Updated List of Player Races/Origins (annotated)
Alter Ego
- The PC may have an alternative Origin and or Class other than the primary one. Choose a Race/Origin and Class for the Original and the Alter Ego-these can be quite similar to each other or completely different, limited only to the Origin's Allowed Classes.
- The transformation between the Original and Alter Ego may only occur once per Turn. The Player and Editor should agree upon the catalyst for transformation(magic word, potion, full moon, transformation chamber etc) or they can agree to leave it to chance (one in six chance per Turn).
- Whenever the Transformation occurs, the Alter Ego gains 1D6 HP if previously damaged.
- The Original and Alter Ego gain XP separately.
Alien
- Great Leap, 18ft per Level
- Run Faster, +3 per Level
- Bulletproof, if no better Armor is worn then AC 7/12 at Level 1, 5/14 at Level 2 and 3/16 at Level 3 or better. Helmet Bonus or not as per Editor ruling and Genre.
- May be Fighters, Magic-Users or Superheroes.
- A Weakness determined between Player and Editor at creation, such as: Powers limited to 1D20 hours, with a 4 hour break before they can be used again and requiring a catalyst to activate (magic word, potion etc) An element (range of 10ft or less) that limits the Alien to Move actions only during exposure and for 1D6 Turns afterwards, a powerful, bullying relative or family of equal power or more, others as agreed upon by Player and Editor.
Android
- One Level 1 Power chosen from the Superhero Class description (H&H V2.2 Page 20) Usable once per day.
- Natural AC of 7/12 if no better armor worn.
- 45% resistance to disease, gas or poison.
- 4 or less on 1D6 chance to recognize advanced technology and recognize other Androids.
- Can be Fighters or Superheroes.
- Alien Environment penalty for all Skills (H&H V2.2 Page 33). Editor fiat might allow exceptions to this, possibly Technical Skills due to recognize Technology, or possibly Skills central to the Player's concept.
- Slow Healing, only 1HP per 8 hours of rest. Can be repaired in a lab (or other condition agreed between Player and Editor) at 1HP per 2 hours of effort.
- Special Weakness, chosen at PC creation. When under the influences of this Weakness (and 1D6 Turns after the exposure), the Android can only Note Technology and move normally as actions. Such Weaknesses could include: Exposure to 2+ gallons of water/soaking wet, Large amounts of exposure to solid or liquid nitrogen/catalyst dampening agents, Total vacuum/lack of oxygen, Electric shocks over the PC's Level or more in damage, or any agreed to between Player and Editor.
Android, 1st Edition conversion-this version is different enough I thought that it should be included.
- Wreck at Range, 10ft distance per Level (recommended Edit, limited to [Points of WIS over 10]+Level times per day. Wrecks as per Class).
- Great Leap, 18 ft distance per Level.
- +2 Saves vs Gas only.
- Natural AC 7/12.
- Note Technology, Skill Penalties, Class Limitations, Slow Healing and Special Weakness recommended as part of the 1st to 2nd Edition conversion.
Big Bang Android
- One Level 1 Power chosen from the Superhero Class description (H&H V2.2 Page 20) Usable once per day.
- Natural AC of 7/12 if no better armor worn.
- 90% resistance to disease, gas or poison. Does not need to breathe.
- 4 or less on 1D6 chance to recognize advanced technology and recognize other Androids.
- Can be Fighters or Superheroes.
- Alien Environment penalty for all Skills (H&H V2.2 Page 33). Editor fiat might allow exceptions to this, possibly Technical Skills due to recognize Technology, or possibly Skills central to the Player's concept.
- Cannot heal at all normally or by magic that targets living creatures, must be repaired at 1HP per hour in a lab or agreed equivilant (Big Bang Supplement Page 8).
- Special Weakness, chosen at PC creation. When under the influences of this Weakness (and 1D6 Turns after the exposure), the Android can only Note Technology and move normally as actions. Such Weaknesses could include: Exposure to 2+ gallons of water/soaking wet, Large amounts of exposure to solid or liquid nitrogen/catalyst dampening agents, Total vacuum/lack of oxygen, Electric shocks over the PC's Level or more in damage, or any agreed to between Player and Editor.
Deity
- Fast, +3 to Move.
- Great Leap, 18 ft distance.
- Tough Hide, AC 6/13 if no better armor worn.
- Summons: any of the Deity's SCMs with a Loyalty of 13 or higher may attempt to Summon the PC to their side. The PC will be aware of any attempts but may choose to answer only one per day.
- Home Realm. At Level 2 or better, the Deity may choose to travel from Earth to their native Realm(or the reverse) once per day.
- May be any Class. If that Class is Magic-User, may cast Summons as if the PC were two Levels higher.
Ghost
- Origin is 90% immune to Spells which affect living beings, but vulnerable to attacks targeted to the Undead, use Level as a Hit Dice equivalent as needed.
- May turn Ethereal one Turn per Level per day. Ethereal creatures may ignore physical barriers and any non-magical attacks. May be affected by Magical attacks, Spells or fellow Ethereal combatants.
Half-Human
- No restrictions on Class.
- Look through the listings for Alien, Human and Merman listings and pick any two Abilities.
- At Editor discretion, it might be possible to choose from the Big Bang, Trophy Case or other listings as well...it's a Big Universe!
Half-Man (Moreau version)
- This Origin is part Beast and gains their Abilities from same.
- Roll 1D6 Animal Features that give away their Origin. These may be blatant or subtle as Editor and Genre allows. Examples include: fangs, muzzle, fur, unusual eyes, posture etc.
- Choose two Abilities from the following list: Acute Hearing(+1 Skill Checks and frequencies beyond Human) Animal Senses (Either Surprise Others on a 4+ on 1D6 or only be Surprised on a 1- on 1D6) Lands on Their Feet(subtract 10ft from all falling damage, including the Lethal Threshold) Fast(+3 Move) Animal Skills (+1 to Track or Notice or Climb or Hide or Sneak) Body Weaponry (1D6 melee damage) Night Vision (unaffected by non-magical darkness for up to 30ft). If a Player wants an Ability not on the list to that fits the concept (18ft Leap for a Rabbit-man or Tough Skin AC 7/12 for a Rhino-man) petition the Editor for input.
* Note-the terminology of the Origin has been updated to match the 2nd Edition Rules.
Half-Pint
- This is a normal Human, ages 8-14.
- Some Growing Up To Do, Remove 2 from STR, 1 from WIS, 1 from CON, 2 from DEX and 1 from each Hit Dice.
- Small Fry, +1 to all Hide Attempts.
- Standards and Practices, attacks against a Half-Pint require a Save vs Plot in order to be resolved-and then still might miss at the normal chance to strike.
- All Growed Up Now, Half-Pints lose all Special Abilities and Weaknesses of their Origin once they reach age 15+, becoming Human.
* Note-it is entirely possible that this Origin can be used for a different Genre Purpose (Ancient Ninja Warrior, Final Girl, Cursed Immortal Witness, etc) in which case the PC won't need to 'age out' at all.
Human
- No restrictions on Class.
- Won't faint in the presence of Kryptonite, lose strength out of the water or when drenched by it, won't set off Alien or Mutant or metal detectors etc etc.
- Highly Versatile, the Origin may have one of the following:
1) Best Buddy Forever- The Player and Editor work to customize a SCM tailor-made just for the PC. Hit Dice, Loyalty and Morale as per Editor decree, likely pretty decent.
2) My Posse- The Player rolls randomly for two SCMs <1HD. Loyalty and Morale determined randomly.
3) Highly Studied- The PC has two Skills rated +1.
4) Half and Half- The PC gets one Skill at +1 and a randomly rolled <1HD SCM.
* Note-This version of Human pulls from both a modified version of 1st Edition and 2nd. This allows the Half-Human Origin access to a single Random SCM or Skill as part of their 'package'.
Merman
- Weak on Land, if out of water for over one hour the PC is -1 to Attack, Damage and Wrecking Rolls. This may be alleviated by exposure to at least 2 gallons of water.
- Strong in Water, breathes water and cannot drown, +1 to Wrecking Rolls while underwater/drenched.
- Fast in Water, Swim speed 9 at Level 1, +1 per Level afterwards
- Magic Resistant, +1 to Saves in addition to Class bonuses.
- May be Fighters or Superheroes (and in 1st Edition they could be Magic-Users).
Printing/Saving this entry is the first step in combating the Dreaded Finger Cramps-you know, the ones we all get flipping back and forth between pages, Source materials etc while writing/typing with the other hand...