Races

You can be any race/species you want. You may only choose one, unless otherwise specified.

Choosing a race is optional, but it provides unique bonuses and special rules for your character. You must select your race when creating your character. You cannot voluntarily change it later.

And since Super Powers Unlimited can be played in any genre, time period, and location, the “names” of the races are just common examples. Feel free to rename it to something more appropriate, if necessary, for your specific game. It’s your character, your story.

 

Amazon

Once per level, you have 100% chance to win a resistance check and a dodge check. You may claim your guaranteed success before or after you roll.

Bonuses:

  • Physical: +5 per level
  • Spiritual: +5 per level
  • Sexual: +5 per level
  • Critical Hit Range: +1

 

 

Angel / Demon

You may escape combat at any time. 100% chance of success. You cannot be unwillingly discovered or forced back into combat for at least 1 turn per level.

Bonuses:

  • Health: +5 per level
  • Self-Healing: +5 per level
  • Spiritual: +5 per level
  • Max Powers: +1 per level

 

 

Android / Robot

Automatically succeed in any skill check involving computers, machines, and other advanced technology. Limit once per day.

Bonuses:

  • Resistance: +5 per level
  • Physical: +20
  • Mental: +20
  • Critical Hit Range: +1

 

Changeling / Shape-Shifter

You automatically have the following “shape-shifting” super power for free. It does not count towards your Max Powers limit. You may add/increase points in this super power, but anything in addition to what’s provided here draws from your Power total.

Shape-Shifting (Inherent Super Power):

  • Targets: Self Only
  • Turn Duration: +20
  • Speed: +10
  • Weight: +10

Bonuses:

  • Resistance: +5 per level
  • Self-Healing: +1 per level

 

Demigod

You do not earn Experience Points normally. Your Total Exp is always equal to your combined Good Fame and Evil Fame.

Bonuses:

  • Health: +10 per level
  • Power: +20 per level
  • Resistance: +20 per level
  • Spiritual: +20 per level
  • Any Other Skill of Your Choice: +10 per level

 

Dragonkin

If you have a flying power/equipment, it does not cost you an action to fly. Earn +10% Experience points per other dragon, dinosaur, and other reptilian/lizard-type race (as defined by Story Master) in your party.

Bonuses:

  • Health: +5 per level
  • Resistance: +5 per level
  • Initiative: +1 per level

 

Dwarf

Repair all your equipment for free. Buy all your equipment for 50% of its normal price.

Bonuses:

  • Physical: +2 per level
  • Financial: +3 per level
  • Max Equipment: +1 per level
  • Evasion: +10 per level while fighting in the mountains or underground

 

Elf

Re-roll any dice roll (including damaging/healing) once per day. Pick the better roll.

Bonuses:

  • Health: +10 per level
  • Social: +5 per level
  • Sexual: +5 per level
  • Evasion: +10 per level while fighting surrounded by nature
  • Accuracy: +20 per level while fighting surrounded by nature

 

Fairy / Pixie

At any time, you can force another player or character to re-roll. The result of the second roll is always used, regardless if it’s better or worse than the original roll. Limit three times per character per combat.

Bonuses:

  • Self-Healing: +5 per level
  • Mental: +5 per level
  • Spiritual: +10 per level
  • Sexual: +5 per level

 

Genie

You come with a magic lamp or similar device (Item Durability = 100 x your current level). Anyone who holds your lamp can make up to three wishes per level. You must grant those wishes — according to your interpretation of the request and how to best fulfill it. Story Master can modify or veto any action/wish manifestation, but beyond that you have Story Master-like powers to grant the wishes of others. No wishing for more wishes. If your magic lamp is destroyed, you lose the ability to grant wishes.

Bonuses:

  • Health: +20 per level
  • Spiritual: +50
  • 0% chance to Critical Fail

 

Giant

Your total Weight on all your powers and equipment is automatically doubled (no added point cost). You also automatically have the following “super strength” super power for free. It does not count towards your Max Powers limit. You may add/increase points in this super power, but anything in addition to what’s provided here draws from your Power total.

Super Strength (Inherent Super Power):

  • Targets: Everyone & Everything
  • Weight: +10
  • Damage: 2xD20 to Health

 

Golem

Ignore 100% of damage, once per combat.

Bonuses:

  • Health: +100
  • Physical: +10 per level
  • Special: +2
  • Critical Fail Range: +1

 

Human

Select any Special that costs 5 points or less and get it for free.

Bonuses:

  • Mental: +2 per level
  • Social: +5 per level
  • Sexual: +5 per level
  • Financial: +2 per level
  • Max Inventory: +15

 

Mermaid

You gain 1 Health per second (5 per turn) while swimming in or covered by water. You may also telepathically communicate with all fish and water-based creatures. With your Story Master’s permission, you may also transform to have legs to be able to walk on dry land.

Bonuses:

  • Emotional: +2 per level
  • Social: +2 per level
  • Sexual: +7 per level
  • Evasion (out of water): +2 per level
  • Evasion (while in water): +20 per level

 

Ogre

Create one weapon worth $100 or less and get it for $0. (If it is damaged and needs to be repaired or replaced, normal costs apply.)

Bonuses:

  • Physical: +5 per level
  • Critical Hit Range: +2
  • Max Equipment: +1

 

Ranger

Every time you enter combat and roll for Initiative, roll twice and pick the better score. Your total Distance and Radius on all your powers and equipment is automatically doubled (no added point cost).

Bonuses:

  • Initiative: +5 per level
  • Accuracy: +20 per level
  • Max Inventory: +10

 

Superluminal

Get the first (single) action in combat, regardless of turn order. Your total Speed on all your powers and equipment is automatically doubled (no added point cost).

Bonuses:

  • Actions/Turn: +1
  • Evasion: +5 per level
  • Special: -1 per level for the first 5 levels only

 

Vampire

You can turn another character into a vampire by biting them. Defending character can try to resist the transformation (Resistance + D20), but you may roll twice and pick the better score. Attempting to turn someone into a vampire costs you an entire turn. If successful, character transforms into a vampire after three turns (and gains all vampire rules/bonuses).

You lose 1 Health per second (5 Health per turn) while exposed to sunlight. However, you gain 5 Health per second (25 Health per turn) while drinking blood.

Bonuses:

  • Health: +5 per level
  • Physical: +5 per level
  • Sexual: +5 per level
  • Accuracy: +5 per level

 

Werewolf

You can turn another character into a werewolf by biting them. Defending character can try to resist the transformation (Resistance + D20), but you may roll twice and pick the better score. Attempting to turn someone into a werewolf costs you an entire turn. If successful, character transforms into a werewolf after three turns (and gains all werewolf rules/bonuses).

Receive 4x damage from any attack that includes silver.

Bonuses (permanent):

  • Physical: +5 per level
  • Evasion: +5 per level

Bonuses (during a full moon):

  • Resistance: +10 per level
  • Physical: +10 per level
  • Emotional: +10 per level
  • Initiative: +10 per level
  • Critical Hit Range: +1 per level

 

Zombie

You can turn another character into a zombie by biting them. Defending character can try to resist the transformation (Resistance + D20), but you may roll twice and pick the better score. Attempting to turn someone into a zombie costs you an entire turn. If successful, character transforms into a zombie after three turns (and gains all zombies rules/bonuses).

Every time you successfully turn someone into a zombie (including NPCs), gain +10 Experience points per level.

Bonuses:

  • Health: +50 per level
  • Resistance: +20 per level
  • Physical: -5 per level
  • Mental: -5 per level
  • Social: -10 per level
  • Sexual: -10 per level
  • Initiative: -5 per level
  • Evasion: -5 per level
  • Critical Fail Range: +4