Neutralising armour: [minor]
'I don't care what he thinks he can do. I can take it'The character can form a sheet of armour overhimself that offers minimal physical protection, but vast protection from super abilities.
1) armour plate: the character grows armour over his body, sacrificing 10% of his Spd and reducing skill usage by 10%. In return he gains an AR of 10 and an SDC boost of 50.
2) metaphysical protection: The armour, when chosen provides protection from one of three sources.
* Physical armour: whenever the character is forced to make a saving throw, if his PE bonus should apply or if no attribute bonus should apply, then he may sacrifice SDC on a 1:1 basis to bulk up his saving throw.
* Mental armour: whenever the character is forced to make a saving throw, if his ME bonus should apply or if no attribute bonus should apply, then he may sacrifice SDC on a 1:1 basis to bulk up his saving throw.
* Magical armour: whenever the character is forced to make a saving throw vs magic, if he may sacrafice SDC on a 1:1 basis to bulk up his saving throw.
3) other bonuses: while his armour is active, (and it remains even if its SDC is depleted) the character's hands and feet do +2 damage in melee combat, and he may parry weapons with his bare hands.
SDC of the armour recovers at a rate of 1/5 minutes. this rate is doubled when the armour is 'down'
Revolving evolution: [Minor]
'Hold him off guys while I wait for acid projection'The character has a new mutation every melee round, a veritable arsenal of uncontrolled extra attacks and defences.
at the start of any melee round, the character may roll a D6 (if he doesn't, then this power stops working for the round). during that round, the character has access to the following corresponding power.
1) Acid projecting: The character develops an orifice that can squirt acid up to 40 feet with +4 to strike. the target of the acid spray suffers 2D6 damage and another 1D6 on the following round.
2) paralytic mucus: The character develops an orifice that squirts a toxic mucus up to 40 feet with +4 to strike. a target struck by this mucus must make a saving throw (16+ PE bonus applies) or lose 10 from his Spd and PP scores, as well as one attack per melee. this effect persists for 1D4 rounds.
3) blinding spray: The character grows an orifice that squirts a sparay of blinding chemicals. if an opponent gets this in his eyes (a called shot is required, +2 to strike) he is temporarily partially blinded for one melee (-4 to combat manoevres, and cannot target an foes beyond his IQ in feet away)
4) Bio-electric assault: the character develops contact points on his skin, especially his hands. if he strikes someone with his bare hands or is in contact with a target 9such as, being grappled) he may inflict an extra 2D4 damage to the target who must make a saving throw (16+ PE bonuses apply) or lose an action from stunning.
5) smoke generation: the character develops an orifice that genrates a projected smoke spray. this smoke spray can create a cloud up to 10 feet thick either around himself, or around a target within 40 feet. targets in the cloud, including the character are effectively blind (-8 to combat rolls)
6) adrenline burst: The character gains +6 to PS and PP and one extra attack for the melee round.
Other bonuses: the character gans +4D6 to his SDC and +2 to his PE score.
Mutevolve: [Minor]
'Don't worry, I have limbs to spare'The character can select an evolution from the following as an action. he gains only one at a time, but can swap one for another as an action.
* Wings: the character gains a pair of fleshy wings that allow him to fly at 4 times his normal Spd score. the character cannot hover with them, and has no inherant protection from high altitudes. while flying, the character has +2 to initiative and +4 to dodge.
* legs: the character grows an extra pair of legs. this adds +10 to his Spd score, allows him to run for an hour without fatigue and gives him +20% to checks to maintain his balance. a two legged kick adds +5 to damage.
* extra arms: an extra pair of arms adds +1 attack per melee and +2 to parry.
* tail: a combat tail inflicts 2D6 damage with +2 to strike (plus PP bonus) plus an extra attack. a prehensile tail inflicts 1D4 damage but acts as a partial hand and adds one attack per melee round (plus adds +10% to climb)
* Body armour: adds plates to the body adding an AR of 14 and allowing the character to parry weapons bare handed.
* Internal organs: doubles the characters Hit points and ceases all internal bleeding. adds +2 to saving throws vs poisons
* eyes: by growing dozens of eyes the character can see in all directions (cannot be snuck up upon) and +2 to initiative.
Other bonuses: add +10 to SDC and +1D4 to PE.
If the character posesses other 'permanent' mutations, he may supress them by expending a single action to 'retract' them. this includes any apperance modifying mutations he may have acquired.
