Instant (-½)
3u 2) Long-Range Sense: Clairsentience (Sight 1) Restricted Time Travel: The character can only
Group), Targeting, MegaScale (1” = 1,000 km, time travel within a specific time period (such as
can scale down to 1” = 1 km; +1¼); Only To only during his lifetime, only in the twentieth cen-
Perceive Teleportation Locations (-1), Instant tury, or only to any May 22nd throughout time).
(-½) Total cost: 45 points.
Total cost: 32 points.
2) Want To Visit 1536?: The character can take sev-
eral friends along with him through time. Add x8
Increased Weight. Total cost: 82 points.
Appendix 143

3) Time Shift Touch: The character can, by touching 4) Blinding Spores: The spores also get into the
another character, send him through time against his victim’s eyes, stinging and blinding him. Add Sight
will. Add Usable As Attack (defense is Extra-Dimen- Group Flash 4d6 (20 Active Points); Linked (-½)
sional Movement, Teleportation, time-manipulation (total cost: 13 points). 40 + 20 = 60 Active Points;
powers, or Power Defense; +1). Total cost: 134 points. total cost 27 + 13 = 40 points.
5) Strong Spore Emission: The character’s spore-
PAGE 252 — WINDRIDING
cloud is so compact, and so powerfully projected at
Effect: Flight 15” the target, that it can work underwater or in windy
Target/Area Affected: Self conditions. Remove Not In High Winds, Rain, Or
Duration: Constant Water (-¼). Total cost: 32 points.
Range: Self
END Cost: 3 6) Spore Touch: The character cannot project his
spores any distance at all; he must “puff ” them right
Description: The character harnesses the wind to into the target’s face. Replace Limited Range (-¼)
pick himself up and fly. with No Range (-½). Total cost: 23 points.
Game Information: Flight 15”. Total cost: 30 7) Spore Cloud: The character can emit a cloud of
points. spores large enough to affect multiple targets. Add
Area Of Effect (4” Radius; +1). 60 Active Points;
OPTIONS: total cost 40 points.
1) Fast Windriding I: Increase to Flight 20”. Total 8) Limited Spores: The character can only generate
cost: 40 points. eight spore-clouds a day. Add 8 Charges (-½). Total
cost: 20 points.
2) Fast Windriding II: Increase to Flight 18”, x8 Non-
combat. Total cost: 46 points. PAGE 263 — TRANSFERENCE TOUCH
3) Slow Windriding: Decrease to Flight 10”. Total Effect: Multiform (into self with
cost: 20 points. extra powers) plus Transform
4) Group Windriding: The character can bring some of (person into person with no
his friends along when he flies. Add Usable Simultane- superpowers or exceptional
ously (up to 8 people at once; +1) (60 Active Points); abilities)
Recipients Must Remain Within 4” Of Character (-½). Target/Area Affected: Self/One character
60 Active Points; total cost 40 points. Duration: See text
Range: Touch
PAGE 254 — CHOKING SPORES END Cost: 22
Effect: Energy Blast 4d6, NND Description: This power gives the character the
Target/Area Affected: One character ability to temporarily steal all the powers, abili-
Duration: Instant ties, skills, and memories of another character. The
Range: 4” character “transforms” into a “version” of himself
END Cost: 6 with all his abilities (including this one), plus all
Description: The character can emit or project a the abilities stolen from the target (including any
small cloud of spores that make the target cough, “negative” abilities, such as Disadvantages associ-
choke, and feel ill. The power only has a range of ated with the powers). The target “transforms” into
about 26 feet (4”), and won’t work at all in windy, a version of himself that’s an average member of
rainy, or underwater conditions. his species, with no superpowers or exceptional
abilities, though he retains all his memories. For
Game Information: Energy Blast 4d6, NND example, a human victim would have 8 in all Pri-
(defense is Life Support [Self-Contained Breath- mary Characteristics, no Skill Rolls above an 11-,
ing]; +1) (40 Active Points); Limited Range (4”; and so forth. The character can only steal the innate
-¼), Not In High Winds, Rain, Or Water (-¼). abilities and powers of the victim; he cannot steal
Total cost: 27 points. abilities derived from technology (Foci) or other
“external” powers.
