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The Ulmate Hero © Copyright 2014 by Paul Nelson Introducon Introducon Credits 4 Play testers 4 Introducon to the Ulmate Hero 5 Chapter 1 Character creaon How to make a Character 8 Aributes 14 Chapter 2 Character Races Basic Races 18 Human Race 19 Alter Human Sub-race 20 Feral Sub-race 21 Paragon Human Sub-race 22 Mental Mutate Sub-race 23 Meta-mutate Sub-race 23 Physical Mutate 24 Kasen Race 25 GateKeeper Sub-race 26 Litefoot Sub-race 27 Rip claw Sub-race 28 Supernatural Race 29 Arcane Sub-race 30 Ashen Sub-race 31 Dragon-man Sub-race 32 Gargoyle Sub-race 33 Highlord Sub-race 34 Spirit Sub-race 35 Tarken Race 36 Korai Sub-race 37 Masra Sub-race 38 Xeros Race 39 Dark Xeros Sub-race 40 Gene-Spliter Sub-race 41 Mind Master Sub-race 42 Chapter 3 Advantages and Disadvantages Disadvantages 44 Advantages 50 Chapter 4 Powers Selecng Powers 60 Power Overview 61 Power Chart 62 Power Descripons 64 Chapter 5 Skills Skill overview 109 Skill List 110 Athlecs 111 Brawling 112 Construcon 112 Demolions 114 Hi-tech Theory 115 Knowledge 116 Linguiscs 117 Maral Arts 117 Medicine 118 Meditaon 118 Melee 119 Percepon 119 Range 120 Social Interacon 120 Subterfuge 121 Vehicle Operaons 122 2 The Ulmate Hero © Copyright 2015 by Paul Nelson Sample file

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Page 1: Chapter 3 Chapter 4 Chapter 5 Sample file

The Ultimate Hero © Copyright 2014 by Paul Nelson

Introduction

Introduction

Credits 4 Play testers 4 Introduction to the Ultimate Hero 5

Chapter 1 Character creation

How to make a Character 8 Attributes 14

Chapter 2 Character Races

Basic Races 18 Human Race 19 Alter Human Sub-race 20 Feral Sub-race 21 Paragon Human Sub-race 22 Mental Mutate Sub-race 23 Meta-mutate Sub-race 23 Physical Mutate 24

Kasen Race 25 GateKeeper Sub-race 26 Litefoot Sub-race 27 Rip claw Sub-race 28

Supernatural Race 29 Arcane Sub-race 30 Ashen Sub-race 31 Dragon-man Sub-race 32 Gargoyle Sub-race 33 Highlord Sub-race 34 Spirit Sub-race 35

Tarken Race 36 Korai Sub-race 37 Masra Sub-race 38

Xeros Race 39 Dark Xeros Sub-race 40 Gene-Spliter Sub-race 41 Mind Master Sub-race 42

Chapter 3 Advantages and Disadvantages

Disadvantages 44 Advantages 50

Chapter 4 Powers

Selecting Powers 60 Power Overview 61 Power Chart 62 Power Descriptions 64

Chapter 5 Skills

Skill overview 109 Skill List 110 Athletics 111 Brawling 112 Construction 112 Demolitions 114 Hi-tech Theory 115 Knowledge 116 Linguistics 117 Martial Arts 117 Medicine 118 Meditation 118 Melee 119 Perception 119 Range 120 Social Interaction 120 Subterfuge 121 Vehicle Operations 122

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The Ultimate Hero © Copyright 2014 by Paul Nelson

Introduction

Chapter 8 The System

The Basics and Difficulty Checks 206 Time 208 Stacking Bonuses 208 Size 209 Actions 210 Attack 210 Basic 210 Defend 210 Move 211 Combat 212 Initiative 212 Range Increments and Thrown Weapons 213 Vehicular Combat 214 Combat types and Damage 215 Damage Step Charts 216 Hazard Levels 217 Damage Types 218 Critical Damage 220 Status Effects 221 Environmental Effects 222 Reduction and Healing 224 Dieing and Death’s Door 224 Power Channeling and Power Pool 225

Chapter 9 Background

Human Timeline 227 Kasen Timeline 237 Tarken Timeline 240 Xeros Timeline 244 D.O.S.H.I. 248 U.E.A. 250 T.W.U. 251 Other Organizations 252 Background Character overview 254 Sample Background Characters 262

Index Charts 276 Copyright 282

Chapter 6 Equipment

Equipment Overview 124 Restriction 124 Armor 126 Firearms 129 Firearms Types 136 Firearms Packages 138 Firearm Upgrades 140 Ammo Types 141 Explosives 144 Melee / Range Weapons 145 Weapon Types 152 Weapon Sub-types 153 Vehicles 155 Vehicle Manufacturers 160 Vehicle Upgrades 162 Vehicle Weapons 170 Vehicle Weapon Types 173 Vehicle Weapon Packages 174 Vehicle Weapon Upgrades 176 Large Vehicle and Platform Weapons 177 Bombs and Missiles 178 Miscellaneous Equipment 180

Chapter 7 Experience

Awarding and Spending Experience 183 Power Level and Experience 184 Experience Cost 186 Attribute Tricks 187 Power Tricks 191 Skill Tricks 197

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Page 3: Chapter 3 Chapter 4 Chapter 5 Sample file

The Ultimate Hero © Copyright 2014 by Paul Nelson

Introduction

Written by Paul Nelson

Game System DesignPaul Nelson & Jason O’Kane

Character ConceptsPaul Nelson

World ConceptPaul Nelson and Jeff Beets

Character Sheet DesignPaul Nelson

Special Thanks toJason O’Kane, Paul Wilson,

Tim Dillinger, Jeff Beets, Bill Roberts,Paul Sparks and Mark Shepardson

For questions about the game email

[email protected] [email protected]

or follow us on twitter@ParagonNotion

Facebook/ParagonNotion

Cover and Background art byBruce Porvaznik

Concept sketches by

Emiliano Macias

Morgan Banks

Nizar Ilman

Apeng orangeapestudio.com

orangeapestudio.tumblr.com

J Johnson

Weapon Concept ArtTyler Brewster

3d ArtAcharya D Hargreaves

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The Ultimate Hero © Copyright 2014 by Paul Nelson

