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Deadly Future - Powers

Friend or Foe?
Listed below are new powers that I use in my campaigns. I've revamped the list a litte, since Heroes Unlimited finally added a few of the powers I've been using for years, not to mention their definition of how a power works differed from a few of mine greatly. The list below are powers that I still feel Heroes Unlimited has missed adding. I've revamped the remaining powers to more closely work like a possible similiar power in the current book. Example: My Super Power Negation and Super Power Magnification worked by touch only, but the Heroes Unlimited book now has Super Power Negation, and it's a range attack. So I've changed my Super Power Magnification to be a ranged attack as well. Whenever I say "we" below, I'm talking of myself as the GM and my old playing group. Although I implemented most of the rules, and the now revamping of those rules to meet current Heroes Unlimited standards, I would have never been able to flesh out any of these powers without the players that used them and tested their playability and compatability. Some of the powers below take on characteristics of powers that already exist within Heroes Unlimited, especially now that they're revamped from the orignals, but they are still unique enough for me to write them up here. Any powers that Heroes Unlimited have now created, and I use to have a homemade power for, are not included here. I've decided to go with the Heroes Unlimited versions (or minorly modified versions) for future use.

Minor Powers Table Major Powers Table
Heightened Sense Sub-Table Alter Physical Structure Sub-Table
Energy Expulsion Sub-Table Powers of Control Sub-Table
Extraordinary Attribute Sub-Table  
   
   
New Minor Powers New Major Powers


Minor Powers Table [top]
01-03 Clock Manipulation
04-06 Acid Touch
07-09 Manipulate Kinetic Energy
10-12 Bend Light
13-15 Armor Skin
16-18 Flight: Glide
19-21 Healing Others
22-24 Power Channeling
25-27 Radar
28-30 Flight: Wingless
31-33 Danger Sense
34-38 Heightened Senses (roll on sub-table)
39-41 Mental Stun
42-44 Nightstalking
45-47 Adhesion
48-50 Explosive Projectiles
51-53 Flight: Winged
54-56 Healing Factor
57-59 Power Detection
60-62 Alter Physical Body
63-67 Energy Expulsion (roll on sub-table)
68-72 Extraordinary Attributes (roll on sub-table)
73-75 Impervious to Fire and Heat
76-78 Underwater Abilities
79-81 Healing Others
82-84 Superhuman Strength
85-87 Energy Resistance
88-90 Multiple Images
91-93 Horror Factor
94-96 Body Weapons
97-00 Multiple Limbs


Heightened Sense Sub-Table [top]
01-12 Heightened Sense of Taste
13-25 Supervision: Advanced Sight
26-38 Heightened Sense of Hearing
39-51 Supervision: Nightvision
52-64 Heightened Sense of Smell
65-77 Supervision: X-Ray
78-90 Heightened Sense of Touch
91-00 Supervision: Ultraviolet andInfrared


Energy Expulsion Sub-Table [top]
01-14 Energy Expulsion: Cosmic Bolt
15-29 Energy Expulsion: Energy
30-45 Energy Expulsion: Electricity
46-60 Energy Expulsion: Fire
61-75 Energy Expulsion: Electrical Field
76-90 Energy Expulsion: Light
91-00 Energy Expulsion: Plasma


Extraordinary Attribute Sub-Table [top]
01-10 Extraordinary Mental Affinity
11-20 Extraordinary Physical Strength
21-30 Extraordinary Speed
31-40 Extraordinary Physical Endurance
41-50 Extraordinary Mental Endurance
51-60 Extraordinary Physical Beauty
61-70 Extraordinary Physical Prowess
71-80 Computer Mind
81-90 Superhuman Strength (Minor Ability)
91-00 Supernatural Strength (Major Abilty)


Major Powers Table [top]
01-02 Chameleon or Copy Physical Structure
03-04 Alter Metabolism
05-06 Spin at High Velocity
07-08 Invisibility
09-10 Energy Absorbtion
11-12 Item Reduction
13-20 Control Power (roll on sub-table)
21-22 Shapechange
23-24 Power Magnification
25-26 Gravity Manipulation
27-28 Growth
29-36 Alter Physical Structure (roll on sub-table)
37-38 Create Force Field
39-40 Cloaking
41-42 Multiple Lives
43-44 Shape Change Others
45-46 Animal Abilities
47-48 Sonic Speed or Slow Motion Control
49-50 Negate Super Powers
51-52 Magnetism
53-54 Stretching
55-56 Invulnerability
57-58 Force Aura
59-60 Divine Aura
61-62 Bio-Ghost
63-64 Sonic Flight
65-66 Teleport
67-68 Gem Powers
69-70 Natural Combat Ability
71-72 Disruptive Touch
73-74 Self-Sustenance
75-76 Sonic Disruption & Reflection
77-78 Holographic Memory Projection
79-80 Mechano-Link
81-82 Supernatural Physical Strength
83-84 Mimic or Negative Matter
85-86 Karmic Power
87-88 Sonic Power
89-90 Vibration
91-92 Shrink
93-94 Super-Energy Expulsion
95-96 Transferal/Possession
97-98 Weight Manipulation
99 Cosmic Awareness
00 Immortality


