taalismn wrote:That would work....
I still say that since there is not much damage, more penalties and abilities should be added.
Moderators: Immortals, Supreme Beings, Old Ones
taalismn wrote:That would work....
taalismn wrote:Hmmm...maybe 'Tart Blast' that sprays a machine gun blast of smaller pies for the original damage values, but bigger area of effect?
'Frisbee Strike' for more range and accuracy, but less damage?
'Hot Shot' for extra damage from a steaming hot pie?
Stone Gargoyle wrote:taalismn wrote:That would work....
I still say that since there is not much damage, more penalties and abilities should be added.
Stone Gargoyle wrote:I am sure she could, too. I think she just said that as an example the effect you were having by objecting so heavily. I just wish I knew what has you wound up. If it is me, tell me. I have cut back writing powers at the moment because I know I am not on my game since I have other projects taking much of my time and creativity. It would be nice if you were there to pick up the slack rather than wanting to get on people for trying to keep this thread alive.
taalismn wrote:I scoff at seriousness...If we can expect a man to fly faster than a speeding bullet, leap buildings in a single bound, and pick up locomotives, surely a man can shoot bubbles from his fingers, build a supersonic paper plane, or assume the form of a giant banana....
Chest O' Drawers(Minor)
"I've got it in here somewhere.....Just gimme a minute...."
The superbeing has several secret compartments that pull out of his chest like dresser or filing cabinet drawers, apparently occupying body volume in violation of commonsense physics and anatomy. The superbeing can have up to four small drawers, each large enough to hold a hand gun(and several clips of ammo) or several thick paper files, or a single large and deep drawer that's big enough to hold a couple of basketballs/bowling balls, pair of boots, or an overnight bag. Only the superbeing can open the drawers; any other persons are locked out unless the superbeing mentally unlocks the drawers for access.
taalismn wrote:I scoff at seriousness...If we can expect a man to fly faster than a speeding bullet, leap buildings in a single bound, and pick up locomotives, surely a man can shoot bubbles from his fingers, build a supersonic paper plane, or assume the form of a giant banana....
Chest O' Drawers(Minor)
"I've got it in here somewhere.....Just gimme a minute...."
The superbeing has several secret compartments that pull out of his chest like dresser or filing cabinet drawers, apparently occupying body volume in violation of commonsense physics and anatomy. The superbeing can have up to four small drawers, each large enough to hold a hand gun(and several clips of ammo) or several thick paper files, or a single large and deep drawer that's big enough to hold a couple of basketballs/bowling balls, pair of boots, or an overnight bag. Only the superbeing can open the drawers; any other persons are locked out unless the superbeing mentally unlocks the drawers for access.
Stone Gargoyle wrote: I don't like people wasting board space on JOKE powers (Drewkitty~..~, specifically) or on poorly written ones.
Stone Gargoyle wrote:Ticker (minor) by Stone Gargoyle
Cardiac Control (Major) by Stone Gargoyle
taalismn wrote:Ow....like the David Lynch Dune Harkonens with their damn heart plugs...only this is a remote control...
drewkitty ~..~ wrote:Image Breaker
.
taalismn wrote:drewkitty ~..~ wrote:Image Breaker
.
I'm presuming it's a Minor power?
(always note whetehr it's Minor or Major....just my nitpick... )
gmapprentice wrote:Power Rings (Major)
gmapprentice wrote:yeah, i just thought it might be kinda freaky to see a guy with glowing rings on their body... but, i'll take it off. glad you approve, sg.
gmapprentice wrote:i thought you'd say something like that... glad you think it's cool.
Gryphon Chick wrote:What about a Heartburn power, SG, where the character causes the target to burn up from within?
gmapprentice wrote:nice ones, sg and i'll be updating my Worm Hole power a bit, and maybe make a Major version of it. once i think of things to add, that is...
gmapprentice wrote:that's not a bad idea... i'll be considering that. maybe increase the worm's length as well?
gmapprentice wrote:OH, i meant to say no parrying! thank you for catching that, sg!
Stone Gargoyle wrote:gmapprentice wrote:that's not a bad idea... i'll be considering that. maybe increase the worm's length as well?