Introduction

Play Testers

Philip Wilson, Paul Wilson, Chris Jackson, Matt Davis, Travis Ford, Ryan Kruse, Xander Orozco, Zico Orozco, Jeff Beets, Rob Myers, Mike Taylor, Alana Wallace, Robert Gray, Bill Roberts, Paul Sparks, Mark Lewis, Christine Taylor, Jason O’Kane, Mark Shepardson, Tim Dillinger, Jeff Kinney, Melissa Wason, Michael McGehee, TJ Freeman, Tod Briggs, Kelly Peavey, David Cole, James Cook,Ken Miller, Gina Starr, Paeter Frandsen, Rhonda Rice, Brian Cav, Tim G., Doug Jean, Craig Brown, Barb Weiner, Kevin Wiener, Jessica Weiner, Jasquis Neal, Alan Finch, Matt Bouchett, Brandon Ohrns, Kindel Daniels, Daniel Kuipers, Tasha Kuipers, Muriah Kuipers, Randy Kuipers, Matt Devus, Sean Muc, Jay Loucks, Jeremy Knue, Jessica Treas, Erin Winkler, Jason Byrd, Cat, JP DeHenaut, Lori deHanaut, Wendy Eberhardt, Al Gooding, Gary Gregor, Edward Heads, Chris Holley, Vince Kwiatek, Dylan Mayes, Jeff McClain, Warren Noble, John Poulard, Mike Reeder, Chris Umtdenstock, George Washington, Josh Henry, Gregory Cueto, Chasity Cueto, Cyn Covert, Tony Gonzales, David Miler, Ari Jones, Alexander Fonterot, Michael Springer, Joe Knife, Jason MacLean, Eric Currin, JR Cook, Grant Younger, PamChuny, Jerome Scheuring, Sylvia Scheuring, Jae Wilson.Justin Wilson, Christopher Cortright, Matt Hoskins, Eric Wu, Andrew Rife, Anthony, Andrew Terrill, Connor Hall, Danielle Crockett, Melissa Reser, Grady Victory, Brian Kelsay, Sophia Kelsay, Ryan Wiegert, Heather Edwards, Michael Edwards, Morgon Weber, Patrick McHenry, Chris Shields, Will Durman, Brendan Howard, Jeremiah Frye, Steven Thum, Aaron Caldwell, Zach Tolle, Tyler Brewster

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Introduction

In the year 2135 the Mankind is in a new golden age. Man has settled in the stars and has found new allies and friends. Technology allows us to travel to other galaxies and beyond. The planets of our home galaxy have been colonized. One of Earth’s greatest heroes has finally come home. But a dark shadow is forming in space. The Tarken have lost their home planet to this darkness.

Earth itself remains the central point of mankind’s operations. Most of earth’s nations are members of the United Earth Alliance (UEA) or the TWU (Third World Union). The nations that are not part of these organization have either isolated themselves from all others or they belong to a Corporation. There has been a super-human boom in the last 100 years on earth. Super-humans and aliens are much more common. The highest percentage of super-humans on earth is located in Australia (It is believed to have an astonishing 43%). Most of these super-humans are relatively low powered. Because of this the entertainment and sports industries have gone through many changes. The most popular of the super-human sports is Rocket Ball. The team wins by either scoring the most points or knocking out the opposing team. Another popular sport is the B.A.T. (Battle suit Assault and Tactics) games. These games use altered battle suits that fight one on one.

Because of the Super-human boom many people have become increasingly concerned about how to deal with super-human criminals. The organization known as D.O.S.H.I. (Department of Super-Human Investigation) has been a major contributor to the policing of super-humans. With the help of the Japanese company Akari, DOSHI has been able to produce many new technologies that allow them to police the super-human populace easier. With the aid of power readers an agent can get a general assessment of a super-human. Power Restraints work well at dampening mutates powers, and emergency teleporters allow for quick evacuation when injured.Even with the new advanced technology developed to help them DOSHI agents were finding themselves overwhelmed. When colonization of the other planets in our galaxy started DOSHI asked the UEA for funding for a new security force to help them deal with the ever-growing super-human populace. This new organization reports to both DOSHI and the UEA. This new branch of military was named the DOSHI Task Force.

They are equipped to deal with the most dangerous of super-human threats. The DTF has access to the most sophisticated technologies of not only Mankind but Xeros technology as well. They employ power armor and Battle suits to allow normal humans to combat Super-humans. They have star ships capable of interstellar travel. The DTF also employs many super-humans as well.

Earth has colonized all the planets (and many moons) of our solar system. Mars has actually been Terra-formed. There is a major military outpost on earth’s moon as well as a major starship port on one of Jupiter’s larger moons. Pluto has one of the most sophisticated Long distance arrays in the galaxy. The Tarken have large populations on Pluto and several of Jupiter’s moons. They are determined to not let the same thing that happened to their home planet happen to their new homes.

Mankind has established many colonies through out the galaxies. The Pyros see mankind as a threat to their way of life and have taken every opportunity to attack our deep space star ships and stations. Luckily their home planet is a long way from our home solar system.

In the last 100 years mankind has begun its colonization of space. At first it was minor settlements looking for new places to live. After the UEA’s (United Earth Alliance) announcement of the presence and alliances with other races the many people started looking to the distant stars. This generation was referred to as the Spaceborn. To many peoples surprise the Xeros were more than happy to help mankind colonize other planets (and moons) in our galaxy.

The first space colony was established well before all of these events. The first moon colony was established in 2030. This was a science colony and was established for the sole purpose of space research. It was from this colony that Earths first star cruisers were built as well as many of our other space vehicles. Over the years many commercial and residential colonies sprung up on the moon. These were actually the first to use Xeros technology (even though the majority of people on earth had no idea who the Xeros were). Large domes were put up so that there was an illusion of a person being outside. These domes had multiple protective barriers. They had both inner and out force fields and had multiple backup generators.

