Hero System Power Packages II: the Trick Archer, the Technopath, the Cunning Man, the Mystic Telepath, and the Hexcrafter.

The Trick Archer

The Archer was a serious warrior for many centuries – but once bows went from tools of survival and weapons of war to things for hobbyists and trick shot exhibitions (and the chance of being killed by a bowman basically dropped to zero) the bow became a thing for flamboyant exhibitions of fancy shooting. And while gadget-bullets were obviously silly, arrows were large enough, subjected to much smaller forces (so they didn’t break or deform in impact), and were fired in much smaller numbers. So gadget (or magic) arrows made an excellent gimmick for comic book heroes – and made them very relatable. Becoming Superman was impractical. Becoming very good with a bow and getting some fancy arrows? That was pretty reasonable in comparison. The Arrow (1938) led the way into comic books, but by now there are hundreds or possibly even thousands of examples, even if some of them are just “thugs with bows”.

40 Trick Archer

  • (16) Bow and Trick/Magic Arrows (60-pt reserve). OAF (Bow, -1), Variable Limitations (-.5 Per Slot, 8 Charges unless otherwise noted) -.25, Gestures (-.25), All powers must work on charges (-.25), Real Archery: will not work underwater, hindered by strong winds, etc (-.25), Arrow and “Trick Arrow” effects only (-.5). Given that everything is on charges, nothing costs endurance.
  • u-1 4d6 Killing Attack (RKA); Range: 300
  • u-1 12d6 Stun Energy Blast: Blunt Arrow; Range: 300; Versus: ED
  • u-1 6d6 Entangle Paste Arrow (DEF 6); Range: 300
  • u-1 3d6 Flash Arrow (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1
  • u-1 Missile Deflection: Weighted Arrow (Arrows, None, OCV 13); Deflect Attacks: At Range,
  • +1; Deflection Bonus: 10, 20; OCV: 13
  • u-1 4d6 Aid to All Damaged Characteristics, Healing Arrow (Fade/turn, Max. 24); Range: 0; Affects: All Powers of Special Effect, +2
  • u-1 Darkness Arrow of the Night (Normal Sight, 1″ radius); Range: 225; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Active Points: 45; Charges: +8, +¾; Continuing Charges: 1 Hour, -5 lev; Activation: 14-, -½
  • u-1 Tunneling: Disintegrating Arrow (12″ through DEF 12); Tunnels: Left Behind, +0; Charges: 8, -½. Generally only usable at short range, although it won’t really hurt anything if the GM ignores that it.
  • u-1 8d6 Energy Blast Incendiary Arrow; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½
  • u-1 12d6 Suppress Flight/Gravity Arrow; Range: 300; Affect: Single Power, +0; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev
  • u-1 16d6 Dispel Magic Arrows; Range: 300; Affects: Any Single Power of Special Effect, +¼; Charges: 8, -½ (If technological, these are EMP arrows that dispel technological effects).
    u-1 Extra-Dimensional Movement: Astral Arrow; Dimensions: One, +0; Mass Multiplier: ×1, +0; Usable Against Others: ×1 mass, 1; Ranged: +½; Usable by Others Number: 4, +½; Charges: 16, +0
  • u-1 12d6 Energy Blast: Lighting Arrow; Range: 300; Versus: ED; Charges: 8, -½
  • u-1 6d6 NND Energy Blast: Magic Disrupting Arrow; Range: 300; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Charges: 8, -½
  • u-1 2d6 Drain vrs All Characteristics, Enervation Arrow (Return/turn); Range: 0; Affects: All Powers of Special Effect, +2; Charges: 8, -½
  • u-1 Stretching: Grapple Arrow (12″, NC: 24); Non-Combat Multiplier: ×2, +0; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev; Activation: 15-, -¼

(8) +4 level w/With Bow; Generic Limitation (Offensive Use Only): -½

The Trick Archer is a surprisingly straightforward hero – or perhaps it isn’t surprising given the age of the concept. He or she is most often a perfectly normal human who 1) happens to be good with a bow, 2) has some free time, and 3) has a source of trick arrows or some ability to empower them him- or her-self. Variants are basically just a matter of trading out a few multipower slots. Most of them dabble a bit in detective work, or martial arts, or just having money, but still on a perfectly normal human scale.


