Post by damianmagecraft on Dec 8, 2013 21:54:34 GMT
I will often refer to these rules when discussing HU.
So for ease of conversations I am posting them here so we will all beable to understand just what exactly I am referencing.
Universal Rules
Megaversal Option - any race, class, tech, skill, etc... from any Palladium Books product is fair game. (with GM approval)
Tiered Strength - in order to standardize the 4 tiers of strength more I have made a single adjustment.
Normal Strength (regardless of stat number) is always x10/x20 for carry/lift. (I am constantly toying around with other adjustments for damage and such but have yet to land on one that works just right for me.)
Automatic skills
Pilot: Automobile or Motorcycle (pick one)
Math: Basic
Speak Native Language (+25)
Literacy Native Language (+25)
Hand to Hand: Basic (may be up graded)
Skill Adjustments
level one is a level so all skills get that +x% at 1st level as well.
skills may exceed 100% but when making a skill check 99 and 100 are always considered a failing roll.
certain classes may upgrade their HTH to one of the Martial Art forms from Ninjas & Superspies or Mystic China. (pending GM approval).
Character Creation
Stat Generation - 3d6 place to taste
Power Classes
There are ten base classes.
Most base classes have sub-classes.
Players may choose a class or randomly roll.
Alien
Extra-Terrestrial
Extra-Dimensional
Alternate Terrestrial race
Bionics
Cybernetic Implants
Partial-reconstruction
Full Conversion
Experiments
Intentional
Accidental
Eugenics
Imbued
Super-Soldier
Hardware
Electrical
Mechanical
Analytical
Weapons
Magical
Enchanted Weapon
Enchanted Object(s)
Mystic Study
Bestowed
Imbued
Mutant
Human
Animal
Physical Training
Psionic
Minor
Major
Master
Robot
Exo-skeleton/Power Armor
Artificial Intelligence
Transferred Intelligence
Special Training
Ancient Master
Ancient Weapons Master
Hunter/Vigilante
Secret Operative
Stage Magician
Super Sleuth
Natural Genius/Mastermind
Super Powers
Rather than rolling for xyz number of Major/Minor powers; Players roll for a number of power points.
All minor powers cost one point. Most Major powers cost two points.
Any redundant powers (powers that can be duplicated by combining two or more powers) cost a number of points equal to the total of the combined powers. Example: APS Magnet = APS Metal (major power; 2 points) plus Magnetism (major power; 2 points) = point cost of 4
All powers can be stacked.
Any power may be taken multiple times with the result of stacking all benefits (range, damage, etc...)
Power Points chart
01-02 [1]One Point
03-06 [2]Two Points
07-14 [3]Three Points
15-30 [4]Four Points
31-50 [5]Five Points
51-70 [6]Six Points
71-86 [7]Seven Points
87-94 [8]Eight Points
95-98 [9]Nine Points
99-00 [10]Ten Points
Special Add on Templates
Add on templates are added on to an existing class.
Multiple Templates may be placed onto a class.
Templates
Symbiont
Gestalt
Super Invention
Mega Hero
Crazy Hero
Legacy Hero
Symbiont
Pretty much what is found in the PU2 book (Pgs 86 to 90). With the following changes...
Skip steps One and Two (those are as per the base class)
In Step Three: Ignore Benefits gained (The base class is the benefit); Skip Determining powers (these will be as per base class)
Skip Steps Four, Five, and Six. (these will be as per the base class).
Example of a Symbiote Template application:
Power Armor base class with Symbiote Template
The Power Armor suit now becomes A Biological Organic Armor. (Ala Splicers)
Gestalt
Gestalts are beings of power created from the combination of two or more "lesser" beings.
See PU2 (Pgs 37 through 55).
The Nature of the Gestalt is determined by the base class.
Powers and Education are as per the base class.
Determine the type/ nature of the Controlling intellect as per the PU2 book (use best judgment for which chart is appropriate.)
If using multiple Player Characters for the Gestalt Hero The resulting blended being will have all the powers of the parts equal to the combined level of all classes involved.
Super Invention
This template (typically used on tech based classes) allows for the purchase and installation of super powers into
technological devices.
Specific Cost of powers/spells/psionics is determined by the GM.
Budget:
For base Classes that come with budgets the cost of the powers will come from there.
For classes with no budget step... Use the Hardware: Analytical Budget.
Ballpark costs:
Minor powers Range from $250,000 to $1,000,000.
Major powers Range from $1,000,000 to $5,000,000.
Spells cost $100,000 per level of spell. If a super power equivalent exists the spell version is unavailable
Psionics Cost $100,000 for healing, sensitive, and Physicals. $250,000 for Super. As with Spells If a Super Power version exists the Psionic version is unavailable.
These prices are for level one ability of the power (if it scales with levels). Each additional level of a scaling power costs 1/10th the initial cost. (Device level cannot exceed Character level + 4).
In the case of powers (like Create Force Field) That have abilities dependent on an ability score; the device is "issued" a phantom Ability score of the absolute minimum at which the power can function (not to be lower than 3) and any bonuses the power grants to said score are added. Additional Ability points may be purchased for the device at 1/10th of the initial power purchase cost per point.
Example: Create Force Fields max sdc is tied to the ability score PE. The device (a belt in this case) is issued a phantom PE score of 3 (power has no minimum PE nor grants any PE bonuses). Fred the inventor of the belt wishes to increase this. The cost of the power was $1,000,000 each additional PE point for the belt will cost Fred an additional $100,000 from his budget.
Crazy Hero
As per HU2 main Book (Pg. 33 to 38)
Legacy Hero
As per HU2 Main Book (Pg. 42 and 43)
Mega Hero
Quite possibly the most extensively altered Template in my House Rules
See HU2 Main Book (Pg. 178 to 185) for the basic write up.
The first Big change is the allowance of this Template to be applied to every single Base class.
Common Mega Powers
There are Four "common" mega powers that are unique to each of the Base Classes.
Aliens:
Since Aliens get a "secondary" sub-class (see HU2 Pg. 91 to 99), The four common mega powers are determined by the secondary class.
Bionics:
Supernatural PS: as per the Mega-Hero Template in HU2 Main Book
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Range by 50%: As per Mega-Hero Template in HU2 Main Book
Increase Budget by 50%
Experiments:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase all primary aspects of powers by 50%: This means range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.)
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Hardware:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Budget by 50%
Increase Special Hardware skill progression rate by 100%
Increase IQ by 50%
Magical:
Because the types of magical classes is so varied there are 4 different sets of common powers.
Mystic Study:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Total PPE by 50%
Increase Total number of Spells Known By 50%
Increase all primary aspects of spells by 50%: This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Enchanted Weapon:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
If granted spell knowledge by the weapon
Increase Total PPE by 50%
If granted super powers
Increase all Primary aspects of powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Enchanted Object(s):
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Total PPE by 50%
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase All Primary aspects of spells/powers by 50%: This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Bestowed:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase All Primary aspects of Spells/Powers by 50%:This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
if granted spells
Increase total PPE by 50%
if granted super powers
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Mutant:
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
human:
Increase All Primary aspects of powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Animal:
Increase Bio-E by 50%
Physical Training:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
enhanced Healing: as per the Mega-Hero template in HU2 main Book
Extraordinary PS: Identical to the minor power found in HU2 Main Book
Extraordinary PP: Identical to the minor power found in HU2 Main Book
Psionic:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Total ISP by 50%
Increase All Primary aspects of Psionic Powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Robot:
Increase Total SDC By 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Increased Range by 50%: as per the Mega-Hero template in HU2 main Book
Increase Budget by 50%
Special Training:
Like with the Magical Base class because the sub-classes are so diverse each sub-class has its own variation of Common Mega-powers.
Common to all Special Training (except where noted):
Increase SDC by 50%: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Skill Progressions by 50%
Ancient Master
Lightning Reflexes: As per the Power in PU1 (Pg. 34)
Ancient Weapons Master
Lightning Reflexes: As per the powers in PU1 (Pg. 34)
Secret Operative
Heightened Sense of Awareness: As per the power in PU1 (Pg. 30)
Stage Magician
Increase Budget By 50%
Super Sleuth
Heightened Sense of Awareness: As per the power in PU1 (Pg. 30)
Natural Genius
one additional Mental discipline
Special Mega-Powers & Achilles Heels
As per HU2 Main Book (Pg. 181 to 185) with the following alterations.
The list of Powers and Heels in the Book are not inclusive.
With GM approval new powers and Heels may be created. Example of a GM approved New Mega Power: Tremendous PPE - Add 1D4 x 100 + 160 to base PPE.
Any Number of Special Mega-Powers may be selected.
But for every Special Power selected one Heel Must be selected as well.
Example: Joe is building a Mega-Hero and wants his Hero to have Both the Tremendous PS and Tremendous SDC powers.
In order for that to be possible Joe must also select Two Achilles Heels for his Hero.
So for ease of conversations I am posting them here so we will all beable to understand just what exactly I am referencing.
Universal Rules
Megaversal Option - any race, class, tech, skill, etc... from any Palladium Books product is fair game. (with GM approval)
Tiered Strength - in order to standardize the 4 tiers of strength more I have made a single adjustment.
