NEW POWERS!

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Leon Kennedy wrote:Water Transmutation (Minor, with potential for Major?)
A billion billion gallons of water, and not a drop to drink? We'll see about that.

Characters with this power have the ability to transmute water into another liquid permanently. The amount of liquid that can be transmutated, and what it can be transmutated into, are dependent on the character's level. Characters can transmutate 1/2 gallon, plus 1 quart per level.
.



Like the graduated scale of advancement on this one...and I agree, it blurs the line between a Minor and a Major, but I'd style it Minor as it does little beyond filtration, at least initially, before becoming a transformative power(but hey, even Minor powers can build to impressive levels)...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Zero Hour (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment,but suffers when in a gravity environment.

1. Zero Gravity Flight: The character can fly at high speeds when not limited by gravity.
Flight Speed: 240 mph, plus 20 mph per level of experience
Bonuses:
+1 to PB when flying
One additional attack per melee round
+2 to strike and parry at level 1, with an additional +1 to strike and parry at levels 4, 8 and 12
+4 damage for every 20 mph of flight speed
+4 to dodge over 40 mph and under 80 mph, +6 dodge over 80 mph

2. Zero Gravity Combat: The character gets all the bonuses from Zero Gravity Combat: Basic and Elite as listed in AUGG (page 202).

3. Space Native: Same as the minor superability (PU3 page 20 or AUGG page 220)

4. Additional Bonuses: The character is immune to the effects of cosmic and other types of radiation, and is impervious to light and laser attacks.

5. Drawbacks: The character suffers -2 to all combat moves and tires at twice normal rate, and is limited to being able to lift only 10 times his PS number in pounds and gets no PS bonus to strikes, when in a gravity environment. He also suffers -2 to save vs.airborne toxins and gases.


Not sure where the 'Hour' title comes from...'Z-G Dancer' or 'Space Trippin' ' might be more appropos... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:Zero Hour (Major) by Stone Gargoyle

The character has added abilities when in a zero gravity environment,but suffers when in a gravity environment.



Not sure where the 'Hour' title comes from...'Z-G Dancer' or 'Space Trippin' ' might be more appropos... :D


I couldn't think of a good name for the variant. I didn't want to call it Zero Gravity 2. :-P
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
I couldn't think of a good name for the variant. I didn't want to call it Zero Gravity 2. :-P


S'right..I'm sure you'll get suggestions... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Angular Shot (Major) by Stone Gargoyle
"He thinks he can hide from ME?"

The character can see around corners and shoot intense light at opponents.

1. Angular Vision: Same as minor superability (PU3 page 21), except the range is 600 feet, plus 100 feet per level

2. Angular Energy Attack: The character can angle a beam of coherent light, like a laser, from his eyes, making it curve along his line of vision to strike targets around corners.
Range: 600 feet, plus 100 feet per level of experience, line of sight
Damage: 1d6 per level of experience, which can be regulated in increments of 1d6.
Duration: Instant
Attacks per Melee: Each shot counts as one melee attack/action
Bonus: +1 to strike with the beam at level one, with an additional +1 to strike at levels 4, 8 and 12

3. Impervious to Light and Lasers: The character takes no damage from light and laser attacks, and only suffers half damage from fire attacks.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

SG, I have a kooky idea for a power. Maybe you can help me with it.
The idea is an APS power similar to APS stone, only the person is hollow and has little archer people inside him shooting out. Each of the archers would need a Natural 20 to hit, and if shot, the character would lose a hit point. He would have a number of them equal to his HP number. I want to call it APS: Castle. The Natural AR of the character would have to be 16, I think.
Any feedback would be appreciated. :)
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote:that sounds interesting, but i think APS: Fortress sounds better. maybe i could work on it?


Sorry, she asked me first. It does sound interesting, very surreal. I will work on it and try to post something tomorrow.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

gmapprentice wrote:that sounds interesting, but i think APS: Fortress sounds better. maybe i could work on it?


There is nothing stopping you from posting a version of it. I asked Stone Gargoyle because I want a version of it of his making.
More ideas I had for it last night include:

*Four towers serve as multiple arms which have no actual hands
*Three of the towers can be used as blunt club weapons
*One of the arms/towers is spired and serves as a lance weapon
*The head is a middle top tower or house at the top of the castle having another spire as a hat
*The castle is like a miniature with miniature furniture inside unless a Growth type power is possessed,and the inside can catch fire if a fire attack strikes the character with a Natural 20
*The castle transforms like a "transformer" or pulls together to appear as a castle when immobile
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:More ideas I had for it last night include:

*Four towers serve as multiple arms which have no actual hands
*Three of the towers can be used as blunt club weapons
*One of the arms/towers is spired and serves as a lance weapon
*The head is a middle top tower or house at the top of the castle having another spire as a hat
*The castle is like a miniature with miniature furniture inside unless a Growth type power is possessed,and the inside can catch fire if a fire attack strikes the character with a Natural 20
*The castle transforms like a "transformer" or pulls together to appear as a castle when immobile


I am not sure about the last two parts (the fire igniting the inside and the "transformer" bit), but I like the towers as multiple arms and the spires.
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Re: NEW POWERS!

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Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick

This truly bizarre power allows the character to turn into a being of living stone which resembles a castle.

1. Natural Armor Rating and Immense Structural Damage Capacity (S.D.C.): When transformed, the character becomes nearly indestructible.
Natural AR 16, SDC 400 (SDC applies only in stone form and is the total SDC, not a bonus).
This means, on most cases, an attacker must roll a 17 or better to inflict any damage. Any roll to strike under the AR bounces harmlessly off the stone body. Rolls above the AR, 17 or higher, inflict full damage to the SDC. Damage from these strikes in never taken to Hit Points but will immobilize the character completely if all SDC is gone.
Normal punches, kicks and blunt attacks do no damage. Knives, swords, bullets and arrows only do damage if the strike is a Natural 20 (see Little People ability below).
Only Extraordinary, Superhuman and Supernatural PS are strong enough to inflict SDC damage from punches. In the first two instances, the attacker must roll a 17or better to do full damage; 16and below does one quarter damage. Those with Supernatural PS inflict full damage when their roll is 17 or better and half damage to the SDC when the attack falls under 17.
Fire and plasma blasts, electricity, laser and energy bolts do full damage when the roll is 17 or higher,and half damage if 16 or below.
The character is impervious to cold unless the strike is a Natural 20 with a cold blast attack (see Little People ability below).
Resistant to heat; no damage if under 200 degrees Fahrenheit, 201-299 does half damage, 300 or higher or Magic fire also does full damage. Of course, any damage done with a Natural 20 does half damage to the Hit Points (see Little People ability below).
Armor piercing rounds, grenades and light explosives inflict full damage when the roll is 17 or higher, and half damage to the SDC when the attack falls under 5. Half damage is taken to Hit Points if the strike is a Natural 20 (see Little People ability below).
Powerful explosions and destructive forces always do full damage.

2. Increased Mass and Strength: Weight is doubled. The physical strength of the character is increased by 10+1d4 points and is considered Superhuman whenever transformed. This means the character can carry 200 times PS in pounds and lift 300 times, and fatigues at half normal
rate.

3.Little People: The character transforms their Hit Points into little people (approximately 6 inches in height) occupying the castle. Any strike on a Natural 20 will kill one of the Little People in addition to any other damage. The Hit Points lost will not regenerate while transformed, however, so losing all Hit Points will potentially cause the character to slip into a coma.
If close enough to the character, these Little People will be able to be seen through the narrow window slits, and will appear to behave as medieval characters (the exact appearance is chosen when the power is selected). The inside of the character will resemble the interior of a castle, complete with furniture and tapestries.
All of the Little People get three actions per melee round to attack using bows which they can use to shoot tiny arrows for 40 feet, plus 4 feet per per level, and inflict a single point of damage, using the character's ME attribute bonus as the strike bonus.

4. Castle Tower arms:Four towers serve as multiple arms which have no actual hands. Three of the towers can be used as blunt club weapons inflicting an additional +1d6 damage to strikes. One of the arms/towers is spired and serves as a lance weapon, doing 2d6+2 damage plus punch damage and PS bonus. The additional arms give the character one additional attack per melee round, +1 to parry, paired weapons to strike with the arms, and adds any bonuses from WP Blunt to clubbing arm attacks and from WP Polearm to spire arm attacks. No skills are possible which require use of the hands while transformed.

5. Other Castle Features: The character also has these other features:
*The head is a middle top tower or house at the top of the castle having another spire as a hat which will do 2d4 damage as a ramming/piercing attack.
*The "eyes" are stained glass windows and serve as polarized lenses to keep the character from being blinded.
*When sitting, the character will resemble a miniature model castle and may fool onlookers. The character will not be a full size castle unless possessing a Growth type power.

6. Other Abilities, Bonuses & Things of Note:
SDC of the stone body is recovered at a rate of 4d6 per 10 minutes.
The character radiates no heat in stone form and is invisible to infared and heat sensors.
Speed is reduced to half while transformed.
The character still has to breathe, and is susceptible to gasses, drowning, suffocation and disease as normal humans.
Horror Factor: 14 while transformed.
Last edited by Stone Gargoyle on Fri Oct 02, 2009 4:41 pm, edited 3 times in total.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Cool! That is EXACTLY what I wanted. If you consider the lack of hands, Hit Point vulnerability and lower SDC make up for the added other abilities, I don't think it is overpowered at all.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:Cool! That is EXACTLY what I wanted. If you consider the lack of hands, Hit Point vulnerability and lower SDC make up for the added other abilities, I don't think it is overpowered at all.


Thatis the key thing with a power like this. You have to differentiate it enough from APS Stone that you are not reinventing the same power,and you have to give weaknesses to balance out added abilities.
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Re: NEW POWERS!

Unread post by znbrtn »

i must say APS Castle is all kinds of awesome.
look up in the sky, it's a bird, it's a plane, it's Airman, *****, and i'm bringin' the pain!
i got a fan installed in my grill, no lie, i'm gonna blow your *** straight off the map, goodbye!
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick

This truly bizarre power allows the character to turn into a being of living stone which resembles a castle.


OH S____!! :shock: :shock: :shock:

"On the chessboard of life, you can call me...THE ROOK."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick

This truly bizarre power allows the character to turn into a being of living stone which resembles a castle.


OH S____!! :shock: :shock: :shock:

"On the chessboard of life, you can call me...THE ROOK."


"Wha--? Do you see that?"
"I was hoping it was just the drugs, man..."
I am thinking I may have set the Horror Factor a tad low on this one.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote:Energy Expulsion: Life Force (Major)

The character can convert their life force (HP) into pure energy and blast it at enemies from their hands, chest (near the heart) or the forehead. This can be very dangerous to the user, and very damaging to the target.

Range: 500 feet, plus 100 feet per level.
Takes 2 actions for one blast. +2 to strike.

Each 1 point of HP inflicts 1D6 damage when used in the blast. The character can use a maximum of 3 HP in a single blast, per level. The HP recovers normally.


By that amount of HP, you will have him sacrificing 45 HP for a blast by level 15, when the average character has less than twice that in total HP by that level. Either give a bonus to HP per level or decrease the HP maximum cost and damage per level. HP should recover quicker or the character WILL die in his first session. I don't believe in creating suicide powers like this one. Also, the 2 actions for one blast seems silly unless the character has to cut himself to release the blast; the extra attack spent is unnecessary and only leaves the character open to attack.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

As a Major power I'd think of maybe giving them a faster recovery time for HP(omit this for a Minor version of same).
They might also be less vulnerable to life/HP-draining powers, since they can regulate their life energy flow much better(maybe give them a +x to save versus such attacks)...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Considering normal healing is like between 1 and 4 HP per day, recovering the points at four times normal level is not going to help much, especially considering the character has to be asleep to heal minimum points and hospitalized to recover maximum points. The character would be dead by then due to expending HP and taking damageon top of it.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:Considering normal healing is like between 1 and 4 HP per day, recovering the points at four times normal level is not going to help much, especially considering the character has to be asleep to heal minimum points and hospitalized to recover maximum points. The character would be dead by then due to expending HP and taking damageon top of it.


He doesn't seem to understand how weak and traumatized by the low HP the character would be, either. The power as written is impractical and pointless in systems that already allow for expending HP to raise the damage of Energy Expulsion attacks. It would have made more sense to have it where the power does 2d6 per level normal damage, with the character able to expend an added point per level of experience to boost it to 3d6 damage per level, expending a maximum 15 HP per shot. He has the power relying too much on the HP as it is written.

Example: At level 5, Lifeline can shoot a beam for 15d6. If he has average HP, that is 16 plus 3 per level, giving him only 31 HP. So in one shot he will have expended half his HP. That leaves him with 16 after the shot. Then, say, he gets shot in the shoulder by a .45 Magnum for 4d6 for the average of 12 points of HP damage, taking him down to 4. He is pretty much toast to any powers or physical damage that does a minimum of 4 points to his HP. If he fails his save vs. coma/death, he is pretty much done. Even if he makes the save, he is not lasting beyond that fight.
Last edited by Stone Gargoyle on Sat Oct 03, 2009 11:05 am, edited 2 times in total.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick.



Still thinking of the possibilities of combining this power with powers like Matter Expulsion: Boiling Oil or Flaming Pitch/Tar, or a Horror Factor power...
I could also see this serving as the basis of a Nightspawn Morpheus Feature Table.... :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick.



Still thinking of the possibilities of combining this power with powers like Matter Expulsion: Boiling Oil or Flaming Pitch/Tar, or a Horror Factor power...


Yeah, I had thought of those, as well as mixing it with a fire expulsion attack to light the arrows on fire or give it a dragon.

taalismn wrote:I could also see this serving as the basis of a Nightspawn Morpheus Feature Table.... :twisted:


We must be on the same wavelength. I was thinking that very same thing-- Wait, this was supposed to be an encrypted signal... :-P
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick.



Still thinking of the possibilities of combining this power with powers like Matter Expulsion: Boiling Oil or Flaming Pitch/Tar, or a Horror Factor power...


Yeah, I had thought of those, as well as mixing it with a fire expulsion attack to light the arrows on fire or give it a dragon.


Maybe a high-end Minor power: Familiar....that generates an energy-form representation of a mythic animal that serves as a remote set of eyes and has a minor attack and one other ability....Thus, you could have Minor Power: Familiar: Salamander/Dragonette, or Familiar: Mini-Phoenix, or Familiar: Imp...Very limited range of operation and very limited semi-autonomous actions(maybe not more than 1-2 APMs)
The Familiar could be attacked, and as an extension of the superbeing, transfers some of its damage to its creator...Unlike a proper magical Familiar, though, a superpower-generated Familiar, the backshock isn't as permanent, and the superbeing can generate a new one within 24 hours(it just HURTS like hell losing one, like somebody trodding on your eyeballs)....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:Alter Physical Structure: Castle (Major) by Stone Gargoyle and Gryphon Chick.



Still thinking of the possibilities of combining this power with powers like Matter Expulsion: Boiling Oil or Flaming Pitch/Tar, or a Horror Factor power...


Yeah, I had thought of those, as well as mixing it with a fire expulsion attack to light the arrows on fire or give it a dragon.


Maybe a high-end Minor power: Familiar....that generates an energy-form representation of a mythic animal that serves as a remote set of eyes and has a minor attack and one other ability....Thus, you could have Minor Power: Familiar: Salamander/Dragonette, or Familiar: Mini-Phoenix, or Familiar: Imp...Very limited range of operation and very limited semi-autonomous actions(maybe not more than 1-2 APMs)
The Familiar could be attacked, and as an extension of the superbeing, transfers some of its damage to its creator...Unlike a proper magical Familiar, though, a superpower-generated Familiar, the backshock isn't as permanent, and the superbeing can generate a new one within 24 hours(it just HURTS like hell losing one, like somebody trodding on your eyeballs)....


I like that idea. Awesome.