Technopathy

The Technopath can control, enhance, or destroy machinery -a power that’s invaluable in a research lab or aboard a ship, is useful in a city, and entirely useless in the wilderness. It is good for constructing bases and personal equipment though, which is something. As a rule, unless they’re a cyberpunk hacker, a Technopath is very much a team player.

40 Technopathy

  • (20) Technological Control Multipower (45-pt reserve); Generic Limitation (Technology-Control Powers Only: Quite useless in natural areas.): -½; Extra Time: full phase, -½; Only in Hero ID: -¼
    u-2 Technic Mastery I: Combat Driving, Combat Piloting, and Mechanics Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Technic Mastery II; Bugging, Lockpicking, and Security Systems, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
    u-2 Technic Mastery III; Electronics, Demolitions, and Systems Operation, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Technic Mastery IV; Computer Programming, Cryptography, and Invention, all Ranged, with No Range Penalty, and two levels of Increased Maximum Range, with +8 levels with those skills for net 19-.
  • u-2 Change Environment (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼; 2 End. Can manipulate technological devices – powering them, selectively turning them on or off, and so on – within range. Thus he could stop a car, turn off a security system, or jam an elevator.
  • u-2 ½d6 Killing Attack (RKA); Range: 225; No Normal Defense (Non-Technological Items Unaffected.): +1; Champions Advantage (NND that does Body.): +1; Uncontrolled: +½; Reduced END: Zero, +½; Invisible (Sight): One Sense Group, +½; 0 End. It’s slow, but the user can destroy technology readily enough.
  • u-2 1d6 Transform Technology (Major, Limited Class); Range: 225; Cumulative: +½; Reduced END: Half, +¼; Continuous: +1; 2 End.
  • u-2 2d6 Aid / Boost Machinery (Fade/5 min., Max. 20); Range: 0; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: Single Power of Special Effect, +¼; 0 End.
  • u-2 3d6 Aid (to Equipment Allowance) (Fade/month, Max. 20); Range: 0; Active Points: 44; Affects: Single Power, +0; 4 End.
  • u-2 3d6 Aid (to Bases and Computers) (Fade/month, Max. 18); Range: 0; Active Points: 45; Affects: Single Power of Special Effect, +¼; 4 End.

    The Technopath is playing fast and loose with the rules there. Putting skills in multipowers is very much a “special permission” sort of thing – but it’s hardly unprecedented, ezpecially when those skills have power modifiers applied to them. And really… how often will it be useful to do remote lockpicking? Or to take over a plane from a distance? Sure, they’re great at getting through technological security systems, disarming doomsday devices, and so on – but when it comes to a fight scene with powers, a twenty-point equipment allowance, even with a boosting touch worth 20 active points, is not going to get them very far. Upgrading a team base is pretty handy though. That’s good, because there is only so far you can get by running your enemies over with passing cars.


The Cunning Man

Cunning Men are classical hedge wizards, capable of providing potions and charms, of taming beasts, of improving your social life, of having reasonably reliable visions, of calling up the spirits of nature, of taking on the forms and abilities of animals, and of protecting themselves and their allies from limited amonts of injury. They aren’t, however, particularly combative.

0 Cunning Man Powers

(7) Armor (5 PD/5 ED); Focus (Costume): Obvious Inaccessible, -½; Not cumulative with further physical armor.: -½
(17) Hedge Magic Multipower (75-pt reserve); Extra Time: full phase, -½; Focus (Medicine Bundle/Components Pouch): Obvious Accessible, -1; Concentrate: 0 DCV, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Activation: 11-, -1

