New Achilles Heel
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- Pepsi Jedi
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I liked a good number of these. And a couple not so much. Thought I’d give props here for the ones I did. (( Must confess not even opening this thread till tonight.
1.Weak Spot: (( This SHOULD have been in the book. I mean. Come on! Lol))
Caffeine powered (( While it could fall under the crazy hero category of power object or the like. I like it as a Heel. God knows I have this one my self))
Bad press: (( I like it in theory, and when making a char it might seem like one to take but long about 3 or so months into playing the char this one’s going to get REAL old…. Lol))
Ubanite: I love this one. Especially for a hero who’s really tied to a city and is that city’s Iconic hero. Just make sure that if you take it, that it’s going to come into question at some point.
theme song: This actually appeared in the rifter 9 and a half. As a defective power or flaw or something. I like the idea, but again, while it’d seem great at the start. I thik after about 3 or 4 gaming sessions your own team mates are going to kill you.
( Note. If you have this one, you should have an Ipod with speaker and a number of songs in a playlist to cue up on demand….. ))
Narcoleptic: I like. Might adjust the rules a bit but good in concept.
Body of poison: Perfect for a “Chemical secretion” Char but good for ‘good’ heros too. Give um angst.
The power word: This one, to me, fits under the crazy hero thing and shouldn’t really be a Heel. Not enough…. Down side?
Captain Chunky: Also done (( In depth actually)) In rifter 9.5
Lightning Rod: This one makes me grin…
Media Flirt: Not sure if this rates a “heel” but I defiantly see it in play….
1.Weak Spot: (( This SHOULD have been in the book. I mean. Come on! Lol))
Caffeine powered (( While it could fall under the crazy hero category of power object or the like. I like it as a Heel. God knows I have this one my self))
Bad press: (( I like it in theory, and when making a char it might seem like one to take but long about 3 or so months into playing the char this one’s going to get REAL old…. Lol))
Ubanite: I love this one. Especially for a hero who’s really tied to a city and is that city’s Iconic hero. Just make sure that if you take it, that it’s going to come into question at some point.
theme song: This actually appeared in the rifter 9 and a half. As a defective power or flaw or something. I like the idea, but again, while it’d seem great at the start. I thik after about 3 or 4 gaming sessions your own team mates are going to kill you.
( Note. If you have this one, you should have an Ipod with speaker and a number of songs in a playlist to cue up on demand….. ))
Narcoleptic: I like. Might adjust the rules a bit but good in concept.
Body of poison: Perfect for a “Chemical secretion” Char but good for ‘good’ heros too. Give um angst.
The power word: This one, to me, fits under the crazy hero thing and shouldn’t really be a Heel. Not enough…. Down side?
Captain Chunky: Also done (( In depth actually)) In rifter 9.5
Lightning Rod: This one makes me grin…
Media Flirt: Not sure if this rates a “heel” but I defiantly see it in play….
Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.
James Tiberius Kirk: Well, not _only_...
- dragon_blaze_99
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- dragon_blaze_99
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34. Achilles heel: Curse of Narcissus
There is another tale that tells the story of the beautiful nymph Echo. She was a woman who loved gossip and could not keep her mouth shut, and this was a dangerous combination with the employment of her as distraction for Hera while Zeus cheated on her. Having found out about his affairs, Hera was thoroughly distraught and punished Echo by only allowing her to repeat the last words of whatever sentence someone spoke.
Upon meeting the beautiful Narcissus, she fell in love with him and did everything she could to show her love for him. However she failed, for he was more than enough admired and lusted for and annoyed he told her off, which sent her running back into the woods. Narcissus then came into the woods asking if anyone was there. He said, "Is anyone here?" then Echo said, "Here, here!" Then Narcissus said," Come show yourself!" then Echo said, "Come!" to Narcissus and Narcissus said, "I give you no power over me!" and turned around. Echo said, " I give you power over me." but Narcissus was already gone. Echo prayed a prayer, "May he who loves no one love himself." Narcissus went to go find water and when knelt over the lake he saw his reflection and realized all the pain he had put these women through because he had finally realized how beautiful he was. So he knelt over the water and dove in, purposfully killing himself and as he was falling he said, "Farewell, farewell." It was only then that Echo could say farewell. Then when the nymphs were looking for his body they just found a beautiful flower where his body should have been and named the flower Narcissus after him.
This curse is fulfilled when the character became entranced by his reflection. The character finds himself so beautiful the cannot look away, when ever looking upon his reflection must make a save vs awe factor of 12+2D4 (roll each time for difficulty) if the character fails he it transfixed for 5D6 minutes and only the loss of all SDC and 20% of his HP will walk him early. The character has no actions so strike, parry or dodge and cannot move or use any super human abilities.
There is another tale that tells the story of the beautiful nymph Echo. She was a woman who loved gossip and could not keep her mouth shut, and this was a dangerous combination with the employment of her as distraction for Hera while Zeus cheated on her. Having found out about his affairs, Hera was thoroughly distraught and punished Echo by only allowing her to repeat the last words of whatever sentence someone spoke.
Upon meeting the beautiful Narcissus, she fell in love with him and did everything she could to show her love for him. However she failed, for he was more than enough admired and lusted for and annoyed he told her off, which sent her running back into the woods. Narcissus then came into the woods asking if anyone was there. He said, "Is anyone here?" then Echo said, "Here, here!" Then Narcissus said," Come show yourself!" then Echo said, "Come!" to Narcissus and Narcissus said, "I give you no power over me!" and turned around. Echo said, " I give you power over me." but Narcissus was already gone. Echo prayed a prayer, "May he who loves no one love himself." Narcissus went to go find water and when knelt over the lake he saw his reflection and realized all the pain he had put these women through because he had finally realized how beautiful he was. So he knelt over the water and dove in, purposfully killing himself and as he was falling he said, "Farewell, farewell." It was only then that Echo could say farewell. Then when the nymphs were looking for his body they just found a beautiful flower where his body should have been and named the flower Narcissus after him.
This curse is fulfilled when the character became entranced by his reflection. The character finds himself so beautiful the cannot look away, when ever looking upon his reflection must make a save vs awe factor of 12+2D4 (roll each time for difficulty) if the character fails he it transfixed for 5D6 minutes and only the loss of all SDC and 20% of his HP will walk him early. The character has no actions so strike, parry or dodge and cannot move or use any super human abilities.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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35. Achilles heel: Curse of Self
The character becomes in raged whenever he sees his own reflection. Upon looking at him self the character must roll a save Vs. Horror factor of 12+2D4 (roll each time the reflection is seen for difficulty) if the save is failed the character goes berserk. His strength is double but all combat is done with straight rolls no bonus, he will use nothing but power attacks and will not defended him self. Treat a non-functional mindless aggression, he will attack any thing starting with those how try to stop him or how make quick movements (like trying to run away) he will then attack objects like statues or walls until the rage ends. Duration is 1D4X10 minutes.
Note based on the bad guy from Clash of the Titans (from 81) but can’t think of the name.
The character becomes in raged whenever he sees his own reflection. Upon looking at him self the character must roll a save Vs. Horror factor of 12+2D4 (roll each time the reflection is seen for difficulty) if the save is failed the character goes berserk. His strength is double but all combat is done with straight rolls no bonus, he will use nothing but power attacks and will not defended him self. Treat a non-functional mindless aggression, he will attack any thing starting with those how try to stop him or how make quick movements (like trying to run away) he will then attack objects like statues or walls until the rage ends. Duration is 1D4X10 minutes.
