Character Creation Rules

Character creation process, setting info, maps, and RULES are located here.

Moderators: Game Masters, AGMs

Character Creation Rules

Postby Blackhaunt » Mon Jan 21, 2008 2:05 pm

Character Creation Rules

1) Do your research! Find out if this site really is for you! You have 2 weeks from the date you registered to complete your PC and start playing, after that you will be warned and shortly after your account will be deleted!

2) Make sure you fully understand all the rules and contact me if something is unclear or if you have questions--DO THIS AT ANY TIME IF YOU ARE UNSURE.

3) You MUST have a Google account to even be considered for game play. I use Google Hangouts to notify people of changes, updates, etcetera. Trillion and other chat services that can interface with Google Hangouts are also acceptable.

4) Once you have chosen which SLOT you wish to reserve for your own play choose a name for that character and REGISTER A NEW ACCOUNT using that character's name. No "l33t-speak" or other nonsensical account names will be kept. Your account name should be the name that your character will use in conversation with the other players on-site.

5) Once your account has been activated, get on Google Hangouts with Blackhaunt to find out if the PC you wish to make will be allowed. Once you've got the "green light" you should then ROLL UP YOUR PC taking note of these Character Creation Rules and using the Character Sheet Template as the basis for your on-line PC sheet. Send me a PM, E-mail, or catch me on Hangouts and we'll discuss the specifics of your character and whether or not I think you're right for the game. If you lack materials, this is where I will guide you through a character creation process via Hangouts.

6) Instructions on using the Character Sheet Template:
--IF YOU DO NOT FOLLOW THESE INSTRUCTIONS EXPLICITLY YOU WILL MESS UP AND DELAY YOUR GAMING.
--go to the thread, hit QUOTE as if to quote/reply
--copy & paste or type the information/character data into the quoted areas
--once finished, copy the whole she-bang and post it to the Recruitment forum.

6.1) Be creative!

6.2) All characters start at experience level 3.

6.3) If I see bonuses over +9 I scrutinize the character sheet very closely.

6.4) No Miscreant or Diabolic alignments allowed. No exceptions!

6.5) When Rolling up your attributes, use 4d6 and discard the lowest die roll. Alien races: use one additional die more than is called for in your race's attributes and discard the lowest die roll.

6.6) Skills
● Don't forget that you might have additional skills granted by your 3rd level status!
● Post your skills separately according to the Character Sheet Template.
● Remember that only certain skills may be learned as Secondary Skills (p.47 HU2).
● Please indicate newly learned skills (skills not the same level as the PC) by making a small note in parentheses in size 9 font.
● ● Example: (3rd) Botany--65% (+5%)
● Skill percentages must be totaled taking into account:
● ● IQ Bonus, if any.
● ● Levels advanced in that skill.
● ● It is recommended that the per level advancement %'s be posted after the totaled skill in parentheses.
● ● Perfect Example: Botany--65% (+5%)

6.7) Equipment List
● Equipment will be posted separately as a reply to the PC sheet.
● Post your standard gear (backpack, sacks, etc.) as per your class description. Make sure to include your life savings.

6.8) The Exceptional Attribute Rule
● Aliens do not get the exceptional attribute bonus die rolls.
● Results of a 6 on bonus die result in further bonus die rolls until a non-6 result is obtained.
● 30 is the absolute ceiling for any exceptional attribute and the odds of this happening are astronomical.
● All attribute rolls are done prior to inclusion of class attribute bonuses.
● The Penalties for Low Attributes rules found in RUE are in effect. (p.282-284)
● The compensatory optional rule for low attributes found in RUE is forbidden. (p.282)

7) Background Stories
● Will be posted as a reply to the PC sheet after the Equipment List has been posted.
● Once posted, your PC will be ready to play in HU2: Century Station.
● A minimum of two paragraphs of background story are required, other than that write as much as you feel is appropriate to explain your PC.
● Make this the best writing of which you are capable!
● You will be denied playing on-site if you cannot write clearly or demonstrate a grasp of basic English grammar & punctuation.

8) Secondary Skill Progression
● Each character in the HU2 setting will receive 2 new secondary skills at levels 3, 6, 9, 12, 15 unless specifically stated otherwise in the Character Class description.

9) Character Classes that have SUPER POWERS must contact Blackhaunt or designated alternate to roll for Semi-Random Power selection. Classes from games outside of HU2 system (N&SS, BTS) are not allowed.