  • u-1 5d6 Aid (Equipment Allowance – Magical Talismans) (Fade/season, Max. 30); Range: 0; Affects: Single Power, +0; Generic Limitation (Takes hours to make the stuff): -½; 7 End. A cunning man can “Aid” equipment allowances (With minor charmed objects, potions (Charged, Does not recover, fragile focus, etc, etc, etc), turn animals into loyal companions (Aid Followers), provide charms which enhance attributes, enhance weapons, and so on. Despite the “All abilities” modifier, no individual can be aided in more then five categories, and each use works on only a single one.
  • u-1 5d6 Aid (Base Enchantments) (Fade/season, Max. 30); Range: 0; Generic Limitation (Points must be distributed between bases.): -1; Affects: Single Power, +0; Generic Limitation (Takes hours to paint runes and such all over): -½. 7 End A hedge wizard can “Aid” bases, granting them a variety of benefits.
  • u-1 Clairsentience (Mystic Visions) (Hearing, Sight); See: Future and Past, +40; Dimensions: Current, +0; Range: 350″; No Conscious Control: -2; 7 End. This goes off when the GM feels that the character needs a vision of some sort.
  • u-1 Summon Nature Spirit (1 100-point creatures); Range: 0; Summon: Limited Group, +¼; Concentrate: 0 DCV, -½; Works only when Touching Ground: -½; 6 End. Note that these generally won’t go above the summoners total points, 100 is an upper limit, but not the minimum.
  • u-1 Shape Shift; Animal Forms (Limited Group); Reduced END: Zero, +½; Uncontrolled: +½; 0 End.
  • u-1 2d6 Aid; To all powers relevant to current form (Fade/hour, Max. 20); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +1; Trigger; By Shapeshifting.: Set, +¼; Autofire: 5 shots, ½; All powers disappear instantly when returning to normal form: -½; No Conscious Control; Must take animal powers – including disadvantageous ones.: -2; Side Effects; Gets animal Instincts, may need ego rolls.: 30/Half, -½; Side effects cannot be avoided.: -½; 0 End.
  • u-1 Force Field (10 PD/10 ED); Usable By Others: Simultaneous Use, +½; Usable by Others Number: 8, +¾; Charges: 6, +1; Continuing Charges: 1 Day, -7 lev; Invisible (Sight): One Sense Group, +½; Focus (Protective Amulet): Inobvious Inaccessible, -¼; 0 End.
    u-2 15d6 Standard Healing; 7 End.

(3) Paramedic 11-
(2) Knowledge; Nature 11-
(1) Animal Handler 8-
(1) Perk; Respected as a Mystic & Spiritual Advisor.

The Cunning Man is a fantasy-oriented archetype, and usually serves more as an enabler, councilor, and supplier of heroes than as a hero himself or herself. Still. in pulp settings, the ability to turn yourself into a tiger is not bad. It’s fine for combating mooks, and smaller forms do allow for a lot of sneaking and hiding and such. They’re also using one of the better ways to use shapeshifting effectively– that “aid” power – rather than using Multiform to achieve similar results. Their animal forms will not be terribly powerful, but then, on the superheroic scale, real animals aren’t really all that powerful either. When it comes to serious superhero’s shapeshifting is not flying through the air blasting energy beams at things, or lifting trains, or controlling hundreds of tons of earth and stone. “Form of a Triceratops!” might be more impressive – but they’ll need a fair number of upgrades to pull that off.


The Mystic Telepath

The Mystic Telepath has developed a formidable set of mental powers through adherence to some extraordinary discipline – but that same discipline means that those powers are essentially fixed. Worse, unlike most comic book telepaths (who are generally built on a lot more points), the Mystic Telepath requires time, and mudra, and mantras. They can’t just quietly and secretly mindwipe inconvenient witnesses. Telepaths really ought to have some extra Ego, and probably more Mental Defense than is included in the package – but in most settings telepaths are rare, and defenses against telepathy are even rarer. After all, if they aren’t very rare an awful lot of social assumptions and institutions are going to need changing.

40 Mystic Telepath

(16) Mystic Telepathy (65-pt reserve); Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Visible (Easily recognized by knowledgable mages and psychics): -¼; User must undertake occasional quests for the enlightened ones: -½; Will not work against creatures that tap into the same power source: -¼; May not be expanded upon or altered later: -½

