Experiments

Experiment (Supersoldier)
Experiment Eugenics
Experiment Imbued

 

 

Experiment (Supersoldier)
The hero created by scientific experimentation is a bit different from most of the other power categories in that
his extraordinary powers are man-made. Presumably. prior to the experiment, the character was an ordinary human being or perhaps even a physically impaired or underdeveloped human specimen. It is the experiment that has
transformed and instilled the character with superhuman abilities.

The Supersoldier is a catch-all name that means the Experiment was a deliberate attempt to create a superior, human fighting machine. The focus is usually on tapping into the vast human potential and to bring the human body and mind to their limit. The superbeing is likely to be an active agent for a government, corporation or organization, with additional funding and support from his affiliation with that group. But the player can opt for a character that is an independent agent, with his own motives and reasons for fighting crime.

Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 40 SDC
Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3: Experiment Type
In many cases, the manifestation of super abilities is a one in a trillion fluke that was not expected and can not be duplicated. Even if the purpose of the experiment was to create a supersoldier or instill superpowers, either it has no noticeable effect on half to three quarters of its test subjects or seriously injures or kills most others. Only a tiny percentage have a successful reaction, and even then the experiment is likely to have unpredictable results - cannot duplicate the exact same effects twice. The powers themselves often defy scientific explanation.
D100 Result
01-33 A deliberate and successful attempt to create a human with superhuman powers, but results cannot be duplicated.
34-66 The manifestation of super abilities is a completely unexpected side effect of an experiment, unintentional, and impossible to duplicate.
67-00 A deliberate  and successful experiment to augment or alter the human body. The process can be duplicated but less powerful than the character who is the prototype.
Step 4: Super Abilities
Players may choose or roll on the Random Super Ability Selection Table.
D100 Result
01-12 6 Minor Powers
13-24 1 Major and 4 Minor Powers
25-36 2 Major and 2 Minor Powers
37-48 3 Major Powers
49-61 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
62-74 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories (for 8 total), +2 additional total psionic powers per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
75-87 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
88-00 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
Step 5: Secondary Abilities
The Experiment also gains several secondary abilities. Roll 5 times on the table that follows.
D100 Result
01-05 +6 PP and is ambidextrous. +2 on initiative, automatic dodge, paired weapons, and add +5% to skills requiring manual dexterity and or agility such as acrobatics, climb, swim, pick locks, etc.
06-10 Add 36 kg to weight (muscle, not fat), skin has a natural armour rating of 13, +12 HP and +4D6x10 SDC. An opponent's roll to strike must be 14 or higher to inflict damage. Rolls under 14 may hit, but do no damage.
11-15 SPD x4 and enables the character to leap 5.5 metres straight up and 7 metres across; +1 on initiative, +1 to dodge, and +1 to roll with impact, punch or fall.
16-20 +1 hand to hand attack per melee, +2 on initiative, +4 to save vs Horror Factor, and +2 to save vs possession.
21-25 PE and PS +8, +24 SDC, +10 SPD. The character is not affected by physical exhaustion/fatigue for the first two hours of strenuous activity.
26-30 +4 IQ, +2 to save vs illusions, Horror Factor and possession.
31-35 The character is physically altered, with fat becoming lean muscles, bones strengthening or healing, hair filling out, physical impairments such as poor vision and poor hearing corrected, and disease, even a terminal one, eliminated. +4 to PE, +8 to PB, +6 to speed and PS, +12 to Hit Points and +24 to SDC.
36-40 A Bionic weapon system is built into one of the character's hands and arms. This is not an artificial limb, but a bionic implant. The weapon responds to bio-electrical impulses from the brain and is under the complete control of the character. Maximum of 40 blasts per hour, but automatically recharges. PS of the bionic hand and arm is 20, and it has 50 SDC. Select 1 from the following:
Electrical Discharge: Does D6-5D6 damage (character can adjust the degree of damage: counts as one blast regardless of damage amount). Can be fired as an arcing blast or the hand can be electrified to inflict damage by touch (add normal punch and PS damage 10 the electrical damage if used as an electrified punch attack). Range of 30.5 metres.
Retractable Claws: One in each finger, +4D4 damage to slashing or jabbing punch attacks.
Retractable Forearm Blades: A pair of blades equal in length to a short sword, can extend and retract from a housing in the forearm doing 3D6 damage per strike and +1 to parry.
Rocket Hand: The bionic hand can fly off to strike an opponent or to grab something and then return to its mechanical housing. Range of 65 metres, and damage from its punch is +2D4, takes one melee action to return and reconnect. Has 18 SDC.
Finger Guns: 5 of the fingers on one hand fire a small energy bolt with a damage of 2D6 per single blast with a range of 35 metres. +1 to strike on an aimed shot.
