Hero Traits Guide in Heroes Unlimited | World Anvil
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Hero Traits Guide

When creating a character for Heroes Unlimited you have access to the following character traits and features and must follow these guidelines for character creation.  

Species

 

Species List

 

Humans

Diverse: Humans are an extremely varied species. During character creation, they may choose any one attribute (Agility, Smarts, Spirit, Strength, or Vigor) to start at d6 instead of d4. This increases that attribute's maximum to d12+1. Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.  

Hindrances

Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1). You may only benefit from one Major Hindrance and two Minor Hindrances. For 2 Hindrance points you can raise an attribute one die type, or choose an Edge. For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.  

Hindrance List

No hero may take the Code of Honor or Heroic hindrances as all heroes are expected to behave in a manner consistent with these hindrances. They will, however, receive bennies for adhering to honorable and heroic behavior nonetheless. Just as they will be reprimanded by the league for failing to be appropriately honorable or heroic in the field.  

Hindrance Table

[td]Bad Eyes (Minor/Major): –1 to all Trait rolls dependent on vision, or –2 as a Major Hindrance. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.
All Thumbs (Minor): –2 to use mechanical or electrical devices.
Anemic (Minor): –2 Vigor when resisting Fatigue.
Arrogant (Major): Likes to dominate his opponent, challenge the most powerful foe in combat.
Bad Luck (Major): The characters starts with one less Benny per session.
Big Mouth (Minor): Unable to keep secrets and constantly gives away private information.
Blind (Major): –6 to all tasks that require vision (but choice of a free Edge to offset).
Bloodthirsty (Major): Never takes prisoners.
Can’t Swim (Minor): –2 to swimming (Athletics) rolls; swimming Pace is one yard per round.
Cautious (Minor): The character plans extensively and/or is overly careful.
Clueless (Major): –1 to Common Knowledge and Notice rolls.
Clumsy (Major): –2 to Athletics and Stealth rolls.
Curious (Major): The character wants to know about everything.
Death Wish (Minor): The hero wants to die after or while completing some epic task.
Delusional (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble.
Doubting Thomas (Minor): The character doesn’t believe in the supernatural, often exposing him to unnecessary risks.
Driven (Minor/Major): The hero’s actions are driven by some important goal or belief.
Elderly (Major): –1 to Pace, running, Agility, Strength, and Vigor. Hero gets 5 extra skill points.
Enemy (Minor/Major): The character has a recurring nemesis.
Greedy (Minor/Major): The individual is obsessed with wealth and material possessions.
Habit (Minor/Major): Addicted to something, suffers Fatigue if deprived.
Hard of Hearing (Minor/Major): –4 to Notice sounds; automatic failure if completely deaf.
Hesitant (Minor): Draw two Action Cards and take the lowest (except Jokers, which may be kept).
Illiterate (Minor): The character cannot read or write.
Impulsive (Major): The hero leaps before he looks.
Jealous (Minor/Major): The individual covets what others have.
Loyal (Minor): The hero is loyal to his friends and allies.
Mean (Minor): –1 to Persuasion rolls.
Mild Mannered (Minor): –2 to Intimidation rolls.
Mute (Major): The hero cannot speak.
Obese (Minor): Size +1, Pace –1 and running die of d4. Treat Str as one die type lower for Min Str.
One Arm (Major): –4 to tasks (such as Athletics) that require two hands.
One Eye (Major): –2 to actions at 5″ (10 yards) or more distance.
Outsider (Minor): The character doesn’t fit in to the local environment and subtracts 2 from Persuasion rolls.
Overconfident (Major): The hero believes she can do anything.
Phobia (Minor/Major): The character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence.
Poverty (Minor): Half starting funds and the character is always broke.
Quirk (Minor): The individual has some minor but persistent foible that often annoys others.
Ruthless (Minor/Major): The character does what it takes to get her way.
Secret (Minor/Major): The hero has a dark secret of some kind.
Shamed (Minor/Major): The individual is haunted by some tragic event from her past.
Slow (Minor/Major): Pace –1, reduce running die one step. As Major, Pace –2, –2 to Athletics and rolls to resist Athletics. Neither may take the Fleet-Footed Edge.
Small (Minor): Size and Toughness are reduced by 1. Size cannot be reduced below –1.
Stubborn (Minor): The character wants his way and rarely admits his mistakes.
Suspicious (Minor/Major): The individual is paranoid and subtracts 2 when Supporting allies.
Thin Skinned (Minor/Major): The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four.
Tongue-Tied (Major): The character often misspeaks or can’t get her words out. –1 to Intimidation, Persuasion, and Taunt rolls.
Ugly (Minor/Major): The character is physically unattractive and subtracts 1 or 2 from Persuasion rolls.
Vengeful (Minor/Major): The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it.
Vow (Minor/Major): The individual has pledged himself to some cause.
Yellow (Major): –2 to Fear checks and resisting Intimidation.
Young (Minor/Major): Minor has 4 attribute points and 10 skill points, extra Benny per session. Major has 3 attribute points, 10 skill points, and two extra Bennies per session.
 

