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) |
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.
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 |
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. |
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| 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:
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 |
Alternate Form
Always Lucky
Armor Penetration
Auto-Life
Big Ego
Blessed
Charge Up
Destroy the Planet
Discount Card
Evasive Maneuvers
Dual Wielding
Elemental Master
Eternal Energy
Extra Perceptive
First Action
Gifted / Talented
Knock Back
Instant Karma
Meta-Gaming Enabled
Mimic
Miraculous Recovery
Montage
Multi-Class / Multi-Race
Multi-Element
Overdrive
Resistance Plus
Truly Unlimited
Unbreakable Equipment
Yesterday’s News