10) When you see that your posted character sheet no longer says (needs approval) you should select an avatar that fits your character's description. You will also likely receive an IM notifying you that your PC has been approved.
Last edited by Augur on Sat Jun 14, 2008 2:33 pm, edited 4 times in total.
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Blackhaunt
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Posts: 763
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

HU2 Character Template

Postby Blackhaunt » Mon Jan 21, 2008 2:06 pm

Player Name:
Hangouts Handle:

Character Name:
Power Category:
Alias:
Occupation:
Alignment:
XP Level: 3
XP Points:
Next Level @ XP:
Birth Order/Family Ties:
Land of Origin:
Childhood Environment:
Social/Economic Background:
When Extraordinary Abilities First Manifested:
Disposition:
Insanity: OPTIONAL

ATTRIBUTES
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Speed:

PHYSICAL DATA
PPE:
ISP: Delete if not applicable
HP:
SDC:
Age:
Sex:
Height:
Weight:
Description: Be brief here folks, just a few lines at most

Experiment Side-Effects: Delete if not applicable

Sponsoring Organization & Status: Delete if not applicable

Nature of the Experiment & Type: Delete if not applicable

Bio-E Expenditures
Delete if not applicable

Mutant Characteristics
Delete if not applicable

Natural Abilities
Delete if not applicable

Super Abilities
Delete if not applicable

Robotic Features
Delete if not applicable

Bionic & Cybernetic Features
Delete if not applicable

Psionic Powers
Delete if not applicable

Magic Abilities or Spell Knowledge
Delete if not applicable

Special Skills
Delete if not applicable

EDUCATION LEVEL:

Scholastic Skills
Skill name--Totaled %

Secondary Skills
Skill name--Totaled %

Combat Data
HTH Type:
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Disarm Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Other:

Weapon Proficiencies
W.P. name--List totaled bonuses from W.P. only

Saving Throw Bonuses
Coma/Death:
Toxins (15+):
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):

Equipment List
Post as a reply to your finalized character sheet. Include special equipment in your post as well if your character class includes such.

Background Story
Post as a reply to your finalized character sheet.


Code: Select all
Player Name:
Hangouts Handle:

[b]Character Name[/b]:
[b]Power Category:[/b]
[b]Alias[/b]:
[b]Occupation[/b]:
[b]Alignment[/b]:
[b]XP Level[/b]: 3
[b]XP Points[/b]:
[b]Next Level @ XP[/b]:
[b]Birth Order/Family Ties:[/b]
[b]Land of Origin:[/b]
[b]Childhood Environment:[/b]
[b]Social/Economic Background:[/b]
[b]When Extraordinary Abilities First Manifested:[/b]
[b]Disposition[/b]:
[b]Insanity[/b]: [color=red]OPTIONAL[/color]

[b][u]ATTRIBUTES [/u][/b]
I.Q.:
M.E.:
M.A.:
P.S.:
P.P.:
P.E.:
P.B.:
Speed:

[b][u]PHYSICAL DATA[/u][/b]
PPE:
ISP: [color=red]Delete if not applicable[/color]
HP:
SDC:
Age:
Sex:
Height:
Weight:
Description: [color=red]Be brief here folks, just a few lines at most [/color]

[b]Experiment Side-Effects:[/b] [color=red]Delete if not applicable [/color]

[b]Sponsoring Organization & Status[/b]: [color=red]Delete if not applicable [/color]

[b]Nature of the Experiment & Type:[/b] [color=red]Delete if not applicable [/color]

[u][b]Bio-E Expenditures[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Mutant Characteristics[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Natural Abilities[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Super Abilities[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Robotic Features[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Bionic & Cybernetic Features[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Psionic Powers[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Magic Abilities or Spell Knowledge[/b][/u]
[color=red]Delete if not applicable [/color]

[u][b]Special Skills[/b][/u]
[color=red]Delete if not applicable [/color]

[b]EDUCATION LEVEL: [/b]

[b][u]Scholastic Skills[/u][/b]
[color=red]Skill name--Totaled % [/color]

[u][b]Secondary Skills[/b][/u]
[color=red]Skill name--Totaled % [/color]

[u][size=150][b]Combat Data [/b][/size][/u]
HTH Type:
Number of Attacks:
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
Disarm Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Other:

[b][u]Weapon Proficiencies[/u][/b]
[color=red]W.P. name--List totaled bonuses from W.P. only [/color]

[b][u]Saving Throw Bonuses[/u][/b]
Coma/Death:
Toxins (15+):
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):

[u][b]Equipment List [/b][/u]
[color=red]Post as a reply to your finalized character sheet. Include special equipment in your post as well if your character class includes such.[/color]

[u][b]Background Story[/b][/u]
[color=red]Post as a reply to your finalized character sheet.[/color]
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Blackhaunt
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Posts: 763
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION

HU2 Chargen Rules Addition

Postby Blackhaunt » Sat Aug 27, 2016 1:42 pm

Aliens
Step 2: Alien Appearance: Players may make a selection on this table.
Step 3: Physiological Modifications due to Unearthly Environments: Players must roll on this table.
Step 4: Determining Super Abilities/Random Power Category Table: Players may make a selection on this table.
Step 5: Determining Education & Skills: Players must roll on this table. Note: Scholastic Skill Programs from Aliens Unlimited Galaxy Guide available.
Step 6: Reason for Coming to Earth: Players must roll on this table.
Step 7: Familiarity with Earth: Players must roll on this table.
Step 8: Equipment: Players must roll on these tables.

If selecting an Alien race from Aliens Unlimited, skip steps 2-3. Racial selection must be approved by Blackhaunt.

Bionics
Step Three: The Budget/Bionic Construction Budget: Players must roll on this table.
Step Five: Background Data: Players must roll on this table.