Fire Familiar (minor) by Stone Gargoyle

The character can create a sentient familiar out of smoke and flame. The appearance of the creature is up to the character, but is typically a firebird/phoenix or mini-dragon.
Range: The familliar can be manifested using existing flames, either from a natural source or a fire expulsion power, within 10 feet of the character, plus one foot per level. The character can mentally communicate with the familiar for a range of 400 feet, plus 100 feet per level
Size: One to two feet long, with a wingspan (if applicable) of three to four feet.
Duration: Concentration, and can keep it in manifested form for a maximum number of minutes equal to the character's ME attribute number, plus 1 minute per level. A Familiar is a permanent feature of the character, so if it is killed, it will require 24 hours to generate a new one (see Drawbacks).
Damage: Fire expulsion attack of 2d6 at level 1, plus 1d6 at levels 4, 8, and 12
Hit Points: See Drawbacks
SDC: The Familiar has SDC equal to half the character's ME attribute number, plus 1 SDC point per level.
Attacks: The Familiar can attack independently 2 times per melee round, plus additional times if the character expends one of his own actions to make it do so. Summoning the Familiar uses one attack/action and costs one attack/action to maintain.
Bonuses: The Familiar has +2 to strike at level 1, with an additional +1 to strike at levels 4, 8 and 12.
Familiiar Flight Speed: 30 mph, plus 3 mph per level
Drawbacks: If the Familiar is attacked, the character takes half of its damage. The only exception to this is water attacks, in which case the character takes no damage and the Familiar will take twice normal damage. If the Familiar dies, the character will suffer -4 to all combat moves and -20% to skill use until another one is created. Creating a familiar costs the character 2d4 Hit Points, half of which are transferred
to the Familiar. The Familiar will always be the of the same type and its form, general appearance and size does not change when recreated.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:I like that idea. Awesome.

Fire Familiar (minor) by Stone Gargoyle
.


You're welcome. :D
"Say hello to my little friend Sparky....Careful! He's kinda hot."

So yeah, now Mister Castille can be smoking a cigar, goes into Castle Mode, and summons up a Flame Familiar from his stogie smoke(now coming from the porticullis-gate that used to be his mouth).....instant castle and dragon...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:I like that idea. Awesome.

Fire Familiar (minor) by Stone Gargoyle
.


You're welcome. :D
"Say hello to my little friend Sparky....Careful! He's kinda hot."

So yeah, now Mister Castille can be smoking a cigar, goes into Castle Mode, and summons up a Flame Familiar from his stogie smoke(now coming from the porticullis-gate that used to be his mouth).....instant castle and dragon...


Also perfect as a stand-alone for the street thug pyromaniac. :-P Just flick a bick for instant dragon!
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Re: NEW POWERS!

Unread post by drewkitty ~..~ »

Breaking Familiar Ties(minor)

This power lets the hero force a break between a mage and his familier for a time.
duration: 5 min per level
saving throw: 16 (ME psi bonuses apply, mage side)


yah, its a very limited use power. so if might count as a sub-minor or a sub-power in a major power.
Minors can be switched out with sub-minors at a ratio of 1 m to 2 sm.
Last edited by drewkitty ~..~ on Sat Oct 03, 2009 5:10 pm, edited 2 times in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:Fire Familiar (minor)

This power lets the hero force a break between a mage and his familier for a time.
duration: 5 min per level
saving throw: 16 (ME psi bonuses apply, mage side)


yah, its a very limited use power. so if might count as a sub-minor or a sub-power in a major power.
Minors can be switched out with sub-minors at a ratio of 1 m to 2 sm.


So why did you call it the same thing as mine? I would think it would be called Forced Familiarity or Break Familiar Bond or some such. This also seems more of a spell than a power.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Oh, I know what he was doing. I just don't appreciate it.

Floral Familiar (minor) by Stone Gargoyle

The character can create a sentient familiar out of leaves and flower petals. The appearance of the creature is up to the character, but is typically a dove or other small bird.
Range: The familiar can be manifested using existing flowers, either natural or from matter expulsion, within 10 feet of the character, plus one foot per level. The character can mentally communicate with the familiar for a range of 400 feet, plus 100 feet per level
Size: 11 to 12 inches long, with a wingspan of 16 to 18 inches.
Duration: Concentration, and can keep it in manifested form for a maximum number of minutes equal to the character's ME attribute number, plus 1 minute per level. A Familiar is a permanent feature of the character, so if it is killed, it will require 24 hours to generate a new one (see Drawbacks).
Damage: Pecking or talon attack for 1d4 damage.
Hit Points: See Drawbacks
SDC: The Familiar has SDC equal to half the character's ME attribute number, plus 1 SDC point per level.
Attacks: The Familiar can attack independently 2 times per melee round, plus additional times if the character expends one of his own actions to make it do so. Summoning the Familiar uses one attack/action and requires one attack/action per melee round to maintain.
Bonuses: The Familiar has +2 to strike at level 1, with an additional +1 to strike at levels 4, 8 and 12. Itis +4to dodge, with an additional +1 to dodge at levels 4,8 and 12.
Familiar Flight Speed: 30 mph, plus 3 mph per level
Drawbacks: If the Familiar is attacked, the character takes half of its damage. The only exception to this is poison and gas attacks, in which case the character takes no damage and the Familiar will take twice normal damage. If the Familiar dies, the character will suffer -4 to all combat moves and -20% to skill use until another one is created. Creating a familiar costs the character 2d4 Hit Points, half of which are transferred
to the Familiar. The Familiar will always be the of the same type and its form, general appearance and size does not change when recreated.
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Re: NEW POWERS!

Unread post by 89er »

Nice stuff Stone Gargoyle, I was thinking about something this along the same lines, only in a Major scale.

The name would go something like Create Construct or Forge Entity.

Examples: Create Construct: Tornado, Forge Entity: Volcano, Create Construct: Whirlpool, Forge Entity: Lightning.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

89er wrote:Nice stuff Stone Gargoyle, I was thinking about something this along the same lines, only in a Major scale.

The name would go something like Create Construct or Forge Entity.

Examples: Create Construct: Tornado, Forge Entity: Volcano, Create Construct: Whirlpool, Forge Entity: Lightning.


Those are cool ideas and all, but I just have no idea how to keep them from getting way overpowered.
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Re: NEW POWERS!

Unread post by 89er »

Well it wouldn’t be the actual gargantuan size. At the very most for size, twice the size of the summoner will do.
(Besides, who wouldn’t want a pet tornado?)

Oh, and here’s my first superpower, hope you enjoy.

