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Supernatural Beings

By Patrick R. Bird/Joyce Supernatural beings are those being that are infused with magic which makes them more than human. Most are considered demons or angels, but in reality, the vast majority are neither, naturally coming by their abilities, by means of evolution or otherwise. Many of those that presently call Earth home are refugees, summoned by some idiot apprentice or deposited by some dimensional anomaly, a very bad position for most of them. See, Earth in not a desirable place for any being that depends on magic to live, as our planet is incredibly low in magical energies, and very, very high in natural enemies (humans, wizards, mutants, etc). Other beings were not born, but made, by pacts with other-worldly forces, by their own force of will, or even by accident. But, whatever their origin, those creatures that come to Earth are inevitably drawn into the never-ending battle between good and evil, polarized by their own inhuman views and appearance. Each race of supernatural being is unique in it's powers and appearance, and thousands of the things inhabit the mulitverse. However, there is simply not enough room here (or in ten thousand books) to provide even a small sample the many varieties of creatures out there, so the following rules and tables will have to suffice. Feel free to create your own races and unique beings, and remember that these are just guidelines that can be modified or expanded on as needed. Just be careful not to upset playing balance and to maintain some level of plausibility (stretched as it may become). Note: Before creating a supernatural creature, make sure you have your GM's approval, as supernatural beings tend to be very powerful, some even on the level of Mega-heroes. To include the supernatural being in the Heroes Unlimited random character generation method, modify the Mystical Power random table (found on page 144 of Heroes Unlimited 2nd Edition) as follows: 01-20 21-40 41-60 61-80 81-00 Enchanted Weapon Enchanted Object Mystic Study Mysticaly Bestowed Supernatural Being

Step 1: The Usual Stuff

The eight attributes, Hit Points and alignment are determined as explained in the "Creating Characters" section of Heroes Unlimited second Edition, basically page 14 onward. Nothing is changed, however appearance, powers and skills may modify some of the attributes and S.D.C., so write them in pencil until all of the bonuses have been added in and accounted for. When that's done, get a character sheet to write on, so that you can actually read all the stats.

Step 2: Appearance
The infinite varieties of creatures could not be represented in any amount of tables, but the following one does provide a small variety of possible appearances for the supernatural in Heroes Unlimited. Feel free to borrow things from the aliens appearance table or the NightBane table (presented in the NightBane RPG). Roll percentile or chose one. 01-25% Fully Human Appearance: Looks completely human in every way. 26-40% Near Human Appearance: Resembles a normal human, but has a few odd features. Roll on the mutant appearance table (Hero's Unlimited 2nd edition page 159) 1D4+1 times. 41-45% Spider-Being: Resembles either a gigantic spider(10 feet(3.0 meters) long), or a humanoid spider. The giant spider has 2 small human-like arms, and 6 spider legs, a horror factor of 8+1D6 and -80% to physical beauty. The Humanoid spider can look very human (just has extra arms and a very toothy maw) to completely alien. Has 6 arms (human or otherwise), sharp teeth and a horror factor of 4+1D10. Also reduce PB by 1D4x10%. Both have the following powers: +2 to PP, +2 attacks per melee, +1D6+8 to PS(considered supernatural), and the ability to spin and shoot webs (range 50ft, does no damage and can support the character's weight plus PE times 2 pounds, and can encase other people in the webs (use the description under the Encase in Ice sub-power of APS:Ice, page 244 of Hero's Un). 46-50% Demonic: Closely resembles the classic demon, complete with horns(does 2D6 damage), claws( add 1D6 to damage), and fangs(does 2D4 on a bite). Spines adorn the body and a long, spiked tail completes the image. The character will of course start with 2 human-like arms, but may have more, so roll on this table : 01-15: no extra limbs, 16-25: has bat-like wings that allow flight at a rate of 6D6+10, 46-80: small arms (PS of 2D6+3, add one attack), 81-99: arms the same size as primary set(add one attack), 00: Normal sized arms as above and roll again, ignoring this result. Also add 4 to PS(considered Superhuman), +40 to S.D.C. and has a horror factor of 8+1D6. 51-55% Gargoyle: The skin of the creature has the same texture as carved stone and the general appearance is that of a gothic demon, often animalistic and frightening. Like many demons, it often has extra limbs(roll on the table presented in the demonic appearance section, and cannot fly with wings, only glide), but unlike demons, this being cannot stand the light of day- turns to solid stone at first light (with all wounds healed, unless inflicted on the statue form). Add 1D6x10+10 to S.D.C., 6 to PS (considered supernatural), 2 to PP, 4 to PE, and plus 4D6 to speed (both running and gliding). The horror factor is 6+1D6.