Alter Physical Structure Sub-Table [top]
01-05 Alter Limbs or Tenacles (pick one)
06-10 Intangibility
11-16 Alter Physical Structure: Plasma
17-22 Lycanthropy
23-28 Bio-Armor or Body Weapons (minor; pick one)
29-35 Alter Physical Structure: Plant
36-42 Alter Physical Structure: Ice
43-49 Alter Physical Structure: Fire
50-56 Alter Physical Structure: Stone
57-63 Alter Physical Structure: Smoke or Mist
64-70 Adapt to Environment or Alter Body (minor; pick one)
71-77 Alter Facial Features and Physical Stature
78-84 Alter Physical Structure: Electricity
85-90 Animal Metamorphosis or Multiple Beings/Slaves (minor; pick one)
91-95 Alter Physical Structure: Liquid
96-00 Alter Physical Structure: Metal


Powers of Control Sub-Table [top]
01-08 Control Radiation
09-16 Control Static Electricity
17-24 Darkness Control
25-32 Control Insects and Arachnids
33-40 Control Elemental Force: Fire
41-48 Control Elemental Force: Earth
49-56 Control Elemental Force: Water
57-64 Control Elemental Force: Air
65-73 Darkforce Control
74-81 Control Kinetic Energy
82-89 Control Others
90-00 Plant Control


