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    STEVEN S. LONG

    SUPERPOWERED ROLEPLAYING

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    THE UNTIL SUPERPOWERS DATABASE

    Author: Steven S. Long

    Additional Contributions: David Mattingly

    Editing & Development: Darren Watts

    Layout & Graphic Design: Andy Mathews

    and Keith Curtis

    Cover: Brad D. NaultInterior Artwork: Nate Barnes, Storn Cook,

    Andrew Cremeans, Keith Curtis, Jonathan

    Davenport, Nick Ingeneri, Eric Logren,

    Bryce Nakawaga, Scott Ruggles, Greg Smith,

    and Chris Stevens

    A WORD OR TWOOF APPRECIATION

    Dedication: o Osiris, or the maintenance o dedi-

    catory superiority.Special Thanks: o David Mattingly, or startingthe ball rolling. And to Nikki Vrtis, or the Direc-tive, and more.

    Wed also like to thank Monolith, om McCarthy,Bob Greenwade, and the other Digital Hero play-testers and testreaders who reviewed the USPDmanuscript. Teir help checking the math andspotting typos, inconsistencies, and dropped wordsis, as always, deeply appreciated.

    Hero SystemTM is DOJ, Inc.s trademark for its roleplaying system.

    Hero System 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    Champions 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    The UNTIL Superpowes Database 2003 by DOJ, Inc. d/b/a Hero Games. All rights

    reserved.

    Star Hero, Justice Inc., Danger International, Dark Champions, Fantasy Hero, Pulp

    Hero, Western Hero 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

    No part of this book may be reproduced or transmitted in any form or by any means,

    electronic or mechanical, including photocopying, recording, or computerization, or by

    any information storage and retrieval system, without permission in writing from the

    Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.

    Printed in the U.S.A. First printing April 2003

    Produced and distributed by DOJ, Inc. d/b/a Hero Games.

    Stock Number: DOJHERO204 ISBN Number: 1-58366-013-5

    http://www.herogames.com

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    TABLE OF CONTENTSIntroduction .....................................5

    The Power Template ......................7

    Acid Powers .................................... 8

    Air And Wind Powers .....................12

    Animal Powers .............................. 20

    Body Control Powers ......................34

    Cosmic Energy Powers...................40

    Cyberkinesis Powers ......................43

    Darkness Powers ...........................50

    Density Alteration Powers ...............55

    Dimensional Manipulation Powers ..61

    Earth And Stone Powers .................68

    Electricity Powers ..........................76

    Emotion Control Powers .................82

    Fire And Heat Powers .....................87Force Powers ................................96

    Gravity Powers ............................101

    Hypersenses ...............................105

    Ice And Cold Powers .................... 109

    Illusion Powers ............................116

    Kinetic Energy Powers ..................119

    Light Powers ...............................124

    Luck Powers ............................... 129

    Magnetism Powers ......................133

    Matter Manipulation Powers .........139

    Mental And Psionic Powers ..........146

    Precognition Powers ....................167

    Radiation Powers .........................170

    Shape Alteration Powers ..............174

    Size Alteration Powers ..................179

    Sleep And Dream Powers .............185

    Solar And Celestial Powers ........... 1

    Sonic Powers ..............................1

    Speedster Powers ........................1

    Strength And Toughness Powers ... 2

    Stretching Powers .......................2

    Telekinetic Powers .......................2

    Teleportation Powers ....................2

    Time Powers ...............................2

    Vibration Powers .......................... 2

    Water Powers .............................. 2

    Weather Powers .......................... 2

    Wood And Plant Powers ...............2

    Miscellaneous Powers..................2

    Appendix ..................................... 2

    The Power Skill ........................2Examples Of Use .......................2

    ILLUSION MINDGAME 10

    wo images show the supervillainMindgame. Te first (above), taken romsecurity cameras and digitally supple-mented to show illusionary women

    matching the description later givenby the guard, shows how Mindgameemploys his powers. Rather than adirect, rontal assault, he attacks

    indirectly, using his image-creationabilities to distract, trick, and hinderhis targets. (See page 117 or the secondimage.)

    SUBJECT ID: MINDGAME

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    FORCE UNKNOWN ??

    Tis photograph, taken by a Japanesetourist in Paris, shows two heroes Golden Eagle (an American) andFeu-Diamant (Firediamond, a French-

    man) fighting an unknown supervillain.Note the effectiveness o the villains wallo orce it easily blocks both heroesenergy bolts at once without any strain

    or diffi culty. I possible, agents conront-ing villains with such powers shouldfind ways aroundthe orce-wall, insteado trying to batter through it.

    Te villain deeated both heroes andescaped the conrontation. Our efforts

    to identiy and locate him continue,since the mime moti o his costumeindicates a particularly high degree oevil and depravity.

    From the working draf oTe UNILSupercriminal actical Reerence Manual

    Te echnical Corps grateully acknowl-edges the assistance o the ollowingsuperheroes and other persons, whodemonstrated their powers or providedother inormation helpul in the prepa-ration, maintenance, and expansion othe Database:

    Anvil

    Captain Chronos

    Decibelle

    Deender

    Diadem

    Diamond

    Downshif

    Dr. Silverback

    Te Drifer

    Dwarstar

    Electron

    Firewall

    Fortuna

    Ironclad

    Jetstream

    Kinetik

    Pantheon

    Previsione

    Repulse

    Sapphire

    Sequoia

    Te Silicon Kid

    Soaring Eagle

    eknique

    ricolor

    Victory

    Volt

    A WORD OF THANKS

    SUBJECT ID: UNKNOWN

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    UNTIL Superpowers Database

    5 February 2003

    Secretary-Marshall Wilhelm Carl EckhardtUNTIL World HeadquartersUnited Nations BuildingNew York City, New York

    Dear Secretary-Marshall Eckhardt:

    On behalf of the entire Technical Corps, and the Superhuman Analysis Division in particular, I am pleasedto present you with the third and latest edition of the UNTIL Superpowers Database, a summary of informa-tion about superhuman abilities developed by the Division over the past several years. Building on the work ofhis predecessors, Antonio Villareal has assembled what I believe to be the most comprehensive and accurate

    archive of information regarding superhuman powers ever assembled.Of course, this document is just a distillation of the entire database, which is far too large to print in one

    volume. It contains the essence of the data descriptions of hundreds of catalogued superpowers, organizedby type and function. Within each category of powers (Air Powers, Cyberkinetic Powers, Ice/Cold Powers, and soforth), Deputy Director Villareal has selected not only the most common abilities, but some of the more unusual

    and intriguing ones, to showcase the incredibly broad range of superpowers displayed by the worlds metahu-mans. You can access the vast bulk of the data test results, analytical reports, and the like through theHUGIN computer network if you, or any other agent, wishes to know more.

    Our data on superhuman abilities contains many gaps. Some powers we know about only from eyewitnessreports rather than controlled scientific testing, for example. Fortunately, thanks to the cooperation of numeroussuperheroes, and even help from some supercriminals eager to reduce their sentences, we have obtained veri-fiable test results for most of the powers described in this report.

    With this project complete, the Superhuman Analysis Division is proceeding with the creation of The UNTILSupercriminal Tactical Reference Manual (USTRM), a tactical guide for agents facing superpowered foes in the

    field. Early drafts of part of the work are already available; I will keep you informed of the teams progress viamy weekly reports.

    As always, if you have any questions or suggestions, please contact me at your convenience.

    Gideon H. Jones, DirectorTechnical Corps

    Director Gideon H. JonesUNTIL Technical CorpsRoom DS1-1432 One UN PlazaNew York, New York 10017

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    6 Hero System 5th Edition

    HOW TO USE THIS BOOKTis is a book o pre-generated superpowers

    or use in your Champions games. It has two pri-mary purposes. First, its a time-saver. I you needto generate a character quickly, or you dont wantto take the time and effort needed to create all o acharacters powers rom scratch, the SuperpowersDatabase provides you with the shortcut you need.

    Just open to the appropriate section, select the sorto power you want, tweak it to taste, and in secondsyouve got a new power or your character.

    Second, its an idea generator. I youre at a lossor what type o character to play, you can flip thebook open at random and see i anything on thatpage catches your attention. I you already have ageneral idea o the type o character you want tocreate, some o the more unusual powers listed oreach special effect may inspire you to take the char-acter in new and intriguing directions.

    Although many o the powers come with alist o options, dont eel constrained by what thebook says. You can easily alter a power to suit the

    character you have in mind, and in most casessubstitute one special effect or another with onlyslight alterations. And or many powers, increasingor decreasing the number o Active Points alwaysremains an option.

    POWER FRAMEWORKS

    Te UNIL Superpowers Database is par-ticularly helpul or characters trying to constructPower Frameworks built around a special effect.Generally speaking, any power listed within aspecial effects category is valid or inclusion in anElemental Control or that special effect, thoughall other rules or ECs apply. (For example, even

    i a special effects powers include an ability builtwith Damage Reduction, its still against the rulesto include that power in an EC, since it inherentlycosts no END though o course you could applythe Costs Endurance Limitation to it and then putit in the EC.) Te GM may, i he wishes, rule thatcertain powers are or are not eligible or inclusionin an EC.

    Using the Database to construct Multipow-ers is even easier. Between the various powers andtheir options, a character can choose a suite o, say,Fire Powers or eleportation Powers with just aew minutes work. Where possible and advisable,powers are built in the 40-75 point range, to makeit easy to create Multipowers without having toalter point totals too much.

    Players with characters who have VariablePower Pools may find this book particularly help-ul. Rather than having to calculate a new powerevery time, they can simply choose the power theywant out o the Database and proceed withoutinterrupting the game.

    See pages 267-68 or some example PowerFrameworks created using the Database.

    WHAT THIS BOOK IS NOT

    Having noted what this book is, its alsoimportant to note what it is not.

    First, its not a book o gadgets. Gadget ortechnology is such a ar-reaching special effectthat it requires a book o its own. However, you caneasily convert most o the powers in this book togadgets by applying the appropriate Power Modi-fiers, such as Focus and Charges.

    Second, it covers neither martial arts andrelated abilities, nor abilities defined as extensivetraining and heightened skill. Te Ultimate Martial

    Artist and Ninja Hero provide extensive coverageo the ormer (so please reer to them i you havea martial artist character in mind); the latter dontreally qualiy as superpowers in the sense thisbook means. Teyre better suited or Dark Cham-pions and related products.

    Tird, the Superpowers Database doesnt covermagic and mysticism. Tat, too, is a wide enoughsubject or its own book. But again, conversion iseasy i you have a supermage character in mind just change the special effect rom, say, fire tomystic fire, or sonics to enchanted bell, alteringthe write-up i necessary, and youre set.

    Fourth, its not comprehensive. No one book

    could describe every possible special effect orsuperpower any one gamer or even entire teamso gamers could create using the HERO System.Instead, the Superpowers Database provides rea-sonable coverage o the major special effects, listingnot just basic powers associated with them, butsome more unusual or intriguing applications thatmight not occur to you at first. In the end, it shouldnot only help you when designing characters, buthopeully inspire you to create other powers usingyour imagination and the rules.

    Fifh, its not a blank permission slip to use anyo these powers in your game. Some o the abilitieslisted in the book are powerul, with high Active

    Point costs, and may not be appropriate or everycampaign. Te GM should approve the use o anypowers rom this book.

    Sixth, and most importantly, this book is not astraitjacket. You can ofen build a particular powertwo or more ways using the HERO System rules, sodont let the act that this book chooses a particularmethod deter you rom doing something else iyou preer. Rarely, i ever, is there an offi cial wayto build any given power or simulate any givenspecial effect using the HERO System. Te optionsprovided or each power ofen describe alternateways o creating the same power to help spur yourimagination.

    THE POWER TEMPLATE

    o make this book as easy to use as possible,it describes each power with a standard template.Te inormation provided applies only to the stan-dard power; the options may have different areas oeffect, ranges, END costs, and so orth.

    Name indicates the name o the power. Youcan, o course, rename it to suit your own characteri you preer.

    Effect lists the basic game effect o the powerin simple terms: Energy Blast 8d6, Explosive;Desolidification; elekinesis (30 SR). Tis tells youquickly what a power can do so you dont have to

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    UNTIL Superpowers Database

    delve into the ull game write-up.arget/Area Affected describes

    who or what the power affects. AnAttack Power usually indicates Onecharacter or the area covered dueto the Area O Effect or ExplosionAdvantages. (O course, sometimeseven a one character power can beSpread, or used with Rapid Fire or

    Sweep to affect more than one target;a powers shorthand descriptiondoesnt override the rules.) Selindicates the power only works onthe character using it (though it maystill affect other characters; orexample, other characters can per-ceive the effects o Shape Shif, eventhough its a Sel power.)

    Duration lists the powers dura-tion, typically Instant, Constant, Per-sistent, or Inherent (see the HEROSystem 5th Edition, Revised, page 98).Uncontrolled indicates the power

    has that Advantage; ContinuingCharges are also listed here.

    Range lists the range or thepower. Ranged powers usually havea range in inches (Active Points x 5in most cases), but may have LOS(Line O Sight) range. No Rangeindicates the power has No Range;Sel that the power only affectsthe character using it; ouch thatthe power involves having to touchanother character (which usuallyrequires an Attack Roll).

    END Cost lists the powers

    Endurance cost.Description provides a (usu-

    ally brie) textual description o thepower. Tis section notes any specialrules or rules applications relevant tothe power.

    Game Inormation is a ullwrite-up o the power in game terms,including Active Point and RealPoint costs. (I only one point totalis listed, that means the Active andReal Point costs are the same.)

    Lastly, many powers haveOptions listed below the game

    inormation. Tese describe variousstandard ways to alter the powerto create a slightly different ability.Optional powers ofen have theirown names related to the standardpowers name. For example, underthe power Fire Blast you can findan optional power called CuttingFire, which is nothing more than theArmor Piercing Advantage appliedto the Fire Blast.

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    Hero System 5th Edition

    Acid Powers represent a characters use o orcontrol over acid or some acidic substance.You can also use Acid powers to representany ast-acting attack with ew deenses

    against it, such as napalm, superheated plasma, orbiochemical attacks. Te basic Acid power is RKA1d6, Penetrating, Continuous, and Uncontrolled, andworks against Energy Deense.

    Te Continuous and Uncontrolled effect o acidmeans the substance keeps damaging an affectedtarget or a specific period o time. Tis lasts until oneo either two things happens: the END allocated tothe power runs out (or 1d6 Phases, i it costs 0 END);

    or the power reaches a defined damage threshold.Te latter condition means the acid keeps damagingthe target until the BODY damage rolled on the diceequals twice the BODY damage possible on a singleattack. So, a basic Acid RKA 1d6 keeps attacking untilthe END allocated or it runs out, or until it inflicts atotal o (2 x 6 =) 12 BODY. (Tis means the damagerolled on the dice, regardless o how the targetsdeenses apply.) Against a target with no HardenedrED, the maximum BODY typically occurs first.

    A victim can also stop an Uncontrolled acidattack by applying the appropriate base, or by immers-ing himsel in water. Immersion in water puts outthe acid on the victims next Phase (the immersion

    gets rid o the acid immediately, but the reaction alsoinflicts an additional immediate attack on the victim).

    Example: Te Lord o Acid (SPD 4) hits Witch-craf (10 rED, not Hardened) with an AcidCloud (RKA 1d6, Penetrating, Continuous,Uncontrolled). On Segments 3, 6, 9, and 12 (herattackers Phases), Witchcraf takes 1d6 Killingdamage. On Segment 3, Te Lord o Acid rolls4 BODY and 12 SUN. Since the attack is Pen-etrating, she takes 1 BODY and 1 SUN rom theattack. On Segment 6, the attack continues, andthis time rolls 6 BODY and 24 SUN. Witchcraftakes 2 BODY rom that one (since the 6 that

    was rolled had two BODY pips, and got themthrough her deenses as a minimum). I Witch-craf were to do nothing, the attack would keepwhittling her down until 12 BODY was rolledon the acids damage dice (or until the attackersUncontrolled END pool ran dry, but she doesntknow how much longer that might be). On Seg-ment 8, however, she casts a Create Water spelldirectly over hersel. Tat removes the acid, butthe explosive reaction caused by dousing the acidalso triggers one final attack on the Lord o Acidsnext Phase. He rolls another 2 BODY and 10SUN, which does 1 BODY and 1 SUN afershe applies her deenses.

    OFFENSIVE POWERS

    ACID CLOUD

    Effect: RKA 1d6, PenetratingTarget/Area Affected: One HexDuration: UncontrolledRange: 260END Cost: 5

    Description: Te character can create a cloud oacidic vapors. He might breathe them rom hismouth, shoot them rom his hands, or exude them

    rom his body. Te clouds damage unctions asnormal Acid damage.

    Game Information: RKA 1d6, Area O Effect(One Hex; +), Continuous (+1), Penetrating(+), Uncontrolled (see text; +). otal cost:52 points.

    OPTIONS:

    1) Large Acid Cloud: Increase Area O Effect to (5Radius; +1). otal cost: 60 points.

    2) Acidic Gas Bolt: Instead o creating a cloud o

    acidic vapors, the character projects a wide bolt orbeam o acidic vapors. Change Area O Effect to(18 Line; +1), and apply No Range (-). 60 ActivePoints; total cost 40 points.

    3) Restricted Range: Apply Limited Range (8; -).52 Active Points; total cost 42 points.

    4) Exhale Acid Cloud: Te character can exhale anacid cloud at nearby targets. Apply Personal Immu-nity (+), No Range (-), and Extra ime (DelayedPhase; -). 56 Active Points; total cost 32 points.

    ACID PROJECTION

    Effect: RKA 1d6, PenetratingTarget/Area Affected: One characterDuration: UncontrolledRange: 8END Cost: 4

    Description: Te character has the ability to projectacid rom his body, typically by spitting or squirtingit. In most cases, this means the acid has a limitedrange, though some large creatures and other char-acters may not suffer rom this restriction.

    Game Information: RKA 1d6, Continuous (+1),Penetrating (+), Uncontrolled (see text; +)(45 Active Points); Limited Range (8; -).otal cost: 36 points.

    ACID POWERSSUBJECT:

    DIAMONDBACK

    In the employ oVIPER since the early1980s, Diamondback istough, strong, and ast.We know nothing abouthis origin. We suspecthe was genetically engi-neered by VIPER scien-tists, and his loyalty tothe organization tendsto support that theory.But he responds poorlyto interrogation, makingit diffi cult to gather con-crete data....

    While most super-heroes know and earDiamondback or hisstrength, resilience, andsharp claws, those arenot the only naturalweapons he possesses.He can also spit anacidic venom o highpotency, as shown inthis image (taken roma photojournalists pic-ture o a battle betweenVIPER and the Millen-nium City superheroKinetik). Laboratorytests have shown thatin approximately 12seconds, Diamondbacksacid can eat through12 cm o steel. Agentsexpecting to encounterDiamondback shouldcarry small vials o vin-egar, which neutralizes

    the acid.

    From the workingdraf oTe UNILSupercriminal acticalReerence Manual

    8 Acid Powers

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    OPTIONS:

    1) Strong Acid: Increase to RKA 2d6. 90 ActivePoints; total cost 72 points.

    2) Weak Acid: Decrease to RKA d6. 30 ActivePoints; total cost 24 points.

    3) Irresistible Acid: Change Penetrating to Pen-etrating (x2; +1). 52 Active Points; total cost 42points.

    4) Acid Blast: Remove Limited Range (-). otalcost: 45 points.

    5) Acid Blob/Ball: Te character has the abilityto project a ball, blob, or other mass o acid. AddExplosion (-1 DC/2; +). 56 Active Points; totalcost 45 points.

    6) Acid Wall: Te character has the ability to createa wall o acid. Add Area O Effect (18 Line; +1)and remove Limited Range (-). 60 Active Points;total cost 60 points. Te wall lasts as long as theEndurance ed to it holds out. Instead o Area OEffect (Line), the character can substitute otherArea O Effect shapes at the same point cost.

    7) Self-Immune Acid: A character with this addedoption could conceivably take a bath in the acidhe projects, at no harm. Characters whose bodiesproduce the acid they project normally take thisoption. Add Personal Immunity (+). 49 ActivePoints; total cost 39 points.

    8) Painful Acid: Tis option makes the acid par-ticularly painul perhaps it eats through itstargets slower, or just has added shock value due to

    the horrific nature o the attack. Add +1 IncreasedSUN Multiplier (+). 49 Active Points; total cost39 points.

    9) Slow-Acting Acid: Acid with this added optionlacks the effectiveness o normal acid. Perhaps itcauterizes the wounds it creates, or maybe its abiological torture agent, designed to keep its targetsawake during the carnage. It might not truly be acidat all, but some sort o slow disintegration beam.Add -1 Increased SUN Multiplier (-). 45 ActivePoints; total cost 30 points.

    10) Short-Range Acid Blast: Acid with this optiongets less harmul the arther away it gets rom theattacker maybe the acid stream breaks up inflight, or quickly loses effectiveness when exposed toair. Substitute Reduced By Range (-) or LimitedRange (-). 45 Active Points; total cost 36 points.

    11) Restricted Acid Supply: Characters with thisadded option run out o acid at some point. Forexample, i a character spits acid, eventually hismouth dries out, or his saliva glands become tem-porarily depleted through overuse. Add Activation

    Roll 14-, Burnout (-). 45 Active Points; total cost30 points.

    12) Acid Rain: Te character doesnt shoot acid, hecauses a rain o acid to strike the target rom above.Add Indirect (always rom above; +). 52 ActivePoints; total cost 42 points.

    13) Inaccurate Acid: The characters acid attack isinherently inaccurate (perhaps because he has tospit it at the target). Add Inaccurate ( OCV; -).45 Active Points; total cost 30 points.

    ACID DIAMONDBACK 2+

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    Hero System 5th Edition

    ACID SHEEN

    Effect: RKA d6, Penetrating, Damage ShieldTarget/Area Affected: SelDuration: Constant, UncontrolledRange: ouchEND Cost: 5

    Description: Te characters body can exude a thinfilm o acid, making it dangerous to touch him

    and causing him to damage objects he touchesor wears, unless theyre resistant to acid.his power has two eects. he irst is the

    Damage Shield; that allows the character tocause damage when he touches or is touchedby another person. he second is a typical acidattack; this relects how the acid keeps damag-ing someone ater they break contact with thecharacters acidid sheen.

    Game Information: RKA d6, Continuous(+1), Damage Shield (+), Penetrating (+),Personal Immunity (+) (total cost: 32 points)plus RKA d6, Continuous (+1), Penetrat-ing (+), Uncontrolled (see text; +), rigger

    (when Damage Shield activates, rigger resetsautomatically and immediately; +) (37 ActivePoints); No Range (-), Linked (victim mustfirst take damage rom Damage Shield; -)(total cost: 21 points). otal cost: 53 points.

    DEFENSIVE POWERS

    ACIDIC BLOOD

    Effect: RKA 1d6, Penetrating, Damage Shield, poten-tially AutofireTarget/Area Affected:

    SelDuration: PersistentRange: SelEND Cost: 0

    Description: Te character has acidic blood (or likebodily fluids). Objects that penetrate his flesh (i.e.,which do BODY damage to him) take damage romit; i something spills it, it harms whatever it hits.For every point o BODY damage the charactertakes, one Charge affects the physical object injur-ing him. I he wants to spill his own blood ontosomething to damage it, he has to inflict an injuryon himsel (the GM may require the character tosucceed with an EGO Roll to do this).

    Because a character has a finite supply oblood, his Acidic Blood powers have Charges 2Charges per point o BODY he has (representingthe act that he dies when he loses all o his blood,i.e., reaches negative his starting BODY). Tis writ-eup assumes a character with 10 BODY.

    Game Information: RKA 1d6, Continuous(+1), Damage Shield (+), Penetrating (+),Reduced Endurance (0 END; +), Persistent(+), Personal Immunity (+) (64 ActivePoints); Always On (-), Only Works Against

    Objects Which Cause Character BODYDamage Or On Which Characters Blood IsSpilled (-1), 20 Charges which Recover byhealing (character can only recover Chargesby healing BODY damage; -) (total cost: 23points) plus Autofire (20 shots; +1) or thispower (22 Active Points); No Conscious Con-trol (number o shots used depends on BODYdamage taken; -1) (total cost: 11 points). otal

    cost: 34 points.

    OPTIONS:

    1) Boostable Blood: Instead o using the nakedAutofire Advantage described above, make theCharges Boostable: the more blood that spills, themore damage an object takes. Te Activation Rollassociated with Boostable represents the chancethat the characters blood becomes so thinned ordiluted due to the damage he takes that eventu-ally this power stops working until he heals up.Tis makes the Charges a -0 Limitation. 64 ActivePoints; total cost 26 points.

    ACIDPROOF

    Effect: Armor (0 PD/12 ED), Hardened, Only VersusAcidTarget/Area Affected: SelDuration: PersistentRange: SelEND Cost: 0

    Description: Te characters body is largely immuneto the effects o acid. Te GM may, i he wishes,extend this protection to other acid-like substances,such as oul demonic ichor or toxic chemical waste.Te amount o deense depends on the generaleffect o acid in the campaign setting; since thisbook rates them at RKA 2d6 maximum, Penetrat-ing, 12 rED Hardened offers total protection romthe BODY damage (though not necessarily rom allthe SUN).

    Game Information: Armor (0 PD/12 ED),Hardened (+) (22 Active Points); Only WorksAgainst Acid (-1). otal cost: 11 points.

    OPTIONS:

    1) Totally Acid-Proof: Te character takes neitherSUN nor BODY damage rom ordinary acids.

    Change to Force Wall (0 PD/12 ED), ransparent(physical; +), Reduced Endurance (0 END; +),Persistent (+), Hardened (+) (82 Active Points);No Range (-), Sel Only (-), Only Works AgainstAcid (-1). otal cost: 27 points.

    2) Inhale Acid: A character with this power canbreathe inside an acidic environment (such as anacid cloud) and suffers no harm due to lack ooxygen. Te caustic nature o the vapors still harmshim, however. Add Lie Support (Expanded Breath-ing: Acid). otal cost: 5 points (overall cost: 16points).

    NEW LIMITATION:INACCURATE

    Tis Limitation is anOCV equivalent to theDCV-reducing Con-centration Limitation.Powers with Inaccurateare diffi cult to target

    properly.

    For a - Limitation,the character halves hisOCV with the attack.Additionally, the baseRange Increment orcalculating the RangeModifier drops to 3, sothat penalties accumu-late at 3, 6, 12, 24, 48,and so on.

    For a - Limitation, thecharacter has a 0 OCV

    with the attack. Addi-tionally, the base RangeIncrement or calculat-ing the Range Modifierdrops to 2, so that pen-alties accumulate at 2,4, 8, 16, and so on.

    AFFECTS POROUS

    Te Acid Control power,built with elekinesis,has a +10 CharacterPoint Adder,Affects

    Porous, so that it canaffect liquids and gases.

    Characters cannot ordi-narily use elekinesisto pick up liquids, butcan do so i they buythis Adder. Te amounto liquid a charactercan pick up dependson his telekinetic SR.A character may useAffects Porous ele-kinesis to shape thepicked-up liquid into

    crude orms (such assquares, spheres, orhumanoid shapes); toactually sculpt the liquidrequires Fine Manipula-tion and PS: Sculptor.

    In the case o liquidslike acid, the GM maychoose to determine theamount o acid a char-acter can pick up andmanipulate based not on

    Continued on page 12

    10 Acid Powers

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    ACID SHIELD

    Effect: Force Field (15 PD/5 ED)Target/Area Affected: Sel

    Duration: ConstantRange: SelEND Cost: 2

    Description: Te character can place a small wallo acid in ront o himsel to destroy some incom-ing attacks beore they even hit.

    Game Information: Force Field (15 PD/5 ED)(20 Active Points); Limited Arc O Protection(60 degrees in ront; -1). otal cost: 10 points.

    OPTIONS:

    1) Acid Bubble: A protective field o acid surroundsthe character. Remove Limited Arc O Protection.otal cost: 20 points.

    2) Deadly Acid Shield: Te characters Acid Shielddamages anyone who touches him, or whom heGrabs. Buy an Acid Sheen power (see above) aswell, Linking it to the Force Field.

    MISCELLANEOUS POWERS

    ACID CONTROL

    Effect: elekinesis (10 SR), Acid OnlyTarget/Area Affected: Up to 100 kg o acidDuration: ConstantRange: 75END Cost: 2

    Description: Te character can control acid move it around, shape it, throw it, orm a hugeacid blob in the sky that spells HELP, or otherwisemanipulate it. He cannot create acid with thispower, only move it around. He can, or example,shape a puddle o acid so that it orms a hollowsphere to trap and opponent (unless the opponentwants to walk through a flesh-eating liquid).

    Game Information: elekinesis (10 SR), AffectsPorous (25 Active Points); Only Works On Acid(-1). otal cost: 10 points.

    OPTIONS:

    1) Acidic Gas Control: Add a naked Advantage, AreaO Effect (4 Radius; +1) (31 Active Points); OnlyWorks On Acid (-1); total cost: 12 points. Tisallows the power to affect acidic clouds, gases, andmists as well as liquids.

    ACID BLACK HARLEQUIN 9

    SUBJECT:BLACK HARLEQU

    Te attached photodepicts the armoredgauntlet o Deendermember o the Chamons, afer being hit wthe Black Harlequinsears O A Clown. caustic liquid resem-bling acid, the ears cinflict significant injuas well as destroyingweapons and gadgetsRecommend we obtasamples or analysis sthat we can develop acounter-agent.

    Superhuman ComAnalysis Report (SCAfiled by Agent YoseDubroski

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    BODY OF ACID

    Effect: Desolidification plus RKA d6 DamageShieldTarget/Area Affected: SelDuration: PersistentRange: SelEND Cost: 0

    Description: Te characters entire body is actually

    composed o acid (though he maintains a human-oid shape). Ranged attacks pass directly throughhim. Hand-to-hand attacks typically also do nodamage to him, but probably harm his attacker.Any hand-to-hand attacks that actually damagethe character (do BODY) are subject to an extradose o acid splashing back on them (the charactershould also buy the Acidic Blood power).

    A character with a body o acid should takeDisadvantages to reflect the act that his body ismade o liquid, and cannot interact saely withwater. A Susceptibility would be appropriate, asmight some types o Physical Limitation.

    Game Information: Desolidification (affected by

    Ice/Cold or Water attacks), Reduced Endur-ance (0 END; +), Persistent (+), (80 ActivePoints) Cannot Pass Trough Solid Objects(-), Always On (-) (total cost: 40 points)plus

    RKA d6, Continuous (+1), Damage Shield(+), Penetrating (+), Personal Immunity(+), Reduced Endurance (0 END; +), Per-sistent (+), Affects Physical World (+2) (62Active Points); Always On (-), Linked (-)(total cost: 35 points). otal cost: 75 points.

    OPTIONS:

    1) Transform Into Acid: Te character can switchbetween human orm and acid orm. Remove AlwaysOn rom both powers. otal cost: 103 points.

    2) Splatter Spray: When an attack hits the charac-ter, it causes acid to splash all around the character.Te GM should roll the Activation Roll separatelyor each o the affected hexes (the one the characteris in when hit, and the six surrounding hexes) todetermine where the acid splashes. Add Area OEffect (2 Radius; +) to the Damage Shield as anaked Advantage, with Activation Roll 8- (-2). 8Active Points; total cost 3 points.

    3) Puddle Form: Te character can change ormsbetween a humanoid body o acid and a puddle oacid useul or hiding, or ambushing opponents.Add Shapeshif (Sight, ouch, and Radio Groups),Instant Change, Costs END Only o Change Shape(+). otal cost: 26 points.

    AIR AND WINDPOWERS

    Like the other elemental powers (Earth, Fire,Water), Air is a special effect with a greatdeal o flexibility. You can create dozenso powers based on a characters ability

    to manipulate air and wind. You may also wantto look at the ollowing: Animal Powers: Avian;Fire Powers (regarding smoke powers); Ice/ColdPowers; elekinetic Powers; and Weather Powers.

    Most people associate Air with speed and agil-ity. Tereore, Air-based characters ofen have highDEXs, SPDs, and related abilities (such as LightningReflexes or Movement Skill Levels).

    OFFENSIVE POWERS

    AIR BLAST

    Effect: Energy Blast 7d6, Double KnockbackTarget/Area Affected: One characterDuration: InstantRange: 305END Cost: 6

    Description: he character can project air romhis body, typically by blowing it, shooting it romhis hands, or by pushing the surrounding air. Ithe character has no access to any air, he cannot

    use this power. (See also ornado Blast and WindGust, below.)

    Game Information: Energy Blast 7d6, DoubleKnockback (+) (61 Active Points); Does NotWork Underwater Or In A Vacuum (-). otalcost: 49 points.

    OPTIONS:

    1) Strong Air Blast: Increase damage to EnergyBlast 8d6. 70 Active Points; total cost 56 points.

    2) Weak Air Blast: Reduce damage to Energy Blast

    5d6. 44 Active Points; total cost 35 points.3) Agile Air Blast: Te Air Blast can come rom anydirection. Add Indirect (+). 87 Active Points; totalcost 70 points.

    4) Invisible Air Blast: Te Air Blast, like air itsel,is invisible, although other characters can nor-mally pinpoint the source o an Air Blast either byobserving the characters gestures and actions, suc-ceeding with a simple ouch Perception Roll (orthe target o the blast), or succeeding with a SightPER Roll (or the target or any bystanders theycannot see the air itsel, but can track effects such asblown papers and dust). Te GM may impose pen-

    alties on the PER Rolls i appropriate; or example,

    weight, but on damage.For every 5 points otelekinetic SR, thecharacter can pick up 1DC worth o acid.

    Affects Porous eleki-nesis can affect gases,

    smokes, and mists,but only i it also hasthe AdvantageAreaO Effect. Tis maygrant elekinesis someDispel-like effects, sincecharacters usually buildgases and smokes withPowers (such as ChangeEnvironment, Dark-ness, and NND EB). Ithe GM considers thisabusive, he should disal-low this use o eleki-nesis, instead requiring

    characters to buy Dispel(and similar Powers).

    Continued from last page

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    an onlooker might suffer a -3 PER Roll penalty ithe area where the character fires the blast is mostlyree o dust and light debris. Add Invisible o SightGroup (special effects are invisible, but not thesource o the power; +). 70 Active Points; totalcost 56 points.

    5) Area Air Blast: Te character can project a lineo air that pushes back all along its path. Te lineo air is particularly effective, since it not only doesa little damage against those within the line, butit has a good chance o pushing targets into eachother, doing additional damage. Add Area O Effect(24 Line; +1) and No Range (-). 96 Active Points;total cost 55 points.

    6) Supreme Air Control: Characters with thisadded option are such masters o air that even itheir attack were Missile Relected back againstthem, they would remain unharmed. Add Per-sonal Immunity (+). 70 Active Points; total cost56 points.

    7) Walking Against The Wind: A character withthis option can continue attacking a target with

    Air Blast as long as he expends the necessaryEND. Add Continuous (+1). 96 Active Points;total cost 77 points.

    8) Sniper Air Blast: Air already surrounds all o us,so a character with this option can attack a targetwith the air already surrounding him, making iteasier to hit him. Add No Range Modifier (+). 79Active Points; total cost 63 points.

    9) Self-Created Air Blast: Characters with thisorm o Air Blast can produce their own air or theattack, so they can use it in environments that lackair. Remove Does Not Work Underwater Or In AVacuum. otal cost: 61 points.

    10) Diminishing Air Blast: An Air Blast with thisoption cannot maintain its cohesion over range, soit eventually spreads out and does less damage. AddReduced by Range (-). 61 Active Points; total cost41 points.

    11) Air Punch: A more ocused blast o air,designed more to injure the target than to inflictKnockback. Remove Double Knockback, add +5d6or an Energy Blast 12d6. 60 Active Points; totalcost 48 points.

    12) Blinding Air Blast: Te characters blast picksup dust and other particulate matter along the wayand blows it into the victims eyes. Add Sight Group

    Flash 4d6, NND (deense is solid coverings pro-tecting the eyes; +) (30 Active Points); OIF (dusto opportunity; -), Linked (-) (total cost: 15points). 61 + 30 = 91 Active Points; total cost 49 +15 = 64 points.

    AIRBORNE SUPREMACY

    Effect: Suppress Flight and Gliding 8d6Target/Area Affected: One character

    Duration: ConstantRange: 250END Cost: 5

    Description: Te characters mastery o air andwind allow him to interere with other characters

    ability to move through the air.Tis power uses the Variable Effect Advantagein a slightly different way. Rather than ocusingon a specific special effect (such as wings or firepowers), it applies the Advantage based on whatboth Flight and Gliding accomplish allowinga character to move through the air. Charactersshould not be allowed to use the power againstGround Gliding, Flight that only works in contactwith the ground, or other uses o those two powersthat dont involve traditional flying or gliding.

    Game Information: Suppress Flight or Glid-ing 8d6, one Power at a time (+). otalcost: 50 points.

    OPTIONS:

    1) Strong Airborne Supremacy: Increase to Suppress12d6. otal cost: 75 points.

    2) Weak Airborne Supremacy: Decrease to Suppress6d6. otal cost: 37 points.

    AIR MASTERY

    Effect: Suppress Air Powers 4d6Target/Area Affected: One characterDuration: ConstantRange: 300END Cost: 6

    Description: Te characters control o air andwinds is so great he can interere with, and per-haps even temporarily prevent the use o, anothercharacters air powers.

    Game Information: Suppress Air Powers 4d6,all Air Powers simultaneously (+2). otal cost:60 points.

    OPTIONS:

    1) Strong Air Mastery: Increase to Suppress 6d6.otal cost: 90 points.

    2) Weak Air Mastery: Decrease to Suppress 2d6.otal cost: 30 points.

    3) Stealing The Wind I: A character with this powerliterally takes the air powers rom another char-acter and uses them to augment his own. ranser1d6 (targets air powers to characters Air powers),affects all o targets Air Powers simultaneously(+2), affects all o characters Air Powers simultane-ously (+2), Ranged (+). otal cost: 82 points.

    4) Stealing The Wind II: As Stealing Te Wind I, butallows or greater effect. Add Can ranser Maxi-mum O 30 Points Worth O Air Powers. otalcost: 148 points.

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    AIR RIFLE

    Effect: Energy Blast 9d6, RKA 3d6Target/Area Affected: One character

    Duration: InstantRange: 225END Cost: 4

    Description: Te character uses the wind to pick upa small object and hurl it at his target. Blunt objects

    do Normal Damage; sharp or pointed ones do Kill-ing Damage.

    Game Information:Cost Power

    30 Air Rifle: Multipower, 45-point reserve;all OIF (objects o opportunity; -)

    3u 1) Blunt Objects: Energy Blast 9d6; OIF(blunt objects o opportunity; -)

    3u 2) Sharp Objects: RKA 3d6; OIF (sharp/pointed objects o opportunity; -)

    Total cost: 36 points.

    OPTIONS:

    1) Powerful Air Rifle: Increase Multipower reserve

    to 60 points, Energy Blast to 12d6, and RKA to 4d6.otal cost: 48 points.

    2) Blinding Dust: Te character can also blowambient dust and dirt into a targets eyes, temporar-ily blinding him. Add a Sight Group Flash 9d6 slot(total cost o slot: 3u). otal cost: 39 points.

    EXTINGUISH FIRE

    Effect: Dispel 12d6, Any One Fire PowerTarget/Area Affected: See textDuration: InstantRange: 225END Cost: 4

    Description: Tis power puts out fires (whethertheyre natural, or the result o superhumaninvolvement) by removing the oxygen the fireneeds to breathe.

    For fire powers possessed by characters,use the Active Points in the power to determinewhether the Dispel works. At the GMs option, sep-arate fires caused by a characters power may alsouse this rule, instead o the one or natural fires.

    For natural fires, i a fire fills one hex or less,use its Active Points (typically or an RKA, Con-tinuous) to determine whether the Dispel works(see pages 444-45 o the HERO System 5th Edition,Revisedor suggested damage ranges or fires). I

    it fills more than one hex, the character can eitherextinguish it one hex at a time, or in larger pieces.o determine the Active Points or a multi-hex fire,apply an appropriate Advantage (Area O Effect,typically) to the Powers used to create the fire.

    Extinguishing a fire doesnt get rid o thesmoke it generated, or reverse any effects it mayalready have caused (like heating an area or weak-ening the structure o a building).

    Game Information: Dispel 12d6, any Fire Powerone at a time (+). otal cost: 45 points.

    OPTIONS:

    1) Strong Extinguishing: Increase Dispel to 20d6.otal cost: 75 points.

    2) Weak Extinguishing: Decrease Dispel to 10d6.otal cost: 37 points.

    3) Broad-Spectrum Extinguishing I: Increase Vari-able Effect to any two Fire Powers simultaneously(+). otal cost: 54 points.

    4) Broad-Spectrum Extinguishing II: Increase Vari-able Effect to any our Fire Powers simultaneously(+1). otal cost: 72 points.

    5) Broad-Spectrum Extinguishing III: Increase Vari-able Effect to all Fire Powers simultaneously (+2).otal cost: 108 points.

    6) Where Theres Fire, Theres Smoke: Te characteruses his control o air to blow away (or transmute)the smoke while he starves the fire. Change to aMultipower with a 45-point reserve, one slot withthe power above, and one slot defined as any SmokePower one at a time. otal cost: 53 points.

    7) Wide Extinguishing I: A character with thispower can apply his Dispel to multiple hexes wortho fire simultaneously and ignore the Area O Effecton the fire or purposes o determining the ActivePoints he must overcome with his Dispel roll, ormay affect multiple fire-using characters within anarea at once. Add Area O Effect (5 Radius; +1).otal cost: 81 points.

    8) Wide Extinguishing II: Like Wide ExtinguishingI, but covering a much smaller area, and mostlyuseul or easily hitting ast-moving fire-using char-acters. Add Area O Effect (One Hex; +). otalcost: 63 points.

    9) Increasing Extinguishing: A character with thisoption might not always put out a fire on the firsttry, but ofen he can whittle it down until thereseventually nothing lef. Add Cumulative (+). otalcost: 63 points.

    HARDENED AIR

    Effect: Entangle 4d6, 4 DEF, Takes No Damage From

    AttacksTarget/Area Affected: One characterDuration: InstantRange: 300END Cost: 6

    Description: Te character hardens the air around

    a target, preventing him rom moving.

    Game Information: Entangle 4d6, 4 DEF, akesNo Damage From Attacks (+) (60 ActivePoints); Cannot Form Barriers (-), Vulner-able (to air powers; -). otal cost: 40 points.

    OPTIONS:

    1) Double-Hardened Air: Increase to Entangle 6d6, 6DEF. 90 Active Points; total cost 60 points.

    2) Less-Hardened Air: Decrease to Entangle 3d6, 3DEF. 45 Active Points; total cost 30 points.

    SUBJECT ID:SUMMER CLOUD

    A recent conflictbetween a group omutated VIPER agentsand the iger Squad onthe streets o Beijingafforded a member o

    the United States intel-ligence communitythe opportunity toobserve the Squad inaction and take severalpictures with a digitalcamera. Our CIA liai-son arranged or anexchange o data whichgave us access to thephotos and the report.

    Tis image depictsSquad member XijYn, or Summer Cloud

    in English. Press releasesrom the Chinese gov-ernment indicate thather powers involve windmanipulation and con-trol; based on our analy-sis o this and otherdata, we suspect she mayhave some control overheat or temperature aswell, and perhaps otherminor weather controlpowers.

    rom the classified

    UNIL report, Superhu-mans And SuperhumanActivity In Te PeoplesRepublic O China

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    MIST CONTROL

    Effect: Telekinesis (8 STR) and Dispel Mists 12d6Target/Area Affected: One character

    Duration: Constant/Instant

    Range: 220/225END Cost: Varies

    Description: Te characters control over the airextends to mists, smokes, gases, and the like, allow-ing him to affect powers with those special effectsas well as related natural phenomena.

    Game Information:Cost Power

    45 Mist Control: Multipower, 45-point reserve4u 1) Mist Manipulation: elekinesis (8 SR),

    Affects Porous (only versus mists), Area OEffect (2 Radius; +1)

    4u 2) Mist Dispersion: Dispel Mists 12d6, any

    Mist/Smoke/Gas Power one at a time (+)Total cost: 53 points

    OPTIONS:

    1) Greater Mist Control: Increase Multipowerreserve to 74 points, the first slot to elekinesis (18SR) Affects Porous, Area O Effect (4 Radius),and the second slot to Dispel Mists 12d6 any ourpowers at once; and add a third slot or Dispel18d6, any one power. otal cost: 95 points.

    SUFFOCATION

    Effect: Energy Blast 4d6, NNDTarget/Area Affected: One character

    Duration: Constant

    Range: 300END Cost: 6

    Description: Most characters need air to breathe.Some air-controlling characters can cut o a targets supply o oxygen, removing the airrom the targets lungs and preventing him romobtaining any more. his quickly causes thevictim to pass out.

    his power assumes the character just wantsto quickly knock the victim out. o kill via su-ocation, use the Strangulation Bubble power onpage 99.

    Game Information: Energy Blast 4d6, No

    Normal Deense (deense is Lie Support[Sel-Contained Breathing]; +1), Continuous(+1). otal cost: 60 points.

    OPTIONS:

    1) Faster Suffocation: Increase to Energy Blast 6d6.otal cost 90 points.

    2) Slower Suffocation: Reduce to Energy Blast 3d6.otal cost 45 points.

    AIR SUMMER CLOUD 7

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    3) Drowning In Air: Te Suffocation power worksmuch more quickly than the standard rules ordrowning (HERO System 5th Edition, Revised, page424). o simulate drowning, use this power instead:Change Environment 1 radius, -1 emperatureLevel (remove all breathing gases rom the areaaround the target), Usable As Attack (deense is LieSupport [Sel-Contained Breathing]; +1), Ranged(+) (total cost: 12 points). Tis orces the target

    to hold his breath, denying him Recoveries andcausing him to spend a minimum o 1 END perPhase (and, eventually, SUN and BODY instead).Since its bought Usable As Attack, the effect moveswith the target as he moves.

    4) Expanded Suffocation I: A character with thisoption can remove the air rom around a target(possibly multiple targets) without having to worryabout accurate targeting. Add Area O Effect (OneHex; +). otal cost 70 points.

    5) Expanded Suffocation II: A character with thisoption can remove the air rom an entire area,though the effect is less pronounced away rom the

    center. Add Explosion (+). otal cost 70 points.6) Expanded Suffocation III: Similar to II, but muchmore effective. Add Area O Effect (6 Radius; +1).otal cost 80 points. Characters may substituteother +1 Areas O Effect i desired.

    7) Expanded Suffocation IV: For greater control othe suffocation power, this option lets the characterchoose who loses his air supply, and who doesnt.Add Area O Effect (6 Radius; +1), Selective (+).otal cost 85 points.

    8) Expanded Suffocation V: Similar to III, but it onlyworks in the area immediately around the charac-ter. Add Area O Effect (6 Radius; +1), Personal

    Immunity (+), and No Range (-). 85 ActivePoints; total cost 57 points. Characters may substi-tute other +1 Areas O Effect i desired.

    9) Powerful Suffocation: Te sudden loss o airmay cause the victim to collapse, which reduces hisDCV or other attacks beore he can get back on hiseet. Add Does Knockback (Knockdown only; +).otal cost 65 points.

    10) Burst Suffocation: Instead o making anongoing attack, a character with this power onlyremoves the air rom around an opponent tem-porarily. Te air comes rushing back afer justa moment (i.e., the next Segment; the character

    might buy this as a small Linked Hearing GroupFlash). Remove Continuous. otal cost 40 points.

    TORNADO BLAST

    Effect: Energy Blast 6d6Target/Area Affected: 3 RadiusDuration: InstantRange: 300END Cost: 6

    Description: Te character can create a tornado-likeeffect over a 3 radius area. Anything within thatarea suffers damage and gets tossed in a randomdirection i it takes Knockback.

    Game Information: Energy Blast 6d6, Area OEffect (3 Radius; +1) (60 Active Points); DoesNot Work Underwater Or In A Vacuum (-),Random Knockback (see Champions, page153; -0). otal cost: 48 points.

    OPTIONS:

    1) Stronger Tornado Blast: Increase damage to

    Energy Blast 8d6 and the Area O Effect to a 4Radius. 80 Active Points; total cost 64 points.

    2) Lethal Tornado Blast: Substitute RKA 2d6 orEnergy Blast 6d6. 60 Active Points; total cost 48 points.

    3) Larger Tornado Blast: Increase Area O Eectto 6 Radius (+1). 67 Active Points; total cost54 points.

    4) Diminishing Tornado Blast: Tis ornadoBlast covers a larger area, but starts to lose effectquickly, so targets outside the center o the areatake less damage. Replace Area O Effect withExplosion (-1 DC/3; +1). 60 Active Points; totalcost 48 points.

    5) Powerful Tornado Blast: Tis ornado Blast isar more likely to hurl affected targets out o theaffected area. Add Double Knockback (+). 82Active Points; total cost 66 points.

    6) Cyclone Blast: Tis orm o ornado Blastlingers in the area as long as the character keepspaying END. Add Continuous (+1). 90 ActivePoints; total cost 72 points.

    WIND CONTROL

    Effect: Telekinesis (30 STR)Target/Area Affected: One characterDuration: Constant

    Range: 225END Cost: 4

    Description: Te character exerts control overwinds and air, using them to pick up and moveobjects without having to touch them.

    Game Information: elekinesis (30 SR). otalcost: 45 points.

    OPTIONS:

    1) Wind-Strength: Increase to elekinesis (40 SR).otal cost: 60 points.

    2) Weak Winds: Decrease to elekinesis (20 SR).

    otal cost: 30 points.3) Wind Manipulation: Add Fine Manipulation.otal cost: 55 points.

    4) Restricted Wind Control: Te character cantcontrol the winds with quite the same precision asother air-manipulators. Apply Affects Whole Object(-). 45 Active Points; total cost 36 points.

    5) Clumsy Wind Control: Te character has even lesscontrol over wind and air. Apply Affects Whole Object(-) and Only o Push Objects Away (-1). 45 ActivePoints; total cost 20 points. (Character may substitutea similar Limitation, such as Only o Pull Objectsoward Character, or Only o Push Objects Away.)

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    6) Precise Wind Manipulation I: Te character hassuch control over air that he can move liquids aswell as solids. Add Fine Manipulation and AffectsPorous (page 10). otal cost: 65 points.

    7) Precise Wind Manipulation II: As Precise WindManipulation I, but allows the character to movegases as well. Decrease to elekinesis (10 SR)and add Fine Manipulation, Aects Porous (page10), and Area O Eect (4 Radius; +1). otalcost: 70 points.

    WIND GUST

    Effect: Energy Blast 6d6, Double KnockbackTarget/Area Affected: 11 ConeDuration: InstantRange: No RangeEND Cost: 8

    Description: he character emits a powerul blasto wind that aects everyone 60 degrees in ronto him.

    Game Information: Energy Blast 6d6, AreaO Effect (11 Cone; +1), Double Knockback(+) (82 Active Points); No Range (-), DoesNot Work Underwater Or In A Vacuum (-).otal cost: 47 points.

    OPTIONS:

    1) Stronger Wind Gust: Increase damage to EnergyBlast 8d6 and the Area O Effect to a 15 Cone. 110Active Points; total cost 63 points.

    2) Knocked Around Like Tenpins: Tis orm o WindGust only causes Knockback; it inflicts no damagedirectly. Add the Limitation Does No SUN/BODY,Just Knockback (-). otal cost: 33 points.

    DEFENSIVE POWERS

    AIR CUSHION

    Effect: Knockback Resistance -7 and Breakfall 14-Target/Area Affected: SelfDuration: ConstantRange: SelfEND Cost: 1 for each slot

    Description: Te character can orm cushions ocompressed air behind or beneath himsel, makingit easier or him to withstand Knockback or survive

    long alls.Game Information:Cost Power9 Air Cushion: Multipower, 14-point reserve;

    all Costs Endurance (-)1u 1) Knockback Dampening Cushion: Knock-

    back Resistance -7; Costs Endurance (-)1u 2) Fall-Breaking Cushion: Breakall 14-;

    Costs Endurance (-), Only For Falls O 2Segments Duration Or Longer (-)

    otal cost: 11 points.

    OPTIONS:

    1) Ranged Air Cushion: Te character can alsocreate air cushions behind or beneath other people.Increase Multipower reserve to 24 points and addtwo slots that are the same as those above, but withthe Advantages Usable By Other (+) and Ranged(+). otal cost: 19 points.

    AIR POINT DEFENSE

    Effect: Missile Deflection (all physical attacks)Target/Area Affected: SelfDuration: ConstantRange: SelfEND Cost: 1

    Description: Te character uses his control o windsand air to deflect, block, or misdirect physicalRanged attacks directed at him.

    Game Information: Missile Deflection (allphysical attacks) (15 Active Points); CostsEndurance (-). otal cost: 10 points.

    OPTIONS:

    1) Improved Air Point Defense: Add +4 with MissileDeflection. otal cost: +8 points.

    2) Expanded Air Point Defense: Te character canuse his power to protect his riends as well. Add theRange (+1) Advantage. 30 Active Points; total cost20 points.

    3) Right Back Atcha: Te character can direct aphysical Ranged attack away rom himsel andback at the person who fired it at him, or at anyoneelse. Add Missile Reflection at any target. 45 ActivePoints; total cost 30 points.

    AIR SHIELDEffect: Force Field (20 PD/20 ED)Target/Area Affected: SelfDuration: Constant

    Range: SelfEND Cost: 4

    Description: Te character protects himsel withswirling, compacted currents o air that block anddeflect incoming attacks.

    Game Information: Force Field (20 PD/20 ED).otal cost: 40 points.

    OPTIONS:

    1) Strong Air Shield: Increase to Force Field (30PD/30 ED). otal cost: 60 points.

    2) Weak Air Shield: Decrease to Force Field (15PD/15 ED). otal cost: 30 points.

    3) Tough Air Shield: Add Hardened (+). otalcost: 50 points.

    4) Altered Air Shield: Tis orm o Air Shield hasmore effect against physical attacks, making it morerealistic. Force Field (25 PD/15 ED). otal cost:40 points.

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    AIR WALL

    Effect: Force Wall (8 PD/8 ED)Target/Area Affected: One character

    Duration: ConstantRange: 200END Cost: 4

    Description: he character can create a solidwall o air that allows him to protect himsel(and sometimes other people) rom attacks, orenglobe an enemy.

    Game Information: Force Wall (8 PD/8 ED).otal cost: 40 points.

    OPIONS:

    1) Strong Air Wall: Increase to Force Wall (12PD/12 ED). otal cost: 60 points.

    2) Weak Air Wall: Decrease to Force Wall (6 PD/6ED). otal cost: 30 points.

    3) Long Air Wall: Add +4 length and +1 height.otal cost: 50 points.

    4) Altered Air Wall: his orm o Air Wall hasmore eect against physical attacks, making itmore realistic. Force Wall (12 PD/4 ED). otalcost: 40 points.

    MOVEMENT POWERS

    AIR BOOST

    Effect: Leaping +20Target/Area Affected: SelfDuration: ConstantRange: SelfEND Cost: 2

    Description: Te character uses his control o airand wind to boost himsel into much longer leapsthan he could ordinarily make.

    Game Information: Leaping +20. otal cost:20 points.

    OPIONS:

    1) Longer Leaps: Increase to Leaping +25. otalcost: 25 points.

    2) Shorter Leaps: Decrease to Leaping +15. otalcost: 15 points.

    COME SAIL AWAY

    Effect: Succor Swimming 6d6Target/Area Affected: One sailing vesselDuration: ConstantRange: 225END Cost: 4

    AIR ZEPHYR 14

    SUBJECT ID:ZEPHYR

    Perhaps the most nota-ble thing about Zephyris her extreme mobility.Able to fly at speedsexceeding 500 miles perhour, she can acceler-ate or decelerate to ullspeed almost instantly,and has a much higherdegree o maneuver-ability than most flyers.Catching or keeping upwith her proves diffi cult,even or other flyingsuperhumans.

    From the workingdraf oTe UNILSupercriminal acticalReerence Manual

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    Description: Te character controls the wind so thatit pushes a sailing vessel over the water at greaterthan normal speed.

    Game Information: Succor Swimming 6d6,Ranged (+) (45 Active Points); Only ForVehicles With Te Sailed Limitation (-1).otal cost: 22 points.

    OPIONS:1) Fleet Action: With this version o Come SailAway, the character can affect multiple ships at once,provided theyre close together. Add Area O Effect(5 Radius; +1), Selective (+), MegaScale (1 = 800meters; +). 90 Active Points; total cost 45 points.

    TRUE FLIGHT

    Effect: Flight 20Target/Area Affected: SelfDuration: ConstantRange: SelfEND Cost: 4

    Description: Characters with air powers are someo the astest, most maneuverable flyers known. Noneed or wings, jetpacks, or other props this isflight in its purest orm.

    Game Information: Flight 20. otal cost:40 points.

    OPTIONS:

    1) Fast True Flight I: Increase to Flight 30. otalcost: 60 points.

    2) Fast True Flight II: Increase to Flight 25, x8 Non-combat. otal cost: 60 points.

    3) Slow True Flight: Decrease to Flight 15. otalcost: 30 points.

    4) Agile True Flight I: Te character can turn on adime. He can make as many turns in a Phase as hewants, with no penalty, as long as he has the Flightinches to traverse the desired path. Add No urnMode (+). otal cost: 50 points.

    5) Agile True Flight II: Add +5 with Flight. otalcost: 50 points.

    6) Instant True Flight: Te character can go romzero to ull steam ahead, or vice versa, in the blinko an eye, as long as he has even a single hex avail-able or a runway. Add Combat Acceleration/Decel-

    eration (+). otal cost: 50 points.

    7) Turbo Boost: When flying at Noncombat speeds,the character can fly much aster than ordinary flyers,instead o merely double the normal rate. IncreaseNoncombat Multiple to x8. otal cost: 50 points.

    8) Twin True Flight: Te character can bring along ariend when he goes flying. Add Usable Simultane-ously (+). otal cost: 60 points.

    9) Up, Up, And Away: Te character can fly just as astgoing straight up as he can flying orward. Add Flight+20 (40 Active Points); Only o Counteract AgainstGravity Modifier (-1) (total cost: 20 points). 40 + 40= 80 Active Points; total cost 40 + 20 = 60 points.

    SENSORY POWERS

    AIR APPARENT

    Effect: Spatial AwarenessTarget/Area Affected: Self

    Duration: PersistentRange: SelfEND Cost: 0

    Description: Te character can sense the flow o airin his surrounding area, giving him a precise pic-ture o things even when senses like Sight cannotunction.

    Game Information: Radar (no Sense Group),Discriminatory, Range. otal cost: 25 points.

    OPTIONS:

    1) Air All Around: Add Increased Arc O Perception(360 Degrees). otal cost: 30 points.

    MISCELLANEOUS POWERSAIR BUBBLE

    Effect: Life Support (Self-Contained Breathing)Target/Area Affected: 3 radius around selfDuration: ConstantRange: Self (see text)END Cost: 2

    Description: Tis power lets the character createa sel-replenishing bubble o breathable air so heand his comrades can enter areas without oxygen(underwater, caverns filled with poisonous gas,outer space, or the like). Anyone who wants to take

    advantage o the bubble must remain within 3 othe character.

    Ordinarily, characters shouldnt apply Area OEffect to a power like Lie Support; instead, theyshould apply Usable By Others i they want to affectmultiple people. In this case, however, Area OEffect is the best way to create the desired effect andshouldnt pose significant game balance problems.

    Game Information: Lie Support (Sel-Con-tained Breathing), Area O Effect (3 Radius;+1) (25 Active Points); Costs Endurance(-). otal cost: 17 points.

    OPTIONS:1) Protective Air Bubble: Te standard Air Bubbleonly provides air to breathe. Tis version lets thecharacter control the temperature inside the bubbleand compensate or inimical pressure variations.Add Sae Environments (High Pressure, IntenseCold, Intense Heat, Low Pressure/Vacuum) (reduceto Area O Effect to +1 to keep the size at a 3radius). 38 Active Points; total cost 25 points.

    NEW ADVANTAGNO TURN MODE

    (+)

    First described in Ultimate Vehicle, anintended primarily Vehicles, this Advantage allows a charac

    to build a Flight powthats not restrictedby a urn Mode ican turn and maneuver reely. A charactmust have the GMspermission to use thAdvantage.

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    BODY OF AIR

    Effect: Desolidification and Invisibility to Sight GroupTarget/Area Affected: Self

    Duration: ConstantRange: SelfEND Cost: 0

    Description: he character can transorm hisbody into air, thus allowing him to pass through

    any non-hermetically sealed barrier and toremain unseen.

    Game Information: Desolidification (affectedby air attacks and magic), Reduced Endur-ance (0 END; +) (60 Active Points); CannotPass Trough Solid Objects (-) (total cost:40 points) and Invisibility to Sight Group, NoFringe, Reduced Endurance (0 END; +) (45Active Points); Linked (-) (total cost: 30points). otal cost: 70 points.

    OPTIONS:

    1) Tiring Body Of Air: Remove Reduced Endurance

    rom both powers. Active Points 40 + 30 = 70; totalcost 27 + 20 = 47 points.

    2) Air Form: Te character exists in permanent airorm; he has no solid physical body. Add Persistent

    (+), Inherent (+) and Always On (-) to bothpowers. 90 + 67 = 157 Active Points; total cost 60 +45 = 105 points.

    3) Tiny Air Mass: While in air orm, the charactercan condense his gaseous body into a small mass,allowing him to hide easily, fit inside small contain-ers so his riends can carry him, and so orth. AddShrinking (.032 m tall, .0004 kg mass, -12 to PERRolls to perceive character, +12 DCV, takes +18 KB)(60 Active Points); Linked (-). otal cost: 40 points.

    A BREATH OF FRESH AIR

    Effect: Change Environment (freshen air)Target/Area Affected: 8 radiusDuration: ConstantRange: 100END Cost: 2

    Description: Te character can cleanse the air inan 8 radius. While he cant create air where noneexists, he can remove unpleasant smells, chokingdust, and any other minor irritant rom the air,making it resher and more pleasant to breathe.

    Tis power is not a Dispel. It cannot affect sub-stances or effects bought as powers.

    Game Information: Change Environment 8radius (reshen air). otal cost: 20 points.

    The animal kingdom, rom the smallestinsects to the largest whales, provides anigh-inexhaustible source o ideas orsuperhuman characters and powers. A ew

    minutes perusing some zoology books or animalencyclopedias should give you plenty o ideas; thepowers described here represent only a raction othe many possible powers.

    I you want to compare a characters capabili-ties to those o a specific animal, take a look at theHERO System Bestiary. It has HERO System char-acter sheets or hundreds o animals and creatures,making it a great source o inormation and inspi-ration or animal-oriented PCs.

    Unlike the other sections o this book, whichare organized into Offensive, Deensive, Movement,Sensory, and Miscellaneous powers, this sectionorganizes abilities not by their unction, but by thetypes o animals they relate to: General; Aquatic;Avian; Insect; Mammal; and Reptile.

    GENERAL ANIMAL POWERSTese powers represent abilities that you might

    associate with just about any type o animal-ori-ented or -themed character, or which, like Wings,you associate with more than one o the animalcategories described in greater detail below.

    Animal Form PowersTese powers relate to, or derive rom, animal

    orms in general. For powers related to specific

    animal orms, see the other categories below.

    ANIMAL FORM

    Effect: Multiform (one animal form)Target/Area Affected: SelfDuration: PersistentRange: Self

    END Cost: 0

    Description: Te character has the ability to assumethe orm o one animal. Te cost o the powerdepends on the total cost o the animal, o course,but 300 points allows you to choose just about anyanimal in the HERO System Bestiary and upgrade

    it to give it better IN and so orth. For less (or

    ANIMALPOWERS

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    more) expensive animals, simply recalculate thecost o the power accordingly.

    Game Information: Multiorm (300-pointanimal orm; true orm is human orm). otalcost: 60 points.

    OPTIONS:1) Menagerie Form: Te character can change intomultiple animal orms, though he must define thoseorms when he purchases the power. Add the ability tochange into up to eight orms. otal cost: 75 points.

    2) Were-Form: Te character can assume a secondalternate orm that mixes the characteristics o hishuman and animal orms. Add the ability to changeinto two orms. otal cost: 65 points.

    3) Swift Change: Te character can assume hisanimal orm quickly and easily. Add the InstantChange Adder. otal cost: 65 points.

    4) Tiring Change:Changing orms places somestrain on the characters system. Add Costs Endur-

    ance (to activate; -). otal cost: 40 points.

    5) Animal Nature: Te character must take care notto spend too long in animal orm, lest the animalsinstincts overwhelm his human personality. Add Per-sonality Loss (1 Minute; -1). otal cost: 22 points.

    ANIMAL SENSES

    Effect: Various Enhanced SensesTarget/Area Affected: SelfDuration: PersistentRange: SelfEND Cost: 0

    Description: Te character has the heightenedsenses o an animal. Since animal senses encompassmany different powers, the character can chooserom one or all o the powers listed below.

    Game Information:

    Cost Power

    6 Animal Senses: +2 PER with all SenseGroups

    4 Animal Ears: +2 PER with Hearing Group3 Animal Ears: Ultrasonic Perception (Sight

    Group)4 Animal Eyes: +2 PER with Sight Group5 Animal Eyes: Nightvision4 Animal Nose: +2 PER with Smell/aste

    Group5 Animal Nose: Analyze or Normal Smell5 Animal Nose: racking or Normal Smell

    CLAWS

    Effect: HKA 1d6 (up to 2d6 with STR), ReducedPenetrationTarget/Area Affected: One characterDuration: InstantRange: TouchEND Cost: 1

    Description: Te character has claws, or can growclaws, making him a lethal hand-to-hand combat-ant. I he has claws on his eet, he may call thispower alons instead.

    Game Information: HKA 1d6 (up to 2d6 withSR) (15 Active Points), Reduced Penetration(-). otal cost: 12 points.

    ANIMAL POWERS MENAGERIE 8

    SUBJECT ID:MENAGERIE

    As one o the condi-tions o her August 20parole, subject Menagdemonstrated her pow

    or UNIL scientists aour San Francisco acHere, she transorms sel into a large Bengatiger. Note the timereerence in the accompanying data unlikmany other metamorwho need time to altetheir orms, Menagerichange o shape occualmost instantly. Sheclaims her current retoire includes only eianimals (see addition

    images). Field agentsshould amiliarize theselves with the appearances o these animalwhich she cannot alteand should also remaaware o the possibil-ity that she can assumadditional orms (or weventually become abto).

    From the workingdraf oTe UNILSupercriminal acticaReerence Manual

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    OPTIONS:

    1) Large Claws: Increase damage to HKA 2d6. 30Active Points; total cost 24 points.

    2) Small Claws: Decrease damage to HKA d6. 10Active Points; total cost 8 points.

    3) Restrainable Claws: Some characters claws arepositioned in ways that allow an enemy to restrainthem or otherwise prevent the character rom usingthem. Add Restrainable (-). otal cost: 9 points.

    4) Sharp Claws: Te character has unusually sharpclaws. Add Armor Piercing (+). otal cost: 18points.

    5) Skilled Claws: Te character has practiced usinghis claws so that a swipe rom one o them can inflicta lethal wound. Remove Reduced Penetration. otalcost: 15 points.

    6) Flurry Of Claws: In HH Combat, the charactercan use his claws with unusual speed and erocity. AddAutofire (3 shots; +). otal cost: 15 points.

    FANGS

    Effect: HKA 1d6 (up to 2d6 with STR)Target/Area Affected: One characterDuration: InstantRange: TouchEND Cost: 1

    Description: Te characters mouth contains sharpteeth, or he can grow sharp teeth at will.

    Game Information: HKA 1d6 (up to 2d6 withSR). otal cost: 15 points.

    OPTIONS:

    1) Large Fangs: Increase damage to HKA 2d6.otal cost: 30 points.

    2) Small Fangs: Decrease damage to HKA d6.otal cost: 10 points.

    3) Razor-Sharp Fangs: Te character has unusuallysharp angs. Add Armor Piercing (+). otal cost:22 points.

    MULTIPLE LIMBS

    Effect: Extra Limbs (number varies)Target/Area Affected: SelfDuration: PersistentRange: SelfEND Cost: 0

    Description: Insects, spiders, and crustaceans,among others, have more than our limbs. Char-acters with powers simulating the abilities o suchcreatures ofen do as well.

    Game Information: Extra Limbs (numbervaries). otal cost: 5 points.

    OPTIONS:

    1) Natural Limbs: Add Inherent (+). otal cost:6 points.

    2) Skilled Hand-To-Hand-To-Hand-To-Hand Fighter:

    Te character knows how to use his extra arms inslugests. Add +1 with Punch, Disarm, and Grab oreach arm in addition to the characters normal two.otal cost: 3 points per Combat Skill Level.

    3) Multi-Armed Combatant: Te characters extraarms allow him to attack more ofen. Add +2 SPD(20 Active Points); Activation Roll 11- (made at thebeginning o each urn; -1), Costs Endurance (-),Only o Punch (-1). otal cost: 6 points.

    PROTECTIVE SKIN

    Effect: Damage Resistance (8 PD/8 ED)Target/Area Affected: SelfDuration: PersistentRange: SelfEND Cost: 0

    Description: Fish and reptiles have scales, insectschitinous exoskeletons, and mammals leatheryhides. Tus, many animal-themed characters havetougher skin as well.

    Game Information: Damage Resistance (8 PD/8ED). otal cost: 8 points.

    OPTIONS:

    1) Leathery Skin: Increase to Damage Resistance (12PD/12 ED). otal cost: 12 points.

    2) Soft Skin: Reduce to Damage Resistance (4 PD/4ED). otal cost: 4 points.

    3) Chitinous Exoskeleton: Substitute Armor (8 PD/8ED); Visible (-). 24 Active Points, total cost: 19points.

    4) Concealing Scales: Add Lack O Weakness (-5) orResistant Deenses. otal cost: 5 points; total cost ooverall ability 13 points.

    5) Sharp Scales: Te characters scales are sharp,rough, or covered with small spikes; they can hurtpeople who brush up against him or strike him. AddHKA 1 point, Continuous (+1), Damage Shield (+),Inherent (+), Persistent (+), Reduced Endurance(0 END; +) (19 Active Points); Always On (-),Activation Roll 14- (-), No SR Bonus (-). otalcost: 8 points; total cost o overall ability 16 points.

    STING

    Effect: HKA d6, Armor PiercingTarget/Area Affected: One character

    Duration: InstantRange: TouchEND Cost: 1

    Description: Many animals have stings, claws, spines,spurs, or prickers with which to deend themselves, andcharacters with related powers may have them, too.ypically these natural weapons dont do much damagethemselves, but can inject a venom (see below).

    Game Information: HKA d6 (up to 1d6+1with SR), Armor Piercing (+). otal cost: 15points.

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    TAIL

    Effect: Extra Limb (1)Target/Area Affected: Self

    Duration: InherentRange: SelfEND Cost: 0

    Description: Many types o animals, and thus thecharacters based on them, have tails.

    Game Information: Extra Limb (1), Inherent(+) (6 Active Points); Limited Manipulation(-). otal cost: 5 points.

    OPTIONS:

    1) Prehensile Tail: Tis tail unctions nearly as wellas an arm. Remove Limited Manipulation. otalcost: 6 points.

    VENOM

    Effect: Drain CON 3d6, NND plus RKA 2d6, NND

    Target/Area Affected: One characterDuration: Instant

    Range: TouchEND Cost: 4 Charges

    Description: Venom is a common weapon in theanimal kingdom. Humans particularly associatepoison with certain types o animals, such as spi-ders, insects, and reptiles. Characters with powersbased on such animals may have venom powers.

    Tis writeup uses a typical lethal poison suchas the ones described on pages 28-30 o the HEROSystem Bestiary. You can use the other write-upsthere to increase or decrease the damage. Tewriteup assumes the character has an HKA (claws,angs, or a sting) with which to deliver the venom

    into a targets body.Game Information: Drain CON 3d6, DelayedReturn Rate (points return at the rate o 5 perHour; +1), NND (deense is appropriate LS[Immunity]; +1) (90 Active Points); 4 Charges(-1), HKA Must Do BODY (-), Extra ime(onset time begins 5 Minutes afer victim isbitten; -2), Gradual Effect (15 Minutes; 1d6/5Minutes; -) (total cost: 17 points)plus RKA2d6, NND (deense is appropriate LS [Immu-nity]; +1), Does BODY (+1) (90 Active Points);No Range (-), 4 Charges (-1), HKA Must DoBODY (-), Extra ime (onset time begins5 Minutes afer victim is bitten; -2), Gradual

    Effect (10 Minutes; 1d6/5 minutes; -), Linked(-) (total cost: 14 points). otal cost: 31points.