56-60% Dead: This creature closely resembles a dead human, either a skeletal humanoid or a ghoulish figure, covered in rotting flesh. Both forms have long sharp claws and teeth, each dealing 1D6 S.D.C.. The thing's PB has a maximum of 6 , but adds 4 to PS, 1D6 to speed, 1 to PP, 4D6 to S.D.C. and has a horror factor of 9+1D6. 61-65% Canine: Not necessarily humanoid, this character resembles a dog/wolf or a wolf-like humanoid. Add +1D4 to PS, +2D6 to speed, +30 S.D.C., gains The minor super power of heightened sense of smell, may or may not be frightening in appearance: if so, has a horror factor of 6+1D4. 66-70% Feline: Appears much like a cat or an humanoid feline, often black in color. Add 2 to PP, 1D6 to speed, 20 to S.D.C., 15% to climb skill(if chosen, if not then has a 30% base), and if horror factor is applicable, it will be 7+ 1D6. Bite does 1D6 and retractable claws add 2d4 to damage. 71-75% Insectoid: This character will resemble some kind of humanoid bug or a gigantic insect. It has antennae( adds +1 to initiative, +1 to dodge and halves blind penalties) clawed hands(+1D6 to damage) and an exo-skeleton(+3d4x10 S.D.C. and an AR of 12). The character may also have wings( 50% chance, flying speed is 1d6x10). It will also have a maximum PB of 10, +1d8 to PS and +1 to PP. 76-80% Living Shadow: This being is a living shadow, humanoid or otherwise. Can shadowmeld at will and prowl at 75 +5% per level. Also has either the minor super power of Nightstalking or Alter Physical Body (to fit other's shadows). 81-84% Aquatic: Looks a lot like a humanoid fish or mermaid. If the character looks like a mermaid, add 2D6x10 to swimming speed, 1D6 to PB, and land speed in only 1D6 (cannot be increased). If it looks like a humanoid fish, add 1D4 to PS, +30 to S.D.C., add 5D6 to swimming speed, land speed is 2D6 and has some natural weapon (claws, bite, fins even) that do 2D6. 85-88% Living Armor: The character appears to be a living suit of armor. It will, unfortunately have no hit points, but will gain 200 S.D.C. and have a natural AR of 15. The armor can be of any full body design of the player's choice, though I recommend gothic-looking plate armor. Any blank spot in the armor will be filled with inky blackness, except the eyes, which are glowing red spots. Increase the PS by 2D4+8, and has a horror factor of 13-16 (12+1D4). The character also regenerates S.D.C. at a rate of 2d6 per 5 minutes and cannot be transformed by any means. 89-92% Angelic: Resembles a beautiful angel or being of good. The PB score is increased to 26 and add 1D6 to PS. The character can also fly at a rate of 30 mph(48 km/h) and has an awe factor of 16. 93-96% Bull: Some sort of Demonic bull or bull-like humanoid. This character is very frightening, strong and aggressive. Add 2D4 to PS, 2 to PE, 4D6 to speed, 30 to S.D.C. and it's horns do 2d6. Also has a horror factor of 13+1D4.

97-00% Reptile/Dinosaur: Looks like only of the many reptiles and retile-like species that have inhabited this earth, from geckos to dragons. Add 2 to PP, 4 to PS, and 25 to S.D.C..