New Minor Powers [top]
Acid Touch The character can secrete a deadly acid which can be released through the fingertips or palms.
Range: Touch
Damage: 2D6 +1D6 per level of experience.
Duration: Instant
Attacks Per Melee: Each touch counts as one melee attack or action.
Bonuses: +2 to strike if an aimed shot, +1 to strike if wild, Immune to any acid based attacks.
Armor Skin The character's skin is naturally tough. Roll on the chart below.
01-40 AR 7
41-80 AR 9
81-90 AR 11
91-99 AR 13
00 AR 15
Bonuses: +1D6 x10 to SDC
Computer Mind The character's mind like a computer for quick decisions and recall.
Bonuses: +2D8 to IQ, Photographic Memory (See Total Recall in Psionics section. Character has this ability, minus the need to spend ISP for it.)
Note: Yes, I could have called this Extraordinary Intelligent Quotient, but this is how we named it way back when and it kind of stayed.
Danger Sense (optional) This power gives the character a precognitive flash of imminent danger to himself or somebody near him (within 90 (27.4 m) feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds (4 melees)! The danger sense is triggered automatically, without consent of the character, whenever their life is in great peril, or the life of somebody they greatly cares about (friend, loved one, etc.). The danger sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power can not be called upon to sense for traps or ambush. Instead, it works like an automatic reflex.
Bonuses: +6 to initiative roll, +2 to parry, +3 to dodge. The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs. Character can not be suprised by a sneak attack from behind.
Note: This is kind of covered now that Heroes Unlimited has expanded their Number And Category of Super Abilities Table to include Psionics (See Sixth Sense in the Psionics section of the book), but I still left this one in here, because we added, without the need to spend ISP. I've included it as an optional power, because we added it when the Number And Category of Super Abilities Table didn't include the mixing of Psionics and Super Abilities.
Energy Expulsion: Cosmic Bolt The character can generate cosmic energy which be released in direct pulses. The cosmic energy pulse or blast is fired from the fingertips, hand or eyes (forms one beam/pulse)
Range: 300 (91.5 m) feet maximum.
Damage: 3D6 +2D6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each cosmic blast counts as one melee attack or action; dual, simultaneous divided blasts also count as one melee attack.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild.
Energy Expulsion: Plasma The hero can fire a flaming bolt from their hands. It will instantly light any flammable material and 2 or 3 bolts will melt through a strong metal door. (Heroes Unlimited finally added APS: Plasma, but decided to leave the EE: Plasma out. I've accepted their version of APS: Plasma to replace mine, but I'm keeping EE: Plasma, and using their description of the damage a Plasma bolt would do.)
Range: 200 (91.5 m) feet maximum.
Damage: 1D6x10 +2 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each projectile counts as one melee attack or action; dual, simultaneous charged projectiles also count as one melee attack.
Bonuses: +2 to strike if an aimed shot, +1 to strike if shooting wild.
Note: A small bolt that does 4D6 damage or a scatter shot of four tiny bolts (each doing 1D6; counts as a burst attack) can be fired instead, and up to 50% farther in distance.
Explosive Projectiles With this minor power, the superbeing can charge things with energy that explode upon impact.
Range: 300 (91.5 m) feet maximum.
Damage: 2D6 +1D6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each projectile counts as one melee attack or action; dual, simultaneous charged projectiles also count as one melee attack.
Limitations: The character must have something to charge, although this can be pretty much anything that they can get their hands on. Many superbeings with this power have a special item they like to use when using this power.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild.
Healing Others The character can seem to perform miracles by healing the wounds of others. The character must be in direct contact with the wounded person and must concentrate.
Range: Touch
Healing: 1D6 +1D6 per level of experience.
Duration: Instant
Attacks Per Melee: Each healing touch counts as two melee attack or action.
Limitations: The character has a "healing pool" that the draw from. Each time they heal someone, they must deduct from their healing pool. When the healing pool is used up, the character must wait for the energies that allow them to heal others to rejuvenate.
Example: The healer heals an injured companion for 5 SDC points (can be used to restore SDC or HP). This healer now deducts 5 points from their Healing Pool. Power can not be used to heal own wounds.
Healing Pool: 1D8 x10 (rolled once when creating character to determine starting Healing Pool) +1D10 per each addition level.
Bonuses: +2 P.E., +3D6 to SDC.
Multiple Images The character has the ability to make multiple images of themself appear. This is not the same the Multiple Beings/Selves power, as these are merely images and have no abilities of their own. The images appear standing side by side with the original, and mirror all actions the original takes. This is mostly used as a confusion tactic in battles.
Duration: 1D6 hours +2 hours per level of experience.
Range: Self. The duplicate appears standing next to the original.
Attacks Per Melee: The creation of one to the maximum number counts as one melee action.
Images Created: 1 duplicate image per level, to a max of 10 duplicate images.
Bonuses: +1 to dodge and strike per image created.
Example: A character creates 2 images, they geta +2 to dodge and a +2 to strike.
Limitations: The duplicates are simply images. They do not get attacks or actions of their own. An image will vanish when attacked directly.
Power Detection This unique power allows a character to attempt to detect, or seek out, people with powers. To do so, the character must concentrate and focus. This ability only detects so-called "super-abilities" and is powerless againsts psionics, magic, mechanical abilities or physical training and skills. Being knocked out, or in tremendous pain, or forced to concentrate on something else (like an all-out attack) will instantly break the influence of the detection. Of course, the character can stop the Detection at any time.
Range: 120 (36.6 m) feet plus 10 (3 m) feet per level of experience when focusing on one specific target. A blanket area detection can affect an area that is a 10 (3 m) foot radius per level of experience. It can be cast up to 60 (18.3 m) feet away or radiate around the Detector.
Chance of Success: 25% +5% per level of experience. At higher levels (3rd and above) the character can attempt to identify and/or seek out certain types powers.
Damage: Temporarily detects the super abilities of other superbeings.
Limitations: Does not affect psionics, magic, bionics, or physical attributes/training or skills. Requires concentration and focus.
Attacks Per Melee: The superbeing must concentrate and stay focused on the target of his Detection. This means he can only perform two other actions/attacks per melee (defensive moves not included), unless he drops the Detection attack. Similarly, skill performance is -25%.