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Introduction

Shortly after this (2079) the Xeros announced that they had successfully teraformed Ganymede (one of Jupiter’s larger moons). 10 years later, in 2089 they succeeded again and teraformed Europa (Another one of Jupiter’s moons). The Xeros then embarked on their most ambitious step yet. They started Terra-forming Mars. They encountered a few more problems with Mars then the first to projects they did. Many of the mars regions reacted oddly to the terra-forming process and had to be redone. The Xeros science crew set up a science station on Deimos (2191). They were protected by the Space station Earth had established on Phobos in 2050. Finally in 2100 the Xeros completed successful terra-forming of Mars. Because of some odd mineral reactions from the terra-forming with the soil Mars has become known for its extremely fertile soil. Many farming families have moved to the planet.

After Mars the Xeros decided to try Venus. Unfortu-nately due to it’s hi temperatures and unstable nature the Xeros have yet to complete this. There is a science colony in orbit of the planet but that is it.

Out of the other planets and moons in our galaxy very few have been colonized and no others have been terra-formed. Most of Jupiter’s smaller moons have some form of colonies. Out of all of Saturn’s (The planet being a gas giant can not be terra-formed) moons remain un- colonized. Only Rhea and Titan have small colonies on them. None of Uranus’ or Neptune’s moons are colonized. Surprisingly Pluto and its moon Charon have been colonized. This is because it was decided that we should have a long distance space array set up at the edge of our galaxy. The colony on Pluto was established in 2098 and Charon was established in 2105.

Also since the establishment of the Phobos space station mankind has been attaining minerals from the asteroid belt. Many commercial/industrial space stations have been set up close to the belt.

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Chapter 1

1. Roll 2d6 +12 three times. Take the highest roll.

2. Spend these points to attributes (Example: if you rolled a total of 15, you have 15 points to spend).Attributes start on Page 14.

3. Select 1 attribute to become your Primary Attribute. This Attribute will help to determine your Power Channeling, Power Limit, and Health.

4. Choose starting race (Page 18). Human Kasen Supernatural Tarken Xeros

5. Choose to just use a base race or purchase a sub-race (Page 20). Human – Altered, Feral, Paragon, Mental Mutate, Meta-Mutate, Physical Mutate

Kasen – Gatekeeper, Litefoot, Ripclaw

Supernatural – Arcane, Ashen, Dragon-man, Gargoyle, Highlord, Spirit

Tarken – Masra, Korai

Xeros – Dark Xeros, Gene Splitter, Mind Master.

6. Select Disadvantages (up to 50 points) / Select Advantages (Page 44).

7. Select Powers (20 points to spend). Players may start up to rank 1 in a power. There are 2 types of powers – Rank (based) or Simple. Rank powers are ranked 1-6. Simple powers only have 1 rank. Your Power Limit (Maximum number of Powers you can have) is equal to your Primary Attribute. (Page 60)

8. Train in Skills and Specializations (6). A base skill costs 1 point to train in (Base skill total = Power Level + Attribute). Starting Specialization cost 1 point and may only start at rank 1. A Specialization maximum rank is determined by power level. (Page 109)

*You may only start at a rank 2 specialization if you have a race or advantage that allows you to.

9. Select Equipment. You have 2d6 x $1000 to spend (Page 124).

10. Determine Saves. Saves are based on Powers and Attributes. The base saves are Kinetic, General, and Will.

11. Determine Defense, Health, Initiative, Movement, Reaction, Endure Pain score.

Defense is determined by 1 Physical attribute (Dexterity, Stamina, or Strength) and 1 Mental attribute (Charisma, Intelligence, or Will Power) Players have 2 forms of defense: Passive and Active.

Passive = 1 Attribute + 5

Active = 1 Mental + 1 Physical + 5 + Power Level

Passive is used if you are surprised, if your defense is ignored, or if you elect to go to passive for a bonus to hit.

Active is standard defense.

Character Creation

8

AttributeCategory Number Starting

Cost

Below Average 1 1

Average 2 2

Above Average 3 3

Enhanced 4 5

Altered 5 8

Super 6 12

Meta 7 N/A

Transcendent 8 N/A

Cosmic 9 N/A

Godlike 10 N/A

SkillCategory

MaxSpecialization

SpecializationStarting

Cost

Basic 1 1

Moderate 2* 2*

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Character Creation

Health is (Stamina + 1 Physical + 1 Mental) x 4

Per Power Level + Bonuses

Initiative and reaction are determined by attributes and powers. Movement is determined by base race.

Endure Pain: Endure Pain is equal to your Stamina score + your Power Level + any bonuses. Endure Pain is used to resist passing out if you reach 0 Power Pool. It is also used to resist many status effects. A character can make an endure pain roll to reduce the damage of a hazard level. The base target is 15. This will reduce the Hazard Level by 1. For every 5 points over the base target number you can reduce the hazard level by an additional point.

12. Starting Power level is 1. It’s level names are the same as Attribute Category names. Your Power Pool base is determined by your power level (Power Level 1, Below Average, has a base Power Pool of 20). Determine Power Pool. Each Attribute gives you a bonus based on its rank

9

1

23

4

6

9

811

11

12

Character creation steps on the Character sheet

5

7

10

11

Power Level

Power Pool Base

AttributeCategory

AttributeBonus

Attribute Power Pool

Bonus

1 20 Below Average 0 0

2 40 Average 0 5

3 60 Above Average 1 10

4 80 Enhanced 2 15

5 100 Altered 4 25

6 120 Super 6 35

7 140 Meta 10 50

8 160 Transcendent 14 70

9 200 Cosmic 20 100

10 240 Godlike 30 150

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Chapter 1

(Example : Above average gives you 10 extra power pool). Example: You are a Power Level 1 Player with the following attributes: 2, 2, 3, 3, 2, 2, 1. Your power pool total = 60 (20 + 5 + 5 + 10 + 10 + 5 + 5 + 0).

Your Power Channeling is equal to your Primary Attribute + your Power Level. Some advantages may alter your Power Channeling as well. You regain Power Pool points equal to your Power Channeling score every round.

Actions: A character has a number of actions based on their power level: 1-3 = 2, 3-6 = 3, 7-8 = 4, 9 = 5, 10 = 6

Sample Character

1. Roll 2d6 + 12. You get a 5 and 4 for a total of 21.

2. You spend the following: Dexterity 4 (Cost 5), Stamina 4 (Cost 5), Strength 4 (cost 5), Charisma 2 (cost 2), Intelligence 2 (Cost 2), Will Power 2(Cost 2) for a total of 21 points.

3. You select Dexterity for your Primary Attribute.

4. You select Human as your base race and receive the following advantages:

+1 to two attributes (+1 to Dexterity and +1 Stamina)

Access to Human and General Advantages.

Adaption: Humans receive a +1 racial bonus to 3 sub-skills of their choice (Kung Fu, Mental fortitude, Cybernetics).

Movement 10mph

Power Pool Increase 20

Advantage Points: 60

Base Human Power Categories: Body Manipulation, General, and Reduction 5. Select Altered Human as your sub-race. This subrace costs 20 advantage points. You receive the following bonuses:

Racial Resistance: Kinetic Resistance (this power has a bonus rank of 1. This power does not count towards your power limit.

Access to Altered Advantages.

On top of your Base Race Power categories you receive access to Cyborg, Manipulation, and Mental.

6. Select disadvantages: Adrenaline Junkie (+5 points), Nightmares (+15), Wanted (+20) Select advantages (30 left from sub-race + 40 from disadvantages).

Attribute Bonus Strength (Raise strength 5) costs 10,Attribute Bonus Intelligence (Raise Intelligence to 4) costs 12 (5 to raise to 3, 7 more to raise to 4), Hide true power costs 10, Iron Will costs 5, Resist Disease costs 15, Resist Toxin costs 15, Resources 1 cost 3.

7. Select Powers (20 points)Enhanced Reflexes 1 rank costs 5.Cybernetic Legs simple power cost 5.Cybernetic Arms simple power cost 5.Dermal Reinforcement rank 1 costs 5.Unfortunatly I have run out of power points before I hit the max number of powers (based of primary attribute (Dex of 5).

8. You purchase the following skills (6 + 1 for a 4 intelligence):Hi tech theoryMartial ArtsMeditation, Sub-skill Mental Fortitude 1 (Total cost 2)Perception PilotingRange

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Character Creation

9. Because you took resource 1 as an advantage you receive $5000 + (2d6 x 1000). You roll 7 for a total of $12,000 ($5000 = $7000).

You purchase an Synth Armor ($3500), 2 x Arkon Laser Handguns ($1600), 6x Energy packs ($600), and a Hi-tech PDA ($2500).

10. Base Saves: Kinetic 4, General 4, Will 0 After Advantages/Powers: Kinetic 9, General 9, Will 1 Any Disease or toxic attacks are reduced by your general save + 8 = 14)

11. Defense: Use strength and stamina for defense. Base Passive 10, Active 15 After Advantages/Powers: Passive 10, Active 16

Health: Starting health = (Stamina + Strength + Intelligence) x 4.

Initiative: 6 +1 from Enhanced reflexes. Movement: Base move is 10 mph. Due to the characters cybernetics this character can move 40 mph

Reaction is 2.

12. Starting Power level is 1. Starting Power Channeling is 5 (Dexterity + Power level) Starting Power Pool base is 100 (20 +15+15+25+15+5+5). Then subtract the Power Pool cost of your passive powers (cost 40), leaving a Power Pool of 60. Character starts with 2 actions.

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Chapter 1

The Attributes

Attributes are a measure of your characters physical and mental abilities. You have Attributes that can be broken down into two categories: Physical attributes and Mental Attributes. The Physical attributes consist of: Dexterity, Stamina, and Strength. The Mental attributes consist of: Intelligence, Will Power, and Charisma. Attributes range from 1 – 10.

* 9 and 10 are considered Epic Attributes.

Primary Attribute

At character Creation all characters select 1 attribute to be the Primary Attribute. This attribute becomes the characters most important attribute. This Attribute will help to determine your Power Channeling, Power Limit, and there are several tricks based on Primary Attribute.

Mental Attributes

Mental attributes generally give skill or save bonuses. They show how resourceful and intellectual your character is. Characters with high mental attributes turn out to be scientists, scholars, or detectives.

Charisma Charisma is a measure of your physical beauty and how well you interact with others. A character with high charisma finds he can talk anyone into almost anything. Charisma affects your reaction modifier. The reaction modifier also affects how people perceive you when they first see you.

Charisma Based SkillsSocial Interaction

Charisma Based PowersCopy Power, Duplication, Extreme Luck, Healing, Invisibility, Paralyzing Touch, Rot Touch, Shape Shifting

Charisma Based TricksCharming, Slick

Attributes

12

Category Rank ReactionBonus

StartingCost

ExperienceCost

Below Average 1 0 1 0

Average 2 0 2 2

Above Average 3 1 3 4

Enhanced 4 2 5 6

Altered 5 4 8 10

Super 6 6 12 20

Meta 7 10 N/A 30

Transcendent 8 14 N/A 50

Cosmic 9 20 N/A 75

Godlike 10 30 N/A 100

Reaction Background Character Interaction

-20 or less Aggressive Hostility

-10 to -19 Hostile

-5 to -9 Distrusting

-1 to -4 Disinterested

0 to 5 Neutral

6 to 10 Interested

11 to 20 Courtious

21 to 30 Friendly

31 to 40 Trusting

41 or higher Idolize

AttributeCategory

AttributeRank

Below Average 1

Average 2

Above Average 3

Enhanced 4

Altered 5

Super 6

Meta 7

Transcendent 8

Cosmic 9*

Godlike 10*

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Character Creation

Intelligence Intelligence is a measure of memory and reasoning. A character with a high intelligence has many skills and knows many languages. Intelligence gives you bonus skill points. Intelligence can also lower the cost of some skills for you. Skills are discounted for high intelligence characters. For characters with Enhanced or higher Intelligence receive this discount. Enhanced & Altered = -1, Super & Meta = -2, and Transcendent = -3, Cosmic = -4, Godlike = -5. A skill cost never drops below 1 point.