OPTIONS: To use this power, the character must touch
the target, and the duration of their respective
1) Powerful Spores: Increase to Energy Blast 6d6. changes varies based on the duration of the contact
60 Active Points; total cost 40 points. between them. The change occurs as soon as the
2) Mild Spores: Decrease to Energy Blast 3d6. 30 character successfully attacks the target. Then, for
Active Points; total cost 20 points. every Phase (not Segment) the character maintains
3) Incapacitating Cough: The coughing and chok- skin-to-skin contact with the victim, the character
ing caused by the spores also make it impossible for retains the victim’s powers for 1 Turn (this duration
the victim to take any other actions. Add Entangle begins running as soon as skin-to-skin contact is
2d6, 2 DEF, Takes No Damage From Attacks (+½) broken). At the end of that time, the character auto-
(30 Active Points); Linked (-½), Cannot Form matically reverts back to what he was like before
Barriers (-¼) (total cost: 17 points). 40 + 30 = 70 he used the power, and the victim regains all of his
Active Points; total cost 27 + 17 = 44 points. stolen abilities and powers. At the GM’s option, a
lengthy contact (many minutes or hours) might
144 ■ Appendix Hero System 5th Edition
INDEX result in a permanent transference of abilities; that Game Information: Multiform (assume up to
should be handled as an in-game plot device or eight different forms which include all the char-
For an Index to The “radiation accident.” acter’s current abilities plus abilities and related
UNTIL Superpowers In game terms, this power consists of two Disadvantages absorbed from the victim, with
Databse II, please visit Linked abilities. The first is a Multiform — the no form or combination of forms totalling more
http://www.herogames. character transforms from his standard self into than 3,000 Character Points; Multiforms must
com his standard self with all the abilities and powers have a Physical Limitation specifying that they
of the victim. The Multiform has a cap of 3,000 revert back to the true form after having the
Character Points’ worth of abilities, meaning powers for 1 Turn per Phase of contact) (615
the character can potentially absorb the abilities Active Points); Linked (-¼) (total cost: 492
of a single incredibly powerful person, or more points) plus Major Transform 15d6 (person
than one lesser-powered person at once (to a into person with no exceptional abilities) (225
maximum of eight, the number of Multiforms Active Points); Skin Contact Required (-1),
the character has). If the target has more than Linked (-½), Limited Target (living beings; -¼),
3,000 points’ worth of abilities, or if his abilities All Or Nothing (-½) (total cost: 69 points). 615
would take the character over the 3,000 point + 225 = 840 Active Points; total cost 492 + 69
limit when added to the ones the character cur- = 561 points.
rently has, the power fails to work altogether. The
power also fails to work if the Transform of the OPTIONS:
victim fails to work.
Ordinarily characters should not use Multi- 1) Tiring Transference: Taking on another person’s
form in this “floating” way, without precisely defin- powers and abilities wearies the character even
ing the abilities of the alternate form(s). However, further. Add Costs Endurance (to activate; -½) to
allowing a “floating Multiform” is acceptable in this Multiform. 615 + 225 = 840 Active Points; total cost
instance because of the other restrictions on the 351 + 69 = 420 points.
ability. This power also uses an optional rule for 2) Ranged Transference: The character doesn’t have
Linking two powers to each other. to establish skin-to-skin contact with the victim to
Obviously, this ability is incredibly powerful, steal his abilities, he can do so at range! Remove No
and the GM should allow it into his game only after Range (-½) and Skin Contact Required (-1) from
carefully considering its potential effects on game Transform. 615 + 225 = 840 Active Points; total cost
balance. For a similar ability, see Mimicking, below. 492 + 100 = 592 points.
3) Stunning Transference: The loss of all his powers
and exceptional abilities stuns the victim. Apply
this damage to his defenses and STUN total before
he’s Transformed, then apply whatever damage he
took to his new form. Add Drain STUN 12d6 (120
Active Points); Linked (-½) (total cost: 80 points).
615 + 225 + 120 = 960 Active Points; total cost 492
+ 69 + 80 = 641 points.

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