New Major Powers [top]
Cosmic Awareness The ability to mentally tune in to the universe. When the power is practiced and the character has some experience in using this power, they will eventually be able to see possible time lines and ask YES/NO questions about near future events. A correct answer is given by making a percentage roll (ME +5% per level of experience = %). A roll of 96% or higher always fails. When questions are asked there is a chance something will happen to the character. Before asking questions the character must roll on the following chart. Add +5% per question to be asked and +5% for each time questions were asked more than once in a single day.
01-60 No backlash, ask questions.
61-90 Overwhelmed by the vastness of the universe. Fall into a trance. Make a save every hour. While in trance SDC/HP heal x2 normal rate.
91-00 Cosmic backlash. Take 1D6 damage per question that was to be asked. Character is unconscious for 4D6 hours.
00+ Mindwarp. Take 1D8 damage per question that was to be asked. Character is unconscious for 3D6 days. Make a percentage roll (again, add +5% per question that was to be asked). 01-65% the character experiences bad and volatile dreams the entire time unconscious, or 66-00% the character now suffers from a permanent insanity (see Insanity section of Heroes Unlimited).
Range: Self
Duration: Instant. But character must prepare for 1D6 hours per question.
Limitations: Character can only questions that can be answered with yes or no. Also, the character must focus and concentrate without major interruption to ask questions.
Attacks Per Melee: The character can perform no other actions while attempting to ask questions. This power takes concentration and focus.
Bonuses: +1D6 to dodge at 1st level and 4th level, +1D4 to strike at 4th level, Character also gets Danger Sense.
Example: A 2nd level character with a ME of 20 decides to see if he can find out if his arch-enemy really died in the explosion by using Cosmic Awareness. The character prepares and clears his mind. First, rolling a 35, and adding 5% for one question and 0% because this is the only time he has tried to ask questions today, this makes the character's final roll a 40. Since this is under 60%, the character is safe to ask his question. He now rolls against a 30% (20 (ME) + 5x2(level)=30) and rolls a 35. This means that the character did not receive the information he wanted. The GM can either state that the character gets no answer at all, a false answer, or instead of the normal eerily whispered YES/NO...A cryptic message (Such as "Only time will tell").
Darkforce Control The Darkforce is a semi-sentient energy force from another dimension. No one knows much about the Darkforce, or completely what it's capable of. This power gives the character some control over using the Darkforce. A character with this super power has the following abilities.
Darkforce Shield The ability to create a shield made complete from the Darkforce. This shield can take on any shape or look that the character desires, but it will always be a waivery black, void of light, color.
Range: Self or 40 (12.2 m) feet plus 10 (3 m) feet per level of experience.
Duration: 1 hour per level of experience.
Max SDC: PE x10
Attacks Per Melee: Requires 2 attacks per melee.
Darkforce Blackout The character can create an area of total darkness using the Darkforce. The darkness is so complete and void of light, that normal vision, nightvision, and light amplification are optic systems are ineffective. Those trapped in the darkness are blind and -8 to strike, parry, dodge. The firing of weapons and energy blasts is equal to shooting wild and likely to hit an innocent bystander or comrade.
Note: Infrared optics, thermo-imaging optics, heat sensors and exceptional hearing can be effective in the Darkforce Blackout (reduce penalties to half).
Range: 200 (61 m) feet
Area of Affect: 40 (12.2 m) feet +10 (3 m) feet per level of experience.
Duration: 2D6 melee rounds +1D6 melee rounds per level of experience.
Attacks Per Melee: Darkforce Blackout counts as one attack per melee.
Special: The character with this ability can see perfectly within the Blackout.
Darkforce Portal This ability creates small pockets of Darkforce Portals. If someone passes through these portals, they are transported to the home of the Darkforce and back to where the portal was opened instantaneously. The entire process takes a split second, but the horrors seen by the target have lasting effects.
Range: 200 (61 m) feet
Size: 10 (3 m) feet x 10 (3 m) feet.
Duration: 2D6 melee rounds +1D6 melee rounds per level of experience.
Special: Anyone who enters the portal comes out the other side instantaneously and must make a saving throw of 13 or higher. If the person fails the saving throw, they are immediately traumatized and take 1D6 damage per level (damage is controllable). The victim can not attack, speak, or perform any actions for 2D6 hours.
Darkforce Bolt The ability to shoot bolts made up of the Darkforce energy. These bolts can be fired from the fngertips, hands, or eyes.
Range: 300 (91.5 m) feet maximum.
Damage: 2D6 +1D6 per level of experience.
Duration: Instant
Attacks Per Melee: Each blast counts as one melee attack or action; dual, simultaneous divided blasts also count as one melee attack.
Bonus: +2 to strike if an aimed shot, +1 to strike if shooting wild.
Darkforce Transformation This enables the character to temporarily change their physical form into a Darkforce entity. The character usually appears as a strange moving "shadow" or black, void of light, waivery humanoid figure.
Range: Self
