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Revised Power Costs

Using the system of BIO-E costs I devised as a guide I'll determine the BIO-E costs of the powers in HU, taking some and providing options regarding particular sub-abilities. Eventually, I'd like to have all powers made as flexible as the separate alterations I made to APS: Metal. Next to each power's name is the cost in BIO-E of choosing that power, as written. Positive costs (for advantages) add to the cost of the power, while negative costs (for disadvantages) reduce the cost of the power.

Starting BIO-E (Unless GM desires a fixed amount):


General Variations:

Costs taken largely from After The Bomb; Use bonuses and penalties from HU2


Minor Powers

Adhesion: 25 BIO-E
Alter Physical Body: 20 BIO-E
Bend Light: 40 BIO-E
Body Weapons: 30 BIO-E
Clock Manipulation: 25 BIO-E
Energy Expulsion: Energy: 45 BIO-E
Energy Expulsion: Electricity: 50 BIO-E
Energy Expulsion: Electric Field: 20 BIO-E
Energy Expulsion: Fire: 40 BIO-E
Energy Expulsion: Light: 45 BIO-E
Energy Resistance: 40 BIO-E
Extraordinary MA: 10 BIO-E
Extraordinary ME: 20 BIO-E
Extraordinary PS: 35 BIO-E
Extraordinary PP: 40 BIO-E
Extraordinary PE: 25 BIO-E
Extraordinary PB: 10 BIO-E
Extraordinary Speed: 90 BIO-E
Flight: Glide: 30 BIO-E
Flight: Winged: 90 BIO-E
Flight: Wingless: 95 BIO-E
Healing Factor: 35 BIO-E
Heightened Sense of Hearing: 15 BIO-E
Heightened Sense of Smell: 15 BIO-E
Heightened Sense of Touch: 10 BIO-E
Horror Factor: 15 BIO-E
Impervious to Fire and Heat: 20 BIO-E
Manipulate Kinetic Energy: 30 BIO-E
Mental Stun: 15 BIO-E
Multiple Limbs: Arms: 30 BIO-E
Multiple Limbs: Tentacles: 20 BIO-E
Multiple Limbs: Legs: 40 BIO-E
Nightstalking: 30 BIO-E
Power Channeling: 30 BIO-E
Radar: 40 BIO-E
Superhuman Strength: 55 BIO-E
Supervision: IR & UV: 15 BIO-E
Supervision: Nightvision: 15 BIO-E
Supervision: Advanced: 15 BIO-E
Supervision: X-Ray: 25 BIO-E
Underwater Abilities: 45 BIO-E

Major Powers

Adapt to Environment: 50 BIO-E
Alter Facial Features and Phys Stature: 50 BIO-E
Alter Limbs: 75 BIO-E
Alter Physical Structure: Electricity: 160 BIO-E
Alter Physical Structure: Fire: 130 BIO-E
Alter Physical Structure: Ice: 100 BIO-E
Alter Physical Structure: Liquid: 100 BIO-E
Alter Physical Structure: Metal: 160 BIO-E
Alter Physical Structure: Plant: 70 BIO-E
Alter Physical Structure: Plasma: 165 BIO-E
Alter Physical Structure: Smoke: 75 BIO-E
Alter Physical Structure: Stone: 120 BIO-E
Animal Abilities: 60 BIO-E
Animal Metamorphosis: 50 BIO-E
Bio-Armor: 65 BIO-E
Bio-Ghost: 50 BIO-E
Chameleon: 70 BIO-E
Cloaking: 50 BIO-E
Control Elemental Force: Air: 110 BIO-E
Control Elemental Force: Earth: 90 BIO-E
Control Elemental Force: Water: 90 BIO-E
Control Insects & Arachnids: 120 BIO-E
Control Kinetic Energy: 60 BIO-E
Control (Others): 60 BIO-E
Control Radiation: 150 BIO-E
Control Static Electricity: 45 BIO-E
Copy Physical Structure: 100 BIO-E
Create Force Field: 95 BIO-E
Darkness Control: 60 BIO-E
Disruptive Touch: 60 BIO-E
Energy Absorption: 100 BIO-E
Force Aura: 55 BIO-E
Gem Powers: 90 BIO-E
Gravity Manipulation: 100 BIO-E
Growth: 75 BIO-E
Holographic Memory Projection: 50 BIO-E
Immortality: 80 BIO-E
Intangibility: 80 BIO-E
Invisibility: 75 BIO-E
Invulnerability: 150 BIO-E
Item Reduction: 75 BIO-E
Karmic Power: 75 BIO-E
Lycanthropy: 90 BIO-E
Magnetism: 80 BIO-E
Mechano-Link: 60 BIO-E
Mimic: 75 BIO-E
Multiple Beings/Selves: 75 BIO-E
Multiple Lives: 75 BIO-E
Natural Combat Ability: 100 BIO-E
Negate Super Abilities/Powers: 85 BIO-E
Negative Matter: 80 BIO-E
Plant Control: 80 BIO-E
Shapechanger: 75 BIO-E
Shrink: 75 BIO-E
Slow-Motion Control: 90 BIO-E
Sonic Absorption & Reflection: 50 BIO-E
Sonic Power: 70 BIO-E
Sonic Flight: 170 BIO-E
Sonic Speed: 125 BIO-E
Spin at High Velocity: 110 BIO-E
Stretching: 85 BIO-E
Super-Energy Expulsion: 90 BIO-E
Supernatural Strength: 150 BIO-E
Teleport: 90 BIO-E
Tentacles: 100 BIO-E
Transferal/Possession: 75 BIO-E
Vibration: 100 BIO-E
Weight Manipulation: 75 BIO-E