Definitely.
Wyrm (Major) by Stone Gargoyle
The character can eliminate his limbs, becoming a large serpent creature three times his normal length. He can remain transformed indefinitely for the following abilities:
* The serpent has a bite strength equal to the character's PS and adds a PS damage bonus to a bite damage of 5d6.
* The wyrm can swallow and hold one opponent for the character's PE attribute number in minutes without killing or harming them.
* The wyrm can burrow through the ground, fly through the air or swim in water at four times the character's normal speed; it has a land speed of half the character's normal speed. The character can allow 1 person to ride him at level one, with an additional passenger at levels 4, 8 and 12.
* The character gains a Natural AR of 14, plus 1 AR at levels 3, 6, 10 and 15.
* The character gains +20 SDC per level in wyrm form.
* Horror Factor: 13, plus 1 at levels 3, 6, 9, 12 and 15.
* Can wrap around an opponent and do 4d6 damage, plus PS damage bonus, per melee action squeezing. +3 to Entangle an opponent. Hold is considered Superhuman PS.
* Can whip with its tail or head for 3d6 damage, plus PS damage bonus. Normal strike and dodge bonuses apply.
* +2 dodge, +4 roll with punch/fall/impact
* +2d4 PE
taalismn wrote:Stone Gargoyle wrote:gmapprentice wrote:that's not a bad idea... i'll be considering that. maybe increase the worm's length as well?
Definitely.
Wyrm (Major) by Stone Gargoyle
The character can eliminate his limbs, becoming a large serpent creature three times his normal length. He can remain transformed indefinitely for the following abilities:
* The serpent has a bite strength equal to the character's PS and adds a PS damage bonus to a bite damage of 5d6.
* The wyrm can swallow and hold one opponent for the character's PE attribute number in minutes without killing or harming them.
* The wyrm can burrow through the ground, fly through the air or swim in water at four times the character's normal speed; it has a land speed of half the character's normal speed. The character can allow 1 person to ride him at level one, with an additional passenger at levels 4, 8 and 12.
* The character gains a Natural AR of 14, plus 1 AR at levels 3, 6, 10 and 15.
* The character gains +20 SDC per level in wyrm form.
* Horror Factor: 13, plus 1 at levels 3, 6, 9, 12 and 15.
* Can wrap around an opponent and do 4d6 damage, plus PS damage bonus, per melee action squeezing. +3 to Entangle an opponent. Hold is considered Superhuman PS.
* Can whip with its tail or head for 3d6 damage, plus PS damage bonus. Normal strike and dodge bonuses apply.
* +2 dodge, +4 roll with punch/fall/impact
* +2d4 PE
"Lemme guess...you're cosplaying 'God Emperor of Dune', right? OH SHI--(GULP)"
Stone Gargoyle wrote:Chain Lightning (Major) by Stone Gargoyle
"Wait until this hits ya!"
The character can call lightning and control the energy.
1. Impervious to Electrical Attacks: Takes no damage from electricity and half damage from other forms of raw energy.
2. Call Lightning: The character can summon lightning which strikes for incredible damage, or shoot it from his hands if already summoned for Lightning Charge.
Range: Can strike targets at a distance of 100 feet per level of experience.
Duration: Instant
Damage: 1d6 per level of experience, controllable in increments of 1d6.
Attacks: Uses one melee attack/action
Bonuses: +3 to strike, plus any ME bonus.
3. Lightning Charge: The character can charge his fists to add damage to punches.
Range: Self
Duration: 2d4 melee rounds
Damage: +3d6 damage to unarmed strikes
Attacks: As per regular attacks; uses 2 actions to call energy and charge up.
Bonuses: Normal bonuses to hand to hand strikes.
4. Lightning Chain: The character can wrap lightning around the wrists or legs to restrain a target. Attempting to break the electrical bonds will do 2d6 damage to anyone not impervious to electrical attacks but no damage if they do not struggle. Lightning bonds remain in place for 2d4 melee rounds (or until broken) once summoned using one attack/action and wrapped around the limbs using a second action. The electrical line can also be held by the character to lead the restrained person around, with a range of 20 feet per level and an effective PS equal to the character's ME attribute score (PS over the ME can also break the restraint). Broken restraints simply disappear without incident.
