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LONG
An Ultimate Book for the HERO System
Authors: Steve Metze, Steven S. Long
Additional Contributions: Michael Surbrook
Editing & Development: Steven S. Long
Layout & Graphic Design: Andy Mathews
Cover Illustration: Brandon and Brian Fraim
Interior Illustration: Jeff Cram, Andrew Cremeans,
Brandon Clark, Storn Cook, Keith Curtis, The Forge,
Brendan and Brian Fraim, John Grigni, Rob Hawkins, Jeff
Hebert, Alan Maranon, Tom Miskey, Cara Mitten, Scott
Ruggles, Klaus Scherwinski, Greg Smith, Chris Stevens
SPECIAL THANKS
First, we’d like to thank Scott “Dr. Anomaly” Gray and Anthony
Jackson from the Hero Games message boards for their help with
determining the gravity of ultra-heavy characters. Second, we’d
like to thank Rob Land and the other Digital Hero playtesters and
testreaders who reviewed the manuscript for this book and helped
us change it into something even better. You’re all heroes!
DEDICATION
Steve M. dedicates this book to all the Über Goobers everywhere.
Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means,
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by
Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. any information storage and retrieval system, without permission in writing from the
Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Printed in the Canada. First printing November 2005
Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games.
The Ultimate Metamorph © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO110 • ISBN Number: 1-58366-050-X
Star Hero, Justice Inc., Danger International, Danger International, Western Hero http://www.herogames.com
© 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
TABLE OF CONTENTS
INTRODUCTION ............................................. 4 COMPLETE METAMORPHS ......................... 78 NINJA HERO .............................................. 203
BISHAMON .............................................. 203
CHAPTER ONE: CHAPTER TWO: PULP HERO ............................................... 206
METAMORPH CHARACTERS METAMORPHIC POWERS THE GHOUL ............................................. 206
METAMORPH BASICS .................................... 6 ANIMAL POWERS ........................................ 83 STAR HERO ............................................... 208
CLASSIFYING METAMORPHS......................... 6 PRANA MONK .......................................... 208
BODY CONTROL POWERS............................ 95
METAMORPH BACKGROUNDS ...................... 8 WESTERN HERO ........................................ 210
BODY-TRANSFORMING POWERS ............... 109
METAMORPH PERSONALITIES .................... 10 SUN EAGLE.............................................. 210
METAMORPH ARCHETYPES ........................ 11 DENSITY INCREASE POWERS .................... 116
SKILLS ........................................................ 14 DUPLICATION POWERS.............................. 119 CHAPTER FOUR: TEN
HYPER-CHARACTERISTICS ........................ 124 THOUSAND FORMS:
TALENTS ..................................................... 16
HYPERSENSES .......................................... 128 METAMORPH CAMPAIGNING
BODY-AFFECTING POWERS ......................... 17
DENSITY INCREASE .................................... 18 INTANGIBILITY POWERS ............................ 133 COMBAT AND ADVENTURING..................... 214
DESOLIDIFICATION ..................................... 22 SHAPE ALTERATION POWERS .................... 137 PERCEIVING METAMORPHS ...................... 214
DUPLICATION ............................................. 26 METAMORPHS IN COMBAT ....................... 214
SIZE ALTERATION POWERS ....................... 148
Cloning ................................................... 33 SIZE DIMENSIONS ..................................... 217
EXTRA LIMBS ............................................ 34 STRETCHING POWERS .............................. 159 THE MACROVERSE ................................... 217
GROWTH ................................................... 35 MISCELLANEOUS POWERS ....................... 169 THE MICROVERSE .................................... 220
MULTIFORM ............................................... 39
THE METAMORPHIC BESTIARY .................. 223
SHAPE SHIFT ............................................. 46 CHAPTER THREE:
SHRINKING ................................................ 50 METAMORPHS GENRE BY GENRE BERSERKER .............................................. 223
STRETCHING.............................................. 54 BROLLACHAN ............................................ 224
COMBINING ............................................... 56 CHAMPIONS .............................................. 182
KITSUNE .................................................... 225
ECLIPSE .................................................. 183
OTHER POWERS .......................................... 59 LYCANTHROPES ........................................ 228
EL JAGUAR .............................................. 185
POWER MODIFIERS ..................................... 62 MORPH ................................................... 187 WERERAT ................................................ 228
POWER ADVANTAGES ................................ 62 WERESHARK............................................ 229
CYBER HERO ............................................. 189
POWER LIMITATIONS .................................. 62 WEREWOLF ............................................. 230
JOHN DOE 4.0 ......................................... 189
POWER FRAMEWORKS ............................... 65 DIS ARMAMENT ....................................... 191 MASQUER ................................................. 231
Shape Shift plus Power Framework .......... 65 NANOMETAL ROBOT.................................. 232
DARK CHAMPIONS .................................... 194
Variable Power Pool ................................. 65
DR. NATHAN SUMBRU .............................. 194 TANUKI ...................................................... 234
DISADVANTAGES ......................................... 68 Other Shapechanging Creatures .......... 236
FANTASY HERO ......................................... 197
METAMORPH CREATION .............................. 71 ALVARAN NINEFORMS .............................. 197 METAMORPHIC GADGETS.......................... 238
INTERNAL METAMORPHS ........................... 71 HROLF KELLINGSON ................................ 199
COSMETIC METAMORPHS .......................... 72 BIBLIOGRAPHY .......................................... 244
HORROR HERO .......................................... 201
MINOR METAMORPHS................................ 73
NAZERON JOHNSON ................................ 201
MAJOR METAMORPHS ............................... 74
4 Hero System 5th Edition
INTRODUCTION
F
or most of us, the world is a simple, stable In addition to expanding the rules and rules
place. Every morning when we wake up, we options for metamorph characters, The Ultimate
look at the same face in the mirror, the same Metamorph provides players and GMs with guid-
body, the same hands. We know what our ance on designing more interesting and distinctive
bodies can do, because we’ve spent years experienc- metamorph characters and integrating metamorphs
ing them. smoothly into a campaign, irrespective of genre. The
But there are those out there, heroes and information in this book can apply to superheroes
others, for whom the world is not so predictable. who stretch their bodies, Fantasy werewolves and
They must constantly struggle with their own shapeshifting wizards, weird Science Fiction creatures
identity, for the image they see looking back in the who can assume the forms of other beings, and count-
mirror means nothing to them. Some voluntarily less other character types and concepts spanning the
change forms as they see fit, while others constantly breadth of adventure gaming.
fight to remain the same. Some have no bodies at Chapter One, Metamorph Characters, discussed the
all — they wander helplessly from “host” to “host,” major types of metamorphs, with suggestions on
stealing what time they can in a stable environ- how to build them. In addition to an extensive sec-
ment. Others have consistent physical forms, but tion on the Body-Affecting Powers (which lie at the
their personalities or minds change regularly, so heart of most metamorph character concepts), it
that they perceive each day in a new way. Some can reviews the HERO System’s Skills, Talents, Powers,
even choose from multiple bodies they’ve created and other elements with regard to how they apply
or stolen, entering them like most people would put to or help metamorphs. That segues into Chapter
on clothes. Two, Metamorphic Powers, which has almost 300
Welcome to the world of metamorphosis, pre-built powers and abilities for just about any
shapeshifters, and mutates — a world of beings and metamorph you can imagine (and most of those
creatures that sometimes help humanity, but all too powers have one or more options, resulting in
often terrify it. thousands of possible powers for your metamorph
The Ultimate Metamorph is Hero Games’s look characters). Some of these powers appear in The
at the rules for and uses of powers and abilities that UNTIL Superpowers Database or other HERO
involve changing a character’s physical, mental, or System products, but many are new, revised, or
spiritual form. It discusses and describes how to updated just for this book.
build, run, and campaign with characters and crea-
tures that have more than one form or state of exis- Chapter Three, Metamorphs Genre By Genre,
tence. For the purposes of this book, a metamorph reviews how metamorphs tend to function in
is any character who in some way changes his form, various major genres, such as superheroes, Fan-
usually voluntarily but in some cases involuntarily, tasy, and Pulp. It includes several sample char-
and for whom that change is a defining element of acters for use as NPCs or pre-generated player
his powers, abilities, personality, or self-perception. characters in your campaigns.
The term “shapeshifter” or “shapechanger” is some- Chapter Four, Ten Thousand Forms, covers meta-
times also used, though those terms tend to imply morph campaigning. It discusses special ways
just a physical alteration of form. While it’s true that metamorphs interact with the combat and equip-
most metamorph characters change their physical ment rules, and provides writeups for “generic”
shape, in the hands of an imaginative player or GM metamorphs (such as werewolves and kitsune) and
the concept of “change” can cover many other char- some metamorph-related gadgets.
acter types and abilities. So, change into something comfortable and
enjoy The Ultimate Metamorph!
chapter one:
METAMORPH CHARACTERS
6 ■ Metamorph Characters Hero System 5th Edition
METAMORPH
BASICS
B
efore you begin choosing or designing — counts as a “metamorph.” To help you figure out
the appropriate powers for your meta- what type of character you want to play, this book
morph, give some consideration to sev- organizes metamorphs into five categories based
eral basic issues. This helps you create a on their primary mode and extremity of change:
richer, better-developed character, and may give internal metamorphs; cosmetic metamorphs;
you ideas for abilities and Skills you otherwise minor metamorphs; major metamorphs; and com-
wouldn’t choose for your character. These basics plete metamorphs.
include not only what type of metamorph your
character is (since the concept of “metamorph” is
so broad), but where his powers come from and Internal Metamorphs
how they affect his personality. An internal metamorph changes inside, with
no outwardly noticeable signs that he’s changed.
immune to pain (some stories even claim they were the technology exists to create and grow clones
immune to weapons). However, the berserker’s rage with comparative swiftness, tyrants could create
was uncontrollable; until he calmed down due to entire armies of cloned soldiers, or a murderer
fatigue or injury, he’d attack anything in his path could clone himself as a way of creating an alibi.
— enemies, allies, women, children, animals. Not all duplication has to be physical, either.
In HERO System terms, you can build the ber- For example, some characters with mental powers
serker bloodlust as various abilities that have the may derive their psionic abilities from having the
mandatory Side Effect of making the character go power to “divide their minds” into two equally
Berserk, or as various abilities that only function intelligent parts. Some cultures, such as the ancient
when the character’s Berserk is triggered. See Ber- Egyptians, believed in multiple “souls,” and that
serker Fury, page 169, for an example. may explain how a character gains the ability to
duplicate himself spiritually. Classic “astral projec-
THE DUPLICATOR
tion” powers could also represent a form of spiri-
This metamorph can create one or more tual duplication.
beings out of himself. Stereotypical comic book
Duplicators, such as Madrox the Multiple Man, can ENERGY MAN
manifest dozens or hundreds of identical duplicates Found primarily in comic book settings, the
of themselves, but the concept of duplication as a Energy Man has the ability to transform his physi-
metamorphic power extends beyond that. Some cal body into coherent energy — his flesh becomes
Fantasy monsters or Science Fiction creatures electricity, sonic energy, cosmic energy, fire, or
may have the ability to divide themselves in two whatever other form of energy is appropriate to his
or create more of themselves — for example, the powers and origin. While in energy form he usually
Lernean Hydra in Greek mythology grew two has powerful attacks (including a Damage Shield,
heads every time one of its heads was cut off, and a since just touching him is dangerous) and can fly or
giant space amoeba might “bud” another of itself in teleport. Some wizards in High Fantasy games may
response to danger. have spells allowing for a similar transformation.
Cloning offers a more “realistic” — but much
lengthier — way for a character to duplicate him-
self. In Champions and Star Hero campaigns, where
13
The Ultimate Metamorph ■ Chapter One
HENGEYOKAI THE LYCANTHROPE
Also known as “the Were-Animal,” a Henge- Perhaps the most common and best-known
yokai is the opposite of a Lycanthrope: an animal metamorph in adventure literature and movies, the
that can assume human form. The name comes Lycanthrope — or were-creature — is a person with
from Japanese legend, which is replete with such the ability to change his shape into that of a particular
beings, including tanuki (badger-dogs who can take animal, and usually into a related “animal-man” form
human shape) and nezumi (rats who can become as well. Many people consider lycanthropy a curse, a
human). See the Metamorphic Bestiary in Chapter dreaded disease they would give anything to be cured
Four for more information. of, but some accept (or even revel in) their bestial
nature and abilities. See page 76 and the Metamor-
THE IMITATOR
phic Bestiary in Chapter Four for more information,
Also known as the Doppelganger, the Imitator including rules for contracting lycanthropy.
has the ability to copy the forms of other people,
usually for purposes of deception. Sometimes this The Skinchanger
ability extends to voice, fingerprints, DNA, and Described briefly above, the Skinchanger is
even mental patterns/memories, though Imitators a person who can assume a specific animal form
rarely (if ever) have the ability to copy superpow- through the use of an enchanted animal skin (or
ers, Skills, spells, or other unusual abilities. In some animal-skin garment). Although similar to the
settings, Imitators are deadly, dangerous monsters Lycanthrope in many ways, he can’t assume half-
(such as the Masquer on page 231); in others, they man half-animal form, and his dependence on
represent a threat to the entire world because of the skin (a Focus, in HERO System terms) leaves
their ability to take the place of political leaders. him vulnerable to losing his powers. Skinchang-
In HERO System terms, you can build an Imitator ers may be seen as more evil and depraved than
using Shape Shift with the Imitation Adder (and Lycanthropes, since many victims of lycanthropy
possibly the Cellular Adder as well). contracted the condition involuntarily, whereas a
Skinchanger willingly changes shape (often for self-
The Mimic ish or malicious ends).
Related to the Imitator is the Mimic, who
can not only copy appearances but Skills and THE MALLEABLE MAN
abilities as well. The extent of a Mimic’s powers Another metamorphic archetype found pri-
varies. Some Mimics can only copy one person at marily in the comics, the Malleable Man has a body
a time; others can mix and match abilities from he can stretch, warp, and reshape in various ways.
multiple persons, making them deadly warriors The Elongated Man, Mr. Fantastic, and Plastic Man
and ultra-competent adversaries. Some can only are all classic examples.
copy specific types of abilities (such as Marvel In HERO System terms, Stretching is the defi-
Comics’s Taskmaster, who mimics other peoples’ nitional power for the Malleable Man. In addition
physical skills); others can copy anything, even to standard Stretching, he often has many “Stretch-
mental or mystical powers. Some can only use ing tricks” he can perform (see Chapter Two for
the abilities and appearance of the last person plenty of examples). Some Malleables, such as Plas-
they copied; others retain full knowledge of tic Man, also have Shape Shift and even Multiform
everyone they’ve ever copied, and can manifest to represent their ability to stretch/reshape their
any of their abilities at will. Some have to touch bodies into unusual objects, vehicles, and the like.
what they want to copy, others only have to see it.
Most Mimics copy people, but a few have a
different ability: they can “copy” the properties of
substances and objects (for example, becoming as
hard and strong as stone after touching a rock).
14 ■ Metamorph Characters Hero System 5th Edition
SKILLS
M
any of the HERO System Skills can BREAKFALL
simulate the effects of a character’s abil- You can simulate some aspects of the abil-
ity to change shape or personality. If ity to rapidly change form with Breakfall. For
this requires significant effort on the example, while a cat-like character always lands
character’s part, Limitations like Costs Endurance on his feet, a metamorph might simply create
are appropriate; if he hasn’t yet fully developed his feet and legs pointing toward the ground and
powers, an Activation Roll also helps define the then reform his body to match. For particularly
ability. elastic characters, Breakfall could represent the
INTERACTION SKILLS ability to “soften” the area nearest the ground so
it cushions the force of impact.
Some metamorphs don’t change the shape
of their bodies, they change their personalities CLIMBING
or thought patterns. Such characters may be par- Climbing is a cinch for many metamorphs. If
ticularly adept at social intercourse because they they have Stretching they can easily reach hand-
can subtly shift their approach (and perhaps even holds and pull themselves up. If not, they may be
appearance) to influence whoever they’re interact- able to grow claws or spikes that help them climb,
ing with. In HERO System terms, you can represent or even mold their malleable flesh to the climbing
this by buying specific Interaction Skills and/or surface so they practically stick to it.
Skill Levels with Interaction Skills.
COMBAT SKILL LEVELS
PERCEPTIVE SKILLS
The ability to rapidly change the shape of one’s
For some Skills involving perception or body, grow additional limbs, elongate limbs, or
analysis of phenomena, such as Criminology (see create claws can make a character a devastatingly
below), some aspects of Bugging and Mechanics, effective HTH combatant, and you can represent
or Tracking, a character who can Shrink may buy that with Combat Skill Levels. A malleable-bodied
Skill Levels (or bonuses to such Skills) to represent character might easily stretch out of the way of
how easy it is to perceive small things at his size. To attacks, or “bounce” them off his body — an ability
an ordinary-sized person, the details of a footprint you could simulate with DCV Levels.
may be hard to perceive, but to an inch-tall charac-
ter they stand out like hills. CONCEALMENT, SHADOWING,
AND STEALTH
ACROBATICS
Some metamorphs can change the color and
Some metamorphs can change form so rapidly texture of their skin to match their surroundings,
they can easily avoid obstacles others characters have giving them these Skills or bonuses to these Skills
to face. Acrobatics might not let them actually do (see Chameleon Camouflage, page 93, for an exam-
a flip, but it allows them to rearrange their bodies ple). Similarly, characters who can radically alter
quickly enough to accomplish the same result. While their form might use their abilities to soften their
a circus acrobat swings from a flagpole using a tether, feet or otherwise move more quietly.
a metamorph might just extend a body part and wrap
it around the flagpole. A metamorph might be able to CONTORTIONIST
easily balance on the narrowest or slipperiest surfaces Even characters with only minor metamor-
by contorting limbs for more stability, increasing foot phosis powers sometimes have significant manipu-
size, or growing spikes to stick in slippery surfaces. latory control over their bodies. The Contortionist
In combat, a metamorph might use Acrobatics to Skill can simulate this ability to slightly alter the
represent the way his malleable limbs let him attack in bodies to fit into small spaces, dislocate various
unexpected ways (i.e., obtain a Surprise Move bonus). joints, and generally conform to whatever shape
they wish without changing their actual form.
ANIMAL HANDLER
Similar to the way certain mental meta- CRIMINOLOGY, FORENSIC MEDICINE,
morphs can change their personalities to interact AND PARAMEDICS
well with others, some can understand and get Characters who can become incredibly small
along better with animals. This is particularly may have a much easier time finding or examin-
appropriate for lycanthropes and other zoo- ing trace evidence than normal-sized characters
morphs, who often have the ability to relate well (though performing the search might not be the
with (or even speak to or summon) the type of most pleasant task...). With enough Shrinking (or
animal(s) they can change shape into. Extra-Dimensional Movement into the Micro-
15
The Ultimate Metamorph ■ Chapter One
verse), a character could easily find something a
normal-sized criminalist would overlook. The same DISGUISE MODIFIERS TABLE
could apply to diagnosing diseases and performing
Body Type Modifier
various medical procedures. Shrinking characters
Age
can take any of these Skills to represent not only 1-2 decades older/younger than character -2
that ability, but the knowledge to analyze what they 3-4 decades older/younger than character -5
find — it doesn’t do much good to locate a clue if 5 or more decades older/younger than character -9
you can’t understand its significance. Gender: disguised as different gender -2 or worse
DEFENSE MANEUVER Limbs
More limbs -1
A metamorph with a fluid body type, or Fewer limbs -2
the ability to sprout extra eyes or limbs in vari-
Posture
ous directions, might buy Defense Maneuver to Similar posture -0
represent how he uses those abilities in combat. Semi-Erect -1
For example, if an attacker slams a shapechanging Horizontal posture -2
metamorph up against a wall, rather than taking Size, Weight
time to turn around he may simply change shape Smaller than character -2
so that what was in front is now in back, and vice- Less than half character’s mass -3 per halving
versa — thus denying other attackers the ability to Larger than character -1
hit him “from behind.” In effect, the character has More than twice character’s mass -2 per doubling
no “behind” to attack from because of the way he Significantly lighter weight than character -4
can alter his form. Skin
Body covered with hair or feathers +1
DISGUISE, MIMICRY Body covered with shell +2
For metamorphs whose imitative abilities Bare skin -1
aren’t as good as Shape Shift with the Imitation Miscellaneous
Adder, Disguise provides a useful substitute (or a Distinctive scent or other emission -2
way for Shape Shifting characters without Imitation Amorphous blob -4
to try to impersonate someone). Mimicry does the Different home environment -2
same for voices, and of course a touch of Acting Other Circumstances Modifier
may be necessary to pull off the impersonation. Character disguises self as specific other person -1 to -3 (or worse)*
In effect, these Skills allow for a “poor man’s meta- Character must maintain disguise for...
morphosis” — the ability to “change shape” without Several days -1
1 Week to 1 Month -2
having to pay for expensive Powers.
Over 1 Month -3 (or worse)
A character who wants to disguise himself
*when encountering people who know the person character is impersonating
to look like a member of another species or race
may run into problems. It’s hard for a two-armed, LOCKPICKING, SECURITY SYSTEMS
six foot tall human to make himself look like
a four and a half foot tall dwarf, a six-armed Characters with the ability to change the
serpent-man, or a blue-skinned, antennaed mer- shape of their hands or fingers might be able to
chant from Rigel IV. Similarly, differences in age, create lockpicks out of them; similarly, a char-
gender, or size, or the need to maintain a disguise acter might be able to Shrink to a small enough
for a long period of time, may make it easier to size to walk into a lock and manipulate it by
see through. The accompanying Disguise Modi- hand. While this would work for most key locks,
fiers Table lists applicable modifiers — though of combination, electronic, and magnetic locks
course, not every genre or campaign is so “realis- would be beyond the scope of all but the most
tic” as to require them. extreme metamorphosis powers; depending on
the campaign, this might entitle the character to
KNOWLEDGE SKILL take a Limitation on the Skill.
In a campaign setting where shapeshifters In some cases, characters may take Security
and other metamorphs are a common or central Systems to reflect a similar ability to avoid or
feature (such as a Horror game where the PCs are bypass security devices using their metamorphic
all vampires and werewolves trying to hold on to powers. A Shrunk character can easily slip around
their humanity and do good deeds in the face of many alarms and traps, while an elastic-bodied one
temptation and their bestial natures), a Knowledge can squeeze through bars and fences or fit through
Skill such as KS: The Shapeshifting World grants air ducts. Security Systems isn’t necessary to use
knowledge of who’s who in that subculture. Knowl- those Powers in these ways, but it lets the character
edge Skill: Arcane And Occult Lore lets a character know where the security devices are and the best
know about mystic metamorphs like vampires and way around them using his abilities.
werewolves, and he can easily take more specialized
mystic KSs if desired.
16 ■ Metamorph Characters Hero System 5th Edition
TEAMWORK
ELASTICOMBAT Teamwork is an ideal Skill for Duplicates
who don’t have any sort of “psychic link” or other
Maneuver Phs Pts OCV DCV Damage/Effect
form of instant communication, but who innately
Attacks Bounce Off ½ 4 +2 +2 Block, Abort
Big Fist Punch ½ 4 +0 +2 STR +2d6 Strike understand how their other “selves” act and react
Big Squeeze ½ 4 +0 +0 STR +4d6 Crush, Must Follow Grab in combat. A team of well-trained Duplicates with
Multi-Limb Pummeling ½ 5 +1 -2 STR +4d6 Strike even low-powered attacks can be pretty effective
Squeeze Out var 4 +0 +0 +15 STR vs. Grabs during a battle.
Stretch Dodging ½ 4 — +5 Dodge, Affects All Attacks, Abort
Stretch Sweep ½ 3 +2 -1 STR +1d6 Strike; Target Falls
Wraparound
Wraparound Choke
½
½
5
4
-1
-2
-1
+0
Grab Four Limbs, +10 STR for holding on
Grab One Limb; 2d6 NND(2)
TALENTS
Wraparound Disarm ½ 4 -1 +1 Disarm, +10 STR to Disarm roll Metamorphs purchase most Talents for the
same reasons other characters do. But a few may
have special significance or uses.
BODY-AFFECTING
POWERS
A
t the heart of virtually every metamorph Shrunken characters are harder to hit (+2 DCV
character design are one or more of the for every x½ height). However, DCV modifiers
Body-Affecting Powers — Density Increase, do not apply, or only apply partially, against
Desolidification, Duplication, Extra Limbs, other characters using the same Size Power. Sub-
Growth, Multiform, Shape Shift, Shrinking, and tract the attacker’s modifier from the defender’s
Stretching. All of these Powers alter a character’s modifier to determine how much of a DCV
physical form or nature in some way — they modifier, if any, the defender receives. However,
change his shape (Multiform, Shape Shift, Stretch- a character can only get DCV bonuses against a
ing), size (Growth, Shrinking), or other properties Grown attacker if he (the character) uses Shrink-
(Density Increase, Desolidification, Duplication, ing; characters who are normal human size or
Extra Limbs). taller do not get DCV bonuses against Grown
For ease of reference, this section of The Ulti- characters who are taller than they are.
mate Metamorph includes the complete text of
Example: Hornet can Shrink to one-fourth
these Powers from The HERO System 5th Edition,
human size (-4 on PER Rolls to perceive him,
Revised rulebook, with additional information to
+4 to his DCV). However, when he’s attacked
cover subjects and situations not addressed by the
by Yellowjacket, who is also one-fourth human
main rules.
size, he does not receive his DCV bonus (+4
Character Mass - +4 = 0). If Yellowjacket were only Shrunk to
Three Body-Affecting Powers — Density half human size, Hornet would receive a +2
Increase, Growth, and Shrinking — alter a charac- DCV bonus (+4 - +2 = +2).
ter’s mass. If a character uses both Density Increase
Similarly, if Tower can become eight times
and Growth at the same time, all mass multipli-
as tall as a normal human, he has a -6 DCV.
ers add together. Thus, a character with 15 points
When fighting Gargantua, who is also x8
of Growth and 5 points of Density Increase has
normal human height, neither he nor Gargan-
x16 normal human mass. If a character uses both
tua suffer their DCV penalties (-6 - -6 = 0). If
Density Increase and Shrinking at once, determine
Tower could only become x4 normal human
the character’s mass based on the use of Shrink-
height (-4 DCV), then Gargantua would suffer
ing, then double that mass for each level of Density
a -2 DCV against his attacks (-6 - -4 = -2),
Increase in effect.
while Tower would suffer no DCV penalty (-
Character Size 4 - -6 = less than 0; Tower cannot get a DCV
Some Body-Affecting Powers enable a charac- bonus for being smaller than Gargantua unless
ter to change his size — they’re Size Powers. Growth he uses Shrinking).
allows a character to become taller than normal;
As an optional rule, the GM can ignore all
Shrinking allows him to become smaller than
DCV modifiers for size in HTH Combat. While less
normal. Size Powers are only appropriate for char-
“realistic,” this rule is simpler and allows any two
acters who can alter their size. Characters who are
characters to engage in HTH Combat normally,
always very tall or very small should not buy these
regardless of their sizes.
powers; instead, they should buy various Powers
(such as high STR or an increased DCV) to reflect LIMITATIONS
the benefits of having a permanently altered size,
and a Physical Limitation to reflect the drawbacks. Must Be Used At Full Power (-0): A character may
Use the Size Powers as guidelines for what Powers want to have Density Increase, Growth, or Shrink-
such characters should buy. (See the individual ing that he has to use at full effect. In most cases
Power descriptions for more information.) this is a -0 Limitation, but the GM may increase
A character’s size affects the ability of other the value to -¼ if he believes this condition would
characters to perceive him: Grown characters are significantly hinder the character in some circum-
easier to perceive (+2 to PER Rolls to perceive stances. The value may depend, in part, on how
them for every x2 height); Shrunken characters big, dense, or small the character can become. The
are harder to perceive (-2 to PER Rolls to perceive difference between 1” tall and 2” tall probably isn’t
them for every x½ height). enough to qualify for more than -0, but if a charac-
Size also affects the ability of other char- ter’s only option is to become 64” tall, the case for a
acters to hit the character: Grown characters higher Limitation value is stronger.
are easier to hit (-2 DCV for every x2 height);
18 ■ Metamorph Characters Hero System 5th Edition
Increase Table 53
55
150,000
200,000
+53
+55
-10”
-11”
+11
+11
+10
+11
For some gaming groups, greater granular- 58 300,000 +58 -11” +12 +11
60 400,000 +60 -12” +12 +12
ity for Density Increase may be desirable. The
63 600,000 +63 -12” +13 +12
accompanying table provides rules for buying 65 800,000 +65 -13” +13 +13
DI in 3-point increments instead of just the 68 1,200,000 +68 -13” +14 +13
standard 5-point ones. For each +3 Character 70 1,600,000 +70 -14” +14 +14
Points, the character gets +3 STR, and gets the 73 2,400,000 +73 -14” +15 +14
PD bonus of the next highest level of DI sooner; 75 3,200,000 +75 -15” +15 +15
the KB and ED modifiers remain the same as ...and so on
■ the character takes less damage from attacks, the character is thrown a lot and derives a signifi-
since he’s not “all there” to be affected. Typically this cant tactical advantage from his light weight, the
means buying Damage Reduction, but it could be GM might make him buy this ability as extra STR,
defined using other Defense Powers. Usable By Other (+¼), Only To Increase STR For
■ the character doesn’t leave footprints, trigger land Purposes Of Throwing The Character (-2).
mines, or the like. You can build this as Gliding Additionally, the character has to take a
with the Ground Gliding Limitation. Physical Limitation, Lightweight, to represent the
■ the character is light enough to float on the air, fact that, like a Shrunk character, he suffers more
ride thermals, and so forth. You can buy this as Knockback distance (but not damage) from his
Gliding, possibly with Limitations to reflect the fact attacks. The Size/Weight Physical Limitation table
that the character can’t fully control where he goes. on page 576 of The HERO System 5th Edition,
Revised rulebook summarizes the effects and value
■ the character can be thrown further than other of this Disadvantage.
characters of the same size. In most cases this is just For another way of simulating “Density
part of the special effect of the character’s powers Decrease,” see Alternate Desolidification on page 25.
and doesn’t cost Character Points. In games where
22 ■ Metamorph Characters Hero System 5th Edition
When Desolidified, a character cannot be
DESOLIDIFICATION touched, does not register on Sonar or Radar, and
emits no scent. However, he can still breathe, and
Type: Standard Power/Body-Affecting Power must do so; Desolidification provides no Life Support.
Duration: Constant Desolidified characters are visible, but look somewhat
Target: Self Only hazy (people can tell they’re using Desolidification).
Range: Self A Desolidified character cannot touch or feel
Costs END: Yes solid objects. But except for Touch Group Senses, all
Cost: 40 Character Points of a Desolidified character’s Senses, even “active” ones
A character with Desolidification can become like Radar, work normally while he’s intangible.
intangible, allowing him to walk through walls and A Desolidified character may make Presence
ignore attacks. Some examples of Desolidification Attacks against solid targets. In the case of Presence
include the intangible body of a ghost, a superhero Attacks involving threats against tangible beings,
who can pass through solid objects by synchroniz- the GM should consider subtracting dice if the
ing the “phase vibrations” of his molecules, and a target knows the character’s Desolidified and thus
vampire’s ability to transform into a cloud of mist. probably can’t do anything to hurt him.
Desolidification costs 40 Character Points and costs Carried Objects
END to use. When a character Desolidifies, any small per-
BASIC EFFECTS OF DESOLIDIFICATION sonal objects he’s wearing or carrying (including
any weapons or Foci) Desolidify with him. Larger
A Desolidified character can move through
objects he’s carrying do not; he immediately “drops”
walls and other solid objects at his normal move-
them. However, a Desolidified character cannot
ment rate unless the walls are bought with the
drop objects (such as grenades or anvils) onto or
Affects Desolidified Advantage. When doing so,
near other characters in the expectation that they’ll
he can use any Movement Power he possesses.
become solid and damage solid characters; such
For example, he can walk (Running) through
an “attack” has no effect on the solid world unless
walls, use Flight to travel through solid ground,
bought with the Advantage Affects Physical World.
and so forth. Desolidified characters can walk
If a character doesn’t want to Desolidify small
on the ground without sinking into it by force of
personal items (like Foci) when he Desolidifies, he
will; this allows them to, for example, walk up a
can simply let go of them or put them aside before
staircase or climb a cliff. Desolidification doesn’t
activating the power. If he can’t take any small per-
automatically allow a character to “walk on air”;
sonal items with him at all, that might qualify as a
to do that, he has to buy Flight.
Limitation on the Desolidification.
23
The Ultimate Metamorph ■ Chapter One
DESOLIDIFICATION AND DAMAGE If a character is hit by a Constant Power that
When Desolidified, a character is immune does STUN or BODY damage, he can automati-
to most physical and energy attacks, including cally negate the effects of the power by becoming
ones such as Drains and NNDs. However, several Desolidified; it ceases to harm him. On the other
types of attacks can affect Desolidified charac- hand, continuing-effect Mental Power (like Mind
ters. These include: Control), non-damaging Constant attacks (such
as Flight Usable As Attack), and the like remain in
■ MentalPowers (including any Power that uses an effect unless the GM rules otherwise base on spe-
ECV Attack Roll); cial effects, common sense, dramatic sense, game
■ Sense-Affecting Powers that affect any Sense the balance, and other factors.
character can use while Desolidified (characters If a character uses a continuing-effect Mental
may define some of their Senses as not working Power on a target while solid, then activates Deso-
when they’re Desolidified as a -0 Limitation if they lidification, the Mental Power continues to affect
wish); the target. However, the character loses all “connec-
■ an Adjustment Power or Dispel bought spe- tion” to it. He cannot change levels of effect, feed
cifically to affect Desolidification, such as Drain it END to prevent deterioration, or the like. (On
Desolidification or Dispel Desolidification (Deso- the other hand, if a character becomes Desolidi-
lidification is not considered a “Defense Power” for fied, continuing-effect Mental Powers being used
purposes of these Powers); on him remain in full effect and can be altered or
enhanced normally; as noted above, Mental Powers
■ Presence Attacks; affect Desolidified characters.)
■ any attack that affects the character through his
THE DRAWBACKS OF INTANGIBILITY
breathing, such as inhaled gases; and
Being Desolidified causes some problems. First
■ anyattack bought with the Power Advantage and foremost, a Desolidified character cannot affect
Affects Desolidified the physical world in any way. He cannot touch, lift,
or move solid objects. His attacks against the physical
Characters may, of course, buy Mental world have no effect. He can’t even affect solid tar-
Defense, Flash Defense, Life Support, and similar gets with Mental Powers or Sense-Affecting Powers
Powers Linked to their Desolidification to reflect (though solid characters can affect him with them).
the immunity their Desolidified state offers to If he wants to attack, he has to become solid (and
such attacks (similarly, knowledge of their rela- therefore vulnerable) or have abilities bought with the
tive invulnerability may make it easy for them to Advantage Affects Physical World (see below).
ignore Presence Attacks). Desolidified characters Although a Desolidified character can walk
cannot automatically affect each other unless through solid objects, he can’t breathe while in a
their powers have similar special effects (for solid object unless he has appropriate Life Support.
example, two wizards using similar Desolidifica- He can’t consume solid food or drink, either; it’s
tion spells could hit each other normally while possible for a character to starve to death if he can’t
they’re both Desolidified). turn his Desolidification off for some reason.
Furthermore, a character must define the spe- A Desolidified character falls at normal veloc-
cial effects of a reasonably common group of attacks ity (page 434 of The HERO System 5th Edition,
that affect him while he’s Desolidified. Revised). He takes no damage from impacting the
Example: Dr. Mist, who can transform himself ground... but he doesn’t stop at the ground, he just
into a cloud of vapor, is still affected by any keeps falling into and through it! This could cause
attacks with the special effects of wind, heat, serious problems if he doesn’t have Life Support
or cold. The wizard Arkelos, who uses magic to or a Movement Power that can counteract the fall.
ride the streams of essence in ghostly form, still He can use the same “force of will” that lets him
takes damage from any attack with a “magic” walk on the ground to stop his fall when he hits the
special effect. ground, but he takes normal falling damage.
If a Desolidified character solidifies inside a
Desolidified Combat solid object, he takes damage (and the object usu-
If a character, while Desolidified, is affected ally does as well). The GM should roll the damage
by a continuing-effect attack of some sort from on the Teleportation Damage Table (page 367 of
another Desolidified character, he can escape the The HERO System 5th Edition, Revised).
effect of that attack by becoming solid, since the Ordinarily a moving character cannot activate
attack form itself remains Desolidified (unless it his Desolidification. Activating a Power is a Zero
can Affect Physical World as well). The Desolidi- Phase Action, and the criteria for when a character
fied attack in essence sloughs off him, or he can can perform a Zero Phase Action are listed in the
walk away from it, while he’s solid. In some cases rulebook — typically a character couldn’t perform
it might be possible for the attacker to have the one in the middle of performing another action
attack “follow” the character, so that if he uses his (e.g., making a Half Move with Running). How-
Desolidification he’ll start taking damage again, ever, in the interest of common sense and dramatic
but that depends on the Powers, circumstances, sense, the GM could certainly allow a character to
and special effects involved, as well as common turn on his Desolidification in mid-move if he feels
sense and dramatic sense. that wouldn’t unbalance the game.
24 ■ Metamorph Characters Hero System 5th Edition
POWERS Physical World Entangle can use his ordinary STR
or powers to break free.)
Defense Powers: Desolidification does not count A character can still use an attack with Affects
as a “Defense Power” for purposes of the rule that Physical World to affect other Desolidified charac-
triples the cost of such Powers for Automatons with ters while he himself is Desolidified.
the Takes No STUN Power. However, activating it
usually qualifies as a “defensive action” that a char- Damage Shield: A Desolidified character may have
acter can Abort to. a Damage Shield that Affects Physical World and
affects solid characters even though he can’t be
Duplication: If a character who’s Desolidified wants touched.
to be able to create Duplicates that are solid, he
must have the Affects Physical World Advantage on Selective Desolidification (+1½): Ordinarily, a char-
his Duplication. acter is either entirely Desolidified, or entirely solid
— he can’t be partly intangible and partly tangible
Force Wall: A Desolidified character can use his (except as the special effect of specific abilities, such
Force Wall to protect himself from any attack, or as Thief ’s Touch [page 134]). A character with this
to englobe a Desolidified target. He can’t use it to Advantage, which requires the GM’s permission,
protect anyone else or englobe solid targets unless can make himself only partly Desolidified, or while
it has the Affects Physical World Advantage. Desolidified can selectively solidify part of his body
Missile Deflection: If a Desolidified character does (typically his hands). Selectively solid parts of the
not apply the Affects Physical World Advantage to body can affect the physical world normally, and in
his Missile Deflection, he cannot use it to Deflect turn be affected by it normally (which may involve
any attacks from solid characters, either for him- use of the Hit Location table to target specific areas
self or at Range. (Of course, most solid attacks are of the body). Since a character may not activate and
just going to pass right through him anyway.) He deactivate a Power in the same Phase without GM’s
could use it to Deflect attacks from other Desolidi- permission, a character cannot partially solidify,
fied characters, unless the GM ruled otherwise. perform an Action, and then fully Desolidify in the
He cannot use it to Reflect attacks at solid targets, same Phase.
regardless of whether he can Deflect the attack. As Variable Special Effects: A character cannot apply
always, the GM may, in his discretion, waive this the Variable Special Effects Advantage to Desolidifi-
rule, or charge a lesser value for the Affects Physical cation to change, from use to use, the phenomenon
World Advantage, if he thinks that’s appropriate. he’s still vulnerable to while Desolidified — the
Summon: Summon requires the Affects Physical potential for game abuse is too great. However, a
World Advantage if a Desolidified character wants GM who trusts a player not to abuse it could cer-
to Summon solid beings while Desolidified. If the tainly allow it, especially if he restricts the range of
character can only Summon other beings who are special effects the character can access.
permanently Desolidified (e.g., ghosts), he does
LIMITATIONS
not need Affects Physical World, but the GM can
require it if he feels that’s necessary to maintain Cannot Pass Through Solid Objects (-½): This Limi-
game balance (such as if the Summoned being can tation represents a form of Desolidification that
easily affect solid beings). doesn’t provide true intangibility; it simulates mist
ADVANTAGES AND ADDERS form powers, malleable bodies, and similar abili-
ties. The character can squeeze through very tiny
Affects Physical World (+2): A character who wants openings, but cannot actually pass through physi-
to use a Characteristic or Power to affect the physi- cal objects. He’s still immune from damage as per
cal world while he’s Desolidified must buy that standard Desolidification (though many powers
ability (not the Desolidification itself) with the +2 with this Limitation also take the Does Not Protect
Advantage Affects Physical World. Characters who Against Damage Limitation). He still takes inches of
can become Desolidified and still affect the physical Knockback, and stops if he impacts a solid object,
world can be very powerful; the GM should care- but doesn’t take any damage from Knockback.
fully review characters with such Powers before
Example: Dr. Mist purchases Desolidification
letting them into a campaign.
to represent his power to transform into a cloud
Applying Affects Physical World to a charac-
of vapor. Because he cannot travel through
ter’s STR allows him to use all HTH Combat and
physical barriers, he purchases Desolidifica-
Martial Maneuvers on solid targets, and to use
tion with a -½ Power Limitation, so it costs
Skills that require physical contact, such as Lock-
him 40 x 1/(1+½)= 27 Character Points. If Dr.
picking. It doesn’t let him use ranged Maneuvers,
Mist wants to attack solid enemies while Deso-
like Rapid Fire or Haymaker with a Ranged attack,
lidified, he has to buy Attack Powers with a +2
though at the GM’s option it would probably let
Power Advantage. Thus an Energy Blast 4d6
him pick up and throw objects. If he performs
— to simulate lightning, for example — would
a maneuver that he takes damage from (such as
cost 20 x (1+2) = 60 Character Points.
Move Through), he still takes that damage even
though he’s intangible. If he Grabs someone, the If a character with this Limitation runs into a
victim can use his STR to break free as usual; he solid object while Desolidified, he stops dead, but
doesn’t have to have Affects Desolidified STR or he takes no damage.
powers. (Similarly, a character trapped in an Affects
25
The Ultimate Metamorph ■ Chapter One
Does Not Protect Against Damage (-1): Desolidi-
fication with this Limitation offers no protection
Alternate Desolidification
against damage. All attacks affect the character as For some HERO System gamers, the “all or
they would normally; he specifies “any attack” as nothing” nature of Desolidification runs contrary
the “reasonably common group of attacks” that to the normal way Powers and other character cre-
can affect him when he’s intangible. The standard ation elements work. Most Powers are graduated
restrictions on what a Desolidified character can do — the more Character Points spent on them, the
still apply; this Limitation does not grant the char- better or more effective they become. It’s possible to
acter an Affects Physical World Advantage for free. re-create Desolidification so that it works this way
Focus: If a character buys Desolidification through — the character becomes less dense and less tangi-
a Focus, typically that Focus becomes Desolidified ble the more Character Points he spends, until at 40
when he does (just like the character’s other Foci). Character Points he becomes completely intangible,
The GM can change this (or reduce the value of the just like standard Desolidification.
Focus Limitation) if he believes it may cause game Alternate Desolidification costs 5 Character
balance problems. Points per level. A character who’s spent 40 points
on alternate Desolidification can increase the
Only To Protect Against Limited Type Of Attack (-1): number of BODY he can move through for a cost
A character can purchase a limited form of Deso- of +3 Character Points for every +1 BODY. Char-
lidification to obtain protection from a particular acters who’ve spent less than 40 points on lesser
type of attack. For example, a character might buy density cannot do this.
Desolidification Only To Protect Against Fire. This Each level of alternate Desolidification
offers near-total immunity to damage from fire increases the BODY of objects a character can
(especially if made Persistent), but still allows any move through in a single Phase as a Full Phase
attack with a different special effect to affect the Action. The character can use up to his full inches
character normally (he specifies “all attacks other of movement while doing this; in effect, using
than [defined attack]” as the “reasonably common Desolidification “combines” with a Full Move, or
group of attacks” that can affect him when he’s converts a Half Move into a Full Move. While doing
intangible). The character does not take Knockback this the character cannot attack in any way, even
from that form of attack, but would suffer both with a Move By/Through, unless the GM specifi-
damage and Knockback if the attack were bought cally permits him to.
with the Affects Desolidified Advantage. At the GM’s option, a character can move
Normally, because the character is still techni- through denser objects at a slower pace. With this
cally solid and able to interact with the solid world option, for each Full Phase Action spent to move
freely, he must buy Affects Physical World for his through objects, the character moves through X
STR and all Powers that can affect physical objects BODY of objects, thus requiring multiple Full Phase
(unless the GM gives permission otherwise). This Actions to move through objects with greater than X
makes Desolidification a very expensive form of BODY. For example, if a character has spent 20 points
defense. However, at the GM’s option, a character on alternate Desolidification (meaning he can move
with a limited form of Desolidification doesn’t have through 4 BODY objects as a Full Phase Action), he
to buy Affects Physical World; he can touch and could move through an 8 BODY wall by taking two
affect the solid world automatically. Full Phase Actions. (In either case, these rules assume
Side Effects: Side Effects created by a character while the object is small/thin enough that the character’s
Desolidified do not need Affects Desolidified to affect Full Move would be enough to move him through
him; they apply automatically as normal. If they affect it; if it’s larger/thicker than that, he’ll have to spend
the environment around him, they do so without the multiple Full Phase Actions moving through it.) Since
need to apply Affects Physical World to them (but the
GM may change this if he feels it’s abusive or the char-
acter tries to use his Side Effects as a “weapon” rather ALTERNATE DESOLIDIFICATION TABLE
than as a legitimate Limitation). Points Mass KB PD ED BODY Movable Through
5 51-99 kg +1” +1 +1 1 BODY
DISADVANTAGES
10 26-50 kg +2” +2 +2 2 BODY
Susceptibility: A character who’s Desolidified receives 15 12.6-25 kg +3” +3 +3 3 BODY
no protection or immunity from his Susceptibilities; 20 6.5-12.5 kg +4” +4 +4 4 BODY
25 3.3-6.4 kg +5” +5 +5 5 BODY
he still takes regular damage or effect from them.
30 1.7-3.2 kg +6” +6 +6 6 BODY
35 0.8-1.6 kg +7” +7 +7 7 BODY
40 Intangibility* — — — 8 BODY*
...and so forth
*: At this point, the character becomes completely intangible, and the rules for Desolidi-
fication apply (i.e., he cannot be affected by physical attacks, cannot affect the physical
world, and so forth), except as noted otherwise in the text. He cannot move through
objects of 9 BODY or higher, despite the fact that he’s fully intangible, unless the GM
uses the optional rules for that. Characters who buy 40 or more Character Points’ worth
of alternate Desolidification can increase the BODY of objects they can move through
per Full Phase Action for a cost of +1 BODY for every +3 Character Points.
26 ■ Metamorph Characters Hero System 5th Edition
creates all Duplicates; Duplicates do not come from cates are also 100+150 point characters. A Dupli-
other Duplicates. (At the GM’s option, “the Dupli- cate’s Disadvantages are the same as the original
cates can Duplicate” could be the special effect of form’s, unless the GM permits otherwise.
the Rapid Duplication Advantage described below, Duplicates do not have the Power Duplication
or the like; in this case, the GM may want to charge themselves, nor any ability to create other Dupli-
an additional +¼ Advantage because of the added cates, unless they pay for it separately. However,
utility, and he should restrict the ability as neces- unless the GM permits otherwise, for ease of use all
sary to preserve game balance.) Duplicates must “pay for” the cost of the base char-
acter’s Duplication ability. Otherwise, the Dupli-
BUYING AND BUILDING DUPLICATES
cates would end up with more points to spend on
The cost for Duplication, which only the base other abilities than the base character himself has.
character pays, is 1 Character Point for every 5
Character Points the base character is built with Example: Threepeat’s Duplicates are all built
(including points from Disadvantages and the on 250 Character Points, just like he is. How-
points spent on Duplication). The character may ever, each of them has to “spend” 55 of those
buy more Duplicates; this costs +5 Character Points points on Duplication, just like Threepeat does,
for up to two times the number of Duplicates (i.e., so that each of them has another 195 points to
5 Character Points for x2 Duplicates, 10 Character spend (the same as Threepeat). But that does
Points for x4 Duplicates, and so on). not give them the ability to Duplicate them-
selves; it’s just part of the cost accounting for
Example: Threepeat (a 250-point character) Threepeat’s overall Duplication power. If they
has the ability to create two Duplicates of want to Duplicate, they have to buy Dupli-
himself. The first Duplicate costs 50 points cation separately out of their 195 remaining
(250/5). The additional Duplicate costs 5 Character Points.
points (one Duplicate for the base cost, x2
the number, or 2 Duplicates, for +5 points). Duplicates Built On Fewer Points Than
Each of the Duplicates is built on 250 points. The Base Character
Therefore Threepeat and his Duplicates each A character may build Duplicates on less
have another 195 points to buy other abili- than the base character’s full points if he wants.
ties with. If a Duplicate is built on less than the full Char-
Duplicates are built on the same Base Points acter Points the base character is built on, the
as the base character, and should have the same cost instead is 1 Character Point for every 5
amount of points’ worth of Disadvantages as well. Character Points the Duplicate is built on, +5
For example, if Threepeat is built on 100 base Character Points for up to two times the number
points plus 150 points of Disadvantages, his Dupli- of Duplicates.
28 ■ Metamorph Characters Hero System 5th Edition
SIMPLIFYING Assuming the Duplicate is the same as the USING DUPLICATION
DUPLICATION base character, just with fewer abilities or less pow- It takes a Half Phase Action to create a single
erful abilities, the Duplication does not require Duplicate. A character can create two Duplicates
Duplication is one an Advantage, and the GM typically should not per Phase (one with each Half Phase Action) if he’s
of the most complex require the Duplicate to “pay for” the cost of willing to spend his entire Phase creating Dupli-
HERO System Powers, Duplication as outlined above. However, if the GM cates. A character can create more than one Dupli-
both conceptually and believes the Duplicate is significantly different than cate per Half Phase Action if he buys the Rapid
in terms of rules. The the base character, he should require the Duplica- Duplication Adder (see below).
physical (and metaphys- tion power to have the Altered Duplicates Advan-
ical) questions raised by When a character creates a Duplicate, the
tage. (In this case, calculate the percentage of points Duplicate appears right next to him in the same
the concept of produc-
that can differ based on the Duplicate’s total points, hex. The character can choose the Duplicate’s point
ing a Duplicate often
make the Power dif- not the base character’s total points.) of appearance (in front of the character, to the left,
ficult for gamers to use, Building a Duplicate on less than the base behind him, and so on), and can vary the point
and the math involved character’s full points may mean the Duplicate of appearance from use to use of the power (or
in making sure that needs fewer points in Disadvantages than the base even from one Duplicate to another when creating
the cost of the Power character. If this is appropriate, the GM can permit multiple Duplicates). The Duplicate, when created,
reflects its benefits can the character to take fewer points in Disadvantages. faces the same way the character is facing when he
take time to work. However, it may also be appropriate to require the creates him.
Duplicate to take all of the base character’s Disad- After a Duplicate appears, he must spend the
Gamemasters who’d like vantages, even if he gets no points from some of rest of the Segment in which he appears “orient-
to simplify things, and them, as a way of properly defining the Duplicate.
who can trust their play- ing” himself, and can’t do anything that Segment
The final decision is up to the GM. (neither having a Mind Link between the base
ers not to abuse simpler
If a Duplicate is built on a negative amount of character and his Duplicates, nor any other form of
rules, should consider
the following options: points (for example, it’s a small animal), it costs 1 communication or contact among them, removes
Character Point. this requirement). Thereafter he can act as normal
—Keep the basic cost of Duplicates Built On More Points Than The Base for his SPD. For example, if a Duplicate with SPD 5
Duplication the same (1 Character is created in Segment 12, he gets no action in Seg-
Character Point for each With the GM’s permission, a character may ment 12 (he’s orienting himself), but gets his usual
5 Character Points the Phase in Segment 3. A Duplicate cannot Abort
buy Duplication to create a Duplicate who’s built
Duplicate is built with) while orienting, but could Abort to a defensive
even if the Duplicate on more Base Points + Disadvantages that the base
character has. This should be rare, but the GM may Action in a Segment after the Segment when he
costs more than the
allow it as a way of properly constructing some appears, but before he can first act.
character who pays for
the power. interesting character concepts. Duplicating And Injury
Regardless of how the Duplicate spends his If a character has suffered injury (i.e., the loss
—Ignore the Altered points, building a Duplicate on more points than of BODY, END, and/or STUN) before he Dupli-
Duplicates Advantage the base character is automatically considered cates, this affects his Duplicates. Divide the damage
and allow characters to a 100% alteration, requiring the +1 form of the taken between the base character and his Dupli-
have altered Duplicates Altered Duplicates Advantage (see below). Fur- cates. Since creating a large number of Duplicates
for no additional cost thermore, the base character must pay 1 Character
(or, don’t allow any often takes a lot of time, the GM may require the
Point for every 1 Character Point above the base character to declare in advance how many Dupli-
alterations to Duplicates
character’s point total (including points spent on cates he wants to create. That lets the GM know
at all).
Duplication). (Since the base character pays the how to apportion the damage among the base char-
extra cost, the Duplicate doesn’t have to justify the acter and all his Duplicates. If for some reason the
—Establish a flat cost
for Duplication (such extra points with extra Disadvantages, but he must character has to stop before reaching the declared
as 60 Character Points) still have as many points in Disadvantages as the number, or creating the Duplicates takes an unusu-
regardless of how many base character.) ally long amount of time, the GM can re-apportion
points the Duplicate is Example: Returning to Threepeat and his two the damage if that seems appropriate.
built on. Duplicates, suppose one Duplicate was going to be If the Duplicates and base character recombine
a 300-point character rather than a 250-point one before any healing takes place, the base character
like the original form and the first Duplicate. That becomes fully injured once again (in other words,
increases the cost of Threepeat’s Duplication to 210 an injured character can’t Duplicate and then
points (base cost of 50, +5 for two Duplicates, +50 for recombine, using the “averaging” feature to partly
points in excess of 250, +1 Advantage for 100% point heal himself). If the base character or a Duplicate is
alteration). That leaves the base character and Dupli- healed (in whole or in part) before they recombine,
cates with only 40 more Character Points to spend average the damage each one has suffered, then
(or 90 points, for the 300-point Duplicate). apply that to the base character. This rule applies
To make it easier to calculate the cost of a even if the Duplication has the Altered Duplicates
Duplicate built on more points than the base Advantage.
character, the GM may want to use the character’s
allowable total starting points (350, for a Standard Example: Threepeat and his Duplicates each
Superheroic campaign) as the breakpoint, even if have 12 BODY. Threepeat, while not Dupli-
the base character starts with fewer points than cated, suffers 6 BODY damage. When he Dupli-
that. (If a character buys Duplication after the game cates, the damage is averaged over each of his
begins, use his current total points.) three selves, meaning each is down 2 BODY. If
29
The Ultimate Metamorph ■ Chapter One
he recombines before any of them heal in any age, average the damage or loss each one has suf- REPLACING DEAD
way, Threepeat still has a 6 BODY injury. How- fered, then apply that to the base character. DUPLICATES
ever, if the Medic heals Threepeat’s 2 BODY
Example: Kasdrevan uses a spell to create a
injury while he (Threepeat) is Duplicated, As noted in the main
clone of himself, bought as Duplication. Kas-
when Threepeat and his Duplicates recombine rules, when one of a
drevan has 10 BODY, but his much hardier
you average the damage suffered, so Threepeat character’s Duplicates
clone has 20 BODY. During a battle, Kasdrevan dies, that Duplicate
has lost ((2 + 2 + 0)/3) 1 BODY.
suffers 4 BODY in wounds, and the Duplicate “stays dead.” The base
takes 12 BODY in wounds. When they recom- character loses the
RECOMBINING
bine, average the damage taken. Since ((4 + points spent on that
At some point a character with Duplication 12)/2 = 8), the recombined Kasdrevan has lost Duplicate; he doesn’t get
will want some or all of his Duplicates to rejoin 8 BODY. Time for a Spell of Healing! them back to spend on
his body. This is called recombining. It takes a Full anything else.
Phase for Duplicates to recombine, no matter how If a character has injuries after recombin-
many Duplicates recombine. For example, if the ing, and uses his Duplication again before he fully There’s no way under
base character has created 16 Duplicates, all 16 can heals that damage, you should apply the rule stated the rules for a character
recombine with him in one Full Phase Action. Both under Duplicating And Injury, above. Alternately, if with Duplication to
the Duplicates and the base character must take the you want to keep track of each character’s damage, buy a “replacement” for
Full Phase Action to recombine. when they recombine you can use the normal heal- a Duplicate that dies
ing rules to determine how much of his wound (though Resurrection
To recombine, Duplicates must be at ½ DCV
each Duplicate would have naturally healed, and Healing could bring
and touching each other. Once they recombine him back to life). A
with the base character, Duplicates effectively cease use that instead.
GM who wanted to be
to exist; their self-affecting powers (such as Heal- For attacks that affect a base character or
lenient about it might
ing Regeneration) don’t keep on working, and they Duplicate but which don’t involve injury per se, consider charging +5
can’t affect the world in any way. However, powers apply these rules in the most consistent way pos- points — sort of as if the
they activated before they recombined but which sible in light of what happened to the character. character were buying
they do not control, such as Uncontrolled powers For example, suppose an evil wizard uses Trans- the Duplicate over again
and powers on Continuing Charges, keep function- form to turn one of Threepeat’s Duplicates into a through the standard
ing until they end normally. frog. You should average the Transform “damage” rule (but the character
between Threepeat and the Duplicate; thus, only gets the one Dupli-
After Duplicating, the base character may not
Threepeat ends up partly Transformed. But track cate, not a doubling).
combine with one of his Duplicates and “vanish”; A GM who wanted to
he always remains in existence. For example, if base the healing of the Transform damage normally
be strict, or discourage
character A creates Duplicates B, C, D, and E, A (assuming it heals like ordinary BODY damage).
this sort of thing, might
cannot combine with C to leave only B, C, D, and E. If Threepeat Duplicates again before the Trans- require the character to
If A and C combine, C “vanishes” and A remains. form has worn off, Duplicate-2 remains a frog, buy his Duplication a
but Threepeat is back to his normal self. second time, with just
Recombining And Injury If the base character dies while Duplicated, one Duplicate, to “re-
When Duplicates and the base character what happens to the Duplicates depends on the create” the dead one; or
recombine, you must average their BODY, STUN, special effect of the power. They may simply he might make the char-
END, Charges, Endurance Reserves, and the vanish forever, but as a default rule the Dupli- acter buy some sort of
like, if different. If one Duplicate is Stunned or cates lose the ability to combine back together; Limited, one-time use of
Knocked Out, the combined character will be they just become a group of characters whose Resurrection Healing.
Stunned or Knocked Out. This rule applies even “creator” no longer exists.
if the Duplication has the Altered Duplicates
Advantage, but not if the Duplication has the No OTHER IMPLICATIONS OF DUPLICATION
Averaging Limitation (see below); it also applies Each Duplicate is as free-willed as the base
even if one of the Duplicates is an Automaton character. The player plays each character simulta-
with the Takes No STUN Power. neously, and must have a complete character sheet
If a Duplicate or the base character is killed, for each Duplicate (or some other method of keep-
the others cannot revive him by recombining — he ing track of the actions and states of the various
stays dead; the character has lost a part of himself. Duplicates). Duplicates are exactly the same as the
If he later spends points to buy more Duplicates, character who created them, but may differ if the
calculate the additional number as if the death(s) base character buys Duplication with an Advantage
had not occurred. For example, suppose a charac- (see below). Other characters cannot determine
ter has eight Duplicates. One Duplicate is killed. If which is the base character, and which are Dupli-
the character pays another +5 Character Points to cates, unless the Duplicates change appearance in
double the number of Duplicates he has, he now some way.
has 15 — the 16 he’d ordinarily have for paying +20 Duplicates have no special “psychic link”; they
Character Points, minus the one who died. must communicate by talking (or through any
If a Duplicate is built as an Altered Dupli- form of communication they pay points for, such as
cate, and naturally happens to have more BODY, Mind Link). Nor do Duplicates receive a bonus to
STUN, Charges, or the like than the base character, Coordinate attacks, though they frequently buy the
his recombining with the base character cannot Skill Teamwork.
improve or increase the same attribute for the base The base character has access to, or other-
character. If the original and a single Duplicate wise retains, the memories of his Duplicates while
have different totals for something you should aver- they’re combined with him.
30 ■ Metamorph Characters Hero System 5th Edition
Duplication And Equipment and any Duplicates that participate in an adven-
If a base character and his Duplicates all ture, and require the player to keep track of which
have a particular item of equipment — say, an Duplicates have more Experience Points.
energy rifle — it’s possible one of them could
Example: Threepeat earns 20 Experience
lose his equipment, or it could get broken, while
Points from adventuring. He’s now a 270-point
they’re Duplicated. (For the use of Charges,
character, but his Duplicates are only 250-point
see above.) When they recombine, as long as
characters. To make them 270-point characters,
at least one of them still has an intact rifle, the
he will have to spend 4 Experience Points to
base character has one. Items taken away from
improve his Duplication (270/5=54, as opposed
one of the characters do not “disappear” when
to the 50 points he spent on Duplication origi-
he recombines, they remain in the possession of
nally). So, Threepeat’s player decides he’ll spend
whoever took them. (However, the GM should
the next 4 Experience Points Threepeat earns to
not allow characters to create hoards of wealth or
improve Threepeat’s Duplication.
tons of materiel for free using Duplication).
Typically, recombining repairs or replaces any
broken or lost equipment, but the GM may rule PERKS
otherwise. For instance, if the character re-Dupli- Follower, Vehicle, Base: With the GM’s permis-
cates before recovering the lost items, the Dupli- sion, a Duplicate (not a base character, but a
cates who lost them don’t have their equipment Duplicate) with the Altered Duplicate Advan-
anymore. Similarly, Duplicates who had broken tage can have a Follower, Vehicle, or Base the
equipment would find that it’s still broken (so the base character does not have. However, he must
character should, when he has some spare time, provide a reasonable special effect or reason
Duplicate and have everyone make repairs, so that explaining why this resource “disappears” when
he’s ready when the next crisis occurs). the Duplicate isn’t in existence.
If a character has a Gadget Pool Variable Power
Pool, and he allocates it to a particular assortment Follower: If a Duplicate (not a base character,
of devices, his Duplicates do not have those same but a Duplicate) has a Follower, he pays for his
devices when he Duplicates. They each have unal- Follower in the standard way. Since the original
located Gadget Pools (this also applies if, for some character doesn’t have the Follower, at the very
reason, the base character has no gadgets — his least the Duplication must have the +¼ Altered
Duplicates still have their own Gadget Pools). Duplicates Advantage.
When they get Actions, they can choose how to After a Duplicate manifests, his Follower
allot their Pools (subject of course to any Limita- requires another Half Phase to “appear.” The special
tions or other restrictions on that process, based on effects of “appear” can vary; it doesn’t mean he liter-
how the Gadget Pool is built). The GM may alter ally appears out of thin air, it just means he’s not
this rule in the interest of drama or speeding up available to do anything until the Duplicate uses a
game play if necessary. Half Phase Action to “create” him. For a +5 point
If a character obtains an object or piece of Adder on the cost of Duplication, Instant Follower,
equipment during a game, his Duplicates do not any or all of the Followers any Duplicate has can
have that same object when he Duplicates. Gen- appear at the same time as the Duplicate.
erally, the GM should not allow characters with Vehicle, Base: The rules note that a group of char-
Duplication to use it to create copies of objects or acters can pool Character Points and buy a Base or
equipment they have not paid Character Points for. Vehicle together. This does not apply to a group of
A Duplicate may allocate his own personal Duplicates. If a base character has paid X points for
Gadget Pool, or pick up some object or piece of a Vehicle or Base, and he builds all his Duplicates
equipment, while he’s in existence. If so, when as “exact duplicates,” then each one has also spent X
he recombines, objects paid for with Character points on a Base, and thus has his own Base. All the
Points (such as the Gadget Pool devices) recom- points don’t add together; instead, each Duplicate
bine with the Duplicate and “vanish.” Other has his own Base that only appears when he’s in
objects are “dropped” by the Duplicate — they’re existence. (Obviously, this makes little [if any] sense
left wherever he was standing when he recom- for many special effects of Duplication. In most
bined, and the base character can retrieve them cases the Duplicates should be built without the
if he wishes. (In other words, characters cannot points for the Base, and can just use/share the base
use recombining as a quick-and-easy method of character’s Base.)
destroying or hiding objects.)
POWERS
Duplicates And Experience Points
Duplicates do not earn Experience Points in Adjustment Powers: For purposes of determining
the usual fashion. Normally, only the base character the maximum effect an Adjustment Power like Aid
receives Experience Points. If he wants his Dupli- can have on a single character, Duplicates are con-
cates to improve along with him, he must spend sidered separate characters.
some of his Experience Points to increase the value Typically a character should not be allowed to
of his Duplication (typically 1 point for every 5 use an Adjustment Power to increase the number
Experience Points earned). Alternately, the GM of Duplicates he (or another character) can create.
may assign Experience Points to the original form However, the GM may choose to allow this (he
might require the character to pay for the Can
31
The Ultimate Metamorph ■ Chapter One
Apply Adders Advantage, even though the buying of ADVANTAGES AND ADDERS
additional Duplicates is not an Adder).
If a character’s Duplication is Dispelled, Easy Recombination: A character who has Dupli-
Drained, Suppressed, or Transferred, all Dupli- cation with this +5 Character Point Adder can
cates in existence immediately vanish (but see the recombine any or all of his Duplicates as a Half
rules on page 108 of The HERO System 5th Edi- Phase Action at ½ DCV (the character and Dupli-
tion, Revised rulebook about reducing powers not cates must still touch). For +10 points, the character
bought in increments). When the Suppress stops can recombine any or all of his Duplicates as a Zero
functioning, the Duplicates immediately re-appear. Phase Action at full DCV (but must still touch).
Absorption: If a character has Absorption that Altered Duplicates (+¼ to +1): Duplicates may have
feeds into his Duplication, it works like any other different abilities, personalities, equipment, memo-
Absorption, adding points directly to the Dupli- ries, or Disadvantages than the base character if the
cation. Since Duplication works by having every base character buys Duplication with this Advan-
point spent on it count as 5 points for purposes of tage. They can even have their own Duplication
building the Duplicate(s), that means every point power separate from the one that created them.
Absorbed likewise increases the points available For a +¼ Advantage, from 1-25% (i.e., up to
to build the Duplicate(s) with by 5. The GM may one-fourth) of the Duplicate’s points can be spent
prefer to forbid characters to buy Absorption that differently (and/or one-fourth of his Disadvantage
affects Duplication to preserve game balance. points can differ). For +½, from 26-50% (i.e., up to
half) of the Duplicate’s points can be spent differ-
Multiform: A character could have an alternate ently (and/or half of his Disadvantage points can
form that has a Duplication-based power, even differ). For +1, 51-100% of the character’s points
though the true form does not have a Duplication- (and/or Disadvantage points) can differ. These per-
based power. In that case, if the character’s in his centages are guidelines, not absolutes; the GM may
alternate form and Duplicates, and the alternate alter them as he sees fit.
form changes back to the true form (which lacks
the Duplication power), the Duplicate vanishes. Example: Elemental Man, a 350-point charac-
For this reason, the GM should only let the base ter, can create four 250-point Duplicates that
character change form if he’s in contact with his are completely different from him (the cost is
Duplicate, and/or spends a Full Phase (as if recom- 120 points [50 to create the first Duplicate,
bining), or meets any other restrictions that seem +10 points for 4x the number of Duplicates, +1
appropriate for the special effect. Advantage]). Each of the four forms represents
The same applies if the true form has Duplica- one of the four elements (earth, air, fire, water),
tion, but changes to a form that does not while a and has its own unique powers and appear-
Duplicate exists. To prevent this sort of thing from ance. Elemental Man’s original form has powers
happening, the character should buy Duplica- from all four elements, and acts as “leader” of
tion for his alternate form(s) as well. In that case, the Duplicates. Each Duplicate has 250 points
the Duplicates remain. They do not change shape to spend on its abilities; Elemental Man himself
themselves, unless they have a power that allows has 230 points to spend (350-120).
them to do so and choose to use it. If a character Typically, even a character with the Altered
wants to buy Duplication for his additional form(s) Duplicates form of Duplication still spends the
solely to maintain the existence of his Duplicates, same points as the base character on Duplication
he can take a -1 Limitation on the power as bought (but gets no benefit from them, as described above).
by the additional forms. However, the GM can allow a character who takes
If a base character has Multiform, and his the 100% form of Altered Duplicates to not pay
alternate form’s abilities differ from those of his points for Duplication that way.
Duplicates, the Duplication does not have to be With the GM’s permission, a 100% Altered
bought with the Altered Duplicates Advantage. Duplicate could be of a “form” or “type” different
Summon: In campaigns that don’t want to deal with than the base character. For example, the base char-
all of the metaphysical, mathematical, and “realistic” acter might be human (and thus built as a standard
issues that Duplication sometimes entails, the GM character), while his Duplicate is an Automaton,
may allow characters to buy “Duplication” as a type Base, Computer, or Vehicle.
of Summon. The Summoned beings are simply If an Altered Duplicate wants to take different
duplicates of the character rather than demons, Disadvantages than the base character, the GM should
magically-conjured animals, or what have you. This examine them carefully before allowing him to do so.
is also a good way to define “throwaway” duplicates He should make sure the Duplicate doesn’t take a lot
that can be killed and then “return” the next time of Disadvantages that “vanish” when he recombines.
the character needs them. However, in many cases The GM may choose to allow some minor
this power construct needs the Amicable Advan- changes in Duplicates without the need for this
tage, and perhaps Specific Being as well, which may Advantage. Examples include different clothes,
make it expensive. different hair or skin coloration, a few Character
Points spent differently, or perhaps changes in
powers’ special effects. Most GMs allow cosmetic
differences in a Duplicate’s appearance or garb for
no additional point cost.
32 ■ Metamorph Characters Hero System 5th Edition
Personal Immunity: If a base character has an tion that Cannot Recombine; by definition Duplica-
Attack Power with Personal Immunity, as a tion with that Limitation is already “always on.”
default rule his Duplicates are not immune to If you use Cannot Recombine to simulate a body
the power. However, as noted on page 266 of with multiple parts that can attack or function semi-
The HERO System 5th Edition, Revised, the GM independently (such as a hydra), if one of the Dupli-
can rule that Personal Immunity extends to cates takes Knockback (or is otherwise moved or
some “extremely similar” powers, and in many similarly affected), all of the Duplicates take the same
cases “identical” powers possessed by Duplicates amount of Knockback (or suffer the same effect) — in
would probably qualify. other words, the “whole character” is affected.
Ranged: Characters cannot buy this Advantage for Duplication with Cannot Recombine does not
Duplication. automatically become Inherent. Characters must
buy that Advantage for it, if appropriate.
Ranged Recombination (+½): A character who
has Duplication with this Advantage can recom- Costs Endurance: If a character buys Duplication
bine any or all of his Duplicates at Range, without that Costs Endurance to maintain, and he runs out
touching. The Range is limited to (Active Points of END, or becomes Stunned or Knocked Out, the
in Duplication/5 in inches); the character does Duplicates collapse and cannot revive until they
not have to have Line Of Sight to his Duplicate(s). recombine with the base character and are re-cre-
Duplicates must still be at half DCV and take a ated. The base character must oversee the recom-
Full Phase to recombine. Ranged Recombination is bination process, since the Duplicates cannot go to
blocked by any Hardened barrier unless the charac- him and recombine by themselves.
ter purchases the Advantage Armor Piercing for his Does Not Work While Duplicate Exists (-¼): A base
Duplication. character may take this Limitation for powers he
A character whose Duplication has Ranged has that do not work when one or more of his
Recombination can also buy Increased Maximum Duplicates are in existence.
Range to extend the range over which he can Feedback (-¼ to -1): Duplicates created by Duplica-
recombine. The GM may also allow characters to tion with this Limitation all share a bond of some
buy MegaScale for the same purpose. sort. As a result of this bond, all of them suffer any
Rapid Duplication (+¼ or more): As noted in the damage that any one of them takes — and if one of
main text, ordinarily characters can only create them dies, they all die. This is worth a -1 Limitation
one Duplicate per Half Phase Action. For every +¼ (or -½ if only STUN damage feeds back). Feedback
Advantage, a character can create x2 the number helps to simulate, for example, a form of Duplica-
of Duplicates in a Half Phase. So, for +¼, he creates tion that represents a character’s ability to be in
2 per Half Phase (or 4 in a Full Phase Action); for two places simultaneously. If the Feedback damage
+½, he creates 4 per Half Phase; and so on. (STUN or STUN and BODY) only occurs from
Usable On Others: Unless he has GM’s permis- injuries to one Duplicate — typically the base char-
sion to do so, a character cannot buy Duplication acter — the Limitation is only worth -¼.
Usable As Attack to make Duplicates of things he If more than one Duplicate takes damage from
has not paid Character Points for or does not nor- a single attack with a single Attack Roll (such as an
mally possess (for example, the Hope Diamond or Area Of Effect attack, or Autofire used against one
the Mona Lisa). If the GM allows this, he should target), all the Duplicates do not take damage mul-
remember that objects created in this way disap- tiple times. Instead, determine the largest amount
pear when Duplicates recombine. He should also of damage taken by any one Duplicate, then apply
consider imposing some condition on the Power that to all of them. For attacks that involve multiple
that causes the Duplicated object(s) to recombine Attack Rolls (such as Area Of Effect Nonselective,
or vanish (this is a -0 Limitation). Autofire used against multiple targets, and Rapid
If a character buys Duplication Usable As Fire/Sweep used against single or multiple targets),
Attack to create Duplicates of his enemies, he does the entire group of Duplicates takes damage from
not automatically control the actions of the Dupli- every attack that hits (unless the GM rules oth-
cate. He controls when the target can Duplicate, erwise in the interest of common sense, dramatic
and could force the Duplicate and original victim sense, game balance, and other factors).
to rejoin if they were in contact. But otherwise, the Feedback applies to any loss of STUN or
Duplicate acts as an independent character with the BODY, no matter what the source (an Energy Blast,
same personality and abilities as the original victim. an RKA, a Drain, a fall, and so on). It does not
If the attacker wants to maintain full control of the extend to non-damage-related effects like Mind
Duplicate, he must buy Linked Mind Control. Control, nor does it have any effect on beneficial
abilities like Aid or Healing. At the GM’s option, it
LIMITATIONS extends to other negative effects, like Mind Con-
trol, if the character buys it at the -1½ level, but
Cannot Recombine (-0): This Limitation represents a still does not apply to beneficial abilities. To create
form of Duplication that does not allow the Duplicates Duplicates who receive the benefit of positive abili-
to recombine. Typically this is a -0 Limitation, since the ties applied to other Duplicates, the Duplicates
benefits and drawbacks to this situation balance out, should buy an ability like Duplicative Beneficence
but the GM may alter the value as he sees fit. Charac- (page 123).
ters cannot take the Always On Limitation for Duplica-
33
The Ultimate Metamorph ■ Chapter One
Focus: If a character buys Duplication through a
Focus, and then loses the Focus while Duplicated,
the GM must decide what happens based on special
effects, common sense, dramatic sense, and consid-
erations of game balance. Typically the Duplicates
all vanish.
Harder Recombination: If a character wants to take
a Limitation to reflect the fact that he has a harder
time than normal recombining (such as Extra
Time, or Concentration to 0 DCV), he may take the
Limitation for half its standard value.
A Limitation that affects the creation of Dupli-
cates (such as Costs Endurance or Extra Time)
does not also apply to recombining. The GM may
allow (or require) the character to take the Limita-
tion separately for recombining as described above,
or increase the value of the Limitation slightly and
have it apply to both.
No Averaging (-0): For a -0 Limitation, No Aver-
aging, a character can define his Duplicates as
not averaging with the base character when they
recombine. For example, if the base character
loses 5 BODY and the Duplicate loses 12 BODY,
when they recombine the original is still down 5
BODY. The Duplicate, if “created” again before it
would normally have healed 12 BODY, remains
injured (track the healing rate as you would for
any other character).
Self Only/Only One Body: Characters may not buy
Duplication with Limitations such as these as a
cheap way of creating a “Multiform.” They must
use Multiform or Shape Shift to give themselves the Requires Genetic Sample From Subject To Be Cloned
ability to change shape. (-¼), and Requires A Skill Roll (usually a Science
DISADVANTAGES Skill such as Biology or Genetics). If a character
has the equipment or powers to clone other people,
Accidental Change: With the GM’s permission, a he should apply the Usable By Other (or Usable As
character with Duplication could take an Acciden- Attack) Advantage to his Duplication.
tal Change Disadvantage to reflect the fact that he To create a clone that remains “on ice”
involuntarily Duplicates under some conditions. until the character needs it, add the Delayed
Dependent NPC: Characters may not buy their Effect Advantage. Depending on how cloning
Duplicates as DNPCs. technology works in the campaign, the clone’s
knowledge and abilities may remain “frozen”
at the point in time at which the character fin-
Cloning ished creating it. If the character becomes more
learned or powerful after that, the clone’s abilities
One of the most intriguing uses of Duplica-
won’t increase to compensate — it’s “locked in”
tion is as cloning: the ability to create a “copy” of
at what the character was like at the time of its
another living thing in the laboratory. As of 2005
creation. In some settings, technology may allow
cloning of some lifeforms has become possible,
a character to periodically “copy” his most recent
raising the specter of cloning human beings and
memories into the sleeping clone’s mind to keep
all the ethical and legal implications that entails.
it “up to date.”
Many Science Fiction stories involve cloned
If the cloning process hasn’t been perfected,
people or aliens, and High Fantasy wizards may
the GM may require the character to apply Limi-
be able to create “simulacra” using spells and
tations like Activation Roll or Requires A Skill
alchemical processes.
Roll, and possibly Side Effects. If the character
CREATING A CLONE fails the roll, that doesn’t necessarily mean he
To create a clone, a character should buy hasn’t created a clone (though it could mean
Duplication with the Cannot Recombine Limitation. that). Instead, maybe he grew a clone with a
Depending on exactly how involved the process physical or psychological flaw, such as some of
is, he may want to apply other Limitations, such as the complications described below. In some cases
Focus (the equipment used in the process, usually a clone’s creator may deliberately build flaws into
Bulky or Immobile OAFs), Extra Time (the hours, it as a “failsafe” in case the clone disobeys his
days, weeks, or months it takes to grow the clone), orders or becomes a problem.
34 ■ Metamorph Characters Hero System 5th Edition
THE ETHICS Defining The Clone spirits (and similar metamorphs), demons and
OF CLONING When defining a clone, a character needs to ghosts with possession powers, and the like. They
decide just how “fully formed” the clone is upon (or more accurately, the machinery that keeps them
The ethical and social completion of the cloning process. Does he resem- alive and asleep) may be vulnerable to blackouts,
issues that surround ble the character completely, right down to possess- which would kill them or cause them to awaken
cloning could give rise ing his memories and skills? That’s appropriate for prematurely. The character’s enemies might
to all sorts of adventures many superhero and Science Fiction campaigns “kidnap”the clone and hold it hostage or turn it
and subplots. Some of (where “memory implantation technology” could against him. A clone kept on ice too long might
them include: exist), but not necessarily a valid approach in more develop mental or physical problems. Fiendish
“realistic” games. In those sorts of campaigns, GMs can no doubt think up many other clone-
Is a clone of a human clones may be notably younger than the PC creat- related plots.
being legally considered ing them (even children) and have to be educated
the child of the person
like any other “newborn” human. A “blank slate”
who donated the cells
used to create it, or is it clone like this is less expensive to buy since it has EXTRA LIMBS
an adult with full legal no Skills or the like; it should probably also have
Type: Special Power/Body-Affecting Power
rights? the Physical Limitation Knows Nothing Of Earth
Duration: Persistent
Culture until it becomes experienced and learned
Target: Self Only
Is a clone of a human enough to buy that Disadvantage off.
Range: Self
being legally considered Another question to consider: is the clone an
Costs END: No
a free person, or a slave? exact duplicate of the character, or does it differ in
Could it be treated as a Cost: 5 Character Points to have any number of
some ways? Comic book and Science Fiction tech-
“walking organ bank” by Extra Limbs
nology might allow a character to create “clones”
the person who donated that are unlike him, with powers, Skills, and abilities A character with Extra Limbs has one or
the cells used to create that he doesn’t possess (or possesses to a different more usable extra limbs. Some examples of Extra
it? Limbs include a prehensile tail, extra arms, or a
degree). This, of course, requires the Altered Dupli-
cates Advantage for the Duplication. group of tentacles. For 5 Character Points, the
If a person is cloned character can have as many Extra Limbs as he
against his will, what IMPLICATIONS AND COMPLICATIONS wants, be it 1 or 100.
legal recourse does he
The game mechanics of making a clone aren’t Extra Limbs have no direct effect on combat,
have? Can the court
order that the clone be the end of the story. Many other issues may arise but characters can use them to perform maneuvers
destroyed even though to complicate the creation or existence of a clone not possible to ordinary humans (like holding
it’s a living, thinking — most clones come ready-made with all sorts of someone with both hands and then punching him,
person? plot seeds the GM can exploit. or hanging from the ceiling by a tail). A character
Some clones become jealous or resentful of who uses Extra Limb(s) creatively can receive a
Is killing a clone their creator (or fellow clones, if any) because they bonus for Surprise maneuvers. See Multi-Limbed
murder? To put it feel they have no individuality, were created for Combatant, page 175, for some example powers a
another way, for legal improper purposes, or the like. You can represent character could buy to reflect the fact that his Extra
purposes is a clone a this with appropriate Psychological Limitations, Limbs make him a more effective fighter.
human being, an object, Rivalries, or similar mental Disadvantages. Unless Having an Extra Limb does not, by itself, allow
or something else? properly educated and mollified, a clone like this a character extra attacks in a Phase. However, he
could end up betraying its creator or turning to evil may buy Combat Skill Levels (or other Skills and
In a Science Fiction set- — a cinematic plot twist if there ever was one! Powers) to simulate his ability to attack more effec-
ting, if a person trans-
A clone doesn’t have to learn to resent its cre- tively with multiple limbs. Although Extra Limbs
fers his memories into
a cloned body, legally is ator or comrades during the course of its life — it are as functional as human hands, all limbs but the
he still the same person, may be “born” with just such a psychological prob- primary limb are considered to be the “off hand.”
with the same debts, lem due to a failure or flaw in the cloning process. (If the character has Ambidexterity, all the limbs
resources, and perqui- Any sort of mental illness could result, ranging are considered to be the “good hand.”) Extra Limbs
sites he had in his old from minor compulsions and quirks to full-blown does not cost END to use, but the additional limbs
body? In other words, psychoses or sociopathy. are visible, and the character must pay the normal
what constitutes “the As if mental problems weren’t enough, a clone END cost when using Strength with an Extra Limb.
person” for legal pur- could end up physically flawed. Gaps or “weak In some settings, it’s possible to have spe-
poses? spots” in its genetic structure may make it prone to cies that naturally have more than four limbs. For
various diseases, impose Limitations on its abilities, example, the Catavalans in the Terran Empire setting
or inflict it with chemical imbalances, allergies, or have four arms, and in a Pulp Science Fiction story
other weaknesses. You can represent many of these the Martians or Venusians might as well. Since Extra
problems with various physical Disadvantages such Limbs allows any number of limbs for 5 points, if
as Dependence and Susceptibility. you have a naturally multi-limbed species and want
In some settings, clones may not enjoy the full to add even more, just change the number of limbs
panoply of civil and legal rights that “real” people without changing the cost of the power (unless
do. Such clones can take a Social Limitation, either manipulability changes, in which case buy Extra
Clone (if known to be a clone) or Harmful Secret (if Limbs twice). Depending on special effects and the
he’s hiding the fact he’s a clone). like, some of the limbs may be Inherent and others
Clones kept “on ice” until the character needs not; if so, the character must apply Inherent (if it’s
them are susceptible to a variety of problems. As not on the Extra Limbs already), and then restrict
“empty” bodies, they’re the perfect prey for free the non-Inherent limbs with a -0 Limitation.
35
The Ultimate Metamorph ■ Chapter One
The rules for Extra Limbs assume a character
defines the number of limbs he has when he buys GROWTH
the power, and can’t change them thereafter. How- Type: Size Power/Body-Affecting Power
ever, the GM may allow a character to change the Duration: Constant
number of Extra Limbs he has (for example, by Target: Self Only
extruding or retracting pseudopods). If so, chang- Range: Self
ing the number of limbs is a Half Phase Action. Costs END: Yes
ADVANTAGES AND ADDERS Cost: 5 Character Points for every +5 STR, +1
BODY, +1 STUN, -1” KB, x2 mass; 15 Char-
Autofire: Having Extra Limbs doesn’t innately give acter Points for every -2 DCV, +2 for PER
a character the ability to make multiple attacks at Rolls made to perceive character, x2 height
once. However, characters with Extra Limbs often and width, and x2 reach (see Growth Table)
buy this Advantage for attacks based on (or pro- A character with this Size Power can increase
jected by) those limbs, to represent their capacity his size. This increases his STR, BODY, STUN,
for making many attacks at the same time. mass, and height, and reduces his DCV and the
Inherent: Extra Limbs aren’t Inherent per se, but Knockback he takes. Growth costs END as long
are frequently bought with this Advantage to make as it is in use; if the character is Knocked Out or
them so. Stunned while Grown, his Growth immediately
Invisible Power Effects: Characters cannot buy this “turns off ” unless it’s Persistent. Growth is for char-
Advantage for Extra Limbs without the GM’s per- acters who can alter their size; if the character is
mission; by definition, a limb is perceivable. exceptionally large all the time, he can simulate that
by buying various Powers with that special effect
LIMITATIONS (see below).
Always On: Extra Limbs does not require the
Always On Limitation to take the Inherent Advan- GROWTH TABLE
tage. In fact, characters rarely take this Limitation Every 5 Points Of Growth Gives The Character:
for Extra Limbs, even though they can’t “turn them +5 STR (no additional Figured Characteristics)
off,” since the inability to deactivate them doesn’t +1 BODY (no additional Figured Characteristics)
hinder the character in any way. +1 STUN
Limited Manipulation (-¼): Extra Limbs with this -1” Knockback (functions just like KB Resistance)
x2 mass
Limitation are not as functional as human hands.
The character can use them to hit targets, and per- Every 15 Points Of Growth Gives The Character:
haps to pick up large or easily-grasped objects, but -2 DCV
+2 to all PER Rolls made by others to perceive the
not to pick up more delicate objects or perform
character
other types of relatively fine manipulation. x2 height and width
If only some of the character’s Extra Limbs lack x2 reach
full manipulatory ability, the character should restrict
the less-manipulable limbs with a -0 Limitation.
If the Extra Limbs cannot exercise the charac- BENEFITS OF GROWTH
ter’s full STR or DEX, the character may take a -¼ The Growth Table provides details on the
Limitation on those Characteristics to reflect that benefits (and drawbacks) of Growth. However, the
fact. If the Extra Limbs are stronger than the char- figures in the table are guidelines, not absolutes; the
acter’s normal limbs, the character may buy STR GM should feel free to alter them slightly based on
with the -½ Limitation Only With Extra Limbs. special effects or to aid game balance.
Reach
Alternate Extra Limbs Growth increases a character’s reach. Normal
characters (0 points in Growth) can only hit targets
In some campaigns, the GM may want to alter in their own hex or an adjacent hex. With enough
the standard Extra Limbs rule — as many Extra Growth, a character can engage in HTH Combat
Limbs as a character wants for 5 Character Points with targets some distance away. Refer to the
— so that the more limbs the character has, the more Growth Table for details.
he pays. Instead, they use a different cost structure: 5 Like the reach provided by Stretching, the
Character Points for up to two extra limbs, +2 Char- reach provided by Growth has some inherently
acter Points for every up to x2 extra limbs thereafter. “Indirect” effects in appropriate circumstances. For
Thus, an eight-armed monster would have to spend 9 example, a sufficiently tall Grown character could
Character Points (5 points for the first two extra limbs, stand right in front of someone, then reach down
+4 points for the remaining four limbs) for them. and tap him on the back. (Growth reach does not,
Alternately, some GMs may prefer for Extra however, provide velocity damage or other Stretch-
Limbs to inherently have an effect on combat, ing effects.)
instead of just being utilitarian. In this case, each If a character has enough Growth to make
Extra Limb costs 4 Character Points and provides him cover multiple hexes, for game purposes you
a +1 bonus with Punch, Disarm, and Grab (this generally should calculate his reach from the hex
works just like a 3-point Combat Skill Level). the character is deemed to be “standing” in. But as
36 ■ Metamorph Characters Hero System 5th Edition
GROWTH TABLE
Points Of Height Width Mass BODY PER Rolls Additional
Growth (hexes) (hexes) (KG) & STUN DCV Against Reach STR KB
0 1-2m (1”) up to 1m (1/2”) up to 100 +0 -0 +0 +0 +0 -0
15 2-4m (2”) 1-2m (1”) 100-800 +3 -2 +2 +1” +15 -3
30 5-8m (4”) 3-4m (2”) 801-6,400 +6 -4 +4 +2” +30 -6
45 9-16m (8”) 5-8m (4”) 6,401-50,000 +9 -6 +6 +4” +45 -9
60 17-32m (16”) 9-16m (8”) 50,001-400,000 +12 -8 +8 +8” +60 -12
75 33-64m (32”) 17-32m (16”) 400,001-3.2 mil +15 -10 +10 +16” +75 -15
90 65-125m (64”) 33-64m (32”) 3.3-25.6 mil +18 -12 +12 +32” +90 -18
105 126-250m (125”) 65-125m (64”) 25.7-205 mil +21 -14 +14 +64” +105 -21
120 251-500m (250”) 126-250m (125”) 206-1.64 bil +24 -16 +16 +125” +120 -24
135 501-1,000m (500”) (1 km) 251-500m (250”) 1.65-13 bil +27 -18 +18 +250” +135 -27
150 1,001-2,000m (1,000”) 501-1,000m (500”) (1 km) 13.1-105 bil +30 -20 +20 +500” (1 km) +150 -30
165 2,001-4,000m (2,000”) 1,001-2,000m (1,000”) 106-840 bil +33 -22 +22 +1,000” +165 -33
180 4,001-8,000m (4,000”) 2,001-4,000m (2,000”) 841-6.7 tril +36 -24 +24 +2,000” +180 -36
195 8,001-16,000m (8,000”) 4,001-8,000m (4,000”) 6.8-53.6 tril +39 -26 +26 +4,000” +195 -39
210 16,001-32,000m (16,000”) 8,001-16,000m (8,000”) 53.7-429 tril +42 -28 +28 +8,000” +210 -42
225 32,001-64,000m (32,000”) 16,001-32,000m (16,000”) 430-3.4 quad +45 -30 +30 +16,000” +225 -45
240 64,001-125,000m (64,000”) 32,001-64,000m (32,000”) 3.5-27.2 quad +48 -32 +32 +32,000” +240 -48
255 125,001-250,000m (125,000”) 64,001-125,000m (64,000”) 27.3-217.6 quad +51 -34 +34 +64,000” +255 -51
270 250,001-500,000m (250,000”) 125,001-250,000m (125,000”) 217.7-1.74 quin +54 -36 +36 +125,000” +270 -54
285 500,001-1 mil (500,000”) 250,001-500,000m (250,000”) 1.75-14 quin +57 -38 +38 +250,000” +285 -57
300 1-2 mil (1,000,000”) 500,001-1 mil m (500,000”) 15-112 quin +60 -40 +40 +500,000” +300 -60
...and so on
mil: million; bil: billion; tril: trillion; quad: quadrillion; quin: quintillion
SOME COMPARISONS
Points Of Growth Approximately Equal In Size To...
90 (125 m tall) Height of the Washington Monument (169.1 m) or a Saturn rocket; length of a football field (91 m)
105 (250 m tall) Height of the Eiffel Tower (300 m)
120 (500 m tall) Height of the Empire State Building (381 m) or World Trade Center (415-17 m)
135 (1,000 m tall) Elevation of the lowest clouds
165 (4,000 m tall) Average depth of Earth’s oceans
180 (8,000 m tall) Height of Mt. Everest (8,848 m)
210 (32,000 m tall) Elevation of the highest clouds (24,000 m)
225 (64 km tall) Length of the Panama Canal; height of the stratosphere
270 (500 km tall) North-south length of Scotland and England; length of the Grand Canyon (349 km)
315 (4,000 km tall) Diameter of the Moon
330 (8000 km tall) North-south length of Africa
345 (16,000 km tall) Diameter of Earth
360 (32,000 km tall) Geosynchronous orbit of Earth
390 (125,000 km tall) Diameter of Saturn or Jupiter
450 (2 million km tall) Diameter of the Sun
always, you’ve got to use your common sense and the most part, there’s no need for players or GMs
dramatic sense as well. If it makes more sense to to know that, but if necessary you can assume the
calculate reach from where the character’s shoulder character’s “thickness” increases proportionately to
is located, do so. his height and width.
Reach provided by Growth does not reduce
Growth Momentum
or otherwise affect the Range Modifier the char-
If the GM permits, characters with Growth
acter suffers, which is still calculated from where
can use growth momentum (page 52) just like
the character stands. However, the GM could, in
Shrinking characters can... though they’re going to
his discretion, count the Range Modifier from
have a lot harder time finding targets larger than
the character’s hand, if he feels that would be
themselves to use it on. The target has to be larger
appropriate.
than or directly above the character. That includes
At no level does Growth automatically entitle
beings taller than he is, overhangs on buildings (but
characters to make Area Of Effect attacks with their
not building walls themselves), ceilings, and pos-
large hands or feet. A character who wants that
sibly even characters using Flight who are directly
ability has to buy a naked Area Of Effect Advantage
above the character.
for his STR, Combat Skill Levels, or some other
Growth-based growth momentum does +1d6
means of simulating larger-than-normal hands
per -1 DCV the Grown character suffers. The char-
(see, for example, Gigantic Fists on page 148).
acter also gets to apply the extra STR he gains from
Thickness Growing when determining the damage. If the char-
The Growth rules describe how tall and wide acter also has Shrinking and grows from a tiny size to
a character becomes, but they establish no param- human size, then uses Growth to become even taller,
eters for how thick his torso and frame become. For he can use the growth momentum from both Powers.
37
The Ultimate Metamorph ■ Chapter One
built with — 400/5, or 80 points. For 4x the “unallocated” points. However, the GM might
number of forms, he pays +10 points, for a total decide to allow it for a good reason — for example,
of 90. His true form, the alien form, pays this if the player legitimately forgot something the form
cost. should have (e.g., Nightvision for an owl form).
After play begins, typically a character with Multi-
A character’s forms don’t get to “share” any-
form can only improve his forms with Experience
thing for free. If a character’s true form has some
Points (see below).
resource or object, such as a Base or a Vehicle, his
A character cannot have an alternate form that’s
alternate forms also have to pay for it if they want
built as a Vehicle, Base, Computer, Automaton, or the
to use it. Otherwise, it disappears or somehow
like unless the GM specifically permits it.
becomes inaccessible to them (typically, the most
logical solution is for the GM to require the alter- Base Points And Disadvantages
nate forms to buy the resource as well). In general, A character’s forms are built on the same
all forms should pay for other things they have in Base Points as the true form (or fewer points,
common, such as certain Skills for some characters. if the player so desires). Each form that’s built
Each form a character can change into is as on more points than its Base Points must take
free-willed as the original character. The player sufficient Disadvantages to balance out its cost,
must have a complete character sheet for each form just like building any other character. However,
(or some other way to keep track of the abilities it may be appropriate, or even required, to take
and experiences of each form). Forms may have some Disadvantages to define the alternate form
different abilities, personalities, or Disadvantages properly, regardless of whether the alternate
than the true form or each other, if the player so form gets any points for them.
desires (the character’s personality often remains Gamemasters should carefully evaluate the
the same from form to form, and in any form he Disadvantages taken by a character’s forms. Dis-
retains the memories from other forms unless he advantages a character can eliminate or reduce by
has the Multiform Amnesia Psychological Limita- changing shape may be worth fewer (or no) points
tion described below). If the forms happen to buy because their effect is so easily negated. For exam-
the same abilities or Skills, that’s simply the nature ple, ordinarily a Distinctive Feature should carry
of the different forms; characters may not take a over from form to form — if the true form has Dis-
Limitation or Disadvantage for this, nor may a tinctive Feature, “Striking Blue Eyes,” then all forms
character buy an ability or Skill once and somehow should have the same blue eyes. In situations where
“share” it with all of his forms. this is not applicable, the Distinctive Feature should
If a player voluntarily elects to build an alter- normally be bought as Easily Concealed (or, at most,
nate with fewer than the maximum allowed points, Concealable With Effort), since the character can
generally he cannot later decide to spend those hide the Feature by changing forms.
41
The Ultimate Metamorph ■ Chapter One
Alternately, with the GM’s permission a char- No other power or ability remains “active” “PARTIAL”
acter could buy an alternate form with fewer Dis- when a character switches from one form to MULTIFORMS
advantage points than it would ordinarily require another — the abilities of the former form cease
by paying for the points not balanced by Disad- to function, and those of the new form have yet to Sometimes a character
vantages as part of the cost of Multiform. The cost be activated (unless they are Persistent, in which wants to buy a Mul-
is 1 Character Point for every 5 Character Points case they’d be considered to “turn on” as soon as the tiform that, in effect,
not balanced by Disadvantages in addition to the changing of form is complete unless the GM rules involves transforming
normal cost of the Multiform. otherwise). The character has to activate his new only part of himself. For
form’s powers using the standard rules for doing so example, a character
Example: A character buys an alternate form with multiple personal-
— but since changing forms is a Half Phase Action,
built as a Standard Superheroic character (200 ity disorder might have
and activating powers is a Zero Phase Action, usu-
Base Points, plus 150 points from Disadvan- very different Skills
ally this isn’t any problem. and Disadvantages, but
tages, for a total of 350 points). This costs 70
The change worked upon the character’s body his Characteristics and
Character Points. However, he wants the alter-
by Multiform is as complete as the character wants it physical abilities are
nate form to be built on 400 points — but with-
to be. If desired, it can change his fingerprints, DNA, identical in each form. A
out having to take another 50 points’ worth of
scent, voice, or any other aspect of his physical form, character with a suit of
Disadvantages. With the GM’s permission, the reconfigurable powered
or cause his clothes and goods to merge into his body
character pays the standard cost of a 400-point armor has very different
temporarily — or all those things could remain the
alternate form — 80 Character Points — and powers and weapons in
same from form to form. Whether it can change his
then also pay for not having any Disadvantages each form, but the same
class of minds, his spirit/soul, or the like is up to the
to balance the last 50 points’ worth of alternate Skills and personal attri-
GM (see “Mental Powers,” below).
form. That costs another (50/5 =) 10 Character butes (since the person
Characters using Multiform do not get any inside the armor doesn’t
Points, for a total of 90 points for a 400-point
“growth momentum” bonus to damage, even if change at all).
alternate form with 200 Base Points, 150 points
changing into a larger form.
from Disadvantages, and 50 additional points.
Changing Forms And Damage If built as a Multiform,
When a character shifts forms, the STUN and this sort of “partial”
Power Frameworks
change in form does
Multiform is a Standard Power, and there- BODY damage he’s taken and the END he’s used do
not involve any Char-
fore characters can buy it in Power Frameworks not disappear — they carry over to the next form. acter Point discount or
unless the GM or some other rule forbids them For this reason, shifting from a form with lots of savings. The cost of an
to. In regards to Multipower, since the tradeoff of BODY to a form with few BODY is dangerous, pos- alternate form depends
a Multipower — not getting to use all the powers sibly even fatal. For greater accuracy (and complex- on its full cost, not just
at once at full power — is a lot like Multiform ity), figure out what percentage of a character’s total the cost of things that
(which, when used, prevents the character from BODY, STUN, or END he lost while in one form, change. Whether any
using any of the powers in his other form), some and then subtract that percentage from the appro- particular aspect of an
GMs may not consider this balanced and non- priate Characteristic in his current form. alternate form differs
from the true form is
abusive, and so forbid it.
Example: Storvak’s tyrannosaur form has 35 irrelevant for purposes
Characters can take Multiform in appropriate of determining the
BODY; his fish form only has 5 BODY. If he
Variable Power Pools, but given the ease with which cost of Multiform — if
takes 30 BODY damage in his tyrannosaur
they can buy extra alternate forms, the GM may a character’s alternate
form, and then shifts to fish form, he’ll die —
want to require special justification for them to do form has useful Charac-
the fish does not have 30 BODY which it can
so. If a character does put Multiform in a VPP, he teristics, Skills, or what
take as damage. Using the alternate rule, 30
should use the basic cost of the alternate form each have you, he has to pay
is 86% of 35, so the fish would suffer 4 BODY for them as part of his
time, without any doubling the number of alternate
(5x.86) worth of damage. Multiform whether they
forms. In this situation, the VPP construct essen-
tially takes the place of the “+5 points doubles the differ from those of his
EXPERIENCE POINTS true form or not.
number of forms” rule.
Alternate forms do not earn Experience Points
CHANGING FORMS in the usual fashion. Normally, only the true form Of course, if a “change”
Multiform itself allows a character to change receives Experience Points. If he wants his forms to is so minor that many of
the character’s abilities
his form. He does not have to purchase Shape Shift improve along with him, he must spend some of his
remain the same from
or some other Power to do so. A character with two Experience Points to improve his Multiform power. “form” to “form,” Multi-
or more alternate forms can shift directly between When he does so, he must decide what they go form may not be the best
any two forms without having to use the true form toward. He could use them to increase the number of way to represent that. For
as an intermediary. Changing from one form to forms, for example, in which case he just expands his example, with the GM’s
another requires a Half Phase Action. options without increasing the “strength” of any form. permission a multiple
Similarly, a character’s alternate forms do not If a character spends points with the inten- personality’s changes in
also have to buy Multiform so he can change shape tion of increasing the “strength” of (points used Psychological Limitations
back to the true form. It’s assumed the true form’s to build) the forms he can change into, each and Skills could be rep-
Multiform remains “active” even though he’s in 1 Character Point he spends on Multiform resented with a Variable
Disadvantage and a small
alternate form and allows him to change back to his increases the points in the most expensive form
Variable Power Pool (Skill
true form (or other forms) using the standard Mul- by 5 Character Points. That effect cascades down, Pool) with two set con-
tiform rules (unless Accidental Change, Personality increasing the points in every other form by 5 figurations for the Skills.
Loss, or the like affect his ability to change). Each as well (assuming that’s appropriate and desired
form doesn’t have to purchase Multiform. — some forms might, and should, stay exactly as
42 ■ Metamorph Characters Hero System 5th Edition
MULTIFORM, they are, without ever improving, over the course each form — for example, if the Adjustment Power
SHAPE SHIFT, AND of a character’s career). The alternate forms do removes 20 points of effect, reduce each form by 20
DUPLICATION not have to take additional Disadvantages to bal- points, figuring out in a reasonable manner which
ance out the new points received. powers or abilities each form loses.
Multiform is related Spending Experience Points to improve an If a character is already in an alternate form
to, but different from, alternate form requires a certain amount of common and the ability to change into that one form is
Duplication and Shape sense and consideration for game balance. In effect removed, the character spontaneously reverts to
Shift. Duplication allows this rule quintuples the effectiveness of some Experi- his true form. If the entire Multiform power is
the character to create ence Points spent on Multiform, which could lead to removed, it locks the character into that alternate
extra bodies or selves, unbalancingly powerful forms. A player should have form until the Adjustment Power’s effects fade.
some of which may be a good reason for wanting to increase the strength of Since the alternate form doesn’t pay for Multiform
different from the origi-
his Multiforms this way, and the GM should review himself, the GM must look at the true form’s char-
nal character (but none
of which have inherent the power before approving the expenditure. As a acter sheet to determine the cost of the power.
shapechanging powers good rule of thumb, the GM may want to permit a If a character has an Adjustment Power that
unless they buy them). character to spend no more than 1 Experience Point boosts or improves his Multiform power (such
Shape Shift allows a of every 6 he earns on his Multiform. That way, the as Absorption, Aid, or Transfer), it works like any
character to change his true form improves by 5 points for every 5 points his other positive Adjustment Power — it adds points
form, but not his powers Multiform(s) improve by. directly to the Multiform. Since Multiform works
or abilities. Multiform by having every point spent on it count as 5 points
does not create new PERKS
for purposes of building the alternate form, that
bodies, but does allow means every point added likewise increases the
a character to assume Follower, Vehicle, and Base: If a character buys an
alternate form that has one of these Perks, the cost points available to build the alternate form with by
different forms, which
may or may not have of the Multiform includes the full cost of the Perk 5. Obviously, this could quickly become abusive;
different personalities that the alternate form pays (i.e., the item’s total most GMs probably would not allow it.
and abilities than the cost divided by 5). For example, a character who Unlike damage or similar negative effects,
true form. When build- wants to Multiform into a 300-point character with which carry over from form to form as the charac-
ing body alteration a 200-point Computer (costing him 40 points) pays ter changes shape, the effects of a positive Adjust-
powers, players should 68 points (340/5) for the alternate form. ment Power do not carry over from form to form
carefully evaluate these when a character uses Multiform. However, if
three Powers to deter- Vehicle: A Vehicle can have Multiform unless the GM
the character changes back to the “boosted” form
mine which one is best forbids it, but since Vehicles don’t have Base Points the
before the Adjustment Powers effects have faded,
suited to create the abil- way characters do, determine their “Base Points” as
the “boost” remains in effect.
ity desired. follows.
First, choose a “true form” for the Vehicle. Since Mental Powers: If a character has a Multiform that
this is a Vehicle being purchased by a character and lets him switch to something other than human,
not a character itself, the true form should be the that may or may not change his class of mind. If the
most expensive of all the forms the character wants alternate form retains human intellect and the like,
the Vehicle to have (the GM can grant an exception then he’s still got a Human mind. If not (for exam-
to this if he sees fit). The true form is the Vehicle the ple, if the character became completely animal-like
character pays Character Points to buy as a Perk. This when in animal form, to the point where his INT
prevents the potential game balance problems of and EGO drop to the animal’s levels, or he loses
having a character buy a cheap Vehicle (e.g., a bicycle) his personality to the effects of the Personality Loss
that can Multiform into a much more powerful Vehi- Limitation), then his mind may belong to a differ-
cle (e.g., a jetfighter or a mecha). ent class when he’s in alternate form. Alternately, a
Second, the true form’s “Base Points” are its total character’s mind could fall into both classes; he can
cost minus any Disadvantages it takes. For example, take that as a 5-point Physical Limitation (page 121
the F/A-18C Hornet (The Ultimate Vehicle, page 77) of The HERO System 5th Edition, Revised).
would have 335 “Base Points.” As usual, all alternate Duplication: See page 31 regarding the interaction
forms have to be built on the same “Base Points” (or of Multiform and Duplication.
fewer) as the true form, and must take any Disadvan- If a character has an alternate form built with
tages necessary to (a) cover any additional cost, or (b) Duplication, Cannot Be Recombined (such as the
properly define them in game terms. hydra from The HERO System Bestiary), typically he’s
POWERS automatically Duplicated when he changes to that
form. As always, the GM can change that outcome if it
Adjustment Powers: If an attacker Drains, Suppresses, doesn’t make sense or causes game balance problems.
or Transfers a character’s Multiform power, apply the Endurance Reserve: If a character has Multiform,
effects of the Adjustment Power as evenly as pos- and one of his forms has an Endurance Reserve,
sible to reduce the Multiform power in a logical and and he’s in a form that doesn’t have the Endurance
reasonable manner (keeping special effects, common Reserve, the Endurance Reserve cannot Recover its
sense, and dramatic sense in mind, of course). In END. Typically if a character uses some END from
some cases, simply removing the ability to change an Endurance Reserve and then shifts forms to an
into one or more particular forms may make sense alternate form, the Endurance Reserve remains
(if so, the GM randomly determines which forms the at whatever level it was when last used when he
character loses). In others, it may make more sense returns to the first form. However, the GM may
to apply the Adjustment Power to the total cost of rule that if enough time passes, when the character
43
The Ultimate Metamorph ■ Chapter One
shifts form to the form with the Reserve, it is fully However, in the interest of common sense and dra-
“charged up.” How long this takes is up to the GM, matic sense, ordinary Charges bought for Multiform
but obviously if days and days have passed, allow- don’t cause the character to revert to his true form in
ing it to be fully charged probably wouldn’t pose this way.
game balance problems. Costs Endurance (-½, -1): When worth -½, this
Transform: If a character with Multiform is in one Limitation means the character must pay END
of his alternate forms and another character Trans- when he changes forms, but not thereafter (the
forms him into something else, he remains in that form he changes into pays the END). When worth
“something else” form until the Transform wears -1, it means he must pay END not only to change
off — essentially locking him into that shape — if forms, but to stay in the form he’s changed into.
the Transform actually has some significant effect The form changed into pays the END cost for the
on his physical form. Most Major Transforms do, of change and for remaining in that form. When the
course, and many Minor Transforms do so as well. character runs out of END or is Knocked Out, he
A Cosmetic Transform, on the other hand, may automatically changes back to his true form.
just carry over from form to form. For example, Focus: If a character buys Multiform with the
if an evil witch Transformed Menagerie (who can Limitation Focus, he must have the Focus in all
assume several animal shapes) to make her pink, his forms. If it’s taken away from him while he’s in
then perhaps the GM would allow Menagerie to an alternate form, he reverts to his true form. He
change back into human form... but she remains cannot apply the Focus Limitation to all the abilities
bright pink. The GM should determine the exact of the alternate forms. However, the GM may allow
effects, based on considerations of game balance, him to apply Focus to some of those abilities based
common sense, and dramatic sense. on special effect or the like.
ADVANTAGES AND ADDERS If one of the character’s forms has a power
bought through a Focus that some or all of his
Instant Change: A character with this +5 Character other forms don’t have, technically the Focus “van-
Point Adder can shift forms as a Zero Phase Action. ishes” when the character changes forms. But if the
Usable On Others: Characters should not purchase character loses his Focus, he can’t get it back simply
this Advantage for Multiform to force another by changing forms and then reverting to the form
character to change shape. To change another per- that has the Focus — he’s got to recover it just as
son’s shape as an attack, buy Transform. characters normally do with lost Foci. Whoever
took the Focus keeps it, but when the character’s
LIMITATIONS not in the form that has the Focus power, the Focus
Generally speaking, Limitations on Multiform remains inert and unusable (unless the GM rules
such as Costs Endurance, Gestures, or Incantations, otherwise). When the character shifts back to the
apply to all changing of forms. If a character takes form with the Focus, it becomes usable again by the
Costs Endurance for his Multiform power, then any person who has possession of it.
change of form (true form to alternate, alternate to At the GM’s option, some types of Multi-
true, alternate to alternate) costs END. If he takes form (such as a skinchanger) may need a Focus to
Gestures, any change requires the appropriate waving change from true form to alternate form, but the
of the hands (though that might change to paws if Focus “merges” with the changed form, becoming
he shifts to an animal form or the like). As always, impossible to remove from the character by any
common sense, dramatic sense, and considerations normal means. Characters can buy this as a Focus,
of game balance should apply. If it doesn’t make sense but must halve the Limitation’s value.
for a character to Gesture to change back (from, say, a Personality Loss (varies): This Limitation repre-
serpent form that has no hands), it may be easiest and sents a type of Multiform in which the character
most sensible for the GM not to require Gestures for has a difficult time retaining his personality and
a change back. In that case the GM might reduce the changing back to his true form (or any other form).
value of the Limitation slightly. The character can stay in his alternate form for up
Some Limitations on Multiform (like Personality to a set time period (see table) with no difficulty.
Loss) have to remain “in effect” when the character’s After that time period passes, he must make an
in his alternate form, and you can extend that logic to “Activation Roll” of 14- to retain his normal per-
many other Power Modifiers. In some cases, the GM sonality and the ability to change back to his true
may want, or allow, the character’s alternate forms to form. For every step down the Time Chart thereaf-
take a Disadvantage (such as Accidental Change or ter, the roll decreases by 1 (to 13-, 12-, and so on).
Physical Limitation) to reflect this. If the character ever fails the roll, he’s trapped in his
Charges: If a character takes Charges for Multiform, current form and assumes its personality in place
they indicate the number of times the character may of his own; thereafter he can only recover his true
change shape and change back again. For example, personality and form with outside help.
Multiform with two Charges would allow the charac- Once the character changes back to his true
ter to change shape, then return to his true form, then form and personality, the “Activation Roll” “resets”
change shape again and return to his true form again. to 14- again, provided the character spends at least
Since Multiform is Persistent, technically a day in his true form. If the character assumes the
Charges bought for it should be Continuing Charges alternate form during that day, the roll picks up at
(or else the change only lasts for 1 Phase per Charge). whatever level it left off.
44 ■ Metamorph Characters Hero System 5th Edition
Psychological Limitation: A character with Mul-
PERSONALITY LOSS TABLE tiform who does not retain the memories of one
form when in another form can take the 15-point
Value Time Period Before First Roll
-2 1 Turn
Psychological Limitation, Multiform Amnesia
-1¾ 1 Minute (Common, Strong) for each form.
-1½ 5 Minutes
-1¼
-1
20 Minutes
1 Hour Options For Multiform
...and so on Here are some notes on particular ways to use
Multiform other than the classic “man into animal”
See Expanded Personality Loss, below, for
and “person into superhuman” alternate forms.
advanced rules for this Limitation.
Reversion (varies): Because Multiform is Persistent, MIMICKING
a character who’s Stunned or Knocked Out does not Mimics — characters who can copy or steal
normally revert to his true form. With this Power the powers, abilities, and knowledge of others —
Modifier, he does. If the character’s true form is are sometimes built using Multiforms, since buying
weaker than his alternate form, this is a -½ to -1 Limi- a Variable Power Pool or other Power Framework
tation (depending on just how much weaker the true large enough to accommodate all the abilities of
form is). If the true form is more powerful, it’s a +½ to one (or many) characters can be prohibitively
+1 Advantage. If the two forms are of roughly equal expensive (and possibly inefficient). The Transfer-
power, it’s a -0 Limitation. (Of course, if the character ence Touch and Mimicking (Variant) powers in the
recovers from being Stunned before the Segment “Miscellaneous Powers” section of Chapter Two are
ends, he does not revert.) examples of this sort of ability.
The question of what constitutes “more powerful”
MULTIPLE PERSONALITY DISORDER
or “less powerful” depends on the campaign and GM
interpretation. It does not specifically mean “better in Multiple Personality Disorder (MPD) (or dis-
combat”; the concepts of “power” and “weakness” are sociative identity disorder, to give the more proper
broader than that. The character’s total points is often name) is a psychological condition characterized by
a good indicator of abstract “power,” but not necessar- the dissociation of identity to protect the self from
ily the only ones. The question becomes even more stress. In other words, a person subjected to psy-
complicated when a character has more than two chological stress may shield himself from that stress
forms, with some being more powerful than his true by creating multiple “personalities” or identities. In
form, and some less. In that situation, the GM should the real world, the diagnosis and even existence of
either consider all forms “more powerful” because MPD remains controversial, but for dramatic pur-
some are, or answer the weaker/more powerful poses it can be assumed to be real.
question based on what percentage of the forms are In game terms, MPD is a mental transforma-
weaker, and what percentage stronger. tion — the character’s mind/personality/identity
change, but not his physical form. You can build
Side Effect: If a character buys Multiform with a this as a Multiform in which all forms (usually no
Side Effect (or similar Limitation), the alternate more than five separate personalities, though psy-
form changed into suffers the Side Effect if it occurs chologists have documented cases of many more)
— otherwise the Limitation wouldn’t be restric- have the Disadvantage Accidental Change (and
tive. In the event the character changes to another sometimes, but not always, Psychological Limita-
form (either his original, or another alternate form) tion: Multiform Amnesia). The trigger for the Acci-
quickly, the GM might carry the effects of the Side dental Change doesn’t have to be the same from
Effect over to that form as well — it’s his decision, personality to personality; some identities might
based on game balance, common sense, dramatic retreat in the face of danger, others only when they
sense, and similar considerations. feel that they have failed at something or when
Visible: Characters cannot usually take this Limitation confronted by authority.
for Multiform — even though it’s a Standard Power Each of the character’s alternate personae
which costs no END, Multiform is normally visible should be created as someone totally unrelated to
when activated. But once a character has changed the true form. They should have their own Skills,
form, there’s no specific way to tell that he’s a being Perks, memories, Disadvantages, and perhaps
with shapechanging powers. With the GM’s permis- even powers or special abilities. Cinematically, at
sion, a character could take Visible to represent a type least one of the personalities tends to have some
of Multiform in which it was always obvious that a negative traits — deviousness, maliciousness,
character has shapechanging powers (for example, he cruelty, evil — that make it a danger to the other
remains the same color, no matter how inappropriate personalities; it wants to destroy them or subju-
that would otherwise be, in all forms). gate them so it remains in control all the time.
When the “evil identity” takes control, the GM
DISADVANTAGES
may need to run the character as an NPC until
Accidental Change: Characters with Multiform can another personality surfaces.
take this Disadvantage, but if so, all forms should The mind of someone with MPD can be
normally purchase it (though the conditions trig- very convoluted. Their alternate personae are so
gering each form’s change may differ). real that detecting them as false can be very dif-
45
The Ultimate Metamorph ■ Chapter One
ficult. Detecting or reading the memories of the
other personalities requires an EGO +30 result EXPANDED PERSONALITY
on Telepathy, but a character who can achieve
this effect can cause a personality of his choice to LOSS TABLE
take over — in effect, he triggers the Accidental Time Before Change Value
Change and controls it. However, many charac- Instant -2
ters with MPD have Mental Defense to represent 1 Turn -1½
how hard it is to read or manipulate their cha- 1 Minute -1¼
otic minds, so using Telepathy or other Mental 5 Minutes -1
Powers on them may prove difficult. 20 Minutes -¾
The Science Skill Psychology helps characters 1 Hour -½
6 Hours -¼
cope with, or even treat, someone with MPD. A suc-
1 Day -0
cessful Psychology roll at a -3 or greater penalty may 1 Week +¼
detect that a character has MPD, although usually 1 Month +½
this requires extended therapy and/or witnessing the
Change Happens Modifier
character switch personalities. An SS: Psychology roll
EGO Roll 0 more Limitation
at -3 (or worse) might also force an MPD character Activation Roll (14-) ¼ more Limitation
to have to roll his Accidental Change; if the psycholo- Activation Roll (11-) ½ more Limitation
gist makes his roll by 4 or more, he may have some Automatic 1 more Limitation
say in which personality surfaces next. Over time,
Speed Of Change Modifier
SS: Psychology may help a character treat someone Instant 0 more Limitation
with MPD and merge all their personalities into one Gradual ½ less Limitation
(in game terms, convert the Character Points spent
Extent Of Change Modifier
on Multiform into a suite of Skills and abilities from
Total 0 more Limitation
all the forms). This assumes treatment is desired, Strong ¼ less Limitation
necessary, or beneficial. If one of the personalities is a Slight ½ less Limitation
prominent superhero, “curing” the character might be
The minimum value of Personality Loss is -0; it cannot
a bad thing.
become an Advantage even if the modifiers don’t
Many character concepts similar to MPD can reduce the value of the Time Before Change to -0 or
be simulated using Multiform. Examples include a make it a Limitation.
medium who can channel various ghosts through
his own body, or an undead creature who still his own; thereafter he can only recover his true per-
retains his soul (which sometimes takes over and sonality and form with outside help. (Alternately,
makes him a good guy instead of a villain). the character’s Activation Roll may start at 11- and
EXPANDED PERSONALITY LOSS decrease from there for a greater Limitation value.)
If the roll is an EGO Roll, it doesn’t decrease over
The Personality Loss Limitation presented
time, but the character still has to make the roll
above describes one of the classic metamorph (par-
at each step down the Time Chart; like any EGO
ticularly zoomorph) dilemmas in adventure fiction:
Roll, Psychological Limitations and similar circum-
the possibility of losing one’s personality, one’s self,
stances may modify it.
to whatever one changes into. This is particularly
Two other factors modify the value of Per-
common for some types of wizards and lycan-
sonality Loss. The first is the Speed Of Change
thropes, but it could occur in any Multiform where
— how quickly the character loses his personal-
the alternate form has a radically different per-
ity. The default is that it happens instantly: as
sonality than the true form. For games where the
soon as he fails that roll or passes that time limit,
GM wants to make greater use of Personality Loss,
he’s trapped in his alternate form. However, for
here’s an optional expanded version. The accompa-
forms of Personality Loss with Strong or Total
nying table lists the values of the various aspects of
change, the change might be Gradual. When the
the Limitation. Standard rules for Personality Loss
character first passes the time limit or fails a
apply unless indicated otherwise below.
roll, he suffers a Slight change (see below). The
The base value of Personality Loss depends on
next passage of time or failed roll increases that
the Time Before Change — the amount of time the
to a Strong change; the one after that, to a Total
character can spend in his alternate form before
change (unless restricted to Strong).
he runs the risk of assuming its mentality. At the
The second is the Extent Of Change. The
end of that time, the Change Happens aspect of
default for the Limitation is that a total change
the Limitation takes effect. Either he automatically
takes place: the character’s personality shifts
loses his personality (and ability to change back) to
entirely over to that of the alternate form all at
that of the alternate form, or he has to make a roll.
once. But the character can restrict the extent
If it’s an Activation Roll, it starts at 14-. He must
of his Personality Loss to either Strong or Slight
succeed with the roll to retain his normal personal-
loss for a lesser Limitation value. A Slight change
ity and the ability to change back to his true form.
affects the character’s day to day life, but not
For every step down the Time Chart thereafter, the
life or death matters. For example, he might
roll decreases by 1 (to 13-, 12-, and so on). If the
crave foods associated with their form, have a
character ever fails the roll, he’s trapped in his cur-
change in temperament to resemble the alternate
rent form and assumes its personality in place of
46 ■ Metamorph Characters Hero System 5th Edition
form (e.g., become more animalistic or bestial if
the alternate form is a wolf), adopt the alternate SHAPE SHIFT
form’s likes, dislikes, and mental Disadvantages, Type: Standard Power/Body-Affecting Power
and so forth. A Strong change affects all aspects of Duration: Constant
a character’s life. All the Slight changes occur, and Target: Self Only
in addition the character may suffer -2 or greater Range: Self
penalties to Skill Rolls as his learned and trained Costs END: Yes
abilities become “fuzzy” and his memories fade. Cost: See Shape Shift Summary Table
The character also probably prefers the company of
others of his “own” kind to that of other people. A character with Shape Shift can change his
Once a character suffers a Personality Loss, form as perceived by one or more Sense Groups
whether it’s Total, Strong, or Slight, he loses the without altering his powers or other abilities.
ability to change from his current alternate form Examples of Shape Shift include a character who
to his true form or another alternate form. Until can change his shape to copy other peoples’ fea-
someone finds a way to counteract or correct the tures, a powerful illusion-spell that can change a
loss of “self,” the character’s trapped in his alternate person’s appearance, or a character who can trans-
form — he doesn’t want to change back, he thinks form himself into many different inanimate objects.
of his current state as his proper “self.” The cost for Shape Shift depends on whether
As noted in the standard Personality Loss the change affects a Targeting or Nontargeting
rules, remaining in true form for 1 Day “resets” Sense Group. For 10 Character Points the char-
the Activation Roll to 14- (or 11- if the character acter may change into a single other shape as
has chosen that version) or otherwise cancels the perceived by a Targeting Sense, chosen when the
effects of losing one’s personality. The GM may alter Power is purchased. This form of Shape Shift is
this slightly if preferred. For example, after a char- the most common, and is usually chosen to affect
acter loses his personality, maybe eight hours in the Sight Group (the character’s shape looks
his true form reduces the loss from Total to Strong, different). Additional Targeting Sense Groups
then another eight hours from Strong to Slight, and cost +5 Character Points each. For 5 Character
a final eight hours from Slight to no loss at all. Or Points, the character may change into a single
perhaps the lost personality comes back over days other shape as perceived by a Nontargeting Sense
or weeks instead of hours. — for example, he can alter the way his shape
feels (Touch Sense Group) or smells (Smell/Taste
Sense Group). Additional Nontargeting Sense
Groups cost +3 Character Points each.
To change into a group of no more than four
predefined shapes affecting the purchased Sense
Groups costs +5 points; to change into a limited
group of shapes (humanoids, animals, cars) costs
+10 points. To change into any shape or form
costs +20 points.
When a character buys Shape Shift to
affect multiple Sense Groups, he must buy the
most expensive Sense Group first, then buy the
less expensive ones with the “additional Sense
Groups” cost.
SHAPE SHIFT BY SENSE GROUPS
A character defines Shape Shift by the Sense
Groups that can perceive the alteration in his shape.
SHAPE SHIFT
SUMMARY TABLE
Cost Sense Group
10 Targeting
5 Nontargeting
Cost Additional Sense Groups
+5 Additional Targeting
+3 Additional Nontargeting
Cost Additional Shapes
+0 Character can change into a single shape
+5 Character can change into up to four
predefined shapes
+10 Character can change into a Limited Group
of shapes
+20 Character can change into Any Shape
47
The Ultimate Metamorph ■ Chapter One
The Sight Group ■ duplicate someone else’s scent to fool a biochemi-
Shape Shift (Sight Group) allows a character cal security system (if the Shape Shift has the Imita-
to change his form as perceived by the Sight Group. tion Adder)
This would let him
The Radio Group
■ change his coloration (which may, in the GM’s Shape Shift (Radio Group) allows a charac-
option, provide a slight bonus to some Stealth and ter to change his form as perceived by the Radio
Concealment rolls) Group (including Radar). This would let him
■ look exactly like someone else without the need ■ alter the “energy signature” given off by his
for the Disguise Skill (if the Shape Shift has the Imi- superpowers
tation Adder)
■ duplicate someone else’s “energy signature” (if the
■ look like a snake, but not feel, sound, or smell Shape Shift has the Imitation Adder)
like one
If a character has Shape Shift (Touch
In the latter example, the character looks Group), but not (Radio Group), and another
like a snake, but doesn’t feel, sound, or smell like character perceives him with Radar, the Radar
one. Anyone who touches him realizes he’s not a typically only tells the character using it where
snake. Depending upon the nature of the power the Shape Shifted character is, and his general
and the special effects, they may touch the snake shape/configuration (in Shifted form). Radar
and its scales feel like human skin or cloth. Or, can’t pick up fine details, so Shape Shift (Touch
they might reach down and somehow “feel” the Group) usually suffices to “fool” it. The Discrimi-
human form behind the Sight Group Shape Shift. natory modifier allows the Radar user to tell the
A Sight-only Shape Shift works best for charac- general nature of the Shape Shifted character
ters who only want to change some visible aspect (organic versus inorganic, solid versus liquid,
of themselves, generate a change defined as a humanoid in shape, and the like). The Analyze
potent illusion, or the like. modifier provides a more definite answer, but
The Touch Group still only general information (e.g., the Shape
Shape Shift (Touch Group) allows a charac- Shifted being is a mammal, the Shape Shifted
ter to change his form as perceived by the Touch being is made of gold, or the like). (Generally,
Group. This would let him this all applies to Sonar as well, though in that
case it’s usually the Hearing Group, not the Radio
■ make his skin feel like some other substance Group, that’s involved.)
— scales, cloth, rock, or the like
The Mental Group
■ alter his actual physical shape or mass distribu-
Shape Shift (Mental Group) allows a charac-
tion (though his total mass would not change), thus
ter to change his form as perceived by the Mental
allowing him to, for example, slip out of bonds, rad-
Group. This means his mind “looks” different to
ically alter his form, or within reason to fit through
anyone who uses a Mental Sense to perceive his
openings a human-shaped being cannot fit through
mind. Trying to perceive him with Mind Scan
(the classic meaning of “shifting shape”)
would generally be pointless; he “looks” like some
Shape Shift (Touch Group) only allows a char- other mind. Telepathy at the “surface thoughts”
acter to alter his size or mass by about +/-10%. To level would “see” a different mind, but at levels
make greater changes in size or mass, the character beyond that could still perceive the character’s
should buy Growth, Shrinking, or Density Increase deeper thoughts, memories, and so forth — Shape
Linked to Shape Shift. Shift doesn’t change those, and doesn’t allow a char-
acter to change his Psychological Limitations or
The Hearing Group
other mental Disadvantages. (But see Deep Mental
Shape Shift (Hearing Group) allows a charac-
Shift, below.) With the Imitation Adder, a character
ter to change his form as perceived by the Hearing
with Shape Shift (Mental Group) can make his
Group. This would let him
mind “look” like another person’s mind, at least on
■ not sound like himself (for example, to trick a the surface level described above.
voice-tracking program) At the GM’s option, a character could use
■ appeardifferent to Senses such as Active Sonar Shape Shift (Mental Group) to alter the class of
(Hearing Group) (see below) minds to which his mind belongs. However, this
could be unbalancing, since it could have the effect
■ sound exactly like someone else without the need
of making the character immune to most Mental
for the Mimicry Skill (if the Shape Shift has the Imi-
Powers. A better way to simulate this is Mental
tation Adder)
Defense with Limitations like Costs Endurance (see
The Smell/Taste Group Shifting Mind, page 178, for an example).
Shape Shift (Smell/Taste Group) allows a char- As these rules indicate, most Shape Shift-based
acter to change his form as perceived by the Smell/ powers should affect both the Sight Group and the
Taste Group. This would let him Touch Group at a minimum. However, characters
■ change his scent (for example, to throw tracking can use Shape Shift for other Sense Groups to
dogs off his trail) create all sorts of interesting powers and abilities.
48 ■ Metamorph Characters Hero System 5th Edition
roll, or must pay for the Imitation Adder (see
SHAPE SHIFT EXAMPLES below). However, Shape Shift does allow a character
to imitate gross features (hair color, eye color, and
The Sense Group-based nature of Shape Shift allows the like) without any roll. The character may even
characters to build a wide range of intriguing abilities, Shape Shift his body so that his skin resembles
but its implications are sometimes a little difficult to clothing, though he could not imitate precise styles
grasp. Here are a few examples of how it works: of clothing without a Disguise roll or Imitation,
Example 1: A character uses Shape Shift (Sight Group) and anyone who touched the clothing would realize
to shift shape into a dog. If someone tries to pet the it was not cloth (unless his Shape Shift affects the
dog, his hand doesn’t “pass through” the dog form to Touch Group).
feel the character’s real shape (unless that suits the Unless the GM rules otherwise, a character
special effects of the power). Instead, when that person
with Shape Shift can use it to change parts of
touches the dog’s fur, he realizes that it looks like dog
fur, but actually feels like human skin (or a pair of himself in different ways. For example, a character
jeans, a suit of armor, or whatever). Similarly, someone with Shape Shift (Sight Group) that allows him to
feeling the dog’s leg or head realizes that while it looks change the color of his skin could make himself
like a canine leg or head, it feels like the character’s real half one color, half another — he’s not restricted to
leg or head. a single color at a time.
Example 2: A fat character has Shape Shift (Sight Other characters cannot make PER Rolls to
Group). After an enemy ties him up, he shifts shape to “perceive through” Shape Shift, or determine that
look thinner. The ropes do not fall away from him, and a person is Shape Shifted. They have to detect that
he has no bonuses or extra ability to escape from the Shape Shift is being used in other ways, such as
ropes. Because the character has not shifted his shape a PER Roll using a Sense the Shape Shift doesn’t
to the Touch Group, he can’t get out of the ropes, which affect (“He looks like Bob... but he sure doesn’t
are touching him. When he only shifts shape as to the sound like him”). A character could Limit his
Sight Group, he’s just affecting how others perceive him Shape Shift so that observers get a PER Roll to
with Sight, and the ropes don’t see him. What appears
“see through” his change in form, if desired (for
to happen to the ropes depends on the special effects of
the power. If, for example, the power were defined as a example, see Visible, below). The PER Roll modifier
potent illusion, the ropes would probably still look like discussed for Imitation (see below) is an option, but
they’re tightly confining him, since it would make the if the GM allows it, all it does is tell the onlooker
illusion useless if they just remained where they were, (who by definition has to know what the person
suspended in mid-air. being imitated “looks” like) that something’s not
If this character had Shape Shift (Touch Group), he quite right. It doesn’t reveal the character’s true
could change his physical form or distribution of mass appearance or the like.
and slip out of the ropes easily. Shape Shift is related to, but different from,
Example 3: A 100 kg character has Shape Shift (Touch Multiform. Shape Shift allows a character to change
Group). He shifts shape into a snake. The snake weighs his form, but not his powers or abilities. Multiform
90-110 kg — Shape Shift (Touch Group) allows a char- allows a character to change his powers and abili-
acter to redistribute his mass, but not to alter it more ties, and his form as well if he so desires. When
than +/-10%. As such, he’d have to be a bigger than building powers related to changing shape, play-
normal snake, or a longer than normal snake, or pick ers should carefully evaluate these two Powers to
a species of snake that’s already big and heavy (like determine which one is best suited to create the
a reticulated python). As a snake, he can fit through ability desired.
anything a snake of that size and shape could normally
fit through, even if his human shape is too big for that CHARACTERISTICS
opening. (Common sense, dramatic sense, and game
balance impose some restrictions on this. To fit through Comeliness: Depending upon special effects and
very small openings, characters should typically buy a the nature of the power he’s constructed, Shape
Limited form of Desolidification — Shape Shift can’t Shift (Sight Group and/or Touch Group) allows a
spread a character’s mass out to the thinness of vapor, character to alter his COM if he has the Imitation
for example.) However, since he hasn’t Shape Shifted as Adder — he can change his COM to match that of
to the Sight Group, he doesn’t really look like a snake whoever he’s imitating.
— his scales are flesh-colored, his eyes look like human Additionally, using either of those forms of
eyes, and so forth.
Shape Shift, a character can alter his COM by +/-5
USING SHAPE SHIFT points (that’s 5 points of COM, not 5 Character
Points’ worth of the Characteristic). The Makeover
A character may freely shift his shape as often Adder (see below) expands this capability.
as desired; switching shapes takes a Half Phase
Action. Shape Shift costs END to use, both to shift ADVANTAGES AND ADDERS
shapes and to stay in a shifted shape. If the char-
Cellular: Shape Shift ordinarily only affects the
acter is Knocked Out or Stunned while in shifted
character’s outward appearance (broadly speak-
shape, his Shape Shift immediately “turns off ”
ing). His basic identifying characteristics — DNA,
unless it’s Persistent.
fingerprints, retina prints, and the like — remain
Shape Shift does not automatically allow a
unchanged. With this +10 Character Points Adder,
character to change shape so that he resembles
Shape Shift works down to the most minute levels
a specific person. To do this, the character must
of a character’s body. His DNA, fingerprints, retina
either buy the Skill Disguise and make a Disguise
49
The Ultimate Metamorph ■ Chapter One
prints, and so forth all change (though the charac- imitate some type of clothing (or the like), he either
ter needs Imitation to make them mimic those of needs an accurate example he can refer to and
someone else). Typically a Shape Shift with Cellular “copy,” or he needs an appropriate KS indicating his
should have the Touch Group as one of the Sense familiarity with the subject.
Groups it can affect; Cellular applied to other Sense Instant Change: A character with this +5 Character
Groups doesn’t necessarily have a useful effect Points Adder can shift shape as a Zero Phase Action.