Note based on the bad guy from Clash of the Titans (from 81) but can’t think of the name.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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36. Achilles heel: Reflection Curse
When the Character sees his own reflection she is turned to stone (metal something non-moving/non-living), there is no save! The stone form as an AR of 18 and 600 SDC the altered form last for 1D4 minutes before wearing off. In that time the character can take no action and cannot sense anything going on around him, damage to the stone does not directly affect the person unless it has limbs removed or is totally destroyed. A limb broken of in the stone form will grow back in 4D6 weeks, if the statue form is totally destroyed the character is dead.
When the Character sees his own reflection she is turned to stone (metal something non-moving/non-living), there is no save! The stone form as an AR of 18 and 600 SDC the altered form last for 1D4 minutes before wearing off. In that time the character can take no action and cannot sense anything going on around him, damage to the stone does not directly affect the person unless it has limbs removed or is totally destroyed. A limb broken of in the stone form will grow back in 4D6 weeks, if the statue form is totally destroyed the character is dead.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Stone Gargoyle
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dragon_blaze_99 wrote:36. Achilles heel: Reflection Curse
When the Character sees his own reflection she is turned to stone (metal something non-moving/non-living), there is no save! The stone form as an AR of 18 and 600 SDC the altered form last for 1D4 minutes before wearing off. In that time the character can take no action and cannot sense anything going on around him, damage to the stone does not directly affect the person unless it has limbs removed or is totally destroyed. A limb broken of in the stone form will grow back in 4D6 weeks, if the statue form is totally destroyed the character is dead.
I love this one. Given that I mix PF2 and HU2 every so often, I just generally love all the ones based in mythology.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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duck-foot wrote:it finally got stickied. good. now get to work
o.k o.k any ideas?
37. Achilles heel: Music Soothes the Savage Beast (music controlled)
The character powers are greatly affected my music. The powers are weakened every melee the character is exposed to calming music. The powers diminish at a rate of 10% per melee round (15 seconds) so the average 3 minute love song will whip out the characters power. The powers will return at a rate of 5% per melee after the calming music is stopped. However, the recover rate is doubled to 10% per melee if load aggressive music is played. The character also receives a +1 initiative if exposed to the load aggressive music for more then 10 minutes. But after 30 minutes of this the character is –2 save vs aggressive behaviors, horror factor and will start looking for fights the penalty continues to grow by 1 every 10 minutes until the character explodes in a battle rage (see mindless aggression).
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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o.k this is a long one.
38. Achilles heel: Visage change (the idea is from my wife)
The characters physical appearance keeps changing randomly. The character can not have powers that allow him to control the changes i.e. shape changing etc. or extraordinary PB.
Roll on the fallowing tables after each duration ends.
Gender (the appearance only is not really that gender so a guy cannot get pregnant as a women) roll %
1-50: male
51-100: Female
Age: roll %
1-10: 10+2D6
11-20: 20+2D6
21-30: 30+ 2D6
31-40: 40+2D6
41-50: 50+2D6
51-60: 60+2D6
61-70: 70+2D6
71-80: 80+2D6
81-90: 90+2D6
91-95: 100+ 2D6
96-100: 1D100+2D6
Physical Beauty:
1-10: 10+2D6
11-20: 3
21-30: 3D6+6
31-40: 20+2D4
41-50: 12+1D6
51-60: 6+2D4
61-70: 6+1D4
71-80: 4D6
81-90: 3D6
91-95: 2D6+1
96-100: 1D4+3
Duration: the time each visage lasts.
1-10: 10+2D6 hours
11-20: 1D4 hours
21-30: 3D8 hours
31-40: 1D6 minutes
41-50: 30+2D6 minutes
51-60: 1D4 days
61-70: 1D6+1 days
71-80: 2D6 days
81-90: 3D6 days
91-95: 3D6+6 minutes
96-100: 1D4+1 weeks
The characters physical attributes (other then PB) are unchanged as are powers. In addition, the characters Aura and psionic imprint do not change. This is not a illusion but a physical and uncontrolled change. In the long run such a flaw should cause psychological damage. The gm may allow the character to appear in there natural form on rear occasions (like the day of there birth or when the red moon is covered by darkness) but these should not come up more then once a year.
38. Achilles heel: Visage change (the idea is from my wife)
The characters physical appearance keeps changing randomly. The character can not have powers that allow him to control the changes i.e. shape changing etc. or extraordinary PB.
Roll on the fallowing tables after each duration ends.
Gender (the appearance only is not really that gender so a guy cannot get pregnant as a women) roll %
1-50: male
51-100: Female
Age: roll %
1-10: 10+2D6
11-20: 20+2D6
21-30: 30+ 2D6
31-40: 40+2D6
41-50: 50+2D6
51-60: 60+2D6
61-70: 70+2D6
71-80: 80+2D6
81-90: 90+2D6
91-95: 100+ 2D6
96-100: 1D100+2D6
Physical Beauty:
1-10: 10+2D6
11-20: 3
21-30: 3D6+6
31-40: 20+2D4
41-50: 12+1D6
51-60: 6+2D4
61-70: 6+1D4
71-80: 4D6
81-90: 3D6
91-95: 2D6+1
96-100: 1D4+3
Duration: the time each visage lasts.
1-10: 10+2D6 hours
11-20: 1D4 hours
21-30: 3D8 hours
31-40: 1D6 minutes
41-50: 30+2D6 minutes
51-60: 1D4 days
61-70: 1D6+1 days
71-80: 2D6 days
81-90: 3D6 days
91-95: 3D6+6 minutes
96-100: 1D4+1 weeks
The characters physical attributes (other then PB) are unchanged as are powers. In addition, the characters Aura and psionic imprint do not change. This is not a illusion but a physical and uncontrolled change. In the long run such a flaw should cause psychological damage. The gm may allow the character to appear in there natural form on rear occasions (like the day of there birth or when the red moon is covered by darkness) but these should not come up more then once a year.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Stone Gargoyle
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- dragon_blaze_99
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it was a fun idea she is running her first ever game and the main villain has it. I just base rules of what she has had happen because she didn't stat it.Stone Gargoyle wrote:I am impressed by that last one and am waiting til I get money so I can print more of this stuff out at the library. Yeah, my roommate hardly ever lets me print anything.
Last edited by dragon_blaze_99 on Sat Jun 06, 2009 1:09 pm, edited 1 time in total.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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38. Achilles heel: Windows to the soul
The character is like and open book, looking into his eyes allows anyone to see his thoughts of the last 2D8 minutes, also psionic characters can read the characters mind very easily with eye contact because he cannot save. If an opponent can look into the characters eyes during combat or for 15 seconds before the get a feel for his fighting style and are +2 strike, +3 parry and +3 dodge against him.
39. Achilles heel: Gender Transformation
The character must change forms to use his powers. The flaw is the characters gender changes as well as physical appearance. Altered forms PB are equal to 22+2D4.
40. Achilles heel: Age Transformation
The character must change forms to use his powers. The flaw is the characters apparent age changes so others will treat them accordingly.
Roll % roll once during character creation
1-25: 8+2D4 years of age
26-50: 10+2D4 years of age
51-75: 80+ 2D4 years of age
76-100: 90+3D6 years of age
41. Achilles heel: animal transformation
The character must change forms to use his powers, the flaw the character changes into same type of domesticated animal (dog, cat, cow etc.) and has no powers in there human form. They are the animal and have no human traits other then the ability to speak.
The character is like and open book, looking into his eyes allows anyone to see his thoughts of the last 2D8 minutes, also psionic characters can read the characters mind very easily with eye contact because he cannot save. If an opponent can look into the characters eyes during combat or for 15 seconds before the get a feel for his fighting style and are +2 strike, +3 parry and +3 dodge against him.
39. Achilles heel: Gender Transformation
The character must change forms to use his powers. The flaw is the characters gender changes as well as physical appearance. Altered forms PB are equal to 22+2D4.
40. Achilles heel: Age Transformation
The character must change forms to use his powers. The flaw is the characters apparent age changes so others will treat them accordingly.
Roll % roll once during character creation
1-25: 8+2D4 years of age
26-50: 10+2D4 years of age
51-75: 80+ 2D4 years of age
76-100: 90+3D6 years of age
41. Achilles heel: animal transformation
The character must change forms to use his powers, the flaw the character changes into same type of domesticated animal (dog, cat, cow etc.) and has no powers in there human form. They are the animal and have no human traits other then the ability to speak.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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Well i suck at making powers so I'm trying to get as many pages as the new powers post (joking), no just make them as they come, and hope people like themMephisto wrote:My god is it your goal, dragon_blaze, to have 86 achilles' heels to make it an even percentile roll from the main book? If so you are almost half way there
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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42. Achilles heel: Team character flaw
This only works for team characters designed using the rules from TMNT page 11. The characters feel the pain and emotions of there siblings. Ever time one of the team becomes stressed or angry the other are affected. Penalties vary by the emotion being felt but if one is angry and in combat the other are on edge and snappy barking at everyone for little thing. (Roll save is anger and rage vs 15 use me bonus). Also the characters will feel the pain and damage taken by the others, each time one take HP damage the others take the equal amount of SDC if all are down to HP this flaw fades there personal damage is to great to senses the others. The up side is that the characters can track each other with in 1 mile per level as long as the one being tracked is awake. If one of the team should be killed, the others will have to save ys insanity of 18 or gain 1D4 insanities. They also will lose 10% of there total SDC and HP. Therefore, if 3 out of four are killed the survivor is -30%.
viewtopic.php?t=79690
This only works for team characters designed using the rules from TMNT page 11. The characters feel the pain and emotions of there siblings. Ever time one of the team becomes stressed or angry the other are affected. Penalties vary by the emotion being felt but if one is angry and in combat the other are on edge and snappy barking at everyone for little thing. (Roll save is anger and rage vs 15 use me bonus). Also the characters will feel the pain and damage taken by the others, each time one take HP damage the others take the equal amount of SDC if all are down to HP this flaw fades there personal damage is to great to senses the others. The up side is that the characters can track each other with in 1 mile per level as long as the one being tracked is awake. If one of the team should be killed, the others will have to save ys insanity of 18 or gain 1D4 insanities. They also will lose 10% of there total SDC and HP. Therefore, if 3 out of four are killed the survivor is -30%.
viewtopic.php?t=79690
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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43. Achilles heel: Vulnerable to Static Electricity
God no…….it’s the mighty Static man!
The characters is strangely vulnerable to static shock even a slight shock from person to person transfer from carpet will short out his powers for 1 melee round. Any other static damage will shut down his powers for 1 minute per point of damage and all durations under the control static electricity i.e. static cling are doubled, the static dust cloud ability will shut down his powers for 1d4 minutes do to damage plus the D6 it renders tools useless and for the duration of the attack 2 melees + 2melees per level.
God no…….it’s the mighty Static man!
The characters is strangely vulnerable to static shock even a slight shock from person to person transfer from carpet will short out his powers for 1 melee round. Any other static damage will shut down his powers for 1 minute per point of damage and all durations under the control static electricity i.e. static cling are doubled, the static dust cloud ability will shut down his powers for 1d4 minutes do to damage plus the D6 it renders tools useless and for the duration of the attack 2 melees + 2melees per level.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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Achilles Heel: Machine and Computer Phobic: The hero suffers -20 to all skills requiring knowledge of machines, such as mechanical skills, electronics skills, communications skills and piloting anything with a motor. He cannot learn anything involving computers or work on anything having a circuit board. Furthermore, the hero must save vs. Horror Factor of 12 when facing robots and bionic characters (16 if alien robots or bionics). He is also -2 to all combat rolls in an urban environment where complex machines are used.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Hey, y'all; I'm new here. Formerly a lowly lurker, but this thread's lured me in with its scent of awesome.
Achilles Heel: Animal Antipathy.
Animals, nearly all animals, hate the Mega Hero. All mammals, birds, reptiles, amphibians and fish react very badly to his presence.
Any animal that detects the character will immediately attack, actually fighting to the death if not restrained!
The animal in question will also make an ungodly din while attacking, barking, roaring or screeching as befits its nature, alerting everyone in the vicinity to the presence of the superbeing. This makes stealth problematic at best...
Intelligent mutant animals and superbeings that depend on a connection to/affinity with the animal kingdom for their powers (Animal Abilities/Metamorphosis, Beastmaster, Feral, etc) are also affected. While not driven to the same extremes of aggression, they instinctively dislike the character: reduce M.A. by 50% when interacting with such beings.
Achilles Heel: Baby Face.
The character stopped growing before he hit puberty! He is at most 4 feet 1D4 inches tall, and looks to be 8 +1D4 years old!
This in no way affects his powers: he can punch through bank vaults with the best of 'em. Equally, the character can be of any age, despite appearances.
However, in any situation that requires adults to take him seriously, he is at a massive disadvantage. Skills such as Interrogation, Seduction and the like suffer a whopping penalty of -40%!
This assumes that anyone will even allow him to use his skills: no one wants to let a nine year old drive their car, fly a helicopter or perform emergency surgery on injured by-standers. This character had best have his I.D. on him at all times...
Achilles Heel: Above the Herd.
Whether it's due to a condition imposed by some empowering, supernatural force or simply the result of an out of control superiority complex, the end result is the same: the superbeing must not walk upon the ground!
If he wishes to retain use of his powers, he must float or fly at least 12 inches above the floor at all times. Coming into contact with the ground (which for the purposes of this flaw includes soil, sidewalks, bridges, carpeted surfaces and any other surface that a normal human being would have to walk on to move across) will cause all of his paranormal abilities to shut down instantly.
His powers will not return until he is once again at least 12 inches off the ground, and even then, he must wait 1D6 x 10 minutes!
Obviously, the superbeing prefers to keep airborne. However, this makes it effectively impossible to blend into a crowd or disguise oneself. It also makes social interaction more difficult, as the ceaseless hovering is somewhat strange and intimidating: reduce M.A. by 4.
N.B. This flaw is only suitable for characters with one of the flight powers; it should never be used as a way of getting Flight: Hover for free.
Achilles Heel: Animal Antipathy.
Animals, nearly all animals, hate the Mega Hero. All mammals, birds, reptiles, amphibians and fish react very badly to his presence.
Any animal that detects the character will immediately attack, actually fighting to the death if not restrained!
The animal in question will also make an ungodly din while attacking, barking, roaring or screeching as befits its nature, alerting everyone in the vicinity to the presence of the superbeing. This makes stealth problematic at best...
