Power Category: Self Powered Heroes

 One of the things that has always bothered me about HU is the tendency of my
 players and myself to gravitate to the Mutant character class.  Why is this?
 Are they more fun to play than other classes? More fun than some, to be sure,
 but I think it is the variety of characters that can be made with the powers
 that holds the appeal. If you have one (OK, maybe two or three) Hardware
 characters they begin to loose their uniqueness. But with Mutant and Experiment
 characters, the multiple combos of powers lead to endless variety, especially
 with the addition of the Powers Unlimited supplements. I've tried to remedy
 this somewhat with the categories of Intense Training and External Power.

 Both of the Power categories of Intense Training and External Power combined
 several other old Power categories together. I decided it made sense to do the
 same to characters whose power came from within. 

 What is a Self Powered hero? Basically this describes any hero whose power
 flows from within, and the power manifests in some physical way, that is, uses
 the super abilities presented in HU.  To me, it makes little difference whether
 the character was born with the power, came from a secret government
 experiment, ate some glowing alien ooze or was born a trillion miles away in
 another galaxy or dimension. The point is the power is somehow a part of the
 character. 

 Step One - The Basics:
 Roll the eight(8) attributes as normal. This is standard HU fare.

 Step Two - HP & SDC
 Begin with 30 SDC and HP equal to PE + 1d6.

 Step Three - Powers and Abilities:
 In general a character begins with 10 power points with which to buy super
 abilities. However, these may be adjusted as detailed below.
 At the GMs discretion, the super hero may trade points for abilities from
 another category. Usually "Points for Money" where one point can be traded for
 starting money of $1.5 million. This is generally done for access to high tech
 gear, cybernetics or robotics. Also popular is "Bankroll" to begin with some
 exceptional starting funds. Magic/Special weapons should be fully open to these
 characters as another power, and combination with the External Power Category
 is detailed in that section.

 Adjusting Power Points:
 There are several ways to adjust the number of power points available. One is
 by electing to use a sub-category selection, the other is by accepting one or
 more limitations.

 Sub-categories:
 These are flukes among the internally powered characters that allow for some
 diversity in the amount of power points made available.

 Power-Fluctuations - The number of Power Points available to the hero varies.
 The character begins at level 1 with 10 points, and at each level randomly adds
 or subtracts 2 points. Rolling percentile 1-50 results in a loss of 2 points,
 and 51-100 an addition of 2 points. When points are lost the GM will determine
 which powers or abilities cease to function. It is acceptable to reduce a
 higher ability to a lower one for this as well. The GM could simply remove a 2
 point minor power, but he could also choose to drop a 4 point power to a
 similar 2 point power. For example, dropping APS: Fire(4) to EE: Fire(2) would
 be an acceptable change. Likewise, when new points are gained new powers can
 sprout, or old powers can be upgraded. As mentioned this is the GMs choice, of
 course a kindly GM will allow a player input into this decision.

 Growing Power - The character begins somewhat lower in power than equivalent
 characters, but gains addition power points as he grows in experience. Begin
 with a mere 6 points but add +1 for each additional level of experience. Points
 need not be spent immediately and can be held for several levels. As above,
 powers can begin as lowly one or two point minor powers and be grown into
 similar major powers in time. By level 5 this character is on par with other
 starting characters, after that he begins to grow extremely powerful!

 Power Change - Like power fluctuation, but much more radical. Begin this
 character with 10 power points. Each level roll on the following chart. If the
 roll does not apply, ignore it, don't roll again:
 01 Stabilized. Powers will no longer change, remain with current powers.
 02-15 Minor power upgraded to similar Major power
 16-29 Minor power downgraded (dropped to 1 point power or dam, range,
                               etc. cut by 1/2)
 30-37 Major power upgraded (damage, range, etc. increased by 1 unit) 
 38-46 Major power downgraded to minor equivalent
 47-55 Minor power added (+2 points)
 56-63 Minor power changed to different minor power.
 64-73 Minor power lost (1 or 2 points)
 74-78 Major power added (+4 points)
 79-84 Major power changed to different major power.
 85-89 Major power lost (3 or 4 points)
 90-92 Weakened! All powers dropped to 1 or 2 point equivalents.
 93-95 Bolstered! All powers upped to major power equivalents.
 96-97 Changed! All powers removed, replace with 10 points of new powers.
 98-99 Power loss! All powers gone for a level. Next level powers return.
 100 Power loss! Powers gone forever. Don't roll on this chart any further.

Adjustments:
 Adjustments come in many shapes and sizes. These can affect the physical or
 mental condition or raw power of a character. These are limitations
 and enhancements of various severity on the use of powers, and
 effectiveness as a character. Other things, like the optional
 Insanity rules may also be applied. GMs may, and probably should,
 impose a limit to  how many points are available to one character
 this way. Many of these can be considered powers themselves. Note
 that not all limitations are applicable to all powers.  The number in
 parenthesis "()" is added to the character's power point total. A
 negative number actually costs points!

 Physical Disability:
 Blind - (2) Character can not see anything at all.  Because the
 character is used to living without the use of sight the normal
 penalty for blindness (-10) is reduced (-6) for this character.
 Note that if the character can see through other means (radar, sonar,
 etc.) this power point bonus is only (1). If the character can see,
 but does so through robotic or mystic enhancements this is worth no
 points. 
 
 Legally Blind - (1) The character can see, but in no more than shadows
 and poorly defined shapes. Penalty for total blindness is only -8 for
 this character since they deal with near zero vision all of the time.
 Apply the same note as for blindness. 

 Deaf - (2) Character can not hear anything at all.  The character can
 not be affected by audible alarms/warnings or damage, though
 vibration powers have full effect.  Combat penalties are not imposed,
 but this character can NOT detect sneak attacks without visual clues.   
 If the character can hear, but does so through robotic or mystic
 enhancements this is worth no points. 

 Reduced hearing - (1) Character can hear, but just barely.  This is a
 worse form of hearing loss than that normally associated with
 aging. Apply the same notes for deafness.  

 Mute - (1) See PU2
 Missing/useless arm - (1) See PU2
 Missing/useless arms - (2) See PU2
 Missing/useless leg - (1) See PU2
 Missing/useless legs - (2) See PU2

 Mental:
 Power trigger - (v) Some outside force triggers your power. This is
 worth one(1) if it is easy for the hero to control, and two(2) if
 this is difficult. 

 Transformations:
 Hero Form - (1) The character possesses a second form that does not
 necessarily resemble his normal form. All of the character's powers
 exist only in the Hero form. Can not be combined with Power Link,
 Always on or APS type powers. 
 
 Power Form - (0) As with the Hero form but base of the transformed state is
 more powerful.  Apply bonuses from experiment category mutation "Must
 Physically Transform". Can not be combined with Power Link or Always On. 

 Power Limits:
 Power link - (v) Two or more powers can only be used in conjunction
 with one another.  Worth one(1) if all powers are linked, and zero if
 fewer. 

 Always on - (v) Note that this is not applicable to all powers. 
 Enhanced attributes and senses are already considered always on. This
 power can be worth a range from one(1) for something that is an
 annoyance, to two(2) for a power that can be inconvenient (Bio Armor)
 to three(3) for dangerous powers like APS Fire. If the character can
 control the power with concentration (1/2 att/melee and -3 S,P,D)
 reduce bonus by one(1). 

 Time limit - (v) Character can only use powers for a limited duration
 per day. Worth one (1) if the duration is about an hour, two (2) if
 the duration is between 15 and 30 mins, three (3) if the duration is
 10 mins. If the character can be "recharged", whether by electricity,
 twinkies or whatever, reduce bonus by one (1). 

 Usage limit - (v) Character can only use powers a few times per
 day. If the power is normally on (like extraordinary attributes,
 heightened senses, etc.) each minute counts as a use. Worth one (1)
 if the count is 50, two(2) if the count is 20, three(3) if the count
 is 10. 

 Mutant Trait:
 Minor - (0) One or two subtle traits are not worth points, but can
 add a lot to a character. Example: Wolverine, Storm or Rogue. 

 Notable - (1) Three or four traits are noticeable, or something hard
 to hide, like large horns or scales. Example: Nightcrawler or Beast
 (blue). 

 Major - (2) More than four traits (usually not more than 6) or
 several very distinct characteristics making the character obviously
 not human. Example: Doomsday, Lizard. 










 Step Four - Education and Skills:
 The non-powered hero can begin from any educational background. Don't worry if
 there are only a few starting skills, as noted above, this hero has access to
 many levels and types of training.

 Step Five - Equipment and Money
 These are the same as any basic character, but may be augmented above.