(though this may depend on the types of Senses/
technology being used to examine the Shape Makeover: For this +5 Character Points Adder, a
Shifted character). character with Shape Shift (Sight Group and/or
At the GM’s option, characters can buy Cel- Touch Group) can alter his COM within the range
lular for only +5 Character Points to change only of standards the GM defines for the campaign (for
external indicators of identity — fingerprints and example, if the GM says the maximum COM is 50,
retina prints, basically. Their DNA and other “inter- the character can’t Shape Shift to have 60 COM).
nal” attributes remain unchanged. Given the benefits of negative COM for Presence
Cellular does not require a character to touch Attacks, the GM may wish to restrict negative
the subject to be imitated, or the like. A character COM to -10 or -20, maximum.
could impose such a requirement by taking a Limi- Usable On Others: Characters should not purchase
tation, if desired, and of course the GM can impose this Advantage for Shape Shift to force another
any requirements he sees fit. character to assume a different shape. To change
Deep Mental Shift: This +5 Character Points Adder another person’s shape as an attack, buy Transform.
allows a Mental Group Shape Shift to affect all LIMITATIONS
levels of the character’s mind, not just his surface
thoughts. Someone using Telepathy to scan his Affects Body Only (-½): Shape Shift normally
hidden thoughts, memories, or subconscious still affects not just the character’s form, but his
“sees” the change. The character’s Psychological clothes, Foci, small items he regularly carries, and
Limitations and other mental Disadvantages do not so forth. (The GM determines what Shape Shift
actually change, but to a character using Telepathy will and won’t affect, if necessary.) Shape Shift
they seem to have changed. with this Limitation only affects the character’s
actual body; his clothes and equipment remain
Imitation: This +10 Character Points Adder allows
unchanged. Characters may only take this Limi-
a character to shift shape to resemble specific
tation if they regularly wear clothes, carry equip-
persons. The change only affects the purchased
ment, and the like. (At the GM’s option, charac-
Sense Groups. For example, Shape Shift affecting
ters can apply this Limitation to Multiform and
the Touch and Smell/Taste Groups with Imitation
other shape-altering powers, if appropriate.)
would allow the character to feel and smell exactly
like someone else, but not to look exactly like him; Limited Effect (-¼): Shape Shift with this Limita-
Imitation for Hearing Group Shape Shift allows the tion only affects one or two Senses in a Sense Group,
character to sound just like another person without rather than the entire Sense Group. Other Senses in
the need for Mimicry. The resemblance is extremely the Sense Group can still perceive his normal form
accurate; even those who know the imitated char- (assuming they could ordinarily perceive his normal
acter well are unlikely to detect the deception form). For example, Shape Shift (Sight Group) might
(minimum of -3 to PER Rolls to determine that the take this Limitation to affect only Normal Sight —
character is not who he appears to be). the character’s heat signature (as viewed with Infra-
Imitation does not require a character to red Perception [Sight Group]) wouldn’t change.
touch the subject to be imitated, or the like. A Requires A Skill Roll: If a character buys Shape
character could impose such a requirement by Shift with a Required Skill Roll, and the GM allows
taking a Limitation, if desired, and of course the Skill Versus Skill Rolls with RSR powers, then
GM can impose any requirements he sees fit. other characters can make a PER Roll in a Contest
Common sense, logic, and game balance dictate against the character’s Required Skill to realize that
there has to be some reasonable grounds for he’s Shape Shifted.
copying someone — for example, just saying “I
want to copy George Washington’s DNA” isn’t Visible: Characters cannot usually take this Limita-
enough, there’d have to be some reasonable tion for Shape Shift — as a Standard Power that
basis on which someone could form a copy (e.g., costs END, Shape Shift is normally visible when
maybe the subject to be copied has to be within activated. But once a character has changed form,
Line Of Sight, or previously copied). there’s no specific way to tell that he’s a being with
Characters cannot automatically use Imitation shapechanging powers. With the GM’s permission,
to look like a specific class or type of person (e.g., a a character could take Visible to represent a type of
typical Nazi SS officer; a typical Bedouin; a typical Shape Shift in which it was always obvious that a
businessman), to have an accent instead of a spe- character has shapechanging powers (for example,
cific voice, or the like. The ability to imitate specific he remains the same color, no matter how inappro-
faces, voices, or the like does not confer vast, accu- priate that would otherwise be, in all forms). Alter-
rate knowledge of costuming, cultures, and other nately, taking this Limitation may simply give any
subjects throughout recorded time. If a character observer the chance to make a PER Roll to perceive
with Shape Shift and Imitation wants to precisely that the character is in Shape Shifted form.
50 ■ Metamorph Characters Hero System 5th Edition
DISADVANTAGES
Generally speaking, characters cannot use
SHRINKING
Shape Shift to eliminate Disadvantages — Shape Type: Size Power/Body-Affecting Power
Shift (Touch Group) doesn’t let a character grow Duration: Constant
an extra leg or eye to cancel out Physical Limita- Target: Self Only
tions like One-Legged or Has One Eye; Shape Shift Range: Self
(Mental Group) doesn’t let a character change his Costs END: Yes
Psychological Limitations. Changes that radical Cost: 10 Character Points for every x½ Height,
typically require Multiform. However, the GM can x⅛ mass, -2 DCV, +3” Knockback, and -2
allow some leeway, such as the temporary elimina- to all PER Rolls made against character,
tion of Easily Concealable Distinctive Features, and +2d6 damage for growth momentum
if that seems dramatically appropriate and not A character with Shrinking can decrease in
unbalancing. Similarly, a change in appearance may size, making it more difficult for other characters
temporarily alleviate (or shield the character from) to attack or perceive him. For every 10 Character
some Hunteds, Rivalries, and Social Limitations. Points, the character gets the following benefits:
■ x½ height
Simplified Shape Shift ■ x⅛ mass
For some games, a more simplified form of ■ +2 DCV
Shape Shift may be appropriate. This type of Shape
■ other characters suffer a -2 to all PER Rolls made
Shift allows a character to change his form — the
to perceive him (see below)
way he looks, feels, sounds, smells, and so forth
— but not change his powers, Characteristics, or Additionally, the character takes +3” of Knock-
the like. It affects all Sense Groups, as appropriate, back for every level of Shrinking he has. This Knock-
unless the GM rules otherwise (for example, in back modifier only increases the total distance trav-
many campaigns it can’t affect a character’s mind, eled when the character suffers Knockback; it doesn’t
so Mental Group Senses would still perceive the increase the damage he takes from Knockback. The
character’s real mind). Knockback modifier applies after the dice are rolled
Shape Shift costs 20 Character Points for the to reduce the KB the character takes, so the roll can’t
ability to shift shape into a single alternate form, counteract them — even if the dice reduce KB to
defined when the character purchases the power. 0”, a Shrunk character still takes the amount of KB
For +10 Character Points, the character can shift equal to his Knockback modifier (though he suffers
shape into up to four forms, defined when the no damage from this extra KB). Even if the campaign
character purchases the power. For +20 Character doesn’t use Knockback normally, the GM may occa-
Points (a total cost of 40 points), the character can sionally have attacks Knock Back smaller characters
shift shape into any form. In all cases, forms must since they weigh less than the average PC.
be no more than +/-10% of the character’s height The Shrinking Table provides details on the
and mass. Characters can buy the Adders and benefits and drawbacks of Shrinking. However, the
Advantages for regular Shape Shift, such as Cellular figures in the table are guidelines, not absolutes; the
and Imitation, for simplified Shape Shift unless the GM should feel free to alter them slightly based on
GM rules otherwise. special effects or to aid game balance.
Example: Shrinker buys 40 Character Points’
worth of Shrinking. When Shrunk, she has
a +8 DCV, and she adds +12 to Knockback
(thus, when rolling Knockback, add 12 to the
amount of BODY done by the attack, only for
the purpose of determining how far Shrinker is
Knocked Back). If Shrinker is hiding or being
stealthy, anyone attempting to perceive her
must make a PER Roll at -8.
While Shrunk, Shrinker is hit with an Energy
Blast that does 38 STUN, 10 BODY. The GM
rolls 2d6 for Knockback and gets a 5, mean-
ing she would normally take 5” Knockback (10
BODY - the 5 rolled). Because she is Shrunk, she
must add +12”, meaning she will be Knocked
Back 17”! However, she only takes 5d6 damage
from the Knockback if she hits something.
Suppose the GM rolled 11 on the dice. Normally
that would mean 0” KB (since 10 BODY - 11 =
-1). However, since Shrinker is so tiny, she still
takes (0” + 12”) = 12” of KB (though this is only
for distance, not damage).
51
The Ultimate Metamorph ■ Chapter One
other campaigns, each component character has For this type of Combining, if one of the
markedly different powers from the lead character, component characters already has a Multiform
so you have to apply that Advantage to the Duplica- for some reason, he cannot buy the Combining
tion. At the GM’s option, characters can apply other Multiform with the usual “+5 Character Points
Duplication-specific Adders and Power Modifiers doubles the number of forms” method. Instead,
(such as Easy Recombination), if appropriate. he must buy the Combining Multiform sepa-
The benefit to this method is that it’s relatively rately, as a distinct power.
easy to define and note on the character sheet. The The benefit to this method is that each compo-
drawback is that since the number of points on nent character can be changed or improved on its
which a Duplicate is built is defined by the points own. The only restriction is that none of the com-
the original form spends on the power, you can’t ponents can change the points spent on Multiform
improve the component characters until more separately; if the components want to make the
points are spent on the lead character to increase lead character better, they must all “upgrade” their
the points devoted to Duplication. Multiform power at the same time.
Multiform Pooled Resources
In some campaigns, the GM may want to With a “pooled resources” option, “Combining
define Combining with Multiform. Each of into one bigger character” is defined as the special
the component characters is a true form which effect for the enhancement of various powers and
defines the lead character as its alternate form. abilities possessed by the component characters.
Each of them take the Limitation Only When All The component characters define what they want
Component Characters Are Present (-1) on the the lead character to be able to do, then they parcel
Multiform power. those abilities out among themselves in some
Instead of each component character paying way, applying the Usable On Others Advantage so
for the entire cost of the Multiform itself, the GM that they can add them together. When they “join
may allow them to pay for only their proportional together,” the components operate is if they’re a
share of the lead character. For example, if five 200- single unit; they don’t fly off in different directions,
point characters Combine to form one gigantic 600- for example.
point character with Multiform, then each of the For example, suppose the component characters
five would be responsible for (600/5 =) 120 points’ want the lead character to have a Mega-Laser Blast
worth of the ability (before dividing by 5 or apply- that does RKA 8d6. Four of them buy an RKA 3d6;
ing Limitations). But even if the GM allows pro- one — the component responsible for controlling
portional costing, all component characters must the Mega-Laser Blast — buys an RKA 4d6. The other
be present and combat-worthy (i.e., not Stunned or four also buy RKA +1d6, Usable By Other (+¼), Must
Knocked Out) to form the lead character. Remain Joined To Primary Component (-2). (A GM
58 ■ Metamorph Characters Hero System 5th Edition
who wanted to encourage this might even allow the General Guidelines
components to dispense with Usable By Other.) That Regardless of how you define Combining, a
way, when all the components join together, the com- few general guidelines apply.
ponent responsible for controlling the Mega-Laser First, when component characters Combine
Blast can project the desired 8d6 attack. to create a lead character, the GM must decide
The possibilities for building pooled resource whether (and to what extent) each component can
abilities are practically limitless. The lead character act on its own. With methods such as Duplica-
could have better characteristics (sort of like an tion and Multiform, technically the lead character
Aid Array from page 119 of The Ultimate Martial should only get one Action per Phase, and so forth.
Artist), stronger attacks, faster modes of movement, However, it may be more fun to let each compo-
or improved defenses. It might even have some abili- nent attack or perform other appropriate Actions
ties that none of the component characters could in combat by itself — it can’t split off and act on its
use individually. Some powers might work one way own, separately from the greater whole, but it could
when used by a component character, but differently fire an attack (much like a gunner on a large vehicle
when he’s part of the lead character. For example, the can attack the enemy independent of what the
components’ energy bolts might be defined as Energy vehicle itself does).
Blasts, but when they Combine they become powerful Second, except in particularly fantastic cam-
enough to be RKAs. You can simulate this by con- paigns, the mass of the lead character should be as
structing these systems as Multipowers. close as possible to the Combined mass of the com-
The benefits to this method are twofold. First, ponent characters, and the Characteristics, powers,
it doesn’t require all the components to be present, and abilities of the lead character should relate to,
it just means fewer components have less power and often be proportional to, the powers and abili-
when joined — if only three are available in the ties of the component characters. Typically, either
above example, they can project just an RKA 6d6. the lead character splits its overall power up more
However, the component responsible for control- or less equally among all its components, or each
ling any given system (the one with the RKA 4d6 in major power is “given” to a particular component.
the above example) does have to be present for that Sometimes it’s a bit of both, with one component
system to function. At the GM’s option, you can getting the lion’s share of a particular ability, and
change the Must Remain Joined To Primary Compo- the other components getting lesser versions of that
nent Limitation to Must Remain Joined To Another same ability.
Component (-1), meaning that any component Third, the GM may want the act of Combin-
could add his extra effect to any other component. ing (or splitting apart) to take some time and effort.
Second, as with Multiform, each component char- If the ability is built with a single Power, you can
acter can be changed or improved on its own. represent this by applying Limitations such as
Extra Time or Concentration; if it involves multiple
Characters Bought By The Lead Character
powers, a Physical Limitation may work better for
With the GM’s permission, you can simu-
this purpose.
late Combining by building the lead character
Fourth, special rules or guidelines may apply
normally, then having it buy the components as
when component characters, or the lead character,
Followers (or perhaps Summoned beings). He
suffer damage in combat. See page 215.
takes a Physical Limitation representing the fact
that his powers diminish, and eventually become
completely unusable, as he “releases” component
characters or separates into all of his parts (and
that, if he’s destroyed, so are all the components).
When all components are separated, the lead
character effectively ceases to exist — he can’t be
attacked, moved, or the like. This is similar to the
Pooled Resources option, above.
59
The Ultimate Metamorph ■ Chapter One
OTHER
POWERS
T
he Body-Affecting Powers aren’t the only See the Body Control Powers section of
ones metamorphs can use to build their abil- Chapter Two for numerous examples of these
ities. Here are a few more suggestions and types of powers.
ideas for metamorphic powers. See Chapter
CHANGE ENVIRONMENT; DARKNESS
Two for hundreds of example powers built using
Powers, including many Powers not discussed in Characters who can change their bodies into
this section. gaseous substances, shadow, or the like may be able
to blind their enemies by surrounding them. You can
ADJUSTMENT POWERS; DISPEL simulate this with Change Environment or Darkness;
Mimics, doppelgangers, and other meta- see Body Of Mist (page 111) for an example.
morphs who “copy” or “steal” abilities from other
CLAIRSENTIENCE
characters often build that ability with various
Adjustment Powers, such as Suppress (see Eclipse Metamorphs with the ability to detach their
in Chapter Three for an example), Transfer, and sensory organs, or who can stretch their bodies to
other Adjustment Powers (or, similarly, Dispel). You project their sensory organs far from their center of
can also use Drain to simulate various poisons and mass, usually define those abilities with Clairsen-
other “natural weapons” that metamorphs might tience. See Detached Eyes and Peeking Around Cor-
have (or be able to create with their powers). ners in Chapter Two for examples.
POWER
MODIFIERS
W
hile not all Power Modifiers are com- STICKY
monly used when building meta- Sticky works well when applied to the Entan-
morph characters, most that are work gles created by some types of malleable characters.
in the usual fashion. This section For example, suppose a character’s body is basically
discusses a few unusual or special applications just protoplasmic ooze (or tar, or a semi-liquid
for some of them. See Chapter Two for hundreds substance, or the like) that can expand and contract
of examples of metamorphic abilities built with at will. It stands to reason that the character might
Power Modifiers. react to attacks made against anyone he’s wrapped
his body around by instinctively flowing over and
POWER ADVANTAGES similarly engulfing the attacker.
TRANSDIMENSIONAL
AREA OF EFFECT If characters have the ability to enter the
Characters with Growth or Stretching often Microverse or the Macroverse, they may need
use Area Of Effect to represent the effects of being Transdimensional to affect the normal-sized world.
able to become really large. Area Of Effect for STR See Macroversal Attack (page 150) and Micro-
represents having enormous hands (see Gigantic Combat (page 156) for examples, and Size Dimen-
Fists, page 148), while an Area Of Effect Entangle sions in Chapter Four for more information.
simulates wrapping one’s malleable body around USABLE ON OTHERS
a group of people. (See also page 214 regarding
Some metamorphs may have the ability to
Spreading STR.)
grant their powers to other people temporarily
DAMAGE SHIELD (for example, by making short-term changes to
Metamorphs who can grow spikes or quills on another person’s DNA), and you can represent
their body, or who transform into energy, often buy this with Usable On Others. As noted above under
a Damage Shield to represent those powers. See, for Transform, Usable As Attack may not make for sat-
example, Quills Of The Porcupine (page 92) or Body isfactory “body-altering attacks,” so consider using
Of Fire (page 111). A mental metamorph might Major Transform for them instead.
have a Mental Damage Shield to represent the cha-
otic or hostile state of his mind.
DURATION ADVANTAGES
POWER LIMITATIONS
Many metamorph powers represent actual ACTIVATION ROLL; REQUIRES A SKILL ROLL
physical changes in a character’s body. As such, they Many metamorphosis powers are difficult
may need to be Persistent, or perhaps even Inher- to control, particularly during the early stages
ent (with the Always On Limitation, if appropriate). of a character’s “career.” Someone born into a
For example, if a character can grow spikes or quills race of metamorphs learns to use his abilities at
on his body (a Damage Shield, described above), his mother’s knee, but a person who gains shape
the Damage Shield may remain in effect until he alteration powers later in life — through a comic
retracts the spikes into his body — they stay in book style super-origin or from being bitten by a
place even if he gets Knocked Out. Therefore they werewolf, to take just two examples — may have
should be made Persistent. problems with his newfound abilities. One of the
MEGASCALE ways to represent this is by building the power(s)
with an Activation Roll or Required Skill Roll.
If characters have the power to enter the
Burnout would be appropriate for powers that
Macroverse, they may need MegaScale (together
become harder to use over a period of time, with
with Area Of Effect) to represent their ability
“repair” of the ability involving eight hours of
to effect huge amounts of normal-sized reality
relaxation and sleep (or the like).
simultaneously. See the “Growth Powers” sub-
Many metamorphs use an appropriate form
section of the Size Alteration Powers section of
of the Power Skill, such as Stretching Tricks, Shape-
Chapter Two, and Size Dimensions in Chapter
shifting Tricks, or Shrinking Tricks as the Required
Four, for more information.
Skill Roll for their metamorphic powers. Typically
this roll is based on INT, but for an unusual twist
63
The Ultimate Metamorph ■ Chapter One
the GM might allow a character to base it on EGO the Metamorphic Gadgets section of Chapter Four
(representing the need to exercise one’s willpower for some examples of metamorphosis-related Foci.
to “force” a change) or even CON (representing
LIMITED POWER: CONTACT REQUIRED
the character’s ability to withstand the strain the
change puts on his body). Artificial metamorphs Some metamorphs have to make “contact”
might use a Science Skill, like SS: Biology or SS: with a person whose abilities they want to copy or
Robotics, instead of Power. steal. The most common version is Skin Contact
Required (-1), which means the character’s bare
CHARGES skin has to make contact with the subject’s bare
Metamorph powers involve the character’s skin. Anything which gets in the way, even a super-
body, so they rarely have Charges — they just cost hero’s skintight costume, prevents the character
END. However, items that cause metamorphosis, from using the power. If a target’s clothing reveals
such as a potion that transforms a person into his only a portion of his skin, the character must make
“evil twin” or a changing-skin, could come with his Attack Roll with the appropriate Hit Location
Charges (often Continuing Charges, since meta- modifiers to touch the unclothed area. If the power
morphic powers are often Constant or Persistent). is Ranged, Skin Contact Required automatically
Similarly, an internal metamorphosis that’s too makes it a No Range power; characters may not
stressful to perform more than a few times a day also take that Limitation for it.
might have Charges. In some cases the Limitation Alternately, a character may have the Limi-
Costs Endurance is also appropriate, since chang- tation Contact Required (-0), meaning he has to
ing shape or form may put a strain on the body of touch the subject somehow. This is no differ-
someone not used to transformation. ent than making an Attack Roll, so it provides
no Limitation bonus. However, if the power
CONCENTRATION
involved is Ranged, the character must take the
Metamorphic powers that are difficult to con- No Range Limitation for it.
trol could take Concentration to represent how the The least restrictive form of Contact Required
character has to focus on maintaining the change is Visual Contact Required (-0), meaning the char-
— if his Concentration slips, he reverts to his acter can only copy or steal powers from someone
normal form, or the process of change stops work- he can see. This provides no Limitation bonus,
ing and he has to start over again from scratch. since it’s barely Limiting at all.
Shapeshifting powers that take a long time to These rules assume the character only requires
activate and incapacitate the character during the a momentary contact to use his powers — no more
transformation might feature Concentration along than a fleeting touch, the sort of thing that could
with Extra Time. For example, a PC who’s just con- occur during a Phase without slowing the character
tracted lycanthropy may not be able to change from down. At the GM’s option, the character can increase
human to wolf quickly and easily. Instead, when the amount of time he has to maintain contact before
the change begins to come over him, he falls to the he can activate his powers by also taking the Extra
ground, writhing and virtually helpless for a minute Time Limitation for the power. The Extra Time applies
until the transformation is complete (Multiform to activation only (thus halving the Limitation’s value
to wolf, Extra Time [1 Minute], Concentration [0 for Constant Powers and the like), but the power itself
DCV throughout activation]). probably qualifies as an “attack,” so the character can’t
ENDURANCE LIMITATIONS do anything else while maintaining contact. If any-
thing breaks the contact during the activation period,
Changing forms may take a horrible toll on the power fails to activate.
a living creature, leaving him exhausted and per-
haps even in pain. You can represent the former NO CONSCIOUS CONTROL
condition with Costs Endurance and/or Increased Metamorphs who have yet to master their
Endurance Cost (and the latter with Side Effects; powers, or whose powers aren’t entirely control-
see below). lable (such as a Mimic Pool), use this Limitation to
EXTRA TIME represent that. For example, a character cursed to
periodically change into various animals would buy
In Champions, other Superheroic campaigns, Multiform with No Conscious Control — he never
and some High Fantasy games, metamorphoses can knows exactly when a transformation will occur, or
take place with great speed. But in Heroic genres how long it will last. A free spirit who uncontrol-
the transformation of a person into something else lably jumps from one body/mind to another would
tends may occur relatively slowly — in game terms, also take this Limitation on his Multiform (see Dis-
it takes Extra Time, usually at least an Extra Phase, embodied Mind, page 171, for an example).
and often 1 Turn or 1 Minute. Even a few seconds For a truly bizarre metamorph, create a character
can represent an eternity in combat.... with a large Variable Power Pool of metamorphic
FOCUS powers and No Conscious Control (-2). The GM
determines when a change occurs... and what the
Many metamorphs’ powers are internal,
character changes into! He can either make up the
requiring no outside agency to activate or maintain.
character’s new abilities (and perhaps Disadvantages)
But other characters need a potion, transforma-
on the spot, or roll them randomly on a table or tables
tive ray, or other “device” to initiate their change or
he prepares specifically for that character.
make it possible for them to use their powers. See
64 ■ Metamorph Characters Hero System 5th Edition
POWER
FRAMEWORKS
G
iven the breadth and flexibility of their build powers quickly and easily, or who’s willing to
powers, many metamorphs have Power pick powers from a predefined list (such as Chapter
Frameworks. A Multipower of metamor- Two of this book), a VPP is often the best choice.
phic attacks (such as all of a malleable Depending on how many points he has to
character’s stretching-based offensive abilities), an spend, a character may be able to buy two or more
Elemental Control of several related size-chang- Power Frameworks to represent his shapechang-
ing powers (such as Shrinking, a “form cohesion” ing powers. For example, the villain Joseph Otanga
defensive power, and Extra-Dimensional Move- has two Multipowers (one for Growth and Shrink-
ment to enter the Microverse for a shrinker), or a ing, one for various Movement Powers), as well an
Variable Power Pool representing any of the shapes attack and various Sensory Powers, all Linked to his
or powers a true metamorph can manifest (see Shape Shift to represent his power to assume vari-
Morph in Chapter Three for an example) are just ous animal and hybrid-animal forms (see Champi-
three of the many possibilities. ons Worldwide, page 167).
Regardless of which Framework a character
chooses, don’t forget that certain abilities — such
Shape Shift Plus as Special Powers — can’t be put in Power Frame-
Power Framework works without the GM’s permission. This includes
Enhanced Senses, a common ability for many
As discussed on page 74, some metamorphs alternate forms. Characters may need to buy those
who can assume many forms build their power as powers outside the Power Framework. Similarly,
Shape Shift plus a Power Framework of abilities characters need the GM’s permission if they want
they can only use when Shape Shifted. That raises to Link the Framework to their Shape Shift (see
the question of which Framework works best for Shape Powers, page 139, for an example).
this purpose.
An Elemental Control has the advantage of
allowing the character to use all slots simultane- Variable Power Pool
ously. If the character wants to have a broad spec- The flexibility (or unpredictability!) of many
trum of abilities (i.e., not just attacks, but some metamorphs’ powers makes Variable Power Pool an
defenses, Movement Powers, and the like) that he excellent choice to represent how they work. Here
needs to have active at the same time, then an EC are some examples of common metamorph VPPs.
may be the best choice to represent the abilities of
his “alternate forms.” On the other hand, ECs tend MIMIC POOLS
to be expensive; if the character needs to have a lot A Mimic Pool is bought by mimics, doppel-
of slots, he may find himself running out of Char- gangers, and other characters who have the ability
acter Points unless he can keep the EC’s cost under to copy (or steal) some or all of the powers of other
control somehow. powers. The typical Mimic Pool is built something
A Multipower works well if most of the abili- like this:
ties the character needs to simulate are attacks, or
don’t need to be used in the same Phase. However, Mimic Pool: Variable Power Pool, 200 base +
you can get around that problem by making the 100 control cost; Requires Successful HTH
Multipower reserve larger than the slots and buying Attack Roll (-½), Skin Contact Required
Flexible slots. That way a character could, for (-1), VPP Mimics Targets’s Innate Powers (-½),
example, use a Flight slot (for wings) and an HKA Powers May Only Be As Powerful As Target’s
slot (for talons) at the same time when he’s in “eagle Powers (-½), No Conscious Control (VPP copies
form.” But of course, large Multipowers with Flex- the largest Active Point power first, character
ible slots can become expensive. can activate the VPP but has no control over
A Variable Power Pool offers the most flexibil- the powers he gets; -1), Cannot Retain Copied
ity for metamorph characters; see below for some Powers (when character copies other powers, he
examples. While they’re expensive — particularly if immediately loses all previously-copied powers;
the character has to buy an Advantage to eliminate -¼). Total cost: 200 + 21 = 221 points.
the control roll or decrease the time required to This Mimic Pool is defined as a large VPP so
change the Pool, as many metamorphs “realisti- the character can copy a lot of powers — but even
cally” should — they offer adaptability and power then, it’s not large enough to copy literally every
to compensate. For a player who knows how to power and ability a starting (350 Character Point)
66 ■ Metamorph Characters Hero System 5th Edition
superhuman might have. (That would cost 350 + powers; touching him isn’t necessary. Variable
37 = 387 points, more than a starting Standard Power Pool, 200 base + 100 control cost; Can Only
Superheroic character has.) But it’s heavily Limited, Copy Powers From Characters Within 10” And
so it’s not as powerful as its raw point total suggests. LOS (-½), VPP Mimics Targets’s Innate Powers
First and foremost, it’s not Ranged — not only does (-½), Powers May Only Be As Powerful As Target’s
the character have to touch the target (i.e., succeed Powers (-½), No Conscious Control (VPP copies
with a HTH Attack Roll), he has to touch him skin- the largest Active Point power first, character can
to-skin, which makes it impossible to affect some activate the VPP but has no control over the powers
characters (and difficult to affect many others). he gets; -1), Cannot Retain Copied Powers (when
Second, the VPP can only mimic the target’s character copies other powers, he immediately loses
powers — the character has no control over what all previously-copied powers; -¼). Total cost: 200 +
he gets, it depends on what the target can do — and 27 = 227 points.
can only copy innate abilities (not powers from Retainable Mimic Pool: If the character has already
Foci or the like). The powers can only be as power- mimicked some powers, and then decides to copy
ful as the target’s; the mimic can’t have an Energy another person’s powers, but the second person’s
Blast 12d6 if the target only has an Energy Blast powers don’t take up the entire Pool, he can keep
8d6, even if the mimic has enough Pool points the “excess” powers from the first person. Variable
to pay for the extra dice. And the Pool copies the Power Pool, 200 base + 100 control cost; Requires
powers from largest (in terms of Active Points) to Successful HTH Attack Roll (-½), Skin Contact
smallest, so the mimic may not have enough Pool Required (-1), VPP Mimics Targets’s Innate Powers
points to get to a target’s most important powers (-½), Powers May Only Be As Powerful As Target’s
(for example, a really useful Enhanced Sense that Powers (-½), No Conscious Control (VPP copies
doesn’t cost much). Even worse, since a VPP is a the largest Active Point power first, character can
Power Framework, the mimic can’t use it to buy activate the VPP but has no control over the powers
another Power Framework (at least, not without the he gets; -1). Total cost: 200 + 22 = 222 points.
GM’s permission). If the target has, say, a Multip-
ower of attacks, the mimic has to buy each attack Archivable Mimic Pool: The character can mani-
individually. fest the powers of anyone he’s ever touched,
Third, the character can keep the copied regardless of how long ago it was. Change to:
powers as long as he wants, or until he uses the Variable Power Pool (Mimic Pool), 200 base
VPP to copy another character’s powers. When he + 100 control cost; Requires Successful HTH
copies more powers, he immediately loses all the Attack Roll And Skin Contact To First Acquire
powers currently built with the Pool, even if copy- A Target’s Powers (-¼), Only To Create Powers
ing the new powers doesn’t use up all of the Pool’s Copied From Persons Touched (-¼), Powers May
points. If he wants to get the previous powers back, Only Be As Powerful As Targets’ Powers (-½).
he has to touch the person who has them again. In Total cost: 200 + 50 = 250 points.
short, he has no “memory” or “archive” of powers Uncontrollable Mimic Pool: Some mimics have even
he’s assumed in the past. less control over their powers than the basic Mimic
But of course, not every mimic’s powers are so Pool suggests. Any time they touch someone skin-
restricted. Here are some other Mimic Pools that to-skin they copy that person’s powers and Skills,
offer the mimic more options: whether they want to or not. Change to: Variable
Limited Mimic Pool: Some types of Mimic Pools can Power Pool, 200 base + 100 control cost; Requires
only copy certain powers. For example, a character Successful HTH Attack Roll (-½), Skin Contact
with Fire powers might have the ability to copy Required (-1), VPP Mimics Targets’s Innate Powers
any other fire-powered character’s abilities, but not (-½), Powers May Only Be As Powerful As Target’s
other powers. This means changing the VPP Mimics Powers (-½), No Conscious Control (VPP copies the
Targets’s Innate Powers (-½) Limitation to restrict largest Active Point power first, and activates when-
the type of powers copyable (this also means ever character touches someone skin-to-skin; -2),
increasing the Limitation’s value, usually to -1). For Cannot Retain Copied Powers (when character copies
example: Variable Power Pool (Fire Mimicry Pool), other powers, he immediately loses all previously-
200 base + 100 control cost; Requires Successful copied powers; -¼). Total cost: 200 + 17 = 217 points.
HTH Attack Roll (-½), Skin Contact Required Universal Mimic Pool: The character can even
(-1), VPP Mimics Targets’s Fire Powers Only copy Foci and other non-innate powers. Change
(-1), Powers May Only Be As Powerful As Target’s to: Variable Power Pool, 200 base + 100 control
Powers (-½), No Conscious Control (VPP copies cost; Requires Successful HTH Attack Roll (-½),
the largest Active Point power first, character can Skin Contact Required (-1), VPP Mimics Targets’s
activate the VPP but has no control over the powers Powers (-¼), Powers May Only Be As Powerful As
he gets; -1), Cannot Retain Copied Powers (when Target’s Powers (-½), No Conscious Control (VPP
character copies other powers, he immediately loses copies the largest Active Point power first, character
all previously-copied powers; -¼). Total cost: 200 + can activate the VPP but has no control over the
19 = 219 points. For an example of a similar power powers he gets; -1), Cannot Retain Copied Powers
built differently, see Reflex Memory (page 177). (when character copies other powers, he immedi-
Ranged Mimic Pool: The mimic only has to have ately loses all previously-copied powers; -¼). Total
Line Of Sight to a target within 10” to copy his cost: 200 + 22 = 222 points.
67
The Ultimate Metamorph ■ Chapter One
Variant Mimic Pool: As noted above, the basic OTHER METAMORPHIC POWER POOLS
Mimic Pool often doesn’t have enough points to Mimics aren’t the only metamorphs who buy
copy all of a target’s powers and abilities, even for Power Pools. Here are a few examples of other
relatively low-powered Superheroic characters. To metamorphic VPPs:
get around this problem, you can define mimicking
with Multipower — the character “changes form” Material Mimicry Pool: By touching any solid, liquid,
into a character with all of his own abilities (includ- or gaseous substance, the character can change his
ing the Mimic Pool) and all the abilities copied body to mimic its properties. Variable Power Pool
from the target. This makes it easy to copy all of a (Material Mimicry Pool), 80 base + 40 control cost;
target’s powers, including Power Frameworks, but Only For Powers Representing The Properties Of
it limits the character to an “alternate form” with no Substances Character Touches (-½). Total cost: 80
more than 1,000 Character Points — if his points, + 27 = 107 points.
plus the target’s points, exceed 1,000, the power Shape Alteration Pool I: The character can alter
fails to work. Furthermore, the mimic also copies his shape in nearly any way imaginable, though
the target’s power-related Disadvantages. Change he can’t create chemical reactions (like bombs),
to: Variable Power Pool (Mimic Pool), 200 base + devices with working parts (like guns or cars), or
100 control cost; Only For Multiform (Multiform energy forms/powers. Variable Power Pool, 150
is “alternate” form with all of character’s powers base + 75 control cost, Cosmic (+2); Shapechang-
and exact copies of target’s powers and power- ing Abilities Only (see text; -¼). Total cost: 150
related Disadvantages; -½), Requires Successful + 180 = 330 points.
HTH Attack Roll (-½), Skin Contact Required (-1), Shape Alteration Pool II: Like Shape Alteration Pool
Power Fails To Work If Cannot Copy Entire Target I, but it allows the character to assume any form or
(-¼), Cannot Retain Copied Forms (when charac- ability — he could, for example, transform himself
ter switches to another “form,” he immediately loses into a car and drive people around, or into a bomb
all previously-copied powers; -¼). Total cost: 200 + that could explode (after which his body instantly
29 = 229 points. “re-forms”). Variable Power Pool, 250 base + 125
Power Stealing Pool control cost, Cosmic (+2). Total cost: 250 + 375 =
Some mimics don’t just copy a target’s powers, 625 points.
they steal them. Here are three ways you can repre- Stretching Pool: The character’s malleable, elastic
sent this in HERO System terms: body lets him do so many things that it’s easier to
Suppress: The character Suppresses all of the define his powers with a VPP than buying them
target’s powers, Skills, and other abilities that he individually or via other Frameworks (though he
steals. The Suppression costs 0 END and remains does buy at least some Stretching outside the Pool).
in effect until the character steals someone else’s Basically, he can use the Pool to buy pretty much
powers, gets Knocked Out, voluntarily ends the any ability from the Stretching Powers section of
theft, or the like. For example: Suppress Powers Chapter Two, plus any other powers the GM per-
30d6, all Characteristics, powers, and so forth of mits. Variable Power Pool, 90 base + 45 control
all special effects simultaneously (+4), Reduced cost; Stretching Powers Only (-½). Total cost: 90 +
Endurance (0 END, turns off when character 30 = 120 points.
changes victims; +½) (825 Active Points); No
Range (-½), Linked (to power used to “copy”
target’s abilities; -¼). Total cost: 471 points.
Transfer: The character Transfers all of the
target’s powers, Skills, and other abilities to him-
self with a long fade rate. For example: Transfer
Powers 20d6, all Characteristics, powers, and so
forth of all special effects simultaneously (+4),
Delayed Return Rate (points fade at the rate of
5 per Day; +1½), Reduced Endurance (0 END;
+½). Total cost: 2,100 points.
Transform: The character Transforms the target
into “person with no exceptional abilities.” For
example: Major Transform 15d6 (person into
person with no exceptional abilities) (225 Active
Points); Skin Contact Required (-1), Linked (to
Transference Touch Multiform; -½), Limited Target
(living beings; -¼), All Or Nothing (-½). Total cost:
69 points.
68 ■ Metamorph Characters Hero System 5th Edition
DISADVANTAGES
Here are some notes on Disadvantages that are
particularly appropriate for metamorphs, or which EXPANDED ACCIDENTAL
they often take.
If a character can avoid (or more easily avoid) CHANGE
the effects of a Disadvantage by changing shape, Value Circumstances
the GM may want to reduce the value of that Dis- 5 Uncommon Circumstance
advantage, or forbid the character to take it. For 10 Common Circumstance
example, if a character is Hunted by someone, 15 Very Common Circumstances
it’s assumed the Hunter can locate the character Value Chance To Change
through reasonably common means. If the char- +0 Infrequently (8-)
acter’s shapeshifting powers allow him to elude his +5 Frequently (11-)
Hunters without much trouble, that Disadvantage +10 Very Frequently (14-)
may not hinder him enough to be worth any points. +15 Always
Value Length Of Exposure Required
ACCIDENTAL CHANGE -0 Segment
Metamorphosis is a complicated process, so it’s -5 Extra Phase
often difficult for a character to control his ability to -10 1 Turn
change shape. Some metamorphs always change into -15 1 Minute
the same form, but have little or no control over when; ...and so on down the Time Chart
some have control neither over when the change Value Time Required To Change
occurs nor what they change into. Accidental Change -0 Immediately (as soon as roll is failed)
(possibly in conjunction with the No Conscious -5 Character’s next Phase after roll is failed
Control Limitation) models this sort of difficulty -10 1 Turn after roll is failed
-15 1 Minute after roll is failed
...and so on down the Time Chart
ACCIDENTAL CHANGE TRIGGERS As always, the minimum value of Accidental Change is
0; it cannot cost a character points.
Circumstance Frequency
Anger: when character gets angry Common
perfectly... and buying the Disadvantage down or off
Blood with Experience Points reflects the gradual process by
When character sees or smells blood Uncommon (possibly
which the character masters his powers.
Common if campaign
involves lots of Killing In campaigns with lots of metamorph charac-
Attacks) ters, the GM may want to expand some aspects of
When character sees/smells his own blood Uncommon Accidental Change (see the Expanded Accidental
Combat: when character is in combat Common Change table). First, some forms of Accidental
Danger: when character is in danger Common Change may require more than a Phase’s worth of
exposure to the phenomenon or event that triggers
Emotion: when character experiences strong emotion Common
the change. Under the standard rules, a character
Enraged: when character’s Enraged activates Varies depending on
rolls his Accidental Change every Phase, but for a
the commonality of the
Enraged lesser Disadvantage value a character can define a
longer initial exposure and time between rolls.
Moon
When the moon’s in the sky Very Common Second, some Accidental Changes may not occur
When the character sees the moon Common right away; instead, the character changes slowly but
During the full moon Uncommon surely (which may give him time to get to a place
When character experiences stress under a full Moon Uncommon where no one can see him change, or potential victims
Psychological Limitation: when character fails an EGO Roll the chance to escape). As a default, the change takes
associated with a Psychological Limitation Varies depending on the place immediately. For a lesser Disadvantage value,
commonality of the Psy- the character lengthens the time it takes to change.
chological Limitation The change begins as soon as he fails his Accident
Stress: when character experiences stress Common Change roll. If the character is removed from the
Substance: when exposed to a certain substance Varies depending on the phenomenon or event that triggers the change during
commonality of the sub- the change period, he may make another Acciden-
stance tal Change roll. If he fails that roll, the change stops
— he’s brought himself under control. (If the charac-
ter Always changes, he has no chance to fail to change:
69
The Ultimate Metamorph ■ Chapter One
once something triggers the change, it inevitably kill them but to steal or copy their abilities. Thus,
occurs after the defined time period passes.) concocting a Hunted for a metamorph character
The accompanying text box lists some shouldn’t be too difficult, though it may have to be
common triggers for Accidental Change, with sug- a Floating Hunted (for example, “villagers who sus-
gested commonality for typical campaigns. pect the character is a shapechanger”).
DISTINCTIVE FEATURES PHYSICAL LIMITATION
If a shapechanging metamorph wants to take Physical Limitations aren’t common for many
this Disadvantage, the GM may require that the types of metamorphs — their powers allow them to
Features either be Easily Concealed (because the change shape to avoid physical handicaps, or even
character can hide them by changing shape) or regenerate lost limbs, eyes, and the like. However, it
that the Disadvantage apply to all of his forms so might make for an interesting take on a stereotypi-
he can’t easily “negate” it via Multiform or Shape cal metamorph to give him a Physical Limitation
Shift. For example, if a character takes Distinctive he couldn’t avoid — that carried over from form to
Features: Prominent Facial Scar, maybe all of his form. More “mental” Physical Limitations like No
forms have the same scar on their faces. Knowledge Of Earth Culture might apply to some
types of metamorphs.
ENRAGED/BERSERK
Enraged (including Berserk) is a common PSYCHOLOGICAL LIMITATION
Disadvantage for many lycanthropes and other In many cases, the Psychological Limita-
zoomorphs whose “animal side” sometimes takes tions a metamorph has in his base/primary/true
over. In some cases, a metamorph might even have form should also be taken by his other forms
Berserk when changes shape (or the like) to reflect — a character probably doesn’t become any less
the strain that altering his form places on his mind. fearful of heights or overconfident just because
This works particularly well if combined with an he changes into an animal shape, becomes
Accidental Change. denser, or shrinks in size. However, this doesn’t
necessarily apply in reverse: an alternate form
HUNTED
could have a Psychological Limitation the base
Normal humans have feared metamorphs for character doesn’t. For example, while in wolf
millennia — the mysterious is always scary, and form a metamorph might fear fire or loud
what’s more mysterious than someone (or some- noises, even though those things don’t bother
thing) who isn’t what he appears to be? Shape- him when he’s in human shape. Similarly, if a
shifters have been associated with witchcraft, character loses a lot of his intelligence and per-
diseases, demonology, and insanity. In addition, sonality when he changes form — for instance,
there may be groups of people who want to be as a wolf he has a wolf ’s intelligence and
metamorphs, and so Hunt them not to harm or instincts, rather than human sentience — then
70 ■ Metamorph Characters Hero System 5th Edition
he might lose his standard Psychological Limi- VARIABLE DISADVANTAGE
tations. Mental metamorphs, including people At the GM’s option, some metamorph char-
with severe multiple personality disorder, could acters might be allowed to take Variable Disadvan-
easily have wildly varying Psychological Limita- tage, a “floating Disadvantage” the character can
tions from form to form. change from form to form.
REPUTATION To buy Variable Disadvantage, the charac-
ter chooses a point total. In each form, he must
As mentioned under Hunteds, metamorphs
take one or more Disadvantages worth twice that
have been thought of negatively for as long as
amount. For example, if a character has a 20-point
humans have told stories around the campfire.
Variable Disadvantage, in each form he takes 40
Anyone known to have shapechanging powers,
points’ worth of Disadvantages.
particularly ones that let him imitate other people,
The Disadvantages chosen for Variable Dis-
might be treated with suspicion by anyone who
advantages must be ones that actually hinder,
knows what he is.
restrict, or complicate the life of the character
SUSCEPTIBILITY AND VULNERABILITY while he’s in that form. In other words, they
Many legends of metamorphs tell of them should be Disadvantages that could have an
having a substance which destroys them (perhaps immediate and significant impact on the charac-
because people want to feel that they can defeat ter, not ones that probably won’t come into play
their greatest fears). Vampires are destroyed by during the short time period he may be in his
sunlight or running water (and driven off by many other form. Physical Limitations, Susceptibili-
other substances); werewolves can be harmed ties, and Vulnerabilities are all good candidates,
by silver; and so forth. Similarly, there may be a whereas Dependent NPC, Hunted, Reputation,
mystical or scientific reason that explains why the and Rivalry are not (though a Hunted might
character’s body can change that involves losing work if the character has a defined “stable” of
something people with “normal” cells have. Both different shapes, each with its own pre-defined
Susceptibility and Vulnerability are good ways to Hunter, and he remains in each shape for days or
simulate these mysterious weaknesses. By thinking weeks at a time). The GM determines which Dis-
about the rationale or explanation for a character’s advantages are valid selections for Variable Dis-
metamorphic powers, you can come up with ways advantage based on the nature of the character’s
to interfere with or exploit those abilities that you powers, how long he remains in each form, and
can represent with these Disadvantages. so forth.
71
The Ultimate Metamorph ■ Chapter One
METAMORPH
CREATION
B
etween the material earlier in this chapter, INTERNAL PHYSICAL METAMORPHS
the plethora of metamorphic powers and Internal physical metamorphs actually alter
abilities in Chapter Two, and the example their body chemistry or the workings of their
characters in Chapters Three and Four, you internal organs. In a Superheroic context, this
should have everything you need to create just the might occur immediately, with no negative effects.
metamorph you have in mind. Here are a few more In lower-powered and Heroic games, they often
notes on the design and creation of various types of buy their powers with Limitations like Activation
metamorph characters to help you out. Roll, Concentration, Costs Endurance, Extra Time,
From an overall conceptual standpoint, one Increased Endurance Cost, Requires A Skill Roll,
thing to consider about creating a metamorph is and/or Side Effects. Some common abilities include:
that some part of your character’s life will always
involve (or revolve around) change. Maybe he can Surviving Harsh Environments: An internal meta-
change his form, his powers alter from day to day, morph may be able to control or override his
his personality shifts in response to outside influ- breathing, pain receptors, need for food, or other
ences, he relies on regular plastic surgery to alter functions to survive in unusual environments. This
his appearance, or he doesn’t even have his own could range from the relatively simple (staving off
body. Whatever the source/nature of his powers, sleep for a week or more) to the complex (surviv-
there’s an inherent instability in his life — it’s one of ing in Arctic or outer space conditions by rerouting
the things that defines him, so you should take that blood flow, more efficiently utilizing oxygen in the
into account when creating his personality, back- body, toughening the skin, and so forth). In game
ground, supporting cast, and abilities. terms most such abilities are bought as Life Sup-
port, possibly with Limitations like Extra Time to
activate, Concentration, or Continuing Charges.
INTERNAL METAMORPHS Augmenting Natural Abilities: Many internal meta-
morphs have powers that involve enhancing or
Because these metamorphs only alter their
improving existing natural abilities. Augmenting
inner workings, most of their powers involve
muscle performance increases STR; a better-func-
things that aren’t obvious to the casual observer
tioning nervous system increases DEX; knowledge
— changes to internal organs, augmentation of
of the body’s weak spots and vital points makes it
existing bodily abilities, mental alterations, and
possible for the metamorph to hit his foes “harder”
the like. The results of the change may be appar-
or more efficiently without any extra effort on his
ent right away, but the actual metamorphosis itself
usually passes unnoticed. Rarely should another
character be able to outwardly examine an internal
metamorph and see any form of change unless he
has an appropriate Enhanced Sense (such as N-Ray
Perception). See the Body-Affecting Powers section
of Chapter Two for numerous examples of powers
appropriate to typical internal metamorphs.
BERSERKERS
Page 11 has a general discussion of what a Ber-
serker is in historic/legendary terms. In a broader
gaming sense, a “Berserker” is a metamorph who gains
extra, enhanced, or special abilities when he’s Enraged
(or, more appropriately, Berserk). The abilities may
either only work when he’s Enraged (or even be Trig-
gered by failing an Enraged roll), or as a mandatory
Side Effect they cause him to become Enraged when
he uses them. The Berserker Fury ability on page 169
is an example of a classic Berserker power, but you
can expand on the basic concept easily. For instance, a
supervillain who transforms from an ordinary human
into a rampaging, super-strong, green-skinned mon-
ster whenever he becomes angry is in some ways a
Champions version of the Norse berserkr warrior.
72 ■ Metamorph Characters Hero System 5th Edition
part. Aid (or Succor) and the Characteristics Power don’t touch on spiritual matters at all, so spirit-
are often used to build these abilities; other pos- altering powers wouldn’t be appropriate. In others,
sibilities include Hand-To-Hand Attack, minor such as some Fantasy games, matters of the spirit
increases in innate modes of movement like Run- are key, so a spiritual metamorph would make for
ning, low-level Healing Regeneration, and the like. an intriguing PC or villain.
Changing/Redirecting Internal Functions: Sometimes a Some examples of spiritual metamorphs
character doesn’t augment his body’s abilities so much include:
as he changes, controls, or redirects natural functions ■a character who can periodically rid himself of
over which most people have no control. For example, sin and corruption in some way, returning himself
he might redirect blood flow to staunch bleeding or to a state of grace (see Nazeron Johnson in Chapter
speed the healing of minor injuries. Maybe he can Three)
stop the progress of a poison by controlling his body’s ■ an angel and demon trapped in the same human
immune system response or generating an antidote. A body. They shift back and forth, with the angel
female internal physical metamorph might be able to sometimes holding sway and giving the character
control whether she becomes pregnant or choose the the power to be a hero, and the demon sometimes
gender of her child. taking over and turning the character into a villain
See the Body Control Powers section of
Chapter Two for write-ups of these and many ■a character who can alter his spirit from Good
similar abilities. to Evil at will, thus allowing him to better blend in
with some groups of people (much like the mental
MENTAL METAMORPHS metamorphs described above)
While many types of mental metamorphs are ■a hero who has imprisoned an evil spirit within
possible, the most common (besides multiple per- himself to safeguard humanity from it; sometimes
sonalities; see page 44) are those who change their it “breaks free” and makes him do horrible deeds
personalities — either at will, or involuntarily. In
either case, the character probably has Shape Shift See the Spirit Projection section of The UNTIL
(Mental Group), since when he “changes,” recogniz- Superpowers Database II for numerous spirit-
ing his true mental patterns is virtually impossible. related powers that might be appropriate for spiri-
A Psychological Limitation like Adopts Mindset tual metamorphs in some campaigns.
Appropriate To Personality (Common, Strong)
would also be appropriate, particularly in the case
of involuntary mental metamorphs. Thus, if the COSMETIC METAMORPHS
character’s near a group of greedy criminals, he Appearance can be very important, and these
becomes avaricious and criminal-minded himself relatively low-powered metamorphs can use the
unless he succeeds with an EGO Roll. ability to change their appearance to achieve amaz-
A character who can “personality shift” at ing effects. Even if he lacks other powers or Skills,
will typically does so to better blend in or impress being able to copy the form of another person gives
people. To represent this, he buys lots of Interaction a metamorph the ability to create chaos in even the
Skills (either with high rolls or some Skill Levels), most stable environment.
possibly with the Limitation Costs Endurance. Shape Shift (often with the Imitation Adder)
He could also buy related Skills (or Skill Levels) is the Power most often used to create cosmetic
that a shift in personality might improve, such as metamorph characters. At a minimum, most need
Disguise. The special effect of these abilities is that both the Sight and Touch Groups; that way they
the character “reads” the people he’s interacting both look and feel like whomever they’re imitat-
with (whether through subconscious telepathy, ing. A “chameleon” metamorph may only have
and acute sense for body language, or the like) and Sight Group, since he’s basically just changing
adjusts his own personality to match what the other the color of his skin. Adding the Hearing Group
person expects or wants. makes the character’s voice change. In campaigns
Involuntary personality shifting may have where characters use more exotic forms of percep-
similar effects, but it usually has some drawbacks tion on a regular basis, including the Smell/Taste
as well. It tends to make the character vulnerable Group makes the character’s body odor different
to whoever’s expressing the strongest desires or (or a match for the subject’s); this helps to throw
opinions, which may force him into a personality bloodhounds and other animals off the character’s
he doesn’t like or want (“Bank job? Hmmm... yeah, scent. Adding the Radio Group makes the charac-
I’m willing to get in on that”). Depending on how ter “look” right when scanned with Radar and/or
the power works, the GM may let the character take alters his “energy signature” to fool advanced
No Conscious Control or other Limitations on the sensors. Finally, if the character has Shape Shift
Skill(s) he buys. (Mental Group), even his brainwaves look differ-
SPIRITUAL METAMORPHS ent (or identical to someone else’s). Depending
on the GM’s definitions and how far the character
Perhaps the rarest form of metamorph (of any takes things, this may actually begin to merge into
category) is the spiritual metamorph, who can alter “minor metamorph” territory, since altering things
his soul/spirit/anima/self (or what have you) in like DNA or mental patterns arguably is more than
some way. Exactly what he can do, and what effects a “cosmetic” change.
this has, depend on the campaign. Some campaigns
73
The Ultimate Metamorph ■ Chapter One
In the comic books and Science Fiction, imi- or the character becoming scarred (and thus
tating someone else’s appearance is often quick and gaining a Distinctive Feature for no Character
easy; in other genres, it may prove difficult. Limi- Points). Additional surgery may correct the Side
tations like Activation Roll, Concentration, Costs Effects... assuming the character can bring him-
Endurance, Extra Time, Increased Endurance Cost, self to go under the knife again.
Requires A Skill Roll, and/or Side Effects may apply If the character wants to significantly change
to make the process of changing more time-con- his appearance, the doctor usually suffers a -3 or
suming or harder on the character. In some cases, greater penalty to his PS: Plastic Surgery roll. Oper-
the character Must Touch Subject To Be Imitated ations performed in “back alley” operating rooms
(typically -½) or Must Analyze DNA Sample From usually suffer a -1 to -5 penalty due to the poor
Subject To Be Imitated (-1). quality of the location and equipment. And don’t
forget that back alley doctors are there for a reason.
PLASTIC SURGERY
They may have seriously fouled up their careers,
For a character without innate metamor- have a pressing need for money, be addicted to
phic powers who needs a new identity, or who drugs or alcohol, or possess a sadistic or “experi-
wants to infiltrate an organization for so long mental” streak. Even worse, maybe the doc simply
that using Disguise becomes impractical, there’s has more Persuasion than medical ability....
always plastic surgery.
Modern plastic surgery can make minor
changes in a person’s appearance through an
operation (or, frequently, series of operations) that
MINOR METAMORPHS
involves a substantial healing period. (In a Cham- At this level, the character’s body can be
pions or Star Hero campaign, better, quicker, more rearranged or altered in many ways. As long as
reliable, less painful methods may exist — and in the basic material doesn’t change, the character
many games, magic can also play a part.) However, can change size, density, or opacity, split into
in an emergency a character may need quicker and/ multiple “selves,” or thoroughly change shape to
or more radical changes. A character being Hunted look like other people (as noted above, the line
may not be able to show his face in a regular hos- between cosmetic and minor metamorph tends
pital, forcing him to visit a “back alley” surgeon of to blur with doppelganger characters). If the
questionable reputation who may perform the pro- character has non-flesh parts, such as a robotic
cedure in less than sterile conditions. body or cybernetic replacements, he can swap
If you want to define the ability to perform modules or pieces for various effects, altering
plastic surgery in game terms, the simple approach himself into anything made of roughly the same
is PS: Plastic Surgery (which typically also entails type and amount of material. A truly odd charac-
buying “precursor” SSs like Medicine and Surgery). ter might be able to switch flesh parts.
For a more complex write-up, try this: Cosmetic ADJUSTABLE CHARACTERS
Transform 8d6 (person to person with [slightly]
One of the advantages of having prosthetic
altered features; heals back through another
limbs and easily-accessible inner workings is the
application of this or a similar power), Improved
ability to use changeable parts (sometimes referred
Results Group (any human appearance, within
to as “modules”). Primarily this applies to robots,
reason; +¼) (50 Active Points); OAF Immobile (an
androids, and the like, but some cyborgs and people
appropriate operating theater or lab, plus surgeon’s
who have to wear prosthetics could also fit into this
tools and equipment; -2), Concentration (0 DCV
category.
throughout procedure; -1), Extra Time (1 Hour or
In game terms, the main issues to consider
more, depending on the nature and extent of the
when creating an adjustable character are:
procedure; -3), Limited Target (humans; -½), No
Range (-½), Requires A PS: Plastic Surgery Roll ■ What can he change his parts into (or, to put it
(-¼), Requires Substantial Healing Time (see text; another way, how big an arsenal of “modules” does
-1), Side Effects (victim doesn’t look right, is badly he have to work with)?
scarred, or the like — the more the roll fails by, the ■ How easily can he make the change?
worse the outcome; -0) (total cost: 5 points). To
surgically alter a character to look like someone The answers to these questions dictate the best
else, the doctor must have the Skill Disguise. options for building adjustable characters.
The “Substantial Healing Time” referred What He Can Change Into
to is a minimum of one week, and usually 2-4 While it’s possible that an adjustable character
weeks (if not more), unless the character has might only have three or four parts he can inter-
access to unusual or advanced healing methods. change, most such characters have a reasonably
During most of this time the character has to wide variety of modules available to them.
wear bandages, which may make him stand out The most effective way to build such a charac-
from the crowd. A failed Skill Roll on the part ter is a Power Framework. If the character needs to
of the surgeon could result in anything from access a wide variety of modules at once, then an
significantly longer healing time, the character Elemental Control or Variable Power Pool might
not looking like who he was supposed to, the work. If he only has a few powers, or powers that
character looking hideous (and thus suffering are primarily offensive, a Multipower may be a
a reduction in COM for no Character Points), better choice.
74 ■ Metamorph Characters Hero System 5th Edition
If the character opts to go with a Variable
Power Pool, he may want to take a Slightly Limited, MAJOR METAMORPHS
Limited, or Very Limited Class Of Powers Limita- Major metamorphs leave any hope of scien-
tion (see page 324 of The HERO System 5th Edition, tific rationalization behind — their changes are
Revised rulebook) to restrict the types of parts he so extensive as to require mystical or “rubber sci-
can have. Usually this means he can only choose ence” explanations (which are, of course, perfectly
from a pre-built “library” of modules specifically appropriate for many campaign settings). Virtu-
designed to plug right into him. If the character ally any type of change falls within this category,
can’t change modules easily (see below), then allow- and in some cases the character’s alternate forms
ing a large “library” may not affect the game much; have little, if any, real connection with his ordinary
if he can change them easily, a wide selection may shape. Multiform is a common way to simulate
cause game balance problems. these sorts of powers, but as discussed below it’s not
How Easily He Can Change necessarily the only option.
Just because a character has lots of parts or WHICH POWER TO USE?
modules to work with doesn’t mean he can use
The HERO System offers many possible
them easily. At the extreme end of the scale are
options for creating major metamorphs:
adjustable robots and cyborgs who can swap out
parts practically in the blink of an eye. This is ■ buy their alternate form abilities individually,
common for Champions adjustable characters, usually with some sort of Limitation such as Only
and for some advanced Science Fiction robots. In In Heroic Identity (OIHID) that represents the
that case, the Framework doesn’t take Extra Time potential difficulties of having to “change form” to
or any other Limitation that represents the diffi- use the powers. (Remember that the special effect
culty in switching modules, because there are no of “activating powers” can involve the character
significant difficulties. changing form without any restriction at all; taking
On the other hand, sometimes changing a OIHID indicates that the activation of the powers
character’s parts isn’t quite as easy as changing his can be blocked in some way.)
shirt. Swapping one part for another may require ■ Multiform
several seconds (or minutes, or hours), and pos-
sibly surgery or other complicated procedures. ■ Shape Shift plus a Power Framework of some sort
You can represent this with Extra Time and other with which the character builds the abilities of the
appropriate Limitations (such as Requires Surgery alternate form. A Variable Power Pool is the most
To Change, with a value depending on how readily common Framework chosen because of its flex-
available surgeons are). Other appropriate Limita- ibility, but in some cases a Multipower or Elemental
tions may include Activation Roll (the character Control suffices.
may not perform the swap correctly, or the parts Multiform
may not function properly at some times), Con- Of these three options, in most situations the
centration, Requires A Skill Roll (character has to preferred method is to use Multiform. It does the
make a Skill Roll to swap modules out), and Side best job of keeping the two forms distinct so the
Effects (if the character does something wrong, player and GM can easily determine what their
he hurts or hinders himself). The GM might let respective abilities are and how they react to and
the character apply the Limitation Can Only Be are affected by in-game events. It does require you
Changed In A Laboratory (-½ or more) from Vari- to prepare a separate character sheet (or some
able Power Pools to other Power Frameworks. equivalent way of noting the differences between
FORMING BODY PARTS INTO OBJECTS forms), but books like The HERO System Bestiary
help minimize that burden.
Some metamorphs can change their form One potential drawback to Multiform is that
enough to simulate various inanimate objects with the character has to buy the number of forms he
their bodies. For minor metamorphs, this might can change into — in other words, he has a finite
include changing a hand into a hammer, feet into number of alternate forms, based on the points
suction cups, or an arm into a spear. (See the Shape he pays. For character concepts such as “I can
Alteration section of Chapter Two for plenty of change into any animal” (much less “any shape”),
examples). It should not, however, involve any this restriction may chafe... even if the character
type of chemical changes (he can make his hand buys so many alternate forms that, practically
look like a gun, but he can’t create the gunpowder speaking, there’s no way he’ll ever use them all in
to make the gun work), complicated machinery the game. To avoid this problem, with the GM’s
(such as a chainsaw or a jackhammer), electronics permission a character could buy a Variable
(a flashlight), or the like. Changes that extreme fall Power Pool for just Multiform, such as the True
under the major metamorph category. Form Alteration power on page 137.
Individual Abilities With OIHID
The “individual powers with OIHID (or some
similar Limitation) is a good choice for two types
of characters. The first is metamorphs whose
“transformation” isn’t all that profound (such as
berserkers). Preparing a separate character sheet for
75
The Ultimate Metamorph ■ Chapter One
as simple or one-dimensional a change as that usu- the form of a creature with a lion’s body, a croc-
ally isn’t necessary. odile’s head, and the claws of an eagle. He buys
The second is characters who have few or this as Shape Shift, then buys the abilities of his
no unusual abilities in their “normal” form. For alternate forms with two small Multipowers
example, in a Champions game, a character who’s an (one for Growth and Shrinking, one for vari-
ordinary college student might have the power to ous forms of movement) and several individual
change into a huge, hulking, blue-skinned strong- powers; all of the Framework slots and individ-
man. He can buy his STR, defenses, and other ual powers are Linked to his Shape Shift.
“brick” abilities using OIHID, since his ordinary
This approach has the advantage of flex-
form doesn’t really offer him many useful abilities
ibility — with a properly-defined Shape Shift a
or require a distinct character sheet.
character can take on any alternate form he can
Shape Shift Plus Power Framework think of, and most of the abilities that most alter-
A third option is to buy Shape Shift and com- nate forms would need are easily bought using a
bine it with a Power Framework. Since Shape Shift Framework or Linked. However, it also has sev-
doesn’t alter a character’s abilities at all — it can’t eral significant drawbacks.
make him really small or large, give him claws or First, regardless of which Framework the char-
wings, or let him run faster or see further — by acter chooses, certain abilities — such as Special
itself it can’t fully simulate most forms of major Powers — can’t be put in Power Frameworks with-
metamorphosis (that’s what Multiform does). How- out the GM’s permission. This includes Enhanced
ever, the character can buy a Power Framework to Senses, a common ability for many alternate forms.
simulate the abilities of his alternate forms. Typi- Characters have to buy those powers outside the
cally this is a Variable Power Pool with the Limi- Power Framework, increasing the cost of the over-
tation Only For Abilities Of Shape Shifted Forms all ability and cluttering the character sheet.
(-¼ or -½ for most characters, depending on the Second, Shape Shift + Framework works best
number and variety of forms they can assume). if the character can assume a limited number of
But if the character only needs a few abilities, an forms and knows all of their important abilities.
Elemental Control or a Multipower (often with If he can take on many forms, or an unlimited
Flexible slots), and/or a few powers bought outside number, it becomes much harder to predict the
any Framework, may work just fine. powers his alternate forms may need, which may
leave him without a power he reasonably should
Example: The Champions supervillain Joseph
have at some point during the game.
Otanga (Champions Worldwide, page 167)
Third, many seemingly simple alternate forms,
has the power to change his shape into that of
such as some animals, often require a lot of points
African animals. He can even alter different
to buy their abilities, and even with a large VPP
parts of his body differently, perhaps taking on
76 ■ Metamorph Characters Hero System 5th Edition
(which gets expensive) a character may not be When a character first contracts lycanthropy,
able to afford them all. This might leave him in he has little control over his abilities. He cannot ini-
the uncomfortable situation of having supposedly tiate the change to animal or half-human form vol-
“changed shape”... but without getting some of the untarily — it takes place only on the nights of the
significant abilities his alternate form should have. full moon each month. During that time the char-
Fourth, some powers bought as Linked may acter loses complete control of himself, becoming a
need Indirect (at the +¼ level, to represent coming ravening beast. The character has the Psychological
from different parts of the body), Variable Advan- Limitation Bestial Nature (Uncommon, Total), and
tage, Variable Special Effects, and/or Variable also Enraged (when opposed or injured, go 11-,
Limitations to properly represent all the forms and recover 8-), during this time, though he receives no
aspects they can take, and this could get expensive. extra Character Points for them. His Multiform has
the No Conscious Control Limitation.
ANIMAL FORMS AND LYCANTHROPES
Every month after the first time he changes
The most common type of major meta- during the full moon, the character may make an
morph is the character who can assume one or EGO Roll to gain partial control of his lycanthropy.
more animal shapes. The classic representation The first roll is at -6; if the character fails it, each
of this is the lycanthrope — a person with the month afterwards reduce the penalty by 1 until he
power to assume a single animal form, and pos- makes it. At that point, he can usually prevent him-
sibly also a “man-animal” form that walks on two self from changing during the full moon, though
legs and blends the features of human and beast. he may be subject to an Accidental Change during
When most people think “metamorph,” what it (and possibly under other circumstances, such as
they’re really thinking is “lycanthrope” — or even when he perceives blood or experiences stress). The
just “werewolf,” the best-known form of lycan- GM should let the character change or re-arrange
thrope in Western society. However, many other his Disadvantages to take the Accidental Change,
types of lycanthropes are possible; see Chapter and perhaps an appropriate Psychological or Social
Four for various examples. In HERO System Limitation, to reflect his condition — or he may
terms, lycanthropy is usually bought as a Multi- simply allow the character to add them to his
form with two alternate forms (animal and man- existing Disadvantages to balance the cost of the
animal) (note that the lycanthropes in Chapter character’s Multiform. The Multiform still has the
Four are built with the man-animal form as the No Conscious Control Limitation.
true form for ease of presentation). Once the character makes his EGO Roll, he
Common lycanthropic powers include: can start buying off the No Conscious Control Limi-
greater than normal physical Characteristics; tation with Experience Points (or, if the GM allows,
fangs and claws; and the ability to heal with extra points gained from new Disadvantages). He
incredible speed. Lycanthropes also usually get can spend no more than 2 Character Points per
along well with animals of their type. The char- week on this. When he’s completely bought off the
acter sheets on pages 228-31 have the Animal Limitation, he has full control over the Multiform
Handler Skill to represent this; some lycan- and can change shape whenever he likes. He may or
thropes may also or alternately have Mind Link may not also buy off any Accidental Change he suf-
or other Mental Powers that only work with that fers from; that depends on the GM, the player, and
type of animal. However, lycanthropes suffer the campaign. Some lycanthropes never completely
extra damage from weapons made of silver (a overcome the tug of the full moon. (The character
Vulnerability and/or a way to overcome their sheets on pages 228-31 assume the lycanthrope has
Damage Reduction), and a few even suffer injury full control over his abilities.)
from just touching pure silver (Susceptibility).
They have a tendency to lose control of them- Skinchangers
selves in battle or when hurt (Enraged/Berserk). In HERO System terms, a changing-skin is a
See the character sheets on pages 228-31 for Multiform with the Limitation OAF (or possibly
examples of the way these abilities and hin- IAF if the changing-skin looks like an ordinary
drances are bought. piece of clothing) at half value (see page 43). Put-
ting it on or taking it off to start/end the transfor-
Lycanthropy As A Disease mation may take Extra Time. The possibility of
In folklore and legend, a person contracts lycan- Personality Loss may exist. See the Metamorphic
thropy from the bite of an existing lycanthrope. (He Gadgets section of Chapter Four, or Hrolf Kelling-
might also get it from a wizard’s curse, or any other son in Chapter Three, for examples.
appropriate means chosen by the GM... and gaming
settings offer possibilities myth never considers.) In VAMPIRES
game terms, if a character takes half or more of his While vampires are usually thought of as
positive BODY from the bite of a single lycanthrope undead creatures rather than metamorphs, classi-
(or multiple lycanthropes of the same species during cal- and Hollywood-style vampires do have some
the same battle), he becomes a lycanthrope, though shapechanging powers (as well as the lycanthrope-
he won’t know that until the next full moon. Every like ability to “infect” living humans with their
lycanthrope has a Lycanthrope’s Bite power to rep- “condition”). Specifically, they usually have the
resent this ability to infect others (see the character ability to transform themselves into bat, rat, wolf,
sheets on pages 228-31 for examples). and mist forms. The first three can be bought as
77
The Ultimate Metamorph ■ Chapter One
METAMORPHIC POWERS
82 ■ Metamorphic Powers Hero System 5th Edition
METAMORPHIC
POWERS
M
etamorphic Powers are the vast array it may still “affect” other characters; for example,
of abilities that metamorph characters other characters can perceive the effects of Shape
(of all varieties) might have. In short, Shift, even though it’s a “Self ” power.)
they’re example powers for meta- Duration lists the power’s duration, typically Instant,
morphs, be they shrinkers, malleable characters, Constant, Persistent, or Inherent (see the HERO
doppelgangers, density alterers, mimics, internal System 5th Edition, Revised, page 98). “Uncontrolled”
metamorphs, or what have you. Some of them indicates the power has that Advantage; Continuing
originally appeared in The UNTIL Superpowers Charges are also listed here.
Database, Database II, or other Hero Games pub-
lications, but they’ve been updated, expanded, or Range lists the range for the power. Ranged powers
otherwise altered to take advantage of the informa- usually have a range in inches (Active Points x 5”
tion presented in this book, or to better reflect how in most cases), but may have “LOS” (Line Of Sight)
they typically apply to metamorph characters. range. “No Range” indicates that the power has No
This chapter describes each power with a Range; “Self ” that the power only affects the charac-
standard template. The information provided ter using it; “Touch” that the power involves having
applies only to the standard power; the options to touch another character (which usually requires
may have different areas of effect, ranges, END an Attack Roll).
costs, and so forth. END Cost lists the power’s Endurance cost.
Name indicates the name of the power. You can, Description provides a (usually brief) textual descrip-
of course, rename it to suit your own character if tion of the power. This section notes any special rules
you prefer. or rules applications relevant to the power.
Effect lists the basic game effect of the power in Game Information is a full write-up of the power in
simple terms: Energy Blast 8d6, Explosive; Deso- game terms, including Active Point and Real Point
lidification; Telekinesis (30 STR). This tells you costs. (If only one point total is listed, that means
quickly what a power can do so you don’t have to the Active and Real Point costs are the same.)
delve into the full game write-up.
Lastly, many powers have Options listed below
Target/Area Affected describes who or what the the game information. These describe various stan-
power affects. An Attack Power usually indicates dard ways to alter the power to create a slightly dif-
“One character” or the area covered due to the ferent ability. Optional powers often have their own
Area Of Effect or Explosion Advantages. (Of course, names related to the standard power’s name. For
sometimes even a “one character” power can be example, under the power Animal Form you can
Spread, or used with Rapid Fire or Sweep to affect find an optional power called Were-Form which is
more than one target; a power’s shorthand descrip- nothing more than adding an additional alternate
tion doesn’t override the rules.) “Self ” indicates the form to the basic power.
power only works on the character using it (though
83
The Ultimate Metamorph ■ Chapter Two
ANIMAL
POWERS
T
he animal kingdom, from the smallest Options:
insects to the largest whales, provides a 1) Menagerie Form: The character can change
nigh-inexhaustible source of ideas for into multiple animal forms, though he must define
superhuman characters and powers. A few those forms when he purchases the power. Add the
minutes perusing some zoology books or animal ability to change into up to eight forms. Total cost:
encyclopedias should give you plenty of ideas; the 75 points.
powers described here represent only a fraction of
the many possible powers. 2) Were-Form: The character can assume a second
If you want to compare a character’s capabili- alternate form that mixes the characteristics of his
ties to those of a specific animal, take a look at the human and animal forms. Add the ability to change
HERO System Bestiary. It has HERO System char- into two forms. Total cost: 65 points.
acter sheets for hundreds of animals and creatures, 3) Swift Change: The character can assume his
making it a great source of information and inspi- animal form quickly and easily. Add the Instant
ration for animal-oriented PCs. Change Adder. Total cost: 65 points.
Unlike the other sections of this book, which
4) Tiring Change: Changing forms places some
are organized into Offensive, Defensive, Movement,
strain on the character’s system. Add Costs Endur-
Sensory, and Miscellaneous powers, this section
ance (to activate; -½). Total cost: 40 points.
organizes abilities not by their function, but by the
types of animals they relate to: General; Aquatic; 5) Animal Nature: The character must take care
Avian; Insect; Mammal; and Reptile. not to spend too long in animal form, lest the
animal’s instincts overwhelm his human person-
ality. Add Personality Loss (1 Minute; -1¾). Total
GENERAL ANIMAL POWERS cost: 22 points.
Options:
1) Large Fangs: Increase damage to HKA 2d6.
Total cost: 30 points.
2) Small Fangs: Decrease damage to HKA ½d6.
Total cost: 10 points.
3) Razor-Sharp Fangs: The character has unusually
sharp fangs. Add Armor Piercing (+½). Total cost:
22 points.
85
The Ultimate Metamorph ■ Chapter Two
MULTIPLE LIMBS
Effect: Extra Limbs (number varies)
Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Description: Insects, spiders, and crustaceans,
among others, have more than four limbs. Char-
acters with powers simulating the abilities of such
creatures often do as well. See also Multi-Limbed
Combatant, page 175, for related abilities.
Game Information: Extra Limbs (number
varies). Total cost: 5 points.
Options:
1) Natural Limbs: Add Inherent (+¼). Total cost: 6
points.
2) Skilled Hand-To-Hand-To-Hand-To-Hand Fighter:
The character knows how to use his extra arms in
slugfests. Add +1 with Punch, Disarm, and Grab for
each arm in addition to the character’s normal two.
Total cost: 3 points per Combat Skill Level.
PROTECTIVE SKIN
Effect: Damage Resistance (8 PD/8 ED)
Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Description: Fish and reptiles have scales, insects
chitinous exoskeletons, and mammals leathery
hides. Thus, many animal-themed characters have
tougher skin as well.
Game Information: Damage Resistance (8 PD/8
ED). Total cost: 8 points.
Options:
1) Leathery Skin: Increase to Damage Resistance
(12 PD/12 ED). Total cost: 12 points.
2) Soft Skin: Reduce to Damage Resistance (4
PD/4 ED). Total cost: 4 points.
3) Chitinous Exoskeleton: Substitute Armor (8
PD/8 ED); Visible (-¼). 24 Active Points; total cost
19 points.
4) Concealing Scales: Add Lack Of Weakness (-5)
for Resistant Defenses. Total cost: 5 points.
5) Sharp Scales: The character’s scales are sharp,
rough, or covered with small spikes; they can hurt
people who brush up against him or strike him.
Add HKA 1 point, Continuous (+1), Damage
Shield (+½), Inherent (+¼), Persistent (+½),
Reduced Endurance (0 END; +½) (19 Active
Points); Always On (-½), Activation Roll 14- (-½),
No STR Bonus (-½). Total cost: 8 points.
86 ■ Metamorphic Powers Hero System 5th Edition
STICKY FINGERS TAIL
Effect: Clinging, Cannot Resist Knockback Effect: Extra Limb (1)
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Inherent
Range: Self Range: Self
END Cost: 1 (to activate) END Cost: 0
Description: The character changes the shape of his Description: Many types of animals, and thus the
hands and/or feet in some way — turning them characters based on them, have tails.
into big suction cups, extending miniature claws
Game Information: Extra Limb (1), Inherent
from their surfaces, or even just molding them
(+¼) (6 Active Points); Limited Manipulation
to fit whatever surface he happens to be working
(-¼). Total cost: 5 points.
with — so he can stick to a surface. Alternately, the
character’s hands may always have that shape (e.g.,
tiny suction cups along the fingers and toes). Options:
1) Prehensile Tail: This tail functions nearly as well
Game Information: Clinging (normal STR) (10
as an arm. Remove Limited Manipulation. Total
Active Points); Cannot Resist Knockback (-¼),
cost: 6 points.
Costs Endurance (to activate; -¼). Total cost:
7 points. VENOM
Effect: Drain CON 3d6, NND plus RKA 2d6, NND
Options:
Target/Area Affected: One character
1) Strong Stickiness: Increase Clinging STR to Duration: Instant
normal STR + 15. 15 Active Points; total cost 10 Range: Touch
points. END Cost: 4 Charges
2) Tiring Stickiness: Change Costs Endurance Description: Venom is a common weapon in the
(to activate; -¼) to Costs Endurance (-½). Total animal kingdom. Humans particularly associate
cost: 6 points. poison with certain types of animals, such as spi-
3) Easy Stickiness: Remove Costs Endurance (-½). ders, insects, and reptiles. Characters with powers
Total cost: 8 points. based on such animals may have venom powers.
This writeup uses a typical lethal poison such
STING as the ones described on pages 28-30 of the HERO
Effect: HKA ½d6, Armor Piercing System Bestiary. You can use the other write-ups
Target/Area Affected: One character there to increase or decrease the damage. The
Duration: Instant writeup assumes the character has an HKA (claws,
Range: Touch fangs, or a sting) with which to deliver the venom
END Cost: 1 into a target’s body.
Description: Many animals have stings, claws, Game Information: Drain CON 3d6, Delayed
spines, spurs, or prickers with which to defend Return Rate (points return at the rate of 5
themselves, and characters with related powers may per Hour; +1), NND (defense is appropri-
have them, too. Typically these natural weapons ate LS [Immunity]; +1) (90 Active Points);
don’t do much damage themselves, but can inject a 4 Charges (-1), HKA Must Do BODY (-½),
venom (see below). Extra Time (onset time begins 5 Minutes
after victim is bitten; -2), Gradual Effect
Game Information: HKA ½d6 (up to 1d6+1 (15 Minutes; 1d6/5 Minutes; -¾) (total cost:
with STR), Armor Piercing (+½). Total cost: 17 points) plus RKA 2d6, NND (defense is
15 points. appropriate LS [Immunity]; +1), Does BODY
(+1) (90 Active Points); No Range (-½), 4
Charges (-1), HKA Must Do BODY (-½),
Extra Time (onset time begins 5 Minutes
after victim is bitten; -2), Gradual Effect (10
Minutes; 1d6/5 minutes; -¾), Linked (-½)
(total cost: 14 points). Total cost: 31 points.
Options:
1) Venom Blast: The character can project his
venom as a bolt of power. Add Ranged (+½) to the
Drain and remove No Range (-½) from the RKA.
105 + 90 = 195 Active Points; total cost 20 + 16 =
36 points.
2) Nonlethal Poison: Replace the RKA with a Drain
STUN 3d6, NND identical to the Drain CON. 180
Active Points; total cost 33 points.
87
The Ultimate Metamorph ■ Chapter Two
WALLCRAWLING ZOOTOXIC IMMUNITY
Effect: Clinging (normal STR) Effect: Life Support (Immunity to zootoxins)
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Persistent
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: Characters with insectile or reptilian Description: The character is immune to all zootox-
powers often have the ability to cling to walls and ins — that is, all poisons derived from animals.
other surfaces.
Game Information: Life Support (Immunity:
Game Information: Clinging (normal STR). zootoxins). Total cost: 5 points.
Total cost: 10 points.
Options:
AQUATIC ANIMAL POWERS
1) Strong Wallcrawling: Increase Clinging STR to
normal STR +30. Total cost: 20 points. These powers relate to fish, other denizens
of the deep, and associated creatures. Characters
2) Weak Wallcrawling: Apply Cannot Resist Knock- with ties to Atlantis, who got bitten by a radioactive
back (-¼). 10 Active Points; total cost 8 points. shark, or who’ve had manta ray DNA spliced with
their own might possess them.
WINGS
Effect: Flight 12”, Restrainable BREATHE UNDERWATER
Target/Area Affected: Self Effect: Life Support (Expanded Breathing)
Duration: Constant Target/Area Affected: Self
Range: Self Duration: Persistent
END Cost: 2 Range: Self
Description: Birds, many insects, and bats have wings; END Cost: 0
characters based on such creatures often do, too. Description: The character can breathe under-
Game Information: Flight 12” (24 Active Points); water as easily as he can in air. He may have gills,
Restrainable (-½). Total cost: 16 points. or hyper-efficient lungs, or an energy field that
extracts oxygen from water for him.
Options: Game Information: Life Support (Expanded
1) Stronger Wings: Increase Flight to 20”. 40 Active Breathing: breathe underwater). Total cost:
Points; total cost 27 points. 5 points.
2) Weaker Wings: Decrease Flight to 8”. 16 Active
Points; total cost 11 points. DEEP-SEA ADAPTATION
3) Gliding I: Substitute Gliding 12” for Flight 12”. 12 Effect: Life Support (Safe Environments: High Pres-
Active Points; total cost 8 points. sure, Intense Cold)
Target/Area Affected: Self
4) Gliding II: Some characters who can fly can also Duration: Persistent
glide, allowing them to conserve END. Change Range: Self
power to a Multipower with a 24-point reserve, all END Cost: 0
Restrainable, one slot Flight 12” and one Gliding
12”. Total cost: 19 points. Description: The character is safe in the iciest, deep-
est waters.
5) Easy Flight: The character is such an accomplished
flyer that he can remain aloft indefinitely without Game Information: Life Support (Safe Environ-
tiring himself out. Add Reduced Endurance (0 END; ments: High Pressure, Intense Cold). Total cost:
+½). 36 Active Points; total cost 24 points. 3 points.
6) Silent Flight: The character’s wings make no
sound when used. Add Invisible to Hearing Group
(+¼). 30 Active Points; total cost 20 points.
7) Arm-Wings: The character’s wings aren’t a separate
set of limbs growing out of his back; instead, they
attach to his arms, meaning he can’t do anything with
his arms but move his wings if he wants to stay aloft.
Substitute Gestures (both hands throughout; -¾) for
Restrainable. 24 Active Points; total cost 14 points.
8) Stooping: The character is particularly skilled
at dive-bombing targets. Add Flight +20”, Reduced
Endurance (0 END; +½) (60 Active Points);
Restrainable (-½), Only To Dive At Targets For
Move Bys (-1). Total cost: 24 points.
88 ■ Metamorphic Powers Hero System 5th Edition
DELPHINE SONAR SQUID’S INK
Effect: Active Sonar Effect: Darkness to Sight Group, Only Works Under-
Target/Area Affected: Self water
Duration: Persistent Target/Area Affected: 3” radius
Range: Self Duration: Constant
END Cost: 0 Range: 150”
Description: The character has sonar like that of a END Cost: 3
dolphin (or many other sea creatures). Description: The character can project a cloud of
inky liquid into the water, like a squid, providing
Game Information: Active Sonar and Ultra-
cover for himself or blinding his enemies.
sonic Perception (both for Hearing Group).
Total cost: 18 points. Game Information: Darkness to Sight Group 3”
radius (30 Active Points); Only Works Under-
Options: water (-½). Total cost: 20 points.
1) Passive Sonar: The character can perceive
objects in his surroundings by the sounds they give Options:
off without transmitting any sounds himself. Sub- 1) Larger Cloud: Increase Darkness to 5”. 50 Active
stitute Targeting for the Hearing Group for Active Points; total cost 33 points.
Sonar. Total cost: 23 points. 2) Limited Uses: The character only has a limited
2) Restricted Sonar: The character’s hearing powers supply of ink. Add 8 Continuing Charges lasting 1
only work underwater (this assumes he spends a Turn each (removed by strong currents; -0). Total
significant percentage of his time out of the water). cost: 20 points.
Add Only Works Underwater (-½). 15 and 3 Active 3) Limited Range: The character cannot project his
Points, respectively; total cost 10 and 2 points, ink very far. Add Limited Range (10”; -¼). Total
respectively. cost: 17 points.
IMPROVED SWIMMING TOUCH OF THE EEL
Effect: Swimming +18” Effect: Energy Blast 8d6
Target/Area Affected: Self Target/Area Affected: One character
Duration: Constant Duration: Instant
Range: Self Range: Touch
END Cost: 2 END Cost: 4
Description: The character can swim as fast as, or Description: The character possesses a power simi-
faster than, most fish. lar to that of an electric eel — he can emit a deadly
Game Information: Swimming +18” (20” total). electric zap by touch.
Total cost: 18 points. Game Information: Energy Blast 8d6 (40 Active
Points); No Range (-½). Total cost: 27 points.
Options:
1) Super-Swimming I: Increase Swimming to +28”. OPTIONS:
Total cost: 28 points.
1) Strong Touch: Increase to Energy Blast 12d6. 60
2) Super-Swimming II: Increase Noncombat mul- Active Points; total cost 40 points.
tiple to x8. Total cost: 28 points.
2) Bioelectric Blast: Remove No Range (-½). Total
cost: 40 points.
3) Automatic Zap: Add Damage Shield (+½), Con-
tinuous (+1), and Reduced Endurance (0 END;
+½), and remove No Range (-½). Total cost: 120
points.
4) Limited Batteries: The character’s body can only
hold so much electric charge at once. Add 8 Boost-
able Charges (-¼). Total cost: 23 points.
89
The Ultimate Metamorph ■ Chapter Two
UNDERWATER SENSES RAPTOR’S SHRIEK
Effect: Various Enhanced Senses Effect: Energy Blast 8d6 and Hearing Group Flash 8d6
Target/Area Affected: Self Target/Area Affected: One character
Duration: Persistent Duration: Instant
Range: Self Range: 200”/120”
END Cost: 0 END Cost: Varies
Description: The character has the senses he needs Description: The character can emit shrieks so
to perceive things deep underwater. He may pur- intense that they can harm or deafen others.
chase as many of these as he wishes.
Game Information:
Game Information: Cost Shriek
Cost Power 40 Shriek: Multipower, 40-point reserve
5 Underwater Eyes: Nightvision 4u 1) Deadly Shriek: Energy Blast 8d6
32 Water Currents Sense: Detect Vibrations/Cur- 2u 2) Deafening Shriek: Hearing Group Flash
rents In Water (INT Roll) (Touch Group), Dis- 8d6
criminatory, Increased Arc Of Perception (360 Total cost: 46 points.
Degrees), Range, Sense, Targeting
Options:
1) Harsh Shriek: Increase Multipower reserve to 60
AVIAN POWERS points and both attacks to 12d6; total cost 70 points.
Birds, particularly birds of prey, often provide
inspiration for superhuman characters and their
powers. In addition to the powers listed here, you
INSECT POWERS
should definitely consider Wings (page 87), Animal Insects, and related creatures such as spiders
Senses pertaining to Sight (page 83), and Claws and scorpions, provide many ideas for superpow-
(Talons, page 84). ers. In addition to the ones listed here, you should
definitely consider Animal Senses, Multiple Limbs,
BEAK Sting, Venom, Wallcrawling, and Wings (see above)
Effect: HKA ½d6 (up to 1d6+1 with STR) and Swarm Form (see Body-Transforming Powers).
Target/Area Affected: One character
Duration: Instant BOMBARDIER BLAST
Range: Touch Effect: Energy Blast 8d6
END Cost: 1 Target/Area Affected: One Hex
Duration: Instant
Description: The character has a beak or beak-like
Range: 300”
structure on his face, allowing him to inflict vicious
END Cost: 6
pecking wounds.
Description: The character can project a blast of
Game Information: HKA ½d6 (up to 1d6+1 explosive fluid, similar to the attack used by the
with STR). Total cost: 10 points. bombardier beetle.
Options: Game Information: Energy Blast 8d6, Area Of
Effect (One Hex; +½). Total cost: 60 points.
1) Sharp Beak: Add Armor Piercing (+½). Total
cost: 15 points.
Options:
2) Dull Beak: Substitute HA +2d6 for HKA. 10
1) Stronger Blast I: Increase to Energy Blast 10d6.
Active Points; total cost 7 points.
Total cost: 75 points.
BIRD’S EYES 2) Stronger Blast II: Increase to Energy Blast 12d6.
Effect: See text Total cost: 90 points.
Target/Area Affected: Self 3) Weaker Blast: Decrease to Energy Blast 6d6.
Duration: Persistent Total cost: 45 points.
Range: Self
4) Stinking Blast: The character’s explosive spray
END Cost: 0
is also malodorous. Add Smell/Taste Group Flash
Description: The character has the heightened Attack 6d6, Area Of Effect (One Hex; +½) (27
visual senses of a bird. Active Points); Linked (-½). Total cost: 18 points.
Game Information: 5) Short-Range Bombardier Blast: The character
Cost Power cannot project his explosive fluid very far. Add
5 Bird’s Eyes: Increased Arc Of Perception (240 Limited Range (10”; -¼). 60 Active Points; total
Degrees) for Sight Group cost 48 points.
16 Eagle Eyes: +16 versus Range for Normal 6) Restricted Use: The character only has a limited
Sight supply of explosive fluid. Add 8 Charges (-½). 60
Active Points; total cost 40 points.
90 ■ Metamorphic Powers Hero System 5th Edition
CREATE GIANT INSECT MULTIFACETED EYES
Effect: Summon 250-point giant insect Effect: Increased Arc Of Perception (360 Degrees) for
Target/Area Affected: N/A Sight Group
Duration: Instant Target/Area Affected: Self
Range: No Range Duration: Persistent
END Cost: 6 Range: Self
Description: This power allows a character to trans- END Cost: 0
form an insect that he finds into a gigantic version Description: The character has the faceted eyes of
of itself. The insect won’t necessarily obey him; he an insect, giving him a much wider angle of view
has to defeat it in a contest of wills. than a normal human.
See the HERO System Bestiary, pages 89-93, for
Game Information: Increased Arc Of Percep-
character sheets for various giant insects and spiders.
tion (360 Degrees) for Sight Group. Total cost:
Game Information: Summon 250-point Giant 10 points.
Insect, Any Insect (+¼) (62 Active Points);
Summoned Being Must Inhabit Locale (-½). WEBS
Total cost: 41 points.
Effect: Entangle 5d6, 5 DEF
Target/Area Affected: One character
Options:
Duration: Instant
1) Bigger Is Better: Increase to Summon 400-point Range: 250”
Giant Insect. 100 Active Points; total cost 67 points. END Cost: 5
2) Loyal Insect Minion: Add Loyal (+½). 87 Active Description: The character has the ability to shoot,
Points; total cost 58 points. spit, or otherwise project webbing or other sticky,
insectile stuff that’s strong enough to keep an oppo-
INSECTILE AWARENESS nent from moving.
Effect: Danger Sense
Target/Area Affected: Self Game Information: Entangle 5d6, 5 DEF. Total
Duration: Persistent cost: 50 points.
Range: Self
END Cost: 0 Options:
Description: Many insects have an uncanny ability 1) Stronger Webs: Increase to Entangle 6d6, 6 DEF.
to detect threats to themselves, often by sensing Total cost: 60 points.
subtle changes in air currents or the like. Some 2) Weak Webs: Decrease to Entangle 4d6, 4 DEF.
insect-themed superhumans have similar senses. Total cost: 40 points.
Game Information: Danger Sense (self only, out 3) Short-Range Webs: The character can only proj-
of combat, Sense) (INT Roll). Total cost: 22 ect his webs a short distance. Add Limited Range
points. (10”; -¼). Total cost: 40 points.
4) Wrap You Up: The character can only apply his
Options: webs by touch. Add No Range (-½). Total cost:
1) Heightened Awareness: Increase the roll to INT 33 points.
+3. Total cost: 25 points. 5) Step Into My Parlor: The character has the abil-
ity to spin large, strong webs between two or more
INSECT SIZE “anchor points,” similar to an actual spider but on a
Effect: Shrinking (.032m tall) much larger scale. In HERO System terms, webs are
Target/Area Affected: Self Area Of Effect Entangles which the character must
Duration: Constant create in advance as a vertical wall (see the HERO
Range: Self System 5th Edition, Revised, page 168). Unlike
END Cost: 6 normal Area Of Effect Entangle walls, a web isn’t
Description: The character can shrink to the size of normally 2” “thick,” but usually more like ½”-1”
an insect. (See Size Alteration Powers, page 148, for thick. Also unlike normal Area Of Effect Entangles
possible abilities for insect-sized characters.) used to create walls, which do not Entangle targets
in the Area Of Effect, a web does Entangle any
Game Information: Shrinking (.032 m tall creature that blunders into it. (For this reason, the
[about 1 inch], .0004 kg mass, -12 to PER Rolls value of the Only To Form Barriers Limitation is
to perceive character, +12 DCV, takes +18” reduced.) Spider webs are also built with the Con-
KB). Total cost: 60 points. tinuous Advantage to represent the fact that they
last (and remain able to Entangle victims) until
Options: completely destroyed. When a web suffers damage
1) Easy Insect Size: Add Costs Endurance Only To sufficient to break it, a “hole” is created in it. The
Activate (+¼). Total cost: 75 points. hole is equal in size to the creature who escaped
from the Entangle (the GM may alter this to reflect
other considerations, of course). Once half or more
91
The Ultimate Metamorph ■ Chapter Two
of the hexes in a web are damaged or destroyed,
it collapses and must be rewoven. Entangle 3d6, 3 MAMMAL POWERS
DEF, Area Of Effect (6” Radius; +1¼), Continuous Most of the powers possessed by mammal-ori-
(+1), Personal Immunity (+¼) (105 Active Points); ented characters are covered by the General Animal
Extra Time (takes about one Minute per hex to Powers section above; Animal Senses, Claws, Fangs,
weave web; -1½), Only To Form Barriers (-½). Total Protective Skin (fur or a leathery hide), and Tail are
cost: 35 points. particularly common.
5) Instant Web: Like Step Into My Parlor, but remove
Extra Time. 105 Active Points; total cost 70 points. HORN OF THE RHINO
Effect: HA +4d6, Only With Move Throughs
WEB-SWINGING Target/Area Affected: One character
Effect: Swinging 15”, Gliding 6” Duration: Instant
Target/Area Affected: Self Range: Touch
Duration: Constant END Cost: 2
Range: Self Description: The character’s head and/or body are
END Cost: Varies tough, strong, and specially adapted for running
Description: The character has the ability to spin, into things.
shoot, or otherwise project specialized webs or Game Information: HA +4d6 (20 Active Points);
web-like substances that let him move in unusual Hand-To-Hand Attack (-½), Only With Move
ways. First, he can swing between structures by Throughs (-1). Total cost: 8 points.
projecting a long line of webbing. Second, if he’s
falling, he can quickly spin a crude “parachute” out
of webbing to slow his descent. LEGS OF THE GAZELLE
Effect: Running +7”
Game Information:
Target/Area Affected: Self
Cost Web-Swinging
Duration: Constant
15 Web-Swinging: Multipower, 15-point reserve
Range: Self
1u 1) Webline: Swinging 15”
END Cost: 1
1u 2) Web-chute: Gliding 6” (6 Active Points);
OAF (-1), Limited Movement (character Description: The character has strong, limber legs
cannot gain altitude, and must move at least specially adapted for swift running.
12” downward for every 1” forward; -½) Game Information: Running +7”. Total cost: 14
Total cost: 17 points points.
Options:
1) Longer Weblines: Increase to Swinging 20” and Options:
reserve to 20 points. Total cost: 22 points. 1) Burst Of Speed: Add Running +6” (12 Active
2) Limited Web Supply: The character’s body can Points); Increased Endurance Cost (x10 END; -4).
only generate so much webbing during a given Total cost: 2 points.
day. He can create up to 10 weblines or para- PATHWAY OF THE MOLE
chutes before exhausting his normaly supply; his
body re-creates the used substance in an hour. Effect: Tunneling 6”
Add to the Multipower Reserve 10 Recoverable Target/Area Affected: Self
Charges (Charges “regenerate” after one hour; Duration: Constant
+¼). Total cost: 21 points. Range: Self
END Cost: 3
Description: Like a mole or a prairie dog, the char-
acter has the ability to burrow swiftly.
Game Information: Tunneling 6” through DEF
6 material. Total cost: 30 points.
Options:
1) Tasmanian Burrowing: Increase to Tunneling 9”
through DEF 9 material. Total cost: 45 points.
2) Irresistible Burrowing: The character has sharp
claws or some other way to dig through even the
hardest material. Increase to Tunneling 6” through
DEF 12 material. Total cost: 48 points.
3) Earthen Burrowing: The character’s Tunneling only
works through the ground itself. Add Only Through
Earth/Soil (-½). 30 Active Points; total cost 20 points.
4) Covering My Tracks: Add Fill In. Total cost:
40 points.
92 ■ Metamorphic Powers Hero System 5th Edition
HEATSENSE Options:
Effect: Infrared Perception (Touch Group) 1) Don’t Worry, It’ll Grow Right Back: Decrease Extra
Target/Area Affected: Self Time to 1 Turn (-1¼). Total cost: 18 points.
Duration: Persistent
Range: Self
END Cost: 0
Description: Like a pit viper, the character can sense
the heat differentials in objects near him.
Game Information: Infrared Perception (Touch
Group). Total cost: 5 points.
94 ■ Metamorphic Powers Hero System 5th Edition
WATER ADAPTATION
Effect: Environmental Movement: Aquatic Movement
Target/Area Affected: Self
Duration: Persistent
Range: Self
END Cost: 0
Description: The character spends so much time in
the water that he’s as much at home there as he is
on the land.
Game Information: Environmental Movement:
Aquatic Movement (no penalties in water).
Total cost: 3 points.
95
The Ultimate Metamorph ■ Chapter Two
BODY CONTROL
POWERS
‘B
ody Control” refers to two general 4) Focused Stimulation: The character has to focus his
types of powers. The first type rep- attention inward to activate the adrenaline flow. Add
resents literal control over one’s own Concentration (½ DCV; -¼). Total cost: 18 points.
body — the ability to make one’s body 5) Skilled Stimulation: Add Requires A Biomanipu-
perform better, or perform differently. Many of lation Roll (-½). Total cost: 17 points.
the defensive and sensory powers described below
fall into this category. The second type, known as 6) Long-Lasting Stimulation: The adrenaline flood-
biomanipulation or biokinesis powers, allow a char- ing the character’s system continues to affect him
acter to control the bodies of other people — to for some time. Add Delayed Return Rate (points
induce harmful medical conditions, inflict diseases, fade at the rate of 5 per Minute; +¼). 67 Active
and so forth. Neither category includes changing Points; total cost 22 points.
one’s shape or size (see Shape Alteration and Size 7) Alternate Stimulation: Change to: Succor STR,
Alteration powers, respectively), but biomanipu- DEX, CON, and SPD 6d6, four Characteristics
lation does cover the melding and warping of a simultaneously (+1) (60 Active Points); Extra Time
target’s flesh. (Full Phase to activate; -¼), Self Only (-½). Total
Players designing biokinetic characters may wish cost: 34 points.
to look at some psionic powers, such as Neural Blind-
ness. With just a change in special effect, these might BIOCHEMICAL ASSAULT
fall under the rubric of “biomanipulation.” A few Effect: VPP for biochemical attacks
Hypersenses (page 128) may also be appropriate. Target/Area Affected: One character
Duration: Varies
Game Information: Aid STR, DEX, CON, and Game Information: Biochemical Assault Power
SPD 3d6, four Characteristics simultaneously Pool: 45 base + 22 control cost, Skin Contact
(+1) (60 Active Points); Extra Time (Full Phase; Required (-1), Limited Class Of Powers (harm-
-½), Self Only (-½), 4 Charges (-1). Total cost: ful biochemicals only; -½). Total cost: 54
20 points. points.
Options: Options:
1) Strong Stimulation: Increase to Aid 4d6. 80 1) Strong Assault: Increase to 60 base + 30 control
Active Points; total cost 27 points. cost. Total cost: 72 points.
2) Weak Stimulation: Decrease to Aid 2d6. 40 2) Weak Assault: Decrease to 30 base + 15 control
Active Points; total cost 13 points. cost. Total cost: 36 points.
Options: Options:
1) Greater Desensitization: Increase to Flash 12d6. 1) Slower Fleshwarping I: Increase to Drain 5d6
75 Active Points; total cost 43 points. and Change to any one of the four Characteristics
2) Lesser Desensitization: Decrease to Flash 6d6. at a time (+¼). Total cost: 62 points.
45 Active Points; total cost 26 points. 2) Slower Fleshwarping II: Increase to Drain 4d6
3) Ranged Desensitization: Remove No Range (-½). and Change to any two of the four Characteristics
Total cost: 48 points. simultaneously (+½). Total cost: 60 points.
4) Desensitization On Sight: As Ranged Desensiti- 3) Ars Longa: The effects of the character’s Flesh-
zation, but also add Line Of Sight (+½). 90 Active warping last for a long time. Reduce to Drain 2d6
Points; total cost 72 points. and add Delayed Recovery Rate (points recover at
the rate of 5 per Hour; +1). Total cost: 60 points.
5) Easy Desensitization: Add Reduced Endurance
(0 END; +½). 90 Active Points; total cost 51 points. 4) Ars Really Longa: The effects of the character’s
Fleshwarping last even longer. Substitute Major
DISEASE INCUBATION Transform 3d6 (living creature to living creature
with half his STR and DEX, two-thirds his CON,
Effect: Drain CON and BODY 4d6, Gradual Effect
and one-third his COM; heals normally or through
Target/Area Affected: One character
a second application of this power), Partial Trans-
Duration: Instant
form (+½) (67 Active Points); Limited Target
Range: Touch
(living creatures; -¼). Total cost: 54 points
END Cost: 6
5) Supreme Fleshwarping: The character’s control
Description: The character can use his control over
over the flesh of others is so great he can achieve
his immune system as a weapon. He allows a dis-
a wide range of effects, including most of the ones
ease to enter his body, then uses his biomanipula-
described above. Substitute Variable Power Pool, 60
tory powers to “wall it off ” so that it continues to
base + 30 control cost; Only For Fleshwarping (-1).
exist within him but doesn’t infect or affect him in
Total cost: 75 points.
any way. If he wants, he can “unleash” the disease in
such a way that he can infect anyone he touches.
This ability is built with a disease that’s poten-
tially fatal. You can build it to simulate any disease
you prefer, or even as a Variable Power Pool so that
the character can choose the disease to use from
time to time.
Game Information: Drain CON and BODY
4d6, two Characteristics simultaneously (+½)
(60 Active Points), Gradual Effect (1 Week,
target loses 1d6 CON and BODY roughly every
two days; -2). Total cost: 20 points.
Options:
1) Strong Disease: Increase to Drain CON and
BODY 5d6. 75 Active Points; total cost 25 points.
2) Weak Disease: Decrease to Drain CON and
BODY 3d6. 45 Active Points; total cost 15 points.
98 ■ Metamorphic Powers Hero System 5th Edition
INDUCE HEART ATTACK NEUROKINESIS
Effect: RKA 3d6, NND, Indirect Effect: Drain/Aid DEX and SPD 3d6; full-spectrum Flash
Target/Area Affected: One character 5d6; Ego Attack 7d6
Duration: Instant Target/Area Affected: Self or one character
Range: 20” Duration: Instant
END Cost: 16 Range: 25”
Description: The character can cause persons near END Cost: 9/8/10/7
him to suffer a heart attack (or some similar, poten- Description: The character can control his own ner-
tially fatal condition, defined when he purchases vous system, or that of another person within 25”,
the power). allowing the subject to move faster (or slower) than
normal. He can also temporarily shut down the
Game Information: RKA 3d6, NND (defense
nerves relating to senses, making the victim totally
is Power Defense, having an artificial heart,
insensate, or cause a painful neural overload in the
or not having a heart; +1), Does BODY (+1),
target’s brain.
Indirect (+½) (157 Active Points); Limited
Range (20”; -¼), No Knockback (-¼). Total Game Information:
cost: 105 points. Cost Power
110 Neurokinesis: Multipower, 110-point reserve
Options: 8u 1) Neural Overload: Drain DEX and SPD
3d6, two Characteristics simultaneously
1) Cellular Disruption: Instead of inducing a heart
(+½), BOECV (Mental Defense applies; +1),
attack, the character can, by touch, disrupt the cells
Limited Range (25”; +¼)
in the target’s body, causing great pain and often
7u 2) Neural Streamlining: Aid DEX and SPD
death. Change to RKA 3d6, NND (defense is Power
4d6, two Characteristics simultaneously
Defense or a PD Force Field; +1), Does BODY (+1)
(+½), BOECV (Mental Defense applies; +1),
(135 Active Points); No Range (-½), No Knockback
Limited Range (25”; +¼); Costs Endurance
(-¼). Total cost: 77 points.
(-½)
MUSCLE AUGMENTATION 8u 3) Sensory Shutdown: Sight, Hearing,
Smell/Taste, Touch, Radio, and Mental Sense
Effect: Aid STR 4d6
Groups Flash 5d6, BOECV (Mental Defense
Target/Area Affected: Self
applies; +1); Limited Range (25”; -¼)
Duration: Instant
6u 4) Neural Surge: Ego Attack 7d6; Limited
Range: Self
Range (25”; -¼)
END Cost: 4
Total cost: 139 points.
Description: The character can augment the strength
of his muscles by decreasing the pain of overuse, ORGAN CONTROL
increasing blood flow to them, and the like. Effect: Aid and Healing Characteristics
Game Information: Aid STR 4d6 (40 Active Target/Area Affected: Self
Points); Costs Endurance (-½), Extra Time (Full Duration: Instant
Phase; -½), Self Only (-½). Total cost: 16 points. Range: Self
END Cost: 2
Options: Description: The character has complete control
over his internal organs. He can re-arrange them,
1) Strong Augmentation: Increase to Aid STR 5d6.
stimulate them, temporarily stop them from work-
50 Active Points; total cost 20 points.
ing, and otherwise keep them (and thus himself)
2) Weak Augmentation: Decrease to Aid STR 3d6. functioning at peak efficiency.
30 Active Points; total cost 12 points.
Game Information:
3) Focused Augmentation: The character has to Cost Power
really concentrate on his own body to activate this 17 Organ Control: Multipower, 25-point
power. Add Concentration (½ DCV; -¼). Total cost: reserve; all slots Self Only (-½)
14 points. 1u 1) Organ Control I: Aid Characteristics 2d6,
4) Long-Lasting Augmentation: Add Delayed any one Characteristic at a time (+¼); Costs
Return Rate (points fade at the rate of 5 per Endurance (-½), Self Only (-½)
Minute; +¼). 50 Active Points; total cost 20 points. 2u 2) Organ Control II: Healing Characteristics
5) Alternate Augmentation: Change to: Succor STR 2d6, any one Characteristic at a time (+¼);
6d6 (30 Active Points); Extra Time (Full Phase to Self Only (-½)
activate; -¼), Self Only (-½). Total cost: 17 points. Total cost: 20 points.
Options:
1) Strong Organ Control: Increase to Aid/Healing
3d6. Total cost: 29 points.
2) Weak Organ Control: Decrease to Aid/Healing
1d6. Total cost: 10 points.
99
The Ultimate Metamorph ■ Chapter Two
Options:
1) Accurate Profiling: Add +6 PER. Total cost:
28 points.
2) Generalized Profiling: Remove Analyze. Total
cost: 17 points.
3) Tiring Profiling: Add Costs Endurance (-½). 22
Active Points; total cost 15 points.
104 ■ Metamorphic Powers Hero System 5th Edition
IMPROVED SENSES
Effect: Various Enhanced Senses
MISCELLANEOUS POWERS
Target/Area Affected: Self
Duration: Persistent BLOOD FLOW CONTROL
Range: Self Effect: Paramedics, Only To Stop Bleeding; Aid REC
END Cost: 0 1d6, Only For Healing BODY
Description: The character can augment his normal Target/Area Affected: Self
human senses through various means, such as Duration: Instant
increasing the strength of his eye muscles, enhanc- Range: Self
ing the performance of sensory nerves, and so END Cost: 0
forth. However, he cannot grant himself senses he Description: The character has full control over the
does not ordinarily possess. flow of blood through his body. If he suffers an injury
and begins to bleed (whether via the Bleeding rules
Game Information:
or because he’s below 0 BODY and is losing BODY
Cost Value
every Turn), he can shunt most of the flow of blood
12 Heightened Senses: +4 PER with all Sense
away from that part of his body to reduce (and, hope-
Groups
fully, soon stop) blood loss. In a longer-term sense, he
18 Precise Focussing: +12 versus Range Modifier
can send extra blood to injured parts of his body so
for any one Sense Group (chosen when the
that he heals from those injuries more quickly. (See
character purchases the power)
also the Brainflow ability, below, which could easily be
Options: added to this Multipower.)
1) Tiring Senses: The character can only heighten Game Information:
his senses by force of effort. Add Costs Endurance Cost Power
(-½). Total cost: 8 points for Heightened Senses; 12 17 Blood Flow Control: Multipower, 25-point
points for Precise Focussing. reserve; all Self Only (-½)
1u 1) Stop Bleeding: Paramedics (INT Roll +5);
Self Only (-½), Only To Stop Bleeding (see
text; -1)
1u 2) Heal Faster: Aid REC 1d6, Delayed
Return Rate (all points fade after 1 Month;
+1½); Self Only (-½), Only For Healing
BODY (-½)
Total cost: 19 points.
105
The Ultimate Metamorph ■ Chapter Two
BONE GROWTH ENHANCED DIGESTION
Effect: Varies Effect: Life Support (Diminished Eating: any protein)
Target/Area Affected: Varies Target/Area Affected: Self
Duration: Varies Duration: Persistent
Range: Varies Range: Self
END Cost: Varies END Cost: 0
Description: The character can accelerate the Description: The character’s body can derive nutri-
growth of his own bones to create various effects ment from virtually any organic substance, pro-
— spikes that hurt anyone who touches him, osse- vided he can swallow it safely.
ous armor, longer arms and legs, and so forth.
Game Information: Life Support (Diminished
A character may buy as many of these abili-
Eating: any protein). Total cost: 1 point.
ties as he wishes, perhaps as slots in an Elemental
Control.
ENVIRONMENTAL RESILIENCE
Game Information:
Cost Power Effect: Life Support (Safe Environment; Diminished
41 Spiky Bones: HKA 1d6, Damage Shield Eating)
(does damage in HTH combat; +¾), Con- Target/Area Affected: Self
tinuous (+1) Duration: Persistent
49 Stable Spiky Bones: As Spiky Bones, but add Range: Self
Reduced Endurance (0 END; +½) END Cost: 0
36 Bone Missiles: Energy Blast 6d6 (physical), Description: The character can override his need
Armor Piercing (+½) (45 Active Points); 10 for comfortable temperatures, food, and drink, thus
Charges (-¼) making it more likely that he can survive exposure
16 Bone Armor: Armor (8 PD/8 ED) (24 Active and starvation.
Points); Costs Endurance (-½)
Game Information: Life Support (Safe Environ-
8 Armbone Extensions: Stretching 2” (10
ments: Intense Cold, Intense Heat; Diminished
Active Points); Limited Body Parts (-¼)
Eating: only has to eat once per week). Total
6 Legbone Extensions: Running +3”
cost: 5 points.
BRAINFLOW
Options:
Effect: Succor INT 4d6
Target/Area Affected: Self 1) True Environmental Resilience: The character
Duration: Constant (Extra Phase to activate) so completely controls the functioning of his own
Range: Self body that he can almost instantly isolate and negate
END Cost: 2 poisons, override his need for sleep or food, and
even go without oxygen for extended periods.
Description: The character can automatically
However, he has to focus on doing this; if he’s
increase the amount of blood going to his brain,
Knocked Out or goes to sleep, he loses his resil-
thereby enhancing his thinking powers as long as
ience. Change to Life Support (Total) (45 Active
he keeps the flow going.
Points); Nonpersistent (-¼), Concentration (0 DCV
Game Information: Succor INT 4d6 (20 Active while activating; -1), Extra Time (1 Minute to acti-
Points); Extra Time (Extra Phase to activate; vate; -¾). Total cost: 15 points.
-½), Self Only (-½). Total cost: 10 points.
Options:
1) Strong Brainflow: Increase to Succor INT 6d6.
30 Active Points; total cost 15 points.
2) Weak Brainflow: Decrease to Succor INT 2d6. 10
Active Points; total cost 5 points.
3) Focused Brainflow: Add Concentration (½ DCV
during activation; -¼). Total cost: 9 points.
4) Tiring Brainflow: Redirecting the flow of his
blood really tires the character out. Add Increased
Endurance Cost (x 3 END; -1). Total cost: 7 points.
106 ■ Metamorphic Powers Hero System 5th Edition
FATIGUE POISON SUPPRESSION LET ME LEND YOU A HAND
Effect: Aid REC 3d6, Only To Recover END Effect: Summon up to four 80-point body parts, plus
Target/Area Affected: Self Mind Link
Duration: Instant Target/Area Affected: Special
Range: Self Duration: Instant
END Cost: 0 Range: No Range
Description: The character can cause his body to END Cost: 0
more efficiently process and eliminate fatigue poi- Description: The character can detach parts of his
sons, giving him extra energy to keep going. body — primarily his limbs and head — and send
them off to act independently. The player must
Game Information: Aid REC 3d6, Delayed
prepare a character sheet for each body part, build-
Return Rate (points fade at the rate of 5 per
ing them on up to 80 Character Points each. (If
Minute; +¼) (37 Active Points); Self Only (-
that’s not enough, increase the cost of the power as
½), Only To Recover END (-1), Cannot Use
appropriate.) The character sheets must, of course,
Aid Again Until All Gained Points Have Faded
include appropriate Disadvantages, including the
(-¼). Total cost: 13 points.
fact that a detached body part can rarely move very
fast (except, perhaps, for sudden lunges). While a
Options: body part is detached, the character can “communi-
1) Strong Suppression: Increase to Aid REC 4d6. cate” with it, and it does whatever he tells it to (pro-
50 Active Points; total cost: 18 points. vided the task is within its limited capabilities).
2) Weak Suppression: Decrease to Aid REC 2d6. 25 Game Information: Summon up to four body
Active Points; total cost 9 points. parts of up to 80 Character Points each, Slav-
ishly Loyal (+1) (52 Active Points); Charac-
HEALING ter Loses Use Of Body Part While Summon
Effect: Simplified Healing 4d6 Remains In Effect (-½) (total cost: 35 points)
Target/Area Affected: One character and Mind Link (specific group of up to four
Duration: Instant Summonees) (25 Active Points), Feedback
Range: No Range (STUN and BODY; -2) (total cost: 8 points).
END Cost: 4 Total cost: 43 points.
Description: Rather than disrupting or warping
another person’s flesh, the character can use his LIVING HAIR
powers to heal and mend. Effect: Extra Limbs plus Stretching 3”
Game Information: Simplified Healing 4d6. Target/Area Affected: Self
Total cost: 40 points. Duration: Persistent/Constant
Range: Self
Options: END Cost: 0/1
1) Strong Healing: Increase to Simplified Healing Description: The character’s hair is extremely
6d6. Total cost: 60 points. strong, and can move and lengthen at his com-
mand. He can use it as up to 10 limbs.
2) Weak Healing: Decrease to Simplified Healing
3d6. Total cost: 30 points. Game Information: Extra Limbs (up to 10) (5
Active Points); Costs Endurance (-½) (total cost:
3) Tissue Regeneration: Add Can Heal Limbs. Total
3 points) and Stretching 3” (15 Active Points);
cost: 45 points.
Limited Body Parts (Extra Limbs/hair only; -¼)
(total cost: 12 points). Total cost: 15 points.
Options:
1) A Hairy Situation: The character’s Extra Limbs make
him a skilled fighter in HTH Combat. +9 with Punch,
Disarm, and Grab. Total cost: 27 points.
107
The Ultimate Metamorph ■ Chapter Two
MINIMIZED BREATHING NEGATE TOXINS
Effect: Life Support (Extended Breathing) Effect: Life Support (Immunity: all terrestrial poisons
Target/Area Affected: Self and chemical weapons)
Duration: Persistent Target/Area Affected: Self
Range: Self Duration: Constant
END Cost: 0 Range: Self
Description: The character can slow down his END Cost: 0
metabolism and heartrate to the point where he Description: When the character is poisoned, he
doesn’t need nearly as much oxygen as normal can control his biochemistry and immune systems
humans — and he can do it without diminishing to isolate and negate the poison before it does
his ability to move and act. much (if any) harm.
In game terms, this ability is built with the Immu-
Game Information: Life Support (Extended
nity form of Life Support. However, since it’s not Per-
Breathing: 1 END per Minute). Total cost:
sistent, it doesn’t protect the character all the time; he
2 points.
can only activate it as soon as he’s been poisoned. (He
has to know he’s been poisoned, whether by seeing
MIRACULOUS HEALING it happen, being told, or feeling the effects of the
Effect: Major Transform 3d6 (remove physical disabilities) poison beginning to work; the ability doesn’t activate
Target/Area Affected: One character automatically.) Any damage taken from the poison
Duration: Instant up until the ability is activated remains; this power
Range: Touch doesn’t heal it (see the Toxin Reversal option, below).
END Cost: 4 Technically the Immunity should exist only as long
as the character maintains the power, which means
Description: The character can repair long-term
he has to leave the power activated until the poison’s
damage to another person’s body — anything from
Gradual Effect or duration runs out, but in the interest
damage to the eyes, to loss of limbs, to removing
of dramatic sense the GM should determine a reason-
scars and tattoos.
able time that it takes the character to “burn out” the
In game terms, this Transform removes Dis-
poison (typically 1 Turn to 1 Minute) and use that.
advantages with physical effects, such as Physi-
cal Limitations or Distinctive Features. The GM Game Information: Life Support (Immunity:
may also allow it to have related effects, such as all terrestrial poisons and chemical weapons)
removing some Limitations from powers when (10 Active Points); Nonpersistent (see text; -¼),
they derive from a physical malady of some sort. Cannot Be Activated Until Character Is Poi-
Obviously, this power could prove extremely soned (-¼). Total cost: 7 points.
unbalancing, so the GM should only allow it into
the game after careful consideration. If he does Options:
allow it, he may also want to forbid characters
1) Toxin Reversal: The character’s control is so fine
to take certain Disadvantages or Limitations, on
that he can neutralize the poison before it ever
the grounds that a person with this power could
affects him, and/or can reverse the poison’s initial
easily “heal” those problems.
effects. Character also buys Healing 2d6, any two
Game Information: Major Transform 3d6 Characteristics simultaneously (typically CON and
(person with physical disabilities or deformi- BODY, but it depends on how the poison’s defined;
ties to otherwise identical person without those +½) (30 Active Points); Self Only (-½) (total cost:
disabilities or deformities; heals back through 20 points).
another application of this power, Fleshwarp- 2) Perceive Poisoning: The character’s body
ing, or a like power) (45 Active Points); No instantly informs him when there’s a poison or
Range (-½). Total cost: 30 points. toxin in his bloodstream, even if the poison hasn’t
yet begun to work. Character also buys Detect Poi-
Options: sons In My Body (INT Roll +3) (no Sense Group).
1) Strong Miraculous Healing: Increase to Major Total cost: 6 points (or add Discriminatory, total
Transform 4d6 (60 Active Points). Total cost: 40 cost 11 points, if the character wants to be able to
points. identify the poison used against him).
2) Weak Miraculous Healing: Decrease to Major 3) Negate Diseases: Characters can also buy the
Transform 2d6 (30 Active Points). Total cost: 20 ability to hyper-accelerate their immune systems to
points. fight off disease, illness, and infection. Change this
power to Immunity to all terrestrial diseases and
biowarfare agents.
108 ■ Metamorphic Powers Hero System 5th Edition
BODY-
TRANSFORMING
POWERS
T
hese powers involve the character totally is in when hit, and the six surrounding hexes) to
transforming his body into some other sub- determine where the acid splashes. Add Area Of
stance or energy — air, fire, energy, water, Effect (2” Radius; +¾) to the Damage Shield as a
stone, sand, sound, you name it. In some naked Advantage, with Activation Roll 8- (-2). 8
cases the “transformation” is written up as being Active Points; total cost 3 points.
permanent, in other cases the character can switch 3) Puddle Form: The character can change forms
back and forth. between a humanoid body of acid and a puddle of
acid — useful for hiding, or ambushing opponents.
BODY OF ACID
Add Shapeshift (Sight, Touch, and Radio Groups),
Effect: Desolidification plus RKA ½d6 Damage Shield Instant Change, Costs END Only To Change Shape
Target/Area Affected: Self (+¼). Total cost: 26 points.
Duration: Persistent
Range: Self BODY OF AIR
END Cost: 0 Effect: Desolidification and Invisibility to Sight Group
Description: The character’s entire body is actually Target/Area Affected: Self
composed of acid (though he maintains a human- Duration: Constant
oid shape). Ranged attacks pass directly through Range: Self
him. Hand-to-hand attacks typically also do no END Cost: 0
damage to him, but probably harm his attacker. Description: The character can transform his body
Any hand-to-hand attacks that actually damage into air, thus allowing him to pass through any non-
the character (do BODY) are subject to an extra hermetically sealed barrier and to remain unseen.
dose of acid splashing back on them (the character
should also buy the Acidic Blood power from The Game Information: Desolidification (affected
UNTIL Superpowers Database). by air attacks and magic), Reduced Endur-
A character with a body of acid should take ance (0 END; +½) (60 Active Points); Cannot
Disadvantages to reflect the fact that his body is Pass Through Solid Objects (-½) (total cost:
made of liquid, and cannot interact safely with 40 points) and Invisibility to Sight Group, No
water. A Susceptibility would be appropriate, as Fringe, Reduced Endurance (0 END; +½) (45
might some types of Physical Limitation. Active Points); Linked (-½) (total cost: 30
points). Total cost: 70 points.
Game Information: Desolidification (affected
by Ice/Cold or Water attacks), Reduced Endur-
Options:
ance (0 END; +½), Persistent (+½) (80 Active
Points) Cannot Pass Through Solid Objects 1) Tiring Body Of Air: Remove Reduced Endurance
(-½), Always On (-½) (total cost: 40 points) plus from both powers. Active Points 40 + 30 = 70; total
RKA ½d6, Continuous (+1), Damage Shield cost 27 + 20 = 47 points.
(+½), Penetrating (+½), Personal Immunity 2) Air Form: The character exists in permanent air
(+¼), Reduced Endurance (0 END; +½), Per- form; he has no solid physical body. Add Persistent
sistent (+½), Affects Physical World (+2) (62 (+½) Inherent (+¼), and Always On (-½) to both
Active Points); Always On (-½), Linked (-¼) powers. 90 + 67 = 157 Active Points; total cost 60 +
(total cost: 35 points). Total cost: 75 points. 33 = 93 points.
3) Tiny Air Mass: While in air form, the character can
Options:
condense his gaseous body into a small mass, allow-
1) Transform Into Acid: The character can switch ing him to hide easily, fit inside small containers so
between human form and acid form. Remove Always his friends can carry him, and so forth. Add Shrinking
On from both powers. Total cost: 103 points. (.032 m tall, .0004 kg mass, -12 to PER Rolls to per-
2) Splatter Spray: When an attack hits the charac- ceive character, +12 DCV, takes +18” KB) (60 Active
ter, it causes acid to splash all around the character. Points); Linked (-½). Total cost: 40 points.
The GM should roll the Activation Roll separately
for each of the affected hexes (the one the character
110 ■ Metamorphic Powers Hero System 5th Edition
BODY OF EARTH/MUD 48 Electricity Shield: Force Field (15 PD/25 ED),
Effect: Physical Damage Reduction, Resistant, 50% plus Reduced Endurance (0 END; +½) (60 Active
Energy Damage Reduction, Resistant, 25% Points); Linked (to Electricity Form; -¼)
Target/Area Affected: Self Total cost: 140 points.
Duration: Persistent Options:
Range: Self
END Cost: 0 1) Electricity Body: While in his electric form, the
character does not suffer from ordinary human
Description: The character can transform his body weaknesses such as the need to breathe and sleep,
into earth or mud, making it difficult to harm. and he can survive in hostile environments. He still
Game Information: Physical Damage Reduc- needs to eat, but “eats” electricity instead of physical
tion, Resistant, 50% (30 Active Points); Non- food. Add Life Support: Total (except for Dimin-
persistent (-¼), Visible (-¼) (total cost: 20 ished Eating) (42 Active Points); Linked (-¼). Total
points) plus Energy Damage Reduction, Resis- cost: 34 points.
tant, 25% (15 Active Points); Nonpersistent (- 2) Permanent Electricity Form: The character is
¼), Visible (-¼) (total cost: 10 points). Total always in electric form; he has no normal physical
cost: 30 points. body. Add Reduced Endurance (0 END; +½), Per-
sistent (+½), Inherent (+¼), and Always On (-½) to
Options: his Desolidification. 90 Active Points; total cost 51
1) Oozing Mud Form: The character’s mud body points; total cost of overall ability 159 points.
is sufficiently liquescent that he can ooze through
BODY OF ENERGY
cracks, small holes, and other tiny openings. Character
also buys Desolidification (affected by earth, water, Effect: Various powers related to having a body made
ice/cold, and fire/heat attacks), Reduced Endurance (0 of energy
END; +½) (60 Active Points); Cannot Pass Through Target/Area Affected: Varies
Solid Objects (-½). Total cost: 40 points. Duration: Varies
Range: Varies
BODY OF ELECTRICITY END Cost: Varies
Effect: Desolidification (Cannot Pass Through Non- Description: The character can transform his body
Conductive Substances), RKA 1d6 Damage into pure energy, giving him a variety of powers.
Shield, Force Field (15 PD/25 ED) The character may buy as many of the powers
Target/Area Affected: Self/one character/self listed below as he wishes, possibly Linking them to
Duration: Constant a single “base” power that defines his energy form
Range: Self/Touch/Self (usually the Desolidification or the Damage Shield).
END Cost: 4/0/0 See the Energy Manipulation sections of The
Description: The character can convert his body UNTIL Superpowers Database II for other appro-
to electricity, thus allowing him to pass through priate abilities.
conductive materials. For example, he could “walk” Game Information:
right through a metal vault door, or the metal hull Cost Power
of a battleship, but not through a wooden door, a 40 Pure Energy Form: Desolidification (affected
brick wall, or the rubber padding of an asylum cell. by any form of energy)
However, the character retains the normal immu- 45 Pure Energy Form: Life Support (Total)
nity from damage conferred by Desolidification 93 Energy Sheath: Energy Blast 8d6, Continu-
even if there are no conductive materials for him to ous (+1), Damage Shield (+½), Reduced
pass through. The Cannot Pass Through Non-Con- Endurance (0 END; +½), Persistent (+½)
ductive Objects Limitation is a form of the Cannot (140 Active Points); Always On (-½)
Pass Through Solid Objects Limitation, and all the 53 Energy Shield: Force Field (15 PD/25 ED),
appropriate rules for that Limitation apply. Reduced Endurance (0 END; +½), Persistent
Being in electricity form grants the character (+½) (80 Active Points); Always On (-½)
other powers as well. First, he’s well-protected from 22 Glowing Form: The character’s form can glow
attacks that can affect him in his intangible state. brightly enough to give off light. Character also
Second, anything he touches or that touches him buys: Images to Sight Group 1” radius, +4 to
gets a nasty electric shock. PER Rolls, Reduced Endurance (0 END; +½)
Game Information: (33 Active Points); No Range (-½)
Cost Power
32 Electricity Form: Desolidification (affected
by electricity and cold attacks) (40 Active
Points); Cannot Pass Through Non-Conduc-
tive Substances (-¼)
60 Electricity Sheath: RKA 1d6, Affects Physical
World (+2), Continuous (+1), Damage Shield
(+½), Reduced Endurance (0 END; +½) (75
Active Points); Linked (to Electricity Form; -¼)
111
The Ultimate Metamorph ■ Chapter Two
BODY OF FIRE needs to eat, but “eats” pure light instead of physical
Effect: Various powers related to having a body made food. Add Life Support: Total (except for Dimin-
of fire ished Eating) (42 Active Points); Linked (-¼). Total
Target/Area Affected: Varies cost: 34 points.
Duration: Varies 3) Permanent Lightform: The character is always
Range: Varies in light form; he has no normal physical body. Add
END Cost: Varies Reduced Endurance (0 END; +½), Persistent (+½),
Description: The character has the power to transform Inherent (+¼), and Always On (-½). 90 Active
his body into living flame, or to cause his body to Points; total cost 51 points.
burst into flame without hurting himself. This gives
BODY OF METAL
him a wide variety of powers. The character may
buy as many of the powers listed below as he wishes, Effect: Density Increase plus Armor (18 PD/18 ED)
possibly Linking them to a single “base” power that Target/Area Affected: Self
defines his fire form (usually the Flight or the Damage Duration: Persistent
Shield). See the Fire And Heat Powers sections of The Range: Self
UNTIL Superpowers Database and Database II for END Cost: 0
other appropriate abilities. Description: The character can transform his body
Game Information: into solid metal, giving him great resistance to
Cost Power injury, higher Strength, and the like. However, it
40 Fiery Flight: Flight 20” also makes him weigh 1,600 kilograms.
40 Fire Blast: Energy Blast 8d6 Game Information:
40 Fire Immunity: Energy Damage Reduction, Cost Power
Resistant, 75%; Only Works Against Fire (-½) 40 Density Increase (1,600 kg mass, +20 STR,
40 Fire Shield: Force Field (18 PD/22 ED) +4 PD/ED, -4 KB), Reduced Endurance (0
41 Flame Aura: HKA 1½d6, Continuous (+1), END; +½), Persistent (+½)
Damage Shield (+½); No STR Bonus (-½) 43 Armor (18 PD/18 ED); Linked (to Density
Increase; -¼), Visible (-¼)
BODY OF LIGHT Total cost: 83 points.
Effect: Desolidification, Only Through Non-Opaque
Objects Options:
Target/Area Affected: Self 1) Body Of Metal Variant I: Substitute, or add, Physi-
Duration: Constant cal and Energy Damage Reduction, Resistant, 75%.
Range: Self Total cost: 120 points.
END Cost: 4 2) Body Of Metal Variant II: Remove the Advantages
Description: The character can transform his body from Density Increase. Total cost: 63 points.
into light, thus allowing him to pass through solid
objects that aren’t opaque (like glass or plexiglass) as BODY OF MIST
well as through tiny spaces of air (such as through a Effect: Various powers related to having a body made
pipe or between the bars of a jail cell). However, the of mist
character retains the normal immunity from damage Target/Area Affected: Varies
conferred by Desolidification even if there are no Duration: Varies
translucent or transparent materials for him to pass Range: Varies
through. The Only Through Non-Opaque Objects END Cost: Varies
Limitation is a form of the Cannot Pass Through Solid
Description: The character can transform his body
Objects Limitation, and all the appropriate rules for
into mist, smoke, fog, or the like. The character
that Limitation apply.
may buy as many of the powers listed below as he
In addition to this basic power, a character
wishes, possibly Linking them to a single “base”
who can change into light-form should have several
power that defines his mist form (usually the Deso-
other powers described in this section — Light-
lidification or the Damage Reduction).
speed Travel, at a minimum.
Game Information:
Game Information: Desolidification (affected
Cost Power
by light or darkness attacks) (40 Active Points);
27 Mist Form: Desolidification (affected by air
Only Through Non-Opaque Objects (-¼). Total
or cold powers) (40 Active Points); Cannot
cost: 32 points.
Pass Through Solid Objects (-½)
90 Nearly Intangible: Physical Damage Reduc-
Options: tion, Resistant, 75% plus Physical Damage
1) Easy Lightform: Add Reduced Endurance (0 Reduction, Resistant, 50%
END; +½). 60 Active Points; total cost 48 points. 45 Mist Form: Life Support (Total)
2) Safe Lightform: While in his light form, the
character does not suffer from ordinary human
weaknesses such as the need to breathe and sleep,
and he can survive in hostile environments. He still
112 ■ Metamorphic Powers Hero System 5th Edition
Options:
1) Larger Material Mimicry Pool: Increase to 100 base
+ 50 control cost. Total cost: 100 + 33 = 133 points.
2) Smaller Material Mimicry Pool: Decrease to 60 base
+ 30 control cost. Total cost: 60 + 20 = 80 points.
3) Easy Material Mimicry: Add Powers Can Be
Changed As A Zero-Phase Action (+1), No Skill
Roll Required (+1). 80 + 80 = 160 points.
4) Energy Mimicry: The character can also copy the
properties of energy forms, such as fire or electric-
ity, by touching them (though the initial touch may
inflict some damage on the character). Change to
Only For Powers Representing The Properties Of
Substances Or Energy Character Touches (-¼).
Total cost: 80 + 32 = 112 points.
116 ■ Metamorphic Powers Hero System 5th Edition
DENSITY INCREASE
POWERS
T
hese powers represent a character’s ability to 6) Density Field Control: The character can also
increase his density (Density Increase) and the make another character heavier than normal. Add
related powers that ability may give him. Some Usable Simultaneously (+½). Total cost: 60 points.
characters with these powers can also lower
their density, even to the point of intangibility; see AUGMENTED STRENGTH
Intangibility Powers, page 133, for such abilities. Effect: +20 STR
Target/Area Affected: Self
Duration: Constant
BASIC AND Range: Self
OFFENSIVE POWERS END Cost: 2
Description: Characters who can increase their
density become stronger when they do so, but
DENSITY ENHANCEMENT
a character with this power becomes especially
Effect: Density Increase strong. He gains extra STR in addition to what he
Target/Area Affected: Self gains from Density Increase. The gain is propor-
Duration: Constant tional — the more dense he becomes, the stronger
Range: Self he becomes. For example, if he has the basic Den-
END Cost: 4 sity Enhancement power listed above, for every 10
Description: The character can augment his natural points’ worth of Density Increase he uses, he gains
density, becoming as much as 250 times as heavy +5 additional STR.
as a normal adult human. As he becomes denser, Game Information: +20 STR (20 Active Points);
he becomes stronger, tougher, and harder to knock Linked (to DI; -½). Total cost: 13 points.
back... but also more likely to crash through floors
and cause other problems because of his weight.
Options:
Game Information: Density Increase (25,000 kg 1) Really Augmented Strength I: Increase to +40
mass, +40 STR, +8 PD/ED, -8” KB). Total cost: STR. 40 Active Points; total cost 27 points.
40 points.
2) Really Augmented Strength II: Increase to +60
Options: STR. 60 Active Points; total cost 40 points.
1) Greater Density: Increase to Density Increase 3) Weaker Augmented Strength: Decrease to +10
(400,000 kg mass, +60 STR, +12 PD/ED, -12” KB). STR. 10 Active Points; total cost 7 points.
Total cost: 60 points. CRUSH YOU!
2) Lower Density: Decrease to Density Increase Effect: Energy Blast 14d6, Damage Shield, Only To
(6,400 kg mass, +30 STR, +6 PD/ED, -6” KB). Total Inflict Crushing Damage
cost: 30 points. Target/Area Affected: One character
3) Easy Density Enhancement: Increasing his den- Duration: Constant
sity places less of a strain on the character’s system. Range: No Range
Add Costs Endurance Only To Activate (+¼). Total END Cost: 0
cost: 50 points. Description: When he’s heavier than normal, the
4) Difficult Density Enhancement: The character character can inflict crushing damage on someone
has a hard time maintaining his super-dense form; by standing or lying on top of him, and can still
doing so places significant strain on his metabo- do other things at the same time (like punch the
lism. Add Increased Endurance Cost (x2 END; -½). victim, or fire an Energy Blast at someone else).
40 Active Points; total cost 27 points. The damage inflicted depends on how heavy the
5) High Density: The character cannot alter his character is (see Crushing Damage, page 18); as
density; he always weighs 25,000 kilograms. While purchased, the power covers up to 60 points’ worth
this grants him superhuman powers, it also poses of Density Increase (400,000 kg mass).
some significant day-to-day hardships on him. Sub- Game Information: Energy Blast 14d6, Damage
stitute +40 STR, +8 ED, and Knockback Resistance Shield (+½), Continuous (+1), Reduced Endur-
-8”; total cost: 64 points. Character must also take ance (0 END; +½) (210 Active Points); Only To
a Physical Limitation representing his vast weight Inflict Crushing Damage (see text; -1½). Total
(All The Time, Greatly Impairing; 20 points). cost: 84 points.
117
The Ultimate Metamorph ■ Chapter Two
Effect: HA +8d6
SUPER-DENSE FISTS
DEFENSIVE POWERS
Target/Area Affected: One character
Duration: Instant AUGMENTED DEFENSES
Range: Touch Effect: Armor (8 PD/8 ED)
END Cost: 4 Target/Area Affected: Self
Description: The character can selectively increase Duration: Constant
the density of his hands, making them much harder Range: Self
— and thus much harder-hitting. Since HA dice, END Cost: 0
on top of the STR gained from Density Increase, Description: Characters who can increase their
may have an unbalancing effect on the game, you density always become tougher when they do
should get the GM’s permission before purchasing so, but a character with this power becomes par-
this power. ticularly difficult to hurt. He gains extra defense
This write-up assumes the character has the (bought as Armor) in addition to the PD and ED
Density Enhancement power described above. He he gains from Density Increase. The gain is propor-
gains HA +2d6 for every 10 points of DI he activates. tional — the more dense he becomes, the tougher
he becomes. For example, if he has the basic Den-
Game Information: HA +8d6 (40 Active Points);
sity Enhancement power listed above, for every 10
Hand-To-Hand Attack (-½), Linked (to DI;
points’ worth of Density Increase he uses, he gains
-½). Total cost: 20 points.
2 PD/2 ED worth of Armor.
Options: Game Information: Armor (8 PD/8 ED) (24
1) Ultra-Dense Fists: Increase to HA +12d6, reduce Active Points); Linked (to DI; -½). Total cost:
Linked to (-¼). 60 Active Points; total cost 34 points. 16 points.
DUPLICATION
POWERS
T
hese powers represent abilities that a char- 7) Unified Duplicate: The character and his Dupli-
acter might have because of his ability to cate have a special psychic link and work marvel-
create duplicates of himself. For most such ously well together as a team. Character also buys
characters Duplication alone is enough to Mind Link (with Duplicate), Psychic Bond (total
define their power, but some develop other ways to cost: 10 points) and Teamwork (DEX +2 roll) (total
use their duplicativeness. cost: 7 points): Total cost: 17 points.
8) The Legion Effect: The character can create a lot
BASIC POWER of selves, and they’re all specially linked. Not only
can they communicate psionically, but any damage
one of them takes, they all take — it’s almost as
DUPLICATION if they were cells in a single body. The character
Effect: Duplication (create one 350-point Duplicate) buys Army Of Duplicates II with Feedback (-1)
Target/Area Affected: Self (total cost: 60 points) and Mind Link (with any
Duration: Persistent 1,000 Duplicates at once) (total cost: 60 points)
Range: Self and Teamwork (DEX +2 roll) (total cost: 7 points).
END Cost: 0 Total cost: 60 + 60 + 7 = 127 points.
Description: The character can create an identical 9) Tiny Army: Rather than creating true “duplicates”
duplicate of himself. They look the same, and have of himself, the character can “subdivide” himself
the same powers. However, they don’t have any spe- into 125 three inch-tall persons who look exactly
cial “psychic link,” and the duplicate isn’t obliged to like himself, but are smaller. Their abilities are simi-
do what the original character tells him to. lar to his, but weaker, and they have additional abil-
ities (like DCV Combat Skill Levels) to represent
Game Information: Duplication (create one their small size. Character buys Duplication (create
350-point Duplicate). Total cost: 70 points. 125 200-point Duplicates). Total cost: 75 points.
10) Uncontrolled Duplication: The character’s Dupli-
Options:
cates appear, one at a time, whenever he experi-
1) Quaduplicates: The character can create up to ences a particular phenomenon outside his control
four Duplicates, for a total of five “selves.” Total cost: (such as suffering a physical impact, exposure to
80 points. an intense magnetic field, or getting hit with sonic
2) Army Of Duplicates I: The character can create up energy). You could also use this for monsters that
to 125 Duplicates, for a total of 126 “selves.” Total subdivide into two slightly less powerful versions
cost: 105 points. when cut in two. Character buys Army Of Dupli-
cates I with Trigger (defined condition, activating
3) Army Of Duplicates II: The character can prac- Trigger takes no time, Trigger resets automatically;
tically create his own brigade. Increase to 1,000 +1) and No Conscious Control (-2). 210 Active
Duplicates, for a total of 1,001 “selves.” Total cost: Points; total cost 70 points.
120 points.
4) Join Up!: The character’s Duplicate can easily
“merge” back into his body. Add Easy Recombina-
tion (Zero Phase Action at full DCV). Total cost:
80 points.
5) Tiring Duplication I: Duplicating strains the char-
acter’s body. Add Costs Endurance (to activate; -¼).
70 Active Points; total cost 56 points.
6) Tiring Duplication II: As Tiring Duplication I,
but the character must pay END to maintain the
Duplication. If he ever runs out of END, the Dupli-
cate collapses and cannot revive until it rejoins
the original character and is re-created. Add Costs
Endurance (throughout; -½). 70 Active Points; total
cost 47 points.
120 ■ Metamorphic Powers Hero System 5th Edition
Options:
1) Strong Bringing: Increase to Teleportation 15”.
67 Active Points; total cost 33 points.
2) Weak Bringing: Decrease to Teleportation 5”. 22
Active Points; total cost 11 points.
121
The Ultimate Metamorph ■ Chapter Two
MISCELLANEOUS POWERS those parts grow into animals that obey his orders.
Budding off an animal takes 1 Minute, and because
he’s sacrificing part of his flesh the character loses
BARRIER BYPASS 2 BODY (and possibly suffers other effects, such as
Effect: Desolidification, Must Be Able To Fit A Body Part the loss of an arm used to create a creature). The
Through reduction in BODY affects how easy it is for a char-
Target/Area Affected: Self acter to die, be Transformed, or suffer other effects
Duration: Instant based on negative BODY. For example, if a char-
Range: Self acter creates two animals (reducing his normal 10
END Cost: 4 BODY to 6 BODY), then if he’s injured and reaches
-6 BODY, he dies. To regain the lost BODY, the
Description: The character can use his duplicative character “dispels” a Summoned creature by touch-
powers to get past some types of barriers, such as ing it and absorbing it back into his form.
jail cell doors. If he can fit any part of his body (typi-
cally a hand or foot) through the barrier, he does so, Game Information: Summon up to four ani-
duplicates on the other side, then recombines with the mals built on up to 300 Character Points each,
duplicate. The end result is almost as if he’d become Expanded Class (animals; +½), Slavishly
intangible and walked through the barrier. Devoted (+1) (175 Active Points); Extra Time
(1 Minute; -1½), Side Effect (character loses 2
Game Information: Desolidification (affected BODY per animal Summoned, and may suffer
by any attack) (40 Active Points); Cannot Pass other effects [see text], always occurs; -½). Total
Through Solid Objects (-½), Does Not Protect cost: 58 points.
Against Damage (-1), Instant (-½), Must Be
Able To Fit A Body Part Through The Barrier Options:
(-½). Total cost: 11 points.
1) Greater Budding: Increase Expanded Class to
any type of living being (+1). 210 Active Points;
BUDDING total cost 70 points.
Effect: Summon Animals, Side Effect (-2 BODY per
2) Swift Budding: Decrease Extra Time to 1 Turn
animal Summoned)
(-1¼). Total cost: 64 points.
Target/Area Affected: N/A
Duration: Instant 3) Regenerative Budding: The character almost
Range: No Range instantly regenerates the body part “sacrificed” to
END Cost: 17 Summon the animal. Remove Side Effect (-½).
Total cost: 70 points.
Description: The character has the ability to detach
his arms, legs, or other parts of himself and have
123
The Ultimate Metamorph ■ Chapter Two
DUPLICATIVE BENEFICENCE Options:
Effect: Variable Power Pool (Beneficial Power Matching 1) Strong Power: Increase to 500-point Duplicates.
Pool) 300 + 30 = 330 Active Points; total cost 100 + 8 =
Target/Area Affected: Varies 108 points.
Duration: Varies
2) Weak Power: Decrease to 200-point Dupli-
Range: Varies
cates. 180 + 30 = 210 Active Points; total cost 60
END Cost: Varies
+ 8 = 68 points.
Description: This power is sort of the opposite of
the Feedback Limitation, which makes damage DUPLICATIVE SCHOLARSHIP
suffered by one Duplicate apply to all. This power Effect: Cramming + KS: Everything (INT Roll +35)
allows positive effects, such as Aid and Healing, that Target/Area Affected: Self
apply to one Duplicate to affect all of them at once. Duration: Persistent
Usually the character simulates this by using the Range: Self
VPP to create the same power with a Selective Area END Cost: 0
Of Effect large enough to reach all of his Duplicates
Description: When he doesn’t need them for some-
(with the GM automatically allowing the effect roll
thing else, the character sends his Duplicates out
to match that of the original power).
to study anything and everything, and when they
Game Information: Variable Power Pool (Benefi- recombine with him they all have the knowledge.
cial Power Matching Pool), 90 base + 45 control (But of course, with so general a KS as “Everything,”
cost, Cosmic (+2), Trigger (when character or any they suffer severe penalties to the Skill Roll most of
Duplicate is affected by a beneficial power such as the time.) In a pinch, he and several Duplicates can
Aid or Healing, activating takes no time, Trigger all study the same subject at the same time so they
resets automatically; +1); No Conscious Control quickly have a grasp of it.
(-2), Can Only Duplicate Beneficial Powers Used
Game Information:
On Character Or Duplicates (-1). Total cost: 90 +
Cost Power
45 = 135 points.
5 Cramming
38 KS: Everything (INT Roll +35)
Options:
Total cost: 43 points
1) Strong Beneficence: Increase to 120 base + 60
control cost. Total cost: 120 + 60 = 180 points. RECOMBINATION RESURRECTION
2) Weak Beneficence: Decrease to 60 base + 30 Effect: Healing BODY 8d6 Resurrection, Trigger (upon
control cost. Total cost: 60 + 30 = 90 points. recombination), Duplicates Only
Target/Area Affected: One or more Duplicates
DUPLICATIVE REGENERATION Duration: Instant
Effect: Duplication Triggered by the loss of a limb plus Range: No Range
Regeneration END Cost: 20
Target/Area Affected: Self Description: When the character recombines with
Duration: Persistent his Duplicates, any that died while in existence are
Range: Self automatically brought back to life. In effect this
END Cost: 0 makes his Duplicates expendable cannon fodder;
Description: When the character loses a limb (or the only way he can permanently lose one is for
suffers a similar sort of injury), his regenerative its physical form to be disintegrated or otherwise
powers are so strong that not only does he heal the entirely destroyed.
wound he suffered, but the lopped-off body part Game Information: Healing BODY 8d6 Res-
grows into a duplicate of him! urrection (can stop Resurrection by totally or
Game Information: Duplication (create 1,000 significantly destroying the Duplicate’s body),
350-point Duplicates), Trigger (when character Trigger (when Duplicate recombines with
loses a limb or other significant part of his body, character, Trigger activates automatically, Trig-
activating takes no time, Trigger resets automati- ger automatically immediately resets; +1) (200
cally; +1) (240 Active Points); Cannot Recombine Active Points); Only Works On Duplicates (-1).
(-0), No Conscious Control (-2) (total cost: 80 Total cost: 100 points.
points) plus Healing 1d6 (Regeneration; 1 BODY
per Turn), Can Heal Limbs, Reduced Endurance
(0 END; +½), Persistent (+½) (30 Active Points);
Extra Time (1 Turn; -1¼), Only To Heal Injuries
That Trigger Duplication (-1), Self Only (-½)
(total cost: 8 points). Total cost: 88 points.
124 ■ Metamorphic Powers Hero System 5th Edition
HYPER-
CHARACTERISTICS
T HYPER-CONSTITUTION
he Strength And Toughness Powers category
in The UNTIL Superpowers Database rep-
resents characters with far more powerful
STR (and CON, PD, and ED) than normal
POWERS
— Hyper-Strength Powers, if you will. Similarly,
at least some of the Speedster Powers can in some IMMUNITY
respects be regarded as Hyper-Dexterity and - Effect: Life Support (Immunity to all terrestrial dis-
Speed Powers. eases, poisons, and biological and chemi-
Hyper-Characteristics Powers represent cal warfare agents)
superpowers that derive from having superhu- Target/Area Affected: Self
manly powerful versions of some of the other Duration: Persistent
HERO System Characteristics — in the case of Range: Self
metamorphs, DEX, BODY, and COM. In addi- END Cost: 0
tion to the two categories mentioned above, you Description: The character’s metabolism is so super-
can find other powers that could have the special humanly strong and efficient that he shrugs off the
effect of “Hyper-Characteristics” in such catego- effects of poisons, drugs, chemicals, and the like.
ries as Body Control Powers.
Some Hyper-Characteristic Powers involve Game Information: Life Support (Immunity to all
Required Skill Rolls. It’s assumed that a character terrestrial diseases, poisons, and biological and
with Hyper-Characteristic Powers has at least a 25, chemical warfare agents). Total cost: 20 points.
if not higher, value in the Characteristic in question.
Options:
Options:
1) Truly Ugly: Increase to +40 PRE. 40 Active
Points; total cost 20 points.
2) Slightly Less Ugly: Decrease to +20 PRE. 20
Active Points; total cost 10 points.
3) Adopt Terrifying Visage: Fortunately for the char-
acter, he’s not ugly all the time... he just has the abil-
ity to make himself terrifyingly ugly when he needs
to be. Add Costs Endurance (to activate; -¼). Total
cost: 13 points.
127
The Ultimate Metamorph ■ Chapter Two
UGLY ENOUGH TO STOP A BUS VOICE OF BEAUTY
Effect: Drain CON 2d6, Always On Effect: Mind Control 8d6, Telepathic, Set Effect (stand
Target/Area Affected: 18” Cone quietly and listen to me talk)
Duration: Persistent Target/Area Affected: 6” Radius
Range: No Range Duration: Constant
END Cost: 0 Range: No Range
Description: The character is so revoltingly ugly END Cost: 0
that anyone who sees his face becomes nauseous. Description: The character’s voice is so beautiful
Anyone within 18” in a 60-degree cone in front that it puts nightingales to shame. When he puts
of him is assumed to be able to see his face, but his mind to it, he speaks so beautifully that most
of course people who are blind(ed), who rely on people who hear him (within 6”) can’t do anything
senses other than Sight, and the like are immune to but stand quietly and listen to him talk. They won’t
the effect. necessarily even remember his words or follow the
course of his logic — all they want to do is hear the
Game Information: Drain CON 2d6, Area Of
beautiful sounds pouring from his mouth.
Effect (18” Cone; +1¼), Reduced Endurance
Characters with this power usually buy the
(0 END; +½), Persistent (+½) (65 Active
Perfect Pitch Talent as well.
Points); Always On (-½), Only Works On
People Who Can See Character’s Face (-½). Game Information: Mind Control 8d6, Tele-
Total cost: 32 points. pathic (+¼), Area Of Effect (6” Radius; +1),
Continuous (+1), Reduced Endurance (0
Options: END; +½) (150 Active Points); Incantations
(throughout; -½), No Range (-½), Set Effect
1) Even Uglier: Increase to Drain CON 3d6. 97
(stand quietly and listen to me talk; -1). Total
Active Points; total cost 48 points.
cost: 50 points.
2) Not Quite As Ugly: Decrease to Drain CON 1d6.
32 Active Points; total cost 16 points. Options:
1) Strong Voice: Increase to Mind Control 10d6.
187 Active Points; total cost 62 points.
2) Weak Voice: Decrease to Mind Control 6d6. 112
Active Points; total cost 37 points.
Options:
1) What A Knockout!: Increase to Energy Blast 6d6.
60 Active Points; total cost 30 points.
2) She’s Not All That: Decrease to Energy Blast 2d6.
20 Active Points; total cost 10 points.
128 ■ Metamorphic Powers Hero System 5th Edition
HYPERSENSES
H
ypersenses reflect a character’s ability ANTICIPATION
to perceive the world with much greater Effect: Lightning Reflexes (+10 to act first with All
efficiency or accuracy than the aver- Attacks)
age person. In some cases this reflects Target/Area Affected: Self
enhancements of his normal five senses; in Duration: Persistent
others, it means he has senses ordinary people do Range: Self
not possess. END Cost: 0
Given the flexibility and scope of the Detect
Power, this category could contain an almost endless Description: The character’s senses are so acute
list of unusual and enhanced forms of perception — that he can perceive what’s about to happen and
far, far too many to even attempt to list here. Instead, respond to it more quickly than others.
this category covers some common sensory abilities Game Information: Lightning Reflexes: +10 to
for superhuman characters. You should also look at act first with All Attacks (15 Active Points);
the “Sensory Powers” sections of the other power cat- Requires A PER Roll (assumes PER Roll of 12-
egories in this book for other ideas. or 13-; -¾). Total cost: 9 points.
INTANGIBILITY
POWERS
T
hese powers represent a character’s abil- DISRUPT ELECTRONICS
ity to decrease his density, typically to the Effect: Dispel Electronic Device 14d6
point of intangibility (Desolidification) and Target/Area Affected: One device
the related powers that ability may give Duration: Instant
him. Some characters with these powers can also Range: Touch
increase their density; see Density Powers, page 116, END Cost: 5
for such abilities.
Description: When intangible, the character can
pass his hand through an electronic device and dis-
BASIC AND rupt it. It shuts down, requiring repair or re-activa-
tion before it will work again.
OFFENSIVE POWERS Game Information: Dispel Electronic Device
14d6, any Electronic Device power one at a time
INTANGIBILITY (+¼), Affects Physical World (+2) (136 Active
Effect: Desolidification Points); No Range (-½), Linked (to Desolidifi-
Target/Area Affected: Self cation; -¼). Total cost: 78 points.
Duration: Constant
Range: Self Options:
END Cost: 4 1) Strong Disruption: Increase to Dispel 20d6. 195
Description: The character can decrease his mass Active Points; total cost 111 points.
to the point where he becomes intangible. While 2) Weak Disruption: Decrease to Dispel 8d6. 78
incorporeal, he can walk through walls, ignore most Active Points; total cost 45 points.
attacks (except those based on force, gravity, or
magnetism), and so forth. 3) Broad-Band Disruption I: The character’s touch is
powerful enough to shut off multiple device func-
Game Information: Desolidification (affected tions at once. Change to any four Electronic Device
by force, gravitic, or magnetic attacks). Total powers simultaneously (+1). 168 Active Points;
cost: 40 points. total cost 96 points.
4) Broad-Band Disruption II: The character’s touch
Options:
affects every single power in an electronic device.
1) Easy Intangibility: The character only experi- Change to all Electronic Device powers simultane-
ences the strain of being intangible when he first ously (+2). 210 Active Points; total cost 120 points.
activates the power. Add Costs Endurance Only To
5) Selective Disruption Touch: The character doesn’t
Activate (+¼). Total cost: 50 points.
have to be intangible to use this power; he can
2) Stressful Intangibility: The character finds it dif- make his hand and arm intangible and use it, while
ficult and tiring to maintain his Desolidified form. leaving the rest of his body solid. Remove Linked
Add Increased Endurance Cost (x2 END; -½). 40 (-¼). Total cost: 91 points.
Active Points; total cost 27 points.
3) Wraithform: The character is always intan-
gible, as if he were a ghost. Add Reduced Endur-
ance (0 END; +½), Persistent (+½), Inherent
(+¼), and Always On (-½). 90 Active Points; total
cost 60 points.
134 ■ Metamorphic Powers Hero System 5th Edition
INTANGIBILITY BLESSING 5) Intangible Touch Variant: Substitute Drain STUN
Effect: Affects Desolidified for up to a 60-point attack 3d6, and remove NND (+1) and No Range (-½). 90
Target/Area Affected: One character Active Points; total cost 72 points.
Duration: Constant 6) Selective Intangibility Strike: The character
Range: Touch doesn’t have to be Desolidified to use the power; he
END Cost: 4 can selectively decrease the density of his hand and
Description: The character can render a weapon, use it to attack while keeping the rest of his body
person, or attack slightly “out of phase” with reality, solid. Remove Linked (-¼). 80 Active Points; total
sufficient to allow that weapon, person, or character cost 53 points.
to affect intangible objects and characters. 7) Two-Fisted Touch: The character can plunge
Game Information: Affects Desolidified for up both of his incorporeal hands into the victim’s
to a 60-point attack, Usable By Other (+¼). body, causing even greater pain. Add Autofire (2
Total cost: 37 points. shots; +1¼). 105 Active Points; total cost 60 points.
THIEF’S TOUCH
Options:
Effect: Teleportation 1”, Usable As Attack
1) Strong Blessing: Increase to Affects Desolidified Target/Area Affected: One object
for up to 90-point powers. Total cost: 56 points. Duration: Instant
2) Multiple Blessings: The character and one other Range: Touch
person can benefit from this power at once. Change END Cost: 1
to Usable Simultaneously (+½). Total cost: 45 Description: The character can render his arm
points. and hand intangible, reach through a vault door
3) Ranged Blessing: The character can grant this or locked cabinet, touch an item, render that item
power to another character at range. Add Ranged intangible as well, and pull it through the door or
(+½). Total cost: 52 points. wall, resolidifying his hand and it after he’s done.
In game terms, this is a special effect of Tele-
INTANGIBLE TOUCH portation 1” — the character can only “teleport”
Effect: EB 4d6, NND, Affects Physical World to himself objects he can grab (and which must,
Target/Area Affected: One character regardless of size, weigh no more than 100 kg).
Duration: Instant Unless the character has some way to perceive the
Range: Touch target, he suffers the usual penalties for lack of a
END Cost: 8 Targeting Sense in combat.
Description: While intangible, the character can Game Information: Teleportation 1”, Usable
plunge one of his hands into another character’s As Attack (defense is Desolidification, Density
body (typically the chest or the head), thus dis- Increase, gravity powers, or Power Defense;
rupting the metabolic processes and causing +1), Reduced Endurance (0 END; +½), Affects
intense pain. Physical World (+2) (9 Active Points); Only
Works On Handheld Objects (-½), Linked (to
Game Information: Energy Blast 4d6, NND Desolidification; -½). Total cost: 4 points.
(defense is PD Force Field; +1), Affects Physi-
cal World (+2) (80 Active Points); No Range
Options:
(-½), Linked (to Desolidification; -¼). Total
cost: 46 points. 1) Thief’s Touch Variant: The character need not be
incorporeal to use this ability; he can selectively
Options: render his arm and hand intangible while the rest
of his body remains solid. Remove Affects Physical
1) Stronger Touch: Increase to Energy Blast 6d6. World (+2) and Linked (-½). 5 Active Points; total
120 Active Points; total cost 69 points. cost 2 points.
2) Weaker Touch: Decrease to Energy Blast 3d6. 60 2) Tiring Thief’s Touch: This version works like
Active Points; total cost 34 points. the normal Thief ’s Touch, but instead of being
3) Feel The Pain: As long as the character keeps easy, it requires considerable energy. Remove
his incorporeal hand inside the victim’s body, the Reduced Endurance (+½) and add Increased
victim continues to feel pain. Decrease to Energy Endurance Cost (x10 END; -4). 8 Active Points;
Blast 3d6 and add Continuous (+1). 75 Active total cost 1 point.
Points; total cost 43 points.
4) The Intangible Agony Effect: The character
doesn’t even have to deliberately try to hurt people;
instead, any time someone passes through him,
or he through them, the other person suffers pain.
Decrease to Energy Blast 3d6, add Damage Shield
(+½) and Continuous (+1), and remove No Range
(-½). 82 Active Points; total cost 66 points.
135
The Ultimate Metamorph ■ Chapter Two
LIGHT WALKER
Effect: Gliding 6”, Ground Gliding
Target/Area Affected: Self
Duration: Constant
Range: Self
END Cost: 1
Description: The character lowers his density to the
point where he doesn’t leave tracks when he walks,
can walk on fragile surfaces such as snow, and won’t
trigger nightingale floors or other traps activated by
the weight of someone stepping on them.
Game Information: Gliding 6” (6 Active Points);
Costs Endurance (-½), Ground Gliding (-¼).
Total cost: 3 points.
Options:
1) Faster Light Walking: Increase to Gliding 9”. 9
Active Points; total cost 5 points.
2) Slower Light Walking: Decrease to Gliding 3”. 3
Active Points; total cost 2 points.
3) Really Light Walking: The character weighs so
little he can even walk on water. Change to Flight 6”
(12 Active Points); Only In Contact With Horizon-
tal Surface (-¼). Total cost: 10 points.
137
The Ultimate Metamorph ■ Chapter Two
SHAPE
ALTERATION
S
hape Alteration Powers represent a char- change into up to eight forms. Total cost: 75 points.
acter’s ability to change his own form and 2) Multiple Forms II: As Multiple Forms I, but
shape. The change may only affect part of increase to up to 250 forms. Total cost: 100 points.
his body (allowing him to grow claws, or
enhance the muscles in his legs), or it may involve 3) Swift Change: The character can assume his
a complete change of form. This category does not alternate form quickly and easily. Add Instant
include the ability to alter other characters’ shape; Change. Total cost: 65 points.
for that sort of ability, see the Matter Manipula- 4) Tiring Change: Changing forms places some
tion Powers section of The UNTIL Superpowers strain on the character’s system. Add Costs Endur-
Database. You might also want to look at Animal ance (to change forms; -½). Total cost: 40 points.
Powers, Body Control Powers, and Size Alteration
5) Lengthy Change: It takes the character a long
Powers; many of those abilities could be re-defined
time to change forms. Add Extra Time:
as “changing shape or form.”
The two basic Powers for this category Full Phase to activate (-¼). Total cost: 48 points.
are Multiform and Shape Shift. You should use Extra Phase to activate (-½). Total cost: 40
Multiform when a change substantially alters a points.
character’s abilities; examples include a metamorph
1 Turn to activate (-¾). Total cost: 34 points.
who can transform himself into various animal
shapes, or a character with a malleable body who 1 Minute to activate (-¾). Total cost: 34 points.
can change into an airplane or similar objects. 6) Focused Change: The character has to concen-
You should use Shape Shift when the changes the trate on what he’s doing to change forms. Add Con-
character can make in his body are more “cosmetic” centration (½ DCV; -¼). Total cost: 48 points (or
— when they don’t change his powers or abilities, 40 points for 0 DCV; -½).
but just the way others perceive him. See the Basic
Powers, below, for examples. 7) Restricted Change: The character’s change is
tiring, takes a long time, and requires his concen-
tration. Add Costs Endurance (to change forms;
BASIC POWERS -½), Extra Time (Full Phase to activate; -¼), and
Concentration (½ DCV; -¼). Total cost: 30 points.
3) Multiple Shapes III: The character can assume Multiple Senses (all but Mental): The character’s
any shape, but the change still only applies to Sight shape(s) change as to all Sense Groups except the
Group senses. Increase to Shape Shift (Sight Group, Mental Sense Group (for that, see Psychomorph,
any form). Total cost: 30 points. page 145).
Multiple Senses (Sight, Hearing, Touch): The 8) Multiple Senses V: The character’s ability to
character’s shape(s) change as to these three change shape affects all senses except Mental
Sense Groups. Senses. Increase to Shape Shift (Sight, Hearing,
Radio, Smell/Taste, and Touch Groups, one form).
4) Multiple Senses I: The character’s ability to Total cost: 22 points.
change shape affects not only how people see him,
but how he sounds and feels. Increase to Shape 9) Multiple Senses VI: The character can can
Shift (Sight, Hearing, and Touch Groups, one form). assume any one of four predefined forms, and this
Total cost: 16 points. change affects all senses except Mental Senses.
Increase to Shape Shift (Sight, Hearing, Radio,
5) Multiple Senses II: The character can can assume Smell/Taste, and Touch Groups, four predefined
any one of four predefined forms, and this change forms). Total cost: 27 points.
affects how he looks, sounds, and feels. Increase
to Shape Shift (Sight, Hearing, and Touch Groups, 10) Multiple Senses VII: The character can can
four predefined forms). Total cost: 21 points. assume any form within a predefined limited group
(such as “humanoids,” “animals,” or “furniture”), and
6) Multiple Senses III: The character can can this change affects all senses except Mental Senses.
assume any form within a predefined limited Increase to Shape Shift (Sight, Hearing, Radio,
group (such as “humanoids,” “animals,” or “fur- Smell/Taste, and Touch Groups, Limited Group of
niture”), and this change affects how he looks, forms). Total cost: 32 points.
sounds, and feels. Increase to Shape Shift (Sight,
Hearing, and Touch Groups, Limited Group of 11) Multiple Senses VIII: The character can can
forms). Total cost: 26 points. assume any form, and this change affects all senses
except Mental Senses. Increase to Shape Shift
7) Multiple Senses IV: The character can can (Sight, Hearing, Radio, Smell/Taste, and Touch
assume any form, and this change affects how he Groups, any form). Total cost: 42 points.
looks, sounds, and feels. Increase to Shape Shift
(Sight, Hearing, and Touch Groups, any form). Linked Abilities
Total cost: 36 points. 12) Shape Powers: The character can use some
or all of the powers of the form he changes to. If
he changes to a “winged man” form, he can have
Flight; if he changes into an animal, he could have
extra Running or claws. Due to the high cost of
simulating all of the major abilities (never mind all
140 ■ Metamorphic Powers Hero System 5th Edition
the abilities) of various forms, this power becomes HORRIFIC TRANSFORMATION
quite expensive — and if anything, this VPP is too Effect: +20 PRE, Only For Fear-Based Presence Attacks
small. Multiform is a preferable method for creat- During Transformation
ing such radical alterations in a character’s shape. Target/Area Affected: Self
Additionally, this power requires the GM’s permis- Duration: Persistent
sion because it involves Linking an entire Power Range: Self
Framework to a power. (See page 65 for further END Cost: 0
discussion.) Character also buys Variable Power
Pool, 100 base + 50 control cost, Powers Can Be Description: The character’s change of shape is
Changed As A Zero-Phase Action (+1), No Skill particularly horrifying, disgusting, or disturbing.
Roll Required (+1); Linked (to Shape Shift; -¼), People who witness the transformation are likely
Only For Abilities Of Shape Shifted Forms (-¼). to run screaming in fear. (In game terms, when
Total cost: 100 + 100 = 200 points. the character changes shape he always makes an
accompanying Presence Attack with the command
13) Large Forms: The character can become taller/ “run in fear from the terrible shapechanger!”.)
larger than the +10% allowed by the normal Shape
Shift power. Character also buys Growth (+30 STR, Game Information: +20 PRE (20 Active Points);
+6 BODY, +6 STUN, -6” KB, 6,400 kg, -4 DCV, +4 Only For Fear-Based Presence Attacks During
PER Rolls to perceive character, 8 m tall, 4 m wide) Transformation (-1½). Total cost: 8 points.
(30 Active Points); Linked (need not be propor-
tional to Shape Shift; -¼). Total cost: 24 points. Options:
14) Small Forms: The character can become 1) Really Horrifying Change: Increase to +30 PRE.
shorter/smaller than the -10% allowed by the 30 Active Points; total cost 12 points.
normal Shape Shift power. Character also buys 2) Less Horrifying Change: Decrease to +10 PRE. 10
Shrinking (.25 m tall, .2 kg mass, -6 to PER Rolls Active Points; total cost 4 points.
to perceive character, +6 DCV, takes +9” KB) (30
Active Points); Linked (need not be proportional to NATURAL WEAPONRY
Shape Shift; -¼). Total cost: 24 points. Effect: HKA 1d6 (up to 2d6 with STR), Indirect (any
point of origin)
OFFENSIVE POWERS Target/Area Affected: One character
Duration: Instant
Range: Touch
ARMS INTO BLADES END Cost: 2
Effect: HKA 1d6 (up to 2d6 with STR), Armor Piercing Description: The character can morph part of his
Target/Area Affected: One character body to create natural weaponry. He could grow
Duration: Instant claws from his hands, turn his mouthful of teeth
Range: Touch into a mouthful of fangs, sprout horns, or the like.
END Cost: 2
Game Information: HKA 1d6 (up to 2d6 with
Description: The character can reshape his hands or STR), Indirect (power can manifest from any
arms into razor-sharp cutting and stabbing blades. appropriate part of the character’s body; +¼).
Game Information: HKA 1d6 (up to 2d6 Total cost: 19 points.
with STR), Armor Piercing (+½). Total cost:
22 points. Options:
1) Bigger Natural Weapons: Increase to HKA 1½d6
Options: (up to 3d6+1 with STR). Total cost: 31 points.
1) Bigger Blades: Increase to HKA 1½d6 (up to 2) Smaller Natural Weapons: Decrease to HKA ½d6
3d6+1 with STR). Total cost: 37 points. (up to 1d6+1 with STR). Total cost: 12 points.
2) Smaller Blades: Decrease to HKA ½d6 (up to 3) Blunt Natural Weapons: Change to HA +3d6,
1d6+1 with STR). Total cost: 15 points. Indirect (+¼) (19 Active Points); Hand-To-Hand
3) Arms Into Clubs: The character can transform Attack (-½). Total cost: 13 points.
his hands into sledgehammers, blunt maces, blocks
of stone, or some other type of bludgeon. Change
to HA +3d6 (15 Active Points); Hand-To-Hand
Attack (-½). Total cost: 10 points. (The character
could buy this ability in a Multipower with Arms
Into Blades; this would cost 22 (reserve) +2 + 1 =
25 points.)
141
The Ultimate Metamorph ■ Chapter Two
Options:
1) Weak Appearance Manipulation: The charac-
ter can change his appearance, but not precisely
enough to imitate other people. Remove Imitation.
10 Active Points; total cost 8 points.
2) Easy Appearance Manipulation: Maintaining a
change of appearance doesn’t tire the character out.
Add Costs Endurance Only To Activate (+¼). 25
Active Points; total cost 20 points.
3) Lengthy Appearance Manipulation: It takes the
character a little time to alter his appearance. Add
Extra Time (takes 1 Turn to alter appearance; -¾).
Total cost: 10 points.
4) Focused Appearance Manipulation: The character
has to concentrate to change his appearance. Add
Concentration (½ DCV; -¼). Total cost: 13 points.
5) You Can’t See Me: The character’s ability to
manipulate his appearance is so good he can effec-
tively make himself invisible. Substitute Invisibility
to Sight Group (20 Active Points); Chameleon (-½).
Total cost: 13 points. See also Chameleon Camou-
flage, page 93, for a similar ability.
148 ■ Metamorphic Powers Hero System 5th Edition
SIZE ALTERATION
POWERS
C Offensive Growth Powers
haracters with Size Alteration Powers
can become much bigger or smaller than
normal (sometimes both). The basic
powers for doing this are, naturally enough, GIGANTIC FISTS
Growth and Shrinking, but characters can create Effect: Area Of Effect (One Hex) for up to STR 100
many related powers based on the effects of being Target/Area Affected: One Hex
extremely large or extremely small. Duration: Instant
Range: Touch
END Cost: 0
GROWTH POWERS Description: By the time the character reaches 32
These powers are appropriate for characters meters (105 feet) in height, his hands have become
who are, or can become, taller and larger than so large that he has little difficulty hitting targets in
normal humans. HTH Combat. Sometimes he can smash more than
one person under his gigantic palm.
Basic Growth Powers Game Information: Area Of Effect (One Hex;
+½) for up to STR 100, Reduced Endurance
(0 END; +½) (75 Active Points); Linked (to
GIGANTIC SIZE
Growth; only applies at 60 points’ worth of
Effect: Growth (32 m tall) Growth or more; -¼). Total cost: 60 points.
Target/Area Affected: Self
Duration: Constant
GIGANTIC MUSCLES
Range: Self
END Cost: 6 Effect: +20 STR, Linked to Growth
Target/Area Affected: Self
Description: The character can grow to a height
Duration: Constant
of as much as 32 meters (105 feet). While at
Range: Self
that height, he becomes prodigiously strong and
END Cost: 2
much tougher — but also easier to perceive and
to hit in combat. Description: As he grows, the character becomes
even stronger than normal growing characters. He
Game Information: Growth (+60 STR, +12 BODY, gains +5 STR per 15 points of Growth (adjust the
+12 STUN, -12” KB, 400,000 kg, -8 DCV, +8 PER cost to suit if the character has less than 60 points’
Rolls to perceive character, 32 [105 feet] m tall, 16 worth of Growth).
m wide). Total cost: 60 points.
Game Information: +20 STR (20 Active Points);
Options: Linked (to Growth, gains +5 STR per 15 points
of Growth; -¼). Total cost: 16 points.
1) Gargantuan Size: Increase to Growth (+75
STR, +15 BODY, +15 STUN, -15” KB, 3,200,000
Options:
kg, -10 DCV, +10 PER Rolls to perceive charac-
ter, 64 m [about 200 feet] tall, 32 m wide). Total 1) Really Gigantic Muscles: Increase to +40 STR
cost: 75 points. (+10 STR per 15 points of Growth). 40 Active
Points; total cost 32 points.
2) Enormous Size: Decrease to Growth (+45 STR,
+9 BODY, +9 STUN, -9” KB, 50,000 kg, -6 DCV,
+6 PER Rolls to perceive character, 16 m [about 52
feet] tall, 8 m wide). Total cost: 45 points.
3) Easy Growth: Remaining at gigantic sizes doesn’t
tire the character out. Add Costs Endurance Only
To Activate (+¼). Total cost: 75 points.
4) Tiring Growth: Remaining at gigantic sizes
places a terrible strain on the character’s body. Add
Increased Endurance Cost (x2 END; -½). 60 Active
Points; total cost 40 points.
149
The Ultimate Metamorph ■ Chapter Two
Options:
1) Strong Power: Increase to +6 OCV with Sweep.
Total cost: 12 points.
2) Weak Power: Decrease to +2 OCV with Sweep.
Total cost: 4 points.
150 ■ Metamorphic Powers Hero System 5th Edition
MACROVERSAL ATTACK Options:
Effect: Area Of Effect (One Hex; +½) for up to 60 STR, 1) Greater Strength: Increase to +120 STR. 180
Transdimensional Active Points; total cost 120 points.
Target/Area Affected: One Hex up to 10 billion km wide,
2) Lesser Strength: Decrease to +80 STR. 120
deep, and broad
Active Points; total cost 80 points.
Duration: Instant
Range: No Range MACROVERSAL WEATHER MANIPULATION
END Cost: 0
Effect: Change Environment (alter the weather), Trans-
Description: If the GM doesn’t allow characters in the dimensional
Macroverse to affect ordinary-sized reality normally Target/Area Affected: 800 km Radius
“for free” as a way of defining how the Macroverse Duration: Constant
works (see page 217), characters who can enter the Range: No Range
Macroverse (see below) must buy this attack. It defines END Cost: 23
how their hands and feet are so large that they can
Description: While in the Macroverse, the character
effortlessly crush planets and everything on them,
can do various things to alter the weather over a
sweep solar systems aside with a wave of their arms,
vast area of a planet. By standing near the planet, he
cause artificial eclipses by placing their hands between
could act as a solar reflector, heating part of it up.
the sun and a planet, protect a world by batting aside
By holding his hand over an area, he can cool that
comets and meteors about to hit it, and so forth.
area down. He could even use one of his fingers
The power assumes the character has 60 STR;
to stir up storms, move storms from one area to
for other levels of STR, just recalculate the cost. It
another, stop a storm from happening, or the like.
further assumes that a character who enters the
Macroverse can become, at maximum, as tall as a Game Information: Change Environment 8”
light-year is long; you may need to adjust the cost if radius, +/-10 Temperature Levels, Multiple
the GM sets different parameters. Combat Effects, Varying Combat Effects, Varying
If the character has other attacks, such as the Effect (any type of weather; +1), Indirect (to allow
power to fire energy beams, he should buy a similar for Transdimensional; +½), MegaArea (1” = 100
ability for them as well (perhaps, with the GM’s km broad and wide; +¾), Transdimensional (can
permission, in a Power Framework). affect targets in normal-sized reality; +½) (232
For purposes of this power, STR is assumed Active Points); Can Only Be Used While Charac-
to have certain innately “Indirect” effects, in that a ter’s In The Macroverse (-¼), No Range (-½), Can
character’s reach isn’t necessarily direct. Only Alter Existing Weather, Not Create Weather
(-¼), Extra Time (minimum of 1 Minute per step
Game Information: Area Of Effect (One Hex;
on the Weather Change Table on page 252 of The
+½) for up to 60 STR, Transdimensional (can
UNTIL Superpowers Database; -1½). Total cost:
affect targets in normal-sized reality; +½),
66 points.
MegaArea (the hex is is up to 10 billion km
[one solar system] wide, deep, and broad, can
decrease to 1” = 1 km; +3), Reduced Endurance
(0 END; +½) (150 Active Points); Can Only Defensive Growth Powers
Be Used While Character’s In The Macroverse
(-¼). Total cost: 120 points. GIGANTIC DEFENSE
Effect: +20 PD and ED, Linked to Growth
MACROVERSAL STRENGTH Target/Area Affected: Self
Effect: +100 STR, Transdimensional Duration: Constant
Target/Area Affected: Self Range: Self
Duration: Persistent END Cost: 0
Range: Self Description: As he grows, the character becomes
END Cost: 15 even tougher to hurt than normal growing char-
Description: When he becomes macroversally large, acters. He gains +5 PD and ED per 15 points of
the character’s ability to affect the normal-sized Growth (adjust the cost to suit if the character has
world with his STR also increases. Even if he’s less than 60 points’ worth of Growth).
superhumanly strong at ordinary size, he’s even Game Information: +20 PD (20 Active Points);
stronger at Macroverse size. The character should Linked (to Growth, gains +5 PD per 15 points
also buy Macroversal Attack, above. of Growth; -¼) (total cost: 16 points) plus +20
For purposes of this power, STR is assumed ED (20 Active Points); Linked (to Growth, gains
to have certain innately “Indirect” effects, in that a +5 ED per 15 points of Growth; -¼) (total cost:
character’s reach isn’t necessarily direct. 16 points). Total cost: 32 points.
Game Information: +100 STR, Transdimen-
sional (can affect targets in normal-sized real- Options:
ity; +½) (150 Active Points); Can Only Be Used 1) Really Gigantic Defenses: Increase to +40 PD
While Character’s In The Macroverse (-¼), and ED (+10 PD/ED per 15 points of Growth). 40
Only Works Against Non-Macroversal Targets and 40 Active Points; total cost 32 and 32 points.
(-¼). Total cost: 100 points.
151
The Ultimate Metamorph ■ Chapter Two
GIGANTIC PHYSIQUE GIGANTIC TOUGHNESS
Effect: +20 CON, No Figured Characteristics, Linked to Effect: Physical and Energy Damage Reduction, Resis-
Growth tant, 25%, Linked to Growth
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: As he grows, the character becomes Description: As he grows, the character becomes
even hardier and more resistant to being stunned harder to hurt. He has to become at least 4” (8
than normal growing characters. He gains +5 meters) tall before this ability applies.
CON per 15 points of Growth (adjust the cost
Game Information: Physical and Energy
to suit if the character has less than 60 points’
Damage Reduction, Resistant, 25% (30 Active
worth of Growth).
Points); Linked (to Growth, only applies at 30
Game Information: +20 CON (40 Active points’ worth of Growth or more; -¼). Total
Points); Linked (to Growth, gains +5 CON per cost: 24 points.
15 points of Growth; -¼), No Figured Charac-
teristics (-½). Total cost: 23 points. Options:
1) Really Gigantic Toughness: Increase to
Options: Damage Reduction 50%. 60 Active Points; total
1) Really Gigantic Physique: Increase to +40 CON cost 48 points.
(+10 CON per 15 points of Growth). 80 Active 2) Macroversal Toughness: When the character is
Points; total cost 46 points. macroversally large, it’s almost impossible to hurt
2) And Tougher, Too: Remove No Figured Charac- him with normal-sized attacks (which have to be
teristics (-½). Total cost: 32 points. bought with Transdimensional so they have some
chance of affecting him at all). Character buys
GIGANTIC RESILIENCE Physical and Energy Damage Reduction, Resistant,
Effect: Damage Resistance (20 PD/20 ED), Linked to 75% (120 Active Points); Only Applies Against
Growth Normal-Size Attacks Made Against Character
Target/Area Affected: Self When He’s In The Macroverse (-2). Total cost: 40
Duration: Constant points.
Range: Self
END Cost: 0 NICE TRY, LITTLE MAN
Description: As he grows, the character becomes Effect: +15 PD and ED versus smaller attackers
even more resistant to lethal damage than normal Target/Area Affected: Self
growing characters. He gains +5 PD and ED Duration: Persistent
Damage Resistance per 15 points of Growth (adjust Range: Self
the cost to suit if the character has less than 60 END Cost: 0
points’ worth of Growth). Description: Smaller beings just don’t cause as
much harm as those of the character’s size.
Game Information: Damage Resistance (20 PD/20
ED) (20 Active Points); Linked (to Growth, gains Game Information: +15 PD (15 Active Points);
5 PD/5 ED Damage Resistance per 15 points of Only Applies Versus Attackers At Least One
Growth; -¼). Total cost: 16 points. Size “Class” Smaller (-¼) (total cost: 12 points)
plus +15 ED (15 Active Points); Only Applies
Options: Versus Attackers At Least One Size “Class”
Smaller (-¼) (total cost: 12 points). Total cost:
1) Really Gigantic Resilience: Increase to
24 points.
Damage Resistance (40 PD/40 ED) (10 PD/10
ED per 15 points of Growth). 40 Active Points;
total cost 32 points. Options:
1) Even Tougher: Increase both Characteristics to
+20. 20 + 20 = 40 Active Points; total cost 16 + 16 =
32 points.
2) Weaker Defenses: Decrease both Characteristics
to +10. 10 + 10 = 20 Active Points; total cost 8 + 8
= 16 points.
3) What Was That, A Mosquito?: The base power
assumes the character’s toughness due to size
doesn’t work as well against Killing Attacks. Some
characters don’t suffer from that problem. Change
to Armor (15 PD/15 ED) (45 Active Points); Only
Applies Versus Attackers At Least One Size “Class”
Smaller (-¼). Total cost: 36 points.
152 ■ Metamorphic Powers Hero System 5th Edition
Options:
1) Picosize: Increase to (.008 m tall [about .25
inch], .0000063 kg mass, -16 to PER Rolls to per-
ceive character, +16 DCV, takes +24” KB). Total
cost: 80 points.
2) Miniature Size: Decrease to (.125 m tall
[about 4 inches], .025 kg mass, -8 to PER Rolls to
perceive character, +8 DCV, takes +12” KB). Total
cost: 40 points.
3) Easy Microsize: Changing size only stresses the
character’s metabolism while he’s doing it; once he
stops shrinking, he can remain at reduced height
without difficulty. Add Costs Endurance Only To
Activate (+¼). Total cost: 75 points.
4) Tiring Microsize: Remaining at tiny sizes places
a significant strain on the character’s body. Add
Increased Endurance Cost (x2 END; -½). 60 Active
Points; total cost 40 points.
5) Small But Slow: While small, the character
can’t run very fast. Add Side Effect (reduce Run-
ning by -1” per 10 points of Shrinking, to a mini-
mum of 1”, always occurs; -½). 60 Active Points;
total cost 40 points.
6) Small But Weak: While small, the character can’t
exert his full Strength. Add Side Effect (reduce STR
by 5 points per 10 points of Shrinking, to a mini-
mum of -30, always occurs; -½). 60 Active Points;
total cost 40 points.
155
The Ultimate Metamorph ■ Chapter Two
7) Let’s Get Small: The character can make his INTERNAL AGONY
friends tiny, too. Add Usable Simultaneously (up to Effect: Energy Blast 6d6, Affects Physical World, Pen-
four people at once; +¾). Total cost: 105 points. etrating
8) Stayin’ Heavy I: Although the character Shrinks, Target/Area Affected: One character
he retains his normal mass. Add Normal Mass Duration: Instant
(+½). Total cost: 90 points. Range: Special
END Cost: 10
9) Stayin’ Heavy II: The character can choose
whether to have normal mass or Shrunk mass. Add Description: This power depends on the character’s
Normal Mass (+1). Total cost: 120 points. ability to become so small that he can move among
the molecules of a target’s body (see the Walking
Between Molecules power, below). The character
Offensive Shrinking Powers moves into the target and begins punching, kicking,
and generally wreaking havoc. Despite the charac-
DIMINUTION ter’s microscopic size, he can inflict serious damage
because of the sensitive internal places he attacks.
Effect: Shrinking, Usable As Attack
In game terms, an Internal Agony attack quali-
Target/Area Affected: One character
fies as an Energy Blast 6d6 — though the amount
Duration: Constant
of “energy” released by the attack isn’t nearly equal
Range: Touch
to that of most EBs 6d6, it has an equivalent effect
END Cost: 12
on the target’s body because it hits such a vulner-
Description: The character has the power to able location. The target still gets to apply his
shrink other people and objects down to as little defenses normally against the attack, but it is Pen-
as four inches in height. The target remains tiny etrating, so in most cases the character can inflict at
as long as the character keeps paying END to least a little damage each time.
maintain the effect.
To reduce someone’s STR or Running by Game Information: Energy Blast 6d6, Affects
Shrinking them, buy some Linked Drains or a Physical World (+2), Penetrating (+½) (105
Transform. Active Points); Only When Desolidified
Inside Target (-1), No Knockback (-¼). Total
Game Information: Shrinking (.125 m tall cost: 47 points.
[about 4 inches], .025 kg mass, -8 to PER Rolls
to perceive character, +8 DCV, takes +12” KB), Options:
Usable As Attack (defense is Growth, Shrinking,
or Power Defense; +1). Total cost: 80 points. 1) Strong Internal Agony: Increase to Energy Blast
8d6. 140 Active Points; total cost 62 points.
Options: 2) Weak Internal Agony: Decrease to Energy Blast
4d6. 70 Active Points; total cost 31 points.
1) Tiny Enemies: The character can reduce targets
to as little as one inch tall. Increase to Shrinking 3) Weakening Agony: The character can’t inflict any
(.032 m tall [about 1 inch], .0004 kg mass, -12 to permanent harm, but can make a target pass out
PER Rolls to perceive character, +12 DCV, takes by causing pain, restricting his blood flow, and so
+18” KB). Total cost: 120 points. forth. Decrease to Energy Blast 4d6, remove Pen-
etrating (+½) and No Knockback (-¼), and add
2) Easy Diminution: The character can maintain the
NND (defense is Desolidification or natural PD
Diminution effect without difficulty. It still stops
Damage Resistance; +1). 80 Active Points; total cost
working if he’s Stunned, Knocked Out, or killed.
40 points.
Add Reduced Endurance (0 END; +½). Total cost:
100 points. 4) Deadly Internal Agony I: The character can inflict
serious, even deadly, injuries while inside a target.
Change to HKA 2d6 and add No STR Bonus (-½).
105 Active Points; total cost 38 points.
5) Deadly Internal Agony II: As Deadly Internal
Agony I, but reduce to HKA 1d6 and add NND
(defense is Desolidification or natural PD Damage
Resistance; +1) and Does BODY (+1). 75 Active
Points; total cost 27 points.
156 ■ Metamorphic Powers Hero System 5th Edition
MICRO-COMBAT OPTIC NERVE TRAMPOLINE
Effect: Energy Blast 6d6, Penetrating, Transdimensional Effect: Sight Group Flash 6d6, NND, Transdimensional
Target/Area Affected: One character Target/Area Affected: One character
Duration: Instant Duration: Instant
Range: No Range Range: No Range
END Cost: 6 END Cost: 4
Description: This attack resembles Internal Agony; Description: This power is similar to Micro-
it’s a way of achieving the same result (becoming Combat; characters often buy it with that power
small enough to enter the victim and attack him in a Multipower or the like. It allows the character
“from inside”) using different mechanics. Charac- to get inside the character’s nervous system and
ters often buy both powers as part of a Multipower. assault his optic nerve, creating temporary blind-
In this case, the character doesn’t need to have ness. Because the character has to be “inside” the
size-based Desolidification, but instead must have target, the attack’s assumed to be sufficiently “inher-
the ability to go into the Microverse (see Enter The ently Indirect” to allow it to be made Transdimen-
Microverse!, below). Once in the Microverse, he sional.
can get inside the target and attack with impunity
Game Information: Sight Group Flash 6d6,
from another “dimension.” Because the character
NND (defense is Desolidification or inherent
has to be “inside” the target, the attack’s assumed to
Sight Group Flash Defense; +½), Transdimen-
be sufficiently “inherently Indirect” to allow it to be
sional (from the Microverse to the normal-sized
made Transdimensional.
world; +½) (60 Active Points); No Range (must
Game Information: Energy Blast 6d6, Penetrat- be “inside” target; -½). Total cost: 40 points.
ing (+½), Transdimensional (from the Micro-
verse to the normal-sized world; +½) (60 Active Options:
Points); No Range (must be “inside” target; -½),
1) Strong Assault: Increase to Sight Group Flash
No Knockback (-¼). Total cost: 34 points.
8d6. 80 Active Points; total cost 53 points.
Options: 2) Weak Assault: Decrease to Sight Group Flash
4d6. 40 Active Points; total cost 27 points.
1) Strong Micro-Combat: Increase to Energy Blast
8d6. 80 Active Points; total cost 46 points. 3) Auditory Nerve Trampoline: Instead of impair-
ing the target’s sight, the character can disrupt
2) Weak Micro-Combat: Decrease to Energy Blast his hearing. (Characters often buy this power in a
4d6. 40 Active Points; total cost 23 points. Multipower with Optic Nerve Trampoline; they can
3) Weakening Micro-Combat: The character can’t also include other slots for other senses.) Change
inflict any permanent harm, but can make a target to Hearing Group Flash 10d6 (and change “Sight
pass out by causing pain, restricting his blood flow, Group Flash Defense” to Hearing Group Flash
and so forth. Remove Penetrating (+½) and No Defense as a defense to the NND). 60 Active Points;
Knockback (-¼), and add NND (defense is Deso- total cost: 40 points.
lidification or natural PD Damage Resistance; +1). 4) Optic Internal Agony: This variant accomplishes
75 Active Points; total cost 50 points. the same thing, but uses the “Internal Agony” power
4) Deadly Micro-Combat I: The character can inflict structure instead. Change to Sight Group Flash 5d6,
serious, even deadly, injuries while inside a target. NND (defense is Desolidification or inherent Sight
Change to RKA 2d6. 60 Active Points; total cost 34 Group Flash Defense; +½), Affects Physical World
points. (+2) (87 Active Points); Only When Desolidified
5) Deadly Micro-Combat II: As Deadly Micro- Inside Target (-1). Total cost: 43 points.
Combat I, but reduce to RKA 1d6, remove Pen-
etrating (+½), and add NND (defense is Deso-
lidification or natural PD Damage Resistance;
+1) and Does BODY (+1). 52 Active Points; total
cost 30 points.
157
The Ultimate Metamorph ■ Chapter Two
Defensive Shrinking Powers Options:
1) Come See The Microverse: The character can
shrink some of his comrades down and bring them
FORM COHESION
into the Microverse with him. Add x8 Increased
Effect: Damage Resistance (12 PD/12 ED) Mass. Total cost: 37 points.
Target/Area Affected: Self
2) Restricted Microversality: The character’s range
Duration: Constant
of sizes isn’t unlimited. Apply the Restricted Size
Range: Self
Limitation:
END Cost: 0
Restricted to 1 micron size (-1): 22 Active Points;
Description: As the character shrinks in size, his
total cost 11 points.
molecules become more compact, making him
more resistant to damage. He gains Damage Resis- Restricted to average virus size (-¾): 22 Active
tance (2 PD/2 ED) for every 10 points’ worth of Points; total cost 13 points.
Shrinking he uses (this power, as built, assumes the Restricted to molecule size (-½): 22 Active
character as 60 points’ worth of Shrinking total). Points; total cost 15 points.
Game Information: Damage Resistance (12 Restricted to atomic nucleus size (-¼): 22 Active
PD/12 ED) (12 Active Points); Linked (to Points; total cost 18 points.
Shrinking; -¼). Total cost: 10 points.
MICROFLIGHT
Options: Effect: Flight 12”, Linked to Shrinking
1) Form Cohesion Variant: Instead of becoming Target/Area Affected: Self
more resistant to lethal damage, the character just Duration: Constant
becomes generally tougher. Substitute +12 PD. 12 Range: Self
Active Points; total cost 10 points. END Cost: 3
2) Neural Cohesion: The character’s mind also Description: As the character shrinks in size, he
becomes more compact, and thus tougher to can harness the kinetic power from compacting
hurt or probe mentally. When he uses his first 10 his molecules to propel himself through the air. He
points of Shrinking, he gains 2 points of Mental gains Flight 2” per 10 points of Shrinking (adjust
Defense, plus his natural EGO/5 in Mental Defense. the cost to suit if the character has less than 60
Each additional level of Shrinking he uses adds points’ worth of Shrinking).
+2 Mental Defense. Character also buys Mental Game Information: Flight 12” (24 Active Points);
Defense (12 points plus EGO/5); Linked (-½). 12 Linked (to Shrinking, gains 2” Flight per 10 points
Active Points; total cost 8 points. of Shrinking used; -¼). Total cost: 19 points.
Options:
1) Can You Hear Me?: If the character’s small enough
to be inside someone’s body, he can stimulate their
auditory nerve to “speak” to them. Because the char-
acter has to be “inside” the target, the attack’s assumed
to be sufficiently “inherently Indirect” to allow it to
be made Transdimensional. Telepathy 6d6 (30 Active
Options:
Points); Communication Only (-¼), Incantations
1) Faster Surfing: Increase to MegaScale (1” = 100 (must speak throughout; -½), No Range (character
km, can scale down to 1” = 1 km; +1). 40 Active must be “inside” target; -½), Only Works If Character
Points; total cost 20 points. Is Next To Auditory Nerve (-2), Language Barrier
2) Slower Surfing: Decrease to Teleportation 5”. 17 (-½). Total cost: 6 points.
Active Points; total cost 8 points.
WALKING BETWEEN MOLECULES
Effect: Desolidification, Only To Pass Through Solid
Sensory Shrinking Powers Objects (-½) and Clinging
Target/Area Affected: Self
SPATIAL CORRESPONDENCE DETECTION Duration: Constant
Range: Self
Effect: Detect Point In Normal-Sized Space
END Cost: 4
Target/Area Affected: Self
Duration: Persistent Description: The character can shrink down to the
Range: Self point where he’s small enough to slip between the
END Cost: 0 molecules of solid matter and walk through walls, get
inside peoples’ bodies to attack them, and so forth.
Description: When the character is in the Micro-
verse, he can stop, concentrate for a moment, and Game Information:
gain an exact understanding of where he currently Cost Power
is in relation to normal space. This allows him to 27 Walking Between Molecules: Desolidification
target Transdimensional attacks accurately and (affected by any attack that breaks the object
travel to desired locations without error. character is in); Only To Pass Through Solid
Objects (-½)
Game Information: Detect Point In Normal-
3 Walking Between Molecules: Clinging
Sized Space Corresponding To Current Posi-
(normal STR); Only To Remain Merged
tion In The Microverse (INT Roll +6) (no Sense
With A Body/Object If It’s Moved Involun-
Group), Targeting. Total cost: 19 points.
tarily (-2), Linked (to Desolidification; -½)
Total cost: 30 points.
Miscellaneous Options:
Shrinking Powers 1) Come Along For The Trip: The character can
shrink some of his comrades down and bring them
through the walls with him. Add Usable Simulta-
I’M IN HERE neously (up to four people at once; +¾) to both
Effect: Sight and Hearing Group Images, Set Effect, powers. 70 and 17 Active Points; total cost 47 + 5 =
Only When Inside Appropriate Machinery 52 points.
Target/Area Affected: 1” Radius
Duration: Constant
Range: No Range
END Cost: 3
159
The Ultimate Metamorph ■ Chapter Two
STRETCHING
POWERS
T
Endurance (0 END; +½) (total cost: 60 points)
his category of powers includes abilities plus Stretching +8” (40 Active Points); Increased
common to characters with malleable, Endurance Cost (x3 END; -1), Requires A Stretch-
stretchable bodies. In addition to the ones ing Tricks Roll (-½), Side Effects (Drain BODY 1d6,
listed here, many powers in the Shape points return at the rate of 5 per 1 Hour; -¼) (total
Alteration and Size Alteration categories, such cost: 14 points). Total cost: 74 points.
as Human Mimicry, might be appropriate for
stretching characters.
At the GM’s option, a malleable character OFFENSIVE POWERS
may be able to use some of these powers one
time only by making a Power: Stretching Tricks BIG FIST
Skill Roll at an appropriate penalty (typically -1
per 10 Active Points in the power). If a character Effect: HA +4d6
wants to use a trick repeatedly, he should pay Target/Area Affected: One character
Character Points for it, but a one-time use is just Duration: Instant
what the Power Skill is meant for. Range: Touch
END Cost: 2
Description: The character can make his fist larger
BASIC POWERS and tougher, so that when he hits someone he
inflicts more damage.
MALLEABLE BODY Game Information: HA +4d6 (20 Active
Effect: Stretching 8” Points); Hand-To-Hand Attack (-½). Total
Target/Area Affected: Self cost: 13 points.
Duration: Constant
Range: Self Options:
END Cost: 4 1) Bigger Fist: Increase to HA +6d6. 30 Active
Description: The character can stretch and con- Points; total cost 20 points.
tort his malleable body, reaching distances of up 2) Smaller Fist: Decrease to HA +3d6. 15 Active
to 8” away from where he’s standing (or even 16” Points; total cost 10 points.
in some situations).
3) Really Big Fist: Add Area Of Effect (One Hex;
Game Information: Stretching 8”. Total cost: 40 +½). 30 Active Points; total cost 20 points.
points.
4) Really, Really Big Fist: Add Area Of Effect (4”
Radius; +1) for 40 STR (adjust Radius and cost for
Options:
other levels of STR). Total cost: 20 points.
1) Longer Stretching I: Increase to Stretching 12”.
5) Big Spiky Fist: The character also makes his fist
Total cost: 60 points.
sprout small spikes that allow his punch to pen-
2) Longer Stretching II: Increase to Stretching 20”. etrate armor and other defenses more easily. Add
Total cost: 100 points. Armor Piercing (+½). 30 Active Points; total cost
3) Longer Stretching III: Add x8 Noncombat. Total 20 points.
cost: 50 points. 6) Mace-Hand: Instead of making his fist bigger,
4) Mega-Stretching: The character can Stretch for, the character makes it sprout sharp spikes. Change
literally, miles. Add MegaScale (1” = 1 km; +¼). to HKA 1d6+1 (up to 2½d6 with STR). Total cost:
Total cost: 75 points. 20 points.
5) Shorter Stretching: Decrease to Stretching 6”.
Total cost: 30 points.
6) Easy Stretching: Add Reduced Endurance (0
END; +½). Total cost: 60 points.
7) Stretching Beyond My Limits: The character
can Stretch up to 8” effortlessly. He can go beyond
that, up to 16”, but doing so tires him out and may
even hurt. Character buys Stretching 8”, Reduced
160 ■ Metamorphic Powers Hero System 5th Edition
BOUNCEBACK BODY Roll (penalty is -1 per 20 Active Points; -¼) and
Effect: Energy Blast 6d6, Damage Shield, Double Side Effects (character inflicts the damage on the
Knockback, Only Against Move Through nearby environment, usually in some humorous or
Attacks disadvantageous way; -0). Total cost: 36 points.
Target/Area Affected: One character
GOTCHA!
Duration: Constant
Range: Touch Effect: Entangle 2d6, 2 DEF, Damage Shield
END Cost: 0 Target/Area Affected: One character
Duration: Constant
Description: The character’s body is so springy that
Range: Touch
when he wants to, he can make other characters
END Cost: 0
running into him bounce back.
Description: The character’s body is so malleable
Game Information: Energy Blast 6d6, Con- and flexible that anyone who strikes him gets stuck
tinuous (+1), Damage Shield (+½), Double in him. Pulling free isn’t too difficult (and may hurt
Knockback (+¾), Reduced Endurance (0 END; the character), but in the meantime the victim is
+½) (112 Active Points); Only Against Move unable to move and thus easy prey for the charac-
Through Attacks (-1½). Total cost: 45 points. ter’s attacks.
Options:
1) Greater Uniformity: Increase to +8 DCV. 40
Active Points; total cost 13 points.
2) Lesser Uniformity: Decrease to +4 DCV. 20
Active Points; total cost 7 points.
165
The Ultimate Metamorph ■ Chapter Two
1) Easy Carryall: Add Reduced Endurance (0 END; Description: By carefully molding his malleable
+½). Total cost: 34 points. hands and feet into the cracks and rough spots of
a surface (even a surface that seems smooth to the
ELASTIC ARMS touch), the character can climb up walls, cling to
ceilings, and the like. (Alternately, he may shape his
Effect: Climbing (DEX Roll +5)
hands into suction cups.)
Target/Area Affected: Self
Duration: Constant Game Information: Clinging (normal STR) (10
Range: Self Active Points); Costs Endurance (-½), Cannot
END Cost: 0 Resist Knockback (-¼), Requires A Stretching
Description: The character’s ability to stretch out Tricks Roll (-½). Total cost: 4 points.
his arms makes it easy for him to climb just about
any surface, since he can use handholds beyond the PARASAIL FORM
reach of ordinary climbers. (See also Molding To Effect: Gliding 6”
Surfaces, below.) Target/Area Affected: Self
Game Information: Climbing (DEX Roll +5). Duration: Constant
Total cost: 13 points. Range: Self
END Cost: 0
Options: Description: The character flattens his body out
1) Longer Arms: Increase to DEX Roll +7. Total into a parasail-like form so he can glide through
cost: 17 points. the air. He has to keep his body in the proper
shape to stay airborne, which means he can’t use
2) Shorter Arms: Decrease to DEX Roll +3. Total other stretching powers.
cost: 9 points.
Game Information: Gliding 6” (6 Active Points);
JET FORM Lockout (character cannot use other stretching
Effect: Flight 10”, Side Effect (-3 DCV) plus +10 STR, powers while Gliding; -½). Total cost: 4 points.
Only To Carry “Passengers”
Target/Area Affected: Self + “passengers” Options:
Duration: Constant 1) Parachute Form: The character shapes his mal-
Range: Self leable body into a parachute-like form, allowing him
END Cost: 2 + 1 (and up to one person holding onto his arms and
Description: Uncontrained by reality or logic, the legs) to drift gently to the ground. Add Usable Simul-
character can actually stretch his form into a working taneously (character and one other person; +½) and
jet plane! The size of the jet depends on the number Limited Movement (character cannot gain altitude,
of people he wants to carry with him (“passengers”), and must move at least 12” downward for every 1”
which is typically restricted by his STR. forward; -½). 9 Active Points; total cost 4 points.
Game Information: Flight 10” (20 Active 2) Gliding Membranes: The character can create
Points); Side Effect (character is at -3 DCV, “wings” under his arms that allow him to glide, but
always occurs; -½) (13 Active Points) plus +10 keep his arms and legs free to do things (within
STR (10 Active Points); Linked (to Flight; -½), reason). Remove Lockout (-½). Total cost: 6 points.
Only To Carry “Passengers” While Flying (-½)
(total cost: 5 points). Total cost: 18 points.
166 ■ Metamorphic Powers Hero System 5th Edition
PERSONAL BRACHIATION STRETCH-SPRINTING
Effect: Swinging 10” Effect: Running +5”
Target/Area Affected: Self Target/Area Affected: Self
Duration: Constant Duration: Constant
Range: Self Range: Self
END Cost: 1 END Cost: 1
Description: The character uses his stretchable, mal- Description: The character stretches his legs so he
leable limbs as swinglines. He reaches out, grabs can take longer strides and thus run faster.
a branch, cornice, overhang, flagpole, or the like
Game Information: Running +5”. Total cost:
and swings swiftly to wherever he wants to go. The
10 points.
big difference between this type of Swinging and a
version involving a external swingline that it uses
the character’s own body — if someone attacks the Options:
“swingline,” the character takes the damage. 1) Really Stretched Legs: Increase to Running +8”.
Total cost: 16 points.
Game Information: Swinging 10”. Total cost:
10 points. 2) Less Stretched Legs: Decrease to Running +3”.
Total cost: 6 points.
Options: 3) Wheels: The character can change his legs or
1) Faster Brachiation: Increase to Swinging 15”. lower body into an axle and wheels for really fast
Total cost: 15 points. movement. Change to Running +8”, x8 Noncombat.
Total cost: 26 points.
2) Slower Brachiation: Decrease to Swinging 5”.
Total cost: 5 points.
SPRING-LEAPING
SENSORY POWERS
Effect: Leaping +10”
Target/Area Affected: Self PEEKING AROUND CORNERS
Duration: Constant Effect: Clairsentience (Sight and Hearing Group), Visible
Range: Self Target/Area Affected: Self
END Cost: 1 Duration: Constant
Range: No Range
Description: The character changes shape to give
END Cost: 3
his lower body some elasticity so he can travel by
bouncing. He may change his legs into springs or Description: The character can stretch his head,
his entire body into a giant rubber ball, or he may or perhaps just an eye and an ear, around corners
simply use his Stretching to aid his ability to jump and under doors to perceive where he normally
— but whatever he does, it allows him to make could not.
enormous leaps.
Game Information: Clairsentience (Sight and
Game Information: Leaping +10”. Total cost: Hearing Group) (30 Active Points); No Range
10 points. (-½), Visible (perception point can be perceived;
-¼). Total cost: 17 points.
Options:
1) Super-Springiness: Increase to Leaping +20”.
Total cost: 20 points.
2) Less Springy: Decrease to Leaping +6”. Total
cost: 6 points.
3) Stretch-Leaping: The character’s Leaping
depends entirely on his Stretching. Add Linked (to
Stretching; -½). Total cost: 7 points.
167
The Ultimate Metamorph ■ Chapter Two
PSEUDOPODS Options:
Effect: Extra Limbs 1) Easy Squeezing: Add Reduced Endurance (0
Target/Area Affected: Self END; +½). 60 Active Points; total cost 24 points.
Duration: Constant 2) Taxing Squeezing: The character has to focus his
Range: Self attention and take extra time to fit through small
END Cost: 1 openings. Add Concentration (0 DCV; -½), Extra
Description: The character can extrude additional Time (Extra Phase; -¾). Total cost: 11 points.
limbs from his body at will — as many as desired. 3) Malleable Skeleton: The character doesn’t have a
Alternately, you can use this power to represent the fully malleable form; only his skeleton is truly mal-
difficulty of fighting someone who has a malleable leable. Thus, while he can squeeze through cracks
body — even when his hands are occupied, he can and crevices ordinary humans can’t, he cannot fit
always form another “loop” to wrap around a foe or through narrow pipes, underneath doors, or the
Grab someone with. like. Change Cannot Pass Through Solid Objects (-
Game Information: Extra Limbs (however ½) to Cannot Pass Through Solid Objects (see text;
many the character wants) (5 Active Points); -1). Total cost: 13 points.
Costs Endurance (-½). Total cost: 3 points.
169
The Ultimate Metamorph ■ Chapter Two
MISCELLANEOUS
POWERS
BERSERKER FURY 5) Alternate Berserker II: This version of Berserker
Effect: +10 STR, +10 CON, and +4 PD, Side Effects Fury is built with Aid STR and Damage Reduction,
(become Berserk) like the Berserk Fury Talent in Fantasy Hero: Aid
Target/Area Affected: Self STR 3d6 (30 Active Points); Self Only (-½), Only
Duration: Constant When Fighting (-½), Side Effect (automatically
Range: Self becomes Berserk in combat while Aid remains in
END Cost: 1 + 0 effect, can only make 11- recovery rolls after all
Aided points fade; -½), Cannot Be Used Again
Description: The character can drive himself into Until All Points Fade (-¼) (total cost: 11 points)
a berserk frenzy during which he becomes much plus Physical Damage Reduction, Resistant, 25%
stronger and harder to hurt... but also likely to (15 Active Points); STUN Only (-½), Only When
attack his friends in his blind rage. Fighting (-½), Side Effect (-½), Linked (lasts only
Game Information: +10 STR (10 Active Points); as long as Aid lasts; -½) (total cost: 5 points). Total
Nonpersistent (-¼), Side Effects (character cost: 16 points.
becomes Berserk with a recovery roll of 8-, always
occurs; -½) (total cost: 6 points) plus +10 CON BODYJACKING
(20 Active Points); Nonpersistent (-¼), Side Effect: Mind Control 18d6 plus Desolidification plus
Effects (character becomes Berserk with a recov- Clinging
ery roll of 8-, always occurs; -½) (total cost: 11 Target/Area Affected: One character
points) plus +4 PD (4 Active Points); Nonpersis- Duration: Constant
tent (-¼), Side Effects (character becomes Berserk Range: Touch
with a recovery roll of 8-, always occurs; -½) (total END Cost: 0
cost: 2 points). Total cost: 19 points. Description: The character can merge with and take
over another person’s body. He converts his own
Options: body to psychic energy and invades the mind of
1) Strong Berserker: Increase to +15 STR, +15 his target, “imprinting” himself on the target’s mind
CON, and +6 PD. 15 + 30 + 6 = 51 Active Points; and controlling his body. (Alternately, he may not
total cost 9 + 17 + 3 = 29 points. have a physical form, but simply exist as a coher-
ent pattern of psychic energy.) He must touch the
2) Weak Berserker: Decrease to +5 STR, +5 CON,
person to do this.
and +2 PD. 5 + 10 + 2 = 17 Active Points; total cost
In game terms, this power consists of high-
3 + 6 + 1 = 10 points.
powered Mind Control Linked to Desolidification.
3) Lengthy Berserker: It takes the character a little When the character attacks, he touches his poten-
while to work himself into a berserk fury. Add to tial victim and makes his ECV Attack Roll (the
each Characteristic Extra Time (Extra Phase to GM may require a DEX Roll to touch the victim,
activate; -½). 10 + 20 + 4 = 34 Active Points; total if appropriate). If he hits, he makes his Effect Roll,
cost 4 + 9 + 2 = 15 points. and he must achieve an EGO +30 or greater result.
4) Alternate Berserker I: This form of Berserker If he fails, the power doesn’t work at all, leaving him
Fury is Triggered by going Berserk, rather than standing there looking foolish (and vulnerable). If
automatically causing the character to go Berserk. the victim ever succeeds with a Breakout Roll, the
Change to: +10 STR, Trigger (whenever character character is ejected from the victim’s body immedi-
goes Berserk, activating Trigger takes no time, char- ately, appearing next to him as described below.
acter does not control activation of Trigger, Trigger If he succeeds, his Desolidification activates
requires a Turn or more of rest to reset after Ber- and he automatically “merges” with the person
serk fades; +0) (10 Active Points); Nonpersistent (- he’s just taken control of. His Desolidification and
¼), STR Fades Immediately When Character Stops Clinging only allow him to enter a victim’s body
Being Berserk (-¼) (total cost: 7 points) plus +10 and move with it as it moves; while Desolidified, he
CON, Trigger (see above; +0) (20 Active Points); cannot use his own equipment (except for Foci that
Nonpersistent (-¼), CON Fades Immediately provide defense, such as an armored costume or
When Character Stops Being Berserk (-¼) (total suit), physical abilities, or mental/psionic abilities.
cost: 13 points) plus +4 PD, Trigger (see above; The character can do nothing but control the body
+0) (4 Active Points); Nonpersistent (-¼), PD Fades and communicate with it telepathically while inside
Immediately When Character Stops Being Berserk it. Standard rules about changing orders with Mind
(-¼) (total cost: 3 points). Total cost: 23 points. Control apply.
170 ■ Metamorphic Powers Hero System 5th Edition
While in control of the victim, the character Options:
can make use of any of the victim’s Skills, Perks, 1) Ranged Bodyjacking: The character doesn’t have
Talents, Powers, or other abilities he knows about to touch his victim to possess him; he can do so
(whether through experience, study, or use of from up to 15” distance, instantly transforming to
Telepathy). The victim moves and acts with his psychic energy and traveling into the victim’s mind
own SPD or the character’s SPD, whichever is if his attack succeeds. Remove No Range (-½) from
lower. If the victim attacks, he does so with his Mind Control (total cost: 168 points) and add Tele-
own DEX/EGO or the character’s DEX/EGO, portation 15” (30 Active Points); Linked (to Mind
whichever is lower. Control; -½), No Noncombat Multiple (-¼) (total
If the victim takes any damage after applying cost: 17 points). Total cost: 279 points.
his (the victim’s) defenses, the character takes that
damage, too (though he can apply his own defenses 2) Corporeal Remnant: Instead of transforming
to it). Any Mental Powers used on the victim auto- wholly into psychic energy, the character leaves
matically affect only the character, not the victim. If his body behind when he projects his mind into
the victim becomes Stunned, the character becomes another person’s body. Any harm inflicted on the
Stunned as well; if the victim is Knocked Out, the body affects the character. To the Mind Control
character is immediately ejected from the body (and power add Character’s Body Is Helpless And Inca-
may take damage, as discussed above). If a victim dies pacitated While Character Uses Mind Control (-1)
while the character possesses him, the character dies (total cost: 96 points). Total cost: 190 points.
as well. If the character is Stunned, Knocked Out, or 3) Psychic Energy Form: The character doesn’t have
killed separately from the victim, he automatically re- a physical form, his “body” is made of pure psychic
appears next to the victim in that state. energy. Change power as follows:
When the character fails an Effect Roll or
voluntarily ends his possession of a victim, he Cost Power
appears in physical form right next to the victim, 53 Psychic Energy Form: Desolidification
in the same spatial relationship they had when (affected by magic or any attack that affects
he attacked. For example, if he touched a victim possessed body), Reduced Endurance (0
from the left side, he’ll re-appear to the left of END; +½), Persistent (+½); Always On (-½)
that person. 150 Bodily Possession: Mind Control 18d6,
If the character wants to move from one body Reduced Endurance (0 END; +½), Telepathic
to another without re-appearing, he must touch the (+¼), Affects Physical World (+2); No Range
potential victim while still possessing the current (must “merge” with target to establish and
victim. If he fails his ECV Attack Roll or Effect Roll, maintain Mind Control; -½), Mandatory
he’s immediately ejected from his current victim Effect (must achieve EGO +30 result; -¾),
and re-appears. If everything goes as planned, he Side Effects (potential negative effects while
merges from the first victim to the second, leaving controlling victim, see text; -0)
the first person once again in control of himself. 10 Bodily Possession: Clinging (normal STR),
Affects Physical World (+2); Only To Remain
Game Information: Merged With A Body If It’s Moved Involun-
Cost Power tarily (-2)
135 Bodily Possession: Mind Control 18d6, 61 Thought Reading: Telepathy 7d6, Reduced
Reduced Endurance (0 END; +½), Telepathic Endurance (0 END; +½), Affects Physical
(+¼), Affects Physical World (+2); No Range World (+2); No Range (-½), Only On Pos-
(-½), Linked (to Desolidification; -¼), Man- sessed Target (-½)
datory Effect (must achieve EGO +30 result; Total cost: 274 points.
-¾), Side Effects (potential negative effects
while controlling victim, see text; -0)
24 Bodily Possession: Desolidification (affected
by magic or any attack that affects possessed
body), Reduced Endurance (0 END; +½);
Linked (to Mind Control; -½), Only To
“Merge” With Possessed Body (see text; -1)
9 Bodily Possession: Clinging (normal STR),
Affects Physical World (+2); Only To Remain
Merged With A Body If It’s Moved Involun-
tarily (-2), Linked (to Desolidification; -½)
61 Thought Reading: Telepathy 7d6, Reduced
Endurance (0 END; +½), Affects Physical
World (+2); No Range (-½), Only On Pos-
sessed Target (-½)
Total cost: 229 points.
171
The Ultimate Metamorph ■ Chapter Two
DISEMBODIED MIND MASTER OF DISGUISE
Effect: Variable Power Pool (Disembodied Mind Pool), Effect: Shape Shift (Sight Group, any human form, Imi-
Only For Multiform, No Conscious Control tation), Extra Time (1 Hour)
Target/Area Affected: Self Target/Area Affected: Self
Duration: Persistent Duration: Persistent
Range: Self Range: Self
END Cost: 0 END Cost: 0
Description: The character is a disembodied mind Skill Roll Penalty: -6
that “jumps” from physical form to physical form Description: A character with this ability is a master
at random. The character can’t control the jump of disguise. Give him an hour and the right sup-
— neither when it occurs, nor who he’ll jump plies, and he can make himself look like anyone of
into — and thus may be stuck in an undesireable roughly the same height and weight. The disguise
body for a long time. The character may have the remains in effect even if he’s Knocked Out or goes
means to predict when a jump will occur (for to sleep (i.e., it’s Persistent), but can be damaged by
example, he knows he usually won’t remain in a punches to the face (or similar impacts), and will
body for more than three days), but he can never start to fall apart after a few days (at the latest) if
be certain. The GM determines when a jump the character can’t “touch it up” periodically.
occurs, and whose body the character ends up
Game Information: Shape Shift (Sight Group,
with. (If you want the character to be able to con-
any human form), Imitation, Reduced Endur-
trol his jumps, he needs powers like Bodyjacking
ance (0 END; +½), Persistent (+½) (60 Active
or Mind Transfer.)
Points); OIF (disguise supplies of opportunity;
As constructed, this power assumes the char-
-½), Extra Time (1 Hour; -3), Requires A Dis-
acter’s only going to be jumping into the bodies
guise Roll (-½). Total cost: 12 points.
of mostly trivial NPCs — player characters and
important NPCs are immune. To put it another
way, this power isn’t a form of Mind Control, so Options:
the GM should only allow a jump into a significant 1) Strong Disguise: Change to Extra Time (20 Min-
character if doing so furthers the story or contrib- utes; -2½). Total cost: 13 points.
utes to everyone’s enjoyment of the game. 2) Weak Disguise: Change to Extra Time (6 Hours;
The cost of this power assumes a world with -3½). Total cost: 11 points.
superhumans or other people of such great power
that they could be built on up to 1,000 Character 3) Easier Disguise: Change to Requires A Dis-
Points. If that’s not the case (i.e., if the character’s guise Roll (-1 per 20 Active Points; -¼). Total
limited to weaker people, or there are lots of char- cost: 13 points.
acters built on more points than that), adjust the 4) Tougher Disguise: Change to Requires A Dis-
cost of the power appropriately. guise Roll (-1 per 5 Active Points; -1). Total cost:
11 points.
Game Information: Variable Power Pool (Dis-
embodied Mind Pool), 200 base + 100 control 5) Master’s Disguise: Remove Requires A Disguise
cost; Only For Human Multiforms (see text; - Roll (-½). Total cost: 13 points.
½), No Conscious Control (see text; -2). Total 6) Challengeable Disguise: Add “is subject to Skill
cost: 200 + 29 = 229 points. Versus Skill Contests” to Requires A Disguise Roll
(-¼). Total cost: 11 points.
7) Rapid Disguise: So skilled is the character, and/
or so high-quality his equipment, that he can pre-
pare a disguise much faster than even other experts.
Change to Extra Time (5 Minutes; -2). Total cost:
15 points.
172 ■ Metamorphic Powers Hero System 5th Edition
MASTER OF MIMICRY MEMORY THEFT
Effect: Shape Shift (Hearing Group, any human voice, Effect: Telepathy 20d6, Mandatory Effect
Imitation) Target/Area Affected: One character
Target/Area Affected: Self Duration: Constant
Duration: Constant Range: Touch
Range: Self END Cost: 0
END Cost: 0 Description: Some types of mimic and doppel-
Skill Roll Penalty: -6 ganger characters have the ability to copy the
Description: A character with this ability has an memories of the victims whose forms they copy.
amazingly — sometimes frighteningly — accurate Despite the power’s name, they don’t literally “steal”
ability to imitate the voices of others. To any human the memories, they just learn them well enough to
ear his voice is an exact duplicate of the one he imi- imitate the victim to a T.
tates. The character must have heard a voice before When using this power, the character must
(either in person or on tape) to imitate it, but he achieve a minimum of EGO +20 (for the “memo-
can change his voice so it’s not recognizable as his ries” level of Telepathy) +20 (so that the victim
any time. doesn’t detect the Telepathy).
Game Information: Shape Shift (Hearing Group, Game Information: Telepathy 20d6, Reduced
any human voice), Imitation, Reduced Endur- Endurance (0 END; +½) (150 Active Points);
ance (0 END; +½) (37 Active Points); Requires Mandatory Effect (must achieve EGO +40, see
A Mimicry Roll (-½). Total cost: 25 points. text; -¾), Skin Contact Required (-1). Total
cost: 54 points.
Options:
1) Strong Mimicry: The character can not only imi- Options:
tate human voices, he can mimic other sounds — 1) Strong Theft: Increase to Telepathy 24d6. 180
bird calls, sirens, and so forth — as long as they’re Active Points; total cost 65 points.
within the decibel and octave range of the human 2) Weak Theft: Decrease to Telepathy 16d6. 120
voice. Change to any sound. 52 Active Points; total Active Points; total cost 44 points.
cost 35 points.
3) Perceivable Theft: The character doesn’t care if
2) Weak Mimicry: The character can disguise the victim knows his memories have been copied.
his own voice, but lacks the skill to imitate other Change to Mandatory Effect (must achieve EGO
voices. Remove Imitation. 22 Active Points; total +20; -½). Total cost: 60 points.
cost 15 points.
4) True Memory Theft: The character actually steals
3) Easier Mimicry: Change to Requires A Mim- the target’s memories, leaving him a total amne-
icry Roll (-1 per 20 Active Points; -¼). Total cost: siac. Character also buys Major Transform 6d6
30 points. (human into human without any of his memories;
4) Tougher Mimicry: Change to Requires A Mim- heals back through application of this power, a
icry Roll (-1 per 5 Active Points; -1). Total cost: similar power, or Telepathy with an EGO +30
18 points. roll), BOECV (Mental Defense applies; +1), Works
5) Master’s Mimicry: Remove Requires A Mimicry Against EGO, Not BODY (+¼) (202 Active Points);
Roll (-½). Total cost: 37 points. Limited Target (humans; -½), Linked (to Telepathy;
-¼), No Range (-½). Total cost: 90 points.
6) Challengeable Mimicry: Add “is subject to Skill
Versus Skill Contests” to Requires A Mimicry Roll
(-¼). Total cost: 21 points.
173
The Ultimate Metamorph ■ Chapter Two
Options:
1) Larger Reflex Memory I: Increase to 50 base + 25
control cost. Total cost: 50 + 17 = 67 points.
2) Larger Reflex Memory II: Increase to 60 base + 30
control cost. Total cost: 60 + 20 = 80 points.
3) Smaller Reflex Memory I: Decrease to 20 base +
10 control cost. Total cost: 20 + 7 = 27 points.
4) Smaller Reflex Memory II: Decrease to 10 base +
5 control cost. Total cost: 10 + 3 = 13 points.
178 ■ Metamorphic Powers Hero System 5th Edition
REPLICATIVE CLONING SLOW LIMB GROWTH
Effect: Major Transform 20d6 (other person into dupli- Effect: Extra Limbs, Extra Time (1 Turn per limb)
cate of self) Target/Area Affected: Self
Target/Area Affected: One character Duration: Persistent
Duration: Instant Range: Self
Range: Touch END Cost: 0
END Cost: 0 Description: The character has the power to grow
Description: A character with this power can touch up to a dozen extra limbs. However, it takes him 12
another person and transform that person into seconds to grow each one.
an exact duplicate of himself. The duplicate looks
Game Information: Extra Limbs (up to 12) (5
exactly like him, thinks exactly like him, has the
Active Points); Extra Time (takes 1 Turn to
same spirit and personality as he does, and has
grow each limb; -1¼). Total cost: 2 points.
the same powers he has. To effect the change, he
must maintain contact with the victim for an Extra
Phase; if the victim breaks contact during that time, SPIRIT CHANNELING
the power fails to work. The Transform heals back Effect: Multiform (four forms based on channeling the
through another application of this power. spirits of certain deceased people)
Game Information: Major Transform 20d6 Target/Area Affected: Self
(person into exact physical duplicate of character), Duration: Persistent
Reduced Endurance (0 END; +½) (450 Active Range: Self
Points); No Range (-½), Extra Time (Extra Phase; END Cost: 0
-¾), Concentration (0 DCV throughout; -1), All Description: The character has the power to chan-
Or Nothing (-½), Limited Target (humans; -½), nel the spirits of persons long dead. When he
Linked (to Mental Transform; -½) (total cost: 95 channels a spirit, that spirit completely takes over
points) plus Major Transform 20d6 (person into his body, transforming its personality and spirit
exact mental duplicate of character), Based On to match its own (the physical form changes only
Ego Combat Value (Power Defense applies; +1), very slightly, if at all). While this gives the character
Works Against EGO, Not BODY (+¼), Reduced access to many Skills and other abilities he usually
Endurance (0 END; +½) (825 Active Points); No lacks, it also poses a real danger of his personality
Range (-½), Extra Time (Extra Phase; -¾), Con- getting “lost” underneath the spirit’s personality if
centration (0 DCV throughout; -1), All Or Noth- he remains in alternate form for more than a few
ing (-½), Limited Target (humans; -½) (total cost: minutes.
194 points) plus Major Transform 20d6 (person
Game Information: Multiform (assume the
into exact spiritual duplicate of character), Based
form of a 300-point Roman gladiator, a 200-
On Ego Combat Value (Power Defense applies;
point pirate captain, a 200-point Victorian
+1), Works Against EGO, Not BODY (+¼),
steampunk scientist, or a 300-point two-fisted
Reduced Endurance (0 END; +½) (825 Active
Pulp hero) (70 Active Points); Costs Endurance
Points); No Range (-½), Extra Time (Extra Phase;
(to change forms; -½), Extra Time (activating
-¾), Concentration (0 DCV throughout; -1), All
power takes 1 Turn; -¾), Personality Loss (5
Or Nothing (-½), Limited Target (humans; -½)
Minutes; -1½), Reversion (assumes true form is
(total cost: 194 points). Total cost: 483 points.
significantly weaker; -1). Total cost: 15 points.
Options:
1) Strong Mind: Increase to Mental Defense (30 points
+ EGO/5). 30 Active Points; total cost 24 points.
2) Weak Mind: Decrease to Mental Defense (15 points
+ EGO/5). 15 Active Points; total cost 12 points.
179
The Ultimate Metamorph ■ Chapter Two
METAMORPHS
GENRE BY GENRE
182 ■ Metamorphs Genre By Genre Hero System 5th Edition
CHAMPIONS
T
GM’S EYES ONLY he comic book genre has the largest pos- to mimic the appearance of other people due to a
sible spectrum of metamorph characters, weird laboratory accident.
While the information since the scope of a comic book setting Depending on the nature of the campaign,
this chapter contains on allows you to create virtually any sort of metamorph characters may be hated and feared.
metamorphs in various character you can think of. Some types of meta- If the setting features an ancient tradition of clans
genres is for all gamers, morphs, such as malleables, are found only in of lycanthropes who live in the shadows and prey
the sample character this genre, because only in a comic book could on humans, shapechanging automatically becomes
sheets are for the GM’s you have something so fantastic. something to be feared. The same applies if gov-
eyes only. If you’re not Similarly, the possibilities for metamorph ernments routinely create doppelganger spies for
a GM, don’t read the origins and backgrounds are virtually limitless undercover missions... since inevitably some of
character sheets unless
in Champions. You could have a team of heroes those spies will go rogue and become supervil-
your GM gives you per-
mission. including a traditional werewolf, a wizard who lains. The more the public’s aware of the presence
uses spells to change shape, a mutant with stretch- of shapeshifters in society, the more likely they are
ing powers, a disembodied mind who moves from to fear or distrust them... since how can you trust
body to body, a sentient robot with interchange- someone who can look like someone else?
able parts, and a character who gained his ability
183
The Ultimate Metamorph ■ Chapter Three
Character Examples 200+ Disadvantages
25 Accidental Change: whenever she touches
ECLIPSE
PLOT SEEDS
another person skin-to-skin (Common,
ECLIPSE Always) The classic Eclipse
Val Char Cost Roll Notes 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) plot: she accidentally
10 STR 0 11- Lift 100 kg; 2d6 [1] 20 Hunted: FBI 8- (Mo Pow, NCI, Capture) bumps into a hero who
18 DEX 24 13- OCV: 6/DCV: 6 20 Psychological Limitation: Paranoid (Very maintains a Secret
15 CON 10 12- Common, Strong) Identity and doesn’t
10 Psychological Limitation: Vengeful want to reveal his real
11 BODY 2 11-
name to his teammates.
13 INT 3 12- PER Roll 12- (Uncommon, Strong)
Now equipped with his
20 EGO 20 13- ECV: 7 10 Social Limitation: Socially Inept powers and Skills, she
15 PRE 5 12- PRE Attack: 3d6 (suffers -2 to Interaction Skill Rolls) flees. He has to find a
10 COM 0 11- (Frequently, Minor) way to convince the
10 Unluck: 2d6 other PCs to track her
4 PD 2 Total: 4 PD (0 rPD) 941 Experience Points down and get him his
4 ED 1 Total: 4 ED (0 rED) powers back without
4 SPD 12 Phases: 3, 6, 9, 12 Total Disadvantage Points: 1,256
revealing who he is.
7 REC 4 Background/History: Kim Culhane grew up plagued
30 END 0 with bad luck. Her high school years were particu- Eclipse accidentally
29 STUN 5 Total Characteristics Cost: 88 larly unkind, mostly because she spent them in a steals Holocaust’s
dismal boarding school. Something within her kept powers during a battle.
Movement: Running: 6”/12” When she refuses to
her apart from others — she’d spend hours watch-
Cost Powers END ing people from the shadows, wishing she could give them back, he hires
457 Mimic Powers: Variable Power Pool be like them, but never talking to them. Eventually, a squad of powerful
technology-based vil-
(Mimic Pool), 400 base + 200 control cost; to spite her parents, she ran away from school and
lains to hunt her down
Only For Multiform (Multiform is joined the military. and kill her. She turns to
“alternate” form with all of character’s When the initial screening process showed the PCs for help... will
powers and exact copies of target’s powers a particular abnormality in her DNA, the Army they give it?
and power-related Disadvantages, and asked if she’d participate in several biological
must have the Reversion Limitation; -½), experiments. Its goal was to create someone power- After Eclipse steals a
Requires Successful HTH Attack Roll ful enough to take out rogue superheroes the mili- PC’s powers and Skills
(-½), Skin Contact Required (-1), Power tary was usually powerless against. Intrigued, and during a battle, she
Fails To Work If Cannot Copy Entire desperate for cash, Kim agreed. learns (and makes sure
Target (-¼), Cannot Retain Copied Forms Whether the procedures brought out some- to write down) some
(when character switches to another thing in her DNA, or empowered something she’d of his most important
“form,” she immediately loses all wanted all her life, the Army succeeded in creating secrets. Now she’s black-
mailing him. What will
previously-copied powers; -¼) 0 someone who could easily cripple most superhu-
he do to get out of the
629 Steal Powers: Suppress Powers 40d6, all mans with just a touch. But the plan depended on dilemma?
Characteristics, powers, and so forth of her wanting to help her country, and that wasn’t
all special effects simultaneously (+4), uppermost in Kim’s mind. Overwhelmed by all the
Reduced Endurance (0 END, turns off attention, she just wanted a vacation and time to
when Reversion occurs or Eclipse think about things. Unwilling to let its new “asset”
changes victims; +½); No Range (-½), loose on her own, the Army locked her up. But
Linked (see text; -¼) 0 her keepers didn’t realize her powers could affect
34 Copy Appearance: Shape Shift (Sight, normal people as well as superhumans, and it
Hearing, Smell/Taste, and Touch Groups, wasn’t long before she’d copied the appearance and
any humanoid shape), Imitation, Reduced skills of one of her captors, cleared out all records
Endurance (0 END; +½), Trigger (when of her existence from the computer files, and
character mimics someone with her walked out the front door.
VPP; +¼); Only To Copy Person Whose Personality/Motivation: Eclipse (as Kim calls her-
Power’s Being Mimicked (-1) 0 self) is cursed, now more than ever. Her powers
25 Detect Life-Force: Detect Life Energy 12- completely cut her off from human contact
(no Sense Group), Discriminatory, — while she can’t hurt anyone, touching a person
Analyze, Range 0 immediately makes her transform into that person,
Perks and she only changes back into herself when she
3 Anonymity falls asleep or gets knocked unconscious. As a result
1 Money: Well Off she’s become more paranoid, bitter, and alone than
ever. She takes jobs as a mercenary supervillain
Skills both to earn money and to have some minimal
10 +2 HTH social contact with other people. Sometimes she
3 Streetwise 12- takes over a person’s appearance and identity and
3 Stealth 13- keeps him captive so she can blend into his group
3 Shadowing 12- of family and friends and feel like a “real person”
for a while... but sooner or later she’s found out
Total Powers & Skills Cost: 1,168
again and has to flee, usually focusing her rage into
Total Cost: 1,256
184 ■ Metamorphs Genre By Genre Hero System 5th Edition
innate abilities (including some OIFs and Restrain-
able powers, such as implanted cyberware); Foci,
objects of power, and the like are beyond her abili-
ties to steal.
When Eclipse mimics someone’s powers, she
doesn’t just copy them — she steals them. When
she uses her Power Pool she also activates a massive
Suppress that affects all of the target’s powers, Skills,
and other abilities, regardless of origin or special
effect — in effect it reduces him to an ordinary,
completely ignorant being of his species. (Ordinar-
ily it’s illegal to Link a power to an entire Frame-
work, as is done here, but since her VPP essentially
represents one single power doing so shouldn’t
cause any game balance problems.) Once she
returns to her own shape (by being Knocked Out,
for example) or steals another person’s abilities, the
Suppress effect fades instantly and the first victim’s
abilities return to him in full.
Eclipse dislikes open combat unless and until
she has some tactically effective abilities. She pre-
fers to ambush a powerful superhero whose skin
she can touch, steal his powers, and then start fight-
ing. She’s quick to flee if things aren’t going her way.
Campaign Use: Eclipse makes a good subversive
villainess, particularly within a crowd or group
where she can blend in without arousing suspicion.
Since she can copy literally anyone by touch, and
since she gains the Skills of her victims as well, she
makes a perfect spy. In addition, her powers could
give rise to all sorts of plots relating to mistaken
identities, heroes who have to cope with powerless-
ness, and the like.
doing as much damage to the social unit as she can If Eclipse isn’t powerful enough for your cam-
before she leaves. paign, give her some extra Skills to carry along in
Quote: “OK, it’s a deal. Whatever you say. Here, all of her forms (such as Martial Arts) and increase
shake on it....” her Characteristics (primarily DEX, CON, SPD, and
REC). If she’s too tough, lower her Suppress so that
Powers/Tactics: Eclipse has two basic powers. The it only weakens heroes, and doesn’t totally remove
first is to perceive and analyze life energy. This their powers.
allows her to know who around her has superpow- Eclipse has a strong vengeful streak, so she’s
ers, and the basic source of those powers (mutant, likely to Hunt anyone who humiliates or harms her.
mutate, mystic, technological, and so on). It also Unless she’s equipped with stolen powers (in which
tells her whether a person has a strong, healthy life- case she uses them to best effect), the threat she
force, since she’d rather not mimic weak or sickly poses as a Hunter is limited by her need to get close
people if she can avoid it. enough to the target to touch his skin.
The second power is a suite of two abilities.
The first is a Mimic Variable Power Pool that lets Appearance: Eclipse usually covers herself up with
her copy the appearance, Skills, powers, and other lots of clothing to prevent accidental contact with
abilities of a single individual. She can’t copy more other people, so to keep from looking out of place
than one person at a time (even if she has Pool prefers to live in the colder regions of the world.
points unspent). The change occurs automatically Beneath all those clothes she wears a plain bodys-
if she touches someone skin-to-skin, whether she tocking that’s white on the right half and black on
wants it to or not (thus, a good tactic to use against the left, with the blackness curving slightly to the
her in combat is to force her into contact with right as if it were a moon eclipsing the sun. She has
a normal person). She can only copy natural or red hair and green eyes.
185
The Ultimate Metamorph ■ Chapter Three
EL JAGUAR 200+ Disadvantages EL JAGUAR
Val Char Cost Roll Notes 10 Distinctive Features: Mystic Aura (Not Con- PLOT SEEDS
20 STR 10 13- Lift 400 kg; 4d6 [2] cealable; Always Noticed; Detectable Only
25 DEX 45 14- OCV: 8/DCV: 8 With Unusual Senses) Tezcatlipoca orders El
22 CON 24 13- 20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture) Jaguar to steal a valuable
15 BODY 10 12- 15 Hunted: Los Ángeles de la Guarda 8- (Mo Aztec artifact from a
15 INT 5 12- PER Roll 12- Pow, Capture) museum in the cam-
25 Psychological Limitation: Devoted Servant paign city. Knowing he
15 EGO 10 12- ECV: 5
Of Tezcatlipoca (Very Common, Total) lacks the power to defeat
20 PRE 10 13- PRE Attack: 4d6 the museum’s state of
12 COM 1 11- 15 Psychological Limitation: Greedy And Cruel
the art security systems
(Common, Strong) or battle the PCs on his
10 PD 6 Total: 20 PD (10 rPD) 15 Social Limitation: Secret Identity (Miguel own, El Jaguar recruits
10 ED 6 Total: 20 ED (10 rED) Delgato) (Frequently, Major) some villains to help
5 SPD 15 Phases: 3, 5, 8, 10, 12 53 Experience Points him rob the place. He
8 REC 0 plans to slip away, steal
44 END 0 Total Disadvantage Points: 353
the artifact, and then
40 STUN 4 Total Characteristics Cost: 146 Background/History: Miguel Delgato grew up betray his “comrades” to
poor in northern Mexico. Anyone who saw him the PCs and escape in
Movement: Running: 9”/18” the confusion.
as a kid — always in trouble, rarely in school,
Cost Powers END committing petty crimes by his early teens —
90 Werejaguar Forms: Multiform (assume would’ve figured he was destined to live a short, El Jaguar believes a
jaguar or man-jaguar form built on up pointless, and wasted life. But fate had other PC (or well-liked NPC
to 400 Character Points; see text), things in store for him. hero) with wind or
One day the Aztec god Tezcatlipoca (see weather powers is an
Instant Change 0
incarnation of the god
27 Enchanted Flint Knife: HKA 1d6+1 Arcane Adversaries, page 113), ever in search
Quetzalcoatl, Tezcatlip-
(1½d6 with STR), +2 Increased STUN of cat’s-paws to carry out his plans on Earth, oca’s ancient enemy. He
Multiplier (+½), Penetrating (x2; +1), chanced to notice Miguel. Maybe Miguel had makes it his personal
Reduced Endurance (0 END; +½); OAF in him the blood of the Lord of Misfortune’s goal to harass and hurt
(-1), No Knockback (-¼) 0 ancient priests. Perhaps he reminded Tezcatli- the hero, with the inten-
30 Tezcatlipoca’s Divine Protection: Armor poca of one of the ixiptla, or personifications-to- tion of killing him as
(10 PD/10 ED) 0 be-sacrificed, who were chosen to represent him soon as he can figure
6 Swift: Running +3” (9” total) 1 on Earth every year by the Aztecs centuries ago. out a way to capture him
Or maybe some spark of evil in Miguel’s heart and sacrifice him to the
Perks simply spoke to the god. No man shall ever know. Lord of Misfortune.
6 Contact: Tezcatlipoca 8- (extremely useful But what men do know is that Tezcatlipoca
Skills/resources, access to major institutions, gifted Miguel with power. He made him strong Thanks to several spec-
significant Contacts of his own) tacular crimes pulled by
and swift, with the ability to change shape into
El Jaguar, Tezcatlipoca’s
Talents either a jaguar (Tezcatlipoca’s totem animal) or a cult begins to grow in
3 Lightsleep man-jaguar hybrid. Since then Miguel has served Mexico... and even a
the Smoking Mirror as El Jaguar, one of his chief little in the southwest
Skills servants on Earth. US! The heroes have to
6 +3 OCV with Enchanted Flint Knife put a stop to him before
Personality/Motivation: Since receiving his
3 Climbing 12- he does anything more
powers from Tezcatlipoca, El Jaguar has been a
3 Concealment 12- to further the Smoking
devoted servant of the god. Although not for- Mirror’s cause on Earth.
3 AK: Mexico 12- mally a participant in or leader of Tezcatlipoca’s
3 AK: Southwestern US 12- secret cult, El Jaguar is recognized by the cultists
3 CK: Mexico City 12- as a favored servant of the Lord of Misfortune.
3 KS: Aztec History, Culture, And Mythology 12- He retains his greedy, criminal nature, and his
5 KS: Tezcatlipoca Cult Doctrine And powers have made him arrogant and cruel when
Practices 14- dealing with “mere mortals”... but neither attitude
2 Language: English (fluent conversation; is a sin in the eyes of Tezcatlipoca.
Spanish is Native)
2 Language: Nahuatl (fluent conversation) Quote: “I am the son of the Lord of Jaguars, and in
1 Sleight Of Hand 8- his name I shall destroy you.”
3 Stealth 14- Powers/Tactics: Tezcatlipoca’s spells augmented
3 Streetwise 13- El Jaguar’s Characteristics and other attributes to
2 Survival (Desert) 12- superhuman levels, but the most powerful abil-
3 Tracking 12- ity the god granted him was to change his shape
Total Powers & Skills Cost: 207 into either a man-jaguar or a true jaguar. For
Total Cost: 353 El Jaguar’s man-jaguar form, use the Weretiger
from page 101 of The HERO System Bestiary, but
with Characteristics upgraded to match his true
form’s, no Multiform power of its own, no Lycan-
thrope’s Bite, and other appropriate changes. For
his jaguar form, use the Leopard from page 145
186 ■ Metamorphs Genre By Genre Hero System 5th Edition
of the Bestiary, with appro-
priate changes to its INT and
the like. For times when El
Jaguar prefers to fight in his
human form, Tezcatlipoca
has given him an enchanted
flint knife (tecpatl) made of
stone from Mictlan (land of
the dead) that can cut nearly
anything.
Campaign Use: El Jaguar
could show up in the cam-
paign in many ways. He
might simply be a mercenary
villain, working with other
villains to enrich himself in
the absence of any orders
from Tezcatlipoca. Or he
could spearhead one of
the god’s schemes, leading
troops of Nagual cultists,
undead Aztec sorcerers,
obsidian spirits, and other
terrors on behalf of the Lord
of Misfortune. Most of his
crimes and activities take
place in Mexico City, north-
ern Mexico, or the south-
western US, but he could
appear anywhere Tezcatli-
poca needs him to.
If you want to make El
Jaguar tougher, you have
several options. First, you El Jaguar rarely Hunts anyone unless Tezcatli-
could increase his Characteristics and Running poca orders him to, in which case he follows orders.
to make him both more brick-like and more Appearance: El Jaguar is a tall, muscular, hand-
speedster-like. Second, you could give him more some man of Mexican Indian ancestry; he has
enchanted weapons, such as a macahuitl (obsid- dark eyes and black hair simply cut. As El Jaguar
ian-edged war club) or obsidian-tipped spear. he wears brown boots and pants, a broad black
Third, you could draw on Tezcatlipoca’s aspect belt with a silver buckle shaped like a jaguar’s
as god of sorcerers and give El Jaguar magic head, no shirt, and a vest and bracers made of
spells, or even a Variable Power Pool for magic. jaguar fur. He carries his enchanted flint dagger,
(The Mystic World has plenty of sample spells he with a hilt in the shape of a crouching Aztec war-
could cast; just change the special effects to make rior, thrust into his belt.
them look “Aztec.”) To weaken him, reduce his
Characteristics (especially DEX and SPD) and/or
make it harder for him to change shape (add
Extra Time, Concentration, or Side Effects to his
Multiform).
187
The Ultimate Metamorph ■ Chapter Three
MORPH Background/History: The supervillainess the world MORPH
Val Char Cost Roll Notes calls Morph isn’t even human. Unbeknownst to PLOT SEEDS
15 STR 5 12- Lift 200 kg; 3d6 [1] anyone — including herself — she comes from a
20 DEX 30 13- OCV: 7/DCV: 7 dimension called Xargann whose advanced and In her most callous (and
25 CON 30 14- sophisticated people naturally possess shapeshifting perhaps profitable!)
20 BODY 20 13- powers. A Xargann scientist, eager to experience scam yet, Morph goes
15 INT 5 12- PER Roll 12- life among the “unchanging” whom she’d viewed to India and pretends to
in her transdimensionscope, designed a device to be a multi-armed Hindu
10 EGO 0 11- ECV: 3
transport her to Earth by causing her to be born to goddess. The PCs have
20 PRE 10 13- PRE Attack: 4d6 to expose her in the face
16 COM 3 12- a human woman and grow up a human child.
of tens of thousands of
But two things went wrong with her plan. fanatic believers... who
10 PD 7 Total: 25 PD (15 rPD) The first was a rival scientist who, jealous of her may not be pleased to
8 ED 3 Total: 23 ED (15 rED) accomplishments, sabotaged the transporter have their illusions shat-
6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 device. As a result, Morph was born and grew up tered.
8 REC 0 without ever accessing the knowledge of her true
50 END 0 self and background which she’d “programmed” A series of high-profile,
41 STUN 0 Total Characteristics Cost: 143 into her mind. Second, knowing little of Earth, locked-room, “impos-
Movement: Running: 6”/12” she chose her host family poorly. Rather than sible” crimes has been
picking a pair of responsible, mature, loving committed throughout
Cost Powers END parents, she ended up with Rob and Cindy the city over the past
440 Morphic Powers: Variable Power Pool Markham, two of the most selfish people imagin- two weeks. UNTIL
(Shapechanging Pool), 200 base + 100 believes Morph is
able. Rob was a four-time loser with a record of
control cost, Cosmic (+2); Shapechanging responsible and asks the
petty (and occasionally not-so-petty) crime as PCs to help track her
Abilities Only (see text; -¼) var long as his arm, Cindy a prostitute and junkie. down and capture her.
75 Malleable Form: Stretching 10”, Reduced Growing up in that sort of “family,” it’s not
Endurance (0 END; +½) 0 surprising that “Tabitha Markham” learned to The government needs
45 Resilient Form: Armor (15 PD/15 ED) 0 look out for herself pretty fast. When her native Morph’s “help” to “fine-
60 Resilient Form: Physical and Energy shapechanging abilities manifested at age 13 (as tune” a new medicine
Damage Reduction, 50%, Resistant 0 “programmed”), she realized right away they that may hold the cure
13 Malleable Mind: Mental Defense were her meal ticket. At 15 she ran away from for cancer. It falls to
(15 points total) 0 home, supporting herself with the proceeds of the PCs to find her and
36 No Internal Organs: Life Support the robberies she could effortlessly pull with her persuade her to offer her
(Diminished Eating: no need to eat; powers. By the time she was 18 she was a well- services.
Diminished Sleeping: no need to sleep; known member of the Superhuman World, code-
Immunity: to all terrestrial biological named Morph. She’s been captured three times,
weapons, chemical weapons, diseases, and once Stronghold even kept her imprisoned
and poisons; Self-Contained Breathing) 0 for almost six months... but inevitably she finds a
Talents way to use her powers to free herself and plague
5 Eidetic Memory the world once more.
Personality/Motivation: There’s little to like
Skills about Morph. Selfish and greedy, she assumes
20 +4 HTH everyone she meets will try to screw her over if
2 KS: The Superhuman World 11- they can... and so, in a self-fulfilling prophecy,
15 Power: Shapechanging/Stretching Tricks 18- her suspicion and thinly-veiled hostility tend
3 Stealth 13- to make people dislike and betray her. She pre-
3 Streetwise 13- fers to work alone when she can (and is power-
Total Powers & Skills Cost: 717 ful enough to do so), though she occasionally
Total Cost: 860 takes high-paying jobs from master villains
and organizations like VIPER.
200+ Disadvantages
Quote: “I’m “in shape” for any job you got. But I get
25 Hunted: UNTIL 11- (Mo Pow, NCI, Cap-
paid up front.”
ture)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Cap- Powers/Tactics: Morph is a true physical meta-
ture) morph with absolute control over her physical
15 Psychological Limitation: Ruthless And shape and substance. She can’t assume energy
Greedy (Common, Strong) or gaseous forms, nor any form that involves
15 Social Limitation: Secret Identity (Tabitha moving parts or a chemical reaction (for
Markham) (Frequently, Major) example, she can’t change herself into a light-
5 Unluck: 1d6 ning bolt, a working pistol, or a motor), and
10 Vulnerability: 2 x Effect from Transforms she can’t alter her density or opacity, but aside
and other attacks that involuntarily change from that her powers are unrestricted. She can
her shape or form (Uncommon) distort her body with Stretching, flawlessly
570 Experience Points imitate other people right down to the cellular
level with Shape Shift, accurately mimic ani-
Total Disadvantage Points: 860
mals with Multiform, form parts of her body
188 ■ Metamorphs Genre By Genre Hero System 5th Edition
Campaign Use: Morph is an
all-purpose shapechanger
who gives the GM access to
whatever metamorphic abili-
ties he needs to make a plot
work right. She can be tough
enough to take on an entire
team of heroes if necessary
(especially if you use her Vari-
able Power Pool to beef up
her Damage Reduction).
To strengthen Morph,
give her more powers out-
side her Variable Power
Pool so she’s not entirely
dependent on the VPP. A
little Growth, Shrinking, or
Shape Shift that she can then
augment with her Pool frees
up more points for defenses
and attacks. To weaken her,
get rid of her Stretching
(requiring her to buy it with
the VPP) and her Damage
Reduction, and perhaps
reduce her SPD to 5.
Morph is a terrifyingly
effective Hunter. Her powers
let her follow and spy on just
about anyone easily, and she
can attack from surprise even
in places where the character
feels the safest — from the
into melee weapons, transform her flesh into Microverse or via Stretching
stone or metal, and so forth. See Chapter Two she can get just about anywhere.
for many example powers she could create with Appearance: Morph can have any appearance
her Power Pool; some of her favorites include she wants, obviously, but usually favors her
Body Of Metal and Arms Into Blades. “true” form: a beautiful Caucasian woman
In combat, Morph usually opens up with about 21 years old with dusky skin, short, dark
something spectacular, like transforming her hair, dark eyes, and a slender, well-propor-
body to stone or metal and then making her tioned figure. Her “costume” (actually just part
fist enormous to smash people with, or using of her body) consists of leather-looking pants,
Growth to become gigantic and powerful. She’ll belly-baring and decolletage-displaying short-
follow her initial attack with a Presence Attack sleeved top, and bracers.
in the hope of cowing her opponents. If that
doesn’t work, she’ll become more subtle, using
her powers to keep her opponents off-balance
and attack in the most effective way possible. If
things go bad, escape is just a little Extra-Dimen-
sional Movement (to the Microverse) or Deso-
lidification (“stretching” to ooze through small
openings) away.
189
The Ultimate Metamorph ■ Chapter Three
CYBER HERO
I Character Examples
n the typical Cyber Hero setting, metamorpho-
sis is going to depend on technology. It’s cer-
JOHN DOE 4.0
tainly possible to have a Cyber Hero campaign
PLOT SEEDS
that includes magic (which would allow for JOHN DOE 4.0
John Doe 4.0 slots the
traditional shapeshifters and mystic shape-alter- Val Char Cost Roll Notes personality of a vicious
ing spells) or superpowers (which opens the field 10 STR 0 11- Lift 100 kg; 2d6 [2] serial killer, which he
wide for just about anything you can think of), but 12 DEX 6 11- OCV: 4/DCV: 4 was told was the per-
neither phenomenon falls within the traditional 13 CON 6 12- sonality of a business-
confines of “cyberpunk.” 10 BODY 0 11- man. Now he’s stalking
In a genre where medical enhancements are 13 INT 3 12- PER Roll 12- women around the city,
commonplace, characters who are in trouble can 10 EGO 0 11- ECV: 3 and the attributes he’s
buy plastic surgery on the street. Cosmetic surgery 15 PRE 5 12- PRE Attack: 3d6 using to pick his victim
might become so common and easy that people can match those of a DNPC
8 COM -1 11- or favorite NPC of the
“update their look” on a weekly or monthly basis
4 PD 2 Total: 4 PD (0 rPD) heroes’. It’s up to them to
to keep up with the latest trends. The underworld find him, stop him... and
could take advantage of this to change a wanted 4 ED 1 Total: 4 ED (0 rED)
3 SPD 8 Phases: 4, 8, 12 hopefully find out who
criminal’s appearance radically as a way of helping did this to him, and why.
him hide out, or to establish a thriving trade in pro- 5 REC 0
viding new identities (complete with new appear- 26 END 0
John Doe 4.0’s real
ance) for people looking to escape debts or other 22 STUN 0 Total Characteristics Cost: 30 memories start to
difficulties. In a world where anyone can look like Movement: Running: 6”/12” return... slowly, in tiny
anything, what are the standards of beauty? pieces. He can visual-
Going a step further, genetic technology and Cost Powers END ize scenes that seem to
cloning might allow for all sorts of changes at the 46 Numatsu Skillslot System, Model Delta, be Chicago — a mob
cellular level, the creation of Duplicates in the labo- With Personachip Upgrade: Variable war with the yakuza
ratory, cloned organs, and drugs with genetic side Power Pool (Skill and Personality Pool), — a woman and a baby
40 base + 20 control cost; Extra Time — some things he can’t
effects. If “brain transplants” become possible, the fully “see.” He hires the
incredibly wealthy may shift from body to body to (takes 1 Turn to change slots; -¾),
PCs to help him dig up
achieve a form of immortality. Biotechnology may Restrainable (-¼), Limited Use (see text; his true background.
make all sorts of internal metamorph-like changes -½), No More Than Four Slots Can Be
or abilities possible. Active At Once (-¼), No Skill-Based The PCs find John Doe
And then there’s cybernetics. “Cyberware” Slot Can Have More Than 11 Active 4.0 with four personach-
implanted in the human body could justify many Points (-½) 0 ips jammed into his
different metamorphic powers. A character might Skills skillslot system. This has
have a cyber-arm that can be changed or reconfig- rendered him catatonic,
3 Bribery 12- even after the chips are
ured into different weapons (see Dis Armament, 1 Computer Programming 8-
below); a “persona-on-a-chip” reader that lets him removed. Who did this
3 Conversation 12- to him, and why? Why
change his personality at will (see John Doe 4.0, 2 KS: Hudson City Underworld 11- didn’t they just kill him
below); or artificial organs that make it possible for 1 Lockpicking 8- (and take his valuable
him to regulate adrenaline production, blood flow, 3 Persuasion 12- skillslot system)?
and other internal autonomic functions at will. 3 Sleight Of Hand 11-
3 Stealth 11-
7 Streetwise 14-
1 WF: Handguns
Total Powers & Skills Cost: 73
Total Cost: 103
190 ■ Metamorphs Genre By Genre Hero System 5th Edition
75+ Disadvantages take on the best qualities of another person tem-
20 Accidental Change: when his personachip (if porarily, making him more self-confident, more
any) is removed in any way, Always (Uncom- assertive, or whatever it is he wants to be.
mon) Unfortunately, humanity being what it is, the
25 Psychological Limitation: Amnesia (see text) invention of personachips almost instantly cre-
(Very Common, Total) ated a black market for versions that were illegal
10 Psychological Limitation: Personality Bleed (because they contained criminal personalities,
(see text) (Uncommon, Strong) such as those of serial killers) or that were made
illegally (by kidnapping someone to record his
Total Disadvantage Points: 130
personality against his will). Some people get a
Background/History: By the mid-twenty-first cen- perverse kick out of adopting the personality of a
tury, advances in neurobiological engineering made favorite music or film star... or a psychopath.
it possible to “copy” information onto digital stor- A couple years ago, a guy woke up in an alley
age media. By inserting these “chips” into his brain in Hudson City. He was dressed in rags, and he
via an implanted interface device called a skillslot had few memories — he didn’t even know his own
system, a person can, in effect, instantly learn a name. But there was a top-model Numatsu skillslot
language, or how to operate a type of vehicle, or system installed in his skull. Lacking any real per-
everything there is to know about Shakespeare... sonality or memories of his own, he soon began
but only as long as the chip remains inserted. Take using personachips to adopt others’ personalities...
it out, and all that knowledge vanishes. and he didn’t really care whose personality it was or
Even more advanced than the typical how it got recorded on a chip. Calling himself “John
“skillchip” are athletichips (which allow a person Doe 4.0,” he’s merged with the Hudson City cyber-
to instantly “learn” physical abilities and Skills, underground, putting his criminal skills (which he
such as Climbing or Lockpicking) and persona- mysteriously remembered) and skillslot system to
chips. The latter, which in some forms are ille- work to earn every fast buck he can.
gal in nearly every country around the world,
Personality/Motivation: John Doe 4.0 is a near-total
contain the entire personality and memories of
amnesiac. He has no memory of who he is, where
a single person (or at least, as much of the per-
he comes from, or how he got to Hudson City
sonality and memories as can fit on a skillchip,
beyond when he woke up there a couple years ago.
or that the manufacturers want to include). By
He’s almost addicted to using personachips, since
inserting a personachip (which requires special
he can’t bear to face the blank nothingness that is
upgrades to the skillslot system), a person can
his own reality. Unfortunately for him, he’s used
some badly-manufactured personachips that have
damaged his skillslot system without his know-
ing it. He now sometimes suffers from personality
bleed, a condition in which fragments of previ-
ously-slotted personalities remain in the buffer of
his skillsoft system and occasionally “bleed into”
his real personality or whichever personality he’s
currently using. It’s rare for the fragments to merge
into the existing personality well; the typical result
is confusion, odd behavior, and unsettling personal
mannerisms. (In game terms, at least once per
game the GM should roll John Doe’s Amnesia Psy-
chological Limitation; if it fails, he suffers a -2 on all
Intellect and Interaction Skill rolls until such time
as the GM decides the condition has faded away
[usually within ½d6 hours]).
Quote: “I can be whoever you need me to be.”
Powers/Tactics: John Doe 4.0 has a four-slot
Numatsu “Skillslot” implant that’s been upgraded
to run personachips. In plain English, that means
he has a device implanted in his head that can hold
up to four “chips” (actually small modules about 1.5
inches long, 0.25 inches wide, and 0.5 inches “tall”);
when plugged in, the chip leaves about 0.5 inches
of itself showing that he usually covers up with his
hair or a cap. Each chip comes programmed with a
single Skill he can use. Typically these are Intellect
Skills, since (a) his set’s not upgraded for full athlet-
ichip functionality that would let him use physical
Skills properly (and he’s not in good enough shape
to get the best use out of them anyway), and (b)
he gets any Interaction Skills he needs from per-
191
The Ultimate Metamorph ■ Chapter Three
sonachips. However, he does have a personachip DIS ARMAMENT
upgrade, meaning he can insert chips that contain Val Char Cost Roll Notes
the full personality and memory of another person. 15 STR 5 12- Lift 200 kg; 3d6[1]
When he inserts a personachip, his own personal- 18 DEX 24 13- OCV: 6/DCV: 6
ity (such as it is) and memories get “shunted” to the 15 CON 10 12-
back of his brain while the personality on the chip 12 BODY 4 11-
becomes dominant. 16 INT 6 12- PER Roll 12-
In game terms, the skillslot system is built as 12 EGO 4 11- ECV: 4
a Variable Power Pool for Skills and certain Multi- 15 PRE 5 12- PRE Attack: 3d6
forms. John Doe 4.0 can only have four slots active 8 COM -1 11-
at any one time, and no Skill-based slot can have
more than 11 Active Points (due to the limitations 4 PD 1 Total: 4 PD (4 rPD)
of his model of skillslot system, the Skills he slots 4 ED 1 Total: 4 ED (0 rED)
can only work so well; of course, they also derive 4 SPD 12 Phases: 3, 6, 9, 12
in part from his own natural abilities, such as his 6 REC 0
INT Roll for Intellect Skills). He can only run one 30 END 0
personachip at a time. Personachips are built as a 30 STUN 2 Total Characteristics Cost: 73
Multiform into a person with a different personal- Movement: Running: 6”/12”
ity, memories, and the like. Typically the alternate
form is built the same as John Doe 4.0, but it has Cost Powers END
different KSs (representing memories and the like), 30 Cybernetic Right Arm: Multipower, 60-point
Interaction Skills (if any), and mental Disadvan- reserve; Extra Time (takes a Full Phase to
tages (if any). The Multiform can be built on up to change slots; -½), all slots OIF (-½)
200 Character Points; that’s the limit of the system, 1u 1) Metal Fist: HA +4d6, Reduced
so it means personachips manufactured for his Endurance (0 END; +½); OIF (-½),
system and based on some very learned persons Hand-To-Hand Attack (-½) 0
simply can’t contain all of those personas’ knowl- 4u 2) Metal Claws: HKA 2d6 (2d6+1 with
edge and memories. STR), Armor Piercing (+½), Reduced
John Doe’s tactics in combat tend to depend Endurance (0 END; +½); OIF (-½) 0
on the personality he’s currently running. How- 3u 3) Mini-Chain Gun: RKA 2d6, Autofire
ever, he has little in the way of military or fighting (3 shots; +¼), Penetrating (+½); OIF
skills, so he prefers to run away when confronted (-½), 12 Charges (-¼) [12]
with violence or danger. He may get himself into 2u 4) Mini-Flamethrower: RKA 2d6; Area
trouble if he’s running a belligerent personality that Of Effect (7” Cone; +1); OIF (-½), No
“remembers” having boxing or martial arts skills.... Range (-½), 3 Charges (-1¼) [3]
2u 5) Microgrenade Launcher: RKA 1½d6;
Campaign Use: John Doe 4.0 offers the GM all sorts
Explosion (-1 DC/2”; +¾); OIF (-½), 6
of scenario possibilities. The most obvious ones
Charges (-¾) [6]
involve answering the big questions in his back-
5 Cybernetic Left Arm: As Cybernetic
ground: who is he, where does he come from, and
Right Arm
how’d he become an amnesiac? Beyond that, his
7 Bone Lacing On Fists: HA +2d6; Hand-
underworld machinations could draw the PCs into
To-Hand Attack (-½) 0
an adventure easily. They might even hire him to
3 Bone Lacing: Armor (1 PD/1 ED) 0
help them run a scam or imitate someone.
2 Bone Lacing: Armor (3 PD/3 ED)
To make John Doe 4.0 tougher, upgrade his
(9 Active Points); Only Works Against
skillsoft system so he can have more Skills at
BODY Damage (-1), Only To Protect
once and so it can run athletichips at full func-
Against Breaking Bones (-2) 0
tionality. To weaken him, reduce his number of
slots usable at once, or the Active Points available Perks
for each Skill slot. 6 Contact: The Yakuza 11- (Organization)
John Doe 4.0 doesn’t really Hunt anyone. He 4 Contact: Mercenary 13- (old war buddy)
might stalk a particular character if he wants to 2 Fringe Benefit: Private Investigator License
make that person the target of a crime, but he’s not 2 Fringe Benefit: Cybernetic Weapon Permit
going to start vendettas or hold grudges. 2 Reputation: detective/mercenary for hire (in
Appearance: John Doe 4.0 is a pretty bland- the metroplex) 11-, +2/+2d6
looking Caucasian male with short, dirty blonde Skills
hair. He dresses in the best he can afford, which 16 +2 with All Combat
usually isn’t anything more than typical work-
ingman’s clothes. He often wears a cap or some 7 Criminology 14-
other head covering to keep people from seeing 3 Forensic Medicine 12-
that he’s got a skillslot system. 5 Interrogation 13-
1 Language: Japanese (basic conversation;
English is Native)
2 Language: Spanish (fluent conversation)
3 Lockpicking 13-
192 ■ Metamorphs Genre By Genre Hero System 5th Edition
DIS ARMAMENT Background/History: Rick
PLOT SEEDS Reynolds grew up in the Chi-
cago metroplex, no different
Dis Armament takes a from a million other street
job from someone who punks — taking drugs, com-
seems like an ordinary mitting petty crimes, hoping
citizen, but is actually for a better life but doing
a megacorporation nothing to get it. One day he
employee. The job took a job to deliver a package
requires him to dig up
for a local yakuza boss who
some dirt on one of the
heroes’ DNPCs (or a needed someone who’d blend
well-liked NPC). When into the neighborhood better
what he’s doing becomes than his own men.
known to the PCs and Everything was going
they confront him, what fine... until a rival clan
will he do? ambushed Rick, beat him to
within an inch of his life, and
A back-alley cyberneti- took the package. He knew
cist begins offering Dis he’d be killed if he told the
Armament some good oyabun he’d been robbed, so
deals on new cyberarm he dragged himself out of
modules. Puzzled by
the alley and followed his
how the guy could offer
such bargains, he starts attackers. When they got to
poking around and their place, he hid nearby and
stumbles onto a major waited. Later that night, most
organ- and cyberware- of them went out — and Rick
legging operation. made his move. After shoot-
Unable to take on such ing the few guards left behind
a powerful group on his with his pistol, he grabbed
own, he appeals to the the package and was getting
PCs for help. away... when a gangster he’d
actually only wounded blasted
When Dis Armament him with a shotgun, destroy-
goes in for some routine
5 PS: Private Detective 14- ing his right arm.
maintenance on his
cyberarms, the doctor 5 SS: Cybernetics 14- Despite shock and massive bleeding, Rick
(who’s secretly working 3 Security Systems 12- made it back to the oyabun. Impressed with the
for the megacorporation 5 Shadowing 13- dedication and devotion of a man who wasn’t even
Hunting him) implants 3 Stealth 13- his employee, the oyabun paid for Rick’s medi-
a control chip in his 7 Streetwise 14- cal care, including the installation of cybernetic
brain. Now the corp’s got replacement arms (he had to have the left one
him doing all its dirty Total Powers & Skills Cost: 140 amputated and replaced with a cyber-arm to bal-
work. The PCs have to Total Cost: 213 ance the system). Grateful for the treatment he’d
figure out why he sud- received, Rick spent a few years working for the
75+ Disadvantages
denly “turned evil” and
5 Distinctive Features: right cyberarm (Easily oyabun before striking out on his own as a private
rescue him.
Concealable, Noticed And Recognizable) detective and “troubleshooter” for hire. Now known
15 Hunted: megacorporation 11- (Mo Pow, on the street by the nickname Dis Armament, he’s
NCI, Watching) spent a lot of his earnings over the years on new
10 Hunted: local gang 8- (As Pow, Kill) attachments for his arm or other cyberware.
15 Psychological Limitation: Code Of The Mer- Personality/Motivation: Dis’s reputation and
cenary (Common, Strong) demeanor give the impression of a cold, detached
15 Psychological Limitation: Honorable; Wants detective. He makes no moral judgments and
To Do The Right Thing (Common, Strong) always follows through with any job he takes.
5 Vulnerability: 1½ x STUN from Electrical Knowing this, he generally refuses jobs with a high
Attacks (Uncommon) potential for extreme danger, that involve blatant
73 Experience Points criminal activity, or which are obviously going to
Total Disadvantage Points: 213 make him lots of new enemies. He maintains that
EQUIPMENT
Weapon OCV RMod Damage STUN STR Min Shots
Colt Renegade +1 +1 2d6 1d6 10 15
Armor
Armorcloth (3 PD/3 ED), Activation Roll 14-
Gear: Investigators’ tools, mini-flashlight, lockpicks
Clothing: As appropriate for his current case, but usually reasonably nice men’s suits
193
The Ultimate Metamorph ■ Chapter Three
his job is detective work, not mercenary work, Campaign Use: An enemy of the PCs could hire Dis
which basically means any mercenary work costs to pester and spy on the players or DNPCs. Once
two to three times extra. he realizes they’re “the good guys,” he’s going to
Secretly, Dis wants to “do the right thing” and experience a real moral dilemma. Teaming up with
help the good guys. But he’s cynical enough to the PCs may be the only way out.
think everyone out there is essentially evil, which To make Dis tougher, give him more cyber-
makes it difficult for him to find work he can take ware — replacement eyes or legs, for example — or
without feeling guilty (but easy to shoot people give him some Martial Arts (Dirty Infighting). If
who get in his way). If asked to hurt innocent he’s already too tough, get rid of several of his Mul-
people, he’ll make excuses for why he can’t do it; tipower slots.
if he takes a job before he realizes an innocent is As a Hunter, Dis Armament is precise and
going to get in the way, he’d have a real conflict methodical. He gathers all the information about
of interest between his desire to do good and his the PCs he can through his usual channels — offi-
desire to always complete the job. cial records, yakuza contacts, Streetwise — then
Quote: “Consider yourself served.” makes his move. He’d rather sic the cops or one of
their enemies on them than tackle them in combat
Powers/Tactics: While Dis can fight with his fists or himself, but if he’s got a contract to fulfill he’ll do
use a pistol (he favors the big-bore Colt Renegade), whatever he has to.
most of his offensive capability comes from his
cybernetic arms. Each one functions like a normal Appearance: Dis Armament is a large, broad-shoul-
arm (albeit one made of steel, so he can punch dered black male with two full-replacement cyber-
pretty hard with it), but also has a modular fore- netic arms in shiny chrome steel. The forearms
arm that he can swap out. He usually keeps it like a are modular, allowing him to take them off and
normal arm and hand, but he can replace that with replace them with ones containing different weap-
a clawed hand, a flamethrower, an automatic gun, ons or gadgets. (He’s never far away from a case or
or a microgrenade launcher. To make the switch, backpack that contains one or two of his weapon
he has to (a) have a replacement module with him, arm attachments.) He’s a big fan of the trenchcoat
and (b) spend a Full Phase changing Multipower and fedora look, combined with sunglasses and a
slots. He usually leaves the modules he’s not using chewed-up cigar (never smoked). His clothes are
at his office, since they’re too bulky to carry around, usually rumpled and dirty, and he shaves about
but if he’s expecting trouble he can carry two in a once a week.
briefcase or all of them in a duffle bag.
194 ■ Metamorphs Genre By Genre Hero System 5th Edition
DARK
CHAMPIONS
A Character Example
s a genre, Dark Champions tends to be
well-grounded in reality in most respects,
making metamorphs and their powers
incredibly rare (or even just plain non- DR. NATHAN SUMBRU
existent). But if the campaign makes allowances Val Char Cost Roll Notes
for some “weird” powers, mysticism, and the like, 10 STR 0 11- Lift 100 kg; 2d6 [2]
then many intriguing possibilities exist. Even a 12 DEX 6 11- OCV: 4/DCV: 4
single low-powered metamorphic ability may let 12 CON 4 11-
an adversary create mysteries to baffle the PCs or 10 BODY 0 11-
pose a danger to them. Examples of metamorphs 13 INT 3 12- PER Roll 12-
you might find in a Dark Champions campaign 10 EGO 0 11- ECV: 3
that allows weird abilities include: a serial killer 13 PRE 3 12- PRE Attack: 2½d6
who can contort himself to fit through pipes or 11 COM 1 11-
under doors; a doctor who uses modern science to
recreate Dr. Jekyll’s formula (see Nathan Sumbru, 3 PD 1 Total: 3 PD (0 rPD)
below); a murderer who can trigger a multiple 3 ED 1 Total: 3 ED (0 rED)
personality disorder at will so that he can hide 2 SPD 0 Phases: 6, 12
from the police more effectively; or a criminal 4 REC 0
who can change his fingerprints, DNA, or even 24 END 0
scent to confuse criminalists. 21 STUN 0 Total Characteristics Cost: 19
Movement: Running: 6”/12”
Cost Powers END
12 Unleashing His Inner Demon: Multiform
(assume 249-point “evil self ” form);
OIF Fragile (-¾), Costs Endurance (-½),
1 Charge (-2) [1]
Perks
1 Fringe Benefit: License to Practice Medicine
10 Money: Wealthy
Skills
15 +3 with Science Skills
3 High Society 12-
2 KS: The Medical World 11-
4 TF: Common Motorized Ground Vehicles,
Two-Wheeled Motorized Ground Vehicles,
Snow Skiing
1 WF: Handguns
3 Scientist
2 1) SS: Anatomy 12-
2 2) SS: Biochemistry 12-
2 3) SS: Biology 12-
2 4) SS: Chemistry 12-
2 5) SS: Genetics 12-
2 6) SS: Medicine 12-
2 7) SS: Psychology 12-
2 8) SS: Surgery 12-
Total Powers & Skills Cost: 67
Total Cost: 86
195
The Ultimate Metamorph ■ Chapter Three
100+ Disadvantages Background/History: Nathan Sumbru is a gifted
20 DNPC: Maureen, Katie, Mary, and John doctor and biochemist, respected as a pillar of the
Sumbru (wife and kids) 8- (Group DNPC) community and the patriarch of a large and loving
20 Psychological Limitation: Scientific Curios- family. The ethics violations involving experiments
ity (Common, Total) on live subjects, the ones that got him quietly
10 Psychological Limitation: Compulsion To removed from several university faculties — almost
Unleash Inner Demon (Uncommon, Strong) no one knows about those, or just how driven Dr.
15 Social Limitation: Secret Identity (isn’t Sumbru can become when he fixates on something.
known to be the “madman” who’s committed A few years ago, Sumbru was passing a quiet
so many brutal crimes) (Frequently, Major) evening at home reading The Strange Case Of Dr.
5 Social Limitation: Harmful Secret (biomedi- Jekyll And Mr. Hyde when a thought occurred to
cal ethics violations) (Occasionally, Minor) him: what if the book weren’t fiction? Was it pos-
Total Disadvantage Points: 170 sible to bring out someone’s “dark side” through
scientific processes and formulae? Even if it weren’t
DR. SUMBRU’S INNER DEMON possible back then, was it possible with modern
science, technology, and psychology?
Val Char Cost Roll Notes
Fascinated by the concept, Dr. Sumbru set to
30 STR 30 15- Lift 1,600 kg; 6d6 [6]
work, hiding the budget for his new “project” in the
15 DEX 15 12- OCV: 5/DCV: 5
funding for various jobs he did for the US military.
20 CON 20 13-
After many months of effort, he finally found the
15 BODY 10 12-
breakthrough he’d been looking for. Unable to resist
10 INT 0 11- PER Roll 11-
the temptation, he drank down the bitter-tasting
10 EGO 0 11- ECV: 3
potion in one swift gulp.
20 PRE 10 13- PRE Attack: 4d6
At first, nothing happened. Then he felt
6 COM -2 10-
something welling up in his mind, like the giggle
12 PD 10 Total: 12 PD (2 rPD) of a madman who realizes his jailer’s acciden-
10 ED 8 Total: 10 ED (2 rED) tally left the door free. And then the pain hit,
4 SPD 15 Phases: 3, 6, 9, 12 wracking his body with spasms and leaving him
10 REC 0 writhing on the floor. When it passed, he was...
40 END 0 different. Looking in the mirror, he saw that his
50 STUN 10 Total Characteristics Cost: 126 features were superficially similar, but somehow
darker, more intense. There was a look of malice
Movement: Running: 6”/12”
and cunning in his eyes that he’d never seen
Cost Powers END before — and thoughts filled his mind that he’d
30 Necksnapper: HKA 2d6, NND (defense is never dared to even think of thinking.
rigid rPD on the neck, or anything else The crime spree began later that night. Soon
that prevents the neck/head from being the police had a file cabinet drawer full of case
turned and twisted the right way; +1), Does reports about brutal rape-murders, acts of savage
BODY (+1); Must Follow Grab (-½), Must butchery, cannibalism, and perverse vandalism.
Target The Head (-1), No STR Bonus (-½), But they could never catch anyone; the few eyewit-
Requires A STR Roll (no Active Point penalty; nesses who were willing to talk to them confusedly
-0) 9 described a “dark man” whose very appearance
5 Fearsome: +10 PRE; Only To Make Fear-/ somehow revolted them.
Intimidation-Based Presence Attacks (-1) 0 Since he first took what he now calls the Drac
60 Tough: Physical and Energy Damage formula (from the Romanian word for “demon”),
Reduction, Resistant, 50% 0 Dr. Sumbru has slowly but surely become addicted
2 Tough: Damage Resistance (2 PD/2 ED) 0 to releasing what he refers to as his “inner demon.”
He remembers in full the acts his inner demon
Skills commits, and he doesn’t care. The intensity of
15 +3 HTH the experience, the pleasure of being able to do
3 Climbing 12- anything he wants without feeling guilt or fear,
3 Stealth 12- have overwhelmed him. A time or two he’s nearly
3 Streetwise 13- exposed his beloved wife and children to his dark
4 WF: Common Melee Weapons, Small Arms side... and while the thought of what the inner
Total Powers & Skills Cost: 125 demon would do to them terrifies him, that terror
Total Cost: 251 isn’t enough to make him stop.
Personality/Motivation: Nathan Sumbru is a rela-
100+ Disadvantages
tively normal man of science. What sets him apart
35 Enraged: Berserk in combat (Very
from other doctors and researchers is his obsessive
Common), go 11-, recover 11-
nature: once he gets interested in something, he
25 Psychological Limitation: Revels In Malice,
investigates it to the very end, and damn all the
Bloodshed, Evil, Destruction, Death, And
protocols, rules, regulations, and biomedical ethics
Suffering (Very Common, Total)
that might stand in his way. He’s searching for
91 Experience Points
Knowledge, for the Truth, and petty bureaucratic
Total Disadvantage Points: 251 nonsense can’t be allowed to interfere.
196 ■ Metamorphs Genre By Genre Hero System 5th Edition
DR. NATHAN When he “unleashes his inner demon,” Sumbru Inaccessible Focus because although it’s Accessible
SUMBRU becomes evil incarnate. The inner demon joyfully to Grab, making the inner demon take it usually
PLOT SEEDS causes as much pain, death, and misery as it can, means Knocking him Out (or holding him down)
and it has a fiendish and unbounded imagination and forcing it down his throat.
The classic Dr. Sumbru in this regard. It is all the base and selfish impulses Campaign Use: Sumbru’s inner demon is a perfect
plot: the inner demon of humanity made form in one single individual. example of a totally irredeemable villain, one your
begins committing a Quote: “Do you ever wonder just what depths of PCs can enjoy hunting and, eventually, gunning
wave of particularly
depravity a man can sink to? I don’t — I live there.” down. Sumbru himself is a dramatic example of the
horrific crimes, which
the PCs have to investi- Powers/Tactics: Nathan Sumbru himself is a doctor hubris of science and learning, and of why biomed-
gate and stop. At some and scientist — learned, even brilliant, but oth- ical ethics exist. If possible, introduce him into the
point they meet Dr. erwise not particularly remarkable except for his campaign before the PCs meet the inner demon;
Sumbru and have to put personal wealth. His inner demon, on the other that way they can get to know him, making the rev-
two-and-two together hand, is strong, fast, and vicious. The Drac formula elation of his secret all the more shocking.
to figure out his real To make the inner demon more powerful, give
unlocks all the aggression and cruelty in Sumbru’s
involvement. him more defenses, CON, and/or STUN — noth-
soul and brings it to the forefront of his personal-
ity, which in turn works certain physical changes ing’s as scary as a foe who just won’t fall down. You
While investigating could also give him some stealth-related abilities so
some military- or espio- on his body to make him tough and strong. The
change alters his DNA and fingerprints just enough he can sneak up on the PCs easily. To weaken him,
nage-related matter, reduce his STR and/or Necksnapper ability.
the PCs stumble across that the inner demon’s trace evidence can’t be con-
nected to Sumbru himself. The inner demon has little patience for Hunt-
one of the “projects” Dr.
Sumbru is working on The inner demon won’t fight heroes in a one- ing — if someone annoys it or attracts its malign
for the government... on-one confrontation unless it has to. It prefers to attention, it stalks him until it has the chance to
one that’s not exactly ambush a victim, cripple him (or, far more often, make a safe attack, then attacks.
legal, or safe. To keep her), and then drag him away to some isolated loca- Appearance: Nathan Sumbru is a quiet, dignified-
them from interfer- tion where he can “play” until his victim dies from looking man in his mid-thirties with brown hair
ing with his work, he
the abuse. If forced to fight, he responds with bru- and eyes. He favors simple, conservative men’s fash-
unleashes his inner
demon on them. tality and ruthlessness, breaking necks and limbs. ions, and of course wears a labcoat when engaged
Doctor Sumbru changes back to his normal in his scientific experimentation. When he drinks
The inner demon self after about 24 hours or when he takes another his Drac formula and unleashes his “inner demon,”
kidnaps Dr. Sumbru’s dose of the Drac formula (which is something the his skin becomes slightly darker and flushed, his
family... and for some inner demon won’t do voluntarily; it doesn’t hate eyes and face take on a crazed, malevolent look, and
reason, when he reverts Sumbru, but prefers to remain free). The potion (or his muscles bulge slightly (often enough to tear his
to himself, he can’t sometimes injection) is referred to as an Obvious tight clothes a little here and there).
remember where the
inner demon hid them,
or what it plans to do
with them. He has to
get the PCs to help him
without revealing his
secret... and hopefully
find out what caused the
memory lapse.
197
The Ultimate Metamorph ■ Chapter Three
FANTASY HERO
A
side from Champions, the genre in which Cost Powers END ALVARAN
you’re most likely to find the widest variety 31 The Druid’s Gift: Multiform (eight animal PLOT SEEDS
of metamorphs is Fantasy. In a Fantasy forms built on up to 200 Character Points
Hero game, lycanthropes and masquers each; see text); Extra Time (takes 1 Turn to The PCs need to find a
might be extremely common (or at least deadly change forms; -¾) 0 Vestrian Orc shaman
adversaries when encountered), entire races of 2 Strong Runner: Running +1” (7” total) 1 who knows the answer
shapechangers might co-exist peacefully with Men, 1 Strong Swimmer: Swimming +1” (3” total) 1 to a riddle that will help
Dwarves, and Elves, faerie-folk are practically them lift a curse from
3 Alert: +1 to PER Rolls with all Sense
a bewitched village.
defined by their ability to shapechange, and wizards Groups 0 The only person who’s
can use spells to change their shapes and appear- likely to be able to find
ances in nearly any way imaginable. (In fact, the Skills
16 +2 with All Combat the shaman in time is
“battle of forms,” in which two wizards duel each Alvaran Nineforms... but
other by changing shape, is a classic Fantasy “bit.”) 4 +2 OCV with Bows
they have to keep him
Unless changing shape is common in a Fantasy 3 Climbing 13- from killing the shaman
setting, the populace — often superstitious, igno- 3 Concealment 12- in the process.
rant peasants and townsfolk — is likely to fear it. 5 AK: The Westerlands 14-
Their main contact with shapeshifters will be when 2 KS: Flora And Fauna 11- Alvaran fails to show
a lycanthrope preys on their flocks (and them) or 7 KS: Orcs And Goblins 16- up at a village the King
a wizard transforms one of them into a newt. So 1 Language: Ilurian (basic conversation; of Vestria ordered him
if they suspect someone of being, say, a werewolf, Vestrian is Native) to visit (the village
priest had reported that
their response is likely to involve torches and pitch- 1 Language: Umbrian (basic conversation)
some strange monster
forks rather than reasoned dialogue. 1 Language: Westerlands Skhai (basic raids were plaguing the
Fortunately for the hapless peasants, tradi- conversation) peasants). He seems to
tional shapeshifting creatures usually have well- 1 Language: Westerlands Vugrash (basic con- have vanished without
known traditional weaknesses. Werewolves can versation) a trace. The king asks
be killed with silver weapons (and in some set- 2 Navigation (Land) 12- the PCs to look into the
tings, any blessed weapon), while vampires have 3 Stealth 13- situation.
a plethora of restrictions and vulnerabilities for 6 Survival (Mountains, Temperate/
hunters to exploit. Subtropical) 13- While exploring a
7 Tracking 14- ruined castle in search
6 WF: Common Melee Weapons, Common of treasure, the PCs find
Character Examples Missile Weapons, Staff, Off Hand Alvaran — wounded,
bloody, and deeply
Total Powers & Skills Cost: 105
unconscious. Heal-
ALVARAN NINEFORMS Total Cost: 180 ing-spells don’t seem
Val Char Cost Roll Notes 75+ Disadvantages to work on him, either.
15 STR 5 12- Lift 200 kg; 3d6 [3] 15 Hunted: Orc chieftain 11- (As Pow, Kill) What happened here?
18 DEX 24 13- OCV: 6/DCV: 6 20 Hunted: enemies of Vestria 8- (Mo Pow,
16 CON 12 12- NCI, Kill)
13 BODY 6 12- 20 Psychological Limitation: Hatred Of Orcs,
13 INT 3 12- PER Roll 12- Goblins, And Their Kin (Common, Total)
10 EGO 0 11- ECV: 3 20 Social Limitation: Subject To Orders (King
15 PRE 5 12- PRE Attack: 3d6 of Vestria) (Very Frequently, Major)
12 COM 1 11- 30 Experience Points
6 PD 3 Total: 6 PD (0 rPD) Total Disadvantage Points: 180
6 ED 3 Total: 6 ED (0 rED) Background/History: Alvaran, the son of a Ves-
4 SPD 12 Phases: 3, 6, 9, 12 trian blacksmith and his wife, was orphaned at
6 REC 0 age 7 when Orcs and Goblins from the Greyward
32 END 0 Mountains attacked his village, slaughtering most
30 STUN 1 Total Characteristics Cost: 75 of the inhabitants. Adopted into the household of
Movement: Running: 7”/14” the local earl, he grew up hating “greenskins” with a
Swimming: 3”/6” passion. With the help of some of the lord’s retain-
ers, he learned swordplay and woodcraft so he
could protect other people from the foul creatures.
One day after he’d been a ranger for several
198 ■ Metamorphs Genre By Genre Hero System 5th Edition
He scoffs at the idea that greenskins can be as
intelligent and civilized as other folk; he’s never
met a Thordarian Orc, and if he did would prob-
ably want to kill him regardless of his clothes
and manners. He’s spent his entire life learning
about and hunting Orcs and Goblins, and he’s so
devoted to that pursuit that getting him to focus
on anything else isn’t likely to work.
Quote: “I’ve got their trail now. This is one tribe of
greenskinned butchers that isn’t going to survive
long enough to hurt anyone else.”
Powers/Tactics: Alvaran is a ranger, skilled at
tracking, wilderness survival, and the use of
the bow... but he has powers most rangers lack.
Thanks to the dying druid’s gift, he can take on
eight different animal forms: bear, cat, crow,
deer, falcon, pike, serpent, and wolf. Each is basi-
cally a normal animal of its type, though gifted
with Alvaran’s INT and Combat Skill Levels
(in addition to any CSLs it may already have).
Changing into an animal form (or back to his
true form) takes Alvaran twelve seconds.
Alvaran’s preferred role is that of scout and
sniper. He uses his Stealth and alternate forms to
gather information on his enemy, then his bow
to remove his enemy from the world. If that’s not
possible, he prefers to fight with longsword in one
hand and dagger in the other, but he’s also skilled
with the quarterstaff.
Campaign Use: Alvaran makes a useful ally for
the PCs... albeit a singleminded one, and a dan-
years, he was tracking a tribe of Goblins through gerous one if they count any Orcs, Half-Orcs, or
the forest. He caught up to them as they were Goblins among their number or their comrades.
attacking an elderly druid who lived by himself Alvaran finds it almost impossible to believe
in a woodland glade. Alvaran slew the Goblins anything good about any “greenskin,” so getting
one and all, but he was too late to save the druid him to interact with them other than at sword-
— the old man’s wounds were too extensive, and point is difficult at best.
neither he nor Alvaran had the magic to heal them. To make Alvaran more powerful, increase the
Silently cursing himself for not getting there in number of forms he can change into, or give him some
time, Alvaran tried to make the druid’s last hours as Martial Arts with either sword or bow. To weaken him,
comfortable as possible. impose more restrictions on his ability to change form,
As his last act, the grateful druid gave Alvaran such as Costs Endurance or Concentration.
a gift: the power to assume eight animal forms (for See above for how Alvaran Hunts his enemies.
eight was a sacred number to his sect, representing
the four seasons viewed under the Sun and under Appearance: Alvaran Nineforms is a Vestrian man
the Moon). With this new ability, Alvaran has in his mid-20s, with dirty blonde hair, hazel eyes, a
pressed his war against the greenskins even more short blondish beard, and a serious look on his face.
strongly than before, for who among their dim- He wears a simple tunic and leggings in brown,
minded kind would ever suspect a crow or serpent boots (and if necessary gloves) of darker brown
of spying on them? leather, and a hooded forest green cloak; all of his
clothes have seen a lot of hard use, but they’re not
Personality/Motivation: Alvaran is obsessed with torn or excessively patched. He carries a longsword,
the idea of protecting people from Orcs and a heavy bow, and a quiver of 30 arrows.
Goblins... by slaying every Orc or Goblin he can.
EQUIPMENT
Weapon OCV RMod Damage STUN STR Min Shots
Longsword +0 — 1d6+1 0 12 —
Bow, Heavy +0 +0 1½d6 0 10 30
Quarterstaff +1 — 5d6 N — 15 —
Dagger# +0 — 1d6-1 0 6 —
Armor
Cuir bouilli armor (DEF 3)
Gear: Backpack, flint and steel, bedroll, tent, travel rations
Clothing: Brown tunic, pants, and boots; dark green hooded cloak
199
The Ultimate Metamorph ■ Chapter Three
HROLF KELLINGSON Background/History: Hrolf Kellingson was just HROLF KELLINGSON
Val Char Cost Roll Notes another Vulkring warrior — loud, boisterous, vio- PLOT SEEDS
20 STR 10 13- Lift 400 kg; 4d6 [4] lent, hot-tempered, superstitious, honorable in his
18 DEX 24 13- OCV: 6/DCV: 6 rough way — until the day he got lost in the forest Hrolf comes to the PCs
18 CON 16 13- following a major battle. He’d taken a blow to the for help. He claims his
13 BODY 6 12- head that didn’t penetrate his helmet... but scram- enchanted wolf ’s-skin is
13 INT 3 12- PER Roll 12- bled his brains good. By the time he truly came to taking him over — that
himself he had no idea where he was. He couldn’t it’s forcing him to change
10 EGO 0 11- ECV: 3
hear the sound of the battle at all. shape, and changing
15 PRE 5 12- PRE Attack: 3d6 him on its own when
10 COM 0 11- He wandered in the woods two more days,
he’s asleep. He’s begin-
never seeing another soul or a path. He found ning to wonder what
6 PD 2 Total: 6 PD (0 rPD) a few roots to eat, but he was starving to death. human flesh would taste
5 ED 2 Total: 5 ED (0 rED) That’s when he noticed the wolf off in the dis- like, and he desperately
4 SPD 12 Phases: 3, 6, 9, 12 tance. It hadn’t seen him as it loped along. Maybe wants their help to stop
8 REC 0 it would lead him to some food! With all the whatever’s happening
36 END 0 stealth he could muster, he followed the wolf. He to him.
32 STUN 0 Total Characteristics Cost: 80 nearly fell over with astonishment when it led
Movement: Running: 8”/16” him to a little cottage and walked right in the Hrolf hears tell that in a
door. He stared with amazement as the wolf took barrow on distant Ohrec
Cost Powers END off its skin and became a man! Island lie the bones of
4 Enchanted Wolfskin: Multiform (assume Hrolf realized the man was a skinchanger, a king... and the king’s
120-point wolf form); OAF (can’t be taken magical sword! He
a person who put on an enchanted animal-skin
away from character once he changes form; wants that sword, and he
to assume that animal’s shape. He also realized needs the PCs’ help to
-½), Independent (-2), Extra Time (Extra the man must have food. Filled with supersti- get it. He promises them
Phase; -¾), Personality Loss (1 Hour; -1), tious fright, but too hungry to care, he crept up all the gold and treasure
Affects Body Only (-½) 0 to the cottage, charged through the door with a in the barrow except for
4 Wolf ’s Speed: Running +2” (8” total) 0 Vulkring shout, and cut the man down with his the sword if they’ll help
3 Lupine Senses: +1 PER with all Sense sword. After gorging himself on the dead man’s him get it.
Groups 0 food, he rested. When he awoke, he gathered up
everything valuable he could find... including the Hrolf washes up on the
Talents
skin... and left. shore near the PCs’ vil-
16 Berserk Fury lage. Obviously he’s a
Since that day, Hrolf Kellingson has been a
Skills skinchanger himself. At first the skin terrified Vulkring, which means
15 +3 HTH there must have been
him, but after he’d had it a few days and it didn’t
a Vulkring raid some-
3 Climbing 13- do anything to him, he couldn’t resist the tempta- where nearby... what
2 AK: Vulkringland 11- tion to try it on. He found that he loved being happened to him, and
3 KS: Vulkring Culture And Lore 12- a wolf — the strength, the senses, the ferocity. what will they do?
2 Navigation (Marine) 12- Now he changes shape frequently, though never
3 Riding 13- in sight of others unless he intends to kill them.
3 Stealth 13- He usually keeps the skin near him, often wear-
2 Survival (Temperate/Northern Temperate) 12- ing it as part of his animal-fur cloak when the
3 Tracking 12- weather’s cold.
3 TF: Large Rowed Boats, Large Wind-Pow- Personality/Motivation: Kellingson’s pretty much
ered Boats, Small Rowed Boats a typical Vulkring warrior, despite owning a
4 WF: Common Melee Weapons, Common changing-skin. He lives for the day, taking all the
Missile Weapons enjoyment out of life that he can and not worry-
Total Powers & Skills Cost: 70 ing much about tomorrow, because tomorrow he
Total Cost: 150 may be dead. But since he started changing shape,
he’s become more wolf-like in his outlook: greedy,
75+ Disadvantages rapacious, and ruthless, but also loyal to his com-
10 Hunted: village chieftain and elders 8- (Mo rades and those who care for him.
Pow, NCI, Watching) Kellingson’s deeply superstitious; he puts great
10 Hunted: old family enemy 8- (As Pow, Kill) stock in omens, old tales, witchcraft, and similar
15 Psychological Limitation: Wolf ’s Nature matters. Many a time he’s given up on some quest
(Common, Strong) or crime because he saw or experienced something
15 Psychological Limitation: Supersti- that spooked him.
tious; Believes In Omens And Evil Spirits
Quote: “There’s a little wolf in any Vulkring... but
(Common, Strong)
more in me.”
20 Social Limitation: Subject To Orders (war-
band chief) (Very Frequently, Major) Powers/Tactics: Although he has the craftiness
5 Rivalry: Professional (with his best friend and tactical sense of a trained and experienced
Hogar) Vulkring warrior, Hrolf Kellingson’s not a par-
ticularly subtle fighter. He prefers to meet his
Total Disadvantage Points: 150
enemies in honorable open combat where he
can hack them down. But sometimes his wolf ’s
200 ■ Metamorphs Genre By Genre Hero System 5th Edition
EQUIPMENT
Weapon OCV RMod Damage STUN STR Min Shots
Longsword 0 — 1d6+1 0 12 —
Battle Axe 0 — 2d6 0 13 —
Dagger# 0 — 1d6-1 0 6 —
Armor
Chainmail (DEF 6)
Medium shield (+2 DCV)
Gear: As appropriate for current activities
Clothing: Tunic, leggings, leather boots, fur cloak
nature pushes him to use sneakier, less honorable Campaign Use: Hrolf Kellingson is a typical exam-
ways of fighting... or even to assume wolf-form ple of a skinchanger, and as such could serve as a
and dispose of his enemies in the night. template for many similar characters in your cam-
paign. He might also make a
good “sidekick” for a PC — an
often loud and obnoxious one,
but one who’s unfailingly loyal
and willing to risk his life for
his friend.
To make Hrolf tougher,
make him a better warrior. Give
him more Combat Skill Levels
or some Martial Arts with his
sword. If he’s too tough, scale
his higher Characteristics back
to the 14-17 range, and perhaps
reduce his SPD to 3.
Hrolf doesn’t really Hunt
people — he knows how to
hold a grudge, but not partici-
pate in a vendetta. That’s too
much work.
Appearance: Hrolf Kellingson
is a big, burly, rough-looking
Vulkring warrior. His hair and
beard are both coal-black; he
wears the former in braids. He
usually dresses as appropri-
ate for a Vulkring and carries
a large battle axe and shield.
When he wants to don his
changing-skin and assume
wolf-form, he has to take off his
armor and clothes and put on
his enchanted wolf-skin. Like
many skinchangers, his face has
taken on a slightly lupine look.
201
The Ultimate Metamorph ■ Chapter Three
HORROR HERO
M
etamorphs are more at home in the 15 A Spell For Chaining The Wills Of Men:
NAZERON JOHNSON
Horror genre than practically anyplace Mind Control 12d6; Concentration
PLOT SEEDS
else. What could be more creepy than a (0 DCV throughout casting; -1), Extra
being who can look exactly like you... or Time (1 Minute; -1½), Requires A
What’s happened to
even steal your abilities, thoughts, and memories? Sorcery Roll (-½) 6 Johnson’s true soul
Out there in the dark of night are werewolves, vam- -4 -2” Running — the one he was born
pires, and other monsters (perhaps entire clans of with? It resides in the
Perks
them, warring with each other and using human- body of his first victim,
2 Money: Well Off
ity as fodder) — and lurking in the greater dark long forgotten by him.
of Outer Space are Lovecraftian gods and demons Skills Perhaps tracking it
whose quasi-physical bodies ooze and change 3 Conversation 13- down would provide
shape almost reflexively. Their shifting appearances 3 High Society 13- the PCs with a weapon
may be so horrifying as to drive anyone who sees to use against him, or
2 AK: Europe 11-
a way to reverse every
them insane. A more human form of evil, demons, 5 KS: Arcane And Occult Lore 15- soul transference he’s
can possess humans, warping and transforming 2 KS: World History 11- ever performed....
them physically, mentally, and spiritually in ways 1 Language: German (basic conversation; Eng-
little different from “real” metamorphosis. lish is Native) Johnson hears about a
2 Language: Latin (fluent conversation) powerful new occult
3 Persuasion 13-
Character Examples 17 Power: Sorcery 20-
text that was recently
discovered and sets out
2 SS: Psychology 11- to track it down. That
NAZERON JOHNSON 3 Seduction 13- brings him into opposi-
7 Stealth 13- tion against the PCs,
Val Char Cost Roll Notes who also want it (or
10 STR 0 11- Lift 100 kg; 2d6 [1] 3 Streetwise 13-
want to prevent anyone
10 DEX 0 11- OCV: 3/DCV: 3 Total Powers & Skills Cost: 196 from obtaining it).
13 CON 6 12- Total Cost: 245
10 BODY 0 11- Johnson’s wife works up
20 INT 10 13- PER Roll 13- 50+ Disadvantages
the courage to flee him.
20 EGO 20 13- ECV: 7 20 Psychological Limitation: Malicious And She comes to the PCs
20 PRE 10 13- PRE Attack: 4d6 Cruel (Common, Total) (either purposely, or by
16 COM 3 12- 15 Psychological Limitation: Seeks Occult some fortuitous acci-
Knowledge (Common, Strong) dent) and babbles her
2 PD 0 Total: 2 PD (0 rPD) 15 Psychological Limitation: Vengeful story to them. What will
3 ED 0 Total: 2 ED (0 rED) (Common, Strong) they do?
2 SPD 0 Phases: 6, 12 145 Experience Points
5 REC 0 Total Disadvantage Points: 245
26 END 0
Background/History: Nazeron Johnson was a
22 STUN 0 Total Characteristics Cost: 49
small, wiry, plain-looking little guy who got
Movement: Running: 4”/8” picked on a lot in school. He was unusually
bright, but not particularly interested in any
Cost Powers END topics anyone could teach him in school, and had
130 Soul Switching: Major Transform 8d6 no social graces to speak of. In fact, he seemed
(transfer Johnson’s current soul into victim’s to go out of his way to offend and upset people;
body, and victim’s soul into Johnson’s; heals he was the master of the barbed comment, the
back through application of the same thinly-veiled insult, the subtle dig. He had a nat-
power), BOECV (Power Defense applies; ural gift for figuring out what bothered someone
+1), Fully Invisible (+1), Reduced Endurance the most... and then confronting him with it.
(½ END; +¼); All Or Nothing (-½), Limited But that wasn’t the extent of his cruelty.
Target (humans; -½), No Range (-½), Works Some of his other childhood pursuits included
Against PRE, Not BODY (see text; -½), Side torturing animals, setting fires, and playing
Effects (transfer victim’s soul into Johnson’s vicious, physically dangerous “pranks” on other
body, automatically happens; -0) 18 people when he could get away with it. As he
grew older and smarter, he turned to the study
of the occult, and soon became obsessed with
the subject.
202 ■ Metamorphs Genre By Genre Hero System 5th Edition
After graduating from Powers/Tactics: Nazeron Johnson is a sorcerer who
high school, Johnson left possesses a few powers — two innate, one he must
home for Europe. He spent cast as a spell — learned from a genuine grimoire he
years touring the continent obtained years ago in Lisbon. The first, and in many
in search of arcane lore and ways more important, of his powers is enhanced
texts. He studied with every charisma. Handsome, self-confident, and possessing a
“master” he could find, and his je ne sais quois that makes people want to be around
notebooks were soon bulging him despite the petty cruelties he inflicts on them, he
with disturbing notes and foul can succeed in nearly any social situation.
mystic diagrams. In Lisbon he Second, Johnson can cast a spell that allows
stumbled across a worm-eaten him to dominate the minds of others. He primarily
book that contained certain uses this to force women to submit to his lusts and
spells that would change his to convince people to believe what he says or give
life forever. him valuable things. The spell requires incantations
When Johnson returned and gestures, but he can perform them subtly and
home, he was... different. The quietly and so gets no Limitation for this.
shy, homely boy was now a His third, and in the end perhaps best, power, is
handsome, confident young the ability to exchange souls with someone else. The
man. Soon people, particu- evil deeds he commits place black marks on his soul
larly women, were clamoring that would unquestionably damn him to Hell when
for his attention. He traveled he dies... except that he “cleanses” himself of them by
the social circuit for a while, trading souls with an innocent person. Then he starts
always the hit at parties but out “karmically fresh,” while his victim must bear the
(to his great delight) also the weight of his sins. Typically a victim, unable to psychi-
subject of enormous amounts cally withstand the effects of his new soul, descends
of secret jealousy. He left in his into self-destructive, criminal, or evil behaviors, which
wake a trail of broken hearts, just makes Johnson chuckle. Johnson often uses this
abused women, and jealous power on children; their souls are just about as “clean”
boyfriends. When he was done as a human’s can be, and easy to take as well. In game
with partying he married the terms, the soul switch is a Major Transform that works
prettiest woman in town — a against PRE rather than BODY (PRE in this case rep-
girl many years his junior — resenting the strength of the victim’s soul/self).
and settled down to a genteel Campaign Use: Nazeron Johnson is a Horror sce-
life. No one knows where his nario waiting to happen. Switching souls with a
money comes from, but he never seems to work... PC (or perhaps several PCs) creates a special sort
and people still seem utterly captivated by him. of isolation and powerlessness, both of which are
Personality/Motivation: Johnson is completely important elements in Horror. There are also plenty
self-centered. Nothing makes him happier than of mysteries surrounding him, such as where he got
to do whatever he wants, regardless of who he his powers, the source of the Portuguese grimoire,
hurts or how much. Since he can “cleanse” the and the metaphysical questions about how he can
evil from his soul by switching it (see below), “cleanse” himself of sin.
he has no qualms whatsoever about commit- If Nazeron isn’t powerful enough for your
ting crimes or harming others. For example, he game, give him more spells — perhaps a Mental
married his wife primarily to show off. He cares Illusions power, or Mind Scan, or a curse. If he’s too
nothing for her and casually forces her to submit tough, remove or reduce his Mind Control a little,
to any and every degradation he can think of. She or impose Limitations on his soul switching (such
never leaves the house anymore unless she’s with as Extra Time).
him, because she doesn’t dare be away when he Johnson doesn’t Hunt people unless they’ve
decides he wants to “play” — that will only make deeply offended him or he thinks they have some-
him angry and more “imaginative.” thing he wants (such as a valuable occult text). In that
Aside from satisfying his personal desires, case, he tries to get close and switch souls with them
Johnson’s other goal is the acquisition of occult after committing some particularly heinous acts.
lore. The genuine spells and powers he learned in Appearance: Nazeron Johnson is tall and lanky.
Lisbon have convinced him that many others must His hair is slicked back and dark, and walks a little
exist, and he wants to learn them. He’s particularly bit hunched over. He wears expensive suits that are
interested in spells that would extend his life or rumpled and worn because he travels in them so
grant him immortality. much and pays little attention to domestic chores like
Quote: “Surely such a thing must weigh on one’s soul.” laundry. His eyes have an unnatural red glint to them,
although this is only visible if you really gaze deep
into them… and that’s not a good idea. He exudes an
unnatural sense of charm that attracts other people
while simultaneously making them wonder what on
Earth they could see in such a man.
203
The Ultimate Metamorph ■ Chapter Three
NINJA HERO
I Character Example
n most Ninja Hero games, metamorphs are
at best uncommon; in many, particularly the
more realistic subgenres, they’re non-exis-
tent. In some cases, highly-trained martial BISHAMON
artists may have body control abilities that dupli- Val Char Cost Roll Notes
cate internal metamorph-type powers, even if 20 STR 10 13- Lift 400 kg; 4d6 [4]
they don’t literally involve changing the charac- 18 DEX 24 13- OCV: 6/DCV: 6
ter’s organs or tissues in any way. 15 CON 10 12-
In subgenres involving more fantastic powers 12 BODY 4 11-
and abilities, shapechanging as an innate ability or 13 INT 3 12- PER Roll 14-
magical spell would fit just fine. Perhaps an anime- 15 EGO 10 12- ECV: 5
style martial artist-wizard can summon demons 15 PRE 5 12- PRE Attack: 3d6
that can change shape and assume the forms of 10 COM 0 11-
mortals. Imagine having a kung fu battle against
someone who can alter his form at will or a multi- 5 PD 1 Total: 5 PD (0 rPD)
tentacled protoplasmic demon who can extrude 4 ED 1 Total: 4 ED (0 rED)
weapons and clawed hands from its body! 4 SPD 12 Phases: 3, 6, 9, 12
Oriental mythology, legend, and folklore 7 REC 0
describe dozens, if not hundreds, of monsters and 30 END 0
creatures with various shapechanging powers. See 30 STUN 0 Total Characteristics Cost: 80
The Asian Bestiary, Vols. I-II for numerous exam- Movement: Running: 6”/12”
ples, a few of which you can also find in the Meta-
morphic Bestiary in Chapter Four of this book. Cost Powers END
25 Stimulate Adrenal Glands: Succor STR,
DEX, CON and SPD 5d6, four
Characteristics simultaneously (+1);
Extra Time (Extra Phase to activate; -½),
Self Only (-½) 5
13 Mask The Mind: Aid PRE and COM
2d6, two Characteristics simultaneously
(+½); Self Only (-½), Boost In Characteris-
tics Only Applies Against Women (-¾) 0
Martial Arts: Karate, Aikijutsu
Maneuver OCV DCV Notes
4 Atemi Strike -1 +1 2d6 NND(1)
4 Block +2 +2 Block, Abort
4 Disarm -1 +1 Disarm, 30 STR
4 Dodge — +5 Dodge all
attacks, Abort
3 Hold -1 -1 Grab Two
Limbs, 30 STR
for holding on
5 Joint Break -1 -2 Grab One Limb;
HKA ½d6
(1d6+1 with
STR), Disable
4 Joint Lock/Throw +1 +0 Grab
One Limb; 1d6
NND(1); Target
Falls
3 Legsweep +2 -1 5d6; Target Falls
4 Knifehand Strike-2 +0 HKA ½d6
(1d6+1 with
STR)
204 ■ Metamorphs Genre By Genre Hero System 5th Edition
BISHAMON EQUIPMENT
PLOT SEEDS Weapon OCV RMod Damage STUN STR Min Shots
Katana +1 — 1½d6 1d6-1 — 12
Bishamon encounters Tanto +0 RBS ½d6 1d6-1 — 5 Can be thrown, carries 2
his long-lost love again...
Armor
only to find out that
Leather armor (3 DEF)
she’s married to a man
she’s deeply in love with Gear: As appropriate for current activities
and barely remembers Clothing: See Appearance
him. Now he’s on a bit-
terness-fueled spree of
crime and killing that 4 Punch/Snap Kick +0 +2 6d6 Strike (Common, Total)
the PCs have to stop. 5 Side/Spin Kick -2 +1 8d6 Strike 20 Social Limitation: Subject To Orders (Very
3 Throw +0 +1 4d6 Strike + v/5; Frequently, Major)
Keiko approaches the Target Falls 101 Experience Points
PCs and asks them to 11 Refuse Death: Aid BODY and STUN 2d6, Total Disadvantage Points: 266
rescue Bishamon and
bring him back to her.
two Characteristics simultaneously (+½), Background/History: Joseph Tanasawa was born
Lacking the resources Trigger (when character, while still in the United States, but always yearned to
to destroy the sect, how conscious, reaches the point of death; discover his family’s past. When he turned 18
can they accomplish activating Trigger takes no time; +½); he traveled to Japan, land of his ancestors, and
this? Self Only (-½), 1 Charge (-2) 0 hasn’t gone back to America since. He began
5 Meditative Healing: Healing 2d6, any simply enough, studying holistic medicine and
The sect orders Characteristic one at a time (+¼); meditation. He was on a path to becoming a
Bishamon to hunt Concentration (0 DCV throughout use; monk when fate intervened. He fell in love with
down and kill the PCs. -1), Extra Time (20 Minutes; -2½), Self
They have to stop him,
a woman named Keiko who lived nearby and
Only (-½) 2 began sneaking out at night to watch her and
then find out how they 20 Shadow Ways: Invisibility to Sight
earned the sect’s enmity sometimes to talk to her. As their relationship
Group, Reduced Endurance (0 END; grew, he could tell there was something she
so they can protect
themselves from it.
+½); Chameleon (-½) 3 wasn’t telling him. One night as he crept down to
6 Observant: +2 PER with all Sense Groups see her, he surprised a group of men who were in
5 Unimpressed: +10 PRE; Only To Protect the process of kidnapping her and her sisters for
Against Presence Attacks (-1) 0 ransom. Joseph begged for her life, offering his
Talents in exchange. The men — members of a strange,
4 Double Jointed ancient sect of assassin-priests — accepted his
offer. In return for his pledge of lifelong service
Skills to the cult, they trained him in the martial arts
9 +3 with Martial Arts and other, more esoteric, disciplines. He hasn’t
3 Acrobatics 13- seen the girl he loves for years, and realizes he
3 Breakfall 13- never will, but still thinks of her every time he
3 Contortionist 13- performs a mission.
3 Criminology 12- Personality/Motivation: In Joseph’s mind his life
2 KS: Aikijutsu 11- ended when he gave it up so the woman he loves
2 KS: Karate could live and remain free. Every task is but a dis-
2 KS: The Martial World 11- traction from the time he can spend alone thinking
1 Language: Japanese (basic conversation; about her. Killing, stealing, destroying beautiful
English is Native) things — none of these things bother him if the
7 Security Systems 14- sect orders him to do them. The only thing that
5 Shadowing 13- would ever cause him to hesitate would be if it ever
3 Stealth 13- threatened the life or welfare of the one person who
3 Streetwise 12- still matters to him.
4 WF: Common Melee Weapons, Common
Martial Arts Weapons Quote: “You cannot harm me, I am already dead”
Total Powers & Skills Cost: 186 Powers/Tactics: Joseph’s boss re-named him
Total Cost: 266 Bishamon and taught him Karate and Aikijutsu,
but his real powers come from the sect’s deeper
75+ Disadvantages training. The disciplines he’s learned have given
10 Distinctive Features: Style (Not Concealable, him greater control over his body, allowing him
Noticed And Recognizable, Detectable By to enhance its performance temporarily and
Large Group) make it function more efficiently. Through sheer
5 Distinctive Features: Tattoos (Easily Con- force of will he can even stave off the effects of
cealed; Noticed And Recognizable) fatal wounds... at least for a time.
15 Hunted: Rival Martial Arts Gang 11- (Mo Bishamon fights ruthlessly and without fear,
Pow, NCI, Watching) for while his body commits horrible acts, his
20 Hunted: Yakuza 8- (Mo Pow, NCI, Kill) mind is distracted by thoughts of the woman he
20 Psychological Limitation: Honorable loves. Only his love is real; the fighting and vio-
205
The Ultimate Metamorph ■ Chapter Three
lence are mere illusions. The only thing he finds
distasteful is using his Mask The Mind power,
for it requires him to pretend to have romantic
interest in another woman.
Campaign Use: Bishamon is a tragic figure
and should be played as such — make sure the
heroes learn of his story eventually so they can
appreciate who he is and why he does what
he does. It might even be possible for them
to redeem him and turn him toward the path
of heroism, but that would require them to
destroy the sect so that he no longer felt bound
by his oaths of loyalty.
If Bishamon needs to be more powerful,
increase his STR, SPD and DEX, and possibly give
him more Combat Skill Levels or some martial arts
weapons. If you need to weaken him, reduce his
Aids to 1d6 each and consider lowering his STR,
DEX, or SPD.
Appearance: Bishamon is a Japanese man in
his mid-twenties with short, simply cut black
hair and no facial hair. He has the athletic
build of someone who regularly gets intensive
exercise. He wears a white business suit over a
black shirt and white tie. He personally thinks
it looks ridiculous, but his boss has ordered
him to dress that way. His left and right wrist
are circled with tattoos of the order that taught
him his strange powers, and on the back of his
neck is tattooed the Japanese characters that
spell out the name of his beloved Keiko.
206 ■ Metamorphs Genre By Genre Hero System 5th Edition
PULP HERO
T
VICTORIAN HERO he Pulp genre is a pretty wide-open field, Cost Powers END
allowing for just about anything in the right 11 Organic Masks: Shape Shift (Sight and
The Victorian genre is setting or circumstances, so many types of Touch Groups, any humanoid form),
a lot like Pulp from the metamorphs are possible. However, they Imitation, 4 Continuing Charges lasting
metamorph perspective tend to be low-powered, and usually function as 6 Hours each (+¾); IIF (-¼), Facial
— it just takes place 30+ adversaries rather than PCs. A hero who was a Features Only (-1), Extra Time (1 Hour
years earlier. If meta- gifted contortionist or psychic might have some to activate; -3) [4cc]
morphs exist, they tend low-level physical or mental transformative powers,
to be low-powered and but nothing approaching the sorts of abilities seen Talents
adversarial. But if the in Fantasy or comic books. 6 Combat Luck (3 PD/3 ED)
campaign has “steam-
For example, a group of bold Pulp heroes Perks
punk” technology or
Victorian weird science might encounter a werewolf in France and a vam- 10 Money: Wealthy
as an element, meta- pire in Transylvania while adventuring in Europe.
Later, while exploring darkest Africa, they find a Skills
morphs might become
more common. After all, lost civilization whose immortal, corrupt queen 5 Acting 14-
The Strange Tale Of Dr. has the power to assume the shape of other people 3 Bureaucratics 13-
Jekyll And Mr. Hyde, a (which allows her to go among her subjects and spy 3 Conversation 13-
great Victorian horror/ on them, so they all fear her). 3 Disguise 13-
adventure story, depicts As discussed in Pulp Hero, Disguise is an 2 Forgery (Documents) 12-
a classic transformation: incredibly common Skill among Pulp heroes (espe- 3 High Society 13-
the man who becomes 2 Language: French (fluent conversation; Eng-
cially Masked Crimefighters) — in effect it’s a faux
his evil self. lish is Native)
metamorphic power. Some Pulp adventurers have
related Heroic Talents or weird abilities, such as 2 Language: Russian (fluent conversation)
the power to alter the facial muscles to change his 2 Language: Spanish (fluent conversation)
appearance (see Facial Manipulation in Chapter 3 Lipreading 13-
Two for an example). And who knows what other 3 Lockpicking 13-
metamorphic powers Weird Science devices might 3 Mimicry 13-
give a character? 3 Persuasion 13-
2 SS: Chemistry 11-
3 Shadowing 13-
Character Example 3 Stealth 13-
3 Streetwise 12-
THE GHOUL 2 WF: Small Arms
Val Char Cost Roll Notes Total Powers & Skills Cost: 77
15 STR 5 12- Lift 200 kg; 3d6 [1] Total Cost: 150
18 DEX 24 13- OCV: 6/DCV: 6 75+ Disadvantages
15 CON 10 12- 20 Distinctive Features: horribly burned face
10 BODY 0 11- (Concealable With Effort; Causes Extreme
18 INT 8 13- PER Roll 13- Reaction [fear/loathing])
13 EGO 6 12- ECV: 4 30 Hunted: Coletti Mob 14- (Mo Pow, NCI,
20 PRE 10 13- PRE Attack: 4d6 Kill)
2 COM -4 9- 20 Psychological Limitation: Pulp Hero’s Code
4 PD 1 Total: 7 PD (3 rPD) (Common, Total)
4 ED 1 Total: 7 ED (3 rED) 15 Psychological Limitation: Must Protect
4 SPD 12 Phases: 3, 6, 9, 12 Innocents (Common, Strong)
6 REC 0 15 Social Limitation: Secret Identity (Carson
30 END 0 Whitlock) (Frequently, Major)
26 STUN 0 Total Characteristics Cost: 73 Total Disadvantage Points: 175
Movement: Running: 6”/12” Background/History: Carson Whitlock was a success-
ful young industrialist who’d turned his talent for
chemistry and science into a thriving business. Work-
ing late one night, he developed a special fabric that
could conform like skin to a person’s body and would
be adjustable to make the wearer look more attractive.
207
The Ultimate Metamorph ■ Chapter Three
EQUIPMENT THE GHOUL
Weapon OCV RMod Damage STUN STR Min Shots Notes PLOT SEEDS
Gas Gun +0 +0 8d6 NND — — 30 4” radius, 3” range
Armor A female PC (or well-
None liked NPC) becomes
Gear: Gas mask (built into mask); as appropriate for current activities
romantically interested
in, or even involved
with, handsome man-
Just as he was finishing work, thugs hired by a One of the Ghoul’s favorite tactics is to copy about-town Carson
business rival burst into the place, looking to steal the appearance of a criminal his foes know is dead, Whitlock. What will
anything of value and smash his equipment. He or whom they have special feelings for. Then he can happen when she finds
fought back, but it was useless; there were too many attack them both physically and emotionally when out his secret?
of them. They took what they could, setting the he confronts them, or work his way into their good
place on fire as they fled. graces without their suspecting a thing. The Ghoul begins “bor-
Whitlock survived... barely. He dragged Rather than risk hurting innocents with stray rowing” the appearance
himself out of the burning building, still clutch- bullets, the Ghoul relies on a gas-gun of his own of one of the PCs to
ing his notes and samples for the experimental design. It renders most people unconscious in mere assist with his war on
fabric. But the fire had done terrible damage to seconds. Special miniaturized gas masks built into crime. The PCs have
to track him down and
his face. The doctors feared he might die, but he his organic masks protect him from the effects.
find out what he’s up
stubbornly clung to life. As he healed, he realized Campaign Use: The Ghoul makes a good NPC to... and convince him
he could adapt his “miracle cloth” to fashion a hero (especially in campaigns without a masked to leave their “trade-
new face for himself. crimefighter NPC), but you can convert him into a marks” alone.
A few months later, Whitlock’s society villain if you want. In this case the loss of his face
friends were amazed to see how well he’d come destroyed his sanity. He feels he has to “steal” the The Ghoul believes
through his ordeal. He was his old self again, faces of others to stay alive, so he kills people and he’s worked his way
with nary a scar or burn-mark... that they could assumes their identities. deep enough into the
see. Underneath his new false face, Whitlock’s Scaravelli gang that he
To make the Ghoul tougher, give him some
horrific visage lurked. But he had more plans can bring the whole
Combat Skill Levels, some Martial Arts, or more thing down... but not
than just returning to his old life — he wanted Weird Science weaponry and gadgets. To weaken
to create a new one, a secret one, that would let without help, there are
him, remove some Skills and replace his Gas Gun too many of them. He
him take revenge on the people who’d hurt him with a .45 automatic. asks the PCs to team
and protect innocents from their ilk. Fashion- The Ghoul Hunts his enemies with deception, up with him.
ing a costume from an old Inverness cloak, and subterfuge, and terror. He prefers to get close to
making himself a hideous new face with the mir- them in disguise and then lower the boom at the
acle cloth, he created the masked crimefighting most opportune moment, but if necessary he’ll
identity of the Ghoul — a name given him by the simply attack them with his gas gun.
underworld because of his penchant for adopt-
ing the faces of dead criminals to scare their Appearance: The Ghoul rarely shows his true
former confederates. Ever since the underworld face — a hideously scarred countenance topped
has trembled in fear at the very mention of his by patchy, dirty
name... and he intends to see to it that crooks go blonde hair — to
on feeling that way. anyone. Instead he
uses his organic
Personality/Motivation: The Ghoul is an implacable cloth to mold a
enemy of crookdom. He feels driven to protect false face for him-
innocent people from the sort of fate that befell self, or better yet
him, and that means stopping hoodlums, thugs, and to copy the face
killers before their schemes come to fruition. While of someone living
he maintains the facade of a hard-working indus- or dead. When he
trialist and carefree playboy, the truth is that these wishes to reveal
days he only has thoughts for his crusade against his involvement
evil and injustice. in a scheme to the
Quote: “Who knows the true face of The Ghoul....” heroes, he adopts
Powers/Tactics: The Ghoul’s main power is the the face of his
ability to change his facial features — he can namesake (a sort
even copy the faces of other people. It takes him of skeletal, bestial,
an hour to prepare a new “organic mask” from greenish-tinged
his miracle cloth, and it only remains in the face with unruly
shape he molded it into for six hours, but during black hair) and
that time it’s virtually indistinguishable from a wears dark grey
normal face. It would take several seconds’ worth clothes and a grey
of detailed examination when he wasn’t moving Inverness cloak.
to figure out that it’s just a mask.
208 ■ Metamorphs Genre By Genre Hero System 5th Edition
STAR HERO
I
n Science Fiction, classic metamorphs are 20 Adrenal Stimulation: Aid STR, DEX,
extremely rare (though they sometimes enter CON, and SPD 3d6, four Characteristics
into stories that provide a “scientific explana- simultaneously (+1); Extra Time (Full
tion” of how they could exist). But technological Phase; -½), Self Only (-½), 4 Charges (-1) [4]
ones are more possible than ever. Easily-created 60 Pain Resistance: Physical and Energy
clones, “chameleon suits” that let someone look like Damage Reduction, Resistant, 50% 0
someone else, androids and robots with exchange- 11 Reject Death: Aid BODY and STUN 2d6,
able parts, plastic surgery that takes only seconds, two Characteristics simultaneously (+½),
and treatments to alter DNA or fingerprints are Trigger (when character, while still
commonplace in some Space Opera-style settings, conscious, reaches the point of death;
and even in Low SF the technology often exceeds activating Trigger takes no time; +½);
what can be done on modern-day Earth. Self Only (-½), 1 Charge (-2) [1]
Beyond technology, there are some other 15 Environmental Resilience: Life Support
possibilities. Psionic mind-transference powers (Total); Nonpersistent (-¼), Concentration
and related abilities exist in some settings, as do (0 DCV while activating; -1), Extra Time
advanced body-control powers. Shapeshifting alien (1 Minute to activate; -¾) 0
species (or creatures/monsters) may inhabit some 20 Body Heat Control: Invisibility to
planets. Some settings feature beings of pure energy Infrared Perception 2
who can take over physical bodies or use their 6 Swift Runner: Running +3” (9” total) 1
energy powers to cause transformations. 2 Swift Swimmer: Swimming +2” (4” total) 1
9 Profound Observation: +3 PER with all
Sense Groups 0
Character Examples 7 Analyze Self: Detect Self ’s Biological
Functions, Discriminatory, Analyze;
PRANA MONK Concentration (0 DCV; -½), Extra Time
Val Char Cost Roll Notes (Full Phase; -½) 0
20 STR 10 13- Lift 400 kg; 4d6 [4] Talents
20 DEX 30 13- OCV: 7/DCV: 7 4 Double Jointed
15 CON 10 12- 5 Eidetic Memory
12 BODY 4 11- 3 Environmental Movement: Supreme Bal-
18 INT 8 13- PER Roll 13- ance, no penalties on narrow surfaces
18 EGO 16 13- ECV: 6 3 Lightsleep
20 PRE 10 13- PRE Attack: 4d6 5 Resistance (5 points)
10 COM 0 11- 3 Simulate Death
6 PD 2 Total: 6 PD (0 rPD) Perks
6 ED 3 Total: 6 ED (0 rED) 3 Fringe Benefit: Membership: Prana Order
4 SPD 10 Phases: 3, 6, 9, 12
7 REC 0 Skills
30 END 0 20 +4 HTH
30 STUN 0 Total Characteristics Cost: 103 3 Bureaucratics 13-
3 Contortionist 13-
Movement: Running: 9”/18”
3 Conversation 13-
Swimming: 4”/8”
3 Deduction 13-
Cost Powers END 3 High Society 13-
20 Prana Combat Studies: Multipower, 2 KS: The Prana Order 11-
20-point reserve 12 KSs appropriate to individual character
1u 1) Strikes: HA +4d6; Hand-To-Hand 3 Persuasion 13-
Attack (-½) 3 3 Stealth 13-
2u 2) Lethal Strikes: HKA 1d6+1 3 Streetwise 13-
(2½d6 with STR) 2 8 WF: Common Melee Weapons, Common
1u 3) Trained Strength: +20 STR; Only To Missile Weapons, Common Martial Arts
Disarm, Escape, And Grab (-¾), No Weapons, Small Arms
Figured Characteristics (-¼) 3 6 TFs: of GM’s choice
12 Other Skills of GM’s choice
209
The Ultimate Metamorph ■ Chapter Three
Total Powers & Skills Cost: 284 he becomes mightier and faster. By shutting off
Total Cost: 387 or rerouting some functions temporarily, he can
survive being poisoned or extremes of the environ-
75+ Disadvantages
ment. He instinctively shuts down pain receptors
5 Distinctive Features: Prana Order robes
so he can keep functioning when injured, and can
(Easily Concealed; Noticed And Recogniz-
even remain “alive” and active for a few seconds
able)
after suffering a mortal wound. On top of all this,
15 Hunted: Galactic Empire 11- (Mo Pow, NCI,
his instructors have taught him fighting arts and
Watching)
techniques from all over the Galaxy, making him a
20 Psychological Limitation: Totally Loyal To
deadly warrior.
The Prana Order (Common, Total)
10 Reputation: powerful, dangerous, manipula- Campaign Use: The Prana Order is a manipulative
tive, and always following their own agenda force that does its work mostly behind the scenes.
no matter what they seem to be doing, 11- The monks and nuns are its most obvious servants;
20 Social Limitation: Subject To Orders (Very it has many others, versed in different body-control
Frequently, Major) powers, that neither the Empire nor its subjects
242 Experience Points know about. Whenever the PCs stumble across
it, they should wonder if they did so because the
Total Disadvantage Points: 387
Order wanted them to....
OPTIONS Appearance: Most Prana monks have certain
features in common — when not changing their
Cost Power
appearance with their abilities or a disguise, of
18 Prana Nun: Add Pregnancy Control (page
course. They wear robes of red and dull orange,
108)
sandals (even in the coldest weather), and a distinc-
Background/History: The Prana Order is an tive golden torc that indicates their membership
organization founded thousands of years ago; its in the Prana order. Both genders shave their heads,
origins are lost in the mists of time (or perhaps and men keep their faces clean-shaven. Their faces
kept secret by the Order itself). Its members are usually show placid expressions, even in the midst
men and women who are either born to existing of intense crises.
members of the Order or are adopted into the
Order after being left on a seminary doorstep
or bought in a slave-market on some backwater
planet. The monks and nuns study esoteric disci-
plines developed over centuries and drawn from
the traditions of dozens of inhabited worlds. A
Prana monk becomes a complete master of his
own body who can override or stimulate many of
its functions and limitations at will, a supremely-
skilled hand-to-hand combatant, and a keen
observer of the world and people around him.
Throughout the Galaxy, it’s believed the Prana
Order has some longstanding, well-hidden agenda
that its members labor to achieve. What this ulti-
mate goal might be remains unknown outside the
Order, but many people study the Order as care-
fully as they can and speculate endlessly about it.
Personality/Motivation: Prana monks are indoc-
trinated during their teachings to be wholly loyal
to the Order. They follow their superiors’ orders
without hesitation (even if they don’t understand
the reasoning behind them) and willingly lay down
their lives or freedom for the cause without ques-
tion. Beyond that they’re subtle and quietly obser-
vant, hiding their own emotions while carefully
taking in the emotions of everyone they deal with
(and manipulating them to serve their own pur-
poses, some people say).
Quote: “The body is clay, the mind transcendent”
(from the Prana Chant).
Powers/Tactics: A Prana monk can control many
of his body’s functions (and if he survives his train-
ing, his body has been hardened into a tool/weapon
much stronger, tougher, and swifter than a normal
person’s frame). Through adrenal stimulation
210 ■ Metamorphs Genre By Genre Hero System 5th Edition
WESTERN
HERO
M
SUN EAGLE etamorphs and metamorphic powers Talents
PLOT SEEDS are probably less common in Western 6 Spirit Protection: Combat Luck (3 PD/3 ED)
stories than any other genre — even
compared to Dark Champions, Western Skills
While out hunting by 3 Conversation 13-
himself, Sun Eagle hurts Hero tends to be grounded in reality. But some
gamers enjoy mixing and matching genres, so they 3 Deduction 12-
his leg and can’t get 3 KS: Tribal History And Lore 12-
home or change shape inject a little Horror or Fantasy into their Wild
safely. His cries for West. In that sort of weird setting, werewolves, 2 Navigation (Land) 12-
assistance attract one Indian shamans with shapechanging spells, and 3 Paramedics 12-
of the PCs, who’s also maybe even Lovecraftian things could exist — and 3 Persuasion 13-
out hunting by himself. perhaps the Indian tales of the trickster powers of 29 Power: Shamanism 25-
In trying to rescue Sun Raven and Coyote are true. 3 Stealth 12-
Eagle, the PC also gets 3 Tracking 12-
hurt. Now they’re going 3 Trading 13-
to have to work together
to save both their lives...
Character Example 3 WF: Common Melee Weapons, Bows
and perhaps learn some- Total Powers & Skills Cost: 175
thing about themselves SUN EAGLE Total Cost: 227
and each other in the Val Char Cost Roll Notes
process.
75+ Disadvantages
10 STR 0 11- Lift 100 kg; 2d6 [2] 20 Hunted: demon-wolf 11- (Mo Pow,
14 DEX 12 12- OCV: 5/DCV: 5 Corrupt/Kill)
After a group of white
13 CON 6 12- 20 Psychological Limitation: Must Protect
settlers massacres a
tribe, Sun Eagle declares 12 BODY 4 11- Tribe From Hostile Spirits, Other Mystic
war on the white man. 13 INT 3 12- PER Roll 12- Menaces, And The “Time Of Turmoil”
The Plains rise up and 14 EGO 8 12- ECV: 5 (Common, Total)
flames engulf the West! 20 PRE 10 13- PRE Attack: 4d6 10 Psychological Limitation: Dislikes And
The PCs have to resolve 10 COM 0 11- Distrusts White Men; Is Always Ready To
the situation... one way Assume The Worst About Them (Common,
or another. Could it 4 PD 2 Total: 7 PD (3 rPD)
4 ED 1 Total: 7 ED (3 rED) Moderate)
be that the massacre 102 Experience Points
was committed by a 3 SPD 6 Phases: 4, 8, 12
rival tribe that wants to 5 REC 0 Total Disadvantage Points: 227
weaken Sun Eagle? 26 END 0 Background/History: One day, a baby was born to
24 STUN 0 Total Characteristics Cost: 52 a Plains Indian tribe. As it came into the world, the
Sun Eagle receives a tribe’s shaman saw an eagle fly in front of the sun
visitation from White Movement: Running: 6”/12”
Buffalo, who tells him
to offer a moment’s shade to the newborn. The new
Cost Powers END parents named their boy Sun Eagle to honor this
he must journey far, find
Spells (see The Fantasy Hero Grimoire II) good omen.
the PCs, and convince
them to help him. “Help 5 Banish Disease Spirit The shaman kept a close eye on Sun Eagle, and
me with what?” he asks. 16 Calling Upon The Spirits Of The Flames it came as no surprise when he displayed wisdom
“That you will learn in 16 Calling Upon The Spirits Of The Stones and leadership early on. During his visionquest, the
time,” White Buffalo 4 Journey To The Spirit Realm young man was visited by the most favorable totem
enigmatically replies. 12 Lesser Spirit Ward of all, White Buffalo. The spirit told him he was
9 Majesty Of The Eagle destined to become a great shaman himself, but he
7 Perceive Spirits would have to lead his people through a time of
31 Shamanic Forms: Multiform (eight animal turmoil, danger, and despair. To assist him with this
forms built on up to 200 Character Points mission, White Buffalo gifted Sun Eagle with the
each; see text); Extra Time (takes 1 Turn to power to assume eight totemic forms and enter the
change forms; -¾) 0 Spirit World.
3 Observant: +1 PER with all Sense Groups 0 Since that day, Sun Eagle has served as his
Perks tribe’s shaman, with the old shaman acting as
1 Fringe Benefit: Right To Marry his assistant rather than the other way around.
3 Fringe Benefit: Membership: tribal shaman His insight, lore, and power have become known
4 Reputation: wise and powerful shaman throughout the Plains, and many tribes seek his
(among Plains Indians tribes) 14-, +2/+2d6 wisdom to resolve disputes, answer questions, or
solve problems.
211
The Ultimate Metamorph ■ Chapter Three
EQUIPMENT
Weapon OCV RMod Damage STUN STR Min Notes
Tomahawk +0 +0 1d6 1d6-1 8 Can Be Thrown
Armor
None
Gear: Medicine pouch, various fetishes and charms, bow and arrow
Clothing: Buckskin tunic and pants for everyday occasions, special ceremonial headdress and garb for
holidays and festivals
In recent years, a new people — the white man To make Sun Eagle tougher, give him more
— has come to the Plains. Sun Eagle has found the spells (or mystic powers), or raise his Characteris-
pale-skinned folk untrustworthy, violent, and cruel, tics and give him the abilities of a powerful warrior
and has learned to dislike and even fear them. He (making him both a war-shaman and a regular
thinks the white man’s arrival marks the beginning shaman). To weaken him, get rid of most (or all) of
of the “time of turmoil” White Buffalo warned him his spells.
about, and he’s unsure how to deal with it. Sun Eagle doesn’t Hunt anyone.
Personality/Motivation: Sun Eagle is a devoted Appearance: Sun Eagle is a Plains Indians shaman
shaman to his people. He cares for all of them who’s seen over fifty winters. He dresses in clothes
deeply, and is proud to have the power to commune made from the skins of deer and buffalo, wears his
with the spirits and protect his tribe (and often long black hair tied back in a braided ponytail that
other tribes) from evil manitous and other mystic reaches nearly to his waist, and keeps his medi-
threats. But at the same time, he feels the burden cine pouch (a leather bag containing fetishes and
of leadership strongly, and often worries about charms) with him at all times.
whether he’s doing the right thing... though he
never lets his people see his doubt.
Quote: “There is wisdom here — but you must use
your own wisdom to read it right.”
Powers/Tactics: Sun Eagle is a shaman able to
cast a variety of “spells” pertaining to spirits and
the spirit world (see The Fantasy Hero Grimoire
II for complete details on his spells). He also
has the spirit-given power to change shape into
eight totemic animals: bison, coyote, deer, eagle,
mouse, raven, serpent, and turtle. Typically he
looks like a normal version of each animal, but
he may alter the colors slightly to indicate the
creature’s spirit nature, and even in animal form
may be able to use some of his spells.
Sun Eagle dislikes fighting — he believes
disputes and difficulties can be solved through
discussion, reason, and compromise. If he can’t
talk his way out of a problem, he’ll try to withdraw
(perhaps by changing to a swifter form), regroup,
and find a way to deal with the difficulty. One of
the reasons he has such problems with white men is
that they don’t seem to follow this sort of philoso-
phy, and there are getting to be too many of them
to oppose with the force necessary to make them
see reason.
Campaign Use: Sun Eagle is sort of an “honorable
adversary” for a Western Hero campaign. He’s not
a bad person — in fact, he’s quite admirable — but
as a power among the Plains Indians he may come
into conflict with the PCs. On the other hand, if he
can learn from the PCs that not all paleskins are
evil folk, perhaps he can help broker a truce that
will keep the Indian Wars from ever occurring.
CHARACTER SUMMARY TABLE
212 ■ Metamorphs Genre By Genre
The following table provides basic information about the characters described in this chapter for easy reference. All characters are listed in alphabetical order, without regard for which chapter they appear in. The
“Attacks” column lists only the character’s most common or prominent attacks, since many criminals have too many ways to attack to list them all. See the end of the table for an explanation of the notation used.
Criminal Summary Table
Name STR DEX CON BODY PRE PD/rPD ED/rED SPD REC STUN OCV DCV MOVE Attacks Page
Eclipse 10 18 15 11 15 4/0 4/0 4 7 29 6 6 6” Mimic VPP (400 points) 183
El Jaguar 20 25 22 15 20 20/10 20/10 5 8 40 8 8 9” (1d6+1)%, jaguar form 185
Morph 15 20 25 20 20 25/15 23/15 6 8 41 7 7 6” Morphic VPP (200 points) 187
John Doe 4.0 10 12 13 10 15 4/0 4/0 3 5 22 4 4 6” Skill VPP 189
Dis Armament 15 18 15 12 15 4/4 4/0 4 6 30 6 6 6” +4d6, (2d6)%, (2d6) AF 191
Sumbru, Dr. Nathan 10 12 12 10 13 3/0 3/0 2 4 21 4 4 6” Multiform into Inner Demon 194
Sumbru’s Inner Demon 30 15 20 15 20 12/2 10/2 4 10 50 5 5 6” 6d6, (2d6) NND 195
Alvaran Nineforms 15 18 16 13 15 6/0 6/0 4 6 30 6 6 7”, (3”) Weapons; Multiform into animals 197
Hrolf Kellingson 20 18 18 13 15 6/0 5/0 4 8 32 6 6 8” Weapons, Multiform into wolf 199
Johnson, Nazeron 10 10 13 10 20 2/0 2/0 2 5 22 3 3 4” MC 12d6, Transform 8d6 201
Bishamon 20 18 15 12 15 5/0 4/0 4 7 30 6 6 6” Martial Arts (Karate, Aikijutsu) 203
Ghoul, The 15 18 15 10 20 7/3 7/3 4 6 26 6 6 6” 3d6, weapons 206
Prana Monk 20 20 15 12 20 6/0 6/0 4 7 30 7 7 9”, (4”) +4d6, (1d6+1)% 208
Sun Eagle 10 14 13 12 20 7/3 7/3 3 5 24 5 5 6” Shaman spells, weapons 210
NOTES
Attacks Movement
#: A Normal Damage attack. #”: Running (ground movement)
(#): A Killing Damage attack (#”): Swimming (listed only if character can swim faster than 2”)
AF: Autofire [#”]: Flight
MC: Mind Control {#”}: Leaping (listed only if character can leap a different distance than indicated by its STR)
VPP: Variable Power Pool !#”!: Special mode of movement (e.g., Swinging, Tunneling, Teleportation)
%: Character can increase the attack’s damage with STR
Hero System 5th Edition
chapter four:
METAMORPHIC CAMPAIGNING
214 ■ Metamorph Campaigning Hero System 5th Edition
COMBAT AND
ADVENTURING
Having metamorphs in your game may create
a few issues pertaining to combat and adventuring. METAMORPHS IN COMBAT
Changing form in the middle of combat has
SIZE
DIMENSIONS
A
s mentioned on page 56, Extra-Dimen- of which you can find in the “Growth Powers”
sional Movement is the best way to subsection of the Size Alteration Powers section
simulate the situation in which characters of Chapter Two) may not be fair either, since that
become really large or really small. Here are represents an enormous investment of points for
rules for how those two “dimensions” — the Mac- powers a character’s probably only going to get to
roverse and the Microverse — operate in relation to use occasionally. Each GM needs to decide on the
normal-sized reality. proper balance of Macroverse-as-environment (as
The rules below are presented in terms of the described below) and Macroverse-as-purchased-
environmental effects on or of existing abilities. powers for his campaign.
In many cases this may in effect give characters The rules below assume a character who
(or their attackers) free Transdimensional modi- enters the Macroverse must be at least as tall as a
fiers on attacks, Dimensional Sense Modifiers on mountain (equivalent to about 165-180 points of
Senses, Areas Of Effect for STR or attacks, and so Growth) and can become, at maximum, as tall as a
forth, as noted below. Gamemasters who are con- light-year is long. You may need to adjust the rules
cerned about this may prefer to have characters pay if the GM sets different parameters. A character
Character Points for macroversal and microversal who can enter the Macroverse defines how large he
abilities (see the Size Alteration Powers section of is each time he uses it; he’s not restricted to a spe-
Chapter Two for numerous examples). cific height (or range of heights) unless the GM or
a Restricted Size Limitation (page 60) on the power
so dictates.
THE MACROVERSE
In HERO System terms, the power characters Proportional Enhancement
use to become larger is Growth. However, it may
present some problems when you want characters Of Powers
to become so large that they consider planets step- In most cases, you’ll want your macroversal
ping-stones for a walk across the Galaxy. First, characters to have a proportionately greater effect
extrapolating the Growth Table (page 36) to the on the normal-sized world. Here are rules for that
point where it makes the characters as large as situation. The GM may want to apply these rules
you want them to may not be worth the effort. It’s only in adventure where all the characters some-
simpler to define “Growth” as Extra-Dimensional how become macroversally large; they may provide
Movement (send the character to the Macroverse), an unfair benefit if allowed for general use by char-
since in effect that’s what’s happening — he’s enter- acters who have the Growth Power.
ing another level of “reality,” one in which the abil-
ity of the normal-sized world to affect him dimin- ATTACKS
ishes or disappears. The first thing most PCs are going to want
Second, unlike entering the Microverse, enter- to know is how well their attacks work when
ing the Macroverse may make a character more able they’re large.
to affect normal-sized reality. A microversally-small
character has problems attacking larger characters, Damage
making himself seen and heard by them, and so Against a target who’s his size or larger, a char-
forth. Since these conditions are usually disad- acter’s attacks do their regular damage. For targets
vantageous, it’s fairly easy to represent them as in the normal-sized world, or who are macrover-
environmental parameters or ground rules (see sally large but smaller than the character, increase
The Microverse, below). Doing the same with the the damage done using the following method:
Macroverse may cause game balance problems — if 1. Use the Growth Table to determine how many
characters can invest a few points in Extra-Dimen- points’ worth of Growth it takes to increase the
sional Movement and for free become able to crush character and his target to their respective sizes
planets and cross the Galaxy, the ability to grow to (if the target is normal human size or larger, it
macroversally large sizes becomes a very attractive takes 0 points to “Grow” him; taking Growth into
purchase. On the other hand, requiring charac- account is only necessary for characters who
ters to buy powers representing their macroversal are using Growth but aren’t using Extra-Dimen-
capabilities (such as Macroversal Attack, Macrover- sional Movement to enter the Macroverse). If
sal Strength, Macroversal Weather Manipulation, you’re using Extra-Dimensional Movement or
Macroversal Toughness, and Macroversal Legs (all
218 ■ Metamorph Campaigning Hero System 5th Edition
some other method to simulate becoming mac- acters fight each other, the rules on page 17 apply to
roscopic size, use the Growth Table to estimate alter their respective DCV modifiers toward each
the cost. If a character has Growth as a power, other.
don’t worry about Active Points or Advantages At the GM’s option, a macroscopic character
on it; just look at the points needed to increase may suffer an OCV penalty to hit someone who’s
someone to that size on the table. normal sized (or smaller) because it’s difficult to
2. Subtract the target’s “points in Growth” from the see or target a normal-sized person (or object)
character’s “points in Growth.” precisely with a macroscopic-sized attack. Subtract
the normal-sized target’s DCV bonus from Growth
3. Divide the remainder by 50. Do not round the (which is +0 for normal human-sized characters,
result. of course) from the character’s DCV penalty from
4. Multiply the Active Points in the character’s Growth, then apply the remainder as an OCV pen-
attack by (1 + (result of Step 3)). That tells you alty to the macroversal character’s attack. (Don’t
the “Active Points” in his attack for purposes of forget that characters using Shrinking, or who are
damaging that target. If the attack has Advantages, otherwise smaller than human normal, have DCV
you’ll have to recalculate it to determine how many bonuses as well.) Of course, the fact that a macro-
dice of damage are involved. This does not affect versal character’s attacks can affect entire areas (see
the END cost of the attack, since it simulates an below) may render this penalty meaningless unless
environmental effect rather than a true increase in the character only wants to affect a single target.
strength or power.
Range
Regardless of the characters’ respective sizes, Being larger than normal affects the range of
the GM may establish a maximum amount of a power, and the calculation of the Range Modifier,
damage a macroscopic character’s attack does, or the same way it does movement (see below): the
otherwise adjust the results of this process as he length of each hex (1”) is increased to match the
sees fit. Note that using this method to allow a size of the character.
macroversally-large character to attack a normal-
sized character essentially makes the macroversal Example: Tower is roughly as tall as Earth’s
character’s attacks Transdimensional for free. diameter (16,000 km). His Energy Blast 10d6
has a Range of (5” x 50 Active Points =) 250”.
Example: Planet Man (STR 60) uses his Enter Normally that means 500 meters (1,640 feet).
The Macroverse! power to grow to 12 million However, since he’s 16,000 km tall, each hex
km tall. Becoming that large would require 495 (1”) is also 16,000 km long, not 2 meters as
points of Growth. usual. Therefore his 250” attack has a maxi-
mum range of 4,000,000 kilometers! For the
First, he decides to use his STR to smash
first 4” (up to 64,000 km), he suffers no Range
Defender, who’s normal size (0 points of Growth)
Modifier; for 5-8” (80,000-128,000 km) he suf-
(this assumes he can perceive, locate, and suc-
fers a -2 Range Modifier; and so forth.
cessfully attack just Defender; see below). Per
Step 2, 495-0 = 495; per Step 3, 495/50 = 9.9.
Planet Man’s 60 STR is multiplied by (1+9.9 = Area Affected
10.9), meaning that he effectively has (60 x 10.9 Because a macroscopic character is so enor-
=) 654 STR when attacking Defender. Unfortu- mous, his attacks affect a larger than normal area as
nately, it’s not likely Defender’s armor can pro- well — they gain an Area Of Effect (Radius) Advan-
tect him against a 130½d6 Normal Damage tage. This applies not only to STR but to any other
attack... form of attack, unless the GM rules otherwise.
To define the size of an attack in relation to
Seeing that Planet Man’s about to make his its target, determine how many points’ worth of
nefarious attack, Defender’s friend Tower (STR Growth it would take to increase the character to
50) tries to protect him. He, too, has the Enter his macroversal size. Divide that by 50 (normal
The Macroverse! power, but can only become HERO System rounding rules apply). The result
roughly the size of Earth (about 16,000 km tall, indicates the size of the Radius of the Area
or 345 points of Growth). Planet Man, realizing affected by the character’s STR (i.e., his hands,
he’s got someone his own size (more or less...) feet, and the like) and various attacks. Each hex
to pick on, attacks Tower instead. For purposes in the Radius is equal in size to one-fiftieth
of attacking Tower, his STR effectively equals (1/50) of the character’s height.
(495-345 = 150, 150/50 = 3, 60 x (1+3 =)) 240.
Tower, on the other hand, uses his ordinary 50 Example: Planet Man (STR 60) becomes 12
STR against Planet Man, since Planet Man is million km tall, which would require 495
“his size or larger.” Might be a short fight.... points of Growth (see above). Since 495/50 =
9.9 (rounds to 10), his attacks have an Area Of
Effect (Radius) of 10”. Each hex is (12/50 =)
Attack Rolls
240,000 km wide and broad, so his hands and
Macroscopic characters have reduced DCVs,
attacks can affect everything in a 2.4 million
as indicated in the Growth Table. (Again, if you’re
km radius!
using Extra-Dimensional Movement or some other
method, use the Table to extrapolate a DCV modi- If the attack the character uses has been built
fier for characters.) If two larger than normal char- with Area Of Effect or Explosion, or innately
219
The Ultimate Metamorph ■ Chapter Four
affects an area (such as Change Environment or
Darkness), apply the result of dividing points in
“Growth” by 50 as a multiplier to the attack’s stan-
dard size, and consider the hexes the same size as
indicated above. For example, suppose Planet Man
has a Darkness 4” radius attack. When he’s solar
system-sized, it becomes a Darkness 40” radius,
and each hex is 240,000 km wide and broad — thus
allowing him to black out an area with a 9.6 million
km radius!
DEFENSES
Macroversal characters are typically very dif-
ficult for normal-sized characters to hurt. In game
terms, the easiest way to explain this is that normal-
sized characters need Transdimensional attacks to
affect them because they’re in another “dimension”
— no matter how powerful the attack, it simply has
no effect against a target who’s so large it means
nothing more to him than a gnat’s bite. Against
attacks made by other macroversal characters, a
macroversal character has his standard defenses.
Alternately, the GM may prefer to allow for
the fact that normal-sized persons can affect a
macroscopic target if they have a powerful enough
attack — after all, even an elephant can be brought
down by a sufficiently large, fast-moving bullet.
In this case, determine how many points’ worth
of Growth it would take to increase the character
to his macroversal size. Divide that by 50 (normal
HERO System rounding rules apply). Multiply all
of his defenses that are rated in terms of points of
effect — PD and ED, Armor, Force Field, and so on
— by the result. This increased defense only applies
against attacks made by normal-sized attackers;
macroversal attackers, even ones smaller than the
target, attack against the target’s standard defenses.
Unless the GM rules otherwise, the increased
defenses should be considered Resistant even if
they’re ordinarily Normal.
Example: Planet Man (PD 30, ED 30) becomes
12 million km tall, which would require 495
points of Growth (see above). Since 495/50 =
9.9 (rounds to 10), he effectively has (30 x 10
=) PD 300, ED 300 against attacks by normal-
sized foes.
DCV
A macroscopic character’s DCV should be
determined using the appropriate penalty from the
Growth Table for his size (and, if appropriate, the
rules on page 17). In short, almost no normal-sized
attacker can miss a macroscopic target, provided
that target’s within range of his attack.
MOVEMENT
Becoming macroscopic affects Movement
Powers sort of the same way MegaScaling does: the
increase in the character’s size increases the length
of each “inch” he travels. The size of 1” equals the
size that the character’s grown to. For example, if a
character becomes Earth-sized (about 16,000 km),
then 1” = 16,000 km (instead of the 2 meters it nor-
mally equals). If he becomes Jupiter-sized (125,000
km tall), then 1” = 125,000 km.
220 ■ Metamorph Campaigning Hero System 5th Edition
Despite this, characters may still have trouble bonus to PER Rolls to perceive. 66 - 46 = 20, so
moving across the Macroverse, which is really just Planet Man only has a -20 PER Roll penalty to
the Universe of Earth’s “reality.” They can’t use Run- see Earth.
ning, since most of outer space has nothing to step
on (and stars and planets at best make unstable and SURVIVAL
dangerous stepping-stones). Either the character Characters entering the Macroverse often leave
has to buy Flight equal to his Running so he can the warm, safe confines of Earth’s atmosphere when
“stride” across the Galaxy (see Macroversal Legs, they become so large the planet can’t hold them
page 152, for an example), or the GM has to assume anymore. The easiest way around this dilemma is to
that in the Macroverse, Running can function as assume that macroscopic characters can automati-
“Flight” so that characters can walk in empty space. cally breathe and survive in outer space. Alternately,
Example: Planet Man (Running 6”) becomes the GM can require characters who can enter the
12 million km tall. That means each 1” of his Macroverse to buy appropriate Life Support powers
movement equals 12 million km. With a single or suffer the consequences.
Full Move, he can cross 72 million kilometers! GRAVITY
A macroscopically large character has tremen-
SENSES
dous mass, as indicated by the Growth Table (as
Typically, being larger than normal does not usual, if you’re using Extra-Dimensional Movement
affect a character’s senses or PER Rolls (though it or some other method to simulate becoming mac-
does make it easier for others to perceive him, as roscopic size, use the Growth Table to estimate the
indicated by the PER Roll modifier in the Growth effect). The rules on page 20 describe the potential
Table). However, the Range Modifier for PER Rolls gravitic pull the character might generate.
is affected by the character’s size the same way it is
for attacks; see above.
At the GM’s option, a macroscopic character
has difficulty (to put it mildly) perceiving normal-
THE MICROVERSE
sized objects and characters. (Technically, in fact, In HERO System terms, the power characters
he can’t see them at all unless he applies the Dimen- use to become smaller is Shrinking. However,
sional Sense Modifier to his Senses; see Macroversal it may present some problems when you want
Perception on page 153 as an example.) Their dif- characters to become microscopically small. First,
ferences in size make them so tiny to him as to be extrapolating the Shrinking Table (page 51) to the
nigh-invisible (if not, in effect, truly invisible, the point where it makes the characters as small as
way viri are to the naked human eye). To determine you want them to may not be worth the effort. An
the PER Roll penalty, subtract the smaller char- electron is 2.9x10-19 meters long, which requires
acter’s “PER Roll penalty” (i.e., the bonus to per- about 630 points of Shrinking. In this situation, it’s
ceive him) from Growth (which is +0 for normal simpler to define “Shrinking” as Extra-Dimensional
human-sized characters, of course) from the char- Movement (send the character to the Microverse),
acter’s PER Roll penalty, then apply the remainder since in effect that’s what’s happening — he’s enter-
as a standard penalty to the character’s PER Rolls. ing another world, one where he can’t affect the
(Don’t forget that characters using Shrinking, or normal-sized world and the laws of “reality” that
who are otherwise smaller than human normal, he’s used to may not function exactly the same.
inflict additional penalties on characters trying to Second, Shrinking doesn’t reduce characters’
perceive them.) physical capabilities at all. They remain just as
As discussed on page 59, at the GM’s option strong, their Energy Blasts just as powerful, their
macroscopic characters can use a form of the Flight just as fast. This isn’t appropriate in some
Microscopic Sense Modifier to eliminate some or situations, such as the “microscopic adventure” sce-
all of these penalties. Alternately, the GM can alter narios discussed in Chapter Six of Villainy Amok
or abolish any size-based PER Roll modifier in the — adventures like that portray shrunken heroes as
interest of common sense, dramatic sense, game significantly weaker than they are when full-sized.
balance, or other factors. Insects don’t present much of a threat to a half-inch
tall hero if his Energy Blast still does a full 12d6
Example: Planet Man (PER Roll 13-) becomes damage — the insect’s only a threat if the char-
12 million km tall, which would require 495 acter’s powers are proportionately reduced. Once
points of Growth (see above). That much again, Extra-Dimensional Movement presents a
Growth would impose a +66 bonus on other possible solution. You simply define the “Micro-
characters’ PER Rolls to perceive him. If he tries verse” dimension that the heroes enter as operating
to perceive a normal-sized person or object under physical laws which dictate that their powers
(such as Defender, whom he wants to attack), are reduced proportionately to their size.
he suffers a PER Roll penalty of (66-0 =) -66. The rules below assume a character who enters
Better roll a 3.... the Microverse must be at least as tiny as an animal
On the other hand, suppose Planet Man’s trying cell (equivalent to about 170 points of Shrinking)
to see Earth. Earth has a diameter of approxi- and that his maximum reduction in size is equal
mately 16,000 km, or about 345 points’ worth to approximately that of a subatomic particle
of Growth. That much Growth provides a +46 (around 630 points of Shrinking). You may need
221
The Ultimate Metamorph ■ Chapter Four
to adjust the rules if the GM sets different param- Example: Shrinker uses her Enter The Micro-
eters. A character who can enter the Microverse verse! power to become microscopic size. The
defines how small he is each time he uses it; he’s not GM decides she’s as small as a virus when she
restricted to a specific size (or range of sizes) unless does this. While small, she’s attacked by a bacte-
the GM or a Restricted Size Limitation (page 60) on rium. Becoming virus-sized would require 230
the power so dictates. points’ worth of Shrinking; becoming bacte-
rium-sized requires 210 points’ worth. Shrinker
has an Energy Blast 12d6. Per Step 2, 230-210
Proportional Reduction = 20; per Step 3, 20/50 = 0.4. Therefore Shrink-
Of Powers er’s EB has 60/(1 + .4) = 43 Active Points. So,
Shrinker’s EB only does 8½d6 damage to the
In most cases, you’ll want your teeny-tiny bacterium.
heroes to have a proportionately lesser effect on
the normal-sized world, as described above. Here Later Shrinker encounters an ant (80 points’
are rules for that situation. These rules apply only worth of Shrinking). Against the ant, her
in microscopic adventure scenarios; they’re not Energy Blast only does 15 Active Points’ worth
intended for general use for characters who have of damage (60/(1 + ((230-80)/50))), or 3d6
the Shrinking Power (since they would unfairly damage. Against a normal-sized human, she
penalize and restrict such characters). only does EB 2d6 (60/(1 + ((230-0)/50)) = 11
Active Points).
ATTACKS
The first thing most PCs are going to want to Attack Rolls
know is how well their attacks work when they’re tiny. Tiny characters have improved DCVs, as
indicated in the Shrinking Table. (Again, if you’re
Damage using Extra-Dimensional Movement or some other
Against a target who’s his size or smaller, a method, use the Table to extrapolate a DCV modi-
character’s attacks do their normal damage. For fier for characters.) If two smaller than normal
targets larger than the character, reduce the damage characters fight each other, the rules on page 17
done using the following method: apply to alter their respective DCV modifiers
1. Use the Shrinking Table to determine how many toward each other.
points’ worth of Shrinking it takes to reduce the At the GM’s option, a tiny character may have
character and his target to their respective sizes an OCV bonus to hit someone larger than himself,
(if the target is normal human size or larger, it of on the grounds that the larger character presents a
course takes 0 points to “Shrink” him). If you’re much bigger target. Subtract the larger character’s
using Extra-Dimensional Movement or some other DCV bonus from Shrinking (which is +0 for
method to simulate becoming microscopic size, use normal human-sized characters, of course) from
the Shrinking Table to estimate the cost. If a char- the character’s DCV bonus, then apply the remain-
acter has Shrinking as a power, don’t worry about der as an OCV bonus. (Don’t forget that characters
Active Points or Advantages on it; just look at the using Growth, or who are otherwise larger than
pointed needed to reduce someone to that size on human normal, suffer DCV penalties as well.)
the table.
Range
2. Subtract the target’s “points in Shrinking” from Being smaller than normal affects the range of
the character’s “points in Shrinking.” a power, and the calculation of the Range Modifier,
3. Divide the remainder by 50. Do not round the the same way it does movement (see below): the
result. length of each hex (1”) is reduced to match the size
of the character.
4. Divide the Active Points in the character’s
attack by (1 + (result of Step 3)). That tells you Example: Shrinker is 4 mm tall (90 points’
the “Active Points” in his attack for purposes of worth of Shrinking). Her Energy Blast 12d6
damaging that target; if the attack has Advan- has a Range of (5” x 60 Active Points =) 300”.
tages, you’ll have to recalculate it to determine Normally that means 600 meters (1,950 feet).
how many dice of damage are involved. This However, since she’s 4 mm tall, each hex (1”) is
does not affect the END cost of the attack, since only 4 mm long, not 2 meters as usual. There-
it simulates an environmental effect rather than a fore her 300” attack has a maximum range of
true decrease in strength or power. 1,200 mm — only 1.2 meters! For the first 4”
Regardless of the characters’ respective sizes, (up to 16 mm), she suffers no Range Modifier;
the GM may establish a minimum amount of for 5-8” (20-32 mm), she suffers a -2 Range
damage a microscopic character’s attack does (such Modifier; and so forth.
as ½d6 Normal Damage), or otherwise adjust the
results of this process as he sees fit. Note that using DEFENSES
this method to allow a microscopic character to Being smaller than normal does not decrease
attack a normal-sized character essentially makes or increase the defenses of a character or his target,
the microscopic character’s attacks Transdimen- regardless of relative size. (Technically speaking,
sional for free. normal-sized characters should only be able to
affect characters in the Microverse with Transdi-
222 ■ Metamorph Campaigning Hero System 5th Edition
mensional attacks, but if the GM prefers to rely SENSES
on environmental effects to define the Microverse, Typically, being smaller than normal doesn’t
that doesn’t matter.) However, to make small ani- affect a character’s senses or PER Rolls (though
mals (housecats, insects, and the like) a threat, you it does make it harder for others to perceive him
should “increase” the damage done by their attacks when he’s hiding, as indicated by the PER Roll
to compensate. When a cat’s claws seem as large modifier in the Shrinking Table). However, the
as greatswords to the tiny heroes, they should be Range Modifier for PER Rolls is affected by the
afraid of getting hit by them no matter how tough character’s size the same way it is for attacks; see
their personal defenses are. above.
DCV At the GM’s option, a tiny character has a
A microscopic-sized character’s DCV should better than normal chance to perceive something
be determined using the appropriate bonus from that’s larger than him. The difference in size makes
the Shrinking Table for his size (and, if appropriate, what he’s trying to perceive seem “bigger” to him,
the rules on page 17). and thus easier to perceive. For example, to a
normal-sized human, a dime is pretty small, but to
MOVEMENT a character using 60-70 points’ worth of Shrinking
Becoming small affects Movement Powers (or the equivalent), it seems nearly human-sized!
in sort of the opposite way as MegaScaling does: To determine the PER Roll bonus, subtract the
decreasing in size reduces the length of each “inch” larger character’s PER Roll modifier from Shrink-
a character travels. The size of 1” equals the size ing (which is +0 for normal human-sized char-
that the character’s shrunken to. For example, if a acters, of course) from the character’s PER Roll
character becomes child-size (half human size, or modifier, then apply the remainder as a PER Roll
roughly 1 meter tall), then 1” = 1 meter (instead of bonus. (Don’t forget that characters using Growth,
the 2 meters it normally equals). If he becomes 1 or who are otherwise larger than human normal,
inch (2.5 cm) tall, then 1” = 1 inch (2.5 cm). If he provide other characters with additional bonuses to
becomes 1 millimeter tall, then 1” = 1 mm. perceive them.)
Example: Ironclad contracts a mysterious Per- Example: Shrinker is 2 mm tall (100 points’
seid virus that’s not susceptible to Human med- worth of Shrinking), which imposes a -20
icines. To save the life of their friend, the rest of PER Roll modifier on other characters’ PER
the Champions have to shrink down to micro- Rolls when she tries to hide. She tries to see
scopic size, enter his blood vessels, and fight the something that’s only 3.2 cm tall (normally
viri! A virus is approximately .0000002 m in a -12 PER Roll modifier). She receives a +8
size, so when they use their Movement Powers, PER Roll bonus (20-12) because it’s so much
each 1” equals .0000002 m. Hopefully they larger than she is.
won’t have to go very far!
Similarly, a tiny character has an easier time
perceiving things smaller than him — again,
they’re relatively “larger” to him compared to how a
normal-sized human perceives them. Subtract the
smaller object’s PER Roll modifier from the char-
acter’s own PER Roll modifier; that’s the character’s
PER Roll modifier to see that object. Remember
that the PER Roll penalty only applies if the char-
acter’s trying to hide or the like; it doesn’t always
make the character harder to see or act as the
equivalent of Invisibility (though of course, practi-
cally speaking, there’s a limit to what the unaided
human eye can see).
Example: Shrinker is 2 mm tall (100 points’
worth of Shrinking), which imposes a -20 PER
Roll modifier on other characters’ PER Rolls
when she tries to hide. She tries to see some-
thing that’s only 64 micrometers tall (normally
a -30 PER Roll modifier). She only suffers a -10
PER Roll modifier (30-20) because she herself
is so small.
223
The Ultimate Metamorph ■ Chapter Four
THE METAMORPHIC
BESTIARY
T
hroughout the world, mythology, legend, folk-
lore, and fiction describe all sorts of creatures
known for their shapechanging powers. Here
are character sheets and descriptions of a few
of the most common or enjoyable; see The HERO
System Bestiary, The Asian Bestiary, Vols. I-II, and
other Hero Games products for more.
Berserker
BERSERKER
Val Char Cost Roll Notes
20 STR 10 13- Lift 400 kg; 4d6 [2]
15 DEX 15 12- OCV: 5/DCV: 5
17 CON 14 12-
13 BODY 6 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
13 PRE 3 12- PRE Attack: 2½d6
10 COM 0 11-
Skills
5 PD 1 Total: 5 PD (0 rPD) 15 +3 HTH
3 ED 0 Total: 3 ED (0 rED)
3 SPD 5 Phases: 4, 8, 12 3 Climbing 12-
7 REC 0 2 AK: Home Region 11-
34 END 0 2 KS: Enemy/Rival Tribe, Nation, Or The Like
32 STUN 0 Total Characteristics Cost: 54 11-
3 Riding 12-
Movement: Running: 6”/12” 3 Stealth 12-
Cost Power END 2 Survival (choose environment) 11-
19 Berserker Fury: +10 STR; Nonpersistent 4 WF: Common Melee Weapons, Common
(-¼), Side Effects (character becomes Missile Weapons
Berserk with a recovery roll of 8-, always Total Powers & Skills Cost: 53
occurs; -½) plus +10 CON; Nonpersistent Total Cost: 107
(-¼), Side Effects (character becomes
75+ Disadvantages
Berserk with a recovery roll of 8-, always
35 Enraged: Berserk in combat (Very
occurs; -½) plus +4 PD; Nonpersistent
Common), go 11-, recover 11-
(-¼), Side Effects (character becomes
0 Physical Limitation: Human Size
Berserk with a recovery roll of 8-,
always occurs; -½) 1 Total Disadvantage Points: 107
SUGGESTED EQUIPMENT
Weapon OCV RMod Damage STUN STR Min Shots
Battle Axe 0 — 2d6 0 13 —
Longsword 0 — 1d6+1 0 12 —
Dagger# 0 — 1d6-1 0 6 —
Throwing Spear# 0 — 1d6+1 0 8 —
Armor
Chainmail Shirt (DEF 6, protects Hit Locations 8-13) (or Soft Leather [DEF 2] overall)
Medium Shield (+2 DCV)
Gear: Flint and tinder, whetstone, horse
Clothing: Furs, skins, leather clothing
Description: This character sheet represents a typical berserker like the ones characters might encounter in battle. A wide
variety of other Skills and abilities are possible.
224 ■ Metamorph Campaigning Hero System 5th Edition
HENGEYOKAI
In Japan, animals with the ability to transform them-
selves (usually into humans) are known as henge.
The word yokai is a general term for a monster or
monstrous being. Thus, hengeyokai are monstrous
shape-changing animals. The tanuki is one type of
hengeyokai; others include:
Cat (neko): Cat hengeyokai tend to be arrogant and
contemptuous of people. They usually assume the
form of beautiful geisha and use this shape to cause
a great deal of strife and trouble. There is at least one
tale of a vampiric cat who assumed human form to
drain the life force of a human.
Dog (inu): Dog hengeyokai are very large in both their
natural and human forms. As with normal dogs, an
inu is very loyal to its friends and family, even if it’s
not very bright.
Flower (kashin): Flowers tend to assume the forms of
slim, beautiful women, and often appear to artists and
poets.
Rat (nezumi): Rat hengeyokai are sly, stealthy, and not
to be trusted. They prey on humans both for their
riches and their flesh.
Spiders (kumo): Also known as goblin spiders or earth
spiders, these creatures appear as huge spiders with
human-like faces. In human form, they tend to be
quite beautiful and handsome, but cold. Kumo like
to eat humans, and seduce victims with their human
form to trap them.
Trees (kodama): Trees often take the appearance of
beautiful young women or handsome young men. In
either form, they’re strong and graceful, and like flow-
ers tend to appear to artists and poets. jokes. You can use them any way you see fit in a
This is only a small sampling of hengeyokai. Other campaign, but keep the tanuki’s capricious spirit in
Japanese animals that can shape shift into human mind if one happens to befriend a group of PCs. To
form include carp, cranes, ducks, frogs, and monkeys. truly represent the tanuki’s shape-shifting abilities,
you might want to give it a Variable Power Pool
establishments usually show the tanuki with a leaf with which to create additional powers suitable to
on its head (used to transform itself), a saké bottle each of the tanuki’s various forms.
in one hand, money in the other (usually fake), and Appearance: The tanuki is normally a small dog
enormous testicles. Of these items, many have sym- with dark brown fur, a long, furry tail, and a black
bolic means themselves. The leaf on its head is usu- raccoon-like mask across the eyes. It might wear a
ally of the lotus plant, which is sacred to Buddhists, simple robe, left open in front to expose its over-
while the money in its hand is normally made from sized scrotum. However, the tanuki can change
leaves, altered by the tanuki’s powers of illusion. shape freely, and will assume any number of dis-
Campaign Use: While similar in many respects guises as needed, often appearing as a priest or a
to the kitsune, tanuki seem to be far more malign household implement.
— more inclined to play cruel and dangerous
236 ■ Metamorph Campaigning Hero System 5th Edition
Vircolac: Vircolac is a Romanian name for a wolf- Yenaldooshi: The yenaldooshi, or “skinwalker,” is
like beast said to capable of devouring the sun and found in the myths of the Navajo. A human witch,
the moon. Also known as a procolici or a tricolici, the yenaldooshi can assume animal form by wear-
the vircolac periodically assumes the form of a dog, ing coyote skins and traveling at night.
pig, or wolf. A yenaldooshi is very malevolent. It gains its
Vrykolakas: A vrykolakas was originally a Greek power by murdering a relative (such as a sibling),
name for the werewolf. It refers to a person who it goes naked (an affront to Navajo beliefs about
assumes the form of a wolf and preys on the local modesty), and wears only a mask and a great deal
cattle. Over the years, “vrykolakas” has come to of jewelry. They create sacred Navajo sandpaintings
mean a type of vampire, and no longer refers to any only to defile them, have intercourse with the dead,
sort of shapechanger. practice cannibalism, and sprinkle disease-caus-
ing powders into the homes of sleeping Navajo.
Vulkodlac: This Slavic werewolf is said to rise as a The presence of a yenaldooshi can be sensed by the
vampire once killed. The vampire can then become sound of dogs barking, dirt falling from the ceil-
a wolf when needed. The name vulkodlac means ing on one’s hogan (Navajo dwelling), or strange
“wolf ’s hair.” sounds at night.
238 ■ Metamorph Campaigning Hero System 5th Edition
METAMORPHIC
GADGETS
H
ere are a few examples of gadgets and 174, except that it’s Usable As Attack — instead of
devices that grant characters metamorphic switching his mind with the target’s, the character
powers, or which relate to metamorphs has two subjects and switches their minds (the
and metamorphosis somehow. attack should be made as a Sweep so the character
can affect both victims’ minds at once).
BLACK HOLE BELT
Game Information: Major Transform 6d6
Effect: Density Increase (400,000 kg mass)
(transfer Target 1’s mind to Target 2’s body and
Target/Area Affected: Self
vice-versa; heals back through application of the
Duration: Constant
same power), BOECV (Mental Defense applies;
Range: Self
+1), Works Against EGO, Not BODY (+¼),
END Cost: 6
Usable As Attack (+1) (292 Active Points);
Breakability: 12 DEF
OAF Immobile Fragile (-2¼), All Or Noth-
Description: This belt emits an energy field that ing (-½), Extra Time (5 Minutes; -2), Limited
causes the wearer to become much denser and Target (humans; -½), No Range (-½), Requires
heavier — up to 400,000 kg in weight! A Power: Brainwave Oscillator Roll (no Active
Point penalty; -0). Total cost: 43 points.
Game Information: Density Increase (400,000
kg mass, +60 STR, +12 PD/ED, -12” KB) (60
Active Points); OIF (-½). Total cost: 40 points. CAMOUFLAGE SUIT
Effect: Sight Group Images, -6 to PER Rolls, Set Effect
Options: (camouflage)
1) Strong Black Hole Belt: Increase to Density Target/Area Affected: Self
Increase (3.2 million kg mass, +75 STR, +15 PD/ Duration: Constant
ED, -15” KB). 75 Active Points; total cost 50 points. Range: Self
END Cost: 3
2) Weak Black Hole Belt: Decrease to Density Breakability: 6 DEF
Increase (50,000 kg mass, +45 STR, +9 PD/ED, -9”
KB). 45 Active Points; total cost 30 points. Description: This suit uses sophisticated video
technology to make it look like the wearer isn’t
3) Experimental Black Hole Belt: The energies that there. Miniaturized cameras on each side film the
increase the wearer’s density don’t always interface character’s surroundings and broadcast the footage
properly with the human biosystem; fluctuations to the flexible flat screens that make up most of the
may cause the character to spontaneously revert to suit. Thus, other people “look right through” the
normal mass on occasion. Add Activation Roll 14- character at what’s beyond him. This “camouflage”
(-½). Total cost: 30 points. is difficult to penetrate if the character remains still;
if he moves it becomes easier to see him... and of
BRAINWAVE OSCILLATOR
course the suit doesn’t cover his noises or smells.
Effect: Major Transform 6d6 (transfer Target 1’s mind
to Target 2’s body and vice-versa) Game Information: Sight Group Images, -6
Target/Area Affected: Two characters to PER Rolls (28 Active Points); IIF (-¼), No
Duration: Instant Range (-½), Set Effect (only to camouflage
Range: No Range wearer; -½). Total cost: 12 points.
END Cost: 29
Breakability: 1 DEF Options:
Description: A masterpiece of Mad Science, the 1) Strong Suit: Increase to -10 to PER Rolls. 40
Brainwave Oscillator allows a character to swap two Active Points; total cost 18 points.
peoples’ minds! He simply straps the victims onto 2) Weak Suit: Decrease to -4 to PER Rolls. 22
their respective slabs, lowers the device’s helmet- Active Points; total cost 10 points.
like headpieces onto each one’s head, and then acti-
vates the Oscillator. Colored buttons on the console 3) Experimental Suit: The miniaturized cameras
flash, the lights in the room dim due to the massive and flexible screen technology used with this suit
power requirements of the device, and five minutes are highly experimental and don’t always work. Add
later each victim has the other’s mind! Activation Roll 14- (-½). Total cost: 10 points.
In game terms, this device works more or 4) Built-In Battery: The suit has a built-in power
less the same as the Mind Transfer power on page source strong enough to keep it functioning
239
The Ultimate Metamorph ■ Chapter Four
indefinitely... even if the wearer is unconscious. Add DRACOFORM AMULET
Reduced Endurance (0 END; +½) and Persistent Effect: Multiform (change shape into 800-point dragon)
(+½). 56 Active Points; total cost 25 points. Target/Area Affected: Self
Duration: Persistent
CHANGING-SKIN
Range: Self
Effect: Multiform (assume 120-point wolf form) END Cost: 0
Target/Area Affected: Self Breakability: Unbreakable
Duration: Persistent
Description: This golden amulet, a powerful relic
Range: Self
of ancient days, is shaped like a dragon’s head that
END Cost: 0
stares straight at the observer with its ruby eyes. It
Breakability: 5 DEF
grants the character the power to transform him-
Description: As discussed on page 9, a changing-skin self into a mighty dragon... but he dare not remain
is an enchanted animal skin that transforms a char- in dragon form too long, lest the draconic nature
acter into that type of animal when he puts it on. This take over his mind, leaving him a dragon forever.
particular one is a wolf’s-skin. A character who uses it The amulet can only be used once per day (i.e., one
must beware, though, lest he spend too long in wolf- change to dragon form and then back again).
form and be taken over by the wolf’s nature.
Game Information: Multiform (change shape
Game Information: Multiform (assume 120- into 800-point dragon) (160 Active Points);
point wolf form) (24 Active Points); OAF OAF (-1), Independent (-2), 1 Charge (-2), Per-
(Focus can’t be taken away from character once sonality Loss (5 Minutes; -1½). Total cost: 21
he changes form; -½), Independent (-2), Extra points.
Time (it takes an Extra Phase to put on or take
off the skin; -¾), Personality Loss (1 Hour; -1).
INTANGIBILITY COSTUME
Total cost: 5 points.
Effect: Desolidification
Target/Area Affected: Self
CLONING MACHINE
Duration: Constant
Effect: Duplication, Usable As Attack Range: Self
Target/Area Affected: One character END Cost: 4
Duration: Persistent Breakability: 8 DEF
Range: No Range
Description: This costume, which powers itself
END Cost: 14
via the wearer’s body heat and motion, allows the
Breakability: 28 DEF for machinery, 1 DEF for genetic
wearer to become intangible by cybernetic com-
samples
mand. While intangible, the wearer can still be
Description: Also known as an Artificial Womb, this affected by magic and some other attack forms.
Science Fiction device creates clones of human beings.
This basic unit requires extensive laboratory equip- Game Information: Desolidification (affected
ment, specific DNA and tissue samples from the sub- by magic) (40 Active Points); OIF (-½). Total
ject, a highly-trained operator, and a lot of time. cost: 27 points.
Options:
1) Improved Robes Of Invisibility: Even someone
standing close to the wearer of these Robes cannot
see him. Add No Fringe. Item: 45 Active Points;
total cost 10 points; creation spell: 30 Active Points;
total cost 4 points.
2) Chameleon Robes: This form of Robes Of Invisi-
bility only works when the wearer remains motion-
less. Add Chameleon (-½). Item: 30 Active Points;
total cost 7 points; creation spell: 15 Active Points;
total cost 2 points.
243
The Ultimate Metamorph ■ Chapter Four
SHRINKING RAY 2) Variant Shrinking Ray: GMs who prefer a more OPTIONS FOR
Effect: Shrinking, Usable As Attack plus related Linked predictable effect for this weapon, and who don’t TITANOBELT
powers mind bending the rule about substituting Trans-
Target/Area Affected: One character form for other Powers, can build the Shrinking 1) Strong Titanobelt:
Duration: Uncontrolled Ray this way instead: Major Transform 10d6 Increase to Growth
Range: 50” (normal-sized person or object to person or object (+75 STR, +15 BODY,
Charges: 4 Charges one inch tall with STR -35 [but no less than 0 STR], +15 STUN, -15” KB,
Running 1”, and other relevant abilities appropri- 3,200,000 kg, -10 DCV,
Breakability: 105 DEF
ately reduced; heals back after one month or when +10 PER Rolls to per-
Description: This insidious device projects a beam exposed to Shrinking Ray a second time), Continu- ceive character, 64 m
that shrinks a human being down to the size of an [about 200 feet] tall,
ous (+1), Reduced Endurance (0 END; +½) (375 32 m wide). 75 Active
insect! It also reduces a normal human victim’s STR Active Points); OAF (-1), 4 Charges (-1), Limited
and Running to insect-like levels (persons stronger Points; total cost 50
Range (50”; -¼). Total cost: 115 points. points.
and faster than normal suffer the same effect, but
retain more overall STR and Running because they STEALTH SUIT
had more than normal to begin with). The victim 2) Weak Titanobelt:
Effect: +8 to Stealth Decrease to Growth
returns to normal size after a month, or if he’s
Target/Area Affected: Self (+45 STR, +9 BODY,
exposed to the Shrinking Ray a second time. +9 STUN, -9” KB,
Duration: Constant
Game Information: Range: Self 50,000 kg, -6 DCV, +6
Cost Power END Cost: 0 PER Rolls to perceive
character, 16 m [about
83 Shrinking Ray: Shrinking (.032 m tall [about Breakability: 3 DEF
52 feet] tall, 8 m wide).
1 inch], .0004 kg mass, -12 to PER Rolls to Description: This suit, a primitive gadget com- 45 Active Points; total
perceive character, +12 DCV, takes +18” KB), pared to the Camouflage and Invisibility suits, cost 30 points.
Usable As Attack (does not work against augments the wearer’s ability to hide in shad-
characters who have Density Increase, ows and move silently. It adds to his Stealth roll 3) Experimental Titano-
Desolidification, Growth, or Shrinking; +1), (either the one he’s paid for, or his natural 8- belt: The energies (or
Ranged (+½), Continuous (+1), Reduced Everyman roll in the Skill). gas) that allow this belt
Endurance (0 END; +½), Uncontrolled to function don’t always
(effects wear off after a month, or if the Game Information: +8 to Stealth (16 Active interface properly with
victim is exposed to the Shrinking Ray while Points); IIF (-¼). Total cost 13 points. the human biosystem;
shrunk; +½) (270 Active Points); OAF (-1), 4 fluctuations may cause
Charges (-1), Limited Range (50”; -¼) Options: the character to sponta-
neously revert to normal
150 Shrinking Ray: Drain STR 15d6 (standard 1) Strong Suit: Increase to +10 to Stealth. 20 Active size on occasion. Add
effect: -45 STR), Ranged (+½), Continu- Points; total cost 16 points. Activation Roll 14- (-½).
ous (+1), Reduced Endurance (0 END; +½), Total cost: 30 points.
Uncontrolled (effects wear off after a month, 2) Weak Suit: Decrease to +6 to Stealth. 12 Active
or if the victim is exposed to the Shrinking Points; total cost 10 points.
Ray while shrunk; +½) (525 Active Points); 3) Experimental Suit: The suit’s technology is so
OAF (-1), 4 Charges (-1), Limited Range cutting-edge it’s prone to malfunction. Add Activa-
(50”; -¼), Linked (to Shrinking; -¼), Victim tion Roll 14- (-½). Total cost: 9 points.
Always Has Minimum Of 0 STR (-0)
37 Shrinking Ray: Drain Running 4d6 (standard TITANOBELT
effect: -5”), Ranged (+½), Continuous (+1), Effect: Growth (32 m tall)
Reduced Endurance (0 END; +½), Uncon- Target/Area Affected: Self
trolled (effects wear off after a month, or if Duration: Constant
the victim is exposed to the Shrinking Ray Range: Self
while shrunk; +½) (140 Active Points); OAF END Cost: 6
(-1), 4 Charges (-1), Limited Range (50”; -¼), Breakability: 12 DEF
Linked (to Shrinking; -½), Victim Always
Description: This belt emits an energy field or gas
Retains Minimum Of 1” Running (-0)
that causes the wearer to grow to a height of about
Total cost: 270 points.
100 feet, making him proportionately stronger and
Options: tougher as well.
1) Attached Shrinking Ray: This form of the Ray is Game Information: Growth (+60 STR, +12
more difficult to take from the character. Change BODY, +12 STUN, -12” KB, 400,000 kg, -8
OAF (-1) to OIF (-½) throughout. Total cost 98 + DCV, +8 PER Rolls to perceive character, 32
175 + 43 = 316 points. [105 feet] m tall, 16 m wide) (60 Active Points);
OIF (-½). Total cost: 40 points.
244 ■ Metamorph Campaigning Hero System 5th Edition
BIBLIOGRAPHY
BOOKS COMIC BOOKS
Allan, Tony, Michael Kerrigan and Charles Phillips. Here are some notable metamorph characters
Spirits of the Snow: Arctic Myth from the comics, most of whom have appeared in
numerous titles.
Barber, Richard and Anne Riches. A Dictionary of
Fabulous Beasts The Absorbing Man (Marvel Comics)
Borges, Jorge Luis. The Book of Imaginary Beings Ant-Man (Marvel Comics)
Clark, Jerome and Nancy Pear. Strange And Unex- Chameleon Boy (DC Comics)
plained Phenomena Changeling/Beast Boy (DC Comics)
Cohen, Daniel. The Encyclopedia Of Monsters Colossal Boy (DC Comics)
Douglas, Adams. The Beast Within Colossus (Marvel Comics)
Gibson, William. Neuromancer Elastic Lad (DC Comics)
Guiley, Rosemary Ellen. The Encyclopedia Of Ghosts Elongated Man (DC Comics)
And Spirits Giant-Man (Marvel Comics)
Hawksworth, Henry and Ted Schwarz. The Five Of Goliath (Marvel Comics)
Me
The Hulk (Marvel Comics)
Herbert, Frank. Dune
The Impossible Man (Marvel Comics)
Igmack, Carol and Dinah Mack. A Field Guide To
Demons, Faeries, Fallen Angels And Other Subver- Invisible Girl/Woman (Marvel Comics)
sive Spirits The Lizard (Marvel Comics)
Irwin, Robert. The Arabian Nights: A Companion Jamie Madrox (Marvel Comics)
Keel, John A. The Complete Guide To Mysterious Metamorpho (DC Comics)
Beings
Mimic (Marvel Comics)
Lovecraft, H.P. Various works
Mister Fantastic (Marvel Comics)
Rose, Carol. Giants, Monsters, And Dragons: An
Mystique (Marvel Comics)
Encyclopedia Of Folklore, Legend, And Myth
Plastic Man (DC Comics)
—Spirits, Faeries, Leprechauns, And Goblins: An
Encyclopedia Kitty Pryde (Marvel Comics)
Rovin, Jeff. The Fantasy Almanac Rogue (Marvel Comics)
Schwarz, Ted, et al. Minds In Many Pieces The Sandman (Marvel Comics)
Smith, Malcolm, ed. Mythical And Fabulous Crea- Sasquatch (Marvel Comics)
tures Shrinking Violet (DC Comics)
Steiger, Brad. The Werewolf Book Triplicate Girl/Duo Damsel (DC Comics)
Stevenson, Robert Louis. The Strange Case Of Dr. The Vision (Marvel Comics)
Jekyll And Mr. Hyde
The Wasp (Marvel Comics)
Strauss, Steven. The Sizesaurus
245
The Ultimate Metamorph ■ Chapter Four
FILMS TELEVISION
Any werewolf movie Quantum Leap
All Of Me The X-Files (particularly episodes such as “Tooms,”
The Blob “Jump The Shark,” “Gender Bender,” or any in
which aliens are shown changing forms)
Body Snatchers
Darkman
Enter The Dragon
The Exorcist
Fallen
The Fantastic Four
Fantastic Voyage
Honey, I Shrunk The Kids
Innerspace
Invasion Of The Body Snatchers
The Island Of Dr. Moreau
Island Of Lost Souls
Sinbad And The Eye Of The Tiger
The Sixth Day
Terminator II
The Thing
Tron
The X-Men (and X-Men II)
246 ■ Index Hero System 5th Edition
INDEX
Accident (metamorph background) .. 8 Bishamon (example character) .......203 Claws (power) ..................................... 84 Disadvantages ..................................... 68
Accidental Change (Disadvantage) .. 68 Black Hole Belt (gadget) ..................238 Climbing (Skill) .................................. 14 Disease (metamorph background) .... 9
Accuracy (power) .............................128 Blink Intangibility (power)..............135 Clone (type of Minor Disease Incubation (power) .............. 97
Acrobatics (Skill) ................................ 14 Blood Flow Control (power) ...........104 Metamorph).................................. 7, 33 Disease, lycanthropy as ...................... 76
Activation Roll (Limitation) ............. 62 Body Barrier (power) .......................163 Cloning ................................................ 33 Disembodied Mind (power) ...........171
Adjustable Form (type of Minor Meta- Body Control Powers ......................... 95 Cloning Machine (gadget) ..............239 Disguise (Skill) .................................... 15
morph) .......................................... 7, 73 Body Heat Control (power) ............101 Cohesion Control (power) ..............101 Dispel (Power) .................................... 59
Adjustment Powers ............................ 59 Body Of Acid (power) .....................109 Combat Maneuvers ..........................213 Disrupt Electronics (power) ...........133
Adrenal Stimulation (power) ............ 95 Body Of Air (power) ........................109 Combat, metamorphs and ...............214 Distinctive Features (Disadvantage) ... 69
Advantages .......................................... 62 Body Of Earth/Mud (power) ..........110 Combat Modifiers ............................212 Diversity (power)..............................147
Adventuring, metamorphs and.......214 Body Of Electricity (power) ............110 Combat Perception (power)............130 DNA Alteration (power) .................142
Aid (Power) ......................................... 59 Body Of Energy (power) .................110 Combat Skill Levels (Skill) ................ 14 DNA Profile (power) ........................103
Alertness (power) .............................129 Body Of Fire (power) .......................111 Combining ............................ 56, 215-16 Doppelgangers (type of
Alter Appearance (power) ...............125 Body Of Light (power) ....................111 Comedian (metamorph metamorph) ........................ 7-8, 73, 77
Alter Density (variant Power) ........... 26 Body Of Metal (power)....................111 personality) ....................................... 10 Double Jointed (Talent) ..................... 16
Alter Size (variant Power) ................. 53 Body Of Mist (power)......................111 Complete Metamorphs .................. 8, 78 Dr. Nathan Sumbru (example
Alternate Desolidification ................. 25 Body Of Radiation (power) ............112 Concealment (Combat Modifier)...212 character) ........................................194
Alvaran Nineforms Body Of Sand (power) .....................113 Concealment (Skill) ........................... 14 Dracoform Amulet (gadget) ...........239
(example character) .......................197 Body Of Shadow (power) ................113 Concentration (Limitation) .............. 63 Duplicate Wall (power) ....................121
Ambidexterity (Talent) ...................... 16 Body Of Sound (power) ..................113 Condition (aspect of characters Duplication (Power)........................... 26
Animal Form (power) ........................ 83 Body Of Stone (power) ....................113 that can change) ................................. 6 Duplication (power).........................119
Animal Form (type of Major Meta- Body Of Water (power) ...................114 Constrictor’s Strength (power) ......... 93 Duplication Powers ..........................119
morph) .............................................. 76 Body Of Wood (power) ...................114 Contact Required (Limitation) ......... 63 Duplicative Beneficence (power) ...123
Animal Handler (Skill) ...................... 14 Body-Affecting Powers ...................... 17 Contagion (power) ............................. 96 Duplicative Confusion (power) ......121
Animal Powers .................................... 83 Body-Transforming Powers ............109 Contortionist (Skill) ........................... 14 Duplicative Movement (power) .....121
Animal Senses (power) ...................... 83 Bodyjacking (power)........................169 Contracting lycanthropy ................... 76 Duplicative Regeneration (power) .123
Anjing ajak (monster) ......................236 Bombardier Blast (power) ................. 89 Cosmetic Doppelganger (type of Duplicative Scholarship (power) ....123
Anticipation (power) .......................128 Bone Growth (power) ......................105 Cosmetic Metamorph) .......... 7, 72, 77 Duplicator (metamorph archetype) . 12
Appearance (aspect of characters that Bone Wracking (power)..................... 96 Cosmetic Metamorphs .................. 7, 72 Duration Advantages (Advantage) ... 62
can change) ......................................... 6 Bonewarping (power) ........................ 96 Create Giant Insect (power) .............. 90 Eclipse (example character) ............183
Appearance Manipulation (power) 147 Boudas (monster) .............................236 Criminology (Skill) ............................ 14 El Jaguar (example character) .........185
Archetypes for metamorphs ............. 11 Bounceback Body (power) ..............160 Crush You! (power) ..........................116 Elastic Arms (power) .......................165
Area Of Effect (Advantage) ............... 62 Bouncing Bash (power) ...................160 Crushing damage................................ 18 Elemental Metamorph (type of
Armor Up (power) ...........................141 Boxenwulf (monster) .......................236 Curse (metamorph background) ....... 9 Major Metamorph) ...................... 7, 78
Arms Into Blades (power) ...............140 Brainflow (power) ............................105 Cused (metamorph personality) ...... 10 Endurance Limitations
Army Of One (power) .....................120 Brainwave Oscillator (gadget).........238 Cyber Hero ........................................189 (Limitation) ...................................... 63
Artificial Metamorph (metamorph Breakfall (Skill) ................................... 14 Damage, changing form/shape with .213 Energy Man (metamorph
archetype) ......................................... 11 Breathe Underwater (power) ............ 87 Damage Reduction (Power) .............. 59 archetype) ......................................... 12
Attack Tracking (power)..................129 Bridgework (power) .........................167 Damage Resistance (Power) .............. 59 Enhanced Digestion (power) ..........105
Augmented Defenses (power) ........117 Bring It To Me (power) ....................120 Damage Shield (Advantage).............. 62 Enhanced Running (power)............103
Augmented Strength (power) .........116 Brollachan (example creature) ........224 Danger Sense Dodging (power) .....129 Enhanced Senses (Power) ................. 59
Automaton Powers ............................. 59 Budding (power) ..............................122 Dark Champions ..............................194 Enhanced Swimming (power) ........103
Avian Powers ....................................... 89 Camouflage Suit (gadget) ................238 Darkness (Power) ............................... 59 Enraged/Berserk (Disadvantage) ..... 69
Awareness (power) ...........................129 Campaigning with metamorphs.....213 Deep-Sea Adaptation (power) .......... 87 Entangle (Power) ................................ 60
Backgrounds for metamorphs ............ 8 Carryall (power) ...............................165 Defense Maneuver (Skill) .................. 15 Enter The Macroverse! (power) ......152
Barrier Bypass (power) ....................122 Caught Ya! (power)...........................167 Delphine Sonar (power) .................... 88 Enter The Microverse! (power).......157
Beast Within, the (metamorph Ceasg (monster) ...............................236 Density Changer (type of Minor Environmental Adaptation
personality) ....................................... 10 Chameleon (type of Cosmetic Metamorph)........................................ 7 (power) ............................................141
Beauty Too Wondrous To Harm Metamorph)........................................ 7 Density Decrease ................................ 20 Environmental Resilience (power) ....105
(power) ............................................125 Chameleon Camouflage (power) ..... 93 Density Decrease (power) ...............136 Exploiter (metamorph personality) . 10
Berserker (example creature) ..........223 Champions ........................................182 Density Enhancement (power).......116 Externally-Altered Character
Berserker (metamorph archetype) ... 11 Change Environment (Power) .......... 59 Density Increase ................................. 18 (type of Cosmetic Metamorph) . 7, 73
Berserker (type of Internal Changing SPD...................................212 Density Increase Powers ..................116 Extra Limbs ......................................... 34
Metamorph).................................. 6, 71 Changing-skin (metamorph Desensitization (power) .................... 97 Extra Time (Limitation) .................... 63
Berserker Fury (power) ...................169 background) ....................................... 9 Desolidification................................... 22 Extra-Dimensional Movement
Bestiary, Metamorphic ............... 223-37 Changing-Skin (gadget) ..................239 Detached (metamorph personality) 10 (Power) .............................................. 60
Bibliography ......................................244 Character creation .......................... 5-80 Detached Eyes (power) ....................103 Eyes Have It, The (power) ................142
Big Fist (power) ................................159 Characteristics (Power) ..................... 59 Detecting metamorphs ....................212 Facial Manipulation (power) ..........143
Biochemical Assault (power) ............ 95 Charges (Limitation) .......................... 63 Devices, metamorphic .....................238 Fangs (power) ..................................... 84
Bioelectric Touch (power) ................. 84 Clairsentience (Power) ...................... 59 Diminution (power) .........................155 Fantasy Hero .....................................197
Biokinetic............................................... 6 Classifying metamorphs ...................... 6 Dis Armament Fatigue Poison Suppression
Bird’s Eyes (power) ............................. 89 Claw Clinging (power) ...................... 84 (example character) .......................191 (power) ............................................106
The Ultimate Metamorph 247
Feature Molding (power) ................167 Hyper-Constitution Powers ............124 Lycanthropes (example creatures) ..228 Moldable Face (power) ....................143
Fleshwarping (power) ........................ 97 Hyper-Dense Body (power) ............118 Lycanthropes, lycanthropy ..8, 76, 228-31 Molding To Surfaces (power) .........165
Flexible Dodging (power) ...............163 Hyper-Dexterity Powers ..................124 Macan gadungan (monster) ............236 Morph (example character) ............187
Focus (Limitation).............................. 63 Hypersenses.......................................128 Machine Body (power) ....................114 Multi-Limbed Combatant (power) ...175
Forensic Medicine (Skill)................... 14 I Can Hear You Breathing (power) ....131 Macroversal Attack (power) ............150 Multifaceted Eyes (power)................. 90
Form Alteration (power) .................137 I’m In Here (power) .........................158 Macroversal Legs (power) ...............152 Multiform ...................................... 39, 74
Form Cohesion (power) ..................157 Imitator (metamorph archetype) ..... 12 Macroversal Perception (power) ....153 Multiple Bodies (type of Complete
Formless Metamorph (type of Major Immunity (power) ............................124 Macroversal Strength (power) ........150 Metamorph)...................................... 80
Metamorph)...................................... 77 Impact Absorption (power) ............163 Macroversal Toughness (power) ....151 Multiple Limbs (power) ..................... 85
Frameworks ................................... 65, 75 Impressiveness (power) ...................149 Macroversal Vision (power) ............153 Multiple Personalities (type of
Free Spirit (type of Complete Improved Senses (power) ................104 Macroversal Weather Manipulation Internal Metamorph)................... 6, 44
Metamorph)........................................ 8 Improved Swimming (power) .......... 88 (power) ............................................150 Muscle Augmentation (power) ......... 98
Function (aspect of characters Induce Heart Attack (power) ............ 98 Macroverse, the ...........................60, 217 Mutating Exterior (power) ..............141
that can change) ................................. 6 Injuries, changing form/ Magic (metamorph background) ....... 9 Mutation (metamorph background) .. 10
Gadgets, metamorphic .....................238 shape with .......................................213 Magical item (metamorph Naga (monster) .................................236
Gender Bender (power)...................143 Insect Powers ...................................... 89 background) ....................................... 9 Nanometal Robot (example
Genre by genre ..................................181 Insect Size (power) ............................. 90 Major Metamorphs ........................ 7, 74 creature) ..........................................232
Ghoul, the (example character) ......206 Insectile Awareness (power) ............. 90 Malleable (type of Major Natural Weaponry (power) .............140
Gigantic Defense (power)................150 Instant Turnaround (power) ...........143 Metamorph).................................. 7, 77 Nazeron Johnson (example
Gigantic Eyes (power) ......................152 Intangibility (power) ........................133 Malleable Body (power) ..................159 character) ........................................201
Gigantic Fists (power)......................148 Intangibility Blessing (power) .........134 Malleable Man (metamorph Negate Toxins (power) .....................107
Gigantic Legs (power) ......................152 Intangibility Costume (gadget).......239 archetype) ......................................... 13 Neurokinesis (power) ........................ 98
Gigantic Muscles (power) ...............148 Intangibility Powers .........................133 Mambu-Mutu (monster) .................236 Nice Try, Little Man (power) ...........151
Gigantic Physique (power) ..............151 Intangible Form (power) .................135 Mammal Powers ................................. 91 Nictitating Membrane (power)......... 93
Gigantic Resilience (power) ............151 Intangible Mind (power) .................135 Martial Arts (Skill) ............................. 16 Ninja Hero .........................................203
Gigantic Size (power) .......................148 Intangible Touch (power) ................134 Masquer (example creature) ...........231 No Conscious Control (Limitation).... 63
Gigantic Swing (power) ...................149 Interaction Skills ................................. 14 Masquerade Mesh (gadget) .............240 Nowhere Man (power) ....................126
Gigantic Toughness (power) ...........151 Internal Agony (power) ...................155 Mass, of characters ............................. 17 Object Manifestation (power) ........144
Gotcha! (power)................................160 Internal Metamorphs ..................... 6, 71 Master Of Disguise (power)............171 Only In Heroic Identity
Grab (Combat Maneuver) ...............213 Internal Physical Metamorph Master Of Mimicry (power) ...........172 (Limitation) .......................... 64, 74-75
Gravity, personal for very dense (type of Internal Metamorph) .... 6, 71 Material Mimic (type of Major Opacity Alteration (power) .............144
characters .................................... 19-20 Introduction .......................................... 4 Metamorph)........................................ 8 Opacity Changer (type of Minor
Grow Gills (power)...........................143 Invisibility (Power) ............................. 61 Material Mimicry (power) ..............115 Metamorph)........................................ 7
Grow Wings (power)........................141 Invisibility Suit (gadget)...................240 Material Mimicry Pool ...................... 67 Optic Nerve Trampoline (power)...156
Growth ................................................. 35 Items Of Power (metamorph MegaScale (Advantage) ..................... 62 Organ Control (power)...................... 98
Growth momentum ......... 36, 39, 41, 52 background) ....................................... 9 Memory Theft (power) ....................172 Override (power) ................................ 99
Growth Powers .................................148 Jaguar-Men (monster) .....................236 Mental Adaptive (type of Internal Oxygenated Skin (power) ................101
Hardened Flesh (power) ..................101 Jet Form (power) ..............................165 Metamorph).................................. 6, 72 Pain Resistance (power) ..................102
Have A Look Around (power) ........121 John Doe 4.0 (example character) ..189 Metamorph archetypes ...................... 11 Paramedics (Skill)............................... 14
Healing (power) ................................106 Just How You Like ’Em (power)......125 Metamorph backgrounds .................... 8 Parasail Form (power) .....................165
Healing (Power) .................................. 61 Kitsune (example creature) .............225 Metamorph classification .................... 6 Parasite (type of Complete
Heatsense (power) .............................. 93 Knockback, Shrinking and .......... 50, 52 Metamorph creation ...................... 5-80 Metamorph)................................ 79-80
Heavy (Physical Limitation) ............. 20 Knowledge Skill (Skill) ...................... 15 Metamorph personalities .................. 10 Pathway Of The Mole (power).......... 91
Heightened Hearing (power) ..........130 Lack Of Weakness (Power) ............... 61 Metamorphic Bestiary ............... 223-37 Peeking Around Corners (power) ..166
Heightened Senses (power) .............130 Large characters .................................. 38 Metamorphic Gadgets .....................238 Perceiving Metamorphs ...................214
Heightened Sight (power) ...............130 Leapfrog (power) ................................ 93 Metamorphic Powers ................. 81-180 Perceptive Skills .................................. 14
Heightened Smell (power) ..............130 Leaping (Power).................................. 61 Metamorphic Scrambler (gadget) ..240 Perks ..................................................... 16
Heightened Touch (power) .............130 Leg Enhancement (power) ..............141 Micro-Combat (power) ...................156 Personal Brachiation (power) .........166
Hengeyokai (metamorph Legs Of The Gazelle (power) ............ 91 Microflight (power) ..........................157 Personalities for metamorphs ........... 10
archetype) ......................................... 12 Let Me Lend You A Hand (power) ....106 Microsize (power) ............................154 Personality (aspect of characters that
Hengeyokai (were-animals) ............235 Leyak (monster)................................236 Microverse, the............................60, 220 can change) ......................................... 6
High-density characters..................... 19 Lie Detector (power) ........................131 Mimic (metamorph archetype) ........ 13 Personality Loss (Limitation for
Hit Locations, metamorphs and .....213 Life Support (Power) .......................... 61 Mimic (type of Major Multiform) .................................. 43, 45
Horn Of The Rhino (power) ............. 91 Light Walker (power) .......................136 Metamorph)............................ 8, 44, 77 Personality Shifting (power) ...........145
Horrific Transformation (power) ...140 Lightning Reflexes (Talent) ............... 16 Mimic Power Pools ...................... 65-67 Persuasive Beauty (power) ..............126
Horror Hero ......................................201 Limitations .......................................... 62 Mimicking (power) ..........................173 Pheromonic Control (power) .........100
Hrolf Kellingson (example Living Brain (type of Complete Mimicry (Skill) ................................... 15 Physical Limitation (Disadvantage) .... 69
character) ........................................199 Metamorph)................................ 79-80 Mind Transfer (power) ....................174 Physical Symbiont (type of
Human Air Bubble (power) ............167 Living Hair (power) .........................106 Minimized Breathing (power) ........107 Complete Metamorph) ............... 8, 79
Human Lockpick (power) ...............143 Lobishomen (monster) ....................236 Minor Metamorphs ........................ 7, 73 Plastic surgery ..................................... 73
Human Mimicry (power) ................138 Lockpicking (Skill) ............................. 15 Miraculous Healing (power) ...........107 Poke In The Eye (power) .................160
Hunted (Disadvantage)...................... 69 Look, Ma, No Organs! (power) .......168 Miscellaneous Powers ......................169 Potion Of Giant Form (gadget) ......241
Hyper-Body Powers .........................124 Loup-garou (monster) .....................236 Missile Grabbing (power)................163 Potion Of Invisibility (gadget) ........242
Hyper-Characteristics ......................124 Low-density characters ...................... 20 Mister/Miss Flexible (metamorph Potion Of Tiny Form (gadget) ........242
Hyper-Comeliness Powers ..............125 Lycanthrope (metamorph archetype) . 13 personality) ....................................... 11 Potion Of Transmutation (gadget) .242
248 ■ Index Hero System 5th Edition
Power Advantages............................... 62 Size Alteration Powers .....................148 Thief ’s Touch (power) ......................134
Power Frameworks ....................... 65, 75 Size Changer (type of Minor Tigre capiango (monster) ................236
Power Limitations .............................. 62 Metamorph)........................................ 7 Titanobelt (gadget) ...........................243
Power Modifiers.................................. 62 Size dimensions ..........................60, 217 Touch Of The Eel (power) ................. 88
Powers ............................................ 17-61 Size, of characters ............................... 17 Transdimensional (Advantage) ........ 62
Prana Monk (example character) ...208 Skills ..................................................... 14 Transference Touch (power) ...........178
Pregnancy Control (power) ............108 Skin Alteration Powers ....................147 Transform (Power) ............................. 61
Protective Skin (power) ..................... 85 Skinchangers (type of Major Triggers for Accidental Change ........ 68
Pseudopods (power) ........................168 Metamorph).................... 9, 13, 76, 239 True Awareness (power) ..................132
Psychic Symbiont (type of Complete Sleep Resistance (power) .................108 True Doppelganger (type of Minor
Metamorph)........................................ 8 Sleight Of Hand (Skill) ...................... 16 Metamorph).................................. 7, 77
Psychological Limitation Slow Limb Growth (power) ............178 True Form Alteration (power) ........137
(Disadvantage) ................................. 69 Small characters .................................. 52 True Metamorph (type of Complete
Psychomorph (power) .....................145 Small spaces, becoming large in ....... 39 Metamorph)........................................ 8
Pulp Hero ..........................................206 Sonar (power) ...................................132 True Physical Metamorph (type of
Quadruple-Jointed (power) ............124 Spatial Correspondence Detection Complete Metamorph) ..................... 8
Quills Of The Porcupine (power) ..... 92 (power) ............................................158 Two-Dimensional Form (power) ...146
Qutrub (monster) .............................236 SPD, changing ...................................212 Two-Weapon Fighting (Skill) ........... 16
Racial (metamorph background) ..... 10 Spell (metamorph background) ......... 9 Ugly Enough To Stop A Bus
Radar-Sense (power)........................131 Spiky Body (power) ..........................161 (power) ............................................127
Radio Sense (power) ........................131 Spirit Channeling (power) ..............178 Underwater Senses (power) .............. 89
Rage-Augmented Strength (power)176 Spiritual Disguise (power)...............178 Uniform Form I-II (powers) ...........164
Rapid Attack (Skill) ............................ 16 Spiritual Metamorph (type of Usable On Others (Advantage)......... 62
Rapid Healing (power) ....................102 Internal Metamorph)................... 6, 72 Vampire Forms (power) ..................138
Raptor’s Shriek (power) ..................... 89 Spitting Blindness (power) ................ 94 Vampires .............................................. 76
Recombination Resurrection Spreading (Combat Modifier) ........212 Variable Disadvantage
(power) ............................................123 Spring-Leaping (power) ..................166 (Disadvantage) ................................. 70
Redundant Organs (power) ............124 Squeezing Through Cracks Variable Power Pool ..................... 65-67
Reflex Memory (power) ..................177 (power) ............................................168 Venom (power) ................................... 86
Regeneration (power) ......................177 Squid’s Ink (power) ............................ 88 Vilkacis (monster) ............................236
Regrow Limbs (power) ...................... 93 Star Hero ............................................208 Vircolac (monster) ...........................237
Reject Death (power) .......................102 Stealth (Skill) ....................................... 14 Visible (Limitation) ............................ 64
Replicative Cloning (power) ...........178 Stealth Suit (gadget) .........................243 Voice Manipulation (power) ...........146
Reptile Powers..................................... 93 Stentorian Voice (power) .................154 Voice Of Beauty (power) .................127
Reputation (Disadvantage) ............... 70 Sticky (Advantage) ............................. 62 Vrykolakas (monster) ......................237
Requires A Skill Roll (Limitation) .... 62 Sticky Body (power) .........................100 Vulkodlac (monster) ........................237
Resilience (power) ............................102 Sticky Fingers (power) ....................... 86 Vulnerability (Disadvantage) ............ 70
Resilient Senses (power) ..................129 Sting (power)....................................... 86 Walk On Hot Coals (power) ...........103
Robes Of Invisibility (gadget) .........242 Stretch-Punch (power) ....................162 Walking Between Molecules
Rubbery Body (power) ....................164 Stretch-Sprinting (power) ...............166 (power) ............................................158
Safety Pillow (power) .......................164 Stretching............................................. 54 Walking On Air (power)..................136
Scent Manipulation (power) ...........145 Stretching Pool .................................... 67 Wallcrawling (power) ........................ 87
Science Skill (Skill) ............................. 16 Stretching Powers .............................159 Water Adaptation (power)................. 94
Security Systems (Skill) ..................... 15 Stretching Slingshot (power) ..........161 Web-Swinging (power) ...................... 91
Seizure Induction (power) ..............100 Suffocate (power)..............................162 Webs (power) ...................................... 90
Semi-Solid Form (power)................135 Summon (Power) ............................... 61 Were-animals (hengeyokai) ............235
Sense Weakness (power)..................128 Sun Eagle (example character) .......210 Wererat (example creature) .............228
Senses, metamorphs and .................212 Super-Dense Fists (power) ..............117 Wereshark (example creature) ........229
Sensory Enhancement (power) ......142 Super-Dense Legs (power) ..............117 Werewolf (example creature) ..........230
Serpentine Body (power) .................. 94 Surfing The ’Net (power) .................157 Werewolf Forms (powers) ...............138
Shadowing (Skill) ............................... 14 Surprise Move (Combat Modifier)....212 Western Hero ....................................210
Shape Alteration (power) ................138 Susceptibility (Disadvantage) ........... 70 Wings (power) .................................... 87
Shape Alteration Pools ....................... 67 Swan Maiden (monster) ..................236 Wounds, changing form/shape with .213
Shape Alteration Powers ..................137 Swarm Form (power) .......................115 Wraparound (power) .......................162
Shape Shift ......................... 46, 65, 72, 75 Switcher (type of Complete X-Ray Vision (power) ......................132
Shapechange Healing (power) ........146 Metamorph).................................. 8, 78 Yenaldooshi (monster).....................237
Shapechanging creatures .................236 Tail (power) ......................................... 86 You Look Stunning (power) ............127
Shifting Mind (power) .....................178 Talents .................................................. 16 Zoomorph (type of
Shrinking ............................................. 50 Tanuki (example creature) ..............234 Major Metamorph) ...................... 8, 76
Shrinking Powers..............................154 Target Prone (Combat Modifier) ...213 Zootoxic Immunity (power) ............. 87
Shrinking Ray (gadget) ....................243 Taw (monster) ...................................236
Side Effects (Limitation) .................... 64 Team Punch (power)........................120
Simulate Death (Talent) ..................... 16 Teamwork (Skill) ................................ 16
Single-Form Major Metamorph Terrifying Roar (power) .................... 92
(type of Major Metamorph) ............. 8 Terrifying Visage (power) ................126