Intelligent mutant animals and superbeings that depend on a connection to/affinity with the animal kingdom for their powers (Animal Abilities/Metamorphosis, Beastmaster, Feral, etc) are also affected. While not driven to the same extremes of aggression, they instinctively dislike the character: reduce M.A. by 50% when interacting with such beings.
Achilles Heel: Baby Face.
The character stopped growing before he hit puberty! He is at most 4 feet 1D4 inches tall, and looks to be 8 +1D4 years old!
This in no way affects his powers: he can punch through bank vaults with the best of 'em. Equally, the character can be of any age, despite appearances.
However, in any situation that requires adults to take him seriously, he is at a massive disadvantage. Skills such as Interrogation, Seduction and the like suffer a whopping penalty of -40%!
This assumes that anyone will even allow him to use his skills: no one wants to let a nine year old drive their car, fly a helicopter or perform emergency surgery on injured by-standers. This character had best have his I.D. on him at all times...
Achilles Heel: Above the Herd.
Whether it's due to a condition imposed by some empowering, supernatural force or simply the result of an out of control superiority complex, the end result is the same: the superbeing must not walk upon the ground!
If he wishes to retain use of his powers, he must float or fly at least 12 inches above the floor at all times. Coming into contact with the ground (which for the purposes of this flaw includes soil, sidewalks, bridges, carpeted surfaces and any other surface that a normal human being would have to walk on to move across) will cause all of his paranormal abilities to shut down instantly.
His powers will not return until he is once again at least 12 inches off the ground, and even then, he must wait 1D6 x 10 minutes!
Obviously, the superbeing prefers to keep airborne. However, this makes it effectively impossible to blend into a crowd or disguise oneself. It also makes social interaction more difficult, as the ceaseless hovering is somewhat strange and intimidating: reduce M.A. by 4.
N.B. This flaw is only suitable for characters with one of the flight powers; it should never be used as a way of getting Flight: Hover for free.
- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
Extreme alcohal reaction
the hero cant hold his liqure a single shot of beer will knock
him out for an hour, a glass could knock him out for days.
Curse of Bollywood
the charater has to roll over his ME to advoid singing and dancing
during stressfull situations
the hero cant hold his liqure a single shot of beer will knock
him out for an hour, a glass could knock him out for days.
Curse of Bollywood
the charater has to roll over his ME to advoid singing and dancing
during stressfull situations
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Welcome Senator Cybus glade I can help inspire people.
44. Achilles heel: Galatea Project (Greek myth)
The Character was created specifically to be a hero, sidekick, the perfect teammate etc…..however the sponsoring organization/team/hero who is responsible doesn’t want the character to know about the outside world; for fear that this lack of ignorance will make them turn aside from their duties and/or flee. There is also an aspect of jealousy that if this character knew the truth they would leave and join another group/team/ form a different duo (join the Valkeries ^_^). The character knows general info, what a car is, the services provided by a police officer; but in general have no particulars as to why anyone would become a criminal etc. Think of an individual that never had a childhood and from the moment they awoke they were pressed into service.
The character is easily distracted by new things (posters for a circus, ad’s for the cool new toys being released for xmas, public concerts, press conferences, basically anything new to them!) and while not stupid hasn’t a clue how to function in society aside from their heroic persona. They have no idea why it’s wrong to answer a “cat call” by tying the person up like a Christmas turkey (sexual harassment!!!) and tends to take what knowledge they’ve been taught of the law literally. Even if over time they outgrow this ignorance through whatever means, they will still be haunted by their previous deeds; this is a reputation that will stand regardless of increased understanding; to the extent that some people might think that the character is (or has been, which is just as bad) crazy or insane.
When around new things/events the character is -4 initiative for the first round, until they remember to assume their heroic persona. They are also -2 strike, parry and dodge because they are constantly trying to “sneak-a peek” at this new wonder.
They are constantly committing social faux pas, and they don’t understand why other people respond so strangely. -10% to M.A. checks due to this oddness.
-15% on public speaking rolls when a M.A. check is failed previously in a scene; due to a true lack of what would be appropriate to say.
Due to their ignorance they are –3 strike, parry and dodge to attractive members of the opposite sex, regardless of alignment/actions as they find them distracting and fascinating.
http://en.wikipedia.org/wiki/Galatea_(mythology)
45. Achilles heel: Intolerance to Magic
The character has a severe intolerance to magic; a “brushing by” such as shaking hands with a character like Durandel would result in allergy like symptoms for D4 hours. Magical healings do not heal this character, wounds staunch; but the spell inflicts half the damage to them that it would heal in a normal person. Magical restraints of any sort inflict chafe and burn (D6 damage/melee round, double if the character struggles) and cause the above allergic reaction. This character is weak against magical spells, -4 save vs all magic and attacks do 50% more damage; in addition to setting off the characters “allergy”. Conventional allergy medications do not help!
Allergy penalties: see HU page 184.
44. Achilles heel: Galatea Project (Greek myth)
The Character was created specifically to be a hero, sidekick, the perfect teammate etc…..however the sponsoring organization/team/hero who is responsible doesn’t want the character to know about the outside world; for fear that this lack of ignorance will make them turn aside from their duties and/or flee. There is also an aspect of jealousy that if this character knew the truth they would leave and join another group/team/ form a different duo (join the Valkeries ^_^). The character knows general info, what a car is, the services provided by a police officer; but in general have no particulars as to why anyone would become a criminal etc. Think of an individual that never had a childhood and from the moment they awoke they were pressed into service.
The character is easily distracted by new things (posters for a circus, ad’s for the cool new toys being released for xmas, public concerts, press conferences, basically anything new to them!) and while not stupid hasn’t a clue how to function in society aside from their heroic persona. They have no idea why it’s wrong to answer a “cat call” by tying the person up like a Christmas turkey (sexual harassment!!!) and tends to take what knowledge they’ve been taught of the law literally. Even if over time they outgrow this ignorance through whatever means, they will still be haunted by their previous deeds; this is a reputation that will stand regardless of increased understanding; to the extent that some people might think that the character is (or has been, which is just as bad) crazy or insane.
When around new things/events the character is -4 initiative for the first round, until they remember to assume their heroic persona. They are also -2 strike, parry and dodge because they are constantly trying to “sneak-a peek” at this new wonder.
They are constantly committing social faux pas, and they don’t understand why other people respond so strangely. -10% to M.A. checks due to this oddness.
-15% on public speaking rolls when a M.A. check is failed previously in a scene; due to a true lack of what would be appropriate to say.
Due to their ignorance they are –3 strike, parry and dodge to attractive members of the opposite sex, regardless of alignment/actions as they find them distracting and fascinating.
http://en.wikipedia.org/wiki/Galatea_(mythology)
45. Achilles heel: Intolerance to Magic
The character has a severe intolerance to magic; a “brushing by” such as shaking hands with a character like Durandel would result in allergy like symptoms for D4 hours. Magical healings do not heal this character, wounds staunch; but the spell inflicts half the damage to them that it would heal in a normal person. Magical restraints of any sort inflict chafe and burn (D6 damage/melee round, double if the character struggles) and cause the above allergic reaction. This character is weak against magical spells, -4 save vs all magic and attacks do 50% more damage; in addition to setting off the characters “allergy”. Conventional allergy medications do not help!
Allergy penalties: see HU page 184.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
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- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
dragon_blaze_99 wrote:Prince Cherico wrote:Curse of Bollywood
the charater has to roll over his ME to advoid singing and dancing
during stressfull situations
bit is not allowed to take the skills sing or dance sorry PC just joking
Ive seen hindi movies that sounds about right
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
- Pepsi Jedi
- Palladin
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- Comment: 24 was the start... We are Legion.
- Location: Northern Gun
What about one
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.
James Tiberius Kirk: Well, not _only_...
- Stone Gargoyle
- Virtuoso of Variants
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- Contact:
Pepsi Jedi wrote:What about one
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
That also fits with fears of inadequacy. I always felt that should be one.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Stone Gargoyle wrote:Pepsi Jedi wrote:What about one
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
That also fits with fears of inadequacy. I always felt that should be one.
then get cracking I have 13 more to type up and post and some are vary nasty just for you SG
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Stone Gargoyle
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- Contact:
dragon_blaze_99 wrote:Stone Gargoyle wrote:Pepsi Jedi wrote:What about one
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
That also fits with fears of inadequacy. I always felt that should be one.
then get cracking I have 13 more to type up and post and some are vary nasty just for you SG
Oooh, I like nastiness.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
46. Achilles heel: Glass Jaw
If the character is hit in the jaw it is an automatic knock out for 3D4 melee rounds. After the character is back up for the next 3D4 melees he is shaken and finds it hard to fight, -4 initiative, -2 strike, -4 parry and -6 dodge. In addition, the damage from blows to the Jaw is double. The Jaw is a small target -3 strike but only -1 strike if the attacker has boxing.
47. Achilles heel: Idle hand
One of the characters hands in not always under the control of the player. If the characters primary hand is not under his control it happens about 25% of the time, if not the primary hand it happens 50% of the time. The hand has a mind of its own when not under control and in social situations, this can be weird and a little uncomfortable. In combat this could be down right lethal the arm will not do what the character wishes so he is down to 75% of his total actions,-2 strike and -4 parry, the idle hand will not allow its host to be killed and will ether try defending its self or give control back to the body but not until the host body reaches 20% of its total SDC. As well as the above, the arm has control of power that effect it, if the character has APS: metal the arms can change its self to metal equal to the alter limb minor power, if the character can throw energy bolts or fire from his hands so can the limb etc. the odd thing is the arm seems to act on the impulses of the hero that they try to ignore or forget about.
If the character is hit in the jaw it is an automatic knock out for 3D4 melee rounds. After the character is back up for the next 3D4 melees he is shaken and finds it hard to fight, -4 initiative, -2 strike, -4 parry and -6 dodge. In addition, the damage from blows to the Jaw is double. The Jaw is a small target -3 strike but only -1 strike if the attacker has boxing.
47. Achilles heel: Idle hand
One of the characters hands in not always under the control of the player. If the characters primary hand is not under his control it happens about 25% of the time, if not the primary hand it happens 50% of the time. The hand has a mind of its own when not under control and in social situations, this can be weird and a little uncomfortable. In combat this could be down right lethal the arm will not do what the character wishes so he is down to 75% of his total actions,-2 strike and -4 parry, the idle hand will not allow its host to be killed and will ether try defending its self or give control back to the body but not until the host body reaches 20% of its total SDC. As well as the above, the arm has control of power that effect it, if the character has APS: metal the arms can change its self to metal equal to the alter limb minor power, if the character can throw energy bolts or fire from his hands so can the limb etc. the odd thing is the arm seems to act on the impulses of the hero that they try to ignore or forget about.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
48. Achilles heel: Decision-making
The character has problems making decisions in stress full situations. When a big decision must be made by him, he will use chance to make the decision, he will flip a coin, roll a dice or some other form of chance type operation. This cost the character 2 actions, if using the coin method use heads for the players chose and use tail for the GM to make the character do the opposite of what they would normally do.
49. Achilles heel: Bullet magnet
For some odd reason the character has a aura around him that attracts bullets. Not arrows, thrown weapons or energy attacks just bullets. The bullets do normal damage even if normally invulnerable. The flaw is the character cannot parry or dodge even shots that roll under a five will turn and hit the character (but only 90 degrees turn). Bullets that come with in 10’ are affected but this odd flaw. Also the is a small chance that others standing by the character or in front of him will be hit by stray or turning bullets.
The character has problems making decisions in stress full situations. When a big decision must be made by him, he will use chance to make the decision, he will flip a coin, roll a dice or some other form of chance type operation. This cost the character 2 actions, if using the coin method use heads for the players chose and use tail for the GM to make the character do the opposite of what they would normally do.
49. Achilles heel: Bullet magnet
For some odd reason the character has a aura around him that attracts bullets. Not arrows, thrown weapons or energy attacks just bullets. The bullets do normal damage even if normally invulnerable. The flaw is the character cannot parry or dodge even shots that roll under a five will turn and hit the character (but only 90 degrees turn). Bullets that come with in 10’ are affected but this odd flaw. Also the is a small chance that others standing by the character or in front of him will be hit by stray or turning bullets.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
50. Achilles heel: Freak Magnet
The character attracts mutants and other super humans to him for good or ill. Super beings can all sense the character with in 1 mile some will just like or dislike the feeling base on alignments. Supers who have met the character more then 4 times (or 2 time if the character has a Awe/horror factor, High MA and/or PB) will know who they are feeling and can try to avoid or find him respectively. If the find him out of his super gear there is a 20% chance + 5% per meeting of picking him out of a crowed of people. This can both be a gift and a curse for the character and GMs should play up the disadvantages of this flaw but try not to forget the positives for plot use.
51. Achilles heel: the new kid
The character may not be a kid or even new to the heroing game but he has major troubles. Whenever trying to rush to the scene of a crime the character is -50% to find the location. He also has trouble remembering heroes and villains he has run into before, he will recognize them but names and powers they have displayed are forgotten. For the first 2 melees he fight some one he has fought before he is -4 initiative,-3 strike, parry and dodge well he tries to remember the person, after that he gives up trying to remember and fights with no penalty. He will remember his team mates and friends but will always be mixing up there powers and skills (things like asking the ancient master to hack into the police computer well he sends the Electronics expert to teach the advanced marital arts class and the local high school) in combat this could have big problems like not yelling to the wizard about the bullets coming for them but he thinks she’s the one who is invulnerable not Tony the mutant. To recall team mates powers and skills the character must roll ove16 on d 20 (with ME bonus) after level 6 roll over a 12. to recall an arch-enemies powers the character must roll over a 18 until level 6 then over 14.
The character attracts mutants and other super humans to him for good or ill. Super beings can all sense the character with in 1 mile some will just like or dislike the feeling base on alignments. Supers who have met the character more then 4 times (or 2 time if the character has a Awe/horror factor, High MA and/or PB) will know who they are feeling and can try to avoid or find him respectively. If the find him out of his super gear there is a 20% chance + 5% per meeting of picking him out of a crowed of people. This can both be a gift and a curse for the character and GMs should play up the disadvantages of this flaw but try not to forget the positives for plot use.
