QuinnFu’s Line of HU Powers!

 

Adopt Animal Abilities (Major)

Range: Self. Powers can be taken from any animal within 15ft. +2ft. per level.

Duration: 5 minutes +1 additional minute at levels 2, 4, 6, 8, and 11.

The hero with this major power is actually able to mimic the innate abilities of animals on a superhuman level. Such abilities would include Extraordinary Sense of Balance from cats, Heightened Sense of Smell from dogs, Leaping ability from gazelles or frogs, Adhesion from spiders and Extraordinary or Superhuman Strength from ants, elephants, etc.

At level one, only two powers can be simultaneously adopted with an additional power at levels 3, 6, and 10. The process of taking these powers counts as one action per power taken. If a character takes three powers and decides he wants a different one, replacing one power with another would also require an action. Multiple powers can be taken from one animal, as long as it does not exceed the limit for that level of experience. Typically, one ability that stands out for that particular species is adopted.

This power also gives the character the minor super ability of Animal Nature automatically.

Note: GM’s should be the one’s to determine which animals give which powers, and the hero can sense what power he would receive should he choose to adopt it. Also GM’s, if the character already has the power he wants to adopt, try just doubling the range, duration, or bonuses.

 

Cosmic Awareness (Major)

While this power includes the abilities of other versions of Cosmic Awareness on other web sites, as a major super ability it provides much more. This power allows the hero to sense what cannot be determined otherwise. This includes such things as exactly when a person will pull the trigger or what part of the hero’s body the opponent will attempt to strike with his knife. Cosmic Awareness can even be used to determine exactly what injuries were sustained, as well as what diseases (if any) were contracted. Against opponents with super speed powers (flight or running), the hero can only compensate when he knows that his opponent has such powers. If the player does, then he can use the bonuses to strike, parry and dodge, as well as pulling punches listed below.

Range: Special! This power works on the character and virtually everyone the hero is actively aware of/within line of sight, and a 20ft radius (+5ft. per level) for things that the hero is not actively aware of (hence, no sneak attacks possible, but sniper shots are ok). This means that even if the opponent is moving at 700 mph, as soon as he enters the radius of attention, the cosmic-powered character will know his powers and be able to apply the following bonuses:

Bonuses in Combat:

+1 Attack at levels 1, 4, 7, and 9.

+3 to initiative; +1 at levels 3, 5, 7, and 9.

+3 to dodge projectile attacks, with a +1 bonus at every 3rd level of experience. This also nullifies the penalties for dodging projectile attacks as listed in Heroes Unlimited 2nd Ed.

+4 to pull punch

+3 to strike, parry, and dodge

+2 to the I.Q. attribute

+25 S.D.C.

Interception Attack (Special!) With his Cosmic Awareness, the hero can actually sense , how, and when a villain will attack any given teammate (everybody get that?). This means that if opponent #2 has a gun and decides to shoot Vanguard over there (work with me people…) this hero can actually spend a melee action to interrupt the order of combat and attack the opponent BEFORE he gets off the shot! This is not an automatic attack and should not be considered like one. If GM’s don’t like this aspect of the power, don’t use it.

 

 

Create Stasis Field (Major)

The super being can create an area of complete stasis (absence of movement).

Range: A sphere of 20ft. +2ft. per level of experience or a single object. Can be created up to 50ft. away +5 ft. per level of experience.

Duration: Until field is dropped, creator is struck, or someone within the field is struck.

Attacks per Melee: Each field counts as one action per melee. +3 strike aimed, +1 wild.

A stasis field is an energy field that prevents movement. Anything caught within a stasis field will be completely immobile, with only the most basic bodily functions (such as breathing) working. Bullet’s that are fired into or out of the stasis field (in the latter’s case, fired just a second after the field was created) stop in mid-flight, but will resume their original flight path once the field is removed. Even energy expulsions shot into the field, while they are not stopped, are slowed significantly (damage penalties are halved). Bombs that go off can be placed in a stasis field (highest roll to strike wins) and be caught in mid-explosion and held there until intended victims are brought out of harms way. The power of the stasis field is so intense that even if a victim’s hand is outstretched (and he has the ability) he cannot fire an energy expulsion. Why? Because this is a form of suspended animation. What can a person do in suspended animation: NOTHING.