Attributes

 

Skills

All heroes must be able to pass the "Basic Response and Rescue" (or "R&R") test that the League administers to gain certification. This means being able to reach trapped civilians in a disaster zone, assess their level of injury, and be able to evacuate them. They must also know the rudiments of criminal research and due process and be able to conduct an investigation. Being a superhero isn't all just punching bad guys after all!  

Edges

 

Powers

 

Power Points

Characters have 45 powers point with which to create their hero's powers. They may not have any one power worth more than 15 power points.  

Generic Modifiers List

 

Contingent

Device

Limitation

Projectile

Range

Requires Activation

Slow to Activate

Switchable

 

Powers List

 

Absorption

Ageless

Altered Form

Animal Control

Aquatic

Armor

Attack, Melee

Attack, Ranged

Awareness

Broadcast

Burrowing

Chameleon

Construct

Copycat

Damage Field

Danger Sense

Decay

Deflection

Doesn't Breathe

Doesn't Eat

Doesn't Sleep

Duplication

Earthquake

Energy Control

Ensnare

Explode

Extra Actions

Extra Limbs

Fear

Fearless

Flight

Force Control

Gifted

Growth

Healing

Heightened Senses

Illusion

Immune to Poison/Disease

Infection

Intangibility

Interface

Invent

Invisibility

Jinx

Leaping

Malfunction

Matter Control

Mind Control

Mind Reading

Minions

Negation

Paralysis

Parry

Poison

Possession

Regeneration

Resistance

Shape Change

Shrink

Sidekick

Speak Language

Speed

Storm

Stun

Super Attribute

Super Edge

Super Skill

Super Sorcery

Swinging

Telekinesis

Telepathy

Teleport

Toughness

Uncanny Reflexes

Undead

Wall Walker

Whirlwind

 