51. Achilles heel: the new kid
The character may not be a kid or even new to the heroing game but he has major troubles. Whenever trying to rush to the scene of a crime the character is -50% to find the location. He also has trouble remembering heroes and villains he has run into before, he will recognize them but names and powers they have displayed are forgotten. For the first 2 melees he fight some one he has fought before he is -4 initiative,-3 strike, parry and dodge well he tries to remember the person, after that he gives up trying to remember and fights with no penalty. He will remember his team mates and friends but will always be mixing up there powers and skills (things like asking the ancient master to hack into the police computer well he sends the Electronics expert to teach the advanced marital arts class and the local high school) in combat this could have big problems like not yelling to the wizard about the bullets coming for them but he thinks she’s the one who is invulnerable not Tony the mutant. To recall team mates powers and skills the character must roll ove16 on d 20 (with ME bonus) after level 6 roll over a 12. to recall an arch-enemies powers the character must roll over a 18 until level 6 then over 14.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
52. Achilles heel: Strong like bull, dumb like ox
The characters IQ is reduced to a 7, he loses ½ his skill programs and secondary skills. He is also easily tricked by those with high MA and IQ and will follow people with high PB. The odd bonus of this flaw is that the amount taken form his IQ his halved added to his PS. Therefore, if the stating IQ was 17, ten would be removed and 5 added to his strength.
53. Achilles heel: Weak of body strong of soul
The characters PS, PP, PE and speed are all halved and the character can only take 5 physical skills (and Martial arts is 3) and the character hates physical activity and fatigues at double the normal rate. His body is also vary week HP and SDC are halved. The characters supernatural PS is reduced to extraordinary. The characters ability do to physical labors like repairing things or build things take twice as long because of fatigue as well. There are bonuses the character gets 1D6 to IQ & ME and 1D4 to MA. Also if the character is psionic or magical person there starting ISP or PPE is doubled.
The characters IQ is reduced to a 7, he loses ½ his skill programs and secondary skills. He is also easily tricked by those with high MA and IQ and will follow people with high PB. The odd bonus of this flaw is that the amount taken form his IQ his halved added to his PS. Therefore, if the stating IQ was 17, ten would be removed and 5 added to his strength.
53. Achilles heel: Weak of body strong of soul
The characters PS, PP, PE and speed are all halved and the character can only take 5 physical skills (and Martial arts is 3) and the character hates physical activity and fatigues at double the normal rate. His body is also vary week HP and SDC are halved. The characters supernatural PS is reduced to extraordinary. The characters ability do to physical labors like repairing things or build things take twice as long because of fatigue as well. There are bonuses the character gets 1D6 to IQ & ME and 1D4 to MA. Also if the character is psionic or magical person there starting ISP or PPE is doubled.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
54. Achilles heel: Obedient
The character follows orders to a tee; works well in groups but does not like to give orders. When given orders he must save vs. a 12 or awe factor + 1 point forever 5 point of MA over 15 if he fails he will go about the orders to the best of his abilities. He will not break his alignment and can try to save every time his alignment would be broken. If the character fights free of the orders or save the first time, the character is still feels disoriented for the next 1D4 melees and is -1 strike, parry and dodge.
55. Achilles heel: Lone wolf
The character dose not like following orders or working in groups if he is not in command. When following orders the character becomes preoccupied with them and trying to follow them and not his own ideas. When following orders he is – 2 strike, parry and dodge, he losses one melee action and -10% on all skill rolls. When the character gives up on the orders and starts doing things his way the penalties will vanish with in 1D4 melee rounds, the problems from hot following orders wont. When in a team that he is not leading he dislike others way of doing things and gets angry easily, whenever reminded to follow orders the character must save vs.15 or blow up flying of the handle and yelling at people. When in charge things are being done his way and its o.k. but if some one doesn’t follow his orders their hot shots, rebels and lone wolfs that wont be tolerated.
The character follows orders to a tee; works well in groups but does not like to give orders. When given orders he must save vs. a 12 or awe factor + 1 point forever 5 point of MA over 15 if he fails he will go about the orders to the best of his abilities. He will not break his alignment and can try to save every time his alignment would be broken. If the character fights free of the orders or save the first time, the character is still feels disoriented for the next 1D4 melees and is -1 strike, parry and dodge.
55. Achilles heel: Lone wolf
The character dose not like following orders or working in groups if he is not in command. When following orders the character becomes preoccupied with them and trying to follow them and not his own ideas. When following orders he is – 2 strike, parry and dodge, he losses one melee action and -10% on all skill rolls. When the character gives up on the orders and starts doing things his way the penalties will vanish with in 1D4 melee rounds, the problems from hot following orders wont. When in a team that he is not leading he dislike others way of doing things and gets angry easily, whenever reminded to follow orders the character must save vs.15 or blow up flying of the handle and yelling at people. When in charge things are being done his way and its o.k. but if some one doesn’t follow his orders their hot shots, rebels and lone wolfs that wont be tolerated.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
56. Achilles heel: fear of extreme heights
The character goes into a catatonic state when force over 200’ up in the area. Unable to move, it also forms a mental block that shuts of the characters super abilities (all of them). When returned to the ground he will return after 2D4 melee rounds. If falling from a height from over 200’ the character cannot roll with punch and powers will not kick in until he comes to a stop under 200’ and the 2D4 melees have passed.
57. Achilles heel: Colour or material ward
The characters powers and abilities will not work on one type of material or colour. For example, if the colour is red the character cannot use TK to lift a stop sign. Energy blast will frazil out a few inches away from the target, X-Ray vision cannot look through etc. In addition, weapons painted the colour or made if the material will pass through ARs and do double damage.
58. Achilles heel: Cannot tell a lie or cannot tell the truth
When asked a direct question the flaw comes into affect. The can avoid the question, change the subject, runaway etc. but can not lie if the question is asked to another and he answers he can lie but not if directed at him.
The character goes into a catatonic state when force over 200’ up in the area. Unable to move, it also forms a mental block that shuts of the characters super abilities (all of them). When returned to the ground he will return after 2D4 melee rounds. If falling from a height from over 200’ the character cannot roll with punch and powers will not kick in until he comes to a stop under 200’ and the 2D4 melees have passed.
57. Achilles heel: Colour or material ward
The characters powers and abilities will not work on one type of material or colour. For example, if the colour is red the character cannot use TK to lift a stop sign. Energy blast will frazil out a few inches away from the target, X-Ray vision cannot look through etc. In addition, weapons painted the colour or made if the material will pass through ARs and do double damage.
58. Achilles heel: Cannot tell a lie or cannot tell the truth
When asked a direct question the flaw comes into affect. The can avoid the question, change the subject, runaway etc. but can not lie if the question is asked to another and he answers he can lie but not if directed at him.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
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- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Pepsi Jedi wrote:What about one
Heel: Fear of success
The hero had something in his past that makes him fear success. An abusive parent, lovers that berated him, what ever, to the point he "Knows" he can never succeed, so in the heat of the moment, he some how self sabotages himself.
Haven't worked the mechanics of it.. but it sounded good in my head.
System: when the character has just succeed with a major roll they must roll again with a 60% penalty do to the heroes fear of success if the second one succeeds then and only then does it work if the second one fails then it is as if the first failed.
when the character gets the upper hand in combat and has his opponent "on the ropes" he is stuck down with the penalties found under bad karma under the major Karmic Power.
the only problem is its a lot of rolling and not much role playing, but don't let his guy do any demo: disposal
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Pepsi Jedi
- Palladin
- Posts: 6955
- Joined: Wed Oct 18, 2006 3:11 am
- Comment: 24 was the start... We are Legion.
- Location: Northern Gun
I was thinking something a little simpler. To the tune of
"When the pressure's really on, and everyone is counting on you, you take a -33% penalty to skills.