41-45 The character can throw any weapon or item designed for throwing (a ball, spear, knife, grenade, etc.) with astonishing accuracy (+5 to strike when throwing or making an aimed or Called Shot) and at twice the normal distance. Additionally. the character can fire a weapon or throw from a moving vehicle or while riding a horse, while hanging upside down or while leaping or falling without penalty. He can also throw two items simultaneously at the same target or at two different targets (in this latter case, no bonus to strike applies 10 either) and only uses up one melee attack/action. The character's ability to see and track (some say sense or feel) moving objects enables him to attempt to parry or dodge projectiles (bullets, arrows, etc.) and energy blasts, at +2.
46-50 Internal Robotic Medical System: An amazing medical device that releases a dozen nano-machines, about the size of a pinpoint, into the bloodstream to repair internal injuries, stop bleeding and knit wounds. The containment unit is placed in the chest cavity and the tiny robots go to work automatically whenever the body experiences trauma. They are powered by the electromagnetic energy of the human body and continually search for damage and repair it. Types of internal injury which they can repair include cuts, stab wounds, bleeding, blood clots, tom/ruptured veins, internal bleeding, tissue damage, and even minor damage to internal organs. Bullets can also be located, and excised (removed), seeming to work their way out of the body and drop out at the wound site. Equal to a doctor's surgical skill of 95%. When the units are done, they simply return to the housing to be reused. Repair time depends on the amount of damage
and can take minutes or hours. Special: Heals at a rate of D10 Hit Points or SDC per minute, or 2D4x10 HP or SDC per hour for serious injury (heavy trauma like the character losing all his SDC and half or more of his Hit Points, overwhelms the nano medical system, reducing the amount of damage they can repair rapidly).
51-55 Attempted to instill energy ability that didnt take but the character is resistant to energy so lasers,
energy blasts, fire, heat, etc. do half damage.
56-60 Cyber-Armour: This is a unique lightweight armour that is grafted right to the skin. The armour plates are less than an eighth of an inch thick and form-fitted around the contours of the body. Cyber-armour is only grafted to the head, back of the neck, spine, chest, shoulders, shoulder blades, and thighs. The rest of the body is not protected. Bonuses: 200 SDC, AR 16.
61-65 With a series of hypnotic, subliminal suggestions and chemical injections the character's mind has been made more resistant to psionic intrusions and is resistant to psionic attacks. +5 to save vs mind control, +4 to save vs illusions and Horror Factor;+2 to save vs all other psionic attacks, and is impervious to possession.
66-70 Phenomenal Balance: Can fire a gun while moving, hanging upside down and even leaping, without penalty! Bonuses: +3 to roll with punch, fall or impact, +2 to dodge. +20% to the following skills (and sub-skills
within them): Acrobatics, Gymnastics, and Climb.
71-75 Can see in starlight 305 metres, and 65 metres in absolute, total darkness.
76-80 The character's bones and skull are plated with a nearly unbreakable metal that makes it impossible to break or shatter the hero's bones. Any Hit Point or SDC loss that would normally result in a broken bone is halved, the bone is undamaged; solid as a bar of steel. Punches and kicks inflict an additional D6 damage, +2 to roll with impact, and +6D6 to SDC points.
81-84 Enhanced vision provides the character with perfect 20/20 vision and exceptional long-range vision equal to a hawk, enabling this person to read a small sign or recognize a face from up to 3.5 kms away.
85-88 Enhanced sense of smell enables the character to instantly recognize odours (65%), recognize a person by
scent (25%), and even track by smell (30% +15% to follow a blood scent).
89-92 Add 6D6x10 SDC, +6D6 Hit Points. and +6 to PE attribute. Can last 10 times longer than a normal human before feeling the effects of exhaustion. Can remain alert and operate at full efficiency for up to five days (120 hours) without sleep. Normally needs only 3-4 hours of sleep per day.
93-96 Cosmetic Disguise: With the final operations the skin is closed and all scarring is systematically removed.
The new endoskeleton and systems are designed to look completely real, the systems are only detectable through a medical exam or by a bio-scanner. In both cases, there's a -30% penalty to find the nature of the endoskeleton (also it is NOT made of metal, instead high-tech ceramics are used), very well hidden. A system of bladders and moveable parts built into the mechanical skull enables the character to change the look of his face for the purpose of disguise equal to the facial part of the Major super ability; Alter Facial Features & Physical Stature. PB attribute may be adjusted up or down by eight points.
97-00 The nature of the sealed systems gives the character a +4 to save versus toxic gases, poisons, and other drugs, plus a +2 to save versus Bio-Manipulation attacks, and +20% to save versus coma. Also he has a deadened sense of touch that makes the hero hard to torture with pain alone (-50% on any attempt), but loses -10% on all skills that require a delicate touch.
Step 6: Side Effects
This is purely optional. For an unusual looking character roll on the Unusual Characteristics table below.
Step 7a: Sponsoring Organization
Who paid for everything?
D100 Result
01-12 Medical Research Centre
13-24 Private Corporation
25-36 Non Profit Organization
37-48 Government Department
49-60 Gifted scientist working on his own
61-72 Superhero group
73-84 Supervillain group
85-00 Military (but which country?)
Step 7b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.
09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 
25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the character in the wild. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the wild with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. They want him dead. 

 

 

Experiment Eugenics
Eugenics is genetic engineering, cloning and gene splicing used to augment and change the human body. The Eugenics Power Category differs from Experiments or Mutants in that the process is so sweeping and unique that it creates an entirely different type of hero. Through genetic manipulation of the individual's very genetic code, the body of the subject is changed and enhanced on a molecular level. In this case, genetically altered to be more than human.
Eugenics characters are modified, enhanced and built in much the same way as a Bionics character, only all the parts are flesh and blood, and the powers drawn from the natural world. The vast majority of genetic enhancements come from the animal kingdom, splicing genetic material from animals of all kinds (including insects) into humans with amazing results. However, alien (as in extraterrestrial) and mutant DNA, though barely understood and sometimes having unpredictable side effects, are also used by the most advanced laboratories (and those who just happen to "luck" into alien specimens). Ultimately, the genetic DNA code of the Eugenics character is altered to serve the purpose of the sponsoring organization, be it crime fighting, warfare, illegal activities, exploration or wild experiments to push the limits of the human body in the name of science.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. SDC is (D6x10) +10.
Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3: Budget for Super Abilities
Automatically receive $10 million and roll on the table below for additional funds. This money is used to buy the super abilities found in Powers Unlimited 2 pgs18-35.
D100 Result
01-30 +$5 million
31-55 +$10 million
56-75 +$15 million
76-90 +$20 million
91-00 +$30 million
Step 4a: Sponsoring Organization
Who paid for everything?
D100 Result
01-12 Medical Research Centre
13-24 Private Corporation
25-36 Non Profit Organization
37-48 Government Department
49-60 Gifted scientist working on his own
61-72 Superhero group
73-84 Supervillain group
85-00 Military (but which country?)
Step 4b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.
09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 
25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the character in the wild. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the wild with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. Want him dead. 

 

 

Experiment Imbued
Not all heroes are permanently bestowed with their super powers from birth or by the fluke of an experiment gone wrong. Some gain their powers through the use of a temporary agent, like a drug, pill. chemical injection, nano-robots, magical potion, ritual, hypnotic conditioning or any other method that is only temporary in nature. The exact reason for the character's powers is still up to the prayer, but there are some charts to help with the details. The important thing to remember with these characters is that the character will only have abilities for a limited time each day and will have to be careful when to take his super power inducing agent. If it is used too soon the character may run out of powers just when he needs them the most. To offset this disadvantage and due to the rather
limited nature of Imbued heroes, they tend to have a few
more super abilities than many of the other super powered
heroes in the Heroes Unlimited game.
Step 1: Attributes
Determine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. SDC is 30.
Step 2: Education
Roll to determine the character's educational level and select skills as usual. The character can have any level of education, from high school to doctorate.
Step 3a: Nature of Imbuing Agent
The following tables provide important background information about the Imbued Hero and the substance or process that changes the character from a normal human into a superhuman.
01-15 A drug
16-30 A potion
31-45 An injection
46-58 A magical potion
59-72 A magic amulet or other item
73-86 Nano-Technology
87-00 Hypnotic Conditioning/Brainwashing which activates in response to certain triggers
Step 3b: How easy are the chemicals to reproduce?
How difficult is it for the character to resupply?
01-25 Easy, made from very common products.
26-50 Moderate, made from uncommon products only available from a pharmacy.
51-75 Difficult, requires products from a government or private lab which arent available to the public.
76-00 Tough, requires unique products only available from the creator of the chemical. Or if the character has the formula then an extremely advanced cutting edge lab to reproduce it.
Step 3c: Who can use the chemical?
How many people can use it?
01-20 Only the character.
21-40 Only the character and anyone related to him.
41-60 Anyone of the same blood type.
61-80 Anyone who has had a special form of treatment beforehand.
81-00 Anyone at all.
Step 3d: What is the duration of the chemicals?
How long do the chemicals last?
01-50 D4 rounds
51-75 D4 turns
76-86 D4 minutes
87-94 PE x1 round
95-98 PE x1 turn
99-00 PE x1 minute
Step 3e: Are the same powers always available?
Does the character receive identical abilities each time?
01-25 Identical powers every time.
26-50 Only 50% of the powers are identical every time, the rest are random.
51-75 Random powers every time.
76-00 Random powers every time which must all be different to the previous time.
Step 3f: Are there any side effects?
Any side effects are treated as normal disadvantages.
01-20 Nausea and vomiting for D4 minutes after the chemical wears off.
21-40 Vertigo for D4 minutes after the chemical wears off.
41-60 The character is paralysed for D4 minutes after the chemical wears off.
61-80 The character becomes addicted to the chemical and needs to take it once a day or suffer withdrawal.
81-00 None
Step 4: Super Abilities
Players may choose or if random roll on table below.
D100 Result
01-12 6 Minor Powers
13-24 1 Major and 4 Minor Powers
25-36 2 Major and 2 Minor Powers
37-48 3 Major Powers
49-61 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
62-74 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories (for 8 total), +2 additional total psionic powers per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
75-87 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
88-00 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (2D4 x10). +10 ISP per each level of experience, starting with level one.
Step 5a: Sponsoring Organization
Who paid for everything?
D100 Result
01-12 Medical Research Centre
13-24 Private Corporation
25-36 Non Profit Organization
37-48 Government Department
49-60 Gifted scientist working on his own
61-72 Superhero group
73-84 Supervillain group
85-00 Military (but which country?)
Step 5b: Current status with sponsoring organization
Is the character still with his sponsor and how do they feel about each other?
D100 Result
01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.
09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.
17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 
25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.
33-44 Sponsor closed down and dumped the character in the wild. 
45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the wild with all ties broken. 
53-60 Left sponsor on very good terms. May receive favours and freelance work from them.
61-68 Left sponsor on good terms. May receive freelance work from them.
69-76 Left sponsor after fight and is no longer welcome. 
77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 
85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 
93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. Want him dead. 