Intelligence Based SkillsConstruction, Demolitions, Hi Tech Theory, Knowledge, Linguistics, Medicine, Perception

Intelligence Based PowersArmor Plating, Artificial Senses, Booster Jets, Combat Programming, Dimensional Travel, Enhanced Hearing, Enhanced Smell, Full Conversion, Image Generation, Infra-vision, Magic Aura Sight, Night Vision, Power Armor, Resistant Armor, Self Repair, Sensors, Sonar, Teleportation, Telescopic Sight, Ultra-Vision, Weapon Systems, X-ray Vision

Intelligence Based TricksPure Genius, Smart

Will Power Will Power is a measure of mental strength and resolve. A character with a high Will Power can resist mental domination and peer pressure. Will Power determines a characters base Will save. Will Power also gives you bonus damage to any psionic damage. Will Power also helps determine your health.

Will Power Based SkillsMeditation

Will Power Based PowersAerotechnics, Astral Sight, Blast (Psionic),Cold Manipulation, Combat Mind, Dark Matter Manipulation, Electrotechnics, Energy Manipulation, Force Field, Geotechnics, Ghost Form, Gravity Manipulation, Hydrotechnics, Life Drain, Light Manipulation, Light Matter Manipulation, Levitation,Magical Weapon, Magnetic Manipulation, Mind Control, Plasma Manipulation, Potential Manipulation, Protective Aura, Psi-Shield, Pyrotechnics, Sound Manipulation, Telekinesis, Telekinetic Adaption, Telepathy

Will Power Based TricksEnhanced Recharge, Fast Healer, Focused, Increased Damage I, Increased Damage II, Strong Will

13

Category RankSkill

PointBonus

Specxp

Discount

StartingCost

ExperienceCost

Below Average 1 0 0 1 0

Average 2 0 0 2 2

Above Average 3 1 -1 3 4

Enhanced 4 1 -1 5 6

Altered 5 2 -2 8 10

Super 6 2 -2 12 20

Meta 7 3 -3 N/A 30

Transcendent 8 4 -3 N/A 50

Cosmic 9 5 -4 N/A 75

Godlike 10 6 -5 N/A 100

Category Rank WillSave

PsionicDamageBonus

StartingCost

ExperienceCost

Below Average 1 0 0 1 0

Average 2 0 0 2 2

Above Average 3 1 1 3 4

Enhanced 4 2 2 5 6

Altered 5 4 4 8 10

Super 6 6 6 12 20

Meta 7 10 10 N/A 30

Transcendent 8 14 14 N/A 50

Cosmic 9 20 20 N/A 75

Godlike 10 30 30 N/A 100

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Chapter 1

Physical Attributes Strength gives damage bonus, stamina gives reduction, Dexterity gives combat bonuses and initiative bonus. The Physical attributes show how physically fit a character is and how well he handles physical activities. Characters with high Physical attributes turn out to be Athletes, boxers, martial artists, and laborers.

Dexterity Dexterity is a measure of how agile and graceful you are. Characters with high Dexterity find they do not get hit that often and tend to hit more on a regular basis. Dexterity is used to determine your base initiative in combat and may help determine your Defense attribute. Dexterity gives a bonus to all range based damage that you do (This includes firearms, powers, and other range attacks. This bonus does not increase vehicle weapon damage or any range attack that causes Psionic damage).

Dexterity Based SkillsMelee, Piloting, Range, Subterfuge, Vehicle Operations

Dexterity Based PowersAquatic Adaption, Blast, Combat Reflexes, Flight, Glid-ing, Hyper Speed, Hyper Attack, Shadow Walk

Dexterity Based TricksAgile, Increased Damage I, Increased Damage II, Nimble, Super Aim

14

Category RankRange

DamageBonus

InitiativeBonus

StartingCost

ExperienceCost

Below Average 1 0 0 1 0

Average 2 0 0 2 2

Above Average 3 1 1 3 4

Enhanced 4 2 2 5 6

Altered 5 4 4 8 10

Super 6 6 6 12 20

Meta 7 10 10 N/A 30

Transcendent 8 14 14 N/A 50

Cosmic 9 20 20 N/A 75

Godlike 10 30 30 N/A 100

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Character Creation

Strength Strength is a measure of raw physical power. Super-humanly strong characters think nothing of throwing cars around or lifting tanks off the ground. It determines how much your character can lift and gives bonus damage to all your close combat attacks. Strength also helps determine Health and Defense.

Strength Based SkillsBrawling, Melee

Strength Based PowersBody Weaponry, Climbing, Cybernetic Arm(s), Jump Jets, Super Leap, Tendrils

Strength Based TricksImproved Jump, Increased Damage I, Increased Damage II, Lifter, Mega Punch, Shockwave, Strength Overcomes, Super Punch

Stamina Stamina is a measure of health and general toughness. Characters with high stamina often find that not even bullets can pierce their dense skin. The Kinetic columns are your characters base Kinetic save. The Heal Rate column shows if the rate that you heal at (Base Heal rate = Stamina per day). Stamina also may help determine health and Defense.

Deaths door = Characters Stamina score x 10.

Stamina Based SkillsAthletics

Stamina Based PowersBody Armor, Body Transformation, Channeling, Deadman Syndrome, Dermal Reinforcement, Elongation, Full Conversion, Invulnerability, Nanite Regeneration, Phasing, Protected Senses, Resistance, Regeneration, Self Sustenance, Size Manipulation, Skeletal Reinforcement

Stamina Based TricksDurable, Fast Healer, Guarded, Tough Hide

15

Category Rank

Close CombatDamageBonus

LiftCap.

