Superpowers Tables & Revisions

This is the parent forum for EU's site-wide rules, and the house rules for Rifts.

Moderator: Augur

Superpowers Tables & Revisions

Postby Augur » Mon Jun 30, 2014 12:59 pm

How Super Powers are Determined on EU

Semi-Random Power Selection
For your power(s) you may choose to have the option of either:
  • Greater categorical choice or
  • Greater choice of individual powers
You must state this explicitly before including your die roll results.

If you chose "Greater categorical choice":
  • Post three rolls to determine your choice of power categories.
  • Choose your preferred power category.
  • Post one roll to determine the specific power within that chosen category.

If you chose "Greater choice of individual powers":
  • Post one roll to determine your power category.
  • Post three rolls to determine the specific powers within that category.
  • Choose your preferred specific power.

Repeat for each semi-random power available to your character.


Minor Superpowers Table

01-05: Kinetic Attacks
01-08: Detonation/Explosive Power (PU1)
09-16: Focused Touch (PU3)
17-25: Force Strike (PU3)
26-33: Harmonic Resonance (PU3)
34-41: Knock Back Attack (PU3)
42-50: Personal Force Field (PU1)
51-58: Power Bands (PU1)
59-66: Power Channeling (HU2)
67-75: Power Stomp (PU3)
76-83: Power Weapon (PU1)
84-91: Seismic Power (PU1)
92-00: Tractor Beam (PU1)
06-07: Transmutation
01-20: Dwarfing (PU3)
21-40: Hyperdensity (PU1)
41-60: Line Transit (PU3)
61-80: Dispersal (PU3)
81-00: Alter Physical Structure of Limb (PU1)
08-12: Psychic Abilities
01-08: Awe Factor (PU3)
09-16: Horror Factor (HU2)
17-24: Mental Stun (HU2)
25-32: Transfixing Gaze (PU3)
33-40: Abnormal Energy Sense (PU1)
41-48: Danger Sense (PU1)
49-56: Life Sense (PU1)
57-64: Mechanical Awareness (PU1)
65-72: Sense Death & Destruction (PU1)
73-80: Sensory Orb (PU1)
81-89: Scan Powers (PU3)
90-00: Sense the Supernatural (AU)
13-15: Shadow Powers
01-16: Shadow Cloak (PU3)
17-33: Shadow Molding (PU3)
34-51: Shadow Trap (PU3)
52-67: Shadow Meld (PU1)
68-73: Shadow Shaping (PU1)
74-00: Shadow Stepping (PU1)
16-18: Enhanced Biology
01-14: Adrenaline Surge (PU1)
15-29: Hold Breath (PU1)
30-43: Lightning Reflexes (PU1)
44-57: Longevity (PU1)
58-72: Physical Perfection (PU1)
73-86: Heavyweight (PU1)
87-00: Sleeplessness (PU1)
19-24: Alternative Biology
01-08: Alter Physical Body (HU2)
09-15: Anatomical Independence (PU1)
16-22: Anatomical Manipulation (PU3)
23-30: Body Weapons (HU2)
31-37: Claws (PU1)
38-44: Venomous Attack (PU1)
45-52: Enlarge Body Parts (PU1)
53-60: Super Hibernation & Stasis Field (PU1)
61-68: Space Native (PU3)
69-76: Without Sustenance (PU3)
77-84: Antennae (PU1)
85-92: Multiple Limbs (HU2)
93-00: Tentacles of Hair (PU1)
25-28: Heightened Senses
01-12: Heightened Sense of Awareness (PU1)
13-24: Heightened Sense of Balance (PU1)
25-37: Heightened Sense of Hearing (HU2)
38-49: Heightened Sense of Recall (PU1)
50-62: Heightened Sense of Smell (HU2)
63-75: Heightened Sense of Taste (HU2)
76-87: Heightened Sense of Time (PU1)
88-00: Heightened Sense of Touch (HU2)
29-32: Supervision
01-10: Supervision: Acute Sight (PU1)
11-20: Supervision: Advanced Sight (HU2)
21-30: Supervision: Angular Vision (PU3)
31-40: Supervision: Circular Vision (PU1)
41-50: Supervision: Nightvision (HU2)
51-60: Supervision: Paranormal Sight (PU1)
61-70: Supervision: Spectrum Vision (PU3)
71-80:: Supervision: Thermal Vision (PU1)
81-90: Supervision: Ultraviolet & Infrared (HU2)
91-00: Supervision: X-Ray (HU2)
33-36: Enhanced Attributes
01-11: Extraordinary Intelligence (PU3)
12-22: Extraordinary Mental Affinity (HU2)
23-33: Extraordinary Mental Endurance (HU2)
34-44: Extraordinary Physical Beauty (HU2)
45-55: Extraordinary Physical Endurance (HU2)
56-66: Extraordinary Physical Prowess (HU2)
67-78: Extraordinary Physical Strength (HU2)
79-89: Extraordinary Speed (HU2)
89-00: Superhuman Strength (HU2)
37-41: Mental Abilities
01-10: Defensive Will (PU3)
11-20: Battle Rage (PU1)
21-30: Bookworm (PU1)
31-40: Criminal Intuition (PU1)
41-50: Iron Will (PU1)
51-60: Linguistics (PU3)
61-70: Living Anatomy (PU1)
71-80: Multi-Tasking (PU1)
81-90: Speed Tasking (PU1)
91-00: Targeting (PU3)
42-43: Alternative Senses
01-20: Motion Detection (PU1)
21-40: Parabolic Hearing (PU3)
41-60: Radar (HU2)