All combat bonuses are reduced by half (( or gone entierly) If you're about to succeed alone or achieve significant victory.
Not quite so much rolling that way and you have a penalty of a third to skills.
"When the pressure's really on, and everyone is counting on you, you take a -33% penalty to skills.
All combat bonuses are reduced by half (( or gone entierly) If you're about to succeed alone or achieve significant victory.
Not quite so much rolling that way and you have a penalty of a third to skills.
Lt. Nyota Uhura: I'm impressed. For a moment there, I thought you were just a dumb hick who only has sex with farm animals.
James Tiberius Kirk: Well, not _only_...
- dragon_blaze_99
- Hero
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yeah that one was not so good but it was somethingPepsi Jedi wrote:I was thinking something a little simpler. To the tune of
"When the pressure's really on, and everyone is counting on you, you take a -33% penalty to skills.
All combat bonuses are reduced by half (( or gone entierly) If you're about to succeed alone or achieve significant victory.
Not quite so much rolling that way and you have a penalty of a third to skills.
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- Senator Cybus
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Achilles Heel: Flesh Wound
The super being is severely allergic to human skin! It doesn’t matter how strong or durable he is, or what powers he may possess: the slightest, briefest touch of flesh will instantly weaken and damage him.
In addition to nausea, blurred vision, shivering and aching muscles, the hero suffers the following penalties: reduce speed and initiative by half, reduce the number of attacks/actions per round by half, all combat bonuses are halved and all skills suffer a -30% penalty! These symptoms will persist for 1D4 + 20 minutes after the initial contact.
Prolonged exposure to human skin is even more dangerous. For every fifteen seconds of constant contact (one melee round), the superbeing loses 2D6 S.D.C. and must immediately save vs. coma/death. A successful save means the character can stay conscious, but continues to suffer the penalties above. A failed roll means that the hero slips into a comatose state and any healing or regenerative powers he possesses immediately shut down and cease to function; medical assistance will be necessary to revive the character.
Keep in mind that no revival is possible while the superhuman is still in contact with human flesh; he will continue to lose 2D6 S.D.C. every round until he dies.
Achilles Heel: Rage Transfer
The super being is a calm, easy-going individual – because all of his anger is constantly being psychically transferred to the people around him!
Master and latent psychics are naturally immune, but any other people within 200 feet (61 m) will automatically be affected. They will become more belligerent, irrational and impatient, which will cause a concomitant ‘lowering’ of their alignments.
Principled characters will become unprincipled, scrupulous characters will become anarchists and unprincipled beings turn miscreant.
Anarchist characters become miscreant and aberrant/miscreant characters become diabolic.
Diabolic characters will fly into a psychotic rage, attempting to destroy everyone and everything around them unless restrained or killed. Furthermore, they gain the minor super ability of Adrenaline Surge, with a potentially unlimited duration (see below)!
All of the above changes will remain in effect for some time even after the super human with this Achilles Heel has left the area; it takes 1D6 minutes for those affected to calm down and revert to their normal state.
Achilles Heel: Healing Overdrive
This flaw is most suitable for characters with some kind of regenerative ability.
If seriously injured (reduced to 5 Hit Points or less), the super being’s over-taxed healing factor will start to malfunction; the hero will still heal at his normal rate, but the flawed regeneration will cause massive scarring.
The character will lose 1D4 P.B. every time he has to recover from such severe wounds. This loss is permanent. The hero’s healing factor will accept the scars as a natural part of his body, and not attempt to repair them. Moreover, it will prevent the removal of the scars through cosmetic surgery, restoring the body to its ‘proper’ form within minutes.
These scars will be present in any alternate forms that the hero can transform in to. Obviously, this will reduce the effectiveness of powers like Shapechanger and Alter Physical Body.
The super being is severely allergic to human skin! It doesn’t matter how strong or durable he is, or what powers he may possess: the slightest, briefest touch of flesh will instantly weaken and damage him.
In addition to nausea, blurred vision, shivering and aching muscles, the hero suffers the following penalties: reduce speed and initiative by half, reduce the number of attacks/actions per round by half, all combat bonuses are halved and all skills suffer a -30% penalty! These symptoms will persist for 1D4 + 20 minutes after the initial contact.
Prolonged exposure to human skin is even more dangerous. For every fifteen seconds of constant contact (one melee round), the superbeing loses 2D6 S.D.C. and must immediately save vs. coma/death. A successful save means the character can stay conscious, but continues to suffer the penalties above. A failed roll means that the hero slips into a comatose state and any healing or regenerative powers he possesses immediately shut down and cease to function; medical assistance will be necessary to revive the character.
Keep in mind that no revival is possible while the superhuman is still in contact with human flesh; he will continue to lose 2D6 S.D.C. every round until he dies.
Achilles Heel: Rage Transfer
The super being is a calm, easy-going individual – because all of his anger is constantly being psychically transferred to the people around him!
Master and latent psychics are naturally immune, but any other people within 200 feet (61 m) will automatically be affected. They will become more belligerent, irrational and impatient, which will cause a concomitant ‘lowering’ of their alignments.
Principled characters will become unprincipled, scrupulous characters will become anarchists and unprincipled beings turn miscreant.
Anarchist characters become miscreant and aberrant/miscreant characters become diabolic.
Diabolic characters will fly into a psychotic rage, attempting to destroy everyone and everything around them unless restrained or killed. Furthermore, they gain the minor super ability of Adrenaline Surge, with a potentially unlimited duration (see below)!
All of the above changes will remain in effect for some time even after the super human with this Achilles Heel has left the area; it takes 1D6 minutes for those affected to calm down and revert to their normal state.
Achilles Heel: Healing Overdrive
This flaw is most suitable for characters with some kind of regenerative ability.
If seriously injured (reduced to 5 Hit Points or less), the super being’s over-taxed healing factor will start to malfunction; the hero will still heal at his normal rate, but the flawed regeneration will cause massive scarring.
The character will lose 1D4 P.B. every time he has to recover from such severe wounds. This loss is permanent. The hero’s healing factor will accept the scars as a natural part of his body, and not attempt to repair them. Moreover, it will prevent the removal of the scars through cosmetic surgery, restoring the body to its ‘proper’ form within minutes.
These scars will be present in any alternate forms that the hero can transform in to. Obviously, this will reduce the effectiveness of powers like Shapechanger and Alter Physical Body.
Last edited by Senator Cybus on Wed Sep 26, 2007 9:29 pm, edited 1 time in total.
- dragon_blaze_99
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- dragon_blaze_99
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Achilles Heel: Flesh Wound is neat i like the balance in it.
Achilles Heel: Rage Transfer seems like a nice start to a power not a flaw theirs no real heel there you soulf try re working it as a power or ask SG to do it
Achilles Heel: Rage Transfer seems like a nice start to a power not a flaw theirs no real heel there you soulf try re working it as a power or ask SG to do it
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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thats just what i was thinkingMephisto wrote:dragon_blaze_99 wrote:Achilles Heel: Flesh Wound is neat i like the balance in it.