StartingCost

ExperienceCost

Below Average 1 0 25

lbs 1 0

Average 2 0 100 lbs 2 2

Above Average 3 1 300

lbs 3 4

Enhanced 4 2 1000lbs 5 6

Altered 5 4 1ton 8 10

Super 6 6 10tons 12 20

Meta 7 10 25tons N/A 30

Transcendent 8 14 100tons N/A 50

Cosmic 9 20 300 tons N/A 75

Godlike 10 30 750tons N/A 100

Category Rank KineticSave

HealRate

StartingCost

ExperienceCost

Below Average 1 0 Base 1 0

Average 2 0 x2 2 2

Above Average 3 1 x3 3 4

Enhanced 4 2 x4 5 6

Altered 5 4 x5 8 10

Super 6 6 x7 12 20

Meta 7 10 x9 N/A 30

Transcendent 8 14 x12 N/A 50

Cosmic 9 20 Regen10 N/A 75

Godlike 10 30 Regen20 N/A 100

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Chapter 1

Defense Defense is a characters ability to avoid, block and misdirect attacks. When a character attacks they use one of the targets defense scores as the target number.

A player uses whatever attribute combination is the highest. They can use either Dexterity, Stamina, or Strength.

Passive defense: This is used if the target is surprised, confused, prone, held, stunned, controlled or asleep. A player may also opt to use their passive defense to receive a +5 bonus to hit.

Passive 1 Attribute + 5

Active dodge: This is the standard defense. This represents someone who is aware and battle ready.

Active 1 Mental Attribute + 1 Physical Attribute

+ 5 + Power Level

When figuring scores always round down to the closest whole number. Bonuses to Active can come from powers, tricks, or equipment. A character may never have more than 2 bonuses.

Here is an example of some base defense scores at power level 1. Dexterity + Charisma = Passive Active 3 2 8 11 5 3 10 14 8 6 13 20

Health Heath is a measure of how well you take damage your luck at avoiding critical blows, and your willto keep going.

Health is determined by the following formula:

[(Stamina +Dexterity +Will Power) x4] Per Power Level +Special

Special can be any of the following: Racial Health Bonus, Advantage Health bonus, or Power Bonus.

Power Channeling Power Channeling is how fast your Power pool regenerates. Power Channeling = Primary Attribute + Power Level + Bonuses. You regain your Power Chan-neling score in power pooll every round.

Power Level A character’s Power Level is his raw power and skill. It is how characters are guaged. Power Level limits how high skills, powers, and other abilities can go.

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PowerCategory

PowerLevel

ExperienceTotal

MaxSpecRank

MaxPower Rank

Base Actions

Below Average 1 0 1 1 2

Average 2 10 1 1 2

Above Average 3 20 2 2 2

Enhanced 4 30 2 2 3

Altered 5 50 3 3 3

Super 6 100 3 3 3

Meta 7 250 4 4 4

Transcendent 8 500 4 4 4

Cosmic 9 750 5 5 5

Godlike 10 1500 6 6 6

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Character Creation

Power PoolPower Pool is determined by both the characters Power Level and by attributes.

Power Level x 20 + Attribute Bonuses.

Power LimitThis is the maximum number of powers you can have (not including Racial Powers).

Power Limit = Primary Attribute

Endure PainEndure Pain is equal to your Stamina score + your Power Level + any bonuses (powers, tricks, etc.). Endure Pain is used to resist passing out if you reach 0 power pool. It is also used to resist many status effects and Soul damage. A character can make an endure pain roll to reduce the damage of a hazard level. The base target is 15. This will reduce the hazard level by 1. For every 5 points over the base target number you can reduce the hazard level by an additional point.

Saves

Saves are a characters general resistance to certain forms of attacks and a measure of their general toughness. There are two types of Saves: Primary and Secondary. Primary saves (Lethal and Will) go off of attributes + powers or advantages. The secondary save: Base. This save reduces all other forms of damage.

Kinetic Kinetic is your characters ability to resist Brawl and Lethal damage. This save also determines your base General save. Kinetic save is used whenever you are attacked by a ballistic weapon, explosive, or other purely physical attack.

Will Will is your characters ability to resist mental attacks, domination, fear, and Psionic damage. Your will save reduces psionic damage. GeneralGeneral is your characters ability to reduce all damage types not covered by the other saves. This includes Cold, Disease, Energy, Fire, Radiation and Toxic damage. Your base General save is equal to yourbase Kinetic save.

MovementMovement is determined by your base race. Base movement is 10 mph or 30ft an action). Many powers , advantages, and tricks alter movement. A break down of mph to combat move (ft per action) can be found in chapter 8.

ActionsA character has a number of actions based on their power level. This may be altered by powers, tricks, or even some skills.

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AttributeCategory

AttributeRank

Power Pool

Bonus

Below Average 1 0

Average 2 5

Above Average 3 10

Enhanced 4 15

Altered 5 25

Super 6 35

Meta 7 50

Transcendent 8 70

Cosmic 9 100

Godlike 10 150

Power Level # of Actions

1 - 3 2

4 - 6 3

7 - 8 4

9 5

10 6

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The Ultimate hero has many diverse races aside from humans. Many have come from across the galaxy and others have journeyed from other dimensions. In this chapter we will discuss the different races of the Ultimate Hero and the unique abilities of these races.

A player first picks a basic race. Players may elect to just take the base race or they may use advantage points to purchase a sub-race. Players receive both the base race and the sub-race advantages and disadvantages. Each race and Sub-race list racial advantages and disadvantages. If a power is listed with a +# to powers rank this is a bonus and does not count as ranks. If the charac-ter has not taken the power and has this bonus they may still use the power as if they had those numbers of ranks in the power. Racial power does not count towards the power limit and is treated as if you have 1 rank in the power.

A character first picks their base race: Human Kasen Supernatural Tarken Xeros

Then the player may purchase a sub-race (or just use the base race):

Human - Altered, Feral, Human Paragon, Mental Mutate, Meta-Mutate, or Physical Mutate Kasen - Gatekeeper, Litefoot, or Ripclaw

Supernatural - Arcane, Ashen, Dragon-man, Gargoyle, Highlord, or Spirit Tarken - Korai, or Masra

Xeros - Dark Xeros, Gene-Splitter, or Mind-Master

Races

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Humans are the most basic race of the world. They are also the most common of all the races on Earth in 2135. They have begun a mass exploration of space as well.

Human views of other races:

Kasen: Most humans have never met a Kasen. They have heard stories or even seen footage of one. Humans generally view kasen with curiosity, mainly over a society that has evolved without using hi technology.

Supernaturals: Most humans have no clue about Supernaturals. They chalk them up to urban myths. Those that are encountered or caught on film are written off as mutates.

Tarken: Humans have an excellent relationship with their new allies. Tarken are sought after in human society for their diplomatic skill as well as their battle prowess.

Xeros: Most humans have embraced the Xeros as new Allies. Most view the Xeros gift of advanced technology as a blessing. The Third World Union treats them with extreme caution.

Average Human Height: 4’10” – 6’2”Average Human Weight: 100 – 250 lbsAverage Human Lifespan: 120 years

Base Human Abilities

+1 to two attributes of your choice. Primary Language: Choose 1 Human Language

Access to Human Advantages Access to General Advantages Adaption: Humans recieve a +1 Racial Bonus to 3 Specializations of their choice.

Movement: 10 mph (30 ft an action).

Power Pool Increase: 20

Advantage Points: 60

No Disadvantages

Base Human Power Categories Body Manipulation, General, and Reduction

Playing a Base race only:

If you are playing a Base Human race (No sub-race) you may purchase the following Power Categories:

Cyborg 10 Advantage points Manipulation 10 Advantage points Mental 10 Advantage points Power Armor 10 Advantage points

Humans

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Altered Human These characters have been altered in some way by chemicals, radiation, or technology. Because of this they are no longer truly human. Altered Humans usually have some type of odd trait, whether it be a physical abnormality or a mental quirk. The general populous views most Altered humans with curiosity.

Advantage Cost: 15 Racial Power: Resistance – Choose 1 Damage type, Any incoming Damage Steps of that Damage type are reduced by 2 (if reduced to Damage Step 0 you still take any Bonus damage).

Access to Altered Advantages

Additional Power Categories: Cyborg, Manipulation, Mental

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FeralFeral (Also known as were-creatures) are humans that have the ability to turn into animals or a very powerful animal-human hybrid. Despite popular myth were-creatures are not necessarily bloodthirsty killers. They also do not require the full moon to change. Ferals are linked at birth with a totem animal that they can take the shape of. In human form they may have slight animalistic features or tendencies. Unfortunately due to the werewolf myth the general public is very wary of Ferals.

Advantage Cost: 5

Feral Shift (Racial Power)A Feral can assume a hybrid human/animal form or turn into a specific animal. The feral chooses 1 type of animal that they can shift into. All of the feral’s powers can only be used in their hybrid/animal form.To activate the feral shift takes 1 action and costs 10 power points. The power costs nothing to maintain (although if the character’s power pool ever drops to zero they revert to their human form). A feral can choose 1 power to specialize in. This power is ½ cost. While in the feral hybrid form the character receives a health bonus equal to their primary attribute x 10. The feral also chooses 1 of the following abilities for every odd power level reached: • Animal Magnetism: +1 Racial Bonus for every other power level (1,3,5,7,9) to all social interaction specialization towards the opposite sex. (Only taken once) • Animalistic Mind: +1 racial bonus x 1/2 power Level to Mental fortitude vs. telepathy and image generation. (Only taken once) • Increased Health: +25 health x Primary Attribute (Only taken once) • Improved Reflexes: +2 Initiative x Primary attribute (Only taken once) • Improved Senses: +1 racial bonus to Spot, Listen, and Tracking for each time this is selected. • Increased Agility: +2 Racial Bonus to Active Defense. (Only taken once) • Increased Muscle: Double lift capacity. (Only taken once) • Increased Movement: +10 mph for each time this is selected. • Killer Instinct: When making a hand-to-hand attack (no weapons) you may re roll any result less than 5 on damage step rolls. (Only taken once) Access to Beast Advantages Vulnerability to Silver Powers only apply in Feral hybrid and animal forms.

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Human Paragon Human Paragons are peak examples of normal humans. They strive for perfection in everything they do.

Advantage Cost: 0

Racial Advantage: discount on skill tricks (Reduce cost of skill tricks by 3 points; minimum trick xp cost is 1)

Access to Baseline advantages

All attributes above enhanced (4) except the character’s primary attribute cost double.

Limited Power Access: Human paragons lose the power categories that base Humans have access to. Instead they gain access to Cyborg and Power Armor power categories.

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Mental MutateMental Mutates are humans gifted with superhuman mental enhancements. Their powers usually manifest during their early teen years. These mutates are not as easily spotted as their physical counterparts, as they show no physical signs of their abilities when they are not using them. The general populous views most mutates with suspicion.

Advantage Cost: 10

Racial Advantage: Powers in Manipulation or Mental categories are ½ cost. Powers from the Body Manipulation and Reduction categories cost double.

Power Channeling +5

Access to Mutate Advantages

Vulnerability to Power Negation

Physical Attributes (Dexterity, Stamina, Strength)over Enhanced (4) cost double.

Additional Power Categories: Mental, and Manipulation

Meta-MutateMeta-mutates are the most versatile mutates. They are the only mutate that can use any power without penalty. The general populous views most mutates with suspicion.

Advantage Cost: 10Access to Mutate Advantages

Racial Advantage: Select 1 Power Category to Specialize in. That power category becomes ½ cost.

Vulnerability to Power Negation

Additional Power Categories: Manipulation, and Mental

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Physical Mutates Physical Mutates are humans gifted with superhuman physical enhancements. Their powers usually manifest during their early teen years. Physical Mutates usually have some physical trait that identifies them as a physical mutate (Such as cat eyes, huge size, scaly skin, etc.).The general populous views most mutates with suspicion.

Advantage Cost: 10

Racial Advantage: Powers from the Body Manipulation and Reduction Categories are ½ cost. Powers from the manipulation category costs double. Access to Mutate advantages

Vulnerability to Power Negation

Mental Attributes (Charisma, Intelligence, Will Power) over Enhanced (4) cost double. Additional Power Categories: Manipulation

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The Kasen are catlike aliens. They are a relatively primitive race as far as technology goes, but are very wise and relay on mysticism. They are curious about all things and tend to have a lot of energy.

Kasen views of other races:

Humans: Most Kasen view Humans as a curiousity. This is to the vast differences in Human culture and racial diversities.

Supernaturals: Kasen treat Supernaturals with cautious respect. The Kasen have many similarities with several Supernatural races.

Tarken: Kasen have a deep respect for the Tarken culture and tend to warm up to Tarkens quicker the most races.

Xeros: Kasen and Xeros have been allies for longer than either race can remember.

Average Kasen Height: 4’– 5’2”Average Kasen Weight: 80 – 180 lbsAverage Kasen Lifespan: 75 years

Base Kasen Abilities +2 to Dexterity Primary Language: Kasen

Access to Kasen Advantages Access to General Advantages

Power Pool Increase: 20

Advantage Points: 60 Improved Movement: Kasen are extremely quick and agile. Their base movement is 20 mph (60 ft an action).

Enhanced Senses: Kasen recieve a +1 Racial Bonus to the Spot, Listen, and Tracking Specializations.

Low tech: Kasen culture does not use technology, but relies on their own abilities. Becuase of this Kasen receive a -5 to use anything that involves modern or hi-tech technology (This includesmost vehicles, firearms, and equipment). All tech skills cost 50% more.

Base Kasen Power Categories General, Manipulation, and Reduction

Playing a Base race only:

If you are playing a Base Kasen race (No sub-race) you may purchase the following Power Categories:

Body Manipulation 5 Advantage Points Mental 10 Advantage Points Supernatural 20 Advantage Points

Kasen

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Kasen Sub-races

GatekeeperGatekeepers are the leaders and spiritual guides of the Kasen. They hold great respect in the eyes of all Kasen, as they use their unique talents to help guide their people. This caste only makes up 2% of the Kasen populace.

Advantage Cost: 20 Access to Supernatural Advantages Teleportation (Racial Power): Gatekeepers specialize in Teleportation (1/2 cost to raise). This power has 1 bonus rank and does not count towards your power limit. Vulnerability to Soufire Additional Power Categories: Mental, Reduction, and Supernatural

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LitefootThe Litefoot are the hunters of the Kasen. They are skilled with ranged weapons and are very fast and agile. About 17 % of the Kasen race is made up of this caste.

Advantage Cost: 10 Access to Beast Advantages Combat Specialization Racial Bonus (Blast +1) Elemental Blast (Racial Power): Choose 1 of the following generation powers: Cold, Fire, Electrical, Sonic or Wind. This power has 1 bonus rank and does not count towards your power limit.

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Ripclaw The Ripclaws are the warriors of the Kasen. They excel in melee combat and use their speed to bring down foes quickly. About 21 % of Kasen fall into this caste.

Advantage Cost: 15 Access to Beast Advantages Combat Specialization racial bonus of +1 to either 1 Brawling or Melee Specialization. Claws (Racial Power): This power has 1 bonus rank and does not count towards your power channeling limit. Additional Power Categories: Body Manipulation

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Supernaturals are magical creatures that inhabitthe world. They are creatures of the night, mythological nightmares, and ancient wyrms.

Supernatural views of other races:

Humans: Supernaturals view most Humans withdistrust and are cautious around them.

Kasen: Kasen are treated as if they were another supernatural race.

Tarken: Most Supernaturals have little to do with the Tarken race.

Xeros: Supernaturals don’t mind Dark Xeros. They tend to shy away from other Xeros.

Average Supernatural Height: Varies per sub-raceAverage Supernatural Weight: Varies per sub-raceAverage Supernatural Lifespan: Varies per sub-raceBase Supernatural Abilities +1 Stamina, +1 Will Power Primary Language: Choose 1 Human Language or 1 Occult language

Access to Supernatural Advantages Access to General Advantages

Power Pool Increase: 20

Advantage Points: 60 Otherworldly Biology: Choose 1 of the following damage types: Cold, Disease, Fire, Electricity, or Toxic. That damage type only does 1/2 damage to you.

Movement: 10 mph (30 ft an action).

Vulnerability to Soulfire

Base Supernatural Power Categories Body Manipulation, General, and Supernatural

Playing a Base race only:

If you are playing a Base Supernatural race (No sub-race) you may purchase the following Power Categories:

Manipulation 5 Advantage Points Mental 10 Advantage Points Reduction 10 Advantage Points

Supernatural

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Arcane This race consists of people who have been altered or born with magical abilities. These individuals are usually drawn to magical forces. An arcane person could be anyone vampire slayers, unstoppable armor clad brutes, or people that gain power from spirits that enter their bodies. Because of their supernatural heritage the arcane live longer than most humans.

Average Arcane Height: 4’10” – 6’2”Average Arcane Weight: 100 – 250 lbsAverage Arcane Lifespan: 150 years

Advantage Cost: 25 Access to Human advantages Mystical Empowerment (Racial Power): By spending 50 pp you can enhance a power or shift an attribute category up 1 for a number of rounds equal to 1/2 your primary attribute. This power may be used a number of times per day equal to your Primary Attribute.

Additional Power Categories: Manipulation, Mental, Reduction

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