Powers Table

Generic Power Modifiers
Contingent (–1/–2): The power only works when another is activated (–1), or successful (–2).
Device (–1/–2): The power is an item. –1 if it’s worn, –2 if it’s hand-held or part of a suite.
Limitation (–1/–2): The ability is limited in some way. –1 for Minor Limitation, –2 for Major.
Projectile (+1): A Touch Attack power is triggered by a successful, specific ranged attack.
Range (+2): A Touch Attack may be used at a range of 12” with a successful attack roll.
Requires Activation (–1/-2): The power isn’t the user’s natural state and must be activated as a free action. -1 for a single power, -2 for a suite.
Slow To Activate (–1/-2): The power requires a full action to engage. -1 for a single power, -2 for a suite.
Switchable (+2): Switches between different powers or power sets.
Powers
Absorption (2): Soak damage via Power Type. Energy/Matter Master (+5), Reflection (+4), Transference (+2).
Ageless (1): The character doesn’t age. Very Old (+1).
Broadcast (2): Tap into and manipulate media. Manipulation (+2/+4), One Channel (–1), Range (+1).
Altered Form (3): The character’s body can change into a different substance. Grapple (+1), Reach (+1/Level), Replenish (+3), Viscous (+1).
Animal Control (2/Level): Controls animals. Animal Companion (Special), Summonable (+4), Super Powers (Variable), Telepathic Link (+1).
Aquatic (2): Cannot drown, +2 to Swimming rolls, Pace equals Swimming skill.
Armor (1/Level): +2 Armor. Hardy (+3), Heavy Armor (+4), Partial Protection (–1/–2).
Attack, Melee (2/Level): Close combat attack. Armor Piercing (+1), Focus (+3), Heavy Weapon (+1), Lethal (–1), Multiple Attacks (+2), One Arm (–1), Reach (+1), Stackable (+2).
Attack, Ranged (2/Level): Distance attack. Area Effect (+2/+4), Armor Piercing (+1), Cone (0/+1), Enhanced Damage (+4), Focus (+3), Heavy Weapon (+1), Lethal (–1), Range (+2/+4), Rate of Fire (+3/Shot), Requires Material (–1/–2).
Awareness (+3/+5): ignore obscurement/Gang Up modifiers.
Burrowing (2): Tunnel at half Pace. Pace (+1).
Chameleon (3): Imitate another being. Inanimate Object (+3), Voice (+2).
Construct (8): +2 to recover from being Shaken; doesn’t breathe; immune to disease and poison; ignores one level of wound penalties.
Copycat (1/Level): Mimic other Traits and powers. Range (+2), Devices (+2), Duration (+3), Magician (+2), Nemesis (+1), Overly Accurate (–2), Uncontrolled (–2), Versatility (+1/+2).
Damage Field (3/Level): A damaging aura, by Power Type. Armor Piercing (+1), Heavy Weapon (+1), Medium Template (+3), Selective (+2).
Danger Sense (2): Notice roll to detect hidden dangers, start ambushes on Hold.
Decay (4): Destroy material or cause wounds. Midas Touch (–2), Rapid Decay (+2), Strong (+1).
Deflection (1/Level): –1 to be hit by ranged attacks per level. Protector (+1/+2).
Doesn’t Breathe (2): The hero has no need to breathe.
Doesn’t Eat (1): The hero does not need to eat.
Doesn’t Sleep (1/2): The hero does not need to sleep.
Duplication (3/Level): The character can copy herself. No Tell (+1), Promotion (+2).
Earthquake (2): Creates an earthquake. Depth (+3), Earthshake (+3), Trigger (+1).
Energy Control (5): Manipulates energy, by Power Type. Area Effect (+2), Master (+5), Range (+2), Selective (+2).
Ensnare (3): Entangle or entrap foes. Area Effect (+2/+4), Very Strong (+2).
Explode (2/Level): Detonates around the hero. Fatigue (–2), Heavy Weapon (+1), Large Template (+1).
Extra Actions (3/Level): An additional action per round per level. Fast Action (+2).
Extra Limbs (3/Level): Extra limbs, granting extra actions. Reach (+1).
Fear (3): Cause Fear tests. Scary (–2), Terror (+2).
Fearless (2): Immune to Fear tests.
Flight (2–20): The hero can fly and is harder to hit at higher levels. Climb (+1/Level).
Force Control (2/Level): Manipulate raw force, make force fields. Area Effect (+2), Force Field (+3), Heavy Weapon (+1), Range (+2).
Gifted (2): Ignore –2 penalty when making unskilled rolls.
Growth (3/Level): Increases Size, Strength, and Toughness by 1 per level. Big Fists (+1/+2), Fast Growth (+2), Long Stride (+2), Monster (–2).
Healing (5): Heals wounds. Cure (+3), Refresh (+3/+5), Restoration (+2), Resurrection (+8).
Heightened Senses (1/Level): Improved sense or perception. Spatial Sense (+2).
Illusion (2/Level): Creates visual and auditory images. Film Quality (+1), Obscurement (+2/+4), System Shock (+2), Targeted (–1).