Normal Strength (regardless of stat number) is always x10/x20 for carry/lift. (I am constantly toying around with other adjustments for damage and such but have yet to land on one that works just right for me.)
Automatic skills
Pilot: Automobile or Motorcycle (pick one)
Math: Basic
Speak Native Language (+25)
Literacy Native Language (+25)
Hand to Hand: Basic (may be up graded)
Skill Adjustments
level one is a level so all skills get that +x% at 1st level as well.
skills may exceed 100% but when making a skill check 99 and 100 are always considered a failing roll.
certain classes may upgrade their HTH to one of the Martial Art forms from Ninjas & Superspies or Mystic China. (pending GM approval).
Character Creation
Stat Generation - 3d6 place to taste
Power Classes
There are ten base classes.
Most base classes have sub-classes.
Players may choose a class or randomly roll.
Alien
Extra-Terrestrial
Extra-Dimensional
Alternate Terrestrial race
Bionics
Cybernetic Implants
Partial-reconstruction
Full Conversion
Experiments
Intentional
Accidental
Eugenics
Imbued
Super-Soldier
Hardware
Electrical
Mechanical
Analytical
Weapons
Magical
Enchanted Weapon
Enchanted Object(s)
Mystic Study
Bestowed
Imbued
Mutant
Human
Animal
Physical Training
Psionic
Minor
Major
Master
Robot
Exo-skeleton/Power Armor
Artificial Intelligence
Transferred Intelligence
Special Training
Ancient Master
Ancient Weapons Master
Hunter/Vigilante
Secret Operative
Stage Magician
Super Sleuth
Natural Genius/Mastermind
Super Powers
Rather than rolling for xyz number of Major/Minor powers; Players roll for a number of power points.
All minor powers cost one point. Most Major powers cost two points.
Any redundant powers (powers that can be duplicated by combining two or more powers) cost a number of points equal to the total of the combined powers. Example: APS Magnet = APS Metal (major power; 2 points) plus Magnetism (major power; 2 points) = point cost of 4
All powers can be stacked.
Any power may be taken multiple times with the result of stacking all benefits (range, damage, etc...)
Power Points chart
01-02 [1]One Point
03-06 [2]Two Points
07-14 [3]Three Points
15-30 [4]Four Points
31-50 [5]Five Points
51-70 [6]Six Points
71-86 [7]Seven Points
87-94 [8]Eight Points
95-98 [9]Nine Points
99-00 [10]Ten Points
Special Add on Templates
Add on templates are added on to an existing class.
Multiple Templates may be placed onto a class.
Templates
Symbiont
Gestalt
Super Invention
Mega Hero
Crazy Hero
Legacy Hero
Symbiont
Pretty much what is found in the PU2 book (Pgs 86 to 90). With the following changes...
Skip steps One and Two (those are as per the base class)
In Step Three: Ignore Benefits gained (The base class is the benefit); Skip Determining powers (these will be as per base class)
Skip Steps Four, Five, and Six. (these will be as per the base class).
Example of a Symbiote Template application:
Power Armor base class with Symbiote Template
The Power Armor suit now becomes A Biological Organic Armor. (Ala Splicers)
Gestalt
Gestalts are beings of power created from the combination of two or more "lesser" beings.
See PU2 (Pgs 37 through 55).
The Nature of the Gestalt is determined by the base class.
Powers and Education are as per the base class.
Determine the type/ nature of the Controlling intellect as per the PU2 book (use best judgment for which chart is appropriate.)
If using multiple Player Characters for the Gestalt Hero The resulting blended being will have all the powers of the parts equal to the combined level of all classes involved.
Super Invention
This template (typically used on tech based classes) allows for the purchase and installation of super powers into
technological devices.
Specific Cost of powers/spells/psionics is determined by the GM.
Budget:
For base Classes that come with budgets the cost of the powers will come from there.
For classes with no budget step... Use the Hardware: Analytical Budget.
Ballpark costs:
Minor powers Range from $250,000 to $1,000,000.
Major powers Range from $1,000,000 to $5,000,000.
Spells cost $100,000 per level of spell. If a super power equivalent exists the spell version is unavailable
Psionics Cost $100,000 for healing, sensitive, and Physicals. $250,000 for Super. As with Spells If a Super Power version exists the Psionic version is unavailable.
These prices are for level one ability of the power (if it scales with levels). Each additional level of a scaling power costs 1/10th the initial cost. (Device level cannot exceed Character level + 4).
In the case of powers (like Create Force Field) That have abilities dependent on an ability score; the device is "issued" a phantom Ability score of the absolute minimum at which the power can function (not to be lower than 3) and any bonuses the power grants to said score are added. Additional Ability points may be purchased for the device at 1/10th of the initial power purchase cost per point.
Example: Create Force Fields max sdc is tied to the ability score PE. The device (a belt in this case) is issued a phantom PE score of 3 (power has no minimum PE nor grants any PE bonuses). Fred the inventor of the belt wishes to increase this. The cost of the power was $1,000,000 each additional PE point for the belt will cost Fred an additional $100,000 from his budget.
Crazy Hero
As per HU2 main Book (Pg. 33 to 38)
Legacy Hero
As per HU2 Main Book (Pg. 42 and 43)
Mega Hero
Quite possibly the most extensively altered Template in my House Rules
See HU2 Main Book (Pg. 178 to 185) for the basic write up.
The first Big change is the allowance of this Template to be applied to every single Base class.
Common Mega Powers
There are Four "common" mega powers that are unique to each of the Base Classes.
Aliens:
Since Aliens get a "secondary" sub-class (see HU2 Pg. 91 to 99), The four common mega powers are determined by the secondary class.
Bionics:
Supernatural PS: as per the Mega-Hero Template in HU2 Main Book
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Range by 50%: As per Mega-Hero Template in HU2 Main Book
Increase Budget by 50%
Experiments:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase all primary aspects of powers by 50%: This means range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.)
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Hardware:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Budget by 50%
Increase Special Hardware skill progression rate by 100%
Increase IQ by 50%
Magical:
Because the types of magical classes is so varied there are 4 different sets of common powers.
Mystic Study:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Total PPE by 50%
Increase Total number of Spells Known By 50%
Increase all primary aspects of spells by 50%: This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Enchanted Weapon:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
If granted spell knowledge by the weapon
Increase Total PPE by 50%
If granted super powers
Increase all Primary aspects of powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Enchanted Object(s):
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Increase Total PPE by 50%
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase All Primary aspects of spells/powers by 50%: This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Bestowed:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase All Primary aspects of Spells/Powers by 50%:This means Range, Duration, Saving Throw, Weight limits (if any), etc. (does not increase or reduce the PPE cost of spells) (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
if granted spells
Increase total PPE by 50%
if granted super powers
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Mutant:
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
human:
Increase All Primary aspects of powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Animal:
Increase Bio-E by 50%
Physical Training:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
enhanced Healing: as per the Mega-Hero template in HU2 main Book
Extraordinary PS: Identical to the minor power found in HU2 Main Book
Extraordinary PP: Identical to the minor power found in HU2 Main Book
Psionic:
Increase Total SDC by 50%: as per the Mega-Hero template in HU2 main Book
enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Total ISP by 50%
Increase All Primary aspects of Psionic Powers by 50%: This means Range, Duration, Damage, Weight limits (if any), etc. (This does not apply to bonuses to strike, parry, dodge, Ability score increases, etc.).
Robot:
Increase Total SDC By 50%: as per the Mega-Hero template in HU2 main Book
Supernatural PS: as per the Mega-Hero template in HU2 main Book
Increased Range by 50%: as per the Mega-Hero template in HU2 main Book
Increase Budget by 50%
Special Training:
Like with the Magical Base class because the sub-classes are so diverse each sub-class has its own variation of Common Mega-powers.
Common to all Special Training (except where noted):
Increase SDC by 50%: as per the Mega-Hero template in HU2 main Book
Enhanced Healing: as per the Mega-Hero template in HU2 main Book
Increase Skill Progressions by 50%
Ancient Master
Lightning Reflexes: As per the Power in PU1 (Pg. 34)
Ancient Weapons Master
Lightning Reflexes: As per the powers in PU1 (Pg. 34)
Secret Operative
Heightened Sense of Awareness: As per the power in PU1 (Pg. 30)
Stage Magician
Increase Budget By 50%
Super Sleuth
Heightened Sense of Awareness: As per the power in PU1 (Pg. 30)
Natural Genius
one additional Mental discipline
Special Mega-Powers & Achilles Heels
As per HU2 Main Book (Pg. 181 to 185) with the following alterations.
The list of Powers and Heels in the Book are not inclusive.
With GM approval new powers and Heels may be created. Example of a GM approved New Mega Power: Tremendous PPE - Add 1D4 x 100 + 160 to base PPE.
Any Number of Special Mega-Powers may be selected.
But for every Special Power selected one Heel Must be selected as well.
Example: Joe is building a Mega-Hero and wants his Hero to have Both the Tremendous PS and Tremendous SDC powers.
In order for that to be possible Joe must also select Two Achilles Heels for his Hero.