61-80: Sonar (PU1)
81-00: Ultra-Hearing (PU1)
44-46: Enhanced Structural Capacity
01-20: Giant (PU1)
21-40: Hardened Skin (PU1)
41-60: Healing Factor (HU2)
61-80: Increased Durability (PU1)
81-00: Indestructible Bones (PU1)
47-48: Stealth Powers
01-20: Blur (PU1)
21-40: Mask-No Face, No Identity (PU1)
41-60: Nightstalking (HU2)
61-80: Unnoteworthy-Forgettable (PU1)
81-00: Un-Trackable (PU1)
49-52: Locomotion
01-11: Adhesion (HU2)
12-23: Enhanced Leaping (PU1)
24-34: Sliding (PU1)
35-45: Super Bounce (PU1)
46-56: Super Burrowing (PU1)
57-67: Side-Step (PU2)
68-78: Underwater Abilities (HU2)
79-89: Underwater Propulsion (PU3)
90-00: Wave Rider (PU1)
53-56: Flight
01-13: Flight: Energy (PU1)
14-25: Flight: Glide (HU2)
26-37: Flight: Hover (PU1)
38-50: Flight: Insect (PU1)
51-63: Flight: Force Disk (PU1)
64-75: Flight: Space (PU3)
76-87: Flight: Winged (HU2)
88-00: Flight: Wingless (HU2)
57-64: Impervious & Resistance
01-05: Energy Resistance (HU2)
06-11: Immune to High Speed Kinetic Attacks (PU3)
12-16: Immune to Illusions (PU3)
17-22: Immune to Magic (PU1)
23-27: Immune to Melee Attacks (PU3)
28-33: Immune to Psionics (PU1)
34-38: Immune to Super Abilities (PU3)
39-43: Impact Resistance (PU1)
44-49: Impervious to Cold & Freezing (PU1)
50-54: Impervious to Control & Possession (PU1)
55-60: Impervious to Disease & Illness (PU)
61-65: Impervious to Energy & Electricity (PU1)
66-71: Impervious to Fear & Terror (PU1)
72-77: Impervious to Fire & Heat (HU2)
78-82: Impervious to Light & Lasers (PU1)
83-88: Impervious to Poisons & Toxins (PU1)
89-93: Impervious to Shadows & Darkness (PU1)
94-00: Impervious to Sound & Vibrations (PU1)
65-69: Matter Expulsion
01-08: Bubble Glue (PU1)
09-16: Corrosive Spray (PU3)
17-24: Gun Limb (PU1)
25-32: Resin (PU1)
33-40: Shrapnel (PU3)
41-48: Sleep Dust (PU1)
49-56: Sticky Globs (PU3)
57-64: Stench (PU1)
65-73: Swing Line (PU1)
74-82: Spit Spikes (PU2)
83-91: Quills & Spines (PU1)
92-00 Super Wind Blast (PU1)
70-78: Energy Expulsion
01-04: Energy Expulsion: Cold (PU1)
05-08: Energy Expulsion: Demonic Fury (AU)
09-12: Energy Expulsion: Directed Sound (PU1)
13-16: Energy Expulsion: Divine Energy (AU)
17-20: Energy Expulsion: Electrical Field (HU2)
21-24: Energy Expulsion: Electricity (HU2)
25-28: Energy Expulsion: Electromagnetic Pulse (PU1)
29-32: Energy Expulsion: Energy (HU2)
33-36: Energy Expulsion: Energy Aura (PU1)
37-40: Energy Explosive Fire Balls (AU)
41-44: Energy Expulsion: Fire (HU2)
45-48: Energy Expulsion: Flame Ring (PU1)
49-52: Energy Expulsion: Force (PU1)
53-56: Energy Expulsion: Force Blast (PU1)
57-60: Energy Expulsion: Heat (PU3)
61-65: Energy Expulsion: Icy Mist (PU1)
66-70: Energy Expulsion: Light (HU2)
71-75: Energy Expulsion: Light Explosion (PU3)
76-80: Energy Expulsion: Particle Beam (PU3)
81-85: Energy Expulsion: Plasma (PU1)
86-90: Energy Expulsion: Shadow Bolt (PU3)
91-95: Energy Expulsion: Sonic Boom (PU3)
96-00: Energy Expulsion: Sonic Screech (PU1)
79-85: Energy Control
01-07: Bend Light (HU2)
08-14: Charge Object with Explosive Energy (PU1)
15-21: Conduct Electricity (PU1)
22-28: Disintegration (PU1)
29-35: Energy Claws (PU1)
36-42: Energy Fists (PU3)
43-49: Energy Shield (PU1)
50-56: Energy Whip (PU1)
57-63: Exploding Spheres (PU1)
64-70: Fireworks (PU3)
71-77: Frequency Absorption (PU1)
78-84: Glow Bug (PU1)
85-92: Vocalization (PU3)
93-00: Warp Sound (PU1)
86-88: Dimension Warping
01-25: Dimensional Pocket (PU3)
26-50: Doorway (PU1)
51-75: Instant Wardrobe (PU1)
76-00: Instant Weapon (PU1)
89-91: Biological Control
01-10: Animal Brother (PU1)
11-20: Beast Master (PU1)
21-30: Cellular Rot & Decay (PU3)
31-40: Feral (PU1)
41-50: Healing Power (PU1)
51-60: Lunar Strength (PU1)
61-70: Limb Possession (AU)
71-80: Solar Powered (PU1)
81-90: Summon Lesser Demon/Deevil (AU)
91-00: Summon and Command Small Animals (AU)
92-94: Matter Control
01-25: Color Manipulation (PU1)
26-50: Earth Empowerment (PU1)
51-75: Fabric/Cloth Material Animation (PU1)
60-80: Toy Control (PU1)
81-00: Whip Attack (PU1)
95-00: Physics Manipulation
01-10: Bio Aura (PU3)
11-21: Clock Manipulation (HU2)
21-30: Density Walking (PU1)
31-40: Gravitational Plane (PU1)
41-50: Immovability (PU1)
51-60: Lifting Field (PU1)
61-70: Manipulate Kinetic Energy (HU2)
71-80: Pixie Dust (PU3)
81-90: Weightlessness (PU1)
91-00: Windows (PU3)

