Representative

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Representative Category by Stone Gargoyle

The superbeing has bestowed abilities given to them through the transfer of energies. The powers are passed between Representatives who share the secrets and conditions of the activation of the powers. The power may inhabit an object or just be part of the superbeing's aura. In any case, the powers must be passed and cannot simply be activated by anyone.

Gaining the Powers: The superbeing completely transforms upon assuming the powers and cannot change back without transferring the powers to someone else or having the powers stripped from him. The candidate for this category is one having a history of valor or bravery, or, if evil, dastardly acts. Upon transformation, the powers will remake the character as a perfect Representative of those granting the powers. The individual will be remade as a Representative and always appear such, unable to hide it, as changes will be extreme and obvious. If granted by an item, removing the item will not remove the powers. The character may choose to attempt to appear ordinary when not on duty, but this will merely be an illusion. The superbeing gains the following bonuses (Adjust all attributes as follows):

MA +2d6 (minimum 18)
PS +2d6 (minimum 20), considered Extraordinary
PP +1d6 (minimum 18)
Multiply Speed by 5 (minimum 24)
SDC +3d6X10

Any injuries or imperfections the hero had will be instantly healed upon transformation.

Super Abilities: Roll for Number and Category on page 57-8 of PU2. Heals at twice normal rate

Union Suit: The hero's uniform is magical and appears on command. It does not tear and absorbs the first 20 points of damage from any attack. Note that superabilities and the costume remain the same for each person (might vary ever so slightly, but not in any significant way) acting as the Representative.

Special Bonuses and Abilities:

  • +4 vs. Magic
  • +2 vs. Psionic Attack
  • +4 vs. Possession and Mind Control, +1 at levels 4, 8 and 12
  • +1 vs. Horror Factor
  • +4 to Pull Punch

1. What is the nature of the transfer agent?

01-15% Biological: Requires blood or other biological agent be transfused between the giver and receiver of the powers.
16-30% Bio-Electrical: The energy aura transfers by will or touch.
31-45% Magical: A ritual or spell is involved, possibly a key word for activation as well.
46-60% Soul: The superbeing gains powers upon the death of the previous holder.
61-75% Hypnotic Conditioning: The giver trains the receiver how to unlock the powers.
67-90% Divine: Gods transfer the powers to their representatives.
91-00% Unknown: The powers simply jump in a seemingly random fashion between hosts.

2.What Conditions do the powers impose?

01-20% Alignment Allegiance: Powers must be used according to the dictates of a specific alignment even if this is not the alignment of the user.
21-40% Emergency: The powers activate themselves when danger or a critical situation occurs.
41-60% Sacrifice: The superbeing must kill something to activate the powers daily.
61-80% Sexual: The representative must have sex 1d6 times per day to maintain the powers.
81-00% Requested: The superbeing must pray or otherwise ask that his powers, if not the type that are constantly active, be turned on.

3. Who can use the powers available to the Representative?

01-50% Only the specific representative can use them.
51-70% The hero and any member of his bloodline can activate the powers.
71-90% Anyone "charged" with power by the Representative and deputized. Powers in this case empower an assistant for 2d4 melee rounds.
91-00% Anyone hearing or figuring out the transfer method may "steal" powers for 2d4 melees.

4. Who can have the powers transferred to them from the previous Representative?

01-50% Only a specific gender, age range and alignment will be selected.
51-70% A member of the family (relative).
71-90% Anyone close or well known and trusted.
91-00% Anyone the superbeing chooses (even accidentally).

5. How long is the Representative's Tour of Duty? (This designates how long the powers will remain with one Representative before requiring transfer to someone else)

01-10% One day
11-20% 2d4 months
21-30% 2d4 years
31-40% Until incapacitated.
41-50% Until transferred (may do so at any time)
51-60% Until death
61-70% Until family line dies out, with the power transferring between family members
71-80% 2d4 melees
81-00% Until the powers elect to leave (unknown and uncontrolled by user)

Primaries and Secondaries: The powers may be passed to a group of individuals all sharing the same powers, with the leader of the group being a Primary Representative and the others being Secondaries. Secondaries get lesser attributes when getting the powers as follows:

  • +1d6 MA
  • +1d6 PS, considered Extraordinary
  • +1d4 PP
  • Speed multiplied by 3
  • +2d6X10 SDC

Note that those deputized for limited periods and those who steal the powers do not get attribute bonuses, only the ability to use the powers at their level of experience.

Limitations: As with the Mystically Bestowed category, the powers granted are magical in nature. A Negate Magic or Anti-Magic Cloud spell will cause the powers to be lost temporarily unless a successful save vs. magic is made. The power loss will only be temporary, lasting 1d6 melee rounds, unless the powers elect to leave at that time (see tables regarding duration of powers. If a family or group of heroes, one may be affected by the spell and the others continue to have access to the powers.

Other Stuff for the Representative:

Alignment: Any alignment may be chosen, though the GM may determine any alignment restrictions to certain representing personas. Heroes should generally be of Good alignment.

Level of Education: Standard, though the GM may wish to restrict this category to well educated individuals.

Attacks per melee (Hand to Hand): As with all heroes, Representatives get 2 attacks per melee. Those characters who have no Hand to Hand combat skill get 2 additional attacks per melee round at level one and one additional at levels 4 and 9. Those who have some sort of Hand to Hand training only get one additional attack at level 6.

Weapons and Armor: Unless the character is extremely wealthy, only conventional weaponry and body armor would be available.

Structural Damage Capacity: 3d6X10+30 for Primaries, 2d6X10+30 for Secondaries. Representatives have no bonus SDC after their powers transfer to someone else.

Available Financial Resources: 2d4X1000 dollars in ready cash. This is in addition to possible life savings. There is also a 90% likelihood the character owns a conventional car 1d4 years old. Presumably the character has a job, apartment and reasonable personal possessions.