 

 

Unusual Characteristics

For a truly random character in this new world roll on the following tables;
Colour Mutations
Roll on this table several times; once for skin colour, again for eye colour and once more for hair colour.
01-15 Completely normal
16-20 Red
21-25 Orange
26-30 Yellow
31-35 Green
36-40 Blue
41-45 Indigo
46-50 Violet
51-55 Gold
56-60 Silver
61-65 Bronze
66-70 Brown
71-75 White
76-80 Black
81-85 Grey
86-90 Transparent
91-95 Combination of several of the above in striped form. Roll D4 more times.
96-00 Combination of several of the above in patch form. Roll D4 more times.
Eye Mutations
What type of eyes does the character have?
01-08 Very small; -2 to hit eyes if targeted by enemies.
09-16 Small; -1 to hit eyes if targeted by enemies.
17-28 Completely normal.
29-36 Large; +10% greater sight range.
37-44 Very Large; +20% greater sight range.
45-52 Oval shape; 180 degree vision.
53-60 Glowing; +1 to intimidate others.
61-68 Reptilian; underwater nightvision equal to half normal range.
69-76 Fish; underwater nightvision identical to normal sight range.
77-84 Cat; nightvision equal to half normal range.
85-92 Insect; 360 degree vision.
93-00 Third Eye; see the invisible.
Size Mutations
How big is the character?
01-08 1ft +D10 inches
09-16 2ft +D10 inches
17-24 3ft +D10 inches
25-30 4ft +D10 inches
31-44 5ft +D10 inches
45-52 6ft +D10 inches
53-60 7ft +D10 inches
61-68 8ft +D10 inches
69-76 9ft +D10 inches
77-84 10ft +D10 inches
85-92 11ft +D10 inches
93-00 12ft +D10 inches
Body Mutations
Does the character have any additional mutations?
01-02 None.
03-04 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.
03-04 Elastic Bones; only takes half damage from any kinetic attacks (falls, punches, explosions, etc).
05-06 Emits Vapours; determine what effect the gases have and what types of lifeforms they affect.
07-08 Extra limbs; D4, D6, D8, D10, D12 or D20 extra arms, legs or heads or a mixture of each.
09-10 Fat; appears overweight but is pure muscle, +1 STR.
11-12 Featureless; a totally blank face and body. No eyes, ears, nose, mouth, nipples, etc. The character can somehow still see, hear, smell and breathe normally. For food and drink he relies on solar sustenance. 
13-14 Flat Billed; platypus type beak.
15-16 Frilled; lizard type vane around the neck.
17-18 Headless; Sensory organs are located on the main torso.
19-20 Horned; Up to D4 horns on head which do D6 damage each.
21-22 Huge Jaw; neck length.
23-24 Large Eared; hear +20% better.
25-26 Large Nostrils; smell +20% better.
27-28 Long Limbed; arms reach down to the knees or even ankles.
29-31 Lumpy; over most of the skin.
32-34 Mandibles; like an insect with STR equal to double the normal attribute.
35-37 Multiple Mouths; up to D6 extra mouths located on various parts of the body.
38-40 Prehensile Limbed; can use legs and toes for the same purpose as arms and fingers.
41-43 Rough Skinned; course like a shark.
44-46 Segmented; like a centipede.
47-49 Serpentine Scaled; D100% of body is covered in scales.
50-52 Sharp Teeth; +D4 damage.
53-55 Skinny; practically anorexic. -1 STR, +2 MR due to lighter frame.
56-58 Slimy; very difficult to catch or hold on to due to his slippery skin. +2 AC.
59-61 Slit Featured; has slits instead of eyes, ears, nose and mouth.
62-64 Spined; like a porcupine. Length, shape, colour, hardness and function (possibly venomous) is left up to the GM.
65-67 Split Body; 2 torsos on top of 1 set of legs.
68-70 Stalk faced; like a snail.
71-73 Striped; like a zebra.
74-76 Sturdy Quadroped; walks around on all fours.
77-79 Suckers; same as the adhesion Minor Power. They can be located on the fingers, chest or wherever else desired.
80-82 Tail; either thin but strong like a monkey's allowing the life form to lift his own body weight using it, or a thick and powerful bludgeoning weapon.
83-85 Tentacles; finger or arm.
86-88 Tough Skinned; natural AC 2.
89-91 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.
92-94 Twitchy: shakes a lot.
95-97 Veined Skin; skin is semi transparent with arteries and veins clearly showing through.
98-00 Webbed; between its fingers or toes or both.

 

 

Palladium Classes