Immune to Poison / Disease (1 Each): The character cannot be poisoned or infected.
Infection (3): Strikes target with fast-acting disease. Carrier (–1), Contagious (+2), Strong (+1).
Intangibility (5): The character can turn ethereal. Phase (+5), Permanent (–2), Reflexive Control (+2), Tag Along (+2).
Interface (2): The hero can tap into electronic devices. Code Breaker (+1).
Invent (2/Level): Mimic other powers by invention. On the Fly (+3).
Invisibility (4/Level): The hero is invisible. Permanent (–2), Personal (–2), Projection (+4/+6).
Jinx (2): Opponents suffer misfortune. Improved Jinx (+2).
Leaping (1–5): The hero can jump great distances or heights. Bounce (+1), Death From Above (+1).
Malfunction (3): Causes devices to stop working. Area Effect (+2).
Matter Control (2/Level): Manipulate matter, by Power Type. Constructs (+3), Master (+5), Range (+2), Requires Material (–2).
Mind Control (5): Manipulate others. Memory Alteration (+2/+4). Multiple Minds (+2).
Mind Reading (3): Read others’ thoughts. Memory Mastery (+3).
Minions (2/Level): The character has allies under his control. Summonable (+4), Super Powers (Varies).
Negation (4): Nullify super powers. Full Spectrum (+5), Leach (+5).
Paralysis (3): Renders foes immobile. Strong (+1).
Parry (1/Level): Increases Parry. Deflect (+4), Protector (+1/+2).
Poison (3): Poison foes with a touch. Knockout (+3), Lethal (+5), Strong (+1).
Possession (8): Take over a target’s body. Memories (+2).
Regeneration (2/Level): Regenerate wounds. Recovery (+1), Regrowth (+2).
Resistance (1/5/10): Increasing damage resistance versus particular Power Type.
Shape Change (Variable): Take on the form of an animal or creature. Speech (+2), Swarms (+2/+4).
Shrink (4): Reduce Size. Density (+1), Microscopic (+4), Quick Change (+1), Tiny (+4).
Sidekick (5): The hero has a loyal and super powered companion.
Speak Language (1): The hero can speak any language. Written Word (+1).
Speed (Variable): The character can move at super speed. Blinding Reflexes (+2), Catch and Throw (+2), Pummel (+1), Surface Tension (+1), Vibrate (+5), Whirlwind (+2).
Storm (3): Summons a storm. Downpour (+1), Gale Force (+1), Lightning Strike (+3).
Stun (2): Temporarily Incapacitates foes. Area Effect (+2/+4), Selective (+2).
Super Attribute (2/Step): Increase an attribute a die type (+1 after d12). Not Today (+2).
Super Edge (2/Level): Grants a Combat Edge.
Super Skill (1/Step): Increase a skill a die type (+1 after d12).
Super Sorcery (2/Level): Grants any other power via spellcraft.
Swinging (2): Allows movement via swinging. Strong Line (+1).
Telekinesis (2/Level): Moves objects with the hero’s mind. Focus (+3), Heavy Weapon (+1), Range (+2).
Telepathy (2): Contact others via thought. Broadcast (+1/+3), Mind Rider (+3), Switchboard (+2).
Teleport (3): Disappear and reappear elsewhere. Range (+2/+4), Rapid Teleport (+3), Teleport Other (+5), Traverse (+3).
Toughness (1/Level): Increases Toughness. Hardy (+3).
Uncanny Reflexes (4/8): –2 or –4 to hit the character. Blinding Reflexes (+2).
Undead (10): +2 Toughness; +2 to recover from Shaken; doesn’t breathe; immune to disease & poison; no additional damage from called shots; ignore 1 level of wound penalties.
Wall Walker (1): The hero can walk on horizontal or inverted surfaces.
Whirlwind (2): Creates a small cyclone to disrupt foes. Large Template (+2), Twister (+2).
 

Gear

Characters have $500 with which to purchase their starting equipment. In addition to this, they receive for free the League Basic Response and Rescue Kit (often called an "R&R" kit). It includes a canteen, climbing gear, a commlink, handcuffs, first-aid kit, flashlight, mini-computer nutri-bar, and rebreather. It is standard issue to all league heroes in the field and can be configured to be worn as a belt, backpack, webbing, or however the hero prefers. Altogether the kit weighs 8 pounds and is worth $1500. The league also provides what they call "uniform services" to their members in cleaning and repairing their hero costumes. League directors may intervene in the appearance or composition of a hero's costume if they feel that improvements are necessary or appropriate.  

Gamemaster Approval

The final step of character creation is to submit the character to the gamemaster for their approval and to ensure that the power points have all been tabulated correctly.

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