Experiments
Step Three: The Experiment & Powers
Table A: The Nature of the Experiment: Players must roll on this table.
Table B: The General Type of Experiment: Players must roll on this table.
Table C: The Number of Super Abilities
    01-13 One Major Super Ability and three Minor abilities.*
    14-25 Four Minor Super Abilities only (no Major powers).*
    26-38 Two Major Super Abilities and one Minor ability.*
    39-40 One Major Super Ability and two Minor abilities.*
    41-52 Five Minor Super Abilities only (no Major powers). #
    53-64 Two Major Super Abilities (no Minor powers).*
    65-76 One Major Super Ability and 1D4+1 Minor Psionic powers. (Player's Choice)
    77-88 Two Minor Super Abilities and two Super Psionic powers. (Player's Choice)
    89-00 Three Major Super Abilities or Six Minor powers.*
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Table D: Side Effects (Permanent): Players may make a selection on this table.
Table E: The Sponsoring Organization: Players must roll on this table.
Table F: Status with Sponsoring Organization: Players must roll on this table.
The Supersoldier Option: Please Reference New Class from PU2 detailed later in this thread.

Hardware
Budget tables and Status With the Sponsoring Organization tables: Players must roll on these tables.

Magic
Enchanted Weapon
Type of Weapon Table: Player's Choice
Super or Magic Abilities tables: Players must roll on this table.
Enchanted Object
Magic Spells or Super Abilities: Players must roll on this table.
Power Level of the Spell or Abilities: Players must roll on this table.
Mystic Study
Shortcut to Gaining New Spells: Players should roll on this table upon attaining each new level of experience.
Mystically Bestowed
Physical Limitations Table: Players may opt to make a selection on this table.
Type of Bestowed Super Ability
    01-25 Two Major Super Abilities of choice.*
    26-40 Four Minor Super Abilities of choice, plus Hand to Hand: Martial Artist. (Player's Choice)
    41-50 One Major Super Ability & two Minor, plus Hand to Hand: Expert.*
    51-70 Select one Major Super Ability and a total of eight spells from levels 1-5. (Player's Choice)
    71-80 Select a total of ten magic spells from levels 1-6 and a total of six spells from levels 7-12.
    81-00 Select a total of nine magic spells from levels 1-8 and seven total from levels 9-15!
* Player may choose any ONE power, the rest will be rolled semi-randomly.

Mutants
Step Two: The Cause of the Mutation: Players must roll on this table.
Step Three: Unusual Physical Characteristics: Players may make a selection on this table.
Step Four: Super Abilities
The Category & Number of Super Abilities
    01-15 One Major Super Ability and three Minor abilities.*
    16-30 Four Minor Super Abilities only (no Major powers). (Player's Choice)
    31-45 One Major Super Ability and two Minor abilities.*
    46-55 Two Major Super Abilities (no Minor powers).*
    56-65 Five Minor Super Abilities only (no Major powers). #
    66-75 1D4+2 minor Psionic Powers (any, except super) and one Major Super Ability. (Player's Choice)
    76-80 Psychic Mutant 1D4 psionic powers from each of the three minor psionic power categories and one from Super-Psionics. Select two additional minor psionic powers per level of experience or one Super-Psionic ability. All new abilities start at level one proficiency.
    81-90 Continuous Mutation: All of the mutant's powers do not manifest themselves immediately, but over time.
    At level One, roll for one Major Super Ability or one Super Psionic power.
    At level Two, roll for one Minor Super Ability.
    At level Four, roll for one Major Super Ability or choose one Super Psionic power.
    At levels 6, 8, 12 and 14 roll for one additional Minor Super Ability.
    91-00 Unstable Powers! This mutant's powers are unpredictable and constantly change! At level one, the mutant selects one Major Super Ability and two Minor Super Abilities.* Then roll on the Unstable Powers Table.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
Unstable Powers Table: Players must roll on this table.
Mutant Animals
Step 4: Cause of Mutation & Education: Players must roll on these tables.

Mega-Hero
Special Mega-Powers: Players may make one selection on the following table OR may roll for two selections. If using EP, your purchase will inform your roll/decision.

Mega Power Table:
  • 01-05 Impervious to Disease.
  • 06-10 Doesn't Need Air to Breathe.
  • 11-15 Doesn't Need to Eat or Drink for Nourishment.
  • 16-22 Tremendous S.D.C.
  • 23-33 Tremendous Physical Strength.
  • 34-39 Impervious to Pressure.
  • 40-45 Longevity.
  • 46-50 Awe and/or Horror Factor.
  • 51-55 Immortal*.
  • 56-60 Power Category Specific (if none, re-roll) (R37).
    Psionics
    • 01-33 Opening of the Third Eye
    • 34-66 Tremendous I.S.P.
    • 67-00 Incredible I.S.P. Recovery
    Magic
    • 01-33 Exceptional Talent for Magic
    • 34-66 Tremendous P.P.E.
    • 67-00 Incredible P.P.E. Recovery
    Hunter/Vigilante
    • 01-25 Prey of Choice
    • 26-50 Supernatural Senses
    • 51-75 Sharpened Senses
    • 76-00 Cyber-Hunter
    Super Sleuth
    • 01-50 Cyber-Linked Database
    • 51-00 Intuitive Information Gathering
    Mystically Bestowed
    Limited Power**:
    • 01-33 Experiment
    • 34-66 Test
    • 67-00 Contract
    Mutant Animals
    • 01-50 Tremendous Bio-E
    • 51-00 Major Super Ability
    Stage Magician
    • 01-50 Trickster Magic
    • 51-00 Ludicrous Magic
    Robotics: Nanobot Hive
    • 01-13 Liquid Metal
    • 14-27 Nanobot Swarm
    • 28-41 Shape Shifting
    • 42-55 Magnetism
    • 56-69 Mechano-Link
    • 70-83 Cloaking
    • 84-00 Fragment Hive
  • 61-66 Super Genius Inventor (R37).
  • 67-78 Super-Powered Gadget (R37).
  • 79-84 Companion (R37).
  • 85-95 Wealth (R37).
  • 96-00 Power Amplification or Specialization (R37).