Arctic Breath +Major+
"Here, let me cool you down."
The user is able to chill his breathe to freeze his enemies.
1. Energy Expulsion: Cold
The user can breathe out his super-chilled breathe from his mouth. Due to releasing it from the mouth, it cannot be divided.
Range: 150 feet, plus 10 per level.
Damage: 2D6+1D6 per level of experience.
Duration: Instant
Attacks per Melee: Once per melee round.
Note: Any information not covered by the usual Range, Damage, Saving Throw, Bonus to Strike, Penalty, Side Effects or other stats that would be listed above.
2. Icicle Launch
The user can super-chill the moisture into icicles by inhaling and launches them with the force of harpoons by exhaling.
Range: 100 feet, plus 10 per level.
Damage: Three icicles that do 1D6, plus one 1D6 icicle per level of experience.
Duration: Instant
Attacks per Melee: Once per melee round.
3. Impervious to Cold and Freezing
Cold-based attacks do no damage to the character and magical cold-based attacks do only half damage.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

89er wrote:Well it wouldn’t be the actual gargantuan size. At the very most for size, twice the size of the summoner will do.
(Besides, who wouldn’t want a pet tornado?)


Control Elemental Force Air basically allows you to create tornadoes. Creating one that is self-aware might be interesting.

89er wrote:Oh, and here’s my first superpower, hope you enjoy.

Arctic Breath +Major+
"Here, let me cool you down."
The user is able to chill his breathe to freeze his enemies.
1. Energy Expulsion: Cold
The user can breathe out his super-chilled breathe from his mouth. Due to releasing it from the mouth, it cannot be divided.
Range: 150 feet, plus 10 per level.
Damage: 2D6+1D6 per level of experience.
Duration: Instant
Attacks per Melee: Once per melee round.
Note: Any information not covered by the usual Range, Damage, Saving Throw, Bonus to Strike, Penalty, Side Effects or other stats that would be listed above.
2. Icicle Launch
The user can super-chill the moisture into icicles by inhaling and launches them with the force of harpoons by exhaling.
Range: 100 feet, plus 10 per level.
Damage: Three icicles that do 1D6, plus one 1D6 icicle per level of experience.
Duration: Instant
Attacks per Melee: Once per melee round.
3. Impervious to Cold and Freezing
Cold-based attacks do no damage to the character and magical cold-based attacks do only half damage.


One icicle per level is a bit much. I can see generating 3 icicles to start and one more every third level, otherwise you have him spitting like a machine gun by level 15. And is that to spit them at one or multiple targets? And what is the "once per melee round"? That kind of makes it useless. I think the energy expulsion should be as per the standard energy expulsion cold ability. I can see making the icicle spitting require two attacks, but that is all.
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Yukon
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Re: NEW POWERS!

Unread post by Yukon »

Stone Gargoyle wrote:
89er wrote:Well it wouldn’t be the actual gargantuan size. At the very most for size, twice the size of the summoner will do.
(Besides, who wouldn’t want a pet tornado?)


Control Elemental Force Air basically allows you to create tornadoes. Creating one that is self-aware might be interesting.

Spiral makes tornadoes too
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Yukon wrote:
Stone Gargoyle wrote:
89er wrote:Well it wouldn’t be the actual gargantuan size. At the very most for size, twice the size of the summoner will do.
(Besides, who wouldn’t want a pet tornado?)


Control Elemental Force Air basically allows you to create tornadoes. Creating one that is self-aware might be interesting.

Spiral makes tornadoes too


Yeah. I'm just not sure creating one as a self-aware being is all that advisable. If it is not self-aware, then it becomes redundant to create it. I did a number of elemental clone powers a while back that could be modified if I wanted to do it, though.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Stone Gargoyle wrote:Yeah. I'm just not sure creating one as a self-aware being is all that advisable. If it is not self-aware, then it becomes redundant to create it. I did a number of elemental clone powers a while back that could be modified if I wanted to do it, though.


The way I understand what you are saying, it is not a matter of whether you can do it, it is a matter of whether you should do it. I can see a high potential for abuse as well.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:
Stone Gargoyle wrote:Yeah. I'm just not sure creating one as a self-aware being is all that advisable. If it is not self-aware, then it becomes redundant to create it. I did a number of elemental clone powers a while back that could be modified if I wanted to do it, though.


The way I understand what you are saying, it is not a matter of whether you can do it, it is a matter of whether you should do it. I can see a high potential for abuse as well.


That is exactly it. If I do the power, it will be a matter of figuring out ways to prevent it from being misused and putting limitations on it. I know that, if I do create the power, it will cause no end of controversy, so I will have to give some thought as to whether I wish to create it or not.
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Re: NEW POWERS!

Unread post by taalismn »

Clean Zone(Minor)
“I’ve never had a cold...never...”
Range: 5 ft radius per level of experience
Effects: The superbeing generates a sterile field around them that cleanses his immediate environment of dangerous bacteria, viruses, and other pathogens, making his surroundings cleaner than an operating room.
Anybody entering into this area of effect wil be cleansed of any disease organisms they are carrying, effectively curing them, though damage already inflicted by the illness will remain and have to be recovered normally. Stepping back outside the area of effect means the person may be re-infected, but gets a one-time +6 to save versus such possibility.
The superbeing themselves are effectively immune to infectious diseases and organisms.
The Clean Zone does NOT negate poison gases, radiation, or other non-organic/biological hazards.
Duration: Costs one APM to maintain if under voluntary control, or can be made permanent/always on(in which case there’s a 50% chance that the superbeing is a raving hypochondriac who is subconsciously generating the field, or is an innocent, blissfully ignorant of what he’s doing and of germ theory in general).
Saves: None

