This was made in my 80s game on 3.5 floppies on an Amiga - had some probs with importing format - if only blogger had proper tables built in (does it?). Anyway In fisrt phase of game probably 84-87 built character acording to players idea based on self. After this i used this system for about 14 years adding extra "classes" as time went on - the second and third generation types. In this era was only one origin in world - the nemesis planetoid, an alien biomass.
Alpha to Omega
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AUTHORIZED A.P.I.O.
OPERATIVES EYES ONLY
Australian
Paranormal
Investigation
Organisation
INTERNATIONAL METAHUMAN
DIRECTORY
2015 EDITION
Metahumans:
From Whence did they come?
As
long as metahumans have been known there have been attempts to
rationalize their existence. The real questions are: how long have
they existed?; how were they made?; and have any of are explanation
even come close to the truth? In Australia at least there is a sort of laconic honesty not found in other lands. Several noted Australian Heroes have provided different answers to the patriotic and psychotic illusions heroes elsewhere give freely.
The Australian Statesman Warlock (A hero since the 1950’s), despite the almost horrified tones others speak of him in, has always stated: “I’ve heard lots of stories about what Meta’s really are, but I don’t believe any of them, in my mind the case is still open”.
The once government hounded Hero Remote offers his own account:” Somewhere, between each of these accounts there is the truth, the trick is to find which essential elements are true”. The missing hero Discord (according to his fans), paradoxical as ever put it this way: “but so far only the occasional fragment of truth has appeared, unrecognized it is returned to the bosom of true Khaos”. Thanks for clearing that up.
Most heroes tend to agree heroes where kept hidden since the turn of the century by governments. WW2 saw secret international metahuman test treaties established. Most skeptical heroes use the - classifications first used by classically inspired European scientists. Other nicknames abound. Summarized on the next few sections are some of the more coherent theories on offer at the world metahuman convention Madrid, Spain 1996. This was compiled to help update the uninitiated with some of the competing directions this field has made since the first public metahuman battle in 91.
What
the Media Reports
Popular Views today in
the Media, Hollywood and on the Steet.....
Superheroes are the best,
everyone dreams of being one. They are rich, glamorous and sexy. The
media is self contradictory, jumping from trendy opinion to hot new
account on a daily basis. Anything said by a hero will make it to
print, and sure enough some crazy ignorant fan will believe the
heroes word to be gospel.
Heroes were first reported
in 1991 by world media. It became impossible to keep secret when a
multiple meta punch up in New York city, which killed hundreds and
turned downtown Manhattan into a warzone. Every move a hero makes is
scrutinized by tabloid media. If a hero kisses, farts, takes drugs,
or spends money, the people want to know.
Heroes dominate the news
and tabloids along with politicians, pop stars and Hollywood actors.
Heroes are used to sell soda pop, breakfast cereals, sports drinks,
vitamins, weight machines, cars, beer, cigarettes or any product.
Most become millionaires without too much difficulty.
Various popular theories
say that they are: a) government propaganda hoaxes, b) decoys for an
alien invasions in progress, c) humanities ultimate evolution, d)
children of the age of Aquarius, e) eugenics experiments gone wild,
f) horsemen of the apocalypse, g) secret weapons or h) all of the
above.
There are also many human
attempts to duplicate Superheroes with technology but they are
secrets kept by corporations and the government. Other types of
superheroes have been rumored such as cyborgs, aliens, monsters and
other freaks. The facts are pretty confusing when any claim of
origin is believed by the masses.
American hero Chroma claimed for years to be a battlesuit operator until he was filmed using his power to generate his matter shell. He has claimed the footage was a lie initially, but later said he had simply summoned it from subspace using his secret hi-tech belt-buckle. Most recently he claimed it was a holographic decoy to fool his enemies. Since Chroma’s death at the hands of Dr Magnum we may never know for certain what his powers actually were.
Nebulax has for years claimed to be a prince from a distant galactic empire. His costume features slimy green skin, black toad-like eyes and glowing jewelry. He has acted in a generally erratic manner since, one day he is an invader, next an ambassador, next a hunter of galactic criminals and space parasites. Telepathic probes reveal his belief is total, his real memories are untraceable.
I don’t see the government exactly complaining about this situation. Perhaps today’s media chaos is what big brother wants. Sadly if fools believe these silly daydreams, then reason will suffer. If the hero Millstone was struck by a strange comet, or the villain Zadron is tyrant of another universe then anything may as well be true. As if the world needed another excuse to be stupid. As long as heroes claim to be Egyptian gods, demonically possessed, werewolves, unlikely survivors of bizarre accidents, inventors of secret formulas or masters of magic, I don’t see the problem getting any better.
There are several popular
names for meta types:
- BRICK: Big tough guys who fight lots and raise insurance prices where ever they go
- SPOOK: Sneaky, clever and deadly these guys don't mess around and don't leave clues
- JOKER: These guys are crazy but they seem to not get hurt despite their suicidal antics
- BRAIN: These guys are real smart and make millions from their brilliant inventions
- FLYER: These guys fly and usually have flashy powers which look real cool
- CHAMPION: These showy guys are canny fighters and make rousing speeches in battle
- WATCHER: These guys have awesome senses and are always ready
- FIXER: These guy are tough and clever, and build tech like guns and vehicles
- PSYKER: These guys can supposedly play with your mind just like cult gurus or advertisements
- JINX: These sneaky types prey on other heroes and take advantage of their weaknesses
What
Think Tanks Think
The MullerFokker
Theory (As used by Military, Scientific Community, Corporations and
Governments)
Muller&Fokker
were Nazi scientists from the German
Ubermench program of WWII captured and employed by the Americans. The
more patronizing but less cynical approach of the British scientists
have been kinder but the American and Russians use of Nazi theory
dominated the cold war.
Basically the approach is
cynical, paranoid and exploitative according to meta-rights activists.
