Implemented with Heroes Unlimited®, 2nd Ed.
Notation
[HU2 x] | Heroes Unlimited, 2nd Ed, pg. x |
---|---|
[MIT x] | Mechanoid Invasion Trilogy®, pg. x |
Character Creation
- Race: Human or Rover [MIT 51-55]: there may only be one Rover PC per group, at least initially.
- Roll Attributes: plus additional die for exceptional scores (see below)
- Hit Points = PE + 1d6; There is no personal SDC in this game.
- Determine psionic ability - see Psionics below.
- Alignment [HU2 20-24]
- OCC: Human Colonist OCC, Human Esper PCC, Rover RCC
- Background Options: height, weight, age [MIT 17-18,130]
- Equipment: as Esper [MIT 21], and may be authorized for any equipment the character is trained to use.
Attributes
- Exceptional Attributes
When rolling attributes, different races may have different kinds of dice to determine each attribute, but all have the potential to be "exceptional" for their race:
Attribute roll Add an additional 1d6 if your total was: 2d6 12 3d6 17-18 3d6+1 18-19 3d6+2 19-20 4d6 22-24 4d6+2 24-26 - Bonuses
-
IQ does not add its bonus to every skill. Educational and mental skills use the IQ bonus as usual, but physical skills use PP, reading the bonus off the IQ line of the bonus chart; thus, a PP of 20 gives a +6% bonus to all physical skills. Which skills fall into each category is the GM's decision alone, but should be noted for future reference.
Speed gives characters a bonus to initiative rolls, using the same bonus numbers as PP.
Use the standard attribute bonus chart on [HU2 15], and my Extended Attribute Bonus Chart below:
Score Bonus To: 1 2 3 4 5 6 7 8 9-13 14 15 16 IQ Mental Skills -14% -12% -10% -8% -6% -4% -2% -1% +0% +1% +2% +2% ME Save vs. Psionics -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1 Save vs. Insanity -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1 MA Trust/Intimidate 1% 1% 1% 5% 10% 15% 20% 20% 25% 30% 35% 40% PS HTH Damage -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1 PP Parry/Dodge/Strike -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1 Physical Skills -14% -12% -10% -8% -6% -4% -2% -1% +0% +1% +2% +2% PE Save vs. Coma/Death -14% -12% -10% -8% -6% -4% -2% -1% +0% +2% +3% +4% Save vs. Magic/Poison -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1 PB Charm/Impress 0% 0% 0% 0% 0% 0% 5% 10% 15% 20% 25% 30% Horror Factor 10 8 6 4 2 0 0 0 0 0 0 0 Spd Initiative -7 -6 -5 -4 -3 -2 -1 -1 +0 +0 +1 +1
Hit Points
See [HU2 17-20]
- SDC:
- Living creatures do not have SDC. Ignore SDC bonuses from skills.
- Bleeding:
- Bleeding damage is 1 hit point PER WOUND per minute.
Horror
See the rules for Horror Factor [HU 68]. Whenever a character fails a horror check, it can react after the one-action penalty, but must also immediately make a save vs. insanity or gain a random trauma-induced insanity or an appropriate one (usually a phobia) chosen by the GM. Both the horror factor and insanity saves use the ME save vs. insanity bonus. Awe checks only require the one-round pause, they do not generally cause insanity.
Psionics
- Determination of Ability
- (significantly changed from MIT rules)
If the player can roll less than or equal to (IQ+ME)% on d100, the character has some level of psionics, determined by a straight d100 roll on the table below. Anyone with Major or Master psionics has the option of becoming an Esper. Note the experience penalty below.
Alternately, a player may specify that an Esper character is desired and then just ignore these rolls and take a Master Psionic (abilities and ISP must still be rolled for), but only one player per group can do this, and the other players must agree. Other characters may roll for psionics, but ignore any results over Major psionics, and none of them can be Espers.
d100 Psionics Abilities Base ISP ISP Gain Every Level 01-50 Minor 1st level only ME + 1d10 +1d6 ISP 51-80 Major 1st-2nd level only ME + 2d6 +1d6+2 ISP 81-00 Master any level ME + 2d10 +10 ISP - Available Abilities
- All psionic abilities from [MIT 32-37,93,166-169] are available.
Characters have a (30+IQ+ME)% chance of knowing each ability of their level or less. Every 1-3 levels, roll again for each ability that is still latent:
Check latent abilities Minor Every third level Major Every odd level Master Every level - Experience Penalty
- Non-Esper characters with Minor Psionics take a 10% experience penalty, those with Major Psionics take a 20% penalty, and those with Master Psionics take a 50% penalty. Rovers (and other naturally-psionic races) take 10% less penalty. Espers, of any race, take no penalty.
- Psionic/Magical Attacks Per Melee
- Psionic and magical attacks per melee are no longer determined by
hand-to-hand combat ability. Instead, the character's IQ, ME, and level
determines how many "power phases" a character gets per round. Spells or
psions will take one or more phases to cast.
If a mix of physical and psionic/magical actions are used in a round, then each phase used also uses up one melee action, and each melee action used also uses up one phase. If only physical actions are made, or only magical/psionic attacks are made, then this does not apply.
IQ+ME Base # of Phases +1 Phase at Levels: 1-20 2 4, 9, 15 21-25 3 4, 8, 12 26-30 4 3, 7, 11 31-35 5 3, 6, 8, 12 36-40 6 2, 5, 8, 11 41-50 7 2, 4, 7, 10 51+ 8 2, 4, 6, 8, 10 Spell/Psionic Power Level Phases to Cast 1-4 1 5-8 2 9-10 3 11 4 12 5 13 6 14 7 15 8 Psionics from MIT are already classified by level. For HU2 psionics, divide the base ISP cost by 2 (round up) to determine effective level.
-based on material by The Adgramaine (adgramaine@aol.com) on the Palladium Mailing List
- The Law and Psionics
- Telepathy, mind control, and other use of offensive psionic abilities on unwilling subjects is considered assault, kidnapping, or mindrape, and will be prosecuted if discovered.
OCC & Skills
I'm using the HU2 skill system [HU2 44-62], and only three OCCs: Human Colonist OCC, Human Esper PCC, and Rover RCC, all shown below.
From [MIT 126]: All Human characters have basic knowledge in how to use and operate simple technological equipment, such as weapons (no bonus to hit), pilot ground vehicles (Pilot Automobile and Truck 25%), laser lance, binoculars, hand-held communicators, and energy clips.
Individual Rovers may or may not have been exposed to technology long enough to develop a sense for it, but they do adapt to machinery remarkably fast. Players making PC Rovers should decide how much contact their character has had.
Additional Skills
- AAS: Armor (Applied Aptitude Specialties) [MIT 144-145]
- AAS: Energy Storage (Applied Aptitude Specialties) [MIT 144-145]
- AAS: Sensory Equipment (Applied Aptitude Specialties) [MIT 144-145]
- AAS: Vehicles (Applied Aptitude Specialties) [MIT 144-145]
- AAS: Weapons (Applied Aptitude Specialties) [MIT 144-145]
- AAS: Theoretical Knowledge (Applied Aptitude Specialties) [MIT 144-145]
- Demolitions (additional info) [MIT 135]
- Environmental Battle Armor (EBA) (Military) [MIT 135]
- Light Battle Armor (LBA) (Military) [MIT 135]
- Navigation: Space (additional info) [MIT 136]
- Pilot Flying Gun (Pilot: Advanced) [MIT 19]
- Pilot Space Vehicle (Pilot: Advanced) [MIT 136]
- Recharge Energy Clips (Electrical) [MIT 136]
- Repair Space Vehicle (Mechanical, requires Mechanical Engineering and Electrical Engineering) [MIT 136]
- Robot Mechanics (additional info) [MIT 137]
- Warp Drive (Pilot: Advanced) [MIT 137]
- WP: Grenade (Military)
Strike Bonuses: +1 to strike at levels 1, 3, 5, 7, 10, and 13.
For the primary target on a successful strike, a successful dodge halves the damage; otherwise take full damage. Everything else within the radius also takes half damage. A miss will scatter the grenade 1d6x1d6 yards in a random direction (roll a d12).
Human Colonist OCC
The colonists were all highly-trained professionals (or could make a reasonable imitation of it). Only around 15% had any real military training initially, and most of those were in the class of national guard one-weekend-a-month soldiers. There was little need for a full-time military before this disaster.
- Requirements:
- None, but specific occupations would have entry requirements - use common sense.
- Education & Skills:
- Roll d100+9 (max 100) on the Education Level Table [HU2 45].
- Experience Table: as EBA [MIT 28]
Human Esper PCC
Espers are some of the most important personnel in the Gideon-E colony. Only around 10% of humans are potential Espers, and only around 6% actually take it up as their profession (essentially all master psionics, but only about 1 in 5 major psionics).
Espers mostly serve as police, inquisitors, scouts, and liasons with the Rovers, but can be found in all professions, with varying degrees of application of their abilities to the profession.
- Requirements:
- Major or Master psioncs must be rolled. No other requirements, though a high ME and IQ help.
- Education & Skills:
- Roll d100 on the Education Level Table [HU2 45], but reroll any result of 81-00.
- Experience Table: as Esper [MIT 20]
Rover RCC
- Requirements:
- OCC Skills:
- Pick Pockets +20%, Prowl +20%, Climbing +20%
- Elective Skills:
- Select any 12 low-tech skills (+10% bonus) and 8 secondary skills. High-tech skills (Computer Programming, Aircraft Mechanics, etc.) are not available at 1st level.
- Experience Table: as Rover [MIT 55]
Combat & Action
- Armor Rating
- I'm using the HU2 armor system. Increase the old armor ratings as
shown, and then double SDC. Under the old system, AR determined if you
got hit, and if you did the damage ALWAYS went through your SDC first, so
it had to be low. Under the new system, only attacks that miss you but
hit your armor will damage the SDC, so it can (and should) be higher -
armor depletion should be pretty rare. The new values are in line with
modern Palladium games.
MIT AR HU2 AR 1-9 +5 10-12 +4 12+ +3 (max 19) Armor Armor Rating SDC Mass Cost Cloth AR 7 SDC 4 1 kg 20 cr Padding AR 8 SDC 12 3 kg 40 cr Leather AR 9 SDC 24 4 kg 80 cr Treated Leather AR 10 SDC 50 6 kg 190 cr Studded Leather AR 11 SDC 58 9 kg 280 cr Web Vest AR 11 SDC 60 3 kg 460 cr Light Battle Armor AR 14 SDC 144 7 kg 1000 cr Environmental Battle Armor AR 18 SDC 300 9 kg 1700 cr - Melee Round
- I use the 15-second melee round of the later Palladium games.
Psionics replace the word "melee" with "minute" for durations.
All characters start with 1 attack per melee round, and gain more through hand-to-hand combat training and other skills. Change "additional 2 attacks" to "1 additional attack" in the HTH charts.
It takes only one melee action to change an e-clip.
- Initiative
- Add a bonus from the Speed stat to the initiative roll.
- Parrying
- There is normally no autoparry, regardless of HTH skill. Every
parry takes one of the character's attacks, though it can be taken out
of order. However, WP Shield allows you to parry for free at any time
(provided the attacker is in the reachable area shown below).
A note on coverage: you get a bit more than 180° coverage with a shield (you'd get more if you had 360° vision, because seeing the attack is the limiting factor on the side), but you can only barely reach all the way across the front. Spinning to face an attack works, of course, but then you have a different exposed flank.
Shield held: Sinister Dexter xxx xxx x/ \ / \x x| ^ | | ^ |x \ / \ /
When dealing with ranged attacks, the ability to parry is nearly nil, but a small shield held in the way provides 25% cover (-2 to the strike roll), a large shield provides 50% (-4), and a kite shield provides 75% cover (-7).
- Attacking With Multiple Weapons
- WP Paired Weapons has been removed. Instead, anyone may carry and use two weapons, even simultaneously, but each attack and parry costs one attack, and the weapon in the off hand is at -4 to all strike and parry rolls. Ambidextrous characters take a -2 to both hands if acting at the same time.
- Ranged Combat
- The following modifiers apply:
Condition Modifier attacker moving/unbalanced half ROF, no WP bonuses point blank (0-20') +0 strike standard range (to ER/3) -3 strike moderate range (to ER×2/3 -6 strike long range (to ER) -9 strike +10' past ER -3 striker additional target moving perpendicular -1 per 10 yards/round moved - Jumping
- Characters can jump 5' across or 4' up, plus 2' per highest level of either Acrobatics or Gymnastics skill, plus Spd initiative bonus in feet.
- Falling
- Falling damage does (seconds of fall) * (mass / 150 lbs) * 3d10.
Characters must make a "Roll With Fall" roll; those who make 15+ take
half damage, but those who roll 5- take double damage. Halve damage
if landing on a soft surface (water ceases to be soft after about 3s
of fall).
d = 1/2 × g × t2
t = sqrt( 2 × d / g )
g = 32' / s2time distance base damage 1s 1-16' 3d10 2s 17-64' 6d10 3s 65-144' 9d10 4s 145-256' 12d10
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Last modified: 99May22
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