Specials (Advantages)

Specials customize your character in a lot of different ways. They can include natural talents, special abilities, strengths, weaknesses, unique traits and features, and more. You don’t need any Specials – they’re all optional. But adding some to your character will make the game a lot more fun, interesting, challenging, and enjoyable for you and others.

Remember: Specials DO NOT use Character Points. They use their own “Special Points”. You get 1 Special Point per level. Some Specials cost points. Others provide points.

The following Specials have a definite advantage, and cost Special points.

Click here to see Specials that offer disadvantages, and provide Special points.

 

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

 

 

Alternate Form

You can transform at will into your alternate form. Transformation takes 3 turns. Use a new character sheet to create your alternate form, with unique stats, skills, and specials. (The alternate form must also have the “Alternate Form” Special or some other means to return you to your original form, otherwise you’ll remain stuck in the alternate form.)

Cost: -5 Special points

 

Always Lucky

Re-roll any non-damaging/non-healing dice roll, pick the better of the two.

Cost: -5 Special points

 

Armor Penetration

Your weapon’s attack can penetrate, pass through, and/or ignore your target’s Armor/Protection stat. Applies to one weapon only. If your target is defending with multiple armors/protections, this applies only to the first one. It does not damage or destroy the target’s armor; it merely passes through it.

Cost: -1 Special point (ignores 25% of Armor/Protection)
Cost: -2 Special points (ignores 50% of Armor/Protection)
Cost: -4 Special points (ignores 75% of Armor/Protection)
Cost: -8 Special points (ignores 100% of Armor/Protection) 

 

Auto-Life

If you die, wait 3 turns, and then revive with 100% Health. Limit once per level. Happens only after death, not just falling unconscious.

Cost: -12 Special points

 

Big Ego

Earn double the normal Fame points.

Cost: -1 Special point

 

Blessed

It seems the world (or the Story Master) is on your side, making life as easy and convenient as possible. The Story Master provides you extra special favors, exceptions, or second chances. The Story Master is very loose and forgiving on the game rules with you and will put as few obstacles in your path as possible.

Cost: -15 Special points

 

Charge Up

Multiply the damage/healing total of one power or equipment. Charging costs an entire turn (you cannot take any other actions). You can charge up for an unlimited number of turns, but you cannot begin combat pre-charged without Story Master approval.

  • Charge for 1 Turn = 1.5x total damage/healing
  • Charge for 2 Turns = 2x total damage/healing
  • Charge for 3 Turns = 2.5x total damage/healing
  • Charge for 4 Turns = 3x total damage/healing

Cost: -5 Special points

 

Destroy the Planet

Unleash a single explosive attack that deals 1,000,000 points of Health damage with a radius of 10,000 miles. To release this massive explosion, you must roll a “20″ on a D20 without any bonuses or modifiers. Attempting this roll counts as your entire turn, regardless of actions available. You may roll as many times as you like, but once you succeed and release the explosion, you die and cannot do it again. (If you somehow survive, perhaps with Auto-Life or another means, this Special is still a one time use only.)

Cost: -50 Special points
Cost: -60 Special points (damage and radius are multiplied by your current level at the time of detonation)

 

Discount Card

Receive discounts wherever you go. Purchase and repair all your equipment for half price. Buy inventory items at 50% off as well. Receive between 10% and 90% off (decided by Story Master) for all other services, fees, and other miscellaneous costs and expenses in the story.

Cost: -4 Special point

 

Evasive Maneuvers

If you fail a dodge check (Evasion + D20), add a +1 bonus to your next dodge check. Keep repeating (and stacking bonus points) until you succeed. This bonus remains indefinitely, even after combat, until you dodge something. Succeeding in a dodge check resets this bonus to +0. This bonus is addition to your normal Evasion total.

Cost: -3 Special points

 

Dual Wielding

You can use two weapons at once (counts as one action, but both must be used to attack the same target). Gain +1 Max Equipment, but at least two of all your equipment items must be weapons. Each attack is calculated individually. But you can attack the same target with two different or identical weapons as only one action.