Alter Physical Structure: Fire : 130 BIO-E

  • Increase Damage of all Offensive Attacks by 1D6: 10 BIO-E
  • Increase Damage of Fire Ball from 3D6+1D6/level to 1D6x10: 10 BIO-E
  • Cost assumes Flight Power: No Flight: -30 BIO-E
  • Reduce Damage of all Offensive Attacks by 1D6: -10 BIO-E
  • Super Nova Sub-Ability is Given Up: -20 BIO-E

Alter Physical Structure: Plasma : 165 BIO-E

  • Cold-based attacks do only normal damage: +10 BIO-E
  • Impervious to Effects of Vacuum: +20 BIO-E
  • Reduce Maximum Flight Speed to character's Speed Attribute: -30 BIO-E
  • Reduce Damage of Plasma Bolt to 1D4x10 + 2 per level: -20 BIO-E
  • Reduce Melt Obstacles Damage to 1D4x10: -20 BIO-E
  • Magnetic Attacks inflict between 1D6 and 1D6x10 damage (GM call): -20 BIO-E

APS: Stone : 120 BIO-E

  • Increase Natural AR to 17: +15 BIO-E
  • Lower PS bonus to +14: -10 BIO-E
  • Remove All PS Bonuses: -25 BIO-E
  • Reduce Strength Class to Extraordinary: -10 BIO-E

Animal Metamorphosis : 50 BIO-E

  • Assumes One Animal Type; Upgrade to Any and All Types: 50 BIO-E

Bio-Armor : 65 BIO-E

  • Increase Base SDC to 300: 10 BIO-E
  • Increase Base SDC to 400: 25 BIO-E
  • Extraordinary Strength when Armored: 10 BIO-E
  • Superhuman Strength when Armored: 20 BIO-E
  • Impervious to Heat and Fire when Armored: 15 BIO-E
  • Reduce Speed by 50% when Armored: -10 BIO-E

Bio-Ghost : 50 BIO-E

  • Gains use of Victim's Superhuman Abilities for 1D4 melees per Touch: 30 BIO-E
  • Touch causes Mind Bond (see Psi-Power) for 1D4 melees per Touch: 30 BIO-E
    Both must Save vs Temporary Insanity; Victim rolls at -5
  • No dependence on Power for Sustenance: 25 BIO-E
  • Sacrifice Temporary Intangibility: -20 BIO-E

Control (Others) : 60 BIO-E

  • Power can be used up to four times per melee: 20 BIO-E
    All uses cost 1 melee attack (No Extra)
  • Power can be used on Multiple Targets, up to one per exp level: 30 BIO-E
    Divide 4 min duration by number of Attempted (not Successful) Targets