Bio-weakness field: [minor]
'You are getting very very sleepy'The character exudes a field that weakens living beings sapping their abilities.
each round a target spends in the character's effective radius (30 feet) each living creature must make a saving throw (14+ PE bonuses apply) or become progressively more and more fatigued. each failed aving throw reduces the target's speed by 10%, his attacks by 1 and his skill usage by 5% and combat bonuses drop by 1. these penalties fade after two complete rounds outside the field. when a target is reduced to no attacks per melee round, his saving throw each round determines whether he falls asleep or not.
This field affects everyone within the character's radius, even allies. by expending one action per melee, the character can reduce the targets to one within range.
targets not completely within the radius (such as targets who are ducking in and out due to high speed run by attacks, or giant creatures who do not fit within the 30 foot radius, enjoy a +2 to saving throws vs this power.
Spatial brambles [major]
'I have you right where I want you'The character can generate a field of spatial ripples that hang suspended in air. these ripples occupy an area 30 feet across (plus 10 feet per level) anyone who enters the area, or who moves through the area is affected by this power while it persists (as long as the character concentrates and remains within 100 feet of the affected area)
Affected creatures suffer 1D6 damage every round that they move more than 30 feet out of the affected area, plus an additional 1d6 damage per 30 feet. any target that can move more than 30 feet (plus 30 feet per level of the character) can escape his bonds.
affected creatures who attempt to teleport out of the area find that they take 4D6 damage by doing so and are snapped back to their starting point
The character can tighten the field on a single target within the affected area inflicting 3D6 damage
ranged attacks through the area are also affected by the brambles. physical projectiles, as well as leap attacks, charges or tackles suffer a -6 to strike. energy attacks work just fine.
The character is immune to this power, as are anyone he chooses to release from it.
The character is aware of the physical location of any targets within his brambles (he feels them like a spider feels creatures in its web). he cannot be suprised by targets (unless he has made them immune to the effects) and enjoys a +2 to parry and dodge opponents stuck in his web.
as this power requires a little concentration to maintain, he may perform other actions, but loses control of this power if he maintains another, or loses actions due to stunning or other effects.
Ice arsenal: [Major]
'I'll show you what I've got'The character has a broad spectrum of ice and cold attacks available to him. unless otherwise stated, any ice attack from this power enjoys a damage bonus equal to 1 per level. and requires a single action.
1) Ice shards: the character can fire up to four icy shards at an opponent. this attack has either a +4 bonus to strike (one shard) a +3 (two shards) plus 2 (three shards) or plus 1 (4 shards). the shards are launched as a single attack. if it strikes it inflicts 2D6 damage plus one D6 per extra shard.. Ice shards have a range of 90 feet
2) Ice chunks: +4 to strike with a single solid block of ice, inflicting 2D6 damage. alternatively, the character can manifest the block above the target's head, but the bonus to strike is dropped to 0 but damage rises to 5D6. this attack can be used up to 60 feet away (30 for the dropped ice chunk)
3) snow: a mass of suddenly materialised snow hits for 2D4 damage out to 60 feet. a struck target must make a saving throw (14+ PE bonuses apply) or lose initiative from the snow bomb to the face.
4) Ice ray: the character creates an ice ray that inflicts 1D4 damage per level of the character out to 120 feet with a +6 to strike.
5) flashfreeze: the character can attempt to just freeze the flesh and blood of a target. the target, who must be within 30 feet, makes a saving throw (14+ PE bonuses apply). if he succeeds, he takes 1D4 damage. if he fails, he takes 3D6 damage, plus a HP damage and suffers a -2 to all combat and -10% to skill use due to frostbitten flesh. penalties for frostbite do not add up, but damage does. the penalties dissapear in 10 minutes (5 if given a warm fire and first aid) flashfreeze can also freeze up to a gallon of freestanding water per level, or inflict 4D6 damage (plus 2D6 per level) to targets made of water. this attack requires 2 actions.
6) Ice lance: the character can make a stabbing, slashing or bludgeoning weapon. this crude weapon inflicts 2D6 damage (plus PS bonus) it has no bonus to strike unless the character has a relevant WP.
7) Ice fists: the character can freeze his forearms, adding 2D4 to any bare handed strike and is able to parry weapons with hsi bare hands.
other abilities: takes no damage from cold, and can reduce the damage of heat and fire by half
Batts
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist