Limited Regeneration

Regeneration and magical/supernatural fast-healing abilities can be a powerful tool, especially if a being manages to recover multiple times their constitution in a turn for the truly human. This limits the total amount of regeneration available in a single day to 2 times the total life points of the character. Obviously, those with recovery per hour do not have this applied. The limit is due to the amount of energy/mass needed to create new regrow muscle, bone and organs. After recovering, the regenerator must then eat and rest a good deal to regain their full regenerative capability.

Defensive Reversion

If a character has the Dual Form Drawback, an optional rule may be put in place. The transforming character, if they have greater life points in one form than another, can revert to their weaker human form, be reduced to 10 life points despite their current life point total and suffer a -2 to all actions. They also lose the ability to use Ki, Magic or transform again until they've rested for a day or two.

Tapped Inner Demon  (4 Point Drawback)

Slayers and other hybrid creatures can often tap deeper into their supernatural sides, but at a steep cost. If the character uses Magic or Ki to any degree, the power level is reduced by 1 in Ki/Spell.  Further, entities which rely on supernatural powers rendered in qualities have their costs reduced by 1/10th their cost.  This reduction only counts when using the power, not for the rolls needed below.  This is not applied to the base quality that makes the character supernatural (such as Slayer, Vampire, Ghost, Faerie, the demon species/package as a whole).   There is a steep price for this, though. Each activation of the abilities or powers requires a Willpower + Wild Card (Anchor) roll at a negative modifier equal to its cost or power level.  Failure means the inner demon asserts more control over the user and the user gains 1 or more points of madness, based on the power level of the ability or 1/2 its quality point cost of the ability affected.  They start with a  madness pool equal to (10-Willpower, minimum 1). Madness points are resolved as they are in full Unisystem (see the Abomination Codex).  When the threshold is reached, they "Awaken" and become a sadistic monsters.  They are no longer PCs, they are True Demons out for the flesh and blood of other beings.  Madness points can be lost by positive experiences, psychotherapy, forging good emotional connections and other such things, as determined by the GM. 

Whenever an ability is tapped, their physical form changes. The 1/2 the cost of the quality or the power level of the ability determines how much they are physically changed beyond what is intended.  Each level curses the user with a -1 to their attractiveness until -6 total. If the user has positive attractiveness levels, they will eventually be brought down to -6.  This usually manifests first as yellow or red eyes with a feline bent to them. Bulging veins, grotesque muscle growth and other inhuman attributes are the usual result of tapping ones inner demons.  A level 3 ability gives the user sharp teeth (2 x Strength), and a level 4 ability grants claws (2 x Strength) as side effects of the flowing demonic energy.  Worse, doing this feels good. Really good.  Some believe it is akin to sexual pleasure.  After heavy use of powers, an anchor roll is needed (negative modifier GM's call based on how heavy powers were used, usually ranging from -1 to -6) to resist diving in.  Further, after any failed Anchor roll, the character needs to make a second Willpower (Doubled) roll a the same negative to not tap it again just for the pleasure of it.  Doing this adds another (10-Willpower, minimum 1) Madness each time its done.

Finally, continued use of such abilities has a similarly negative effect. The use of any abilities, spells or Ki tied to Tapped Inner demon can only be done for 1 turn per level of Willpower.  Beyond this, anchor rolls are needed starting with a -1 penalty and then increasing the penalty by 1 each following turn the abilities remain active. This only counts for casting/preparing to cast the abilities, once cast, the flow ceases in the body.  This does not apply to abilities which heal or enhance the attributes of the character. 

Half-Awakened (5 Point Quality)
Sometimes, when a being with Tapped Inner Demon delves to far into themselves and comes close to awakening, they come back.  It's rare, risky but comes with some benefits.  They are Half-Awakened.  They gain (10-Willpower) additional madness from the experience (directly adding to the total they cannot reduce beyond), but end up gaining 1 less Madness for each failed Anchor check (to a minimum of 1).  Other forms of Madness are unaffected by this.   They also get a +2 to resist the pleasures of Awakening.  They finally treat their spells/ki abilities/new magic-related qualities as 1 power level less (minimum 1) and reduced in overall cost by a total of 1/5th.

Expanded Lifting Capacity

The strength lifting chart for Unisystem tends to fall apart after 10. If all that is needed to lift double your lifting capacity is a simple strength test with a minimum of 1 success level, those at 8 and above have it a little easy. I propose this alternative. 

For every 10 points in strength, subtract that from the total. This forces the character to roll with the possibility of failure. So a character with Strength 12 rolls a Strength test at 2 + Roll. However, with this rule, they would only do so for weights above double their normal lifting capacity. So, for 12, again, they would only push themselves at weights 3200lbs (a little over 1.5 tons).

A Character with strength 22, however, would also roll with a base of 2 (20 being a multiple of 10 after all). They would, however, only roll in cases of lifting over 3 times their normal amount. For 22, that would be over 21 tons. 

Succeeding in the roll means they are able to lift over that amount, up to twice the new number, and in those cases, injury will occur (1/16th life points).

The strength chart would continue to grow from there.

Normally, an expanded Strength chart would look something like this:

1 to 5 5 = 250lbs
6 to 10 10 = 1250
11 to 15 15 = 4000 (2 tons)
16 to 20 20 = 10,000 (5 tons)
21 to 25 25 = 10 tons
26 to 30 30 = 20 tons
31 to 35 35 = 50 tons
36 to 40 40 = 100 tons
41 to 45 45 = 200 tons
46 to 50 50 = 500 tons
51 to 55 55 = 1,000 tons
56 to 60 60 = 2,000 tons
61 to 65 65 = 5,000 tons
66 to 70 70 = 10,000 tons

However, with this applied...

1 to 5 5 = 250lbs
6 to 10 10 = 1250
11 to 15 15 = 8,000 (4t) (x2)
16 to 20 20 = 20,000(10t) (x2)
21 to 25 25 = 30 tons (x3)
26 to 30 30 = 60 tons (x3)
31 to 35 35 = 200 tons (x4)
36 to 40 40 = 400 tons (x4)
41 to 45 45 = 1,000 tons (x5)
46 to 50 50 = 2,500 tons (x5)
51 to 55 55 = 6,000 tons (x6)
56 to 60 60 = 12,000 tons (x6)
61 to 65 65 = 35,000 tons (x7)
66 to 70 70 = 70,000 tons (x7)

And so on... Kaiju (and Mecha) treat their strength as though it were increased by 10. This only applies to size 1 Kaiju/Mecha or larger. Normal animals are unaffected. 


Your Logic is insane and happenstance, like that of a troll.

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"Science is like sex. Sometimes something useful comes out, but that is not the reason we are doing it."
-Richard Feynman

"I keep wanting to write something for DC [Comics] where a character manages to "cross the line" morally without killing anyone, but [with what they have their heroes do] they just make it nigh [Explitive Deleeted] impossible." - Majin Gojira
Last Edited By: Majin Gojira Jul 27 11 7:48 AM. Edited 11 times.