House Rules

Dodging and Parrying energy blast and weapons

It will be -4 to dodge energy blast and firearms
It will be -2 to dodge projectiles from bows, crossbows or super strength throws
It will be -6 to parry energy blast and firearms
It will be -4 to parry projectiles from bows, crossbows or super strength throws

Characters can use their dodge and parry bonuses to offset the penalties.

Perception and Superpowers (Got this from another HU game site)

Minor Superpowers
Abnormal Energy Sense (PU1): +1
Danger Sense (PU1): +2
Life Sense (PU1): +1
Mechanical Awareness (PU1): +3 regarding technology
Sensory Orb (PU1): +1
Adrenaline Surge (PU1): +1
Physical Perfection (PU1): +1
Space Native (PU3): +3 when in space
Antennae (PU1): +2
Heightened Sense of Awareness (PU1): +5
Heightened Sense of Hearing (HU2): +3
Heightened Sense of Smell (HU2): +3
Heightened Sense of Taste (HU2): +2
Heightened Sense of Time (PU1): +5 to perceiving any temporal changes
Heightened Sense of Touch (HU2): +5 to perceiving any tactile characteristics
Supervision: Acute Sight (PU1): +1
Supervision: Advanced Sight (HU2): +1
Supervision: Angular Vision (PU3): +1
Supervision: Circular Vision (PU1): +1
Supervision: Nightvision (HU2): +2 when in darkness
Supervision: Paranormal Sight (PU1): +1
Supervision: Thermal Vision (PU1): +1
Extraordinary Intelligence (PU3): +1
Defensive Will (PU3): +1 in combat situations
Criminal Intuition (PU1): +3 when applicable (GM discretion)
Multi-Tasking (PU1): +1
Motion Detection (PU1): +1
Parabolic Hearing (PU3): +1
Radar (HU2): +1 in wide open spaces (negated by bad conditions)
Sonar (PU1): +3 underwater
Ultra-Hearing (PU1): +2
Nightstalking (HU2): +3 when in darkness at night
Underwater Abilities (HU2): +3 when underwater

Major Superpowers
Holographic Memory Projection (HU2): +1
Darkness Control (HU2): +3 when in darkness
Negate Super Abilities (HU2): +3 to perceiving super abilities in use
Adapt to Environment (HU2): +2 to perceiving abnormal environmental conditions
Alter Metabolism (HU2): +1
Amphibious (PU1): +1 when in water
Animal Abilities (HU2): same as specific super ability equivalents
Natural Combat Ability (HU2): +1 when in combat
Lycanthrope (HU2): same as specific super ability equivalents
Defensive Immunity (PU3): +3 to perceiving specific types of attack
Gravity Manipulation (HU2): +5 to perceiving any changes in gravity
Karmic Power (HU2): +3 (-3 when Bad Karma is in effect)
Pause Temporal Flow (PU3): +5 to perceiving any temporal changes
Shadow Manipulation (PU3): +5 when in darkness
Slow Motion Control (HU2): +2 to perceiving any temporal changes
Stretch Time (PU3): +3 to perceiving any temporal changes
Inhabitation (PU3): +3 when inside a building
Vibration: +2
Sonic Flight: +1
Sonic Speed: +1

Character Class Specific Bonuses
Alien: none; +1 @ levels 4, 7, 10, 13
Magic: +3 to recognizing the arcane, +5 to recognizing the arcane if Mystic Study; +1 @ levels 4, 7, 10, 13 & +1 @ levels 3, 6, 9, 12, 15 for Mystic Study
Bionics +1 @ levels 4, 7, 10, 13
※Amplified Hearing: same as Heightened Sense of Hearing (HU2)
※Night Sight: +3 at night only
※Multi-Optic (3 or more optic features): +3
※Motion Detector: +1
※Radar: +1
Experiment: none; +1 @ levels 4, 7, 10, 13
Super Soldier none; +1 @ levels 4, 7, 10, 13
Special
※Mind and Body Attunement: +1
※Brain-Boost: +1
※Bionic Sensor System: +2
Brain Implant
※Heightened Reflexes, Agility and Senses: +1
※Enhanced Vision: same as Supervision: Advanced Sight (HU2)
※Enhanced Sense of Smell: same as Heightened Sense of Smell (HU2)
※Enhanced Sense of Touch: same as Heightened Sense of Touch (HU2)
※Minor Psionics: +1
Chemical Enhancement
※Superior Reflexes and Reaction Time: +1
Endoskeletal Replacement
※Replacement Cybernetic Senses: +2
Robotics none; +1 @ levels 4, 7, 10, 13
※Advanced Audio System: same as Heightened Sense of Hearing (HU2)
※Advanced Robot Optic System: same as Supervision: Advanced Sight (HU2)
※Combat Computer: +1
※Motion Detector: +1
※Micro or Maxi Radar: +1
※Telemental Helmet: +1
Super Invention: none; +1 @ levels 4, 7, 10, 13
Imbued: none; +1 @ levels 4, 7, 10, 13
Eugenics none; +1 @ levels 4, 7, 10, 13
Modified Internal Organs
※Brain Enhancement: +1
※Mental Acuity: +1
※Physical Perceptions Acuity: +2
※Psionics—Third Eye: +1
※Gland—Adrenal: +1
Physical Augmentation Features
※Increased Metabolic Rate: +1
※Nocturnal Hunter: same as Nightstalking (HU2)
Enhanced Senses
※Compound Eyes: +1
※Extra Eyes or Eye Stalks: +2
※Enhanced Vision: same as super ability equivalents
※Enhanced Hearing: same as super ability equivalents
※Antennae: +2
※Echo-Location: +1
※Forked Tongue: +1
※Heat Pits: +1
※Heightened Senses: same as super ability equivalents
※Scent Pits: same as super ability equivalents
※Sensitive Whiskers: +1
※Sonar: same as super ability equivalent
Empowered: none; +1 @ levels 2, 4, 7, 10, 13
Mutants: none; +1 @ levels 4, 7, 10, 13
Psionics
※Natural/Master Psionic: +2; +1 @ levels 2, 4, 7, 10, 13
※Latent Psionic: +1D4 to perception (roll randomly each time); +1 @ levels 2, 4, 7, 10, 13
Immortal: none; +1 @ levels 4, 7, 10, 13
Ancient Master: +2; +1 @ levels 4, 7, 10, 13
Hunter/Vigilante: +3, +5 when tracking a subject; +1 @ levels 4, 7, 10, 13
Secret Operative: +1, +3 to recognize agents; +1 @ levels 4, 7, 10, 13
Stage Magician: +5; +1 @ levels 3, 6, 9, 12, 15
Super Sleuth: +8; +1 @ levels 3, 6, 9, 12, 15
Physical Training: +1; +1 @ levels 4, 7, 10, 13
Weapons Training: +3 when dealing with weapons; +1 @ levels 4, 7, 10, 13
Hardware—Mechanical: +3 when dealing with mechanical equipment; +1 @ levels 4, 7, 10, 13
Hardware—Electrical: +3 when dealing with electronic equipment; +1 @ levels 4, 7, 10, 13
Hardware—Weapons: +3 when dealing with weapons; +1 @ levels 4, 7, 10, 13
Hardware—Analytic: +3; +1 @ levels 3, 6, 9, 12, 15
Natural Genius: +3; +2 @ levels 3, 6, 9, 12, 15
Mental Disciplines
※Analytical Mind: +3
※Find Weakness: +3 to find a weakness or flaw
※Mind Over Matter/Combat Trance: +3 in combative situations
※Odds Assessment: +2
※Sexual Charisma: +5 to “Reading” the Opposite Sex
※Unnatural Perception: +5

Learning skills

Characters can learn new scholastic skills, programs or secondary skills if given the time. The character must attend college or have a mentor to learn from. Regardless of skill; it cost money and time.

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