Governments and corporations constantly feud over metahumans as a
valuable resource and security threat. The organizations who use this
approach tend to control metahumans and create propaganda.
In 1992, the American
automated anti-metahuman defense system (A.M.D.S ) was accidentally
launched and created a new state where metahumans where killed,
vivisected and enslaved by robots until 1996. Then pro-meta/anti
forces overcame the A.M.D.S. system. Now world wide pro-meta rights
activists have tried to have the Muller/Fokker theory banned. These
activists have through the U.N. internationally banned the
anti-metahuman technologies which the regime of the A.M.D.S. used.
These includes matascanners, power restraints, explosive and
electrified harpoon guns, self aware A.I.’s, combat robots, and
more.
Observable strain of
Metahumans:
- SOLDIER: Primary front-line combat model, physically resilient and very destructive
- ASSASSIN: Healing and combat functions, suitable for espionage and intrusions
- SCOUT: Highly evasive and threat aware, valuable decoys and intelligence gathering
- SAVANT: Geniuses with brilliant analytical and perceptive abilities, mainly technical support
- AIR-SUPPORT: Air and artillery support, highly agile and able to fly, multiple role versatility
- COMMANDER: Elite unit combat command, intrusion troops and unit morale boosters
- GUARDIAN: Superior senses and combat ability, make excellent defense units
- BUILDER: Field technicians and combat engineers able to work near frontline conditions
- DOMINATOR: Mind controlling psychics, must be controlled very sternly by authority
- ANTIMETA: Specialized at defeating other metas by turning own powers against them
Also there are several
recent variants and human attempts to reproduce this technology:
- CYBORG: Human with cybernetic implants, cheap and expendable mostly, some are almost on par with a meta. Illegal but manufactured by governments and corps for black ops. Some display incomprehensible technology of unknown origin
- BATTLESUIT: Human with technological based exoskeleton as used by armed forces, anti-meta security or even industrial and emergency services.
- ANDROID: Synthetic humanoids, very expensive, advanced and varied in abilities
- BIOAUG: Humans with dangerous experimental metahuman organ or genetic transplants, very advanced
- ROBOT: Automated response based machines, usually drones of a computer system, not usually self aware
- AI: Artificial computerized intelligence’s under limited corporate and government research
- AGENT: Especially trained elite agents using the latest guns, gadgets and hardware
These anomalies have been
theorized and reported:
- MONSTERS: Reject experiments, organic weapon systems, mutant metahumans, starspawn monsters
- IMMORTALS: Simply a foolish rumor spread by communist metahuman subversives
- ETERNAL: Humans altered by the being Adam Eternal’s powers in some unknown way
- ALIENS: Possible alien probe organisms or actual alien beings may be on Earth now. Some may be divergent humanoid species
- UNDEAD: Normal humans altered by alien metavirus, kill on sight if possible
- SHAPESHIFTERS: Humanoids who shift shapes into animal forms
The
Kinson Report (Feminist, Psychoanalytic, Sociological, Marxist
Approach)
The
latest view by popular writer and anti-metahuman campaigner Marion
Kinson. Used by literati and academics mostly, this is fairly
unpopular among the masses. She is kept under guard by the US
government due to the metahuman threats against her. Most of her
study was based on male metahumans studied on death row and in mental
hospitals. She is an expert on metahuman prisons, restraint methods
and a pioneer of the metahuman lobotomy. She believes that
metahumans should be partially lobotomized and put to community
service if they commit serious crime.
She
theorized that metahumans are government laboratory products, the
bastards of male science and the military industrial complex. She has
also claims that hero identities are in fact corporate products like
Mickey Mouse, Co-Co the Co-Co Pops Monkey or Ronald McDonald.
She
identified these variants:
- THUG: Cretinous morons are uncontrollable and experience homicidal mania
- KILLER: Sociopathic sadists often are serial killers who constantly plot murder
- DECEPTOR: The most erratic type, usually compulsive liars or paranoid schizophrenics
- TOYMAKERS: Mad geniuses are brilliant psychopaths obsessed with toys of mass destruction
- FLOATER: Seem to be the best adjusted but frequently are sexual perverts and rapists
- MASTERMINDS: Megalomaniacs with a violent authoritative streak
- WATCHERS: Compulsive voyeurs and paranoids, shy and introverted
- PARASITE: The most dangerous egomaniacs who seek nothing but power over others
- ARMOURERS: Compulsive tinkerers who throw violent tantrums if their destructive toys are touched
- NEGATORS: These prey on other metahumans and demonstrate extremely paranoid unstable personalities
This
theory disapproves of attempts to create meta-powers with technology
as yet another race for military power and state propaganda. Such
heroes she claims are made to lie to us, kill us and rob us. As
female humans have been oppressed by males, so have meta-women, thus
she recommends female metahumans be kept safe from harm or hostile
interference.
The Lunatic Fringe
Cthulhu
Mythos Cosmology (Occultist, Psychic, Secret Society, Mad Rant, Conspiracy Nuts)
In
the distant past cosmic scale super entities visited our world, saw
civilized species come and go, continents sink and made terrible wars
through their servitor species. Man is an upstart species from old
one experiments. At best we are slaves and can offer our souls to
them as food.. At worst we are insignificant microbes beneath their
titanic cosmic presence. Now they lay hidden and asleep, but soon
they shall rise and the stars will be smothered in their glory.
Metahumans were bred by servants of the space gods to provide host
bodies for the Intelligence’s who’s psychic pretenses lay trapped
beyond space and time. Many cults and groups have held some of these
beliefs hidden among their esoteric doctrines, especially the magical
orders such as the Golden Dawn, The Hellfire Club, The Freemasons,
Templars, Assassins, Sufis, Gnostics, Theosophists, Druids, etc. Many
such occultists have also subverted science with crazy genetic
theories and complete amorality.
- CHAMPION: They are the guardians, workers and principal combatants of a coven
- SLAYER: They are the assassin, hunters and destroyers of their covens prey
- FOOL: They are chaotic madmen who are untouchable thieves and spies
- ALCHEMIST: They are magicians and scholars who make wondrous creations
- MAGUS: They are spectacular masters of the elements who excel at many tasks
- PRIEST: They control the hearts and souls of their acolytes and curse their enemies
These
enitities are products of the Dark Gods:
- MONSTERS:Servitors, constructs, guardians, experiments gone wrong, cursed humans
- IMMORTALS: Sorcerers and servants of the great powers, involved in long term conspiracies
- ETERNAL: Humans who channel the energy of the Ancient One, Adam Eternal
- ALIENS: Servitor beings not native to our world, many species exist hidden in secret places
- UNDEAD: Mortals transformed into servitors, this is effective death of the human
- WEREBEAST: Mortals who transform into animal forms made as experiments
This
metamythos is fraught with vagueness and contradiction. The notion of
alien intelligence’s is consistent but the roll of humans in this
scheme seems bleak. Different believers will have alternate names for
space gods, servitors, hidden servitor colonies. Of course they
couldn’t all be right or the world would be swarming with monsters,
conspiracies and hidden occultists right?
Revelations
from Gods Astronauts
(Apocalyptic
Religious, UFO Nuts, New Agers, Heretics)
The
new age will be heralded by UFO’s and superhuman powers. God/Satan
is the ultimate source of these miracles and shall form a major part
if his rule of the world. Some speak of some vague new age spirit of
universal godhead, others speak of Brahmah, Mara, Yaweh, or any other
being as responsible. Some speak of the powers of good and evil
commanding these forces in a cosmic stuggle. Those who serve the true
god will get super powers, while the repentant ones will be forced to
use use only slow old UFO’s. These groups are usualy heratics,
mystics, gnostics or subgroups of some more mainstream religion like
Hinduism, Bhuddism, Islam, Christian, Jewish, Confucian, etc. Various
groups may be very hostile at the lies spread by a rival sects. Some
are peaceful to the point of suicidal, others are fanatic
survivalists and terrorists. Since the 70’s UFO New agers became a
major group but they are particularly shallow and clueless. Many
groups believe their exclusive truth excuses them of morality and the
law.
The
Orders of Angelic/Diabolic Beings Are:
- MICHAEL: Protectors and guardians of the holy places and the true initiates
- RAGUEL: Slayers of the lords enemies by fire, pestilence, terror and sacred weapons
- LUCIFER: Deceivers and persecutors of mankind, creators of trouble an malcontent
- GABRIEL: Wise artificers and lords of wisdom, crafters of relics, defenses and arms
- ORIEL: Lords of the elements, rulers of the sofirah/deva/devils/archons, magicians
- RAPHAEL: Lords of Mankind, Priest Kings, Messiahs, Saints, Magi, Yogis, Buddahs
--------------------------------------------------------------------------------------------------------------------------
Classes of metahuman - pick one add rank increases on stats pick one remarkable and excellent power and default class gd power
Classes of metahuman - pick one add rank increases on stats pick one remarkable and excellent power and default class gd power
A
Alpha
Class Metahumanoid
[1st
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +2 Good (10) | Ablative Shell | ||
Agility | +1 Good (10) | Absorption | ||
Strength | +3 Excellent (20) | Amphibious | ||
Endurance | +3 Remarkable (30) | Body Armour | ||
Charisma | +1 Good (10) | Energy sheath* | ||
Reason | - Typical (6) | Enviro-Adaption | ||
Intuition | - Typical (6) | Flight | ||
Psyche | - Typical (6) | Growth | ||
Hyper-Leap | ||||
Health | 70 | Hyper-Speed | ||
Karma | 28 | Hyper-Stats | ||
Matter Shell* | ||||
Bonus Power | Missile Generation* | |||
Good (10) Body Armor | Natural Weapons | |||
Plasticity | ||||
Notes | Regeneration | |||
|
Resistance* | |||
|
Transformation* | |||
|
Shapeshift | |||
|
Tunneling |
B
Beta
Class Metahumanoid
[1st
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +3 Excellent (20) | Animation* | |
Agility | +2 Excellent (20) | Body Armour | |
Strength | +1 Typical (6) | Clinging | |
Endurance | +2 Excellent (20) | Density Shift | |
Charisma | - Typical (6) | Energy Sheath* | |
Reason | +1 Good (10) | Hyper-Leap | |
Intuition | +1 Good (10) | Hyper-Sense | |
Psyche | - Typical (6) | Hyper-Speed | |
Hyper-Stats | |||
Health | 66 | Invisibility | |
Karma | 32 | Missile Generation* | |
Natural Weapons | |||
Bonus Power | Phasing | ||
Good (10) Regeneration | Regeneration | ||
Power Scan | |||
Notes | Shapeshift | ||
|
Telekinesis | ||
|
Telepathy | ||
|
Teleport | ||
|
Transformation* |
G
Gamma
Class Metahumanoid
[1st
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +1 Typical (6) | Animation* |
Agility | +3 Remarkable (30) | Clinging |
Strength | - Poor (4) | Construct* |
Endurance | +2 Excellent (20) | Danger Sense |
Charisma | +1 Good (10) | Energy Sheath* |
Reason | - Typical (6) | Enviro-Adaption |
Intuition | +3 Remarkable (30) | Hyper-Leap |
Psyche | - Typical (6) | Hyper-Sense |
Hyper-Speed | ||
Health | 60 | Illusions |
Karma | 52 | Invisibility |
Missile Generation* | ||
Bonus Power | Natural Weapons | |
Good (10) Danger Sense | Phasing | |
Plasticity | ||
Notes | Reflection | |
|
Shapeshift | |
|
Shrink | |
|
Teleport | |
|
Transformation* |
D
Delta
Class Metahumanoid
[2nd
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | - Poor (4) | Absorbtion* | |
Agility | +1 Good (10) | Animation* | |
Strength | - Poor (4) | Clairvoyance | |
Endurance | +1 Good (10) | Construct* | |
Charisma | +1 Good (10) | Density Shift | |
Reason | +3 Remarkable (30) | Energy Sheath* | |
Intuition | +2 Excellent (20) | Forcefield | |
Psyche | +2 Excellent (20) | Healing | |
Invisibility | |||
Health | 28 | Missile Generation* | |
Karma | 80 | Phasing | |
Power Scan | |||
Bonus Power | Psychometry | ||
Good (10) Psychometry | Reflection | ||
Shapeshift | |||
Notes | Shrink | ||
|
Telepathy | ||
|
Telekinesis | ||
|
Teleport | ||
|
Transformation* |
E
Epsilon
Class Metahumanoid
[2nd
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +1 Typical (6) | Absorbtion* | |
Agility | +2 Excellent (20) | Animation* | |
Strength | +1 Typical (6) | Body Armour | |
Endurance | +2 Excellent (20) | Construct* | |
Charisma | +1 Good (10) | Danger Sense | |
Reason | +1 Good (10) | Density Shift | |
Intuition | +1 Good (10) | Empathy | |
Psyche | +1 Good (10) | Energy Sheath* | |
Enviro-Adaption | |||
Health | 52 | Flight | |
Karma | 40 | Forcefield | |
Hyper-Stats | |||
Bonus Power | Illusions | ||
Good (10) Flight | Invisibility | ||
Missile Generation* | |||
Notes | Natural Weapons | ||
|
Resistance* | ||
|
Telekinesis | ||
|
Telepathy | ||
|
Transformation* |
L Lambda
Class Metahumanoid
[3rd
generation]
Attributes Rank
Improvements
Recomended Powers
Fighting | +2 Good (10) | Absorbtion* |
Agility | - Typical (6) | Animation* |
Strength | +2 Good (10) | Aura Sense |
Endurance | +2 Excellent (20) | Body Armour |
Charisma | +2 Excellent (20) | Clairvoyance |
Reason | - Typical (6) | Density Shift |
Intuition | - Typical (6) | Empathy |
Psyche | +2 Excellent (20) | Energy Sheath* |
Flight | ||
Health | 46 | Growth |
Karma | 52 | Healing |
Hyper-Leap | ||
Bonus Power | Hyper-Stats | |
Good (10) Hyper-Stat | Matter Shell | |
Missile Generation* | ||
Notes | Psychometry | |
|
Regeneration | |
|
Telekinesis | |
|
Telepathy | |
|
Transformation* |
S
Sigma
Class Metahumanoid
[3rd
Generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +2 Good (10) | Absorbtion* |
Agility | +1 Good (10) | Animation* |
Strength | +1 Typical (6) | Clinging |
Endurance | +2 Excellent (20) | Danger Sense |
Charisma | - Typical (6) | Energy Sheath* |
Reason | - Typical (6) | Hyper-Leap |
Intuition | +2 Excellent (20) | Hyper-Senses |
Psyche | +2 Excellent (20) | Hyper-Speed |
Hyper-Stats | ||
Health | 46 | Illusion |
Karma | 52 | Invisibility |
Missile Generation* | ||
Bonus Power | Natural Weapons | |
Good (10) Hypersenses | Phasing | |
Reflection | ||
Notes | Regeneration | |
|
Shrink | |
|
Shapeshift | |
|
Teleport | |
|
Transformation* |
T
Tau
Class Metahumanoid
[3rd
Generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | +1 Typical (6) | Ablative Shell | ||
Agility | +2 Excellent (20) | Absorption* | ||
Strength | +2 Good (10) | Amphibious | ||
Endurance | +2 Excellent (20) | Animation* | ||
Charisma | - Typical (6) | Body Armour | ||
Reason | +2 Excellent (20) | Construct* | ||
Intuition | - Typical (6) | Density Shift | ||
Psyche | +1 Good (10) | Energy Sheath* | ||
Enviro-Adaption | ||||
Health | 56 | Growth | ||
Karma | 42 | Hyper-Leap | ||
Hyper-Stat | ||||
Bonus Power | Matter Shell* | |||
Good (10) Resistance* | Missile Generation* | |||
Plasticity | ||||
Notes | Resistance* | |||
|
Shrink | |||
|
Telekinesis | |||
|
Transformation* | |||
|
Tunneling |
Y
Psi
Class Metahumanoid
[2nd
generation]
Attributes Rank
Improvements Recommended
Powers
Fighting | - Poor (4) | Absorbtion* | ||
Agility | - Typical (6) | Animation* | ||
Strength | - Poor (4) | Astral Travel | ||
Endurance | +1 Good (10) | Aura Sense | ||
Charisma | +3 Remarkable (30) | Clairvoyance | ||
Reason | +1 Good (10) | Danger Sense | ||
Intuition | +2 Excellent (20) | Empathy | ||
Psyche | +3 Remarkable (30) | Enviro-Adaption | ||
Flight | ||||
Health | 24 | Forcefield | ||
Karma | 90 | Gateway | ||
Healing | ||||
Bonus Power | Hypersenses | |||
Good (10) Aura Sense | Illusions | |||
Invisibility | ||||
Notes | Psychometry | |||
|
Missile Generation* | |||
|
Resistance* | |||
|
Telekinesis | |||
|
Telepathy |
W Omega
Class Metahumanoid
[3rd
generation]
Attributes Rank
Improvements
Recommended
Powers
Fighting | - Poor (4) | Absorption* | |
Agility | +2 Excellent (20) | Clinging | |
Strength | - Poor (4) | Density Shift | |
Endurance | +2 Excellent (20) | Empathy | |
Charisma | +2 Excellent (20) | Missile Generation* | |
Reason | - Typical (6) | Energy Sheath* | |
Intuition | +2 Excellent (20) | Hyper-Leap | |
Psyche | +2 Excellent (20) | Hyper-Speed | |
Hyper-Stats | |||
Health | 48 | Illusions | |
Karma | 66 | Invisibility | |
Natural Weapons | |||
Bonus Power | Nemesis | ||
Good (10) Power Scan | Phasing | ||
Power Control | |||
Notes | Power Mimic | ||
|
Power Scan | ||
|
Regeneration | ||
|
Shapeshift | ||
|
Telekinesis |
POWERS
TABLE
MAJOR POWERS | MELDSUITS & STUNTS | * FORM POSSIBILITIES |
Ablative Shell | Meldsuits provide instant change | Air |
Absorbtion* | clothing and rank protection from | Bio-Plague |
Animation* | kinetic or energy damage. | Chemical |
Amphibious | Cold | |
Astral Travel | Meldsuit | Corrosive |
Aura Sense | -Ablative Skin | Crystal |
Body Armour | -Chameleon | Darkness |
Clairvoyance | -Claws | Earth |
Construct* | -Clinging | Electricity |
Clinging | -Corrosive Touch | Fire |
Danger Sense | -Cyberlink Interface | Flesh |
Density Shift | -Extra Limbs (Tail, arm, etc) | Force |
Empathy | -Flame Breath | Gas |
Energy sheathe* | -Gliding | Gravity |
Enviro-Adaption | -Hyper-Balace | Heat |
Flight | -Hyper-Hearing | Ice |
Force Field | -Hyper-Smell | Infra-Red |
Gateway | -Hyper-Touch | Kinetic |
Growth | -Hyper-Vision | Light |
Healing | -Life Support | Magma |
Hyper-Leap | -Meldlink | Magnetism |
Hyper-Sense | -Meldmind | Metal |
Hyper-Speed | -Meta Sense | Metal |
Hyper-Stat | -Night Adaptions | Microwave |
Illusion | -Parabolic Hearing | Particle |
Invisibility | -Pockets | Plant |
Missile Generation* | -Power Mask | Plasma |
Matter Shell* | -Proximity Sense | Plastic |
Natural Weapons | -Resistance* | Radiation |
Nemesis | -Self Healing | Radio |
Phazing | -Self Revival | Sonic |
Plasticity | -Sheilded Vision | Static |
Power Control | -Skating | Time |
Power Mimic | -Smoke Generation | Toxic |
Power Scan | -Space Adaptions | Vibration |
Psychometry | -Spinarette | Water |
Reflection | -Spines | Weather |
Regeneration | -Stealth | Web Line |
Resistance* | -Suspended Animation | X-ray |
Shapeshift | -Thermal Vision | |
Shrink | -Toxic Touch | |
Telekinesis | -Tracking | |
Telepathy | -Underground Adaptions | |
Teleport | -Water Adaptions | |
Transformation* | ||
Tunneling
| ||
Power Description
Ablative Shell | Notes: Defencive, Matter,
Biological, Semi-Passive Explanation: With a feat roll can create a layer of rank defence, stopping any damage from energy or kinetic once only. Can be be repaired with a feat roll when damaged Stunts: *Ablative Resistance, Extra Layer, Escape, Chaff Cloud, Heal Self |
Absorption* | Notes: Defencive, Energy,
Biological, Psionic, Semi-Active Explanation: Absorb rank in kinetic/energy/ psi damage and use to improve health. May hold rank in health beyond normal maximum in buffer for up to 10T. Stunts: Energy or Kinetic to F/A/S/E, Psi to C/R/I/P; Battery (Several), Sponge |
Animation* | Notes: Variable, Energy,
Matter, Psionic, Active Explanation: Control and shape at will a specific form of energy or matter. Move Rank in mass at rank speed and uses the lower of power rank or material strength for attacks Stunts: Liquid, Gas, Plasma, Amplify, Forcefeild, Battery, Absorbtion, Construct |
Amphibious | Notes: Travel, Biological ,
Matter, Passive Explanation: Adaptions to move at rank speed in water, breathe water through skin, use senses in water, resist rank water preasure damage, acts as STR for moving a mass. Stunts:Dark Sight, Body Armour, Claws, Sonar, Resist Cold, Water Strenth, |
Astral Travel | Notes: Travel, Psionic,
Active Explanation: Mentality leaves body and can view mundane and astral realities. Only interact with psychics. Comatose body has -2cs Psyche to defend while mind absent. Stunts: Possesion, Exorcism, Aura Sense, Astral Blade, Fetch, Plane Travel |
Aura Sense | Notes: Sensory, Psionic,
Semi-Passive Explanation: Can percieve the life aura of living beings. Intervening matter blocks at material strength. With effort scan for mental stats, health, personality, mood etc. Stunts: Healing, Diagnosis, Detect Lie, Analyse Mind, False Aura, Health Drain |
Body Armour | Notes: Defencive,
Biological, Matter, Passive Explanation: Ultra dense tissues and untearable skin provide rank defence vs kinetic and -10 vs energy. Also tends to increase mass and have other visable variations. Stunts: *Blending, Mass, Spikes, Ablative Shell, *Resistance, Missile Weapon |
Clairvoyance | Notes: Sensory, Psionic,
Active Explanation: May remoteley percieve activity by procecting your awearness to the desired location in range. Psionics may sense and attack. Audio and Visual. Stunts: Long Range, Telelocate, Proximity Sense, Precognition, Postcognition |
Clinging | Notes: Travel, Biological,
Matter, Energy, Semi-Active Explanation: By microhooks, suction caps, static feild or whatever the character moves his normal ground speed up walls, on celings, aborialy, or may cling at rank STR Stunts: Bonding, Skating, Frictionless, *Blending, Force Feild, Entangle, Glue |
Construct* | Notes: Variable, Energy,
Matter, Psionic, Biological, Active Explanation: Create a semi independant construct to serve you including holograms, damaging energy feilds, force feilds, animate matter or even synthetic organic beings Stunts: Decoy, Mount, Pet, Duplicate, Probe, Guided Missile, Summon Monster |
Danger Sense | Notes: Sensory, Psionic,
Biological, Semi-Passive Explanation: The character is forwarned of the aproach of danger, the better the roll the more specific the warning. Also can use for defencive combat action rank Stunts: Proximity Sense, Overwatch, Detect Lie, Detect Enamy, Detect Crime |
Density Shift | Notes: Variable, Matter,
Psionic, Active Explanation: May alter molecular density from normal to ultra solid. Acts as body armour and raises mass to rank value. If higher than END then slows groundspeed to 1 Stunts: Featherwalk, Phasing, Bodypart Only, Disruption, Self Healing, Hyperleap |
Empathy | Notes: Variable, Psionic,
Semi-Active Explanation: May send and receive emotions to and from others. This is very efective on animals, children and receptive adults. A 2 way link may be maintained easily. Stunts: Fear, Love, Pleasure, Pain, Hate, Give Health, Vamparism, Scan, Range |
Energy sheathe* | Notes: Offensive, Energy,
Matter, Biological, Semi-Active Explanation: Creates a skintight energy feild defending at rank vs like energy forms, damaging incoming attackers, missiles and weapons. A useful weapon or defence Stunts: *Energy Blast, *Explosion, *Weapon Sheathe, Bodypart Specific, *Touch |
Enviro-Adaption | Notes: Defensive,
Biological, Matter, Semi-Passive Explanation: The heroes body adapts to environmental extremes such as space, water, volcanoes, ice, radioactivity,.toxic gas, forest fires, etc. Will have cosmetic effects also. Stunts: *Resistance, Specific Enviroment Specialty, Cling, Swim, Run, Burrow, Rocket |
Flight | Notes: Travel, Psionic,
Biological, Matter, Energy, Semi-Active Explanation: The character can fly. Usualy works like psychokinesis (wings, rocket, gravity, molecular motion are others). Accell at land speed, 90 degree turns cost 1 area Stunts: Powerdive, Manouvering, Touch Telekinesis, Levatate, Hover, Hyperleap |
Force Field | Notes: Defensive, Psionic,
Energy, Matter, Semi-Active Explanation: Provides rank defence vs energy & kinetic but if breached the creator mustmake resistance roll vs a stun. May be visable or not. Resists armour peircing attacks. Stunts: Telekinesis, Entangle, Forcebolt, Sheild, Wall, Micro-Environment, Ram Plate |
Gateway | Notes: Travel, Matter,
Energy, Psionic, Dimensional, Active Explanation: Create door sized gateways between `two points. Uses dimensional wormholes in space and time. very weird. Sometimes exposes weilder to great danger Stunts: Range, Time, Spyhole, Pocket Dimension, Teleport, Gate Other, Summon |
Growth | Notes: Variable, Matter,
Biological, Semi-Active Explanation: Grow to rank height in feet. Easier to hit and be hit. May move, area attack and use STR at power rank instead of/in addition to normal stats. Stunts: Health Buffer, Grow Bodyparts, Giantleap, Body Armour, Elongation |
Healing | Notes: Variable, Matter,
Biological, Psionic, Active Explanation: Heals rank health per other person per day. Ranged or touch based, usualy acompanied by light and warm fuzzy feelings. Can make you very popular Stunts: Heal Organ Heal Disease, Heal Self, Resurection, Stabilize Wound, Heal Mind |
Hyper-Leap | Notes: Travel, Biological,
Matter, Semi-Passive Explanation: Can leap 1 area per 10pts of rank, AGI feat roll to jump again, STR feat for +1 area. Use rank for charge damage and absorbs rank in shock from a fall or charge Stunts: Hammerkick, Running, Armoured Feet, Multi Attacks, Prehensile Toes, Climb |
Hyper-Sense | Notes: Sensory, Biological,
Energy, Matter, Semi-Passive Explanation: All senses enhanced to superhuman precision. Can use in addition to INT, vs surprise, spot clue, etc. Rank vs rank to detect invisible, green to see chameleons Stunts:Pentration vision, Thermographic vision, proximity sense, track, hyper smell (etc) |
Hyper-Speed | Notes: Travel, Biological,
Matter, Active Explanation: Move for short bursts of intense rank speed, use for INT or FIG for multi or area attacks. May manouver super humanly, labour or perform sleight of hand Stunts: Whirlwind, Jump, Sonic Boom, Hammerpunch, Blur, Streak (1t), Ignore G (1t) |
Hyper-Stat | Notes: Variable,
Biological, Semi-Active Explanation: Add rank no to chosen a stat. Does not add to health or karma total. May activate 1/t per rank no per day. Must roll to start and stop power from activating. Stunts: FASE stats may have stunts of other physichal stats, CRIP have other mental |
Illusion | Notes: Variable, Energy,
Matter, Psionic, Active Explanation: Generate ran in illusionary massed object within range. Obays mental commands. Light illusions are visual, Power illusions are force, Psi illusions are mental Stunts: Invisibility, Chameleon, Duplication, Area FX, Mimic, Forcebolt, Laser |
Invisibility | Notes: Variable, Energy,
Matter, Psionic, Semi-Passive Explanation: Invisible to visable light, thus can easily hide and evade enamy attention. Very hard to without area attacks or melee at -3cs fighting with some idea of location. Stunts: Stealth, FX Other, Penetration Vision, Scanfoil, *Resistance, Reflection, |
Matter Shell* | Notes: Defencive, Matter,
Biological, Active Explanation: Generates shell of matter acting as an armoured layer of flexible material which maybe damaged. May repair with feat roll. Matter may have unique properties Stunts: Ablative Shell (Interior), STR, END, Matter Missile, Claws, Resistance |
Missile Generation* | Notes: Offensive, Energy,
Matter, Biological, Active Explanation: Generate at will a specific form of energy or matter which can be directed as a missile weapon. Cone, Area FX, Range, Pulse and AP possible varients. Stunts: *Cone, *Explosive, *Range, *Pulse, *AP, *Sheathe, *Replicant, |
Natural Weapons | Notes: Offensive,
Biological, Matter, Active Explanation: The body is able to change into a variety of deadly weapons, usualy claws but bare handed martial arts could be bought as power with talents as stunts Weapons inflict rank damage. Other combat usable adaptions are also plausible. Stunts: Extra Limbs, Flame Breathe, Spit Acid, Whip Toungue, Armour, Regen, Track |
Nemesis | Notes: Offensive,
