ADHESIVE HANDS
Effect: Clinging (normal STR) Target: Self
Duration: Constant Range: Self END Cost: 0
Description: The character’s hand (and perhaps other parts of his body) exude a strong, sticky sub- stance that lets him climb walls effortless, cling to ceilings, and so forth.
Game Information: Clinging (normal STR).
Total cost: 10 points.
LEAPFROG Effect: Leaping +8” Target: Self Duration: Constant Range: Self END Cost: 1
Description: The character has strong legs specially adapted for long leaps.
Game Information: Leaping +8”. Total cost:
8 points.
WEBBED HANDS AND FEET
Effect: Swimming +6” Target: Self
Duration: Constant Range: Self END Cost: 1
Description: The character has webbing between his fingers and his toes, allowing him to swim much faster than normal. At the GM’s option, the web- bing may interfere with his ability to use his fingers in some situations or with some equipment, result- ing in minor DEX Roll or OCV penalties.
Game Information: Swimming +6” (8” total).
Total cost: 6 points.
WINGS
Effect: Flight 12”, Restrainable Target: Self
Duration: Constant Range: Self END Cost: 2
Description: One of the most spectacular known mutations is this one — wings that sprout from the character’s shoulderblades, allowing him to fly twice as fast as a man can run! Typically the wings have a bat-like appearance, but sometimes they’re feathered, or even more rarely insect-like.
Game Information: Flight 12” (24 Active Points);
Restrainable (-½). Total cost: 16 points.
Sensory Mutations
DELPHINE SONAR
Effect: Active Sonar Target: Self Duration: Persistent Range: Self END Cost: 0
Description: The character has sonar like that of a dolphin (or many other sea creatures).
Game Information: Active Sonar and Ultra-
sonic Perception (both for Hearing Group). Total cost: 18 points.
EAGLE EYES
Effect: +16 versus Range for Normal Sight Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character’s eyes have been strengthened and improved, giving him the ability to see clearly over great distances.
Game Information: +16 versus Range for
Normal Sight. Total cost: 8 points.
HEATSENSE
Effect: Infrared Perception (Touch Group) Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: Like a pit viper, the character can sense the heat differentials in objects near him.
Game Information: Infrared Perception (Touch
Post-Apocalyptic Hero ■ Chapter Four 121
HEIGHTENED HEARING
Effect: Various Enhanced Senses Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character has one or more abilities reflecting his heightened sense of hearing. He can buy as many or as few of these Senses as he wishes, based on his character conception.
Game Information: Cost Power
10 Enhanced Hearing: +5 PER with Hearing
Sense Group
18 Parabolic Hearing: +12 versus Range for
Hearing Group
10 Combat Hearing I: Targeting for Normal
Hearing
20 Combat Hearing II: Targeting for Hearing
Group
3 Ultrasonic Hearing: Ultrasonic Perception
(Hearing Group)
HEIGHTENED SENSES
Effect: Various Enhanced Senses Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character’s natural senses are far more acute than those of normal people. He can buy as many or as few of these Senses as he wishes, based on his character conception.
Game Information: Cost Value
15 Heightened Senses: +5 PER with all Sense
Groups
18 Precise Focusing: +12 versus Range Modifier
for any one Sense Group (chosen when the character purchases the power)
Options:
1) Tiring Senses: The character can only heighten his senses by force of effort. Add Costs Endurance (-½). Total cost: 10 points for Heightened Senses; 12 points for Precise Focusing.
HEIGHTENED SIGHT
Effect: Various Enhanced Senses Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character has one or more abili- ties reflecting his heightened sense of sight. He can buy as many or as few of these Senses as he wishes, based on his character conception.
Game Information: Cost Power
10 Enhanced Sight: +5 PER with Sight
Sense Group
15 Far Seeing: +10 versus Range for Sight
Sense Group
5 Thermalvision: Infrared Perception
(Sight Group)
5 Ultravision: Ultraviolet Perception
(Sight Group)
5 Nightsight: Nightvision
5 Heat Trace Reading: Tracking for
Infrared Perception
15 Microsight: Microscopic (x1000) for
Sight Group
HEIGHTENED SMELL
Effect: Various Enhanced Senses Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character has one or more abilities reflecting his heightened senses of smell and taste. He can buy as many or as few of these Senses as he wishes, based on his character conception. Game Information:
Cost Power
10 Enhanced Smell: +5 PER with Smell/Taste
Sense Group
15 Far Smell: +10 versus Range for Smell/Taste
Sense Group
10 Combat Smell: Targeting for Normal Smell
10 Tracking Smell: Tracking for Smell/
Taste Group
15 Trace Odor Detection: Microscopic (x1000)
122 ■ After The Apocalypse: A Post-Apocalyptic Hero Sourcebook Hero System 5th Edition Revised
HEIGHTENED TOUCH
Effect: Various Enhanced Senses Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character has one or more abilities reflecting his heightened sense of touch. He can buy as many or as few of these Senses as he wishes, based on his character conception.
Game Information: Cost Power
10 Enhanced Touch: +5 PER with Touch
Sense Group
10 Reading By Touch: A character with this
power has such sensitive fingertips that he can read printed words by brushing his fin- gers across them. Discriminatory and Ana- lyze for Normal Touch.
MULTIFACETED EYES
Effect: Increased Arc Of Perception (360 Degrees) for Sight Group
Target: Self Duration: Persistent Range: Self END Cost: 0
Description: The character has the faceted eyes of an insect, giving him a much wider angle of view than a normal human.
Game Information: Increased Arc Of Percep-
tion (360 Degrees) for Sight Group. Total cost: 10 points.
RADIATION SENSE
Effect: Detect Radiation Target: Self
Duration: Persistent Range: Self END Cost: 0
Description: The character is a human Geiger counter — he can perceive radiation, a very handy ability for avoiding rad zones and other dangerous areas. Perhaps his skin tingles in a particular way when he comes close to radiation, or he can “see” patterns of radiation in the air.
Game Information: Detect Radiation (INT
Roll) (no Sense Group), Discriminatory, Range. Total cost: 13 points.
Options:
1) True Radiation Sense: The character can perceive radiation without having to concentrate. Add Sense. Total cost: 15 points.