Bimbify(Major)
“I like to surround myself with beautiful people.”
Range: Touch or 10 ft per level of experience
Effects: This power allows the superbeing to transform other people; pumping 3d6 to their P.B. and M.A. (minimum of 18), making them glowing pictures of health and sociability, but HALVING their I.Q. and M.E.. Targets of this power will also be -4 to save versus mental suggestions and psychic assault, and tend to be flighty and forgetful, for the duration of the power.
The power also spruces up their appearance, so anything they’re wearing at the time of their transformation will appear cleaner and sharper, and more stylish(even if they were originally wearing ratty old clothes).
At the end of the elapsed time, the target gets to roll again against their M.E.(transformed M.E.)...A failure means they have only vague, warm, fuzzy recollections of what they experienced and did while under the power’s influence...they may also become addicted to the slight buzz or tingle they feel as an aftermath of the transformation...A successful save means the person remembers EXACTLY what they did under the power’s influence, including any questionable acts they may have performed.
Despite its name, this power affects people of BOTH genders(and even hermaphrodites and non-gendered beings).
Duration: 2 hours per level of experience
Saves: Save versus Psychic Attack

Body Portal(Major)
“I am the Way...”
Range: 100 miles per level of experience(the superbeing can pump this to 500 miles per level of experience, but it will cost 2 Hit Points per melee that the gate is open)
Effects: The superbeing’s body becomes a cut-out shape in the fabric of reality, and becomes a teleport gate, allowing others to pass through his outline and to a location on the other side of the gate/portal. The far end of the teleport portal MUST be a place the superbeing is already with familiar with(they cannot blind-link). The Portal can be one- or two-way in either direction.
While acting as a portal, the superbeing CANNOT move, Dodge, and is limited to one APM(+1 at levels 3, 6, 9, and 12)
Initially, the size of the Portal created is limited by the superbeing’s own size, but the superbeing can expand the width and height of the portal by 1 ft per level of experience.If they have any sort of Growth power, they can expand the size of the Portal accordingly, but can only maintain the Portal for HALF their normal duration, and holding it open over that limit will cost 2 Hit Points per melee.
Dimensional-affecting spells and powers like Close Dimensional Rift work against this power, but the superbeing gets a roll to resist their effects. On a failure, however, the superbeing loses the gate, and takes 1d6x10 SDC as their bodies are warped and twisted by the counter-power.
Duration: The superbeing can maintain the Body Portal for as many melees as they have P.E. points...HOwever, for durations over HALF their P.E., they will be exhausted afterwards(HALF APMs, Speed, and physical bonuses for 1d4 hours). The superbeing can maintain the Body Portal for longer than their P.E. points, but it will cost 1 Hit Point per melee(recover as normally).
Saves: None
Note: Those who are immune to Teleport powers will NOT be affected by this power and will simply bounce off the person if they attempt to go through, or somebody attempts to force them through.
Last edited by taalismn on Sun Oct 04, 2009 1:42 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

I like Clean Zone, with the exception of the lack of a saving throw. It stands to reason people should be able to save vs.the invasive effects.
Likewise, Body Portal should have a notation regarding those immune to teleport powers and the effects of them trying to pass through the character.

Dimension Door (Major) by Stone Gargoyle
"Go on through..."

The superbeing can cause his body to become a portal to another dimension in the silhouette of the character's body outline. The dimension crossed to will be random,but those passing through it will see it as where they want to go, until they get to the other side, that is. Once they have crossed over, they are unable to return unless the character goes to them and allows them to leave.
Range: Random dimensional shift. Roll on the tables in the Rifts Dimension Book 7: Megaverse builder to determine the nature of the dimension they wind up in.
Duration: The portal and illusion can remain open for the character's ME attribute number in minutes, plus one minute per level.
Damage: Those passing through the portal take 2d6 points of electrical energy damage to SDC only, plus 1d6 points per level of experience. While under the effects of the illusion, however, they will not notice,nor will anyone else crossing with them.
Saving Throw: The characters will see the destination as a familiar place promised by the character unless a successful save vs. psionic illusion is made (16 or better, ME bonus applies). Those immune to the effects of teleportation will not be able to cross through, and Mind Block or immunity to mind control or psionics will prevent the person being lured from believing the illusion.

Other Abilities and Bonuses:
+2d4 ME
+1d4 MA
+10% charm/impress
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote:first one.. dangit, i was working on a power like that, and it was more limited than yours.


You have to be quicker on the draw. Besides, you never really fixed your leaping power to be workable, or the HP expenditure issue with Energy Expulsion: Life Force, since the healing rate on that is way too low still.

gmapprentice wrote:second one... i think i have seen a power like that in here before.


It happens all the time, though I don't recall one like that. Bimbify is pretty original. Aspects of it are similar to other powers on the boards.

gmapprentice wrote:third one... nice job, taalismn.


I had actually thought I had already posted Dimension Door, which was originally just like Body Portal.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Okay,I did a minor version of the Whirlwind familiar power:

Create Elemental Entity: Whirlwind (minor) by Stone Gargoyle

The character can create a self-aware rotating windstorm from existing air currents. The character can command it (it understands basic commands as much as a trained dog does) and even ride on it to travel, but the whirlwind is not completely controlled by the character. It will stop, turn, and change direction as it sees fit. It is generally loyal, however.
Range: The whirlwind can be created up to 30 feet from the character, plus 3 feet per level, and can only travel away from the character for a distance of 300 feet, plus 30 feet per level. Affects a 20 foot radius.
Duration: Concentration, for 10 minutes per level of experience. The whirlwind will disappear after the duration, or if the character is knocked unconscious.
Attacks: Takes 2 melee attacks/actions to summon it, and then one action per melee round to maintain it.
Speed: The whirlwind moves in an inward spiral motion at approximately 75 mph and can move at a maximum speed of 15 mph.
Altitude: The whirlwind can rise above the ground at a rate of 30 feet per melee round to a maximum of 300 feet, plus 30 feet per level, above the ground.
Damage: The winds will suck up anyone within range and hurl them to the ground. Those caught in it will not be able to speak for one full melee round, and will be hurled approximately 20 feet for 4d6 damage.
Weight Limits: The wind will pick up and hurl anything under 700 pounds. It will pick up the character and up to 200 pounds of additional equipment to carry him. Riding it successfully will require a skill roll by the character to prevent falling, at a base skill level of 50%, plus 5% per level.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:I like Clean Zone, with the exception of the lack of a saving throw. It stands to reason people should be able to save vs.the invasive effects.
Likewise, Body Portal should have a notation regarding those immune to teleport powers and the effects of them trying to pass through the character.s


Fixed the latter, thanks...
The former; a saving throw for DISEASE? What are you, an intelligent cold virus in a human host body?
I thought about that but decided against it...I don't get a saving throw versus the burning sensation of really powerful hand sanitizer... :D
Sentient bacterial mats should stay clear of this power, though, just in case...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:I like Clean Zone, with the exception of the lack of a saving throw. It stands to reason people should be able to save vs.the invasive effects.
Likewise, Body Portal should have a notation regarding those immune to teleport powers and the effects of them trying to pass through the character.s


Fixed the latter, thanks...
The former; a saving throw for DISEASE? What are you, an intelligent cold virus in a human host body?
I thought about that but decided against it...I don't get a saving throw versus the burning sensation of really powerful hand sanitizer... :D
Sentient bacterial mats should stay clear of this power, though, just in case...


Fair enough.
I am now contemplating Control Elemental Entity: Storm Cloud and Control Elemental Entity: Quicksand. :D
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
Fair enough.
I am now contemplating Control Elemental Entity: Storm Cloud and Control Elemental Entity: Quicksand. :D


The latter sounds fun for re-doing one's patio.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Create Elemental Entity: Quicksand (minor) by Stone Gargoyle
"Watch where you are walking..."

The character can cause normal earth to transform into a self-aware pool of quicksand. It can be created on any stone, dirt or earth surface and will be completely loyal to the character, following his commands. The creature will be perpetually hungry, moving to trap people and swallow them.
Range: Must be created within 60 feet, plus 6 feet per level, from the character. The quicksand creature will be a round pool that is 1d4+8 feet in diameter and eight feet, plus 2 feet per level, deep.
Duration: 10 minutes per level of experience. It does not require any concentration to maintain. At the end of the duration, it will revert to normal earth.
Attacks: Uses 2 melee attacks/actions to create the creature.
Speed: Pushes along at a rate of 2 feet per melee round in the dirt, one foot per melee in rocks or concrete. It will generally wander around a central location trying to trap someone. The quicksand creature has a total number of attacks equal to half of the character's, rounded up.
Damage: The quicksand is deep enough for someone to fall in and die, suffocating. This is a slow process, however, since the person falling in will sink at a rate of two feet per melee round. While the person is trapped, the quicksand will try to grab the person and pull them down quicker (triples sinking speed to 6 feet per melee round on a successful grab), but this is done at a -3 to strike. If close to the edge, the character may try to pull himself out (at a rate of one foot per melee round), so the quicksand creature can try and move to prevent that (on a successful dodge with no bonuses). The person may be rescued by others, however, so the quicksand will try and pull them down as quickly as possible. Those trapped in the quicksand are -5 to strike, parry and dodge, and will not generally strike at the quicksand since they are unaware it is trying to kill them. Trying to do any more attacks than half per melee round will make them sink twice as fast (4 feet per melee round).
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Gryphon Chick
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Re: NEW POWERS!

Unread post by Gryphon Chick »

gmapprentice wrote:
taalismn wrote:
Stone Gargoyle wrote:
Fair enough.
I am now contemplating Control Elemental Entity: Storm Cloud and Control Elemental Entity: Quicksand. :D


The latter sounds fun for re-doing one's patio.... :D


probably going too far off topic again, but HOW?

EDIT: Comment edited to appear not to be off topic. - NMI


*Rolls eyes* He is saying it might be fun to have quicksand on your patio so you can watch people accidentally fall into it and drown. He is being sadistic.

I like how you did the CEE: Quicksand power, SG. So when are you going to do the Storm Cloud one? Here is my take:

Create Elemental Entity: Storm Cloud (Major)
"It looks like a storm is brewing."

The character can use an existing cloud as a familiar by giving it self-awareness. The cloud is powerless to move beyond blowing in the wind but can target the character's opponents and strike them with lightning. While the character can control it to an extent, it will act as it sees fit.
Range: The cloud must be visible to the character and within 40 square miles of the character.
Duration: Concentration, up to a maximum time of 10 minutes per character level.
Damage: The storm cloud will shoot lightning bolts which do 5d6 damage to a target at first level, plus 1d6 damage per character level. A close range shot on a flying character will do an additional +2d6 damage.
Attacks: The cloud is made a familiar by the character expending two melee attack/actions, and costs one action per round to maintain. The cloud itself will have five attacks per melee round.
Bonuses: The cloud has a +4 to attack at level one, and another +1 at levels 3, 6, 9, 12 and 15.
Note that the cloud will take no damage if struck by flying opponents and will defend itself by whipping up wind to send them flying in the other direction for a minimum of 4d6 feet.

What do you think? Does it need other types of attacks, such as hailstones?
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

He's everywhere... Kinda like God, but not!