Major Superpowers Table

01-07: Force Fields & Telekinetics
01-08: Control Kinetic Energy (HU2)
09-16: Create Force Constructs (PU1)
17-24: Create Force Fields (HU2)
25-33: Direct Force (PU2)
34-41: Force Aura (HU2)
42-49: Force Manipulation (PU3)
50-57: Immobilization Ray (PU3)
58-66: Orbital Spheres (PU3)
67-74: Re-Channel Kinetic Energy (PU3)
75-82: Sonic Absorption & Reflection (HU2)
83-91: Super Power Punch (PU2)
92-00: Vibration (HU2)
08-10: Mind Control
01-09: Complete Possession
10-18: Control Others (HU2)
19-27: Divine Aura (HU2)
28-36: Holographic Memory Projection (HU2)
37-45: Illusions (PU3)
46-54: Personal Recognition (PU3)
55-63: Possession: Super Powers (AU)
64-72: Summon and Command: Large Animals (AU)
72-81: Summon and Command: Demon Netherbeasts (AU)
82-90: Transferal/Possession (HU2)
91-00: Vertigo Field (PU1)
11-13: Stealth
01-20: Chameleon (HU2)
21-40: Cloaking (HU2)
41-60: Darkness Control (HU2)
61-80: Intangibility (HU2)
81-00: Invisibility (HU2)
14-17: Speed
01-12: Energy Wings (PU3)
13-25: Mega-Wings (PU1)
26-37: Rocket Charge (PU3)
38-50: Rocket Fists (PU1)
51-62: Sonic Flight (HU2)
63-75: Sonic Speed (HU2)
76-87: Spin at High Velocity (HU2)
88-00: Superluminal Flight (PU3)
18-27: Control Objects
01-06: Absorb Matter (PU3)
07-11: Animate Objects (PU3)
12-17: Enlarge Objects (PU3)
18-22: Control Elemental Force: Air (HU2)
23-28: Control Elemental Force: Earth (HU2)
29-33: Control Elemental Force: Water (HU2)
34-38: Copy Physical Structure (HU2)
39-43: Earth Possession (PU3)
44-49: Geothermal Energy (PU1)
50-54: Indestructible (PU3)
55-59: Item Reduction (HU2)
60-64: Junkyard (PU3)
65-70: Metal Manipulation (PU3)
71-75: Molecular Compression (PU3)
76-80: Polymorph (PU3)
81-85: Petrification (PU3)
86-90: Rainmaker (PU3)
91-95: Spiral/Vortex (PU1)
96-00: Transmutation (PU3)
28-31: Biological Manipulation
01-10: Absorb Bio-Mass (PU1)
11-20: Bio-Ghost (HU2)
21-30: Command the Lieutenants of Hell (AU)
31-40: Control Insects & Arachnids (HU2)
41-50: Disruptive Touch (HU2)
51-60: Divine Healing (PU1)
61-70: Flesh Works (PU3)
71-80: Life Leech (PU3)
81-90: Merge Bio-Mass (PU3)
91-00: Plant Control (HU2)
32-34: Meta Superhuman Powers
01-17: Borrow Power (PU1)
18-34: Copy Animal Attributes (PU1)
35-50: Gem Powers (HU2)
51-67: Grant Powers (PU3)
68-84: Mimic (HU2)
85-00: Negate Super Abilities (HU2)
35-37: Teleporting Powers
01-12: Alter Dimensional Fabric (AU)
13-25: Dimensional Room (PU1)
26-37: Distort Space (PU1)
38-50: Gateways (PU1)
51-62: Portal (AU)
63-75: Portals (PU3)
76-87: Swallowing Limbo (PU3)
88-00: Teleport (HU2)
38-44: Matter Expulsion
01-06: Bio-Armor (HU2)
07-12: Chemical Secretion (PU1)
13-18: Ectoplasmic Armor (PU3)
19-25: Ectoplasmic Webbing (PU3)
26-31: Generate Fog & Smoke (PU1)
32-37: Liquefaction (PU1)
38-43: Matter Expulsion: Bone (PU3)
44-50: Matter Expulsion: Crystal (PU1)
51-56: Matter Expulsion: Plastic (PU3)
57-62: Matter Expulsion: Metal/Steel (PU1)
63-68: Matter Expulsion: Silver (AU)
69-75: Matter Expulsion: Stone (PU1)
76-81: Matter Expulsion: Wood (PU3)
82-87: Pestilence (PU3)
88-93: Slime Generation (PU3)
94-00: Venomous Attack (Major) (PU1)
45-52: Enhanced Biology
01-06: Adapt to Environment (HU2)
07-12: Alter Metabolism (HU2)
13-18: Amphibious (PU1)
19-25: Animal Abilities (HU2)
26-31: Demon Fists (AU)
32-37: Immortality (HU2)
38-43: Invulnerability (HU2)
44-50: Massive Damage Capacity (PU3)
51-56: Multiple Lives (HU2)
57-62: Natural Combat Ability (HU2)
63-68: Regeneration: Ultima (PU1)
69-75: Super Consumption (PU1)
76-81: Supernatural Bite/Jaws (PU1)
82-87: Supernatural Strength (HU2)
88-93: Super Regeneration (PU3)
94-00: Zombie Flesh (PU3)
53-56: Metamorphosis and Transformation
01-10: Alter Facial Features & Physical Stature (HU2)
11-20: Animal Metamorphosis (HU2)
21-30: Growth (HU2)
31-40: Lycanthrope (HU2)
41-50: Monstrous Form (PU3)
51-60: Multiple Beings/Selves (HU2)
61-70: Shapechanger (HU2)
71-80: Shrink (HU2)
81-90: Stretching (HU2)
91-00: Swarm Selves (PU3)
57-59: Superhuman Limbs
01-20: Alter Limbs (HU2)
21-40: Mega-Tail (PU3)
41-60: Prodigious Limbs (PU3)
61-80: Prodigious Multiple Arms (PU3)
81-00: Tentacles (HU2)
60-64: Alter Physical Structure: Energy
01-11: Alter Physical Structure: Electricity (HU2)
12-22: Alter Physical Structure: Energy (PU3)
23-33: Alter Physical Structure: Fire (HU2)
34-44: Alter Physical Structure: Human Force Field (PU3)
45-55: Alter Physical Structure: Lava (PU1)
56-66: Alter Physical Structure: Light (PU1)
67-77: Alter Physical Structure: Magnet (PU3)
78-88: Alter Physical Structure: Plasma (HU2)
89-00: Alter Physical Structure: Void (PU3)
65-76: Alter Physical Structure: Inorganic
01-04: Alter Physical Structure: Acid (PU1)
05-08: Alter Physical Structure: Air (PU3)
09-12: Alter Physical Structure: Ash (PU3)
13-16: Alter Physical Structure: Crystal (PU1)
17-20: Alter Physical Structure: Foam (PU3)
21-24: Alter Physical Structure: Glass (PU3)
25-28: Alter Physical Structure: Goo or Gel (PU3)
29-32: Alter Physical Structure: Ice (HU2)
33-36: Alter Physical Structure: Liquid (HU2)
37-40: Alter Physical Structure: Metal (HU2)
41-44: Alter Physical Structure: Mercury (PU3)
45-48: Alter Physical Structure: Oil or Tar (PU1)
49-52: Alter Physical Structure: Pebbles (PU3)
53-56: Alter Physical Structure: Plastic (PU3)
57-60: Alter Physical Structure: Putty (PU1)
61-64: Alter Physical Structure: Rag Doll (PU3)
65-68: Alter Physical Structure: Rubber (PU1)
69-72: Alter Physical Structure: Sand (PU1)
73-76: Alter Physical Structure: Shadow (PU1)
77-80: Alter Physical Structure: Silver (AU)
81-84: Alter Physical Structure: Smoke or Mist (HU2)
85-88: Alter Physical Structure: Sponge (PU3)
89-92: Alter Physical Structure: Stone (HU2)
93-96: Alter Physical Structure: Vapor or Fog (PU1)
97-00: Alter Physical Structure: Wax (PU3)
77-79: Alter Physical Structure: Organic
01-17: Alter Physical Structure: Blood (PU3)
18-34: Alter Physical Structure: Bone (PU3)
35-51: Alter Physical Structure: Coral (PU3)
52-68: Alter Physical Structure: Plant (HU2)
69-84: Alter Physical Structure: Vines (PU3)
85-00: Alter Physical Structure: Wood (PU1)
80-86: Control Physics
01-06: Aerodynamics (PU3)
07-12: Control Density (PU1)
13-18: Defensive Immunity (PU3)
19-25: Friction Control (PU1)
26-31: Gravity Manipulation (HU2)
32-37: Gravity Waves (PU3)
38-43: Jinx Power (PU3)
44-50: Karmic Power (HU2)
51-56: Mirror Mastery (PU1)
57-62: Negative Matter (HU2)
63-68: Pause Temporal Flow (PU3)
69-75: Power Touch (PU1)
76-81: Shadow Manipulation (PU3)
82-87: Slow Motion Control (HU2)
88-93: Stretch Time (PU3)
94-00: Weight Manipulation (HU2)
87-95: Control Energy
01-04: Control Elemental Force: Fire (HU2)
05-09: Control Radiation (HU2)
10-14: Control Static Electricity (HU2)
15-19: Control the Void (PU3)
20-23: Copy Energy Pattern (PU3)
24-28: Drought (AU)
29-33: Energy Absorption (HU2)
34-38: Energy Conversion (PU3)
39-42: Energy Drain and Expulsion: Life Source (AU)
43-47: Energy Doppelganger (PU1)
48-52: Energy Expulsion: Dimensional Energy (AU)
53-57: Energy Expulsion: Petrification Blast (AU)
58-61: Energy Expulsion: Soul Blast (AU)
62-66: Magnetism (HU2)
67-71: Re-Channel and Expel Energy (PU1)
72-76: Self Explosion (PU3)
77-80: Sonic Power (HU2)
81-85: Sub Zero (PU3)
86-90: Super Energy Expulsion (HU2)
91-95: Totem Energy Aura (PU1)
96-00: Weapon Energy Extensions (PU1)
96-00: Machine Affinity Sub-Table
01-11: Bulletproof (PU3)
12-22: Catastrophic System Failure (PU1)
23-33: Dismantle Machines (PU3)
34-44: Inhabitation (PU3)
45-55: Machine Merge (PU3)
56-66: Mechano-Link (HU2)
67-77: Reconstruction (PU1)
78-88: Techno-Form (PU3)
89-00: Weapon Melding (PU1)

Key
HU2: Heroes Unlimited 2, Revised
PU1: Powers Unlimited 1
PU2: Powers Unlimited 2
PU3: Powers Unlimited 3
AU: Armageddon Unlimited
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Re: Superpowers Tables & Revisions

Postby Augur » Wed Jan 10, 2018 5:53 pm

Super Power Corrections & Errata

Key
HU2: Heroes Unlimited 2, Revised
PU1: Powers Unlimited 1
PU2: Powers Unlimited 2
PU3: Powers Unlimited 3
AU: Armageddon Unlimited
Green text indicates an updated power (either through errata or house ruling)
Red text indicates a power prohibited on EU due to its being irreparably broken.

Minor Superpowers

01-05: Kinetic Attacks
01-08: Detonation/Explosive Power (PU1)
09-16: Focused Touch (PU3)
17-25: Force Strike (PU3)
26-33: Harmonic Resonance (PU3)
34-41: Knock Back Attack (PU3)
42-50: Personal Force Field (PU1)
51-58: Power Bands (PU1)
59-66: Power Channeling (HU2)
67-75: Power Stomp (PU3)
76-83: Power Weapon (PU1)
84-91: Seismic Power (PU1)
  • Seismic Tremor: Strike roll is required, any characters caught in the AOE may attempt to dodge (auto-dodge is NA). Knockdown effects and modifiers are as standard.
92-00: Tractor Beam (PU1)
06-07: Transmutation
01-20: Dwarfing (PU3)
21-40: Hyperdensity (PU1)
41-60: Line Transit (PU3)
61-80: Dispersal (PU3)
81-00: Alter Physical Structure of Limb (PU1)
08-12: Psychic Abilities
01-08: Awe Factor (PU3)
09-16: Horror Factor (HU2)
17-24: Mental Stun (HU2)
25-32: Transfixing Gaze (PU3)
33-40: Abnormal Energy Sense (PU1)
41-48: Danger Sense (PU1)
  • Disregard the bonus to M.E. and increase the initiative bonus to +3.
49-56: Life Sense (PU1)
57-64: Mechanical Awareness (PU1)
65-72: Sense Death & Destruction (PU1)
  • The first paragraph from the power description is invalid.
73-80: Sensory Orb (PU1)
81-89: Scan Powers (PU3)
90-00: Sense the Supernatural (AU)
13-15: Shadow Powers
01-16: Shadow Cloak (PU3)
17-33: Shadow Molding (PU3)
34-51: Shadow Trap (PU3)
52-67: Shadow Meld (PU1)
68-73: Shadow Shaping (PU1)
  • Clarification: Shadows deal 1d6 damage from punches.
74-00: Shadow Stepping (PU1)
16-18: Enhanced Biology
01-14: Adrenaline Surge (PU1)
15-29: Hold Breath (PU1)
30-43: Lightning Reflexes (PU1)
44-57: Longevity (PU1)
58-72: Physical Perfection (PU1)
73-86: Heavyweight (PU1)
87-00: Sleeplessness (PU1)
19-24: Alternative Biology
01-08: Alter Physical Body (HU2)
  • Change physical beauty attribute: can increase or decrease the character's PB by 1 point per experience level, but no higher than 30.
  • Change appearance of age: can increase or decrease the character's apparent age by 5 years per experience level.
09-15: Anatomical Independence (PU1)
16-22: Anatomical Manipulation (PU3)
23-30: Body Weapons (HU2)
  • It takes 1 Melee Action to form or dismiss a Body Weapon.
  • S.D.C. of weapons regenerates at a rate of 4d6 per 10 minutes, and a destroyed weapon cannot be reformed until all S.D.C. is recovered
31-37: Claws (PU1)
  • Extending or retracting one's claws requires one action.
38-44: Venomous Attack (PU1)
45-52: Enlarge Body Parts (PU1)
53-60: Super Hibernation & Stasis Field (PU1)
61-68: Space Native (PU3)
69-76: Without Sustenance (PU3)
77-84: Antennae (PU1)
85-92: Multiple Limbs (HU2)
93-00: Tentacles of Hair (PU1)
25-28: Heightened Senses
01-12: Heightened Sense of Awareness (PU1)
13-24: Heightened Sense of Balance (PU1)
25-37: Heightened Sense of Hearing (HU2)
38-49: Heightened Sense of Recall (PU1)
50-62: Heightened Sense of Smell (HU2)
63-75: Heightened Sense of Taste (HU2)
76-87: Heightened Sense of Time (PU1)
88-00: Heightened Sense of Touch (HU2)
29-32: Supervision
01-10: Supervision: Acute Sight (PU1)
11-20: Supervision: Advanced Sight (HU2)
21-30: Supervision: Angular Vision (PU3)
31-40: Supervision: Circular Vision (PU1)
41-50: Supervision: Nightvision (HU2)
51-60: Supervision: Paranormal Sight (PU1)
61-70: Supervision: Spectrum Vision (PU3)
71-80:: Supervision: Thermal Vision (PU1)
81-90: Supervision: Ultraviolet & Infrared (HU2)
91-00: Supervision: X-Ray (HU2)
33-36: Enhanced Attributes
01-11: Extraordinary Intelligence (PU3)
12-22: Extraordinary Mental Affinity (HU2)
23-33: Extraordinary Mental Endurance (HU2)
34-44: Extraordinary Physical Beauty (HU2)
45-55: Extraordinary Physical Endurance (HU2)
  • Increase P.E. to 20+2d6 - if P.E. is higher than 20 already, add 2d6+6 to it.
  • On Rifts Earth the character's Hit Points (only) tum into M.D.C.
56-66: Extraordinary Physical Prowess (HU2)
67-78: Extraordinary Physical Strength (HU2)
79-89: Extraordinary Speed (HU2)
89-00: Superhuman Strength (HU2)
37-41: Mental Abilities
01-10: Defensive Will (PU3)
11-20: Battle Rage (PU1)
21-30: Bookworm (PU1)
  • Ignore the penalties to M.A. and initiative. All writing on physical media is affected by the power - only electronic media is restricted.
31-40: Criminal Intuition (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
41-50: Iron Will (PU1)
51-60: Linguistics (PU3)
61-70: Living Anatomy (PU1)
71-80: Multi-Tasking (PU1)
81-90: Speed Tasking (PU1)
91-00: Targeting (PU3)
42-43: Alternative Senses
01-20: Motion Detection (PU1)
21-40: Parabolic Hearing (PU3)
41-60: Radar (HU2)
61-80: Sonar (PU1)
81-00: Ultra-Hearing (PU1)
44-46: Enhanced Structural Capacity
01-20: Giant (PU1)
21-40: Hardened Skin (PU1)
41-60: Healing Factor (HU2)
61-80: Increased Durability (PU1)
81-00: Indestructible Bones (PU1)
47-48: Stealth Powers
01-20: Blur (PU1)
21-40: Mask-No Face, No Identity (PU1)
41-60: Nightstalking (HU2)
61-80: Unnoteworthy-Forgettable (PU1)
  • Unnoteworthy works automatically for unnamed NPCs and crowds. Save vs. psionics and add any bonuses vs. mind control for PCs and named NPCs.
81-00: Un-Trackable (PU1)
49-52: Locomotion
01-11: Adhesion (HU2)
12-23: Enhanced Leaping (PU1)
24-34: Sliding (PU1)
  • Sliding Body Tackle: the effects of body block & Knockdown effects and modifiers are as standard.. The damage bonus due to speed is consistent with the RAW.
35-45: Super Bounce (PU1)
  • Damage from kinetic energy/impacts are 10% normal. The effects of body block & Knockdown effects and modifiers are as standard.
46-56: Super Burrowing (PU1)
57-67: Side-Step (PU2)
68-78: Underwater Abilities (HU2)
  • Extraordinary Strength Underwater: +6 to P.S. when underwater (to a minimum P.S. of 24); P.S. is considered Superhuman
79-89: Underwater Propulsion (PU3)
90-00: Wave Rider (PU1)
53-56: Flight
01-13: Flight: Energy (PU1)
14-25: Flight: Glide (HU2)
26-37: Flight: Hover (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
38-50: Flight: Insect (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
51-63: Flight: Force Disk (PU1)
  • Speed increase rate is +20 mph per level, not +50 mph.
  • A force disc cannot be used as a defensive item/shield/cover as its axis cannot be manipulated.
