Binary Hero

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Binary Hero by Mr. Scorpio

Binary Heroes, by definition, come in pairs. They depend on each other for their Super Abilities to work. Alone some are completely powerless while others may retain a limited version of their powers. The reasons that their powers work in this fashion vary from pair to pair. While one pair of Binary Heroes may be conjoined twins who were separated shortly after they were born another may be two people connected only by fate who find themselves bound together by mystical forces. Either way, their powers work best when they are together. Ultimately it will be up to the player and GM to decide why the two have powers (i.e. they are identical twin Mutants, naturally binary Aliens, fraternal twin Psionics or Mystically Bestowed strangers, etc.). A different player should control each hero or optionally the GM may allow a single player to control both heroes. If two players are playing the Binary Heroes then they should be willing to work together and depend on each other heavily.

Step One: The Usual

Determine the normal Eight Attributes, Hit Points, S.D.C., Alignment, Education and Optional Rounding Out of Your Character for each of the Binary Heroes as you would any character.
Note: If the heroes are identical twins they will have identical attributes, Hit Points S.D.C., etc. though their powers may be radically different.

Step Two: Hit Points & S.D.C.

Hit Points: Roll to determine as usual. Add up the character’s P.E. attribute number and an additional +1D6 per level of experience.
Structural Damage Capacity (S.D.C.): Binary Heroes get a base amount of 35 S.D.C. points, plus any bonuses provided by physical skills and Super Abilities.

Step Four: The Powers & Limitations of Binary Heroes

Roll on the following table or choose the most appropriate type.

01-10: Touch 1.

While apart the two have their normal Super Abilities (or Psionic powers) at half power (half damage, range, duration, etc.). When the two heroes touch their powers are activated fully. All powers are increased by 50% (+50% to damage, range, duration, etc.) while the two are in contact. Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

11-26: Touch 2. The character’s powers are at full power even while the two are apart. When the two heroes touch they gain access to one extra Major Super Ability (or a single Super Psionic power for Psionic characters) usable by either character. Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

27-42: Fusion (Touch 3).

The character’s powers are at full power even while the two are apart. When the two heroes touch they gain the ability to fuse themselves into a single being (equal to the Major Super Ability Fusion). Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

43-58: Short Range 1 (50 feet).

Must be within range to access powers. When the two heroes are in range their powers are activated. Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background. All powers are increased by 25% (+25% to damage, range, duration, etc.).

59-74: Short Range 2 (50 feet).

Must be within range to use full powers. While out of range the two have their normal Super Abilities (or Psionic powers) at half power (half damage, range, duration, etc.). When the two heroes are within 50 feet of each other their powers are increased to full power. When the two are within 20 feet of each other their powers are increased by 15% (+15% to damage, range, duration, etc.). Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

75-90: Long Range 1 (100 feet).

Must be within range to access powers. When the two heroes are in range their powers are activated. When the two heroes are within 100 feet of each other their powers activated at one-quarter power (one-quarter damage, range, duration, etc.). When the two are within 50 feet of each other their powers are increased to two-thirds (two-thirds damage, range, duration, etc.). When the two are within 25 feet of each other their powers are increased to full power. When the two are within 10 feet of each other their powers are increased by 25% (+25% to damage, range, duration, etc.). Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

91-00: Long Range 2 (100 feet).

Must be within range to use full powers. While out of range the two have their normal Super Abilities (or Psionic powers) at half power (half damage, range, duration, etc.). When the two heroes come into range their Super Abilities (or Psionic powers) are increased to full power. When the two are within 50 feet of each other their powers are increased by 10% (+10% to damage, range, duration, etc.). When the two are within 25 feet of each other their powers are increased by 15% (+15% to damage, range, duration, etc.). Roll for Super Abilities on the appropriate table (or choose Psionics) for the character’s background.

Limitations: On the down side, both characters advance in levels at the same time (if one gains enough experience to advance before the other all experience gained while waiting for the other to advance is LOST PERMANENTLY!). In the event that one of the pair should die the other will lapse into a coma lasting 1D4 months as his body readjusts to life without it’s other half. When he does recover all skills, combat bonuses, Super Abilities (or Psionics) will be at one half power and will have an initiative penalty of –3.

Other Stuff

Hand-to-Hand Combat: Combat skills are not gained automatically. They must be selected as a learned skill.
Attacks Per Melee: Binary Heroes automatically get two hand-to-hand attacks per melee round. Additional attacks are developed through Hand-to-Hand combat and other combat skills or Super Abilities.
Experience Levels: Use the Mega-Hero experience chart in the back of HU2 for level advancement.