  • u-1 13d6 Telepathy; Charges: 4, +0; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 1d6 Transform: Any Psychological modification (Word Of Revelation) (Major, Limited Class); Range: 320; Reduced END: Zero, +½; Penetrating: +½; Cumulative: +½; Continuous: +1; Uncontrolled: +½; 0 End.
  • u-1 10d6 Mind Control; Communication: Telepathic, +¼; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 6d6 Ego Attack; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 13d6 Mental Illusions; Charges: +12, +0; Clips: 2; 0 End.
  • u-1 11d6 Mind Scan; Attack Roll Bonus: 5, 10; Number of Minds: 10,000,000,000; Charges: 4, +0; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 Invisibility (Detect, Sight, Hearing, No Fringe); Only works on observers within 15″, does not work versus things without ego scores.: -½; Does not work against observers with ECV 9+ or Mental Defense 20+. : -½; Charges: 6, +¼; Clips: 2; Continuing Charges: 1 Minute, -3 lev; 0 End.
  • u-1 2d6 Energy Blast Telepathic Storm; Range: 325; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 500″ radius, +1; C Increased Area: ×125, +1¾; Reduced Endurance Cost 0: =1 Selective Target: +¼; Autofire: 5 shots, ½; 0 End.
  • u-1 Extra-Dimensional Movement (Astral Plane); Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×2, +5; Carrying Mass: 100; Reduced END: Zero, +½; Leaves Physical Body Behind): -1; 0 End,
  • u-1 2d6 Drain Ego (Return/month); Range: 325; Ranged: +½; Affects: Single Power, +0; 6 End

(5) Mental Defense (Base +5 pts);
(9) Mind Link; Minds: One Specific Mind, +5; Number of Minds: 4, +10; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0

Telepaths are very handy to have on your team, but they also tend to wreck a lot of plots. It is probably best to ask the GM if they will have problems with it before you opt to play one.


The Hexcrafter

A Hexcrafter gives his or her enemies bad luck. Passively this provides occasional strokes of good fortune and reduces the effects of attacks against them, throwing opponents just a little off. Actively however… at it’s simplest a hex can get it’s target tangled up in available rubbish – curtains and tablecloths landing on them, stepping on roller skates or into buckets which then get stuck, and so on. While this “entangle” is easy enough to break out of, it can waste time and is passive once triggered. Actively however… Opponents can be made to loose weapons, tripped up, get slammed by random objects, suffer cramps and pains, get held by loose wires and debris, or be knocked off their feet by an enormous variety of bizarre coincidences and accidents.

40 Hexcrafting

(14) Luck Control Multipower (36-pt reserve); Extra Time: full phase, -½; Restrainable: -½; Activation: 14-, -½

  • u-1 Telekinesis (STR 10); Range: 185; Manipulation: Coarse, +0; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; Only for use with “Accident Style”: -1; No Range Penalty: +½;  0 End.
  • u-1 2d6 Entangle (DEF 2); Range: 175; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Half, +¼;  1 End.
  • u-1 Force Field – Lucky Evasion (8 PD/8 ED); Reduced END: Zero, +½; Uncontrolled: +½; 0 End.

16 A Series Of Unfortunate Events – Accident Style; Only for use with telekinesis: -½; Extra Time: full phase, -½; Generic Limitation (Restrainable): -½

  • (2) Martial Disarm (OCV -1, DCV +1).
  • (1) Martial Throw (OCV +0, DCV +1).
  • (1) Basic Strike (OCV +1, DCV).
  • (2) Nerve Strike (OCV -1, DCV +1)
  • (1) Martial Grab (OCV -1, DCV -1)
  • (1) Legsweep (OCV +2, DCV -1)
  • (8) +5 DC for Martial Attacks

(7) Luck (4d6); OAF (Various Lucky Charms): -1; Extra Time: 1 min., -1½; Extra Time Required (Putting charms on): Only At Startup, ½

The Hexcrafter is primarily combat oriented, with much of the entertainment coming from the weird and wonderful number of ways they can describe their attacks – but they are actually quite effective, will (since they “attack” an area) connect most of the time – and can easily buy up the effects of their attacks. At 8 CP per +5 DC… a mere 8 CP further will make them a major powerhouse – and 18 CP will see them running around with twenty-die attacks. Upgrade to a larger area of effect – possibly with an option for Selective Targeting – and you have a character who can easily take down a small army. Telekinesis-base martial arts are potentially terrifying. Few of the other characters on this list are quite so readily turned into strategic weapons.

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