Step 3: Powers and Orientation


Roll percentile or, if the GM allows it, chose the kind of supernatural being you're making. 01-07% Undead: The character is an undead monster, a vampire feeding on human life. The alignment for these characters is usually evil, but can be a repressed monster, at the player's discretion. Even if the character's appearance dictates other-wise (i.e. Angelic), he will be decayed at some level, internal or external, so subtract 1D10 from PB. Due to his undead nature, the character is impervious to all forms of poisons and toxins, as well as resistant to heat and cold. Normal hand to hand attacks do no damage and most other do half, except magic, psionics, energy and the supernatural. He will regenerate damage at a rate of 2d6 points per melee and an regenerate lost limbs in 2D4 days. He is also immortal and needs no air, though, as a vampire, he requires one of the following : Blood : Needs 8 pints of human blood every day; animal blood can be substituted, but it is 01not as satisfying as human blood and makes him nauseous and weak (-3 on initiative, -1 33 attack per round and reduce speed by 20%). Life Force/Bio-energy: Feeds on the life essence of all living creatures; unfortunately this usually kills his victim. This feeding attack does 2d6x10 damage straight to hit points, as he's quite literally draining 34the victim's life force. If it survives, the victim will be weak for 24 hours, has no initiative or 66 combat bonuses, and reduce skill performance by 75%, plus tires twice as quickly. The Undead creature requires at least 55 hit points per week to live, and won't feel sated unless he consumes at least 100-150 points. P.P.E. Energy: Needs to consume at least 25 P.P.E. from the living per week per level of the creature. In this case, the P.P.E. is drained by drawing blood from one or more people via 67attack or other methods. The drawing of the blood does not have to be lethal, but often the 00 character will get caught up in the moment and kill the victim, reveling in the extra P.P.E. drained by the death. In addition to all that, the creature is vulnerable to sunlight, wood, silver and water (see vulnerabilities later on in this article) and a horror factor of 10+1D6. 08-14% Demon: This character is a true demon, a being from one of the many after-worlds. Her power will stem from the evil and brutality that she created in her former life, though some may be trying to repent. In any case, add 1d6 to her PS (which is effectively supernatural), she can cast 4 spells (total) chosen from levels 1-5 at will, and has one minor super power or super psionic power. She also gains the psionic powers of see the invisible, see aura and sense evil. Roll once on the vulnerability table. 15-21% Demi-God: Descended from divinity, this character is half-god and half-human. As such, he is effectively a Mega-Hero, and can select one super power from the following: Divine Aura, Immortality, Supernatural Strength, Invulnerability, Multiple Lives and Sonic Speed, as

well as one Mega-Hero power (except Immortality and Undeath) and two extra-ordinary attributes, including Super Human Strength (cannot posses two strength powers). He has an awe factor of 10, a 4,000 year life span even with-out Immortality and can regenerate 3d6 points of damage per melee. Also add 1d4x10 S.D.C., 20 hit points, and roll for one mega-hero disadvantage. 22-28% Sorcerer: Extensive training in the Magical Arts has allowed this character to infuse her body with mystical energy and become a supernatural being. Has all of the wizard's special powers, plus knows all spells equal to her level, as well as 1d4 spells from each level, 2 to 5 and learns the entire next level each time she gains a level. However, she cannot study to gain additional spells. P.P.E. is 3d6x10+40 and add 1d4 to 4 stats of choice, as well as 20 hit points. 29-35% Creature of Magic: A being created full from raw, mystical energy, this being has an instinctive knowledge of magic and can cast 6 spells chosen from levels one to nine at will. It will also have 2 minor super powers , an additional 1d12x5 S.D.C. and 1d6x10 P.P.E. Also roll for one vulnerability (usually iron or innocence). 36-42% Predator: This creature is either a magical predator or something that preys solely on magic. Either way, this creature is slightly less intelligent than most, as it relies on it's sense of instinct as much as it's reason to track down prey (-4 IQ, minimum 3. The supernatural predator hunts down humanoid life forms for food, taking pleasure in the fear it instills and the meat that it devours. It is also extraordinarily fast (add 1D4+4 to PP and 1D6x10 to speed), as well as strong (add 12 to PS). It may also cast 2 physically oriented spells at will, as well as select one of the following superpowers: Nightstalking, an extraordinary attribute, Adhesion, Horror Factor or any heightened sense. The being that feeds on magic has few magical abilities, relying more on pure strength and cunning. All can sense both any magic and P.P.E. within a 100 foot radius at will and can try and sniff out and magical energy within a mile at 50% (+3% per level). This ability is honed to the point where they can sense both the general amount and direction of the P.P.E. source, as so to determine what to eat first. These creatures are also stronger and faster than the vast majority of their prey, as they do hunt the most deadly of prey. Has the minor powers of Superhuman PS and extraordinary PP, as well as two minor powers of choice. This being can also select 4 sensitive psionic powers of choice and gains a +9 bonus to save versus magic! However it requires a minimum of 50 P.P.E. per week, and often needs at least 75 to feel satisfied. 43-49% Resurrected: Quite literally one of the living dead, this hero has been raised from the dead by some other- worldly force. From their short experiences in the after-life , as well as the loss and subsequent gain of P.P.E., this character has gained superhuman powers. Note that he has not been resurrected via the usual methods of spell and power, but rather the intervention of some otherworldly force. Add 40 S.D.C., regenerates 1d6 hit points/S.D.C. per melee, and can roll for super powers as normal. 50-56% Bond to the Supernatural: Bonded to some super natural entity, this character is linked to it's very being. Whether this is achieved via pact, a summoning gone wrong, or even accident, this hero's very soul is permanently linked with the entity. The character himself will have no super-human powers, and will appear in all ways to be a normal human, accept for a few