Immunity To Power Disruption(Minor) By Steeler49er
"I bet you think that trick of yours is going to stop me like it did my friends! Well then, you're in for a Real Shocker!"-KTZZOWTZAP

All powers possessed by the super being are incapable of being disrupted or stolen (although they Can be duplicated by another). Powers such as Absorb Super abilities, Ceasefire, Negate Super Powers, Power Chaos, Shape Adjustment, and Power Shuffle are of little to no effect when it comes to the Actual powers of the super. Aspects of these and other such powers which target Non-super aspects of the target can still take effect. An example of this is a disruption power such as the power 'Absorb Super abilities' which steals both powers And innate Vitality. In this example the super keeps their powers but may still have their life force drained, however, powers which would add Attribute Bonuses, HP, or extra SDC would still see those points remain while the Natural HP, SDC, and or attributes of the super could still be effected/lost.
Additionally this power extends towards and is useful in protecting all classes of power including (But mot limited to); Magical, Psionic, Mechanical, Chi, and Innate Spell powers. The power only protects one of these classes and in all of these cases, PPE, ISP, Spirita, and CHI may still be siphoned, but existing power loss due to Ley Line Storms or Spell Leeching and will have such power go off with out a hitch. Spells, Psychic powers, Chi Martial Arts, Spirita Performances, and Super Abilities can still be disrupted in the more mundane usual ways such as by taking damage or as in the case of spell casting by being silenced.
This power extends to and protects; powers, spells and abilities of the given class form being disrupted after the super being uses their power. Example: Spells once cast can not be negated after casting by spells that come along latter such as Anti-magic Cloud.

Limitation: This power will Only affect one single origin of powers such as; Magic, Super, Chi, Psychic, Supernatural, Mechanical...etc. It will not protect other powers coming from a differing categories. Example; A super with Both super abilities and psychic powers applying Immunity to Power Disruption to just Psionics, can still have their super powers disrupted.

Bonuses:
The super has an innate ability to resist disruptions due to mundane & environmental distractions, including loud noise, high winds, being attacked, and suffering from poisons. The super is +4 vs. all of these and other such distractions. This is an innate ability and is gain when this power is mimicked by others. If no base Difficulty Rating exists for the phenomena, assume a base Diff Rating: 10. May add ME or appropriate bonuses to the roll to avoid distraction.
Additionally the super gains +1 to the above bonus every 3rd level. This per level bonus is learned and certain powers of Mimicry may not cover this.

This power may be selected multiple times to protect multiple different categories.
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NMI
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Re: NEW POWERS!

Unread post by NMI »

gmapprentice wrote:yeah, he sent me a message explaining it gc. also i like your power, but do NOT like having my post edited, NMI (wherever you are...).

Then avoid derailing topics (like now). Next time, it will be an official warning.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:Create Elemental Entity: Storm Cloud (Major)
"It looks like a storm is brewing."

What do you think? Does it need other types of attacks, such as hailstones?


The problem in writing up a power like this is knowing where to set the limit. It could potentially be more powerful than CEF: Air, which is already uber powerful. Between hailstones, wind attacks, etc., you have a limitless arsenal. With temperature change ability based on adjusting atmospheric pressure, you could have cold attacks, rain attacks, and yes, hail. The cloud would also throw lightning and form into tornadoes. I really do feel this is left best covered in CEF: Air and not made into more than that power already allows.
The potential lightning damage is much greater than what you have listed, but it is good you kept the damage within reason. If you want to expand on it, make a hail attack but set the damage for the whole melee round, and it would probably be limited to like 1d4. Iczer wrote a hail power a while back, so you could also compare it to what he listed the damage as. If you do wind and cold as well, just try to keep the overall effects within limits which can be combated in the game.
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Gryphon Chick
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Okay, then how about this:

Create Elemental Entity: Storm Cloud (Major)
"It looks like a storm is brewing."

The character creates an artificial cloud, from existing atmosphere around him, to use as a familiar by giving it self-awareness. The cloud will follow the character like a stray puppy. While the character can control it to an extent, it will act as it sees fit.
Range: The cloud is created at a maximum distance of 300 feet over the character's head, plus 30 feet per level. Size of the cloud is a diameter of 10 feet.
Duration: Concentration, up to a maximum time of 10 minutes per character level.
Damage:
*Lightning: The storm cloud will shoot lightning bolts which do 5d6 damage to a target at first level, plus 1d6 damage per character level. They can be shot for a distance of 600 feet, plus 100 feet per level. A close range shot on a flying character will do an additional +2d6 damage (for the purposes of the power, a close-range shot would be anything under 60 feet, plus 6 feet per level, from the cloud}.
*Hail: It can also generate hailstones, affecting a 30 foot radius around the character. Damage from these is 3d6 at first level, plus 1d6 at levels 4, 8 and 12, per melee round.
* Rain: Range for this is the same as hail. Does no damage, but there is a 01-30% chance of slipping and falling if those moving through puddles are going beyond half their movement speed.
Attacks: The cloud is made a familiar by the character expending two melee attack/actions, and costs one action per round to maintain. The cloud itself will have five attacks with lightning per melee round, and can use one attack to begin and maintain rain or hailing effect.
Bonuses: The cloud has a +4 to attack with the lightning at level one, and another +1 at levels 3, 6, 9, 12 and 15.
Penalties: Those fighting in the rain or hail will suffer a -2 penalty to all combat moves.
Note that the cloud will take no damage if struck by flying opponents and will defend itself by whipping up wind to send them flying in the other direction for a minimum of 4d6 feet. The cloud is not large enough to affect any significant weather changes or generate high levels of wind.
Last edited by Gryphon Chick on Mon Oct 05, 2009 2:01 pm, edited 2 times in total.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

That version of CEE: Storm Cloud is much better. At least in my opinion. The only other thing that could be added might be penalties to those fighting in the rain and hail.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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