Cost: -5 Special points

 

Elemental Master

Add any additional element(s), including opposing element(s), to your character or one power/equipment. Do not receive double damage from opposing elemental attacks; damage received is calculated as if non-elemental.

Cost: -4 Special points (+1 element)
Cost: -8 Special points (+2 elements)
Cost: -12 Special points (+3 elements) 
Cost: -16 Special points (+4 elements) 
Cost: -20 Special points (+5 elements)
Cost: -24 Special points (+6 element)
Cost: -28 Special points (+7 elements)
Cost: -32 Special points (+8 elements) 
Cost: -36 Special points (+9 elements) 
Cost: -40 Special points (+10 elements)
Cost: -44 Special points (+11 elements)  

 

Eternal Energy

Keep using super powers, even if your Power stat is damaged below the minimum Power Required.

Cost: -5 Special points

 

Extra Perceptive

+2 per level to any perception/detection related skill check.

Cost: -1 Special point

 

First Action

Whenever combat begins, you get to take the first action before everyone else, regardless of your turn order. You may only take 1 action, even if you have extra actions per turn. When your actual turn begins (in turn order), you may go again with all your normal action(s) available per turn.

Cost: -5 Special points

 

Gifted / Talented

Choose one skill you want to be exceptionally gifted/talented in. Receive +10 per level to that skill. If this skill is attacked, any damage it receives is reduced by 50%. And once per level, you can guarantee a successful skill check roll with this skill.

Cost: -5 Special points

 

Knock Back

Once per combat, while defending from an attack, you can deflect their incoming attack and bounce it back on them. You take no damage. 50% of their damage returns to them as a counter-attack. It also pushes them back 5 feet per your level away from you.

Cost: -15 Special points

 

Instant Karma

Whenever someone deals damage to one of your stats/skills, they instantly receive the same amount of damage directly to their own matching stat/skill.

Cost: -40 Special points

 

Meta-Gaming Enabled

Your character knows everything you, the player, know.

Cost: -100 Special points

 

Mimic

Copy the action of any other character, limit once per day. The other character has to do the action first, and you must copy it on the same/next turn for it to work. But you can copy any action, including use of powers, equipment, and Specials you don’t actually have.

Cost: -20 Special points

 

Miraculous Recovery

Once per level, if you are knocked unconscious (but not yet dead), you can suddenly recover with:

  • +10 Health per level up to 100% Health
    (or a minimum 1 Health guaranteed, whichever is higher)
  • +1 per level to all other stats/skills
    (if healed past 100%, the overage is a temporary bonus that lasts for 3 turns)

Cost: -10 Special points

 

Montage

Develop a new power or build a new equipment during your own personal montage sequence. Requires 3 uninterrupted turns to complete your montage. Can be performed at any time, even during combat, but all other normal rules apply (cannot exceed Max Powers/Max Equipment, must have enough Power/cash, etc).

Cost: -3 Special points

 

Multi-Class / Multi-Race

You may have an additional class or race.

Cost: -10 Special points (+1 class or +1 race) 

 

Multi-Element

You may add an additional non-opposing element to your character or one power/equipment.

Cost: -2 Special points (+1 element)

 

Overdrive

If your Health is at “0″ or “1″, you deal 10x the normal damage for all your attacks.

Cost: -1 Special point

 

Resistance Plus

If you fail a resistance check (Resistance + D20), add a +1 bonus to your next resistance check. Keep repeating (and stacking bonus points) until you succeed. This bonus remains indefinitely, even after combat, until you resist something. Succeeding in a resistance check resets this bonus to +0. This bonus is addition to your normal Resistance total.

Cost: -3 Special points

 

Truly Unlimited

Remove the “per combat/per day/per level/etc” usage limitation on one of your Specials.

Cost: 4x the cost of the Special this applies to

 

Unbreakable Equipment

Your equipment is made out of a special material that cannot be damaged. Your weapons, armors, and other custom equipment cannot be destroyed.

Cost: -5 Special points

 

Yesterday’s News

Once per level, you may remove Good Fame and/or Evil Fame on any character, including yourself. Roll a D100 to determine the percentage of total Fame removed. You may roll up to three times and choose the best one.

Cost: -1 Special point