  • The S.D.C./M.D.C. of a flying platform is listed only because the platform is targetable as a means of conveyance, and does not imply further utility.
64-75: Flight: Space (PU3)
76-87: Flight: Winged (HU2)
88-00: Flight: Wingless (HU2)
57-64: Impervious & Resistance
01-05: Energy Resistance (HU2)
06-11: Immune to High Speed Kinetic Attacks (PU3)
12-16: Immune to Illusions (PU3)
17-22: Immune to Magic (PU1)
  • Character is immune to any effect of magic where a save vs magic is allowed. Physical attacks generated by magic do half damage.
23-27: Immune to Melee Attacks (PU3)
28-33: Immune to Psionics (PU1)
  • Character is immune to any effect of psionics where a save vs psionics is allowed. Physical attacks generated by psionics (this does not include objects so manipulated; i.e. telekinesis) do half damage.
34-38: Immune to Super Abilities (PU3)
39-43: Impact Resistance (PU1)
44-49: Impervious to Cold & Freezing (PU1)
  • Character is immune to cold damage of any sort.
50-54: Impervious to Control & Possession (PU1)
55-60: Impervious to Disease & Illness (PU)
61-65: Impervious to Energy & Electricity (PU1)
  • Affords no protection against fire or heat of any type. Immune to lightning as well.
66-71: Impervious to Fear & Terror (PU1)
  • The character with this power also cannot be intimidated.
72-77: Impervious to Fire & Heat (HU2)
78-82: Impervious to Light & Lasers (PU1)
83-88: Impervious to Poisons & Toxins (PU1)
  • The character with this power is also immune to non-lethal toxins.
89-93: Impervious to Shadows & Darkness (PU1)
94-00: Impervious to Sound & Vibrations (PU1)
  • Magic effects that cause damage through sound deal no damage.
  • The character is also immune to effects which cause temporary deafness.
  • The character receives a +2 to save vs. effects from magic spells like the "Heavy Breathing" which create an effect, but have the spell centered upon a noise.
65-69: Matter Expulsion
01-08: Bubble Glue (PU1)
09-16: Corrosive Spray (PU3)
17-24: Gun Limb (PU1)
25-32: Resin (PU1)
  • Targets of resin with damaging aura/area effects are immune to this power as the goop is destroyed before hardening.
  • Abilities that create damage like Energy Expulsion can be used to shatter resin even on an immobilized hand/limb/face, if that is the source of the damaging power.
  • Mobile characters who possess superhuman or supernatural strength easily overcome resin; they merely lose two melee actions the following melee as they are forced to break through the hardened crust.
33-40: Shrapnel (PU3)
41-48: Sleep Dust (PU1)
49-56: Sticky Globs (PU3)
57-64: Stench (PU1)
  • Duration is 1d4 melee rounds
65-73: Swing Line (PU1)
  • Duration of sticky glob and attached line is 20 minutes.
74-82: Spit Spikes (PU2)
83-91: Quills & Spines (PU1)
92-00 Super Wind Blast (PU1)
  • A strike roll is required. Those caught within the AOE may attempt to dodge as normal.
  • Knockdown effects and modifiers are as standard.
70-78: Energy Expulsion
01-04: Energy Expulsion: Cold (PU1)
05-08: Energy Expulsion: Demonic Fury (AU)
09-12: Energy Expulsion: Directed Sound (PU1)
13-16: Energy Expulsion: Divine Energy (AU)
17-20: Energy Expulsion: Electrical Field (HU2)
21-24: Energy Expulsion: Electricity (HU2)
25-28: Energy Expulsion: Electromagnetic Pulse (PU1)
  • Does not affect hardened electronics.
29-32: Energy Expulsion: Energy (HU2)
33-36: Energy Expulsion: Energy Aura (PU1)
37-40: Energy Explosive Fire Balls (AU)
41-44: Energy Expulsion: Fire (HU2)
45-48: Energy Expulsion: Flame Ring (PU1)
49-52: Energy Expulsion: Force (PU1)
53-56: Energy Expulsion: Force Blast (PU1)
  • Knockdown effects and modifiers are as standard.
57-60: Energy Expulsion: Heat (PU3)
61-65: Energy Expulsion: Icy Mist (PU1)
66-70: Energy Expulsion: Light (HU2)
71-75: Energy Expulsion: Light Explosion (PU3)
76-80: Energy Expulsion: Particle Beam (PU3)
81-85: Energy Expulsion: Plasma (PU1)
  • Each plasma blast counts as two actions, not three.
86-90: Energy Expulsion: Shadow Bolt (PU3)
91-95: Energy Expulsion: Sonic Boom (PU3)
96-00: Energy Expulsion: Sonic Screech (PU1)
79-85: Energy Control
01-07: Bend Light (HU2)
08-14: Charge Object with Explosive Energy (PU1)
15-21: Conduct Electricity (PU1)
22-28: Disintegration (PU1)
  • Damage is 3D6 per blast to organic matter. Damage is 1D4x10 per blast to inorganic matter. There is no risk of permanent P.E. loss. All else remains the same.
29-35: Energy Claws (PU1)
36-42: Energy Fists (PU3)
43-49: Energy Shield (PU1)
50-56: Energy Whip (PU1)
57-63: Exploding Spheres (PU1)
64-70: Fireworks (PU3)
71-77: Frequency Absorption (PU1)
  • This power has no duration. Maintaining the effect simply costs the character using the power one action to maintain.
78-84: Glow Bug (PU1)
85-92: Vocalization (PU3)
93-00: Warp Sound (PU1)
86-88: Dimension Warping
01-25: Dimensional Pocket (PU3)
26-50: Doorway (PU1)
51-75: Instant Wardrobe (PU1)
76-00: Instant Weapon (PU1)
89-91: Biological Control
01-10: Animal Brother (PU1)
11-20: Beast Master (PU1)
  • Animals under the influence of this power are automatically controlled, and do not have the opportunity to break free due to there being more of them. The control must be renewed at the end of the power’s duration. External factors such as other powers, spells, etc. can give an animal a save, in which case, the target number to break/resist control is 17. All other elements of the power remain the same.
21-30: Cellular Rot & Decay (PU3)
31-40: Feral (PU1)
41-50: Healing Power (PU1)
51-60: Lunar Strength (PU1)
61-70: Limb Possession (AU)
71-80: Solar Powered (PU1)
81-90: Summon Lesser Demon/Deevil (AU)
91-00: Summon and Command Small Animals (AU)
92-94: Matter Control
01-25: Color Manipulation (PU1)
26-50: Earth Empowerment (PU1)
51-75: Fabric/Cloth Material Animation (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
60-80: Toy Control (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
81-00: Whip Attack (PU1)
95-00: Physics Manipulation
01-10: Bio Aura (PU3)
11-21: Clock Manipulation (HU2)
21-30: Density Walking (PU1)
31-40: Gravitational Plane (PU1)
  • Not allowed on EU. If you roll this as a result, you must re-roll. If you already have it, please either select another minor power (if you paid EP for that option) or re-roll it.
41-50: Immovability (PU1)
51-60: Lifting Field (PU1)
61-70: Manipulate Kinetic Energy (HU2)
    page 235; damage corrections.
    Large Axes (battle, chopping types) should be 3D6 (not 2D6).
    Throwing Axes should be 2D4 damage (not 1D6).
    Bola should be 2D4 damage (not 1D6).
    Discus, Metal should be 2D6 damage (not 1D6).
    Discus, Metal with Blade Edges should be 3D6 damage (not 2D6).
    and Throwing Sticks have a range of 120'
71-80: Pixie Dust (PU3)
81-90: Weightlessness (PU1)
91-00: Windows (PU3)