Those within the field are completely unable to dodge any attack directed at them from outside of the field (they can’t move, remember?). The field is automatically dropped if anyone outside of it attacks anyone within it (movement within a space of non-movement cancels its effects). Basically, one attack directed at anyone within the field is an automatic hit. Also, the hero with this power is impervious to the effects of his own stasis field (for mutanogenic/biological reasons, stasis fields differ from creator to creator). However, if caught within another person’s stasis field, the hero can actually roll to save vs. immobility (natural rolls for attacker and victim, highest roll wins.) hero’s actions, bonuses, etc. are halved.

No one other than the creator of the stasis field can be protected from its influence (though they can prepare and thus regain initiative). This means that while the hero may create such a field around himself for protection against a hail of bullets, he can move around, but teammates cannot!

 

 

 

Death Aura (Revised)

Range: A 4ft. radius around the character at level 1, + 2 feet at levels 3, 5, 7, 9, and 12.

Duration: Effects last as long as the victim remains within the radius and are cumulative! Once a person escapes, penalties (not damage) wear off after 1D6 minutes.

Damage: Special! See below

I looked closely at the power I saw online and thought, "Why doesn’t Death Aura kill? That’s the name of the power, right?" Needless to say, I thought some minor adjustments were in order.

This power is actually a combination of the former Death Aura power and of the Bio Ghost power. Constant exposure to this ability WILL kill a person. The user of this power, however, is immune, as is anyone else who possesses this power.

The character generates sets of unique types of pheromones that actually cause harm to other living things. The first wave induces dizziness and nausea, dropping a victim’s reaction time and weakening the immune system. The second wave is designed to attack the now weakened cells of the individual and cause decomposition. A domino effect occurs, as while the victim appears only sick, his hit points, S.D.C. and Chi are rapidly being dropped. Those who die are diagnosed with massive organ failure, and sometimes with nothing more than an "allergic reaction to a common virus."

Another way of looking at the power (if you don’t like the above suggestion) is that the aura of power actually attacks the life force of any living thing. This includes animals and plants. The penalties and damage don’t change, merely the method of travel. Any way you look at it, there is absolutely no clue as to what caused it. In effect, this is the perfect killing tool.

Penalties for being in the Death Aura radius: PER MELEE!!!!!

-5 to initiative

-3 to strike, parry, and dodge

-2 attacks per melee

Speed is reduced by 50%

-20% from Save vs. Coma/Death bonus (if any)

Damage from the Death Aura: PER MELEE!!!!!

-3D6 damage directly from Hit Points!

-1D6x10 damage from S.D.C

-1D4x5 damage from Chi/P.P.E.

NOTE: While it is generally impossible, "good" aligned characters can be cursed with this power. As a result (or if villains want to walk around in public without killing the populace) the radius can be concentrated into oneself. This directs the power into the hands and arms, so that only a touch (like the Bio Ghost power) will initiate the effect. However, the character must constantly maintain this focus to keep the Death Aura from being released. As a result, only 2 offensive attacks are allowed per melee round. The remainder must be defensive.

Also, note that one cannot contain the power in this way for extended periods of time. Such a course of action would then turn the power upon the user, inflicting the damage listed above until he releases it into the radius effect. The maximum amount of time that the Death Aura can be held in check is 1 hour, +30 minutes per level of experience.

 

 

 

Generate Intense Cold/Ice (Major)

This power enables the character to generate powerful amounts of cold and/or ice from his body. By itself, it is a formidable power. However, if it is combined with Alter Physical Structure: Ice, the results can be staggering. (This is probably the easiest way I know of to make Iceman™).

  1. Absorb Radiation
  2. Range: Self at level 1, +6 ft. radius or 1 person at every other level.

    Duration: 5 minutes at level 1, plus 2 minutes per level of experience.

    This power allows the super being to absorb dangerous amounts of radiation in the general area. At level one, this ability can only protect the user, but as the character increases in power/experience, he can also protect teammates as well.