*Counts as two Special Mega-Powers.
**Counts as two Special Mega-Powers and an Achilles' Heel
(R37)=Rifter 37 pages 19-34


The Achilles' Heel: GM's choice. If using EP, your purchase will inform your roll/decision.

Achilles' Heel Random Roll Table
  • 01-03 Vulnerable to Psionics.
  • 04-06 Vulnerable to Magic.
  • 07-09 Vulnerable to Light.
  • 10-18 Deadly Metal.
  • 19-21 Vulnerable to Fire.
  • 22-24 Must Transform into an Inhuman Form to Use Powers.
  • 25-27 Solar Powered (or Night Powered).
  • 28-30 Loves the Opposite Sex.
  • 31-33 Vulnerable to Cold.
  • 34-36 Slow and Ponderous.
  • 37-39 Vulnerable to Heat.
  • 40-42 Extremely Nearsighted.
  • 43-45 Allergy.
  • 46-48 God Syndrome.
  • 49-51 Paraplegic (R37).
  • 52-54 Blind (R37).
  • 55-57 Deaf (R37).
  • 58-60 Mind of Its Own (R37).
  • 61-63 Amnesia (R37).
  • 64-67 Power Outbursts (R37).
  • 68-70 Extremely Deadly Metal* (R37).
  • 71-73 Loss of Humanity (R37).
  • 74-76 Major Character-Defining Insanities (R37).
  • 77-79 Nocturnal (R37).
  • 80-84 Prototype (R37).
  • 85-88 Power Category Specific (if none, re-roll)
    Hunter/Vigilante
    • Energy Vampirism
    Super Sleuth
    • Driven
    Mutant Animals
    • Extra Power Costs Bio-E
    Robotics: Nanobot Hive
    • 01-33 More Than One in Charge
    • 34-66 Requires Metal & Energy to Live
    • 67-00 Vulnerable to Magnetic Fields
  • 89-91 Limited Use Item (R37).
  • 92-97 Solar-Powered Device (R37).
  • 98-00 Unstable Power Source (R37).

*Counts as two Achilles' Heels.
(R37)=Rifter 37 pages 22-34


Physical Training
This power category is entirely constructed.

Psionics
Psionic Abilities Of the Natural Psychic: The powers of a Natural Psychic are selected by the player.
Psionic Abilities: The powers of a Latent Psionic are selected by the player.

Robotics
Robot Budget: Players must roll on this table.
Step Five: Background Data: Players must roll on this table.

Special Training
The Ancient Master CLASS NOT ALLOWED
Actual Age & Time in the modern world tables: Players may make a selection on this table.

Hunter/Vigilante
Step Three: Years of Experience: Players must roll on this table.
Step Four: Equipment: Players must roll on this table.

The Secret Operative
Step Four: Background Data The Sponsoring Organization: Players must roll on this table.
Status with the Sponsoring Organization: Players must roll on this table.

The Stage Magician
Budget: Players must roll on this table.

The Super Sleuth
Budget: Players must roll on this table.

Empowered
Step Three: Determining Impairment & Super Abilities
The Physical Impairment: Players may make a selection on this table.
OtD Table 1: Emotional Inspiration: Players must roll on this table.
OtD Table 2: Physical Compensation: Players may make a selection on this table.
11-20% Physical Metamorphosis: Demigod
Super abilities sub-table:
    01-20% One Major super ability and one Minor ability.
    21-30% Three Minor abilities (no Major powers).
    31-40% One Major super and two Minor abilities.*
    41-50% Two Major super abilities (no Minor abilities).*
    51-60% One Major super ability and three Minor abilities.*
    61-70% Two Major super abilities and one Minor ability.*
    71-80% Four Minor super abilities# (no Major powers) or Two Major and one Minor.*
    81-90% Two Major super abilities and three Minor abilities.*
    91-00% Three Major super abilities (no Minor powers).*
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
51-70% Super Abilities to Compensate
Number of Super Abilities: (see restrictions)
    01-20% One Major super ability and two Minor abilities.*
    21-30% Five Minor super abilities (no Major powers).#
    31-50% One Major super ability and three Minor abilities.*
    51-65% Two Major super abilities and two Minor abilities.*
    66-80% Two Major super abilities and three Minor abilities.*
    81-90% Three Major super abilities and one Minor ability.*
    91-00% Three Major super abilities and two Minor abilities* or (Player's Choice) seven Minor abilities.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Eugenics
Genetic Construction Budget: Players must roll on this table.
Current Status with the Sponsoring Organization: Players must roll on this table.
The Sponsoring Organization: Players must roll on this table.
Motive for Genetic Reconstruction: Players must roll on this table.
Conditions of Eugenic Modification: Players may make a selection on this table.
Possible Disfigurement due to Eugenic Modifications: Players may make a selection on this table.
Possible Insanity: Players must roll on this table.