5. Other Abilities and Bonuses: +2d4 ME
Mr. Deific NMI wrote:Stone Gargoyle wrote:Chain Lightning (Major) by Stone Gargoyle
"Wait until this hits ya!"
The character can call lightning and control the energy.
1. Impervious to Electrical Attacks: Takes no damage from electricity and half damage from other forms of raw energy.
2. Call Lightning: The character can summon lightning which strikes for incredible damage, or shoot it from his hands if already summoned for Lightning Charge.
Range: Can strike targets at a distance of 100 feet per level of experience.
Duration: Instant
Damage: 1d6 per level of experience, controllable in increments of 1d6.
Attacks: Uses one melee attack/action
Bonuses: +3 to strike, plus any ME bonus.
3. Lightning Charge: The character can charge his fists to add damage to punches.
Range: Self
Duration: 2d4 melee rounds
Damage: +3d6 damage to unarmed strikes
Attacks: As per regular attacks; uses 2 actions to call energy and charge up.
Bonuses: Normal bonuses to hand to hand strikes.
4. Lightning Chain: The character can wrap lightning around the wrists or legs to restrain a target. Attempting to break the electrical bonds will do 2d6 damage to anyone not impervious to electrical attacks but no damage if they do not struggle. Lightning bonds remain in place for 2d4 melee rounds (or until broken) once summoned using one attack/action and wrapped around the limbs using a second action. The electrical line can also be held by the character to lead the restrained person around, with a range of 20 feet per level and an effective PS equal to the character's ME attribute score (PS over the ME can also break the restraint). Broken restraints simply disappear without incident.
5. Other Abilities and Bonuses: +2d4 ME
I likes. Another simple variation on this: Chain Fireball
gmapprentice wrote:one question. why does it work based on ME? i have no problem with it, i'm just wondering...
Leon Kennedy wrote:Ok, I didn't see this one in the wiki, nor did I see it out here. I'm not good with APS powers, so if someone wants to tweak this to make it better they have my blessing.
Note: This power should always require the approval of the GM due to its game-altering ability.
Alter Physical Structure: Time Elemental
Let's just rewind the past few moments and see how we can change this...]
gmapprentice wrote:-_- huh?
gmapprentice wrote:dang.. i thought i was done with that show once my sister turned ten.
just kidding, guys. i have nothing against sailor moon or other anime (personally i like quite a bit of it), i'm just not a huge fan of sailor moon specifically. also, it's been a few years since i've seen it and forgot where the referance was from.
gmapprentice wrote:dang.. i thought i was done with that show once my sister turned ten.
just kidding, guys. i have nothing against sailor moon or other anime (personally i like quite a bit of it), i'm just not a huge fan of sailor moon specifically. also, it's been a few years since i've seen it and forgot where the referance was from.
Leon Kennedy wrote:Stone Gargoyle wrote:Taking requests again for powers... seem to be experiencing a bit of a block...
Can you take a look at APS Time Elemental and make sure it looks ok?
gmapprentice wrote:let me guess... a power for walking/running on walls and ceilings (an upgraded Adhesion power) has been done, so i shouldn't do or request it.
gmapprentice wrote:it just seems like the kind of thing that someone else would have thought of by now. here goes nothing...
Wall Walker (Major)
The superbeing has the simple but useful power of walking and running on walls, and even when upside down on ceilings. Details below.
The superbeing must not be separated from the surface they are moving on by more than 3 inches. The surface must be reasonably solid (no walking on water, etc). The character can move at their full speed, though. Additionally, the character is +10% to maintain balance.
further editing will be done soon, but i gtg for the moment.
gmapprentice wrote:alright, i'll work on it. just be patient...
gmapprentice wrote:seems good... looks better than superluminal flight for sure. how's mine look? i did some editing...
gmapprentice wrote:seems good... looks better than superluminal flight for sure. how's mine look? i did some editing...
gmapprentice wrote:well, we all have different opinions. personally i don't care for interplanetary travel, so superluminal flight just isn't for me. but if you disagree with that, no problem.