    NOTE: This is a sub-conscious power when applied only to himself. To cover other people as well requires one melee action per person for every melee of concentration.

  3. Augment Ice-Based Powers
  4. Range: Varies

    Duration: Varies

    Damage: Special

    As the result of being a generator of cold and ice, the character’s other ice-related powers are strengthened significantly. This affects powers listed here as well as those taken in conjunction. The bonuses are as follows.

    Damage Bonus: Projectile attacks, such as ice shards or beams of concentrated cold/ice receive a +3 damage bonus per level of experience (including level 1).

    S.D.C. Bonus: The ice generated by the character is actually stronger on a molecular level than ordinary ice. As a result, ice created by this character is much harder to penetrate. Ice walls receive an additional (one time) 20 S.D.C. with +5 S.D.C. per level. Ice used to encase opponents gets a one-time bonus of 10 additional S.D.C. and +5 S.D.C. per level. The Ice Form in APS: Ice gets a +1 to the A.R. (one time bonus) and an additional 10 S.D.C. +5 per level of experience.

  5. Shoot Beam of Cold/Ice
  6. Range: 300 ft. maximum

    Damage: 2D6 plus side effects (special!) +1D6 per level of experience.

    Duration: Instant

    Attacks per Melee: Each blast counts as one attack.

    Bonuses: +3 to strike aimed; +1 wild

    The character can emit beams of concentrated cold and ice from his hands or chest. Once the character is experienced enough (level 3 and on) he can regulate the damage by increments of 1D6.

    SPECIAL: These beams are capable of encasing their targets in ice, depending on the power of the beam (from level 4 and on). Any blast regulated to do less than half damage has no side effects other then the damage listed. At half strength the blast causes a thin coating of ice and severe numbness (-3 Spd.; -1 to Parry, Dodge for 1D4+2 minutes). A full blast would completely incase the extremity and cause severe numbness-maybe frostbite (-6 Spd.; -3 to Strike, Parry, and Dodge until ice is removed.) Penalties last for 2D4 +3 minutes (This is only possible from level 4 on).

  7. Sub-Zero Cold Generation
  8. Range: Special

    Damage: 3D4 plus penalties for each melee exposed to the intense cold.

    Duration: Until cancelled by the player.

    Penalties: Those caught in the radius of freezing cold suffer –2 on initiative, -2 to strike, parry, dodge, and roll w/punch or fall for every melee within the radius!

    Attacks per Melee: No other actions are possible while generating this intense cold.

    The character can focus his concentration and generate intense cold from his body. This can reach as far as a 30x30-foot room at level 1, 60x60 at level 5, and finally a 90x90 foot room at level 12. While he is concentrating no other actions are possible, even defensive ones. The character simply stands there and emits his freezing cold aura. It requires 1 full melee (15 seconds) for people to feel the cold in a 30x30 foot room, 3 melee in the 60x60 and 6 melee in the 90x90, and characters will see such effects as a of thin ice spreading over the floor (See APS: Ice, ability #7). Remember that the penalties listed above are cumulative!

  9. Sub-Zero Blast
  10. Range: 10ft. +5ft. Per level of experience.

    Damage: Special!

    Duration: Instant

    Attacks per Melee: This can only be performed once per melee round.

    Note: Good, Selfish, and even Anarchist characters WILL NEVER use this power against a living person. It is just too cruel, and could easily develop a trauma or phobia.

    Once per melee round the character can emit a burst of sub-zero cold. When used on most objects, such as an armored car or tree, the object will shatter to pieces if punched (requires Superhuman P.S.). This is useful in tight situations where you either try to unlock the door or fight the bloodthirsty mob. By level 4, the character is so proficient, that he can actually freeze a car without injuring the occupants.

    At level one, only small objects, such as tires, doors, and firearms can be frozen/shattered. By level 4, automobiles/vans and other objects of similar size can be frozen. The largest object a person can freeze is within the bounds of a space 10ft high, 10ft. Wide and 10 ft. deep (at level 10).

    In combat, use this power as a strike (it IS an energy expulsion) with a +3 to strike aimed, +1 wild.

  11. Sub-Zero Bomb: The Sub-Zero Bomb is a final effort in which the individual focuses all of his power into one enormous burst, freezing (like a Sub-Zero Blast style) everything within range. This is the Ice-equivalent to the Super Nova power for APS: Fire, and like it’s fiery counterpart, this action is usually fatal to the character.

Range: Self and surrounding area.

Duration: Until ice is melted, destroyed, etc.

Attacks per Melee: One.

Damage: Special; this attack automatically hits everything in the blast radius.

The Ice Bomb: Total Blast Radius: 500 ft. (high, low, deep, etc. Whole buildings can be frozen doing this.)

-10,000 points of damage to the innermost 100 feet of the radius.

-4,000 points of damage for the next 100 feet.

-400 points of damage for the next 150 feet.

-250 points of damage for the remaining 150 feet.

NOTE: The Ice Bomb requires 8 melee of concentration, with no turning back after 4 melee. Also, after the 4th melee, the character cannot move, so dodges and parries are out of the question.

Survival Table:

01-20: Character lives with no permanent damage. However, his powers are significantly weaker (dropped in power by 1 level permanently-will always be a level behind from now on).

21-35: Character’s power is used up. Only his other powers remain.

  1. 40: The character’s powers are erased! Welcome to normalcy.

41-70: The character dies instantly.

71-85: Character survives, but is in suspended animation (frozen in the ice he made) and even after rescue will only come out of the coma-like trance after an extended period of time (GM’s decision).

86-00: The character survives but undergoes a severe mutation of powers (total change). Re-roll number/types of powers.

  1. Hand to hand Combat: Ice

The character can actually form ice weapons out of the moisture in the air. These can be any melee weapons thought of, such as swords, knives, or staves. Because they are composed of a stronger ice (see #2) they last longer and can even be used to parry projectiles, though not for very long.

Standard S.D.C. for an ice weapon: 75 +5 per level of experience.

Standard damage for an ice weapon: Bladed –2D6 (+2 per level) Blunt –1D6 (+2 per level)

NOTE: If the character also has the APS: Ice power, this ability can be used to add spikes or bladed edges to forearms, shoulders, knees, and even the head. In this case, the damage from attacks is standard for the character, +3 at level 1, +5 at level 5, and +7 at level 8. (Ex: A level 2 APS: Ice character with this power has jagged blades running just over his knuckles. His punch would inflict 1D4+3 and any P.S. bonus he might have.) Doing so also adds mass to the armored hero (+25 S.D.C. while in ice form and only after applying ice weapons). Also, fire-based attacks against these weapons do double damage.

8. Other Abilities, Bonuses, and Limitations:

Impervious to all cold-based attacks. They do no damage.

Laser/light-based attacks do half damage.

Fire-based attacks to full damage as do other forms of energy expulsions.

Can estimate freezing temperatures within 4 degrees (higher or lower).

May or may not be able to control his own generation of cold:

01-50: The character can control his generation of cold around himself.

51-00: The player cannot control his generation power, meaning that those within 4ft. of the character will feel a chill in the air. If they continue to stand near to this character, the will suffer penalties listed in #4.

+25 S.D.C.

 

 

Magnetism (Superior)

This major power includes all abilities located in HU’s 2nd Ed. "Magnetism". However, that power was/is fairly weak in most respects, so I created this one to use as a replacement. The following abilities are new:

Manipulate Metal

Range: Anything within a 30ft. radius (no increase!) or objects up to 30ft. away, +5ft. per level of experience.

Damage: Varies

Duration: Instant, or until cancelled by the super being.

This aspect of Superior Magnetism allows the hero to actively manipulate any metal objects within his influence. This includes altering the shape, moving the object, etc. For example, a hero fighting in a junkyard could manipulate the steel frame of a car into a large hand that grabs the opponent (+3 to strike only, like an energy expulsion). If there is sufficient metal around, it can be used as a shield (simply rising up and taking the damage for the character). Little metal in the area can create a shield/wall with an A.R. of 8-10 with an S.D.C. of 25-80. A medium amount of metal will produce a shield with an A.R. of 11-14 that has 90-150 S.D.C. Lastly, a large amount of metal can produce a thick, resilient wall of metal that has an A.R. of 15-17 and S.D.C. of 160-300. The more metal used, the more actions necessary to manipulate it.

It can also be used as an offensive tool. Metal objects can be picked up and hurled, doing projectile damage. The size and weight of each object affects the range and damage. The weight limits listed in HU can be used to define the hero’s ability to propel such objects. It can also be considered a telekinetic throw, using the limits listed under that major psionic power.

Only one object within range can be manipulated at level 1. However, another object can be controlled at levels 3, 5, 6, 8, 10, and 11.

 

 

Mechano-Control (Major)

Range: Any machine within 25ft. of the character, plus an additional 2ft. per level.

Duration: For as long as concentration is held, or until rendered unconscious.

Attacks per Melee: Use of this power requires dedicated concentration. This reduces the character’s number of attacks by half while using this power.

In our technological age, this power is truly awesome. Similar in some ways to the major ability Mechano-Link, Mechano-Control allows the hero total control over any mechanical device within his radius of influence. The control is initiated instantly, requiring only one melee action. This power is essentially like that of Superman’s villain, the Cyborg (in the Doomsday series). This means cars, security systems, robots (without A.I.) and exoskeletons are completely under the influence of a person with the power.

While it allows the hero to control the device, Mechano-Control does not allow him to link with it and/or communicate on such intimate levels. When one uses this power, he only gains a rudimentary knowledge of how particular options work. He can force a robot or exoskeleton to attack, but it will determine exactly HOW to do so. For example, without knowing how the security systems of a building work, the character can understand how it shuts off at his command. In the case of controlling a sentient computer or Artificial Intelligence, it comes down to the will power of each. Roll to strike (no bonuses). The highest roll wins, but for every melee round thereafter, roll again. Intricate commands are impossible (GM’s call as to define "intricate").

If the character is struck hard enough (again, GM’s call) or rendered unconscious while controlling some device, his control is destroyed and the object stops whatever it was doing prior to the attack. Game Masters may or may not wish to allow the combination of both major powers.

Other bonuses include:

+2 to strike with modern W.P.’s especially energy weapons.

+20% to all electronic/mechanic skills taken by the character.

Quantum Phasing

This power is based on quantum theory, which states "One can never know the exact position of any atomic particle, but only the size of the probability field in which it exists." The following powers and abilities are based within the hero’s own probability field.

Quantum Phasing

Range: 10ft. radius +2 feet per level of experience.

Damage: None

Duration: Instant

This power enables the hero to actualize his various positions within his probability field. This means that he will essentially appear in many places at the same time, as if he had just created duplicates of himself. This phasing ability is a form of short-range teleportation, and as such it gives the character amazing abilities in combat.

Essentially, this power allows the hero to simultaneously attack a single opponent or multiple opponents, all at the expense of one action! The number of Quantum attacks at level 1 is 3, but an additional attack is gained at levels 4, 7, 9, 11 and 13.

Other Bonuses:

+25 to S.D.C.

+3 to dodge (using the power)

Sense Weakness (Major)

Range: Self and object of concentration.

Duration: Indefinite or until that particular target is destroyed.

Damage: Varies. See below.

Somewhere in the Marvel Universe™ (I can’t remember his name) is a person who can sense the inherent weakness in any object he encounters. So it is with this power. If the character faces a wall or a door, he can know exactly where he would need to strike it, and how hard, in order to knock it down. In the case of a human, the character senses his opponent’s physical limitations, as well as how best to throw off his balance and thereby neutralize him/her. It is a lot like the Withering Palm attack in Ninjas and Superspies®, except that it can be used in every hand to hand attack. Against the Create Force Fields power, treat every strike like a Withering Palm strike (first strike: depletes S.D.C. by ½. Second strike: reduces force field S.D.C. to 1. Third strike destroys the force field). For distance attacks (like throwing a rock to disarm a gun-wielding madman) this power allows the hero to know where to strike according to the desired effect (drop the gun, divert attention, etc.). The amount of concentration is small and the time required very short (approximately 2 actions).

After two actions, the following bonuses apply:

+3 to strike (+1 at levels 3, 6, 9, and 11)

+2 to parry and dodge (+1 at levels 4, 6, 8, and 10)

+2 to body flip/throw and throw objects (including "non-weapons")

+3 to initiative

+30 S.D.C.

Able to punch/kick hard objects (stone, metal, brick, etc.) without apparent injury. This only applies to the first few tries (GM’s decision).

NOTE: This power also enables the hero to physically hurt invulnerable opponents (half damage).

 

 

 

Shape Change: Inanimate Objects

Where the Shape Change power in HU allows the user to only change his form from human to human, this power only allows the hero to change from one object into another. This means that a character with this power can turn into a wooden chair, a flowerpot, an empty backpack, etc. The limit is the hero’s imagination.

Range: Special! See below

Damage: None

Duration: Until character changes or is knocked unconscious.

This power’s ability to alter the shape of the hero is restricted to a "Sphere of influence" that encompasses the character. As the hero grows in experience, he will be able to turn into bigger and/or smaller objects, whereas at levels 1-3 his ability is somewhat less proficient.

The sphere of influence at level one (through level 3) is roughly 5 feet, no smaller than 3 feet. From level 4 to level 7, the sphere changes to 7 feet and no smaller than 2ft. Lastly, from levels 8-11, the character’s sphere properties change to 9 feet, and no smaller than 1 foot. At level 15, the character can turn into items as small as a ring.

NOTE: Just because the character looks like a stone bench (texture and all) he DOES NOT have the S.D.C. of a stone bench! All of the character’s attributes remain the same no matter what he looks like. However, if a character takes the major power Copy Physical Structure in HU, he can obtain the S.D.C. any object he has touched within the past 3 days without having to touch it again.

Remember that your P.S. affects just how much weight you can handle as a chair, stool, table, etc. If the character possesses a P.S. of 7, and an extremely heavy man sits on him while he is a stool, his concentration will snap, and he will revert back to normal, human form with a fat man on top of him.

Also, this power allows for changing into simple objects only. Turning into a car or an electric fan is not possible. Even differences in texture are difficult and require more concentration. For example. The character wants to turn into a chair. A wooden chair by itself is no problem (being only wood) and requires only 1 action to do so. If the character were in an office building, a wooden chair might stand out, so some padding may be required. The seat and back padding are an addition to the structure of the chair, requiring an additional action per melee. For every additional texture or part, add another action.

Additional Abilities, Bonuses:

Can accurately list the general properties of any object touched, 50% +3% per level of experience.

+20 S.D.C.

+ 2 P.S.

 

 

Sound Manipulation (Major)

This unique power allows the character to actually adjust the aspects of everyday sound, so that they function in the character’s favor. There are multiple abilities under this power, making it appear weak, but ideal for stealthy characters.

  1. Augment Sound
  2. Range: 20ft. radius +5 additional feet per level of experience.

    Damage: None

    Duration: Until cancelled by the character.

    The character can actually choose a particular sound, such as person’s footsteps, a voice, or even breathing, and increase its volume (to his ears only) so that it can be heard and located with ease. It takes a melee action to active this aspect of the power, but it does not require any concentration to maintain.

    Bonuses: +3 to initiative

    +2 to strike

  3. Nullify Sound
  4. Range: 10ft radius +5 additional feet per level of experience.

    Damage: None

    Duration: Until cancelled by the character.

    This aspect of the power mimics the "Globe of Silence" spell, in that it absorbs and dissipates all sound within the radius. This means that no one (except the character) can hear anything. This makes sneak attacks a much easier reality.

    Bonuses: +3 to strike

    +2 to initiative

     

  5. Sonic Disorientation
  6. Range: One individual +1 more at levels 4, 6, 8, 10, and 13. Or a 10ft radius affect +2ft per level of experience.

    Damage: Special! See below

    Duration: 1D4 melee rounds

    This is the only offensive ability for the major power. The character can cause a "remix" of sound input for anyone in the radius of his influence, or for those he specifically targets. In essence, those who fall victim to this power will hear the sounds of the current area at varying pitches, lengths, tones, volumes, and rhythms. The effect is so disorienting, that all victims suffer a combat penalty of –4 to strike, parry, and dodge for the before mentioned duration.

  7. Heightened Sense of Hearing
  8. (See the Minor power in HU 2nd Edition)

  9. Other Powers and Bonuses:

 

 

 

 

Trance Fighting (Major)

This is a bizarre ability that enables the bearer to increase his combat capabilities through a hypnotic trance.

Range: Self

Duration: 10 minutes +5 minutes per level of experience

Damage: Varies (see below)

Attacks per Melee: Equal to the number of hand to hand attacks.

The hero/villain actually has superhuman combat capabilities, but they are dormant until brought out through a hypnotic trance. This trance also increases the character’s prowess, strength, resistance to injury, and even the power of other super abilities. First the character must enter (willingly) into a trance-like state. This is done typically by putting on a mask, seeing or hearing something, or by meditation. After one full melee the character wakes up from his trance, a different person and with the following abilities:

  1. Enhanced Fighting Capabilities
  2. The character’s natural ability to fight in hand to hand combat is increased. Regardless of the combat type, the bonuses are as follows:

    +2 attacks per melee (+1 additional attack at levels 3, 6, and 9).

    +2 to strike, parry, dodge, and roll with punch/fall.

    +3 to P.S.

    +3 to P.P.

    +5 to P.E.

    +30 to S.D.C.

  3. Enhanced Fighting Style
  4. The character’s fighting style (if any) outside the trance can be completely different or the same as the one used while in the trance. To help decide, use either GM approval or the table below:

    01-25: Hand to Hand Basic: This isn’t a bad form to have. If you look under its description, you would find that most people who study martial arts in a studio would fall into this category. Alignment Restrictions: None

    Bonuses for Hand to Hand Basic:

    +1 Attack

    +1 to strike, parry, and dodge

    +3 to damage

    Special Ability: Extraordinary P.S. and Energy Resistance or see below

    26-50: Hand to Hand Expert: This style allows for more power and a few more moves than H to H basic. Alignment Restrictions: None

    Bonuses to Hand to Hand Expert:

    +2 attacks per melee

    +2 to strike, parry, and dodge.

    +4 to damage.

    Special Ability: Extraordinary P.P. or see below.

    51-75: Hand to Hand Martial Arts: While in the trance with this form, the character has the equivalent level of mastery in combat to a dedicated martial artist of the same level. Alignment Restrictions: None

    Bonuses to Hand to Hand Martial Arts:

    +3 attacks per melee

    +3 to strike, parry, and dodge.

    +5 to damage.

    Special Ability: Combat Quickness or see below.

    76-00: Hand to Hand Assassin: Characters with this form fight only to kill. Hence, no good aligned character will ever take this form (unless he has a second personality with an evil alignment…that would be cool!) Alignment Restrictions: Anarchist, Miscreant, Aberrant, or Diabolic only.

    Bonuses to Hand to Hand Assassin:

    +3 attacks per melee.

    +3 to strike, parry, and dodge.

    +7 to damage.

    Special Ability: Lethal Attack or see below.

  5. Other Abilities, Bonuses and Limitations:

Each style of fighting comes with a different power(s). To determine these powers, use either GM approval or roll on the following table:

01-20: Receives Speed Kick or Speed Punch, as well as Impact Resistance.

21-32: Choose two different Power Punch abilities and Extraordinary Sense of Balance.

33-45: Energy Resistance and Impact Resistance.

46-60: Kinetic Punch, and Extraordinary Life Force.

61-75: Extraordinary P.P. and one Power Punch of choice.

76-89: Super Leaping Ability and Impact Resistance.

90-00: All Power Punches!

NOTE: The Trance Fighting power and all it’s bonuses only come into effect after the one minute of concentration. Players should not use these bonuses beforehand (that’s what your other powers are for, guys.)