Duration: 1 hour + 1 hour per level.
Attacks Per Melee: This action consumes all of the character's attacks for the melee round of transformation.
Special: Transforms into the Darkforce and can escape into the shadows. Can not be harmed by physical attacks. Energy attacks do half damage. Psionics and magic do full damage. Can not use other Darkforce abilities while in this form. This form acts as a limited Darkforce Portal. All effects the Darkforce Portal are halfed and the saving throw is reduced to 11 or higher. This ability is only used if someone passes through the character in this form, can not project the portal as above. (Range is self, i.e. someone must pass through the character's Darkforce form to activate the portal abilities.) After 3rd level, the character can alter the shape that this transformation usually takes on.
Limitations: Character's with this power tend to be constantly fighting their darker side. Some claim that the Darkforce talks to them and tries to get them to go over the edge with this power. This seems especially true the more a character uses the Transformation ability.
Power Magnification (optional) The opposite of Power Negation. This power allows the superbeing to magnify the powers of other superbeings. The magnification can affect a single target, or be used in a blanket affect. This ability only affects so-called "super-abilities" and is powerless againsts psionics, magic, mechanical abilities or physical training and skills. Being knocked out, or in tremendous pain, or forced to concentrate on something else (like an all-out attack) will instantly break the influence of the magnification. Of course, the character can stop the Magnification at any time.
Range: 120 (36.6 m) feet plus 10 (3 m) feet per level of experience when focusing on one specific target. A blanket area maginfication can affect an area that is a 10 (3 m) foot radius per level of experience. It can be cast up to 60 (18.3 m) feet away or radiate around the Magnifier.
Damage: Temporarily magnifies the super abilities of other superbeings. +1D4-1, +1 per additional level. Magnifier can control increment the power magnification from 1 level up to max allowable roll. A blanketed affect is halfed.
Limitations: Does not affect psionics, magic, bionics, or physical attributes/training or skills. Requires concentration and focus. Can not be used to magnify own powers.
Attacks Per Melee: The superbeing must concentrate and stay focused on the target of his Magnification. This means he can only perform two other actions/attacks per melee (defensive moves not included), unless he drops the Magnification attack. Similarly, skill performance is -25%.
Note: Power Magnification is a powerful super ability. It's up to the GM's discretion whether to allow this ability or not. I've included it because I use it in my game, but I've been fortunate enough to always have a group that focuses more on role playing and the plotline then overall power. I felt for my group it was a fair and just super ability to add, since I was also using Power Negation, which Heroes Unlimited has now added. Also, in my games Negation and Magnification were used as touch-based attacks, which made them a little harder to use. They were weaker at lower levels as well, only affecting one power at a time. If you are interested in this form of Power Negation and Power Magnification, let me know. I still have my old set of powers laying around and would be more than happy to give you the alternate versions.
Self-Sustenance With this major power, the superbeing no longer needs to eat, sleep, drink or breathe.
Shape Change Others The ability to shape change (see Shapechanger in Major Powers section of Heroes Unlimited) others at will. The character must be physically touching the target in order for this power to be effective.
Range: Touch
Damage: Permanently, unless character reverses the affects, shape changes target.
Duration: Indefinite
Attacks Per Melee: Each touch counts as one melee attack or action.
Limitations: The character must keep touching (successful attack rolls) an unwilling target for 3 melee attacks, extensive shape changing will require longer contact with the target. Willing targets are automatic.

Powers I'm Not Sure I'll Be Revamping [top]

Minor
Immovabilty - The ability to not be moved.
Leadership - The power to lead in difficult situations and get people to fight for your cause.

Major
Absorbtion (HP/SDC, Super Powers, Strength, Energy Attacks, Substances, Knowledge/Memories, Appearance, and/or Kinetic Energy) - I used a random table to decide how many of those absorbtion powers you were able to perform and which ones. Most of these I think are covered in one way or another in the new book. I'll have to relook at it and decide if I want to revamp and scale mine down, or just go with what the book has and leave the others out of it.
Probability Control - Somewhat like Karmic Power, but did not rely on alignment.
Alter Physical Structure: Gaseous - The ability to turn yourself into any known gas.
Hyper-Breath
Invention - The innate ability for inventing. This is not a skill but a power. The character is not sure how, but they have a knack for inventing the supposedly univentable. They do not have the ability to fix existing things that are broken.
Molecular Rearrangement - The ability to control the atoms within your body.
Transmission - The ability to digitize people, including self, and transport them through a phone link.
Can You Trust Her?

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Web Author: Jeff King (aka Darkwind)
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