Gestalt Superhumans
Nature of the Gestalt: Players may make a selection on this table.

Animal Gestalt
Step Three: Powers of the Animal Gestalt
1. Type of Animals for the Body: Players may make a selection on this table.
2. The Controlling Animal Force/Intelligence: Players may make a selection on this table.
Animal Gestalt Ability Table: Players must roll on this table.

Human Super Gestalt
Step Three: The Powers & Limitations of the Human Super Gestalt
1. Who decides when it's time for the Gestalt Being to be formed?: Players may make a selection on this table.
2. How close must the individual members be to each other to form the Gestalt Hero?: Players must roll on this table.
3. Who is in control of the Gestalt when it is formed?: Players may make a selection on this table.
5. Super Abilities for the Physical Human Gestalt Being
    01-20% One Major super ability and two Minor.*
    21-40% One Major super ability and one Minor.*
    41-50% Four Minor super abilities (no Major powers).
    51-70% One Major super ability and three Minor.*
    71-80% Unstable. One Major (semi-random) and 1D4 Minor abilities. (Player's Choice)
    81-90% Combined Physical Might.
    91-00 Combined Mental Might.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Psychic Human Gestalts
3. Super Abilities for the Psychic Human Gestalt Being
    01-05% One Major super ability and two Minor abilities.*
    06-10% Five Minor super abilities (no Major powers).#
    11-15'% Two Major super abilities (no Minor powers)* and 1D6 psionic abilities of choice from the Healing, Physical or Sensitive categories. I.S.P.: 5D6+15.
    16-20% Two Major Super Abilities, one Minor ability* and 1D6+1 psionic abilities selected from Healing or Sensitive, or Physical. I.S.P.: 6D6+20.
    21-25% All Sensitive psionic powers plus Empathic Transmission and 1D4+2 Super Psionic powers of choice. I.S.P.: 6D6x6.
    26-30% All physical psionic powers plus bio-manipulation and 1D4+2 Super Psionic powers of choice. I.S.P.: 6D6x6.
    31-35% All Healing psionic powers plus Group Mind Block and 1D4+2 Psionic powers of choice. I.S.P.: 6D6x6.
    36-40% All Physical and Sensitive or Healing psionic powers. I.S.P.: 6D6x5.
    41-45% The Minor super ability of Toy Control, one Minor ability of choice, plus 1D4+2 Physical psionic powers. I.S P. 6D6x3.
    46-50% The Minor super ability of Unnoteworthy/Forgettable, one Minor ability of choice, and 1D4+2 Sensitive powers. I.S.P.: 6D6x3.
    51-55% The Minor super ability of Untrackable, one Minor ability of choice, the Psionic power Invisible Haze and three Sensitive psionic powers of choice. I.S.P.: 6D6x3.
    56-60% The Minor super ability of Mechanical Awareness, one Minor ability of choice, the Super Psionic power Telemechanics, and
    one other Telemechanics power or three physical psionic powers of choice. I.S.P.: 6D6x5.
    61-65% The Minor super ability of Energy Expulsion (any), one Minor ability of choice, plus 1D4+2 Physical or Sensitive psionic powers. I.S.P.: 6D6x3.
    66-70% The Major super ability of Bio-Armor and 1D6+4 Physical psionic powers. I.S.P.: 6D6x3.
    71-75% The Major super ability of Control Others and 1D6+3 Sensitive psionic powers. I.S.P.: 6D6x3.
    76-80% The Major super ability of Control Kinetic Energy, and 1D6+3 Physical psionic powers. I.S.P.: 6D6x3.
    81-85% The Major super ability of Teleport or Transferal/Possession and 1D6+2 Sensitive or Healing psionic powers. I.S.P.: 6D6x3.
    86-90% The Major super ability of Divine Healing, one Minor super ability of choice and 1D6+2 Healing psionic powers of choice. I.S.P.: 6D6x3.
    91-94% The Major super ability of Reconstruction, one Minor super ability of choice, and 1D6+1 Physical or Sensitive psionic powers of choice. I.S.P.: 6D6x3.
    95-00% Mental giant.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Plant Gestalts
1. Type of Plants for the Body: Players may make a selection on this table.
2. The Controlling Plant Force/Intelligence: Players may make a selection on this table.
3. Determining Plant Gestalt Abilities:
Plant Gestalt Ability Table: Players must roll on this table.

Imbued Heroes
1. What is the nature of the Imbuing Agent?: Players must roll on this table.
2. What kind of addiction does the agent cause?: Players must roll on this table.
3. Who can gain Super Abilities by using the Imbuing Agent?: Players must roll on this table.
4. Who can make the Imbuing Agent?: Players must roll on this table.
5. How long does each dose last before wearing off?: Players must roll on this table.
6. How often can the Imbuing Agent be taken?: Players must roll on this table.
7. Imbued Super Abilities
    01-02% Eight Minor super abilities (no Major powers).#
    03-10% Five Minor super abilities (no Major powers).#
    11-18% One Major and one Minor ability.*
    19-26% Two Major super abilities (no Minor powers).*
    27-34% One Major and four Minor super abilities.*
    35-42% One Major and two Minor super abilities.*
    43-50% Two Major and one Minor ability.*
    51-58% One Major and three Minor super abilities.*
    59-66% Two Major and two Minor super abilities.*
    67-74% Three Major and one Minor super ability.*
    75-82% Four Minor super abilities (no Major powers).
    83-90% Six Minor super abilities (no Major powers).#
    91-98% Seven Minor super abilities (no Major powers).#
    99-00% Three Major super abilities (no Minor powers).*
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Immortals
1. The Nature of the Immortal: Players may make a selection on this table. Monster, Godling, Demon Lord and Demigod are all Mega-Heroes and must be unlocked as such.
2. Super Abilities & Other Powers of Immortals
    01-05% Abilities: Four Minor super abilities (no Major powers).
    06-15% Psionics
    16-20% Super Abilities: One Major super ability and two Minor abilities.*
    21-25% Powers Grow with Age and Experience: Starts out with one Major super ability and gains one additional Major ability at levels 3, 6, 9, 12 and 15.*
    26-30% A Spell Casting Wizard.
    31-35% Super Abilities: Two Major and one Minor.*
    36-40% Psionics & Super Abilities: One Major or two Minor super abilities, and 1D4 Super psionic powers, and a total of 2D4+2 minor psionic powers selected from Healing, Physical and/or Sensitive. I.S.P.: 1D6x10+50.
    41-45% Psionics & Super Abilities: One Major and one Minor super abilities*, and a total of 1D4+3 selected from one of the following psionics categories: Healing, Physical, or Sensitive. I.S.P.: 1D4x10+40 +M.E. attribute.
    46-50% Magic & Psionics.
    51-55% Super Abilities: One Major and four Minor.*
    56-60% Super Abilities: Three Major.*
    61-65% Super Abilities: Two Major and two Minor.*
    66-70% Super Abilities: Two Major super abilities and three Minor.*
    71-75% Super Abilities & Magic: One Major and one Minor super abilities* plus select a total of eight magic spells from levels 1-5 and a total of five from levels 7-9. P.P.E. +2D4x10+20.
    76-80% Master Psychic.
    81-90% Super Abilities & Psionics: One Major and two Minor super abilities* (or two Major and no Minor*), as well as 1D4 Super psionic powers and a total of 1D6+6 psionic powers from the psionic categories of Healing, Physical and/or Sensitive.
    91-95% Wizard Supreme.
    96-00% Super Abilities: Seven Minor super abilities# or three Major powers and one Minor* or one Major and five Minor*.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
3. The Reason for Being on Earth: Players must roll on this table.
Familiarity with Our World: Players must roll on this table.
Education for Immortals not of Earth: Players must roll on this table. Note: Scholastic Skill Programs from Aliens Unlimited Galaxy Guide available.
Earth Money for Alien Immortals: Players must roll on this table.
Human Clothes and Disguises: Players must roll on this table.
Battle Armor or Hero Costume: Players must roll on this table.
Personal Weapon (Type of Ancient weapon): Players may make a selection on this table.
Magical Properties of the Weapon: Players must roll twice on this table unless they do not have an Ancient Weapon.

Super-Invention
The Sponsoring Organization: Players must roll on this table.
Who is the Character?: Players may make a selection on this table.
Current Status with the Sponsoring Organization: Players must roll on this table.
Motive for Creating the Invention(s): Players must roll on this table.
The Physical Appearance & S.D.C. of the Super-Gizmo: GM's Choice.
Power level of the Super Abilities: Players must roll on this table.
The Super Abilities the Gizmo Instills (see restrictions)
Determining the number of powers and general type.
    01-13% One Major super ability or two Minor abilities.*
    14-27% One Major super ability and one Minor.*
    28-40% Two Major super abilities (no Minor powers).*
    41-53% Three Minor super abilities (no Major powers). (Player's Choice)
    54-66% One Major super ability & three Minor.*
    67-73% Four Minor super abilities (all related, or designed to create one overall effect). (Player's Choice)
    74-87% Two Major super abilities and one Minor.*
    88-00% Two Major super abilities and two Minor.*
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.

Super-Soldier
The Sponsoring Organization: Players must roll on this table.
Motive for the Procedure: Players must roll on this table.
Nature of the Procedure: Players must roll on this table.
Nature of the Test Subject: Players may make a selection on this table.
Current Status with the Sponsoring Organization: Players must roll on this table.
Likelihood of Successful Replication: Players must roll on this table.
Number and Type of Super Abilities:
    01-10% Two Minor super abilities (no Major powers).(Player's Choice)
    11-30% One Major super ability and one Minor.*
    31-50% Two Major super abilities (no Minor powers).*
    51-60% Four Minor super abilities (no Major powers).(Player's Choice)
    61-70% One Major super ability and two Minor.*
    71-80% Chemical Enhancement.
    81-90% Endoskeletal Replacement.
    91-95% Brain Implant Augmentation (SIA).
    96-00% Latent Psionics, with the full range of abilities.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
Special Supersoldier Enhancement Table: Players must roll 1D4 for the number of enhancements. Player then may select up to 2 on this table and roll for the rest.
Battle Armor or Hero Costume: Players must roll on this table.
Special Weapons: Players must roll on this table.
Prototype Vehicle: Players must roll on this table.

Symbiotic Superhuman
Where Did the Symbiote Come From?: Players must roll on this table.
The Symbiote's Appearance: Players must roll on this table.
The Symbiote's Intelligence: Players must roll on this table.
The Symbiote's Food Source: Players must roll on this table.
Benefits Gained by the Host: Players must roll 1D4 for the number of benefits. Player then must roll that many times on this table.
Determining Super Abilities
    01-05% One Major super ability and two Minor abilities having to do with adaptation.*
    06-10% One Major super ability and two Minor abilities having to do with environment and/or fields of force.*
    11-15% One Major super ability and two Minor abilities involving Alter Physical Structure/Body or Physical Strength/Power.*
    16-20% One Major super ability and three Minor abilities involving mass, weight, and density.*
    21-25% One Major super ability and three Minor abilities involving and/or concealment/hiding.*
    26-30% Two Major super abilities and one Minor ability involving shape changing and/or the altering of the human body or body parts.*
    31-35% Two Major super abilities and one Minor ability involving sound/sonic powers.*
    36-40% Two Major super abilities and one Minor having to do with controlling or shaping the elements/nature.*
    41-50% One Major super ability & three Minor abilities involving energy.*
    51-55% Two Major super abilities and one Minor ability involving physical defense/protection.*
    56-60% Two Major abilities and one Minor ability involving size.*
    61-65% Two Major abilities and one Minor ability involving physical matter.*
    66-70% Two Major abilities and one Minor ability having to do with space and/or time.*
    71-75% Five Minor super abilities involving Heightened Senses (may include any Supervision powers) or awareness/sensing.#
    76-80% Five Minor super abilities involving combat and/or weapons.#
    81-85% Two Major super abilities and two Minor abilities having to do with machines.*
    86-90% Two Major super abilities and two Minor abilities having to do with transportation and/or movement.*
    91-95% Two Major super abilities and two Minor abilities having to do with speed.*
    96-00% Two Major super abilities and two Minor abilities having to do with controlling or influencing others.*
Note: This table is so thematically tailored that a GM must consult the superpowers categories sub-tables to direct the player's choices and/or rolls.
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
The Consequences of Removing the Organism: Players must roll on this table.

Ancient Weapons Master
Step Four: Equipment Budget: Players must roll on this table.

Demon Hunter
Step 4: Years of Training: Players must roll on this table.
Step 6: Starting Finances: Players must roll on this table.

Heroic Hellion
Step 1: Alignment for a Heroic Hellion: Players may make a selection on this table.
Power Level: Players must roll on this table.
Inhuman Appearance: Players may make a selection on this table.
Step 2: Source of Enlightenment: Players must roll on this table.
Step 3: Additional Demonic Features: Players must roll on this table.
Step 4: Vulnerabilities: GM's Choice.
Step 5: Bonuses and Saving Throws: Players must roll on this table.
Step 6: Equipment and Money: Players must roll on this table.

Mystically Bestowed by a Deevil Lord CLASS NOT ALLOWED
Bestowed Deevil Abilities: Players must roll on this table.
Deevil Bestowed Super Abilities: Players must roll on this table.
Pact Escape Clause: GM's Choice.

Mystically Bestowed by a Demon Lord CLASS NOT ALLOWED
Bestowed Demonic Abilities: Players must roll on this table.
Demon Bestowed Super Abilities: Players must roll on this table.
Pact Escape Clause: GM's Choice.

Corrupted Good (Mystically Bestowed)
Reason for Making a Pack with Evil: Players must roll on this table.
Bestowed Deevil/Demonic Abilities: Players must roll on this table.
Pact Escape Clause: GM's Choice.

Crusader of Light (Mystically Bestowed)
Bestowed Crusader Super Abilities: Players must roll on this table.
Let the GAMES begin.
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General Table

Postby Blackhaunt » Sat Aug 27, 2016 1:42 pm

General Table: The Number and Category of Super Abilities
    01-15 One Major Super Ability and three Minor abilities.*
    16-30 Four Minor Super Abilities only (no major powers). (Player's Choice)
    31-45 One Major Super Ability and one Minor ability.*
    46-60 One Major Super Ability and two Minor abilities.*
    61-75 Five Minor Super Abilities only (no major powers).#
    76-85 Two Major Super Abilities (no minor powers).*
    86-90 1D4+1 minor psionic powers (any, except super) and one Major Super Ability. (Player's Choice)
    91-95 1D4 minor psionic powers (any, except super) and 2 or 3 (GM's Choice) Minor Super Abilities. (Player's Choice)
    96-00 One Super Psionic power and either one Major Super Ability or two Minor Super Abilities. (Player's Choice)
* Player may choose any ONE power, the rest will be rolled semi-randomly.
# Player may choose three powers, the rest will be rolled semi-randomly.
Let the GAMES begin.
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Re: Character Creation Rules

Postby Augur » Wed Feb 08, 2017 10:49 am

Eugenics Errata for Powers Unlimited 2

Budget:
01-10%: 3 million
11-20%: 4 million
21-35%: 5 million
36-50%: 6 million
51-65%: 7 million
66-80%: 8 million
81-90%: 9 million
91-00%: 10 million

Modified Internal Organs (page 19-21):
Brain: Combat/Motorhead: 1.5 million dollars
Brain: Mental Acuity: 1.3 million dollars
Brain: Physical Perceptions Acuity: 1.2 million dollars
Brain: Physical Perceptions Acuity: 1.2 million dollars
Brain: Psionics (Healing): 1D4+2 Healing powers of choice & 1.6 million dollars
Brain: Psionics (Illusionary): I.S.P. 2D4 X 10 & M.E. & 2.5 million dollars
Brian: Psionics (Physical): 1D4+2 Physical powers of choice & 2.3 million dollars
Brain: Psionics (Sensitive): 1D4+2 Sensitive powers of choice & 2.5 million dollars
Brain: Psionics (Super Combat): 3.1 million dollars
Brain: Psionics (Third Eye): 2.2 million dollars
Gland: Adrenaline Enhanced Surge: 1.2 million dollars
Gland: Butylmercaptan (Chimera): 750,000 dollars
Resin Ducts (Chimera): 1.8 million dollars

Physical Augmentation Features (page 21-25):
Adhesion (Chimera): 1.5 million dollars
Enhanced Musculature, Inhuman Strength & Powerful Legs:
    Extraordinary Strength: 500,000 dollars
    Superhuman Strength: 1 million dollars
    Supernatural Strength: 3 million dollars
    Impact Resistance: 2 million dollars
    Heavyweight: 2 million dollars
    Extraordinary Speed: 500,000 dollars
    Enhanced Leaping: 1.6 million dollars
Enhanced Agility & Dexterity: 1.5 million dollars
S.D.C. Augmentation: 100,000 dollars
Spinnerets: Extra Spinneret/Webbing Enhancement: 350,000 dollars

Additional & Special Appendages (page 25-29):
Extra Pair of Human Arms: 1.2 million dollars
Extra Pair of Insect Arms (Chimera): 2 million dollars
    Adhesion: 800,000 dollars (cheaper for insect limbs)
    Swingline: 700,000 dollars (cheaper for insect limbs)
Claws: 350,000 dollars (cheaper for insect limbs) **This seems to be majorly wrong and high***
Flight: Functional Wings (Chimera): 2.5 million dollars & 1 million dollars to increase speed by 60 mph
Legs: Extra Pairs of Insect Legs (Chimera):
    Adhesion: 300,000 **This seems to be off since for hands it’s 800,000**
Legs: Serpentine Lower Body (Chimera): 4.5 million dollars
Tentacles (Chimera): 3.2 million dollars

Enhanced Senses (page 29-31):
Enhanced Vision:
    Super X-Ray Vision: 1 million dollars
Enhanced Hearing:
    Frequency Absorption: 1 million dollars
    Heightened Sense of Hearing: 1 million dollars
    Parabolic Hearing: 800,000 dollars
    Radar: 1.5 million dollars
    Sonar: 1.4 million dollars
    Sonic Power (Major): 2.6 million dollars
    Sonic Absorption & Reflection (Major): 2.8 million dollars
    Ultra-Hearing: 700,000 dollars
Antennae (Chimera): 1.4 million dollars
Echo-Location (Chimera): 900,000 dollars
Heightened Sense of Awareness: 1.2 million dollars
Heightened Sense of Balance: 500,000 dollars
Heightened Sense of Recall: 800,000 dollars
Heightened Sense of Smell: 800,000 dollars
Heightened Sense of Taste: 700,000 dollars
Heightened Sense of Time: 500,000 dollars **You got me on this one**
Heightened Sense of Touch: 850,000 dollars
Heightened Sense of Life Sense: 700,000 dollars
Motion Detection Sense (Chimera): 450,000 dollars
    Super Option: 950,000 dollars
Scent Pits Chimera: 1.7 million dollars
    Hold Breath: 450,000 dollars
    Life Sense: 700,000 dollars
Sonar (Chimera): 1.3 million dollars **Probably should be 1.4 million as under Enhanced Hearing**

Genetic Weapons (page 31-34):
Bio-Energy Expulsion (Alien Chimera): 1.6 million dollars
    Re-Channel & Expel Energy or Super Energy Expulsion: 2.9 million dollars
Chemical Secretion (Chimera): 2.5 million dollars
Toxic Skin (Chimera): 2.5 million dollars
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