Major Superpowers Table

01-07: Force Fields & Telekinetics
01-08: Control Kinetic Energy (HU2)
  • Null (slow) Movement:
    Null Field requires the target to make a save of 14 or higher, including his/her Save vs. Magic bonus.
09-16: Create Force Constructs (PU1)
17-24: Create Force Fields (HU2)
25-33: Direct Force (PU2)
34-41: Force Aura (HU2)
42-49: Force Manipulation (PU3)
50-57: Immobilization Ray (PU3)
58-66: Orbital Spheres (PU3)
67-74: Re-Channel Kinetic Energy (PU3)
75-82: Sonic Absorption & Reflection (HU2)
83-91: Super Power Punch (PU2)
92-00: Vibration (HU2)
08-10: Mind Control
01-09: Complete Possession
10-18: Control Others (HU2)
  • Although not a psionic power, saving against Control Others is treated as a Save vs. Psionics, including adding the saving character's M.E. bonus, if any.
19-27: Divine Aura (HU2)
28-36: Holographic Memory Projection (HU2)
  • Unlike in RAW, on EU Holographic Memory Projection's recording capability can be used in combat and any other strenuous situation.
37-45: Illusions (PU3)
46-54: Personal Recognition (PU3)
55-63: Possession: Super Powers (AU)
64-72: Summon and Command: Large Animals (AU)
72-81: Summon and Command: Demon Netherbeasts (AU)
82-90: Transferal/Possession (HU2)
  • If a possessed body dies, the possessing consciousness is expelled and 'dissipated' for 1d4 hours, after which it is able to reconfigure itself without further harm in its original body.
91-00: Vertigo Field (PU1)
11-13: Stealth
01-20: Chameleon (HU2)
21-40: Cloaking (HU2)
41-60: Darkness Control (HU2)
61-80: Intangibility (HU2)
  • Abilities of Note:
    No combat while intangible. Just as the intangible character cannot pick up or touch any object or person, he can not engage in physical combat while intangible. However, if the being possesses psionics, he can make full use of them. Invocations cannot be cast as the intangible being does not affect matter (including air), and thus cannot speak. Weapons and items possessed by the character are similarly useless against the material world as the being and all his possessions are out of phase.
  • Vulnerabilities & Limitations While Intangible:
    The superbeing is not invulnerable to all attacks. Psi-swords and phase weapons do full damage. Electrical, particle beam, and ion energy attacks do half damage, and intense heat or fire does one-third its normal damage. Psionic powers and spells which cause one of these types of damage similarly effect an intangible target, but do not force that being to become tangible. Cold attacks are painful, but do no damage. He is immune to all other types of damage.
  • The intangible person cannot touch and feel, or pick up or carry anything, and cannot speak or smell as normal.
81-00: Invisibility (HU2)
14-17: Speed
01-12: Energy Wings (PU3)
13-25: Mega-Wings (PU1)
26-37: Rocket Charge (PU3)
38-50: Rocket Fists (PU1)
51-62: Sonic Flight (HU2)
63-75: Sonic Speed (HU2)
76-87: Spin at High Velocity (HU2)
88-00: Superluminal Flight (PU3)
18-27: Control Objects
01-06: Absorb Matter (PU3)
07-11: Animate Objects (PU3)
12-17: Enlarge Objects (PU3)
18-22: Control Elemental Force: Air (HU2)
23-28: Control Elemental Force: Earth (HU2)
29-33: Control Elemental Force: Water (HU2)
  • Whirlpool: Duration removed.
    Characters with enhanced strength, increased swimming speed, the ability to walk on water, or similar powers have a chance to escape the whirlpool. Extraordinary/Augmented Strength characters and those with increased swimming speeds have a 33% chance per melee round of escaping, those with Superhuman/Robotic Strength or the ability to walk on water have a 66% chance per melee round of escaping, in both cases roll once per round. Those with Supernatural Strength will escape the whirlpool after one melee round.
34-38: Copy Physical Structure (HU2)
39-43: Earth Possession (PU3)
44-49: Geothermal Energy (PU1)
50-54: Indestructible (PU3)
55-59: Item Reduction (HU2)
60-64: Junkyard (PU3)
65-70: Metal Manipulation (PU3)
71-75: Molecular Compression (PU3)
76-80: Polymorph (PU3)
81-85: Petrification (PU3)
86-90: Rainmaker (PU3)
91-95: Spiral/Vortex (PU1)
96-00: Transmutation (PU3)
28-31: Biological Manipulation
01-10: Absorb Bio-Mass (PU1)
11-20: Bio-Ghost (HU2)
  • Bio-Ghost Supercharging: Bonuses max out at ten touches.
21-30: Command the Lieutenants of Hell (AU)
31-40: Control Insects & Arachnids (HU2)
41-50: Disruptive Touch (HU2)
  • A character needs a 15 or higher, including his/her save bonus vs. Magic, to save against any Disruptive Touch. Only an evil-aligned character will kill an incapacitated victim.
51-60: Divine Healing (PU1)
61-70: Flesh Works (PU3)
71-80: Life Leech (PU3)
81-90: Merge Bio-Mass (PU3)
91-00: Plant Control (HU2)
32-34: Meta Superhuman Powers
01-17: Borrow Power (PU1)
18-34: Copy Animal Attributes (PU1)
35-50: Gem Powers (HU2)
51-67: Grant Powers (PU3)
68-84: Mimic (HU2)
85-00: Negate Super Abilities (HU2)
35-37: Teleporting Powers
01-12: Alter Dimensional Fabric (AU)
13-25: Dimensional Room (PU1)
26-37: Distort Space (PU1)
38-50: Gateways (PU1)
51-62: Portal (AU)
63-75: Portals (PU3)
76-87: Swallowing Limbo (PU3)
88-00: Teleport (HU2)
38-44: Matter Expulsion
01-06: Bio-Armor (HU2)
07-12: Chemical Secretion (PU1)
13-18: Ectoplasmic Armor (PU3)
19-25: Ectoplasmic Webbing (PU3)
26-31: Generate Fog & Smoke (PU1)
32-37: Liquefaction (PU1)
38-43: Matter Expulsion: Bone (PU3)
44-50: Matter Expulsion: Crystal (PU1)
51-56: Matter Expulsion: Plastic (PU3)
57-62: Matter Expulsion: Metal/Steel (PU1)
63-68: Matter Expulsion: Silver (AU)
69-75: Matter Expulsion: Stone (PU1)
76-81: Matter Expulsion: Wood (PU3)
82-87: Pestilence (PU3)
88-93: Slime Generation (PU3)
94-00: Venomous Attack (Major) (PU1)
45-52: Enhanced Biology
01-06: Adapt to Environment (HU2)
07-12: Alter Metabolism (HU2)
  • Accelerated Healing: There is no duration to this sub-power.
13-18: Amphibious (PU1)
19-25: Animal Abilities (HU2)
  • Animal Abilities: Fish provides +10 to P.S. (rated as Superhuman) when underwater in a natural body of water.
26-31: Demon Fists (AU)
32-37: Immortality (HU2)
38-43: Invulnerability (HU2)
44-50: Massive Damage Capacity (PU3)
51-56: Multiple Lives (HU2)
57-62: Natural Combat Ability (HU2)
63-68: Regeneration: Ultima (PU1)
69-75: Super Consumption (PU1)
76-81: Supernatural Bite/Jaws (PU1)
82-87: Supernatural Strength (HU2)
    Inherent Supernatural Strength allows for bonuses from Physical Skills. Supernatural Strength (the power) does not.
  • If your character class grants you Supernatural P.S., you may gain P.S. bonuses from Physical Skills.
  • If you roll Supernatural Strength as a power during Character Generation, you may gain P.S. bonuses from Physical Skills.
  • If you purchase via EP (rolling or selecting) Supernatural Strength as a power, you may not gain P.S. bonuses from Physical Skills.
88-93: Super Regeneration (PU3)
94-00: Zombie Flesh (PU3)
53-56: Metamorphosis and Transformation
01-10: Alter Facial Features & Physical Stature (HU2)
  • There are no restrictions against altering skin color and the appearance of secondary sexual traits; biological sex can not be changed.