Meta-Power, Semi-Active Explanation: By scaning a target, this power adapts to whatever power most would counter the targets. The power takes a feat roll (better roll more choice) and 3t to work Stunts: Memory Slots allow weilder to call on powers manifested again at will |
Phazing | Notes: Travel, Matter,
Energy, Semi-Passive Explanation: By moving molecules of the body between those of other solids the user can pass through matter. Power feat vs material STR. Rank armour is provided also. Stunts: Airwalk, Disruption, Telepot, Disintergation, Plane Shift, Penetration Vision |
Plasticity | Notes: Variable,
Biological, Matter, Semi-Active Explanation: The users body can be streached, shaped, contorted into many shapes. The users may alter their appearance and use this rank for area attacks Stunts: Body Armour, Bouncing, Elongation, Shapeshift, Disguise, Slingshot |
Power Control | Notes: Variable,
Meta-Power, Active Explanation: The user can tap into metahuman powers sending them out of control. Many powers will damage the user rather than function. Others will just not work Stunts: Nullifier, Amplifier, Reflection, Absorbtion, Nutralizer, Inhibitor Feild |
Power Mimic | Notes: Variable
Meta-Power, Active Explanation: The users can mimic another beings existing meta power and duplicate it’s properties at rank while subject is in range. The mimic rank may exeed the subject rank Stunts: Memory Slot, Mimic Stunt, Long Range, Multi-Mimic, Stat Mimic, Talent Mimic |
Power Scan | Notes: Variable
Meta-Power, Active Explanation: The users determine if another being has powers and asses ranks of attributes, powers and natural abilities (not learned ones). Higher rank can ignore blocking such as screens, matter or forcefeilds. Higher colour feat rolled more data. Yellow can read stunts and if power active, red can see effects of powers outside of power weilder some time later and possibly track them. |
Psychometry | Notes: Sensory, Psionic,
Active Explanation: May touch an object to read psychic impressions from an object. Better rolls get more data, most dramatic events first. Some scenes may offend the viewer or worse Stunts: History, Commune, Speak to Dead, Postcog, Precog, Psi-Track, Telelocate, Scrub |
Reflection | Notes: Defencive, Energy,
Matter, Psionic, Semi-Active Explanation: Deflect incoming fire with a feat Roll vs incoming attack rank, and an agility roll to target returned missile fire. Deflect 1 rank or greater attack per round max. Stunts: Bounce, Chameleon, Stealth, Mirror Wall, Sheild Other, Rerflection Sphere |
Regeneration | Notes: Defencive,
Biological, Matter, Psionic, Passive Explanation: Recover 1pt health per turn per 10pts rank number, heals all forms of damage, even when unconcious. Will become concious as per normal Stunts: Recovery, Self Healing, Regenerate Organ, Self Revival, Stabilize Wound |
Resistance* | Notes: Defensive,
Biological, Matter, Energy, Psionic, Passive Explanation: Resistance gives feat roll to ignore an attack form and reduces the rank in damage even if feat fails vs a single attack form. Stunts include new resistances such as heat, cold, electricity, radiation, force, blunt, edged, poison, corosive |
Transformation* | Notes: Defencive, Matter,
Energy, Biological, Semi-Active Explanation: Transform into a specific type of energy or matter, may have properties of of form. Most provide rank body armour, as well as the possibility of providing a weapon Stunts: Missile, Anather Form, Shape Shift, Teleport, Transform Other, Ablative Shell |
Shapeshift | Notes: Variable,
Biological, Matter, Semi-Active Explanation: Shapeshift into a different form. The more specific the form the more skillful and less fatiguing the change. Simulated powers or stats usualy are new stunts Stunts: Plasticity, Regeneration, Elongation, Wings, Claws, Armour, Mimic |
Telekinesis | Notes: Variable, Psionic,
Matter, Energy, Active Explanation: Can apply rank strength at a range to lift, break or grapple a target. Usualy this is invisible. Telikinetic force can be broken if it’s material rank is attacked Stunts: TouchTK, Fly, Forcefeild, Missile, Claws, Proximity Sense, Smother, Pyrokinesis |
Telepathy | Notes: Variable, Psionic,
Active Explanation: Can mentaly link to anather being, eavesdrop on their surface thoughts and talk. Once linked the psi can locate and target powers via the subjects telepathic link Stunts: Psi-blast, Mind-Control, Mind-Probe, Psi-Scan, Mindlink, Illusions, Invisibility |
Teleport | Notes: Travel, Matter,
Energy, Psionic, Active Explanation: Can port between rank range distances by converting self into an energy stream and moving at the speed of light. Blind porting must roll to avoid deadly mishaps Stunts: Multi-Port, Carry, Port-Other, Heat Generation, Phaze, Disrupt, Plane Shift |
Tunneling | Notes: Travel, Matter,
Biological, Energy, Psionic, Active Explanation: Can tunnel through matter at rank speed if material strength rank is less. If equal 1 area/t. Provides oxygen and subteranean proximity senses within an area Stunts: Claws, Strength, Heat/Vibration Sheathe, Drill, Various senses, Passage |
Other oddments
Werecreaturesthis was failure as pc but still ok as npc
Humanform Wereform Character
Generation
Fighting +1CS +3 CS 1. Cost
one background option
Agility +1 CS +2 CS 2.
Create normal human + mods
Strength +1 CS +3 CS 3.
