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Golden heroes rules amendments

Character creation

New stats
Perception and Intelligence created in the same way as the others. Bonus to perception
if player receives appropriate super power. Use same principle as super strength/vigour.
Both should be used on the roll under on a d20 principle with appropriate modifiers for
darkness/powers/easy or difficult problems.

Ignore damage dividers for high strength.

Cash

Convert GPs into $.

If financial resources not determined by advantageous background or roll on the


following table applying modifiers for skill (see later).
Roll
01 10
11 35
36 65
66 90
91 00

Financial resource
1
2
3
4
5

Skills
Players can exchange a power role for one on the skill table.
Selecting Powers
A Player MAY select powers, however this is at an exchange rate of 2 for 3. I.e. for
every 3 power rolls a player gives up he can select 2 powers/skills/ABs. A player cannot
select any power that costs 2 or 1 power at level 2.
Contacts

The contacts advantageous background gives you a contacts rating of 8, made up as you
see fit (see contacts spreadsheet).
DUPs

Assume 1 DUP = 8 hours

Advancement

High or low intelligence will provide a modifier to the time it takes for advancement.
The % modifier is the amount above 12 or below 9. A character with an IQ of 17 would
receive a 5% reduction in the time taken to learn new skills or powers.

Equipment

Use costs in Heroes unlimited

The Growth Power


Growth as listed in the rules, does not have any grades above 1. In fact, there are
multiple grades, and they work similarly to multiple grades of the "Larger/Taller" power.
The Intangibility Power
As an option for Grade 2 Intangibility, the character may choose to be able to affect
more mass including other characters. They must be in physical contact with the person
or mass, which means either a willing accomplice or a successful grab.
The other Grade two options (full immunity, solidification attack, ec.) are not gained if
this option is taken.
The character can "phase" 25 kg without difficulty, allowing them to carry their clothes
and so forth. Larger masses cost 1d6 HTC/+50 kg, and the cost is applied each turn
after the first full turn of "phasing." Most humans can therefore be carried for
1d6HTC/turn since they mass less than 75 kg.

The Shrinking Power


Shrinking as listed in the rules, does not have any grades above 1. As an option, the
following is presented.

Grade 1:

Foes at -1 to hit

About 1/2 size (aka Mini-Me)

Ground movement is 1/2 unless other powers


would affect it
Physical Damage is full
Energy attacks and the like are at full
damage
Push back threshold is reduced by 5

Grade 2

Foes at -2 to hit

Doll size (or Action figure, about 12")

Ground movement is 2 meters unless other


powers would affect it
Physical Damage is 1/2 (including Strength
bonus)
Energy attacks and the like are at full
damage
Push back threshold is reduced by 8

Grade 3

Foes at -3 to hit

Insect size

Ground movement is 1 meter unless other


powers would affect it
Physical Damage is 1/4 (including Strength
bonus)
Energy attacks and the like are at 1/2
damage
Push back threshold is reduced by 10

The Amphibious Power


Grade 1: The character can breathe underwater unimpaired and is more "at home" in the
water than on air. The character can move and manoeuvre in water at their original
movement rate. (Not reduced to 1/5 for normal swimmers.)
Grade 2: In addition, the character's body is built to withstand the pressures of the
deep. so they can dive to any depth without impairment. This grants the character
+1d6+3 Strength and +1d6 Vigour. However, the character must regularly be in contact
with water or their amphibious body dries out, causing them problems. After 1 hour
without contact with water, the character may not recover HTC or HTK. After two
hours, 1d6 HTC per minute is taken. After unconsciousness, it becomes 1d6 HTK. This
effect is stopped by either immersion in water or water being poured onto the hero (A
minute in the shower would do.)
As an option, a character who rolls this power may upgrade to Grade 2 without an
additional power roll, but must take the following limitiation in addition to the regular
Grade 2 limitation: the character can only breathe water ... on the surface, he must have
some sort of "respirator" to function.
Grade 3: No extra contact with water is required, though generally they will drink
significantly more water than anyone else!
The Weapon Creation Power
Grade 1: Character can create any muscle powered weapon out of "Thin Air." An action is
taken to create the weapon. Ammunition for weapons can be created as well, in another
action. Ammunition usually comes in batches of about 10 for small items such as sling
stones, 5 or so for medium sized items like arrows, and perhaps only one or two for large
items such as javelins or atl-atl spears.
The weapons persist for as long as they are directly held/used by the creator. If they
leave his possession, including firing ammunition, they disappear 1 round later. Likewise,
if the character is knocked out, the weapons disappear 1 round later.
Obviously this power requires a good deal of GM oversight.
Grade 2: Character can create simple mechanical weapons up to the technology base of
the campaign out of "Thin Air"
Grade 3:(Experienced Players Only) Character can create advance technological weapons
out of "Thin Air." Effects of weapons determined by players and GM. The player will
need the appropriate scientific skill to be able to visualize such weapons.
Physicist/mechanic/electrical engineering dependant on weapon.

Amendment to powers/advantageous backgrounds


Can select to roll on Advantageous background table as normal any Brilliant Scientist
result has to be re-rolled.
If get the skills power roll on the following table. Players also get (8 number of
powers) rolls on this table for free. This is to compensate anyone who did not get a
good roll.
Roll (d100)

Skill

Effect

14
58
9 12
13 16
17 20
21 24
25 28
29 32
33 36
37 40

Quick Learner
Brilliant Chemist
Brilliant Geologist
Brilliant Geneticist
Brilliant Physicist
Brilliant Mechanic
Brilliant Electrical Eng
Brilliant Biologist
Law
Law Enforcement

-10% from learning times


+5 to IQ for related problems.
Forward thinking able to make
leaps forward in current
technology/awareness.

41 44
45 48
49 52
53 56

Criminology
Psychiatry
Occult
Resist Domination

57 60
61
62
63
64 67

Resist Magic
Artist
Additional Language
Performer
Computers

68 71
72 75
76 79
80 83
84 87

Disguise
Escapology
Gymnastics
Hide in Shadows
Thief

88 91
92 95
96 00

Pilot
Medicine
Players choice/Create your own

Lawyer/practice law
Licence to carry gun - Police/FBI
etc
See Brilliant Chemist.
As above
+5 to IQ for related problems.
Further +5 to resist if
concentrate
+5 to resist magic if concentrate

Includes Vocal Skills (see GH)


+5 to IQ for related problems.
Forward thinking able to make
leaps forward in current
technology/awareness.
See GH
See GH
See GH
See GH
Includes locksmith from GH as
well as picking pockets.
See GH
See surgeon in GH

Mod to Fin
Resource roll
0
40
40
40
40
40
40
40
40
10
25
25
5
0
0
0
5
5
40

0
0
0
0
0
15
15

Combat

New initiative rule


Initiative is now calculated as follows:
D10 +DEX
The following modifiers apply:
Power

Modifier

Agility
Reactions
Superspeed
Intuition
Weapon Class
Mass increase

+2 per level
+5
+10 per level
+5
Double it and add to initiative
-5 if mass doubled

For every 10 above your opponent you get an additional frame before they act.

Hit location chart


Roll (d20) Location
12
34
5
6 10
11 12
13 14
15 19
20

Lower Leg (1 3 right, 4 6 left)


Upper Leg (1 3 right, 4 6 left)
Privates (+1d6 HTC)
Stomach
Forearm (1 3 right, 4 6 left)
Upper Arm (1 3 right, 4 6 left)
Chest
Head (+2d6 HTC, +1d6 HTK)

Modifiers
+3 for height advantage
+1/-1 for every 3 above difficulty number
+2 when HTH

Aiming
Location

+ to Diff

Location

+ to Diff

Stomach/Chest
Legs/Arms
Forearm/lower leg etc

+2
+4
+5

Head/hands/feet
+6
Postage stamp size +10

Parries
Characters using martial arts or weapon skill have their die roll doubled when parrying.
Damage bonuses are unaffected
Characters using Weapon Skill: Shield, have their die roll tripled.
This could be further increased as a power refinement, of course.
Charging
Frame One -- move
Frame Two -- attack & recover.
Actions
If a combat option takes 2 frames (i.e. an action) it does not take place until the second
frame. The only time it is interrupted and prevented from happening is if someone is
knocked back.
Magic Energy Strike
Strike roll is against unarmoured DC (probably 6. 7 or 10 12) .
Magic and Mental attacks are unaffected by Armour or Tough Skin (unless they are
magical in origin) and therefore ignore normal dividers. Cover, also provides no
protection as long as the attacker can see the individual. However, they do receive an
EGO divider consult the Strength divider table but apply EGO instead to determine
their mental/magical dividers. Against other magic/psychic users the individual receives
a +5 bonus to their EGO (if they spend 1 power point {lasts 5 rounds} plus a further +5 if
they have magic/mental resistance) for the purposes of calculating their dividers.
Magical or Psychic attacks cannot target specific areas and therefore cannot receive a
bonus to damage.
Cannot be parried unless by magic/magical object, but it can be dodged (use dex vs
magic and ego vs mental). Neither can affect anything non-sentient (robots for
example). Magical attacks generally concentrate on causing pain to the soul whilst
mental attacks focus on causing pain to the mind.
There is no physical affect to the individual other than those caused by extreme stress
i.e. the physical reaction to pain (adrenaline etc). Every attack varies slightly between
individuals in the way it looks and affects others. For example some magicians attacks
resemble fire or lighting. On occasions the pain that individuals feel has been sufficient
to manifest itself with physical symptoms burns etc, though this is generally unusual.

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