    OPTIONS:

    1) Venom Blast: Te character can project hisvenom as a bolt o power. Add Ranged (+) to theDrain and remove No Range (-) rom the RKA.105 + 90 = 195 Active Points; total cost 20 + 16 =36 points.

    2) Nonlethal Poison: Replace the RKA with a DrainSUN 3d6, NND identical to the Drain CON. 180Active Points; total cost 33 points.

    WALLCRAWLING

    Effect: Clinging (normal STR)Target/Area Affected: Self

    Duration: ConstantRange: SelfEND Cost: 0

    Description: Characters with insectile or reptilianpowers ofen have the ability to cling to walls and

    other suraces.Game Information: Clinging (normal SR).otal cost: 10 points.

    OPTIONS:

    1) Strong Wallcrawling: Increase Clinging SR tonormal SR +30. otal cost: 20 points.

    2) Weak Wallcrawling: Apply Cannot Resist Knock-back (-). 10 Active Points; total cost 8 points.

    WINGS

    Effect: Flight 12, RestrainableTarget/Area Affected: SelfDuration: ConstantRange: SelfEND Cost: 2

    Description: Birds, many insects, and bats havewings; characters based on such creatures otendo, too.

    Game Information: Flight 12 (24 Active Points);Restrainable (-). otal cost: 16 points.

    OPTIONS:

    1) Stronger Wings: Increase Flight to 20. 40 ActivePoints; total cost 27 points.

    2) Weaker Wings: Decrease Flight to 8. 16 ActivePoints; total cost 11 points.

    3) Gliding I: Substitute Gliding 12 or Flight 12. 12Active Points; total cost 8 points.

    4) Gliding II: Some characters who can fly can alsoglide, allowing them to conserve END. Changepower to a Multipower with a 24-point reserve, allRestrainable, one slot Flight 12 and one Gliding12. otal cost: 19 points.

    5) Easy Flight: Te character is such an accom-plished flyer that he can remain alof indefinitelywithout tiring himsel out. Add Reduced Endur-

    ance (0 END; +). 36 Active Points; total cost 24points.

    6) Silent Flight: Te characters wings make nosound when used. Add Invisible to Hearing Group(+). 30 Active Points; total cost 20 points.

    7) Arm-Wings: Te characters wings arent a sepa-rate set o limbs growing out o his back; instead,they attach to his arms, meaning he cant doanything with his arms but move his wings i hewants to stay alof. Substitute Gestures (both handthroughout; -) or Restrainable. 24 Active Points;total cost 14 points.

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    the animals dont speak to the character as anotheradult human would. Te animal might only speak inbase concepts, like Green man bad, or might speaklike a child, like Tat Martian is a mean ol alien, ormight have a short attention span (Tere was a Mar-tian here, and he hey, a ball!). Add Concentration( DCV throughout; -) and Extra ime (Full Phase;-). otal cost 7 points.

    8) Nice Doggie...: Not every animal will justtell you any old thing just because you speak itslanguage. Sometimes, a character needs to coaxinormation out o them. Add Requires An AnimalHandler Roll (-). otal cost 8 points.

    ANIMAL COMPANION

    Effect: Follower (200 points)Target/Area Affected: N/ADuration: N/ARange: N/AEND Cost: 0

    Description: Te character has a aithul animalcompanion who assists him during his adventures.

    Tis write-up assumes a 200point animal in agame where characters are built on more CharacterPoints than that; you can easily adjust or more orless expensive animals.

    Game Information: Follower (200-pointanimal). otal cost: 40 points.

    OPTIONS:

    1) Animal Bond: Te character and his animal com-panion have a mental bond. Add to each o themMind Link (with companion/master) (5 ActivePoints); Only With Others Who Have Mind Link(-1). otal cost: 2 points. (For a Psychic Bond,

    make it 10 Active Points and a total cost o 5 points.

    ANIMAL CONTROL

    Effect: Mind Control 6d6 (Animal class of minds)

    Target/Area Affected: One animalDuration: ConstantRange: LOSEND Cost: 3

    Description: A character with this power can con-trol animals. With a mere word, he can hold a beastat bay or order it to attack to the death.

    Game Information: Mind Control 6d6 (Animalclass o minds). otal cost: 30 points.

    OPTIONS:

    1) Animal Mastery I: Increase to Mind Control 9d6.otal cost: 45 points.

    2) Animal Mastery II: Increase to Mind Control12d6. otal cost: 60 points.

    3) Control The Pack: Te character may controlmultiple animals at once, though he must issue thesame orders to all o them. Add Area O Effect (6Radius; +1). otal cost: 67 points.

    4) With But A Thought: A character with this optiondoes not even need to utter his wishes animals

    obey his very thoughts. Add elepathic (+). otalcost: 37 points.

    5) Pheromonic Animal Control: A character withthis option actually controls animals via scent mol-ecules. By exuding the right mixture o airbornechemicals, he can sway the emotions o the animalsaround him, but not directly control their actions.Te animal must smell the characters emissions, soprevailing winds and odorous areas may cause themessage to get lost in the shuffl e. Add elepathic(+), Emotions Only (-), Reduced By Range(-), and arget Must Make A Smell PerceptionRoll (-). 37 Active Points, total cost 16 points.

    6) And Thats Final: A command rom a characterwith this option doesnt lose its power over time.Te Breakout Roll does not become easier, so theaffected animal usually keeps carrying its ordersout or a longer period o time. Add Continuous(+1). otal cost: 60 points.

    7) Mans Best Friend: A character with this optioncannot control every animal, just those within hisavored category, such as birds, fish, household pets,

    insects, or reptiles. Add Limited Class O Minds(-). 30 Active Points; total cost 20 points.

    ANIMAL EMPATHY

    Effect: Animal Handler (PRE +5 roll)Target/Area Affected: SelfDuration: PersistentRange: SelfEND Cost: 2

    Description: Te character has an innate bond withanimals (even fierce ones), allowing him to workwith them easily.

    Game Information: Animal Handler (all cat-

    egories) PRE +5. otal cost: 24 points.

    OPTIONS:

    1) Limited Empathy: Te characters empathy onlyextends to one class o animals. Remove all cat-egories but the one deault received or buying theSkill. otal cost: 12 points.

    2) Tiring Empathy: Te characters empathy unc-tions more like a power, and less like an uncon-scious ability or alent. Add Costs Endurance (-).otal cost: 16 points.

    ANIMAL SPY

    Effect: Clairsentience (Sight, Hearing, and Smell/TasteGroups)Target/Area Affected: N/ADuration: ConstantRange: 200END Cost: 4

    Description: Te character can communicate withmany (perhaps all) o the animals in the vicinity,and can send them on spy missions or him.

    Game Information: Clairsentience (Sight, Hear-ing, and Smell Groups) (40 Active Points);Only Trough Te Senses O Animals (-).

    otal cost 23 points.

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    OPTIONS:

    1) Long Range: Te character can use animal spiesover a range o 3,200 (about our miles). Add 16xRange. 60 Active Points; total cost 34 points.

    2) Remember When: Besides just seeing what theanimal senses at the moment, the character can alsoaccurately sense things the animal has experiencedin the past. Add Retrocognition. 60 Active Points,

    total cost 34 points.3) Mans Best Friend: Te character cannot use justany animal to sneak his peek, it has to be withinhis avored category, such as birds, fish, householdpets, insects, or reptiles. Replace Only Trough TeSenses O Animals with Only Trough Te SensesO [Specific ype O Animal] (-1). 40 Active Points;total cost 20 points.

    4) To Me, Faithful Watchers: A character with thisoption cannot immediately communicate at rangewith his animal spy(ies). Te spy has to travel tothe character, get instructions, go and observe thetarget, and then come back and report its findings

    to the character ace-to-ace. Add Extra ime (min-imum o 1 Minute; -1). otal cost 12 points.

    ANIMAL SUMMONING

    Effect: Summon 100-point animalTarget/Area Affected: One animalDuration: InstantRange: No RangeEND Cost: 3

    Description: Te character can call animals to hislocation. Tis basic power calls one animal o theapproximate power level o a horse, an owl, or apoisonous snake (he could also summon a swarmo animals defined as a single unit, such as a schoolo piranha). Te character must choose the typeo animal he can summon when he purchases thepower. You can easily adjust the cost to Summonmore or less expensive animals.

    For specific animal write-ups, see Te HEROSystem Bestiary, pages 132-188.

    Game Information: Summon one 100-pointAnimal, Loyal (+) (30 Active Points); ArrivesUnder Own Power (-), Summoned BeingMust Inhabit Locale (-). otal cost 15 points.

    OPTIONS:

    1) A Big One: Increase to Summon one 200-pointanimal (enough to summon a alcon, a sabretoothtiger, an elephant, or a killer whale; alternately, thecharacter could take a 100-point animal and give it100 points worth o special abilities and powers).60 Active Points; total cost 30 points.

    2) Theyre So Cute When Theyre Little: Reduce toSummon one 50-point animal (enough to summona small animal such as a barracuda, a homingpigeon, a hunting dog, or a coral snake). 15 ActivePoints; total cost 7 points.

    3) Call The Pack I: Replace one 100-point animalwith our identical 50-point animals. 30 Active

    Points; total cost 15 points.

    4) Call The Pack II: Te character can Summonup to our identical 100-point animals. 45 ActivePoints; total cost 22 points.

    5) Bring A Friend I: Instead o a single type o animal,such as Riding Horse, the character can summon anytype o similar creature, such as any mammal, any rep-tile, any bird, or any fish. Add Expanded Class (+).35 Active Points; total cost 17 points.

    6) Bring A Friend II: Increase the Expanded Class toany animal (+). 40 Active Points; total cost 20 points.

    7) The Call Of Nature: Te character must literallycall to his animal riend beore it can arrive. JohnnyWeismueller, eat your heart out. Add Incantations(-). 30 Active Points; total cost 13 points.

    8) I Just Happen To Have One Of Those With Me:

    Te character can summon his animal at any time,regardless o the locale. Remove Arrives UnderOwn Power and Summoned Being Must InhabitLocale. otal cost: 30 points.

    SENSE ANIMALS

    Effect: Detect AnimalsTarget/Area Affected: Self

    Duration: PersistentRange: SelfEND Cost: 0

    Description: A character with this power can detectthe presence o animals. He knows what type theyare, where they are, and how many there are. o usethis power underwater, the character must be ableto breathe underwater.

    Tis example simulates the Smell/aste Group the character can smell animals nearby. You canassign it to other Sense Groups i you want.

    Game Information: Detect Animals (IN Roll)(Smell/aste Group), Disc