Headmaster

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Headmaster (Major) by Senator Cybus

A truly freakish ability that allows the super being to safely remove his head and replace it with others of his own creation! Over time, the character can amass a selection of spare heads, each with it’s own personality, attributes and skills: he can swap between them whenever he likes, selecting the one most suitable for a particular situation.
Exchanging heads requires one melee round: the super being simply pulls off his current cranium, and his body (acting on a sort of biological auto-pilot) places the selected replacement onto the exposed neck, where it locks into place almost immediately. Once attached, the character can wear the new head for as long as he likes.
While connected to the body, spare heads gain the benefit of any ‘passive’ powers that the super being possesses, e.g. Healing Factor, Solar Powered or Impervious to Disease & Illness, but cannot access any abilities that require concentration; only the original, true head has the neural network required for that.
If interrupted or attacked while swapping heads, the super being’s body will try to complete the process, unless it is physically separated from the head. If this happens, it will lash out against it’s tormentor: it has the super being’s normal combat skills ingrained into it‘s physical memory, but due to the lack of sensory organs and a guiding intelligence, it suffers a penalty of -10 to initiative, -8 to strike, parry or dodge and cannot use any super powers that require concentration (‘passive’ powers function normally). The body can instinctively sense the position of the desired head and will try to return to it as soon as possible; if this cannot be done, it will attempt to acquire the nearest alternative.
When not in use, the heads (including the character’s original head) require very little care. They enter into a state of hibernation upon removal and require no food or drink to survive, only air. They will not decompose or degrade regardless of how long they are separated from the body.
The super being starts off with two spare heads, chosen from the list below. He can create another at levels two, four, six, eight, ten, twelve, fourteen and fifteen. The character does this by removing his current head and allowing a new one to grow out of his neck: it takes 1D4 hours until it is fully formed, during which time the hero must just sit and wait for the process to complete itself.

Spare Heads: Each head has it's own I.Q., M.A. and M.E. attributes, which replace the super being’s normal scores while it is attached to the body: P.B., P.E., P.P., P.S. and Speed remain the same, unless the description of a head specifically states otherwise. Equally, the skills provided by a head replace those that the character normally has; this includes combat skills.
The skills and powers of the heads increase with experience. Upon creation, a head is at the same level of experience as it’s creator; when he gains a new level, so does the head.
The heads are loyal to the super being and will never attempt to usurp control of his body, typically staying attached only for as long as it is useful for them to do so (though the Brute and the Mad Scientist may sometimes outstay their welcome: see below).

THE BRUTE
“BRUTE SMASH!!!”
Savage and monstrous in appearance, the Brute is a single-minded force of destruction.

Attributes:
I.Q.: 6
M.A.: 6
M.E.: 6
Skills:
Hand to Hand: Assassin
W.P.: Blunt
Powers:
Battle Rage
Horror Factor
Impervious to Fear & Terror
Bonuses:
+2 to strike and +1 attack per melee round (this is in addition to bonuses provided by combat skills and Battle Rage).
Bite attack: 2D6+10 damage.
Penalties:
Reduce P.B. by half.
Alignment is one level ‘lower’ than the super being’s, e.g. if the character is normally Principled, the Brute would be Scrupulous.

THE CHARMER
“Well hello, ladies...”
Confident, charismatic and cool; the Charmer is the perfect diplomat, negotiator and seducer.

Attributes:
I.Q. 1
M.A.: See Powers
M.E.: 18
Skills:
Dance: 80% +2% per level
Literacy: 98%
Play Musical Instrument (any three of choice): 80% +2% per level
Seduction: 90% +2% per level
Sing: 80% +2% per level
Writing: 80% +2% per level
Powers:
Awe Factor
Extraordinary Mental Affinity
Linguistics
Bonuses:
+ 8 P.B
The Charmer gains +1 M.A. at each new level of experience, up to a maximum score of 30.
Anyone attempting to use the skills of Interrogation or Seduction against the Charmer suffers a penalty of -40%
Penalties:
The Charmer has no combat skills - he’s a lover, not a fighter.