Achilles Heel: Rage Transfer seems like a nice start to a power not a flaw theirs no real heel there you soulf try re working it as a power or ask SG to do it
Agreed, Rage Transfer would work better if he took others anger into himself, rather than the other way around.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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59. Achilles heel: Juzu beads (Japanese Myth)
The character has a dark secret sealed in side him is a monster. The only thing stopping this monster is his juzu beads a charm type bracelet with minor magical powers. These beads are made from the bones of a priest or warrior, and so they are a powerful protective charm. The beads themselves are made up of bone, some being yellow (or white-yellow), some being red, supposedly stained with blood. Whenever these beads are taken off his wrist his (true?) monstrous form appears and will go on a killing spree. The juzu beads are a small target (called shot -3) and have and AR of 15 with 10 SDC. If taken off the beads just need to be put back on to return the character to the human form. If broken that’s a hole other story and could lead on a massive side quest. The other form should be evil through and through. The other form should be controlled by the GM and with whatever powers the GM sees fit (personally I like the Brek-Shall from Hades) but use what works for you. If the other form is, reduce to zero SDC and HP it will go dormant for 1D4 hours (long enough to get new beads?) but will reawaken with full SDC and HP if not restrained by the magical beads and restart it’s rampage. If the beads are placed back on the player awakes with no SDC and ½ HP which recover and double normal rate.
The character has a dark secret sealed in side him is a monster. The only thing stopping this monster is his juzu beads a charm type bracelet with minor magical powers. These beads are made from the bones of a priest or warrior, and so they are a powerful protective charm. The beads themselves are made up of bone, some being yellow (or white-yellow), some being red, supposedly stained with blood. Whenever these beads are taken off his wrist his (true?) monstrous form appears and will go on a killing spree. The juzu beads are a small target (called shot -3) and have and AR of 15 with 10 SDC. If taken off the beads just need to be put back on to return the character to the human form. If broken that’s a hole other story and could lead on a massive side quest. The other form should be evil through and through. The other form should be controlled by the GM and with whatever powers the GM sees fit (personally I like the Brek-Shall from Hades) but use what works for you. If the other form is, reduce to zero SDC and HP it will go dormant for 1D4 hours (long enough to get new beads?) but will reawaken with full SDC and HP if not restrained by the magical beads and restart it’s rampage. If the beads are placed back on the player awakes with no SDC and ½ HP which recover and double normal rate.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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60. Achilles heel: Over heated
The character has an unusual high body temperature. The norm is 97.8 - 99.1 °F (36.6 - 37.3 °C) the character is 195.6 to 198.2 °F (90.6 to 92.2 °C). The character takes double damage from cold and water based attacks. However, the major flaw is not to him but those around him. Every person with in 10’+2’ level feels extremely uncomfortable. There is a 70% chance of passing out every six melee rounds. Victims of the heat are –2 strike, parry and dodge and -25% on all skill performances, the character cannot turn this off. Water boils in his prescience, flammables may ignite, and plastics will melt. The suit will keep this in for 4 to 6 hours after that the character must let out some of the power or start suffering penalties he will become fatigued and irritable.
* GM may wish to add the vulnerable to cold heel to this.
* the character can reduce the heat range by ½ but costs ½ his action per melee.
The character has an unusual high body temperature. The norm is 97.8 - 99.1 °F (36.6 - 37.3 °C) the character is 195.6 to 198.2 °F (90.6 to 92.2 °C). The character takes double damage from cold and water based attacks. However, the major flaw is not to him but those around him. Every person with in 10’+2’ level feels extremely uncomfortable. There is a 70% chance of passing out every six melee rounds. Victims of the heat are –2 strike, parry and dodge and -25% on all skill performances, the character cannot turn this off. Water boils in his prescience, flammables may ignite, and plastics will melt. The suit will keep this in for 4 to 6 hours after that the character must let out some of the power or start suffering penalties he will become fatigued and irritable.
* GM may wish to add the vulnerable to cold heel to this.
* the character can reduce the heat range by ½ but costs ½ his action per melee.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
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dragon_blaze_99 wrote:Achilles Heel: Flesh Wound is neat i like the balance in it.
Achilles Heel: Rage Transfer seems like a nice start to a power not a flaw theirs no real heel there you soulf try re working it as a power or ask SG to do it
I think I may already have one like it. If not, I could dink around with it if he wants me to.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Achilles Heel: Background Thoughts: The hero is a latent psychic but untrainable. He hears thought but cannot put them into any kind of order or single out thoughts enough to actually listen well. He cannot use psionics of any kind and is -2 to save vs. psionic attack, -15% to skill performance and -2 to all combat actions due to the constant distraction. He is also easily heard by psionics, who can listen in to his thoughts without having to burn ISP to do so.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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thats why I recommended you.Stone Gargoyle wrote:dragon_blaze_99 wrote:Achilles Heel: Flesh Wound is neat i like the balance in it.
Achilles Heel: Rage Transfer seems like a nice start to a power not a flaw theirs no real heel there you soulf try re working it as a power or ask SG to do it
I think I may already have one like it. If not, I could dink around with it if he wants me to.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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nice I like thatStone Gargoyle wrote:Achilles Heel: Background Thoughts: The hero is a latent psychic but untrainable. He hears thought but cannot put them into any kind of order or single out thoughts enough to actually listen well. He cannot use psionics of any kind and is -2 to save vs. psionic attack, -15% to skill performance and -2 to all combat actions due to the constant distraction. He is also easily heard by psionics, who can listen in to his thoughts without having to burn ISP to do so.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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61. Achilles heel: Painful powers
every time the character use his powers he must make a save VS pain of 15, if the roll fails the character feels excruciating pain coming from every bone and joint in his body. Penalties: -4 to all combat bonuses, -2 actions/attacks and reduce speed by 80%, also power that require concentration like psionics, magic, control elemental forces APS, etc. can not be used. The pain last for as long as the power is used. Great for CEF,EE and APS powers bad for powers that are always on like immortality (could only happen when healing) strength powers may happen when ever power attacks are used, critical strikes are rolled or when using 80%+ of there lift capacity.
for Pepsi Jedi & Stone Gargoyle
every time the character use his powers he must make a save VS pain of 15, if the roll fails the character feels excruciating pain coming from every bone and joint in his body. Penalties: -4 to all combat bonuses, -2 actions/attacks and reduce speed by 80%, also power that require concentration like psionics, magic, control elemental forces APS, etc. can not be used. The pain last for as long as the power is used. Great for CEF,EE and APS powers bad for powers that are always on like immortality (could only happen when healing) strength powers may happen when ever power attacks are used, critical strikes are rolled or when using 80%+ of there lift capacity.
for Pepsi Jedi & Stone Gargoyle
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
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i'm working on ten more but will be away from my computer for the next 2 days so the will be a delay.Mephisto wrote:*blinks* 61 achilles heels' already? That isn't even including the others from other posters and the ones from the book...I might have to pull a Kittenstomp one of these days once I get an even hundred...
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dragon_blaze_99 wrote:nice I like thatStone Gargoyle wrote:Achilles Heel: Background Thoughts: The hero is a latent psychic but untrainable. He hears thought but cannot put them into any kind of order or single out thoughts enough to actually listen well. He cannot use psionics of any kind and is -2 to save vs. psionic attack, -15% to skill performance and -2 to all combat actions due to the constant distraction. He is also easily heard by psionics, who can listen in to his thoughts without having to burn ISP to do so.
Thanks.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Senator Cybus wrote:Stone Gargoyle wrote:
I think I may already have one like it. If not, I could dink around with it if he wants me to.
Hey, go for it. Play around with it all you like: that's why I posted it!
I'll see what I can do when I get time.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD