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Boo yah.

HU2: Heroes Unlimited 2nd Edition


AUGG: Aliens Unlmited Galaxy Guide
PU1: Powers Unlimited One
PU2: Powers Unlimited Two

Minor Powers
01-05: Heightened Senses
01-12: Heightened Sense of Awareness (PU1)
13-24: Heightened Sense of Balance (PU1)
25-37: Heightened Sense of Hearing (HU2)
38-49: Heightened Sense of Recall (PU1)
50-62: Heightened Sense of Smell (HU2)
63-75: Heightened Sense of Taste (HU2)
76-87: Heightened Sense of Time (PU1)
88-00: Heightened Sense of Touch (HU2)
06-10: Supervision
01-12: Supervision: Acute Sight (PU1)
13-25: Supervision: Advanced Sight (HU2)
26-38: Supervision: Circular Vision (PU1)
39-50: Supervision: Nightvision (HU2)
51-62: Supervision: Paranormal Sight (PU1)
63-75: Supervision: Thermal Vision (PU1)
76-87: Supervision: Ultraviolet & Infrared (HU2)
88-00: Supervision: X-Ray (HU2)
11-15: Enhanced Attributes
01-12: Extraordinary Mental Affinity (HU2)
13-25: Extraordinary Mental Endurance (HU2)
26-38: Extraordinary Physical Beauty (HU2)
39-50: Extraordinary Physical Endurance (HU2)
51-62: Extraordinary Physical Prowess (HU2)
63-75: Extraordinary Physical Strength (HU2)
76-87: Extraordinary Speed (HU2)
88-00: Superhuman Strength (HU2)
16-21: Mental Powers
01-10: Battle Rage (PU1)
11-20: Bookworm (PU1)
21-30: Criminal Intuition (PU1)
31-40: Horror Factor (HU2)
41-50: Iron Will (PU1)
51-60: Living Anatomy (PU1)
61-70: Mental Stun (HU2)
71-80: Multi-Tasking (PU1)
81-90: Sleeplessness (PU1)
91-00: Speed Tasking (PU1)
22-27: Extrasensory Powers
01-10: Abnormal Energy Sense (PU1)
11-20: Danger Sense (PU1)
21-30: Life Sense (PU1)
31-40: Mechanical Awareness (PU1)
41-50: Motion Detection (PU1)
51-60: Sense Death & Destruction (PU1)
61-70: Sensory Orb (PU1)
71-80: Radar (HU2)
81-90: Sonar (PU1)
91-00: Ultra-Hearing (PU1)
28-31: Enhanced Structural Capacity
01-14: Giant (PU1)
15-28: Hardened Skin (PU1)
29-42: Healing Factor (HU2)
43-56: Heavyweight (PU1)
57-70: Hyperdensity (PU1)
71-84: Increased Durability (PU1)
85-00: Indestructible Bones
32-40: Augmented Biology
01-07: Adrenaline Surge (PU1)
08-14: Alter Physical Body (HU2)
15-21: Anatomical Independence (PU1)
22-28: Body Weapons (HU2)
29-35: Claws (PU1)
36-42: Venomous Attack (PU1)
43-49: Enlarge Body Parts (PU1)
50-56: Hold Breath (PU1)
57-63: Lightning Reflexes (PU1)
64-70: Longevity (PU1)
71-77: Physical Perfection (PU1)
78-84: Stench (PU1)
85-91: Super Hibernation & Stasis Field (PU1)
92-00: Space Native (Minor) (AUGG)
41-45: Stealth Powers
01-14: Blur (PU1)
15-29: Mask-No Face, No Identity (PU1)
30-43: Nightstalking (HU2)
44-57: Unnoteworthy-Forgettable (PU1)
58-71: Un-Traceable (PU1)
72-86: Shadow Meld (PU1)
87-00: Shadow Shaping (PU1)
46-49: Locomotion
01-13: Adhesion (HU2)
14-25: Enhanced Leaping (PU1)
26-37: Sliding (PU1)
38-50: Super Bounce (PU1)
51-63: Super Burrowing (PU1)
64-75: Side-Step (PU2)
76-87: Underwater Abilities (HU2)
88-00: Wave Rider (PU1)
50-54: Flight
01-13: Flight: Energy (PU1)
14-25: Flight: Glide (HU2)
26-37: Flight: Hover (PU1)
38-50: Flight: Insect (PU1)
51-63: Flight: Force Disk (PU1)
64-75: Flight: Space (AUGG)
76-87: Flight: Winged (HU2)
88-00: Flight: Wingless (HU2)
55-61: Impervious
01-07: Energy Resistance (HU2)
08-14: Immune to Magic (PU1)
15-22: Immune to Psionics (PU1)
23-29: Impact Resistance (PU1)
30-36: Impervious to Cold & Freezing (PU1)
37-43: Impervious to Control & Possession (PU1)
44-50: Impervious to Disease & Illness (PU)
51-58: Impervious to Energy & Electricity (PU1)
59-65: Impervious to Fear & Terror (PU1)
66-72: Impervious to Fire & Heat (HU2)
73-79: Impervious to Light & Lasers (PU1)
80-86: Impervious to Poisons & Toxins (PU1)
87-93: Impervious to Shadows & Darkness (PU1)
94-00: Impervious to Sound & Vibrations (PU1)
62-63: Matter Expulsion
01-14: Bubble Glue (PU1)
15-28: Gun Limb (PU1)
29-42: Resin (PU1)
43-56: Sleep Dust (PU1)
57-70: Swing Line (PU1)
71-85: Spit Spikes (PU2)
86-00: Quills & Spines (PU1)
64-73: Energy Expulsion
01-07: Energy Expulsion: Cold (PU1)
08-14: Energy Expulsion: Directed Sound (PU1)
15-21: Energy Expulsion: Electrical Field (HU2)
22-28: Energy Expulsion: Electricity (HU2)
29-35: Energy Expulsion: Electromagnetic Pulse (PU1)
36-42: Energy Expulsion: Energy (HU2)
43-49: Energy Expulsion: Energy Aura (PU1)
50-56: Energy Expulsion: Fire (HU2)
57-64: Energy Expulsion: Flame Ring (PU1)
65-71: Energy Expulsion: Force (PU1)
72-78: Energy Expulsion: Force Blast (PU1)
79-85: Energy Expulsion: Icy Mist (PU1)
86-92: Energy Expulsion: Plasma (PU1)
93-00: Energy Expulsion: Sonic Screech (PU1)
74-83: Energy Control
01-06: Bend Light (HU2)
07-12: Charge Object with Explosive Energy (PU1)
13-18: Conduct Electricity (PU1)
19-25: Detonation/Explosive Power (PU1)
26-31: Disintegration (PU1)
32-37: Energy Claws (PU1)
38-43: Energy Shield (PU1)
44-50: Energy Whip (PU1)
51-56: Exploding Spheres (PU1)
57-62: Frequency Absorption (PU1)
63-68: Glow Bug (PU1)
69-75: Personal Force Field (PU1)
76-81: Power Bands (PU1)
82-87: Seismic Power (PU1)
88-93: Tractor Beam (PU1)
94-00: Warp Sound (PU1)
84-87: Extra/Enhanced Limbs
01-25: Alter Physical Structure of Limb (PU1)
26-50: Antennae (PU1)
51-75: Multiple Limbs (HU2)
76-00: Tentacles of Hair (PU1)
88-90: Dimension Warping
01-25: Doorway (PU1)
26-50: Instant Wardrobe (PU1)
51-75: Instant Weapon (PU1)
76-00: Shadow Stepping (PU1)
91-94: Animal/Nature Abilities
01-16: Animal Brother (PU1)
17-33: Beast Master (PU1)
34-50: Feral (PU1)
51-67: Healing Power (PU1)
68-84: Lunar Strength (PU1)
85-00: Solar Powered (PU1)
95-96: Matter Control
01-20: Color Manipulation (PU1)
21-40: Earth Empowerment (PU1)
41-60: Fabric/Cloth Material Animation (PU1)
61-80: Toy Control (PU1)
81-00: Whip Attack (PU1)
97-00: Physics Manipulation
01-11: Clock Manipulation (HU2)
12-22: Density Walking (PU1)
23-33: Gravitational Plane (PU1)
34-44: Immovability (PU1)
45-55: Lifting Field (PU1)
56-66: Manipulate Kinetic Energy (HU2)
67-77: Power Channeling (HU2)
78-88: Power Weapon (PU1)
89-00: Weightlessness (PU1)

Major Superpowers Table


01-07: Roll on the Absorption sub-table
08: Create Force Constructs (PU1)
09-24: Roll on the Alter Physical Structure sub-table
25: Vertigo Field (PU1)
26-34: Roll on the Control Force sub-table
35-36: Divine Aura (HU2)
37-38: Force Aura (HU2)
39-46: Roll on the Dimensional Manipulation sub-table
47: Gem Powers (HU2)
48-58: Roll on the Energy Control sub-table
59: Holographic Memory Projection (HU2)
60: Invisibility (HU2)
61-71: Roll on the Enhanced Biology sub-table
72: Item Reduction (HU2)
73-77: Roll on the Machine Affinity sub-table
78-79: Natural Combat Ability (HU2)
80: Spiral/Vortex (PU1)
81-85: Roll on the Matter Creation Table
86-87: Sonic Flight (HU2)
88: Transferal/Possession (HU2)
89-98: Roll on the Superhuman Biology sub-table
99: Create Force Fields (HU2)
00: Spin at High Velocity (HU2)

Absorption Sub-Table
01-10: Absorb Bio-Mass (PU1)
11-20: Bio-Ghost (HU2)
21-30: Borrow Power (PU1)
31-40: Copy Animal Attributes (PU1)
41-50: Copy Physical Structure (HU2)
51-60: Energy Absorption (HU2)
61-70: Mimic (HU2)
71-80: Negate Super Abilities (HU2)
81-90: Re-Channel and Expel Energy (PU1)
91-00: Sonic Absorption & Reflection (HU2)

Alter Physical Structure Sub-Table


01-04: Alter Physical Structure: Acid (PU1)
05-09: Alter Physical Structure: Crystal (PU1)
10-14: Alter Physical Structure: Electricity (HU2)
15-19: Alter Physical Structure: Fire (HU2)
20-24: Alter Physical Structure: Ice (HU2)
25-28: Alter Physical Structure: Lava (PU1)
29-32: Alter Physical Structure: Light (PU1)
33-37: Alter Physical Structure: Liquid (HU2)
38-42: Alter Physical Structure: Metal (HU2)
43-46: Alter Physical Structure: Oil or Tar (PU1)
47-51: Alter Physical Structure: Plant (HU2)
52-56: Alter Physical Structure: Plasma (HU2)
57-60: Alter Physical Structure: Putty (PU1)
61-65: Alter Physical Structure: Rubber (PU1)
66-70: Alter Physical Structure: Sand (PU1)
71-75: Alter Physical Structure: Shadow (PU1)
76-80: Alter Physical Structure: Smoke or Mist (HU2)
81-85: Alter Physical Structure: Stone (HU2)
86-90: Alter Physical Structure: Vapor or Fog (PU1)
91-95: Alter Physical Structure: Wood (PU1)
96-00: Alter Physical Structure: Void (AUGG)

Control Force Sub-Table


01-07: Control Density (PU1)
08-14: Control Elemental Force: Air (HU2)
15-21: Control Elemental Force: Earth (HU2)
22-28: Control Elemental Force: Fire (HU2)
29-35: Control Elemental Force: Water (HU2)
36-42: Control Elemental Force: Void (AUGG)
43-49: Control Insects & Arachnids (HU2)
50-55: Control Kinetic Energy (HU2)
56-61: Control Others (HU2)
62-67: Darkness Control (HU2)
68-73: Friction Control (PU1)
74-79: Gravity Manipulation (HU2)
80-86: Plant Control (HU2)
87-94: Weight Manipulation (HU2)
95-00: Direct Force (PU2)

Dimensional Manipulation Sub-Table


01-10: Dimensional Room (PU1)
11-20: Distort Space (PU1)
21-30: Gateways (PU1)
31-40: Intangibility (HU2)
41-50: Karmic Power (HU2)
51-60: Mirror Mastery (PU1)
61-70: Negative Matter (HU2)
71-80: Slow Motion Control (HU2)
81-90: Superluminal Flight (AUGG)
91-00: Teleport (HU2)

Energy Control Sub-Table


01-09: Control Radiation (HU2)
10-18: Control Static Electricity (HU2)
19-27: Energy Doppleganger (PU1)
28-36: Geothermal Energy (PU1)
37-45: Magnetism (HU2)
46-54: Rocket Fists (PU1)
55-63: Sonic Power (HU2)
64-72: Super Energy Expulsion (HU2)
73-81: Totem Energy Aura (PU1)
82-90: Vibration (HU2)
91-00: Weapon Energy Extensions (PU1)

Enhanced Biology Sub-Table


01-08: Adapt to Environment (HU2)
09-15: Alter Facial Features & Physical Stature (HU2)
16-23: Alter Metabolism (HU2)
24-31: Amphibious (PU1)
32-38: Animal Abilities (HU2)
39-45: Animal Metamorphosis (HU2)
46-53: Chameleon (HU2)
54-59: Growth (HU2)
60-66: Lycanthrope (HU2)
67-75: Shapechanger (HU2)
76-81: Shrink (HU2)
82-87: Stretching (HU2)
88-93: Tentacles (HU2)
94-00: Venomous Attack (Major) (PU1)

Machine Affinity Sub-Table


01-14: Alter Limbs (HU2)
15-28: Catastrophic System Failure (PU1)
29-42: Cloaking (HU2)
43-56: Machine Merge (AUGG)
57-71: Mechano-Link (HU2)
72-86: Reconstruction (PU1)
87-00: Weapon Melding (PU1)

Matter Creation Sub-Table


01-15: Bio-Armor (HU2)
16-29: Chemical Secretion (PU1)
30-44: Generate Fog & Smoke (PU1)
45-58: Liquefaction (PU1)
59-72: Matter Expulsion: Crysta (PU1)l
73-86: Matter Expulsion: Metal/Steel (PU1)
87-00: Matter Expulsion: Stone (PU1)

Superhuman Biology Sub-Table


01-07: Disruptive Touch (HU2)
08-14: Divine Healing (PU1)
15-20: Immortality (HU2)
21-26: Invulnerability (HU2)
27-33: Mega-Wings (PU1)
34-39: Multiple Beings/Selves (HU2)
40-46: Multiple Lives (HU2)
47-53: Power Touch (PU1)
54-58: Regeneration: Ultima (PU1)
59-63: Super Consumption (PU1)
64-68: Sonic Speed (HU2)
69-73: Space Native (Major) (AUGG)
74-79: Supernatural Bite/Jaws (PU1)
80-86: Supernatural Strength (HU2)
87-93: Super Regeneration (AUGG)
94-00: Super Power Punch (PU2)

Supernatural PS Damage table


(Restrained Punch/Punch/Power Punch)
01-15: 1d4/2d4/3d6
16-20: 1d6/2d6/4d6
21-25: 2d4/3d6/6d6
26-30: 2d6/4d6/1d4x10
31-35: 2d6+2/5d6/1d6x10
36-40: 3d6/6d6/1d6x10+10
41-45: 4d6/1d4x10/2d4x10
46-50: 4d6/1d6x10/2d6x10
51-60: 5d6/1d6x10+10/2d6x10+20
61-70: 6d6/2d4x10/4d4x10
71-80: 1d4x10/2d6x10/4d6x10
81-90: 1d6x10/3d6x10/6d6x10
91-100: 2d4x10/4d6x10/1d4x100
101-110: 2d6x10/5d6x10/1d6x100
111-120: 3d6x10/6d6x10/1d6x100+100
121-130: 4d6x10/1d4x100/2d4x100

Superhuman Strength Damage


(Restrained Punch/Punch/Power Punch)
01-10: Normal human damage
11-20: 1d4/1d6/2d6
21-30: 1d4/2d4/3d6
31-40: 1d6/2d6/4d6
41-50: 2d4/3d6/6d6
51-60: 2d6/4d6/1d4x10
61-70: 2d6+2/5d6/1d6x10
71-80: 3d6/6d6/1d6x10
81-90: 4d6/1d4x10/2d4x10

Extraordinary Strength Damage


(Restrained Punch/Punch/Power Punch)
01-15: Normal human damage
16-30: 1d4/1d6/2d6
31-45: 1d4/2d4/3d6
46-60: 1d6/2d6/4d6
61-75: 2d4/3d6/6d6
76-90: 2d6/4d6/1d4x10

And what superhero is complete without a genetic compatibility table to determine if they can
have kids or not?

Mutant Compatibility
01-10: Sterile: Due to a physical abnormality, biochemical divergence or high levels of
sterility causing energy or chemicals, the mutant is entirely sterile.
11-23: Alternative Evolution: The mutant’s entire physiology has been so altered by its
secondary and tertiary evolutions that it no longer resembles a human being genetically. As a
result the mutant will only be able to breed with mutants that have powers similar to it. (20%
+1d4x10% chance of compatibility.) Children have a 15% chance of developing Mega-Hero
powers.
24-33: Divergent Evolution: The mutant’s physiology has a recognizable pattern but it is
more mutant than human. The mutant has only a 10% compatibility rate with human beings
(30% chance of developing mutant powers) but a 90% compatibility rate with other mutants.
These children have a 70% chance of developing their own powers. In either case, children of
the mutant will possess one of their mutations and powers and has a 5% chance of being a
Mega-Hero.
29-40: Synchronous Evolution: Despite the mutant’s superhuman powers and mutations it
is 100% compatible with normal human beings. On the downside, the mutant is only
compatible with mutants that lack any mutant characteristics. Children will have no mutant
characteristics but possess powers similar to their parent’s.
41-50: Mutant Receptor: The character is entirely incompatible with regular human beings
but is 100% compatible with mutants that are physically capable of breeding. The children will
always have superpowers and possess at least 1 mutation and power similar to their parent’s.
The mutant is also 80% compatible with other types of superhumans such as experiments. If
the character’s partner has powers similar to their own the child will have a 50% chance of
being a Mega-Hero.
51-60: Nominal: The mutant is 20% compatible with human beings and their children will
have a 30% chance of having mutant powers that will be entirely different from the parent’s.
The character is also 50% compatible with mutants who are physically capable of breeding.
These children will generally have 1 mutation or power similar to the parent’s.
61-70: Moderate: The character has a 50% chance of being compatible with a human and
has a 60% chance of being compatible with a mutant or experiment that has a moderate,
good or excellent compatibility rating. Children with humans will have a 40% chance of
developing their own mutations and powers while children with mutants and experiments are
guaranteed powers. In either case, 1d4 of the child’s powers will be identical to the parent’s.
71-78: Good: The character is 70% compatible with humans and has an 80% chance of
passing on a mutation to the child. The child will have their own unique powers but will
possess one power or mutation of their parent. Mutants are entirely compatible with other
superhumans that have a moderate, good or excellent compatibility rating and their children
will be no different than those with humans. Children with mutants or other superhumans
have a 10% chance of being a Mega-Hero.
79-89: Excellent: The superhuman has no trouble passing on their genes. The character is
entirely compatible with both humans and superhumans that have a moderate, good or
excellent compatibility rating. Their children will always have powers with a 50% chance of
having their parent’s powers. Children with mutants or other superhumans have a 20%
chance of being a Mega-Hero. Children with human beings have a 5% chance of developing
Mega-Hero powers.
90-95: Adaptive Reproduction: For unknown reasons the character’s reproductive system is
capable of adapting to its partner’s biology and will ignore any fertility rating provided its
partner is a sexually functioning being of the opposite sex. Children will always have powers
and possess 1d6 abilities and mutations of the parent with Adaptive Reproduction.
96-00: Super Fertile: The mutant conceives 98% of the time during unprotected sex with
any mutant or human physically capable of reproduction. If female, that means she is fertile
during any point of her cycle and there is a 60% chance she no longer menstruates and a
40% chance she always gives birth to multiple children. (1D4) If male, his sperm is viable for
up to 20 days out of the body and are twenty times as hardy as most men’s. Children have a
5% chance of developing Mega-Hero Powers.

Experiment Compatibility
01-20: Sterile: Due to a physical abnormality, biochemical divergence or high levels of
sterility causing energy or chemicals, the experiment is entirely sterile.
21-40: Inhuman Transformation: The experiment’s entire physiology has been so altered
by its secondary and tertiary evolutions that it no longer resembles a human being genetically.
As a result the experiment will only be able to breed with experiments and other superhumans
that have powers similar to it. (20%+1d4x10% chance of compatibility.) Children have a 15%
chance of developing Mega-Hero powers.
41-50: Superhuman Receptor: The experiment is 100% compatible with mutants and
fellow experiments but is entirely incompatible with regular human beings. Children will not
have the experiment’s side-effect but possess at least one similar power. Children have a 20%
chance of being Mega-Heroes.
51-60: Human Receptor: Despite the experiment’s great powers he is still entirely
compatibly with the human race. As long as their partner has no superhuman powers they can
breed. Children have a 50% chance of being superhuman and will always have the side-effect
of their superhuman parent.
61-75: Nominal: The experiment is 20% compatible with human beings and their children
will have a 30% chance of having experiment powers that will be entirely different from the
parent’s. The character is also 50% compatible with experiments who are physically capable of
breeding. These children will generally have 1 mutation or power similar to the parent’s.
76-85: Moderate: The character has a 50% chance of being compatible with a human and
has a 60% chance of being compatible with a experiment or experiment that has a moderate,
good or excellent compatibility rating. Children with humans will have a 40% chance of
developing their own mutations and powers while children with experiments and experiments
are guaranteed powers. In either case, 1d4 of the child’s powers will be identical to the
parent’s.
86-90: Good: The character is 70% compatible with humans and has an 80% chance of
passing on a mutation to the child. The child will have their own unique powers but will
possess one power or mutation of their parent. Experiments are entirely compatible with other
superhumans that have a moderate, good or excellent compatibility rating and their children
will be no different than those with humans. Children with experiments or other superhumans
have a 10% chance of being a Mega-Hero.
91-95: Excellent: The superhuman has no trouble passing on their genes. The character is
entirely compatible with both humans and superhumans that have a moderate, good or
excellent compatibility rating. Their children will always have powers with a 50% chance of
having their parent’s powers. Children with experiments or other superhumans have a 20%
chance of being a Mega-Hero. Children with human beings have a 5% chance of developing
Mega-Hero powers.
96-00: Legacy: The experiment’s powers are passed on perfectly to his children and his
children will have all abilities, side-effects and similar of their parent. The experiment is
biologically compatible with any sexually functioning female of his species.

And a longer, more involved Mutant Random Power table!

Mutant Power Selection


01-09: One Major Super Ability and three Minor Super Abilities
10-18: Four Minor Super Abilities
19-27: One Major Super Ability and two Minor Super Abilities
28-36: Two Major Super Abilities
37-45: Five Minor Super Abilities
46-54: 1D4+2 Minor Psionic Powers and one Major Super Ability
55-63: Three Minor Psionic Powers and two Minor Super Abilities
64-70: Psychic Mutant: Receives 1d4 Minor Psionic Abilities from each category and 1 Super
Psionic power. Select an additional power every level of experience. Considered a Master
Psychic for ISP purposes.
71-73: Continuous Mutation: At level one the Mutant receives one Major Super Ability or
one Super Psionic power and receives another at level four. At levels 2, 6, 8, 12 and 14 the
mutant receives one Minor Super Ability.
74-77: Secondary Mutation: At level one the Mutant receives one Major Super Ability and
two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-00). At level
six the mutant will receive an additional Major Super Ability, Minor Super Ability and two more
Mutant Characteristics.
78-80: Powers Grow with Age: At level one the Mutant receives one Major Super Ability
and two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-00). . At
levels, 3, 6, 10 and 15 the mutant receives one additional power. 01-70 means it is a Minor
power, 71-00 for a Major.
81-84: Trauma Induced Change: At level one the Mutant receives one Major Super Ability
and two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-00).
Every time the character achieves a new level of experience/maturity or nearly dies one of his
minor powers is replaced by a new, different one.
85-87: Metamorphosis: The mutant is comparable to a caterpillar that will one day turn into
a butterfly. Receives five Minor Super Abilities (01-40), one Major and three Minor abilities
(41-70), or two Major and one Minor Ability at level 1(71-00). 1d4+2 levels after first, ALL
powers and mutations will be re-rolled.
88-90: Continuous Physical Mutation: At level one the Mutant receives one Major Super
Ability and two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-
00). At every level of experience the mutant re-rolls half of his mutations and will pick up an
additional physical mutation at levels 5 and 10. Receives an extra Minor Super Ability at levels
4, 8 and 14.
91-93: Dramatic Physical Change: At level one the Mutant receives one Major Super Ability
and two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-00).
When angry, extremely frustrated, frightened or near death the mutant can tap into an
additional Alter Physical Structure Power. Duration is 3d4 minutes before he loses the power
again.
94-97: Powers Affected by Emotions: At level one the Mutant receives one Major Super
Ability and two Minor Super abilities (01-40) 4 Minor abilities (41-70) or 2 Major abilities (71-
00). When upset emotionally the mutant’s powers will become more difficult to control, roll
one the following table for specific effect. Will last for 1d4 minutes.
1-20: Maintains control but the concentration means the mutant loses one attack per melee.
21-40: Powers are diminished, duration, range and damage of powers are reduced by 30%.
41-60: Powers are enhanced, duration, range and damage of powers are enhanced by 30%
but cannot be dampened and will do full damage and last full duration.
61-80: Wild: The mutant loses all control of his powers. Abilities work either at full power or
not at all, the mutant cannot control how much energy he is putting into anything.
Furthermore, in this state all powers (unless contradictory) will activate.
81-00: All offensive super powers momentarily gone.
98-00: Maturing Powers: Receives one Major and two Minor abilities. 1D4 levels after 1st one
of the minor powers will evolve into a similar major ability.

And a more detailed experimental side-effects table

01-04: Constant Power: One of the experimental superhuman's powers cannot be turned
off. Characters with flight will be unable to stop hovering, super strong characters will
accidentally break fragile objects etc. This can be just plain annoying, extremely conspicuous
or a danger to everyone. On the plus side the power in question works at two levels higher
than normal.
05-08: No Facial Features: Except for a slit mouth, two tiny holes for nostrils and a slight
ridge above what were once eye sockets but are now small narrow eyes and button sized ears,
the face is featureless. Despite this physical deformity the character can rbeathe, hear, speak
and see well, or better than ever. Perfect 20/20 vision, can see in the infrared and ultraviolet
spectrum (600’), sharper sense of smell and hearing, and a highly flexible voice box. +2 on
initiative, and is +20% to imitate voices as well. On the negative side, reduce PB by half and
roll on the random insanity table resulting from trama.
09-12: Special Diet: The superhuman either requires 1d4+1 times the normal amount of
food or a special dietary supplement, drug or similar. Being deprived of this diet for more than
a week will reduce the character's powers by 50% and begin the onset of starvation. The
characters powers will disappear entirely after 30 days and he will die after 60. On the plus
side the character is impervious to disease and fatigue as long as he is on his special diet.
13-16: Singular Powers: The experiment has more abilities than most superhumans but has
the disadvantage of being able to use only one of his abilities at a time. The character gains an
additional two minor superpowers or one major.
17-21: Completely Hairless: All of the superhuman’s hair has fallen out.
22-26: Finite Battery: The superhuman has only a finite amount of energy that decreases
over time. At level 1 the character's powers function at 10th level proficiency and are reduced
by one level for every level of experience gained. By 10th level all superpowers will disappear
entirely. At level 11 select two minor powers OR one major superpower, these powers will
function at level 1 proficiency and advance as normal.
27-31: Increased Mass: Physical proportions are unchanged but mass/weight is increased;
add 1d4x100 lbs to weight, decrease speed by 20%, and the character is -10% to climb,
acrobatics and gymnastics skills. Add 1d4x10+20 SDC, 1d6+4 to PS and +6 damage to
punches.
32-37: Does not need to Breathe: The character does not breathe air and is impervious to
poisonous gases. On the downside, the character has no sense of smell or taste.
38-42: Chronic Pain: On the positive side, the character is impervious to pain and can
endure damage up to 32 points below zero before collapsing. On the negative side the
character suffers constantly from some pain and is -1 on initiative, -5% on all skills and -1 to
PE.
43-48:Sporadic Powers: The character's powers have a habit of shorting out. Constant
powers have a 20% chance of shorting out for 1d4 minutes every 10 minutes. Powers that
require activation have a 30% chance of failing to work when activated but will be accessible
within 1d4 melee rounds. On the plus side, the character's sporadic superhuman biology
occasionally generates new powers. At levels, 4, 8, 12 and 15 there is a 50% chance that the
character will develop a new powers, (01-70% minor, 71-00, major.)
49-54:Constant Glow: The character glows faintly in the dark, -40% to prowl rolls in
darkness.
55-60: Requires Energy for Nourishment: Cannot eat or drink ornmal food; must absorb
energy such as electrical, light or heat energy. Must have 200,000 amps or 6 hours of direct
light every day. On the good side, the character never gets hungry nor fatigues as long as
exposed to sunlight and takes half damage from energy weapons.
61-65: Chemical Resistance: The character automatically combats any chemicals put in his
bloodstream and is +5 to save against all chemicals, drugs, toxins and pollutions. He is only
+2 to save vs. magical potions. Even if the character fails to save, all penalties, effects,
duration and damage are half as normal. This applies equally to pain killers and beneficial
lifesaving chemicals as well.
65-69: Mentally Unstable: The experiment has greatly upset the superhuman's brain
chemistry. Roll twice on the random insanity table.
70-74: Must Physically Transform: Every time the character wants to access his powers he
must grow 1d4 feet in height, add 3d4x10 pounds to weight, and roll on the Mutant
Characteristics table. On the plus side, add 2d4x10 to SDC and 1d6+4 to PS.
75-78: New Life Form: The character's DNA has been so hideously abused by the
experiment that he could be considered a new life form. Roll 1d4 times on the mutant
characteristics table and once on the Alien Physiological Modifications due to Unearthly
Environments table in the Aliens section. This reflects the character's entirely new biology. He
may require special environmental considerations to interact with humans and will be sexually
incompatible with human genetic material. The character will need to get used to the idea of
not passing on a biological legacy.
79-84: Odd Skin Pigmentation:
01-10: Yellow
11-20: Green
21-30: Red
31-40: Grey
41-50: Light Blue
51-60: Stark White
61-70: Dark Blue
71-80: Coal Black
81-85: Purple
86-90: Orange
91-95: Two colors
96-00: Metallic looking skin
85-90: Unhealthy Powers: The experiment was a success but the character's powers
constantly threaten to burn out his body. Constant powers such as enhanced attributes and
senses cause a mild head ache, (-5% to skills and -1 on initiative) while powers that require
activation pose much more significant risks. Using any one power for more than 1 minute at a
time will inflict 1d6 damage for each additional minute first to SDC and then to HP. After 10
minutes this "burn-out" becomes more intense, inflicting 4d6 damage a minute or 1d6 a
melee. On the plus side, the character's unhealthy powers work at 3 levels of experience
higher than normal which may be the reason for the damage in the first place. Healing powers
cannot be used to heal "burn out" damage until all powers except for constant and healing
abilities are off.
91-95: Hair Growth Stimulated: Triple all body hair growth and dispersion.
96-00: Hidden Mutation: The experiment looks like it went off without a hitch. However,
1d6 levels after first the superhuman will mutate. Roll 1d4 times on the Mutant Characteristics
table, re-roll one power and gain an additional minor superpower.

Mutant Characteristics

Characteristics
01-15: None
16-25: One
26-45: Two
46-70: Three
71-80: Four
81-90: Five
91-00: Six

01-10: Odd Hair Color


01-10: Green
11-20: Streaked with white or other color
21-30: Light Blue
31-40: Bright, Flame Red
41-50: Stark White
51-60: Bright Yellow
61-70: Metallic Silver, Red or Gold
71-80: Dark Blue
81-90: Purple
91-00: Orange

11-18: Unusual Skin


01-05: Translucent: -10 SDC, ½ PB, and a Horror Factor of 7 or +1
06-30: Scaly: +30 SDC, -2 PB, AR 8
31-40: Scaly & Spiky: +45 SDC, tackling or grabbing the character inflicts 1d4
damage, -3 to PB, AR 10
41-50: Bony: The mutant has a bony exoskeleton plates arranged strategically around
his body. +30 SDC, AR 11, -3 PB
51-75: Tough: +15 SDC, -1 PB, AR 6
76-95: Tough & Lumpy: +30 SDC, -2 PB, AR 7
96-00: Slimy: +10 SDC, -4 to PB, +2 to escape from grapple moves
19-26: Unusual Skin Color
01-10: Yellow
11-20: Green
21-30: Red
31-40: Grey
41-50: Light Blue
51-60: Stark White
61-70: Dark Blue
71-80: Coal Black
81-85: Purple
86-90: Orange
91-95: Two colors
96-00: Metallic looking skin

27-34: Unusual Amounts of Body Hair


01-10: No Body Hair at All!
11-25: Very Bushy, Full Head of Hair: The character’s hair is either very curly or just
has a lot of body.
26-40: Very Long Hair: The character’s body hair does not grow in more places but
existing body hair grows extremely fast. Hair grows 6 inches a month and does not
ever stop.
41-50: Spiky Hair: The character’s hair is naturally spiky, like an Anime character
51-70: Hairy: The character has three times the regular amount of body hair. (-1 PB)
71-80: Very Hairy: The character has six times the regular amount of body hair. (-2 to
PB)
81-90: Fur: The character is covered in short fur. (No beauty modifier)
91-00: Fur: The character is covered in 1d4 inch long fur (-1 to PB)

35-42: Unusual Body


01-20: Stocky: +50 lbs, +1d4 PS, +4d6 SDC, Superhuman Strength, -1 PB
21-40: Wiry: -25 lbs, +1d4 PP, +2 to Spd, +1 to dodge
41-50: Horrendously Obese: +1d4x50+50 lbs, +3d4x10 SDC, -5 PB, ½ Spd
51-70: Incredibly Tall: +1d4’ to height, +10 SDC per foot, +1d4x10 lbs per foot, +1d6
to Spd
71-80: Hunchbacked: Reduce height by 2d6 inches due to deformity, -2 to PB
81-90: Emaciated: Reduce weight by 40%, -3 to PS, -3 to PB, reduce SDC by 20
91-00: Very Short: Height is 3’+4d6”, -2 PB

43-50: Unusual Eyes


01-18: Cat-Like: Nightvision: 30’
19-36: Small: About half the normal size, -1 PB
37-54: Large: About twice as large as normal, Nightvision: 30’, -1 PB
55-72: Glowing: Nightvision: 50’
73-77: Compound Eyes: +1 to initiative, -2 PB, sees in ultraviolet light
78-95: Opaque with no Pupil: -1 PB
96-00: Third Eye: +1 on initiative, -2 to PB, roll again on the table to determine what
type of eye it is.
51-60: Odd Eye Color
01-10: Yellow
11-20: Red
21-30: Purple
31-40: Ice Blue
41-50: Grey
51-60: Completely Black
61-70: Orange
71-80: Bright Green
81-90: Metallic Silver, Red or Gold
91-00: Two Colors: The whites of the eye are one color and the pupils are another.

61-68: Odd Face


01-10: Skeletal: Sunken eyes, cheeks, thin lips, receding hairline, maximum PB is 10,
HF 8 or +2
11-20: Angelic or Beautiful Face: +1d6+4 to PB
21-30: Ape-Like or Cro-Magnon Face: -2 to PB, +5 SDC
31-40: Lizard/Snake-Like Face: Bite attack does 2d6 damage, +1 initiative, subtract 3
from PB,
41-50: Canine: Bite attack does 2d4 damage, -2 to PB, sense of smell is 50% better
than normal, +1 on initiative, can track by scent: 30%, +10% if a blood scent
51-60: Feline: Bite attack does 1d6 damage, -2 to PB, Nightvision: 40’
61-70: Beak: Beak attack does 2d4 damage, -4 to PB
71-75: Insect Face: The eyes are very large; the character has no upper lip and
almost no lower one, a small or flat nose and little hair. The character can only see in
ultraviolet light! -5 to PB
76-85: Fish-Like Face: The face has a small or flat nose, large eyes, little hair, and
bizarre bone crests on the forehead. The character can breathe both water and air. No
special bonuses to swimming. -5 to PB
86-90: Artificial Looking Face: Face looks like a mask, -3 to PB.
91-00: Demonic Face: The character’s face is that of a hideous demonic monster! The
character has fangs, bony spikes coming out of the chin and forehead, and might have
(01-10%) a third eye or (11-15%) two mouths. Bites do 1d6 damage, -1d6 PB, HF of
10 or +2

69-76: Unusual Hands


01-15: Bird-like talons for hands: 2d6 damage, -10% to all skills requiring dexterity
16-30: Extra-Large Hands: +1d4 to PS, +6 to damage, -30% to escape artist skill,
-10% to palming and pick pockets.
31-40: Pincers: The character’s hands are powerful but unwieldy pincers, much like a
crab or insect. 3d6 damage, -20% to all skills requiring dexterity
41-60: Delicate Sensitive Hands: +5% to escape artist, palming, pick pockets and
similar skills that require a delicate touch
61-80: Large Clawed Hands: About 50% larger than a normal person’s hands.
Damage is 3d6
81-00: Small Retractable Claws: Damage is 2d4, +10% to climbing
77-84: Miscellaneous
01-10: Small Horns: The character has small 1d4 inch long horns protruding from the
forehead. 2d4 damage head-butt.
11-20: Large Horns: The character has large horns like a goat, gazelle, moose, deer,
etc. 3d6 damage from a head-butt.
21-30: Tough Bones: The character’s bones are made of a more durable (but not
unbreakable) material such as boron, a metal amalgamate, etc. +6d6 SDC, falls do
half damage
31-40: Webbed Fingers & Finned Arms & Legs: The character’s hands and feet are
webbed and there are small fins made of cartilage on the legs and arms, maybe even
a small dorsal fin on the back (01-10%). The character swims naturally at 60% + 4%
per level or has a +15% bonus to his actual skill. +2d6 Spd underwater
41-55: Fangs or Sharp Teeth: The character has an almost bestial appearance and
powerful teeth & jaws. A bite attack does 2d6 damage.
56-65: Prehensile Feet: The feet greatly resemble that of a monkey or chimpanzee,
with long, finger-like toes and thumb-like big toes for grabbing and holding. The feet
are not developed enough to hold a gun (-6 to strike) but can pick up and hold items
weighing less than 30 lbs, press buttons, untie ropes, etc. When barefoot the
character is +30% to climb and +1 to dodge. Because the feet are less developed
than the hands, they will suffer a skill penalty of 25% whenever used in difficult tasks.

66-75: Double Jointed: A double-jointed person has extremely limber muscles, flexible
bones, can pop bones in and out of their sockets with ease, and can twist, bend and
fold themselves into normally impossible positions. The mutant can attempt to escape
from any bonds once per melee round with a 79% chance of success. Hands, arms,
legs and body bound with rope, chains, straps or a straight jacket can be escaped
from with a 46% +1% per level chance. The character can curl up into a ball so tight
he is a mere 25% of his normal height and half his normal width. +2 to roll with
impact.
76-90: Ambidextrous: The character can use both his hands with equal dexterity. +1
attack, +1 to parry, +5% to climbing skills and all other skills requiring dexterity.
91-00: Prehensile Tail: The character has grown an additional appendage, a tail. While
it may be difficult to conceal, the tail does have some advantages. Like the prehensile
tail of a monkey, it can seize or grasp things, help the character climb, hold weapons
or snare someone’s feet. No combat bonuses apply to the tail, but it counts as an
extra attack, +1 to strike and parry, +5 to dodge. Add +20% to the climb skill when
the tail is used. The tail can support the character’s entire body weight for 1d4 melees.
Length is 3d4 feet.

85-92: Unusual Ears


01-20: Pointed
21-40: 2-3 times larger than normal
41-60: Tinier than normal
61-80: Alien Appearance
81-00: No ears at all

93-00: Oversized Body-Parts


01-30: Oversized Arms: The character’s arms reach all the way down to his calves.
+2d4 to PS, strength is extraordinary. -1 PB
31-60: Overly Muscled Legs: The character’s legs are 50% longer than normal and
heavily muscled. +3d6 inches to height, +3d6 to Spd, +1 to dodge. -1 PB
61-85: Oversized Torso: The character’s upper torso and arms are highly oversized
giving the character an almost comical “pinhead” appearance. +1d6 to PS, +3d6 SDC,
Superhuman Strength and +3d4x10 lbs
86-00: Oversized Head: The character’s head is 50-75% larger than normal with an
often bulbous appearance. +2 to IQ, +2 to ME, but -2d4 to Spd and -1 to PP because
of the head’s awkwardness, -2 PB

Mystically Bestowed Side-Effects

01-12: Physical Limitations: Identical to the Physical Limitations table on page 156 of the
HU main book.
13-25: Bizarre Transformation: To use his powers, the Mystically Bestowed superhero must
transform into a strange alien creature. Roll on the Alien Appearance table (page 91) and 1d4
times on the Mutant Characteristics table.
26-37: Co-Inhabiting Entity: The character’s powers are not entirely his own but granted to
him by an entity that shares his body. In “regular” human form, the character can use any of
the inhabiting entities skills (but not powers) at -10%. Similarly, when transformed the entity
can use any of his host’s skills at -10%. The entity only possesses two skill programs and 4
secondary skills and will always have the same alignment as its host.
38-50: Possessing Entity: Unlike a co-inhabiting entity, these characters share their bodies
with an entity that possesses them entirely when they transform. Many times the two
personalities are not even aware of each other (50% chance of being aware of the other, roll
for both the host and entity.) The entity can have an entirely different alignment and has 4
skill programs and 6 secondary skills.
51-62: Moral Code: The superhero’s powers only work when in pursuit of some goal. This
could be as simple as “protect the innocent” or be more complex. Perhaps the hero has been
granted powers by an ancestor that wants him to settle down and have kids so that his line
can be maintained, etc. Either way, when not in pursuit of his goal, the character’s powers
work at only level 1 strength.
63-75: Transformation Ritual: For the character to transform into a superhero he must
perform some type of ritual to activate his powers, either a dance or chant that requires 1d4
melees to complete or a specific “trigger” such as being only able to transform at night,
needing to be immersed in water, eating a special food or similar.
76-87: Exhaustible Powers: The character can only use his powers for periods of 1d6+2
hours before he transforms back into human form and needs 1d4 hours of rest before his
abilities can be activated again.
88-00: Deadly Weakness: The character’s superhero form has a deadly weakness that he
takes double damage from.
01-15: Metal
16-30: Wood
31-45: Fire
46-60: Lightning
61-75: Cold
71-85: Magic
86-00: Stone

Death table:

01-30: He Dies! Nothing whatsoever amazing happens. You’re dead. Congratulations.


31-40: Explosive: When the character drops below his maximum negative hit points he
explodes inflicting 1d6 damage per level. Add an additional 1d6 damage per level for each
minor energy-based superpower and 2d6 damage per level for each major energy based
superpower.
41-50: Dissolves: When the character drops below his maximum negative hit points he
dissolves into a protoplasmic ooze. Any attempts to identify his remains by sight or genetic
analysis will be inconclusive. For all intents and purposes he is entirely un-revivable even with
magic.
51-55: Doesn’t Rot or Decompose: When the character dies his body doesn’t decay or
decompose in any way. In fact, if a superhuman, the character has a 30% chance of being
revived by exposing him to the same energy/chemical/conditions that gave him superpowers.
56-65: Golden Age Ending: No matter how much damage the character takes, his features
will never be marred unless an opponent makes a called shot. When the character drops to
low hit points or below zero he fights with no penalties and will still look “fine” if a little
haggard and simply fall over dead once he reaches his maximum negative hit points. Always
makes a good looking corpse.
66-75: Heroic Ending: Even if unconscious, when the character finally drops below his
maximum negative hit points he will return to consciousness for 1d6 melees during which he
will have half speed, 1 attack per melee and no combat bonuses. Just enough time to save
that little girl from the fire, give a soliloquy and expire.
76-80: Sacrificial Powers: At any time the superhuman can activate a “suicide trigger” in
his body that will temporarily enhance his powers but kill him in the process. Multiply, range,
duration, damage and all aspects of super abilities by the character’s level of experience! On
the downside, the character takes progressive amounts of damage to hit points. 1d6 damage
to HP during the first melee, 2d6 during the second, 3d6 during the third, 4d6 during the
fourth, etc.
81-90: Legacy: The moment the character expires his powers will search out a worthy host
to continue the battle for justice. Normally the character’s powers will search for a child
10+1d6 years old and empower him but if none are around it won’t be too picky. The
character’s choice for a predecessor is limited to a 100’ radius per level.
91-00: Ghostly Presence: After the character dies he will occasionally return as a spirit
during extremely stressful times to give advice. The specter will appear to his friends and
family no more than 1d4 times total a year. Once a year, the character will be able to
reappear near either his grave or the place of his death and interact with the real world for
1d6 melee rounds.

Vampires in Heroes Unlimited settings are rare for a few reasons. First, living in the modern
age makes it more difficult to hide in society than before with electronic monitoring, better
criminal forensics, more stringent requirements for birth certificates etc. Secondly, vampires
require an extraordinary amount of blood to survive and therefore either live as vagabonds
traveling from place to place or limit themselves to urban areas. And finally, vampires aren’t
particularly motivated to create new vampires. New vampires have to be taught how to blend
into society and they’re a liability until they’ve learned. If the neophyte gets himself caught it
could spell doom for the elder vampire as well. Finally, the powers that each vampire has is
entirely random, which means there’s always the possibility that the new vampire will kill or
dominate its master at some point. That being said there are a number of vampire tribes
spread out in Russia, America, Italy, China, Japan and Greece. Many style themselves after
mafia contingents while others have turned themselves into reclusive cults. Regardless of their
dispositions all vampires have the following abilities.

Standard (Young) Vampire

Attributes: Standard. Vampires have the same attributes they had in life other than –1d4 to
PB.
Hit Points: Standard. 1d6 per level
SDC: 2d4x10
All vampires have the following:
1) The Undead Mega-Power: Vampires heal 2d6 HP and SDC a melee, are immune to poison
and disease, the effects of heat or cold, normal punches do no damage, enhanced PS attacks
do half damage, no longer breathes or eats, dos not age, silver and wooden weapons do
normal damage, energy attacks do normal damage, sunlight inflicts 1d6 damage a minute and
blinds the vampire, PB is reduced by 1d4 points due to pale, undead complexion, Horror
Factor 10 +1d4, must drink 8 pints of blood a day, animal blood can be substituted but makes
the vampire nauseous (-1 attack, -3 on initiative, -20% speed)
1) Supernatural PS: All vampires have supernatural strength whether that be 12 or 100.
2) Bonuses: +1 to save vs. magic, +2 to save vs. possession and horror factor

Powers
Roll on the following table or select one:
01-10: 2 Minor Superpowers
11-15: Psionics: 6 minor psionics, 1 super psionic, select 2 additional powers a level, 3d4x10
ISP +10 ISP
16-25: 2 Minor Superpowers
26-35: One Major Superpower
36-37: Powers Grow with Age: Starts with no powers but gains one major OR two minor
superpowers at levels 3, 6, 9, 12 and 15.
38-40: Magic: Select a total of 12 spells from levels 1-12. +1d6x10+60 PPE
41-42: One Major and one Minor Superpower OR 3 Minor Superpowers
43-44: Superpowers and Psionics: One Major OR two Minor Superpowers, plus 2 Super psionic
abilities and 1d6+1 psionic powers chosen from Healing, Physical and/or Sensitive. ISP:
1d6x10+50+ME
45-54: Superpowers and Psionics: One Minor Superpower and 1d4+3 psionic powers from one
of the following psionics categories: Healing, Physical or Sensitive. ISP: 1d4x10+40+ME
55-59: Psionics & Magic: Select 10 magic spells from levels 1-5, 1 Super psionic power and
2d4 psionic powers from the categories Healing, Physical and/or Sensitive.
60-64: One Major and two Minor Superpowers OR 4 Minor Superpowers
65-69: Two Major Superpowers
70-79: One Major and two Minor Superpowers or two Major Superpowers
80-89: Two Major Superpowers and one Minor or one Major Superpower and three Minor
90-94: Magic & Superpowers: One Minor Superpower and eight magic spells from levels 1-5
and five magic spells from levels 6-9. PPE Bonus: 2d4x10+20
95-96: Master Psychic: The vampire receives 5 psionic powers from each of the following
categories: Healing, Physical and Sensitive as well as four Super psionic abilities. ISP:
MEx10+15 ISP per level
97-98: Superpowers & Psionics: One Major and two Minor Superpowers and 2 Super psionics
and 2d4+1 psionic powers from the following categories: Healing, Physical and Sensitive. ISP:
1d4x10+40+ME
99-00: Five Minor Superpowers or 2 Major and 1 Minor Superpower

Vampire Elders
When vampires reach a certain age they become Elders or Master vampires. As an Elder, the
vampire is stronger, smarter, faster and tougher than he ever was before, and finds himself
with a variety of new abilities. The age that a vampire turns into an Elder is unknown to
anyone even the vampires themselves because it is unique for each vampire. However no
Elder has ever appeared that was less then 700 years old.
(Vampires evolve into Elders after 600+1d4x100 years alive as a vampire.)
Attribute Bonuses: +2 to IQ, +1d4 to ME, MA, PE and +1d6+3 to PS, PB and Spd.
Natural AR: 12
Hitpoints: +1d6x10+60 and gains 2d6 HP per level instead of 1d6
SDC: 2d6x10+20
PPE: +1d4x10
Bonuses: +1 attack, +1d4 on initiative, +2 to pull punch and disarm, +2 to save vs. magic,
+5 to save vs. possession and +1d6 to save vs. horror factor
Powers: The Elder Vampire gains one additional major superpower or two minor superpowers.

Superpowers
Due to their strange supernatural natures, vampires do not have access to all superpowers,
use the following random tables or otherwise choose from this list.

Minor Powers
1. Heightened Sense of Awareness
2. Heightened Sense of Balance
3. Heightened Sense of Hearing
4. Heightened Sense of Recall
5. Heightened Sense of Smell
6. Heightened Sense of Taste
7. Heightened Sense of Time
8. Heightened Sense of Touch
9. Supervision: Acute Sight
10. Supervision: Advanced Sight
11. Supervision: Circular Vision
12. Supervision: Nightvision
13. Supervision: Paranormal Sight
14. Extraordinary Mental Affinity
15. Extraordinary Mental Endurance
16. Extraordinary Physical Beauty
17. Extraordinary Physical Endurance
18. Extraordinary Physical Prowess
19. Extraordinary Speed
20. Battle Rage
21. Criminal Intuition
22. Iron Will
23. Living Anatomy
24. MultiTasking
25. Speed Tasking
26. Abnormal Energy Sense
27. Danger Sense
28. Life Sense
29. Sense Death & Destruction
30. UltraHearing
31. Giant
32. Hardened Skin
33. Heavyweight
34. Hyperdensity
35. Increased Durability
36. Indestructible Bones
37. Adrenaline Surge
38. Alter Physical Body
39. Anatomical Independence
40. Body Weapons
41. Claws
42. Venomous Attack
43. Enlarge Body Parts
44. Lightning Reflexes
45. Physical Perfection
46. Stench
47. Super Hibernation & Stasis Field
48. Nightstalking
49. Unnoteworthy/Forgettable
50. Un-Traceable
51. Shadow Meld
52. Shadow Shaping
53. Adhesion
54. Enhanced Leaping
55. Sliding
56. Super Burrowing
57. Side-Step
58. Underwater Abilities
59. Flight: Glide
60. Flight: Hover
61. Flight: Insect
62. Flight: Winged
63. Energy Resistance
64. Immune to Magic
65. Immune to Psionics
66. Impact Resistance
67. Impervious to Control & Possession
68. Impervious to Energy & Electricity
69. Impervious to Fear & Terror
70. Impervious to Fire & Heat
71. Impervious to Light & Lasers
72. Impervious to Shadows & Darkness
73. Impervious to Sound & Vibrations
74. Sleep Dust
75. Energy Expulsion: Directed Sound
76. Energy Expulsion: Force
77. Energy Expulsion: Force Blast
78. Energy Expulsion: Sonic Screech
79. Bend Light
80. Energy Claws
81. Energy Shield
82. Energy Whip
83. Frequency Absorption
84. Seismic Power
85. Warp Sound
86. Tentacles of Hair
87. Doorway
88. Shadow Stepping
89. Animal Brother
90. Beast Master
91. Feral
92. Healing Power
93. Lunar Strength
94. Earth Empowerment
95. Density Walking
96. Gravitational Plane
97. Power Channeling
98. Power Weapon
99. Weightlessness
100. Flight: Wingless

Major Powers

01: Control Elemental Force: Air


02: Control Elemental Force: Earth
03-04: Direct Force
05-06: Sonic Power
07-08: Shapechanger
09: Venomous Attack (Major)
10-11: Vertigo Field
12-13: Divine Aura
14-15: Force Aura
16: Holographic Memory Projection
17-18: Invisibility
19-20: Natural Combat Ability
21-22: Spiral/Vortex
23: Sonic Flight
24-25: Transferal/Possession
26: Create Force Fields
27-28: Absorb Bio-Mass
29-30: Bio-Ghost
31-32: Borrow Power
33-34: Copy Animal Attributes
35: Copy Physical Structure
36-37: Energy Absorption
38-39: Weapon Energy Extensions
40-41: Mimic
42: Distort Space
43: Negate Super Abilities
44: Re-Channel and Expel Energy
45-46: Super Consumption
47-48: Sonic Absorption & Reflection
49: Alter Physical Structure: Shadow
50-51: Alter Physical Structure: Smoke or Mist
52: Alter Physical Structure: Stone
53-54: Alter Physical Structure: Vapor or Fog
57: Control Insects & Arachnids
58: Control Kinetic Energy
59-60: Control Others
61-62: Darkness Control
63-64: Intangibility
65: Mirror Mastery
66-67: Teleport
68-69: Totem Energy Aura
70: Vibration
71-72: Alter Facial Features & Physical Stature
73: Amphibious
74-75: Animal Abilities
76-77: Animal Metamorphosis
78: Chameleon
79-80: Lycanthrope
81-82: Stretching
83-84: Cloaking
85-86: Generate Fog & Smoke
87: Matter Expulsion: Stone
88: Disruptive Touch
89: Divine Healing
90: Invulnerability
91-92: Mega-Wings
93: Power Touch
94-95: Sonic Speed
96-97: Supernatural Bite/Jaws
98-99: Supernatural Strength
00: Super Power Punch

Healing Psionics
01-06: Attack Disease (HU2)
07-11: Bio-Regeneration (HU2)
12-17: Calm Rage (PU1)
18-22: Deaden Pain (HU2)
23-28: Detect Psionics (HU2)
29-33: Exorcism (HU2)
34-38: Healing Touch (HU2)
39-44: Increased Healing (HU2)
45-50: Induce Sleep (HU2)
51-56: Lust for Life (HU2)
57-62: Mask ISP & Psionics (HU2)
63-68: Psychic Diagnosis (HU2)
69-74: Psychic Purification (HU2)
75-80: Psychic Surgery (HU2)
81-86: Resist Fatigue (HU2)
87-93: Suppress Fear (HU2)
94-00: Wound Transfer (PU1)

Random Psionics table:

Physical Psionics
01-04: Alter Aura (HU2)
05-09: Deaden Senses (HU2)
10-13: Death Trance (HU2)
14-18: Ectoplasm (HU2)
19-22: Ectoplasmic Disguise (HU2)
23-27: Float (HU2)
28-31: Impervious to Cold (HU2)
32-36: Impervious to Fire (HU2)
37-40: Impervious to Poison/Toxin (HU2)
41-45: Levitation (HU2)
46-49: Mind Block (HU2)
50-54: Nightvision (HU2)
55-58: Resist Fatigue (HU2)
59-63: Resist Hunger (HU2)
64-67: Resist Thirst (HU2)
68-72: Summon Inner Strength (HU2)
73-76: Spontaneous Combustion (HU2)
77-81: Telekinesis (HU2)
82-85: Telekinetic Leap (HU2)
86-90: Telekinetic Punch (HU2)
91-95: Telekinetic Push (HU2)
96-00: Teleport Object (HU2)

Sensitive Psionics
01-05: Astral Projection (HU2)
06-10: Clairvoyance (HU2)
11-15: Empathy (HU2)
16-20: Intuitive Combat (PU1)
21-25: Machine Ghost (PU1)
26-30: Mask ISP & Psionics (PU1)
31-35: Mimic Skills (PU1)
36-40: Mind Block (HU2)
41-45: Object Read (HU2)
46-50: Precognition (PU1)
51-55: Read Dimensional Portal (PU1)
56-60: See the Invisible (HU2)
61-65: Sense Evil (HU2)
66-70: Sense Magic (HU2)
71-75: Sense Time (HU2)
76-80: Sensory Link (PU1)
81-85: Sixth Sense (HU2)
86-90: Speed Reading (HU2)
91-95: Telepathy (HU2)
96-00: Total Recall (HU2)

Super Psionics
01-03: Advanced Trance State (HU2)
04-06: Bio-Alteration (PU1)
07-09: Bio-Manipulation (HU2)
10-12: Bio-Regeneration (Super) (HU2)
13-15: Cure Insanity (HU2)
16-18: Electrokinesis (HU2)
19-20: Empathic Transmission (HU2)
21-23: Group Mind Block (HU2)
24-25: Group Trance (HU2)
26-27: Hydrokinesis (HU2)
28-30: Hypnotic Suggestion (HU2)
31-33: Insert Memory (HU2)
34-35: Invisible Haze (HU2)
36-38: Mimic Skills (PU1)
39-41: Mental Illusion (HU2)
42-44: Mentally Possess Others (HU2)
45-48: Mind Block Auto-Defense (HU2)
49-51: Mind Bolt (HU2)
52-53: Mind Bond (HU2)
54-55: Mind Wipe (HU2)
56-57: PPE Shield (HU2)
58-60: Psi-Shield (HU2)
61-63: Psi-Sword (HU2)
64-66: Psionic Invisibility (PU1)
67-69: Psychic Body Field (PU1)
70-71: Psychic Omni-Sight (PU1)
72-74: Psychosomatic Disease (PU1)
75-77: Pyrokinesis (HU2)
78-81: Remote Viewing (PU1)
82-84: Steal Memory (PU1)
85-86: Steal Skills (PU1)
87-89: Telekinesis (Super) (HU2)
90-92: Telekinetic Force Field (HU2)
93-00: Telemechanics (HU2), if Telemechanics is already possessed, the character gains
Telemechanic Mental Operation, then Paralysis, then Possession, (PU1).