THE DETECTIVE
“Well, it looks like an open and shut case - until you take into consideration that this window was actually broken from the inside, that the weight distribution of the footprints you found clearly indicates someone walking backwards from the house, and that there’s a secret panel in the wall of the guest bedroom…”
Blending instinct with intellect, the Detective sees the patterns in the chaos men call crime!

Attributes:
I.Q.: 20
M.A.: 14
M.E.: 16
Skills:
Basic Mathematics: 98%
Computer Operation: 80% +2% per level
Criminal Science & Forensics: 80% +2% per level
Detect Concealment: 80% +2% per level
Find Contraband & Illegal Weapons: 80% +2% per level
Interrogation: 80% +2% per level
Law (General): 80% +2% per level
Literacy: 98%
Research: 80% +2% per level
Streetwise: 80% +2% per level
Surveillance Systems: 80% +2% per level
Note: Normally, selecting the Criminal Science skill requires the character to also have the skills of Biology, Chemistry, Chemistry Analytical and Advanced Mathematics. The Detective is a unique case; he has only the components of those skills necessary to aid him in his detection, and cannot apply the knowledge outside of his area of expertise.
Powers:
Criminal Intuition
Heightened Sense of Recall
Living Anatomy (only abilities 1-7; the Detective does not gain the Bonuses associated with the power).
Penalties:
The Detective has no combat skills - he’s a thinker, not a fighter.

THE GUARDIAN
“Halt! Who goes there?!”
Watchman and bodyguard; ever vigilant and always prepared.

Attributes:
I.Q.: 15
M.A.: 10
M.E.: 20
Skills:
Detect Ambush: 80% +2% per level
Detect Concealment: 80% +2% per level
Hand to Hand: Expert
Intelligence: 80% +2% per level
Literacy: 98%
Paramedic: 80% +2% per level
Pilot: Automobile: 80% +2% per level
Radio: Basic: 80% +2% per level
Read Sensory Equipment: 80% +2% per level
Surveillance Systems: 80% +2% per level
Powers:
eightened Sense of Awareness
Heightened Sense of Hearing
Sleeplessness
Bonuses:
+5 to perception rolls.
+3 to disarm, entangle and hold: the Guardian can use holds at level one.

THE MAD SCIENTIST
“I merely need to reverse the polarity of the flux capacitor’s neutron flow…”
The eccentric master of super science!

Attributes:
I.Q.: 28
M.A.: 14
M.E.: 8
Skills:
Astrophysics: 80% +2% per level
Basic Electronics: 80% +2% per level
Electrical Engineer: 80% +2% per level
Literacy: 98%
Robot Electronics: 80% +2% per level
Mechanical Engineer: 80% +2% per level
Robot Mechanics: 80% +2% per level
Weapons Engineer: 80% +2% per level
Chemistry: 80% +2% per level
Analytical Chemistry: 80% +2% per level
Basic Mathematics: 80% +2% per level
Advanced Mathematics: 80% +2% per level
Computer Operation: 80% +2% per level
Computer Repair: 80% +2% per level
Powers:
Speed Reading (as the psionic power of the same name, but does not require the expenditure of I.S.P.)
Speed Tasking
Bonuses/Penalties:
The Mad Scientist suffers no penalty when trying to understand or operate alien or super-advanced technology. However, he suffers a penalty of -40% when attempting to repair, modify or replicate mundane technology (television sets, house-hold computers, automobile engines; basically, any machine that exists in the real world). The Mad Scientist considers such primitive technologies to be beneath him: if it doesn’t have an A.I. or a death ray attachment, he’s just not interested.
The Mad Scientist suffers from Obsession: High Technology (loves it).
The Mad Scientist has no combat skills - he’s a thinker, not a fighter.

THE MARKSMAN
“Bang.”
Cool as ice and twice as cold: put a gun in his hands and he’s the deadliest man in the world.

Attributes:
I.Q.: 11
M.A.: 11
M.E. 18
Skills:
Armourer (Field): 80% +2% per level. Only applies to firearms, not body armour or bionics/robotics.
Sniper.
Weapon Systems: 80% +2% per level
W.P. Revolver
W.P. Semi-Automatic Pistol
W.P. Bolt -Action Rifle
W.P. Automatic and Semi-Automatic Rifles
W.P. Sub-Machinegun
W.P. Heavy
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy Energy Weapons
Powers:
Targeting (only applies to guns)
Supervision: Advanced Sight
Bonuses:
Can reload and repair modern weapons in half of the usual time.
Penalties:
Has no Hand to Hand combat skill or proficiency with ancient weapons; deadly with a gun, vulnerable without one.

THE SNEAK
“…”
Just a face in the crowd, this master of stealth is gone before you even know he’s there. If he was even there at all…

Attributes:
I.Q.: 14
M.A.: 10
M.E.: 16
Skills:
Camouflage: 80% +2% per level
Concealment: 80% +2% per level
Climb: 80% +2% per level
Disguise: 80% +2% per level
Escape Artist: 80% +2% per level
Imitate Voices & Impersonation: 80% +2% per level
Literacy: 98%
Locksmith: 80% +2% per level
Palming: 80% +2% per level
Pick Locks: 80% +2% per level
Pick Pockets: 80% +2% per level
Prowl: 80% +2% per level
Safecracking: 80% 2% per level
Trap/Mine Detection: 80% +2% per level
Powers:
Alter Facial Features & Physical Structure (only sub abilities 1, 3 and 4; the Sneak does not receive the bonuses associated with the power).
Unnoteworthy
Bonuses:
+5 to dodge
Counter-tracking: opponents attempting to track the Sneak suffer a penalty of -40%.
Penalties:
The Sneak has no combat skills.

THE SUPER FAN
“Well, actually, Doctor Dominator, you won’t fry us with your hex-vision at all, because, as you’ll recall, that power was stolen from you twelve months ago by Professor Mooch, during the so-called ‘Civil Crisis’ event…”
Fan boy, obsessive, geek - call him whatever you want, he’s the absolute authority on super humans and their weird world.

Attributes:
I.Q.: 17
M.A.: 10
M.E.: 14
Skills:
Art: 80% +2% per level
Computer Operation: 80% +2% per level
Demons and Monsters: 80% +2% per level. This is the same as the special Wizard skill of the same name (HU main book, page 153).
Geomancy/Lines of Power: 80% +2% per level of experience. This is the same as the special Wizard skill of the same name (HU main book, page 153).
Literacy: 98%.
Lore: Psychic: 80% +2% per level. This skill grants knowledge of the way in which psychic abilities are believed to work, and what types of psionic abilities exist. This knowledge includes a good idea of the limitations of most psychics and psychic abilities, famous psychics and similar data.
Lore: Superhuman: 80% +2% per level. This skill grants knowledge of well-known super beings (in this context, any character with an Heroes Unlimited power category counts as ‘super‘); their powers, their appearance, typical modus operandi, standard equipment, their group affiliations and their weaknesses. This does not confer knowledge of how super abilities function, just which ones a being has and how they have been countered in the past - the Super Fan has no scientific background, merely a wealth of trivia regarding the careers of his beloved super people. The G.M. should apply penalties to the skill roll when attempting to recall facts about obscure or particularly secretive characters (everyone knows that Apex is the leader of The Centurions, but trying to remember what phobias the Schwa suffers from is a lot more difficult). Equally, some rare facts are so carefully guarded that even the Super Fan doesn’t know them, e.g. the secret identities of the more cautious super beings.
Research: 80% +2% per level. If researching anything other than super humans or the paranormal, the Super-Fan suffers a penalty of -50%.
Powers:
Abnormal Energy Sense
Scan Powers
Bonuses:
+2 to dodge any paranormal projectile (Energy Expulsion powers, magical fireballs, telekinetically hurled missiles, etc).
+2 to save vs. Horror Factor
Penalties:
-2 to save vs. psionic, magical or super-powered mind control (all too willing to obey his idols).
The Super Fan has no combat skills.

THE TRANSPORTER
“If you ain’t first - you’re last!”
If you want to get from A to B as fast as possible, call for the Transporter. If it can be driven, this speed freak can drive it.

Attributes:
I.Q.: 12
M.A. :12
M.E.: 17
Skills:
Basic Mathematics: 45% +5% per level
Literacy: 30% +5% per level
Navigation: 80% +2% per level
Parachuting: 80% +2% per level
Pilot: Airplane: 80% +2% per level
Pilot: Automobile: 80% +2% per level
Pilot: Boat: Sail Type: 80% +2% per level
Pilot: Boat: Motor and Hydrofoils: 80% +2% per level
Pilot: Boat: Ships: 80% +2% per level
Pilot: Motorcycle: 80% +2% per level
Pilot: Race Car: 80% +2% per level
Pilot: Truck: 80% +2% per level
Pilot: Water Scooters: 80% +2% per level
Pilot: Helicopter: 80% +2% per level
Pilot: Hovercraft: 80% +2% per level
Pilot: Jet Aircraft: 80% +2% per level
Pilot: Jet Fighters: 80% +2% per level
Pilot: Jet Packs: 80% +2% per level
Pilot: Submersibles: 80% +2% per level
Pilot: Tanks and APCs: 80% +2% per level
Pilot: Warships/Patrol Boats
Read Sensory Equipment
Powers:
Impervious to Fear & Terror
Lightning Reflexes
Bonuses:
If forced to roll on the Loss of Control Table (HU main book, page 83) or the Air Vehicle Random Damage Table (HU main book, page 90), all penalties are halved.
Penalties:
The Transporter has no combat skills.

THE WILD MAN
“Nature will provide.”
A born survivor, the beasts call him brother - drop him in the deepest, darkest wilderness and he’s right at home.

Attributes:
I.Q.: 12
M.A.: 16
M.E.: 18
Skills:
Boat Building: 80% +2% per level
Carpentry: 80% +2% per level
Cook: 80% +2% per level
Fishing: 80% +2% per level
Hand to Hand: Basic
Holistic Medicine: 80% +2% per level
Horsemanship: 80% +2% per level
Hunting: 80% +2% per level
Identify Plants & Fruits: 80% +2% per level
Land Navigation: 80% +2% per level
Preserve Food: 80% +2% per level
Prowl: 80% +2% per level
Skin and Prepare Animal Hides: 80% +2% per level
Swimming: 80% +2% per level
Track: 80% +2% per level
Wilderness Survival: 80% +2% per level
Powers:
Animal Brother (the Wild Man does not have the ability to attract an animal familiar).
Extraordinary Sense of Smell
Heightened Sense of Taste
Supervision: Nightvision
Bonuses:
+2 to initiative
+2 to dodge

Bonuses:

The super being suffers no damage from decapitation, and can simply re-attach his head.

Limitations:

While separated from the body, the heads are completely defenseless. They have Hit Points equal to the super being’s own, but no S.D.C. - if a head is destroyed, it can only be replaced by re-growing it at the next appropriate level of experience.
If the hero’s original head is destroyed, the spare he’s currently using becomes the ‘main’ head. It will gradually change into a copy of the original, shedding it‘s own skills and powers in favor of the super being‘s. It’s I.Q., M.A. and M.E. scores will go up/down by one point per day until they match the original’s attributes. Similarly, the character’s skills will return at a rate of one per day, starting with scholastic skills; the head will simultaneously lose one of it’s own skills. Powers requiring concentration all return within 1D4 days, replacing the head’s own extraordinary abilities. The head’s appearance will slowly change over the course of 3D4 days, until the hero finally looks like his old self. This ‘rebooting’ has a price - the super being permanently loses 1D4 secondary skills (or scholastic skills, if all secondary skills have already been lost) and 1D6+2 Hit Points.
If attacked while growing a new head, the hero is horribly vulnerable. His body will attempt to flee to a place of safety in order to complete the process; it will fight to get away if forced to, but as detailed above, it will be at a severe disadvantage.