Powers:
Endurance +1 CS +2 CS -Gd
(10) (Species) Empathy
Charisma - -1 CS -Ex (20)
Hyper Sense
Reason - -1 CS -Rm (30)
Wereform
Intuition +1 CS +2 CS 4.
Optional pet for contact
Psyche - - 5. Set specific
species
Notes on Wereform
Choose one prime stunt at rank as the
characters main were form ability. Then all following stunts can be
used simultaniously. Cosmetic changes are inclusive, including
fur/scales/tails etc. Natural weapons such as claws, teeth etc are
inclusive providing an edged at attack.
Common Wereform Stunts
Hyper attributes Regeneration Body
Armour Hyperleap
Hyperspeed Dangersense Animal
Form Growth
Specialist Wereform Stunts
(Based on Species)
Venom Wings Tail Amphibious
Webcast Cling Chameleon Firebreath
Spit Acid Sonar 360 Vision Spines
Burrowing Extra Limbs New Sense
Eternalsnot marvel universe eternals - meant to be green lantern types
Eternalform Character Generation
Fighting +2 CS 1. Only get one background option
Agility +2 CS 2. Create
normal human as usual
Strength +2 CS -xept +10
ranks (not +5)
Endurance +2 CS 3. Powers:
Charisma +2 CS -(Rm) Uni
-Power
Reason +2 CS -(Gd) Meldsuit
Intuition +2 CS 4. Must
take Adam Eternal or power source as a contact
Psyche +2CS 5. Must be a
Defender
Notes on Uni -Power
Includes Force Feild as standard power
plus can earn stunts with no default CS, which may be used
simultaniously. Make a power feat roll to change form, only 10 min
per day total time. Receive more energy every night at midnight from
Adam Eternal (or some manner from a source). Meldsuit only active in eternal form. Zero Karma
attracts Adams Judgement or even other Eternals.
Common Uni -Power Stunts
Energy Bolt Force
Bolt Telikinesis Flight
Force Wall Healing Aura
Sense Teleport
Dimension
Shift Flash Darkness Penetration Vision
Power Scan Force
Sheild Telelocation Telepathy
Australian Metahumans | ||||
The Statesmen | Sex | Type | State | Notes |
Australian Sentinel | M | Alpha | ACT | Armour, Flight |
Eclipse | F | Delta | VIC | Darkforce, Gateway |
Forsight (Killed 1992) | F | Psi | TAS | Precog, Empath |
Kingfisher | M | Epsilon | WA | Flight, Amphibious |
Scorpion | M | Beta | NT | Toxin, Speed |
Shrike | F | Beta | SA | Flight, Regen |
Solarstorm | M | Alpha | QL | Plasma Bolt, Flight |
Southern Cross | M | Epsilon | NSW | Telikinetic, Forcefeild |
Walgaru (Missing 1992) | M | X | NT | Empathy? |
Warlock | M | Psi | TAS | Astral Travel, Precog |
Special Squadron (1960’s) | Sex | Type | State | Notes |
Cancer (Missing 1974) | M | Exosuit | WA | Amphibious, Claw, Laser |
Electric Lady | F | Epsilon | NSW | Shockbolt, Sheath |
Gamble | M | Gamma | NSW | Speed, Leap |
Heatwave | F | Epsilon | WA | Heatbolt, Sheath |
Mantis | M | Omega | SA | Power Mimic, Scan |
Mastermind | M | Delta | SA | Precog, Telikinesis |
No-Man (Missing 1968) | M | Psi | VIC | Mind Control, Talent Mimic |
Persuader (Killed 1976) | M | Alpha | SA | Armour, Empathy |
Unicorn (Missing 1972) | F | Gamma | QL | Speed, Healing |
Taskforce Oz (1970’s) | Sex | Type | State | Notes |
Captain Australia | M | Alpha | SA | Armour, Leap |
Commando | M | Beta | VIC | Regeneration, Invisibility |
Devil Dingo (Missing 1979) | M | Were | ACT | Shapeshift |
Goanna | F | Were | ACT | Shapeshift |
Golden Girl | F | Epsilon | NSW | Plasmabolt, Armour |
Tasmanian Devil | M | Were | TAS | Shapeshift |
Vigor | V | Beta | WA | Speed, Enviro-Adaption |
Southern Squadron (1980’s) | Sex | Type | State | Notes |
Bullet | M | Alpha | ACT | Speed, Armour |
Grey Dragon (Missing 1994) | M | Beta | VIC | Teleport, Regeneration |
Heavy Metal (Missing 1989) | M | Alpha | SA | Metalform, Leap |
Lodestone | F | Epsilon | VIC | Magnetic Control/Gen |
Magus (Missing1986) | M | Psi | SA | Gateway, Psiblade |
Mist (Missing 1991) | F | Epsilon | WA | Vapourform, Empathy |
Roulette | F | Gamma | NSW | Forcefeild, Telekinesis |
Shadowbat | M | Beta | VIC | Sonic Control/Gen |
White Heat | F | Beta | ACT | Heat Sheathe, Speed |
Wraith (Killed 1991) | M | Gamma | TAS | Phasing, Illusions |
Southern Knights (1990’s) | Sex | Type | State | Notes |
Archangel (Missing 1993) | M | Alpha | SA | Amour, Flight |
Cheeta | F | Gamma | NSW | Speed, Senses |
Discord (Missing 1994) | M | Delta | SA | Matter Animation |
Dust | F | Delta | NSW | Transform Other/Self |
Mr Smith | M | Beta | SA | Magnetic Control/Gen |
Ninja Avenger (Killed 1992) | M | Alpha | SA | Armour, Regeneration |
Quantum Cat | M | Gamma | SA | Phasing, Lightform |
Sandman | M | Delta | SA | Siliconform |
Simak | M | Beta | SA | Telepathy, Regeneration |
Keymaster | M | Delta | SA | Gateway, Demonic Constructs |
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