small bonus the link allows him. Add 1D4 to ME, 4D6 hit points to both the human and the creature and he can draw on some of the other's power, temporarily depriving it of that same power. The character is also friends with the being (or at least respected by it) , and can attempt to impose his will on it via a battle of wills (roll 1d20 for each and add ME). However, whenever one takes damage, the other does as well (to hit points or S.D.C. as applicable), and if one dies, the other must save versus death at -15% or die as well. All rolls on made on this table are for generating the being, and it will be within one alignment step of the character , i.e. the hero is scrupulous, so the being will be either principled, scrupulous or unprincipled. 57-63% Druidic/Earth-Protector: The Earth Protector derives her power from the forces of nature. She is a protector of the natural world and as such, her powers wax and wan with the state of the natural world. If trapped in an environment where nature has been weakened by the intervention of Man, she will begin to lose her powers at a rate of 10% per 2 hours, with a minimum of 30% (unless the entire planet has been devastated, then they will start to disappear). She has the major super powers of Plant Control, Animal Abilities and one of Alter Physical Structure: Plant, Lycanthropy, and Animal metamorphosis. 64-70% Vengeance/Force of will: Driven by some obsession or an insane desire for vengeance, these (anti-)heroes have found strength in their obsession and force of will, actually translating their intense desires and emotions into physical power. Roll twice on the obsession table and has the minor powers of extraordinary ME, Super-Human PS and either 1 major or 2 minor powers of choice. 71-77% Fairy: OK, I know what you're thinking; Fairy. Big whoop. Or is it "Oh My God, not a FAIRY. Nooooooo...". Well get over it. Not all fairies are flocking, playful, giggling morons, nor are they all evil, human-hating S.O.B.s. Some are almost normal, and many are much like humans in outlook. Just think Puck and Lord Oberon from "A Mid-Summer's Night Dream" and you'll get a pretty good idea of what kind of fairies these characters are. Quite like the ancient trickster gods, many fairies are smarter than they appear and enjoy putting humanity in it's place. As for bonuses, consider this; fairies are immortal and will never die of natural causes, though they are extremely rare. Height will be 1D6 feet, and the features will be slightly elfin. The fairy can cast 3D4 spells from levels one to five at will, have 2 minor powers and only one weakness iron. 78-84% Lycanthrope: As a werebeast, these creatures almost always looks completely human (If you want, you can ignore the result on the appearance table). This Supernatural being is rather straight forward, as it's right out of those ancient (and very popular) tales of the man-beast. Has the super power of Lycanthropy (well duh!), Healing Factor, and either Animal Abilities or Animal Metamorphosis. 85-91% Shapechanger: This being is a natural master of disguise, and is almost universally hated and feared for it. All can become just about anything they want, and most specialize in one area or another, whether it be perfecting it's imitation of other beings, shape-shifting combat or defensive measures. Has Shapechanging, one of the following minor powers; Body Weapons, Alter Physical Body or Healing Factor, and one of the following major powers; Adapt to

Environment, Alter Facial Features and Physical Stature, Alter Limbs, Alter Metabolism, Animal Metamorphosis, Bio-Armor, Chameleon, Growth, Lycanthropy, Mimic and Shrink. 92-00% Supernatural Being: Nothing fancy about these characters, as they are just normal, plain supernatural beings. Don't be mistaken though, these are still very formidable creatures, usually equals to the other beings presented here in many ways. The strength of these creatures is considered supernatural with regards to damage and the amount they can lift. As well, add 1D4 to four attributes and 1d4x10 to S.D.C.. Also select four powers from the following list: Superhuman PS, Nightvision and Advanced vision (counts as one power), Nightstalking, Horror Factor, any Heightened Sense, Extraordinary PE, Extraordinary PP, Extraordinary speed, Winged Flight, or Adhesion (via claws) and Flight: Glide (via wings)(counts as one power).

Step 4: Origins
Roll or select one: 01-20% Was once human: Somehow, the character was transformed into a supernatural being. This change has come with certain advantages and disadvantages, so the character is often undecided about whether or not she likes this change. The form that she is now trapped in and nature of the powers have a serious effect on this attitude and on how people will view her. 21-30% Assigned to earth by some higher power: This character is affiliated with some higher mystical power or authority. He is usually either a champion of good or evil, and will most definitely try to enforce his views among humans, but whether this be through force, subtle means, or by example is up to the player. 31-40% Dimensional Explorer: A dimensional traveler that has stopped on earth for an extended vacation, she has since become involved with humans and is quite attached to earth's inhabitants. She with stay and help, at least until her wanderlust comes back. 41-50% Stranded: This character has been stranded on earth, but will try to make the best of things. Feelings on earth are: 01-20 21-40 41-60 61-80 81-00 It's better than the home-dimension. At least here your parents won't have you for dinner. Nice place; he likes is here Much like home (minus the magic) It's ok, but my world's better I duno. It's ok I guess

51-60% Summoned: As she was summoned by some idiot apprentice, who was then unable to return her, this character is likely to be very, very angry. That is, unless she was rescued from a bad situation (i.e. cornered by some thugs, in deep sh*t with the law, you know, the usual)

61-70% Exile: Booted through a rift, This character was thrown out of his old reality for doing or being accused of doing something seriously heinous. Some may still be pursued by overenthusiastic "Forces of Justice" or other enemies. 71-90% Blast from the past: This character comes from earth! However, she is not from this time, but rather a relic from a era gone by. Roll on this table again (ignoring rolls from 71-90) to determine her true origins. Era: 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Pre-historic times Ancient Egypt Bronze Age Ancient North American Ancient South American (Inca, Mayan, Olmec, etc) Dark Ages Medival Ages Rennisance The Ancient East Around the time of WWI

How They Got Here: 01- Dimensional Anomaly: This hero is a living, breathing legend. A supernatural being from 33 the past, this character stepped through a dimensional anomaly and ended up in the present. Reborn: At some time in the past, this character died, only to have it's very being re-born into the modern world, as well as it's memories, powers and personality. Evil beings reborn 34this way often destroy the personality of the person they were reborn in, while the good 66 entities will often allow the other's personality to surface, making it look like the character has multiple personalities. Imprisoned:Held for hundreds or even thousands of years in stasis, this character has 64- recently been released on the modern world. It is very important to note that this character 00 was usually trapped there for a reason, and this reason will reflect quite strongly on how he views the world. 91-00% Has always lived here: This character has lived on this earth and this time all of his life. His powers and appearance may have set him apart from the rest of the world, but he doesn't really care. He is quite likely to have an education equal or greater than a normal high school or collage education, but is just as likely to have grown up on the street. Roll on the wild mutant animal table for education and modify the background appropriately.

Step 5: Skills and Training

It's very important to note that this is the one table for which I do not require or even support a random roll. The powers, origins and even the body shape will help mold this character, so much so, that if the choice is made intelligently, the skills of this character will reflect his or her background and powers much better than any random roll. Also note that if the random roll method is used, it may yield some really weird results, such as an ancient Egyptian mummy that happens to be a PHD or a modern human that was worshiped as a god. 01-16%Standard Human: Only available to those who were once human or that have lived here all their lives AND can shape-change. Roll on the education table on page 44 of Heroes Un. 17-30% Picked it up: Has learned a few human skills, mostly form TV and friends. Likely believes many TV shows to be real and will constantly quote shows he thinks are cool. Skills are limited to those that can be learned through secondary skills plus any physical skills. Select 20 skills with a +1D10% bonus. 31-44% Warrior: Trained as the ultimate shock-trooper in her own reality, she will have Hand to Hand: Expert or Martial Arts, 4 Physical Skills, 6 Ancient WPs, Horsemanship, and 8 secondary skills. 45-54% Mystic Training (Apprentice): An apprentice wizard, he has spent much of his time developing his mystical abilities, and so has less conventional skills than normal. Select 4 spells from the first two levels (total), and has the following skill; all the magical lore skills as well as spell translation, 2 domestic skills, 2 technical skills and one skill program. 55-71% Barbarian: Born and bred in a savage land, this character has grown to respect only strength and cunning in battle. She will be brutal in most things and deadly in all. Skills are as follows; The Survival program, the Ancient WP program, HtH: Expert, running, horsemanship, and 6 secondary skills of choice. 72-84% Hunter/Tracker: As a hunter, this character has learned to live off the land and Tracking, prowl, climbing, swimming, sense of direction, hunting, land navigation, wilderness survival, camouflage, +1D6 P.S., +2 P.P., 4 secondary skills. 85-99% Noble: A leader among her people, this character has found that the skills she picked up among the courts and parliaments of her home-world. Has the technical program (+15%), the domestic program (+10%), HtH: basic and WP: sword (+1 to strike and parry), as well as 3D4 secondary skills. 00% God: This character was once worshiped as a god, and as a god, he has had learn few skills (why learn them if you have servants to do it for you?). However, the skills he has learned will always be useful, as most or all will relate to the manipulation of others. Skills are: Seduction (+10%), Writing (speeches and creating legends) (+5%), Imitate Voices, Religion (from magic skills), Streetwise, Anthropology (-5%), and can choose one skill program and five secondary skills.

Step 6: Weaknesses

Each super-natural creature has at least one weakness, a fault that can be exploited by others and that must be protected at all costs. Roll on this table only if a weakness has not been specified on another table (like a gargoyle's vulnerability to daylight or a fairy's weakness to iron.) 01-10% Iron: All weapons of iron do double damage to the creature. As well, the merely touching iron raises blisters on the creature's skin and causes extreme amounts of pain. 11-20% Silver: As the Iron vulnerability above. 21-30% Wood: Wooden weapons cause triple damage to this being, and have being pierced through with one (anywhere) will render the creature immobile. 31-40% Light: All sorts of light blind and frighten this creature (horror factor of 10 and -9 to strike, parry and dodge), but pure sun-light actually damages it, causing streams of smoke to rise from it's skin and it's flesh to burn (4D6 points per melee round). On the plus side, it gains the Nightvision minor super power. 41-50% Water: Running water damages the flesh of this being, causing acid-like burns and scars. The damage is 2D6 per melee for a small amount (glass, cup), 4D6 per melee for a larger amount (gallon or so), and 6D6 per melee for a substantial amount (2 gallons or more). 51-60% Fire: Fire does double damage to this being; being struck by a flaming torch would normally do 2D6, , but to this creature, it does 4D6. Magical fire does this doubled damage straight to the creature's hit points! The result of this is that the creature has a natural fear of flames, but this is not (yet) an extreme phobia. 61-70% Cold: In temperatures at or below freezing, the being feels slow and torpid; all it's super abilities (damage, range, duration, etc.) are reduced by half, as are all combat bonuses and it's speed. All super human PS is reduced to normal, and it takes 1D6 points of damage per minute of exposure. 71-80% Symbols of Goodness/Evil Symbols of good or evil (depending on alignment) strike fear into the creature's heart (Horror Factor of 16) and the touch of the hated object causes 2D6 points of damage - straight to hit points! 81-85% Magic Magic spells inflict double damage, and the effects/penalties and duration are also doubled when used against the being. Enchanted weapons inflict double damage, rune weapons do ten times the normal damage, and the physical attacks of super-naturally strong creatures do double damage. Is also -4 to save vs all kinds of magic. 86-90% Psionics -4 to save vs psionics, and cannot add any other bonuses, not even attribute bonuses apply. As well, all psionic attacks (including telekinetic forces, but not any thing thrown by telekinetic forces) do double damage, and the effects and duration last twice as long. 91-95% Salt As strange as it may sound, many ancient legends attribute a weakness to salt to most supernatural beings! Those beings that had this weakness sizzled like slugs when the salt touched their skin (2D6 points for a handful of salt), and were unable to cross circles made of the stuff. To these beings, salt is also a deadly poison (make sure to watch what you eat); they save vs lethal poison at -5. 96-00% Innocence This vulnerability makes all those who still retain their innocence the one weakness of this creature. This being cannot attack or harm in any way an innocent. Indeed, most befriend innocent beings and will trust them implicitly. If an innocent is under attack by anyone, this creature is compelled to protect him, and will fight to the death to prevent any harm from befalling him.

Step 7: Equipment

Clothing and Disguises


01-30%: No Disguises 31-50%: Several sets of human clothes designed just for the character (whether he looks human or not). 51-70%: Latex Human-like suit: A very unrealistic looking human-style suit. If very non-human, looks like whatever she looks most like (dog, cat, or maybe a fire -hydrant...). GM's choice. 71-90% Skin Human-like suit: A very disgusting (but realistic) Human suit, this is exactly like the pervious suit except that it is made of skin-human or otherwise ( hopefully otherwise). 91-00% Magical Trinket: The best in human disguises, this trinket projects a human-like illusion over the character, but it costs 5 PPE per hour to maintain. Note: If the character is from earth and looks human, she will start off with a good-sized wardrobe and doesn't need to roll on this table.

Magical Weapons
There is a chance (50%) that the supernatural being has a single, minor magical weapon. This weapon is created much like the weapons of the enchanted weapon character class, except that it will only have the following powers: does 3D6 -6D6 (depending on roll), effects all creatures and has one or two of the powers from either weapons of order or weapons of chaos.

Step 8: Other Stuff


Alignment : Any alignment can be chosen, but heroes should generally be of good alignment. Hand to Hand Combat: As with all superbeings, supernatural beings automatically get two attacks per melee round. Additional attacks must be developed via combat skills and boxing. Weapons and Armor: Unless extremely wealthy, the character should only have access to conventional weapons and armor. Structural Damage Capacity (S.D.C.): The Supernatural being has a base S.D.C. score of 20, which can be increased by possible physical skills and appearance. Finances: 2D6x100 dollars are available, though not necessarily in ready cash (most likely as precious metals or gems). This is in addition to possible life savings (only possible if the character is from earth). Has a 20% chance of owning some form of modern conveyance, which can anything from a bike to a Ferrari. If no vehicle is owned, the being may (50%) have some kind of animal that it can ride. Other Options: Game masters may allow players to use any of the supernatural beings that are presented in the near -infinite Rifts titles, as well as those presented in the Palladium Fantasy series. As well, creatures from Nightbane (a game based around supernatural beings) and Beyond the Supernatural (modern horror) should fit in nicely. Some of these characters ( particularly those from Rifts ) may require some conversions. For Rifts beings, M.D.C. conversions work as such: divide the M.D.C. in half and make one half hit points and the other S.D.C.

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