11-20: Animal Metamorphosis (HU2)
21-30: Growth (HU2)
  • S.D.C./M.D.C. gained from Growth regenerates at the same pace as that for the APS powers: 4d6 every 10 minutes.
31-40: Lycanthrope (HU2)
41-50: Monstrous Form (PU3)
51-60: Multiple Beings/Selves (HU2)
  • All duplicates of the original character can be used remotely in a general way:
    • The duplicate can be utilized "off-screen" (not in the same thread as the original character) as a minion to conduct purchases, fetch items, and other tasks which do not require skill or combat rolls.
  • All duplicates of the original character can be used "on-screen" (in the same thread as the original character) to their full extent as described by the power.
    • This includes tinkering projects/work which, while usually considered "off-screen," is generally done "off-screen" by the original character as well.
  • No matter the number of duplicates, only ONE post for the original character can be made. The PBP restriction that a character can only be in one thread at a time is still applicable.
  • The actions of duplicates do not earn XP. Only the original character's actions, skills, ideas, etc. earn XP.
  • Each duplicate has its own statistical base (including I.S.P., P.P.E., attributes, etc.) equal to that of the original.
  • P.P.E. from duplicates can be drawn upon by only the original character as he would any other willing contributor.
61-70: Shapechanger (HU2)
71-80: Shrink (HU2)
81-90: Stretching (HU2)
91-00: Swarm Selves (PU3)
57-59: Superhuman Limbs
01-20: Alter Limbs (HU2)
21-40: Mega-Tail (PU3)
41-60: Prodigious Limbs (PU3)
61-80: Prodigious Multiple Arms (PU3)
81-00: Tentacles (HU2)
60-64: Alter Physical Structure: Energy
01-11: Alter Physical Structure: Electricity (HU2)
12-22: Alter Physical Structure: Energy (PU3)
23-33: Alter Physical Structure: Fire (HU2)
    page 243, omissions from #7. Other Abilities & Bonuses:
    • Fiery Aura adds 50 to S.D.C. while in the fire form.
    • Maximum altitude for characters who can fly when transformed in to flame is 2,000'
34-44: Alter Physical Structure: Human Force Field (PU3)
45-55: Alter Physical Structure: Lava (PU1)
56-66: Alter Physical Structure: Light (PU1)
67-77: Alter Physical Structure: Magnet (PU3)
78-88: Alter Physical Structure: Plasma (HU2)
89-00: Alter Physical Structure: Void (PU3)
65-76: Alter Physical Structure: Inorganic
01-04: Alter Physical Structure: Acid (PU1)
05-08: Alter Physical Structure: Air (PU3)
09-12: Alter Physical Structure: Ash (PU3)
13-16: Alter Physical Structure: Crystal (PU1)
17-20: Alter Physical Structure: Foam (PU3)
21-24: Alter Physical Structure: Glass (PU3)
25-28: Alter Physical Structure: Goo or Gel (PU3)
29-32: Alter Physical Structure: Ice (HU2)
33-36: Alter Physical Structure: Liquid (HU2)
37-40: Alter Physical Structure: Metal (HU2)
41-44: Alter Physical Structure: Mercury (PU3)
45-48: Alter Physical Structure: Oil or Tar (PU1)
49-52: Alter Physical Structure: Pebbles (PU3)
53-56: Alter Physical Structure: Plastic (PU3)
57-60: Alter Physical Structure: Putty (PU1)
61-64: Alter Physical Structure: Rag Doll (PU3)
65-68: Alter Physical Structure: Rubber (PU1)
69-72: Alter Physical Structure: Sand (PU1)
73-76: Alter Physical Structure: Shadow (PU1)
77-80: Alter Physical Structure: Silver (AU)
81-84: Alter Physical Structure: Smoke or Mist (HU2)
85-88: Alter Physical Structure: Sponge (PU3)
89-92: Alter Physical Structure: Stone (HU2)
93-96: Alter Physical Structure: Vapor or Fog (PU1)
97-00: Alter Physical Structure: Wax (PU3)
77-79: Alter Physical Structure: Organic
01-17: Alter Physical Structure: Blood (PU3)
18-34: Alter Physical Structure: Bone (PU3)
35-51: Alter Physical Structure: Coral (PU3)
52-68: Alter Physical Structure: Plant (HU2)
69-84: Alter Physical Structure: Vines (PU3)
85-00: Alter Physical Structure: Wood (PU1)
80-86: Control Physics
01-06: Aerodynamics (PU3)
07-12: Control Density (PU1)
13-18: Defensive Immunity (PU3)
19-25: Friction Control (PU1)
26-31: Gravity Manipulation (HU2)
  • Increase Gravity:
    When Increase Gravity is used on a mobile target, it requires a roll with a flat bonus of +2 to strike.
    Area Affected: Self, one area of 20 feet in radius, or one person or object of up to 500 pounds + 100 pounds per level.
    When used on a single, living opponent:
    • Normal P.S.: -6 to all combat rolls, reduces speed to 1, and number of physical APM to 1.
    • Augmented/Extraordinary P.S.: -4 to all combat rolls, reduces speed by 3/4, and number of physical APM by 2.
    • Robotic/Superhuman P.S.: -3 to all combat rolls, reduces speed by 1/2, and number of physical APM by 1/2.
    • Supernatural P.S.: -2 to all combat rolls, reduces speed by 1/4, and number of physical APM by 1.
    Characters with Gravity Manipulation or Weightlessness are immune to the effects of this sub-power, as are intangible characters, energy beings and those in gas/most/smoke form.
    In all cases, psionic powers and other abilities that don't require physical movement are unaffected by this power.
32-37: Gravity Waves (PU3)
38-43: Jinx Power (PU3)
44-50: Karmic Power (HU2)
51-56: Mirror Mastery (PU1)
57-62: Negative Matter (HU2)
63-68: Pause Temporal Flow (PU3)
69-75: Power Touch (PU1)
76-81: Shadow Manipulation (PU3)
82-87: Slow Motion Control (HU2)
88-93: Stretch Time (PU3)
94-00: Weight Manipulation (HU2)
87-95: Control Energy
01-04: Control Elemental Force: Fire (HU2)
05-09: Control Radiation (HU2)
  • Note: Having one's body armor or vehicle melted on top of him causes the victim to suffer 2d6x10 heat damage, lose all attacks for four melee rounds, and suffers third-degree burns on a third of his body. Without advanced medical techniques, magic, psionic healing, or other regenerative capabilities, reduce the character's P.B. by half.
10-14: Control Static Electricity (HU2)
15-19: Control the Void (PU3)
20-23: Copy Energy Pattern (PU3)
24-28: Drought (AU)
29-33: Energy Absorption (HU2)
34-38: Energy Conversion (PU3)
39-42: Energy Drain and Expulsion: Life Source (AU)
43-47: Energy Doppelganger (PU1)
48-52: Energy Expulsion: Dimensional Energy (AU)
53-57: Energy Expulsion: Petrification Blast (AU)
58-61: Energy Expulsion: Soul Blast (AU)
62-66: Magnetism (HU2)
67-71: Re-Channel and Expel Energy (PU1)
72-76: Self Explosion (PU3)
77-80: Sonic Power (HU2)
81-85: Sub Zero (PU3)
86-90: Super Energy Expulsion (HU2)
  • Other Abilities and Bonuses:
    Instead of "The character only takes damage from all other forms of energy..." Replace with: The character only takes half damage from all other forms of energy.
91-95: Totem Energy Aura (PU1)
96-00: Weapon Energy Extensions (PU1)
96-00: Machine Affinity Sub-Table
01-11: Bulletproof (PU3)
12-22: Catastrophic System Failure (PU1)
23-33: Dismantle Machines (PU3)
34-44: Inhabitation (PU3)
45-55: Machine Merge (PU3)
56-66: Mechano-Link (HU2)
67-77: Reconstruction (PU1)
78-88: Techno-Form (PU3)
89-00: Weapon Melding (PU1)
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Re: Superpowers Tables & Revisions

Postby Augur » Wed Jan 10, 2018 6:45 pm

Errata for Heroes Unlimited 2nd Edition

The Latent Psychic
HU2, page 190, gives the Latent Psionic the same base I.S.P. as the Natural or Master Psionic. This is a mistake. It should read as follows:
    The Latent Psychic's base I.S.P. is his Mental Endurance attribute number x2, plus the roll of 1D4x10. The total is the character's starting level of raw mental power.
    As the psychic grows in experience, so too does his I.S.P., adding 1D6+1 I.S.P. per each level of experience, starting with level one.

The Natural or Master Psionic
HU2 also short changes the Master Psionic, and should read as follows:
    The Master Psychic's base I.S.P. is his Mental Endurance attribute number x2, plus the roll of 2D6x10. The total is the character's starting level of raw mental power.

Random Heroes with Psionic & Super Abilities
Players who use the random table: The Number & Category of Super Abilities (HU2, page 226), can roll up superbeings who have both a super ability and psionic powers (86-00). Such characters are considered to be Latent Psychics, and must spend I.S.P. to use their psionic ability(s). Since they also possess one or more super abilities, the character does not gain new psionic abilities like the normal Latent Psychic. However, I.S.P. increases at a rate of 1D6+1 I.S.P. per each level of experience, starting with level one. Base I.S.P. is the M.E. plus the roll of 1D6x10.

The Achilles' Heel for Mega-Heroes
HU2, page 183, 11-20 Vulnerability to Magic should also include a penalty of 1D4+1 to save vs magic of all kind (spells, circles, potions, etc.).

Super Ability: Manipulate Kinetic Energy
HU2, page 235; damage corrections:
    Large Axes (battle, chopping types) should be 3D6 (not 2D6).
    Throwing Axes should be 2D4 damage (not 1D6).
    Bola should be 2D4 damage (not 1D6).
    Discus, Metal with Blade Edges should be 3D6 damage (not 2D6).
    Throwing Sticks have a range of 120'

Super Ability: Alter Physical Structure: Fire
HU2, page 243, omissions from #7. Other Abilities & Bonuses:
• Fiery Aura adds 50 to S.D.C. while in the fire form.
• Maximum altitude for characters who can fly when transformed in to flame is 2000'.

Errata Revision:
Recovery of S.D.C. for Alter Physical Structure Powers
All A.P.S. forms have Extraordinary/Augmented Strength except where noted otherwise in the power description. All Additional accelerated healing from A.P.S. powers such as A.P.S. Metal or Stone are applied to the base A.P.S. healing described here. When converting A.P.S. Powers to Rifts, any power which provides S.D.C. in the Altered form, provides M.D.C. in that same amount, those powers that don't provide any S.D.C. bonus provide M.D.C. equal to the character's base Hit Points in Rifts, in all cases the healing rate of the A.P.S. form M.D.C. remains the same as the S.D.C. healing rate.

Eugenics Errata for Powers Unlimited 2
This is the official errata. It was written by Carmen B. himself.

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

Empowered Errata for Powers Unlimited 2
Physical Metamorphosis: Demigod
Physical Attributes & Related Bonuses: P.S. 1D6+12 (considered Extraordinary P.S., but Superhuman or Supernatural P.S. may be selected as one of the additional powers), P.P. 1D4+4, P.E. 1D6+4, P.B. 1D6+6, Spd. 2D6+10. Hit Points: Double. S.D.C.: 2D4x10+16. Natural A.R. 10 (only attacks that are 11 and higher do damage). +2 attacks per melee round, +2 on initiative, +2 to strike and parry, +1 to dodge and disarm, +4 to pull punch, +1 to roll with impact, + to save vs Horror Factor, mind control and possession. Note: Bonuses are in addition to attributes and super abilities.
Super Abilities: Any type, but roll percentile dice to see how many.
    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.
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