Humanize
Humanize by Senator Cybus
This is the power to force human limitations upon inhuman opponents; by twisting reality, the hero can inflict mortal vulnerabilities on supernatural, undead or synthetic beings. Regardless of the power and alien physiology (or lack thereof) of the enemy, the super being can impose any one of the following weaknesses on them:
- Breath: The targeted being now needs air to breathe, irrespective of whether they even have lungs.
- Conscience: The opponent suddenly develops a sense of morality; their alignment instantly changes to Scrupulous, which can be quite a problem for the average blood-lusting demon. If the opponent is mindless, this aspect of the power temporarily bestows an I.Q. of 7, allowing the super being to appeal to his target’s newly acquired principles.
- Fatigue: The foe tires as easily as a regular human. He/she/it now has an effective P.E. of 10; see page 16 of the HU main book for the rules regarding Movement and Exertion.
- Fear: The victim of this attack can now feel fear. He/she/it can be affected by the super power of Horror Factor, and intimidated or threatened through conventional means. Formerly mindless constructs gain a temporary I.Q. of 6, enough to experience panic and terror.
- Infection/Poison: The opponent becomes just as vulnerable as a normal mortal to disease and toxins, even if their basic nature should make them utterly immune (robot, ghost, elemental, etc). The target has an effective P.E. of just 10 when attempting to resist infection or poisons.
- Pain: The opponent can now feel pain as humans do, with or without a nervous system. This aspect of the power is particularly effective against mindless enemies, who have no ability to rationalize the sensation; any time they are injured, they must save vs. pain (a roll of 16 or higher) or fall to the ground in a useless, twitching heap for 1D4 melee rounds. Intelligent enemies must save vs. insanity any time they suffer an injury that causes damage equal to at least 10% of their S.D.C. - failure means that they are stunned and useless for one melee round.
- 'Injury: Many supernatural beings have incredible rates of regeneration, allowing them to shrug off the most grievous of injuries - this aspect of Humanize negates that power. The target can now only heal at a regular human rate (see page 18 of the HU main book for Recovery of Hit Points and S.D.C.). Opponents may still use magical spells or psionic abilities to heal themselves, but any innate regenerative powers will not function.
The super being can simultaneously affect a number of opponents equal to his experience level. He must be aware of a target’s presence to use Humanize against them (he couldn’t, for example, blanket a whole area with the power because he suspects an invisible monster might be nearby), but once the effect has been established, it can be maintained without line of sight for as long as the enemy is within range (see below).
When used against mindless constructs, such as zombies, golems or robots, the power works automatically. Intelligent, self-aware opponents have a chance to resist it (see Saving Throw below), but if they fail, they suffer the same penalties. This power has absolutely no effect on mortal humans, animals, mutants, cyborgs, psychics, wizards, organic aliens, eugenic characters, Mega Heroes, vehicles or inanimate objects.
- Range: 100 feet (30.5 m) plus 10 feet (3.5 m) per level of experience.
- Damage: None, but the target becomes vulnerable to other forms of attack.
- Duration: If the character remains focused on using the power and his opponents stay within range, the effect can be maintained indefinitely. If the hero loses concentration or his enemies move beyond his reach, the effect will still persist for one melee round per experience level of the super being.
- Attacks Per Melee: Activating the power uses up only one attack/action, but sustaining it uses up two attacks/actions per melee round due to the intense concentration involved.
- Saving Throw: None for mindless constructs. Intelligent opponents must roll 18 or higher to save against the power (M.E. bonuses are applicable). Truly powerful enemies such as gods, demon lords or greater elementals only need to roll 12 or higher (including M.E. bonuses) to resist the effect, but if they fail to save, even they can be humbled by this power.