Iczer wrote:urk?!?
my bad..typing too fast for the slow brain I think.
Natural Armour.
editing now
Batts
Yeah, that's what I thought you meant. It was surprising to see such a glaring error, though.
Moderators: Immortals, Supreme Beings, Old Ones
Iczer wrote:urk?!?
my bad..typing too fast for the slow brain I think.
Natural Armour.
editing now
Batts
Iczer wrote:[Temporary split: [minor]
'I'll hit him high...and low'
The character can split into two beings that share power and remerge at the end of the melee round.
The character expends an action to perform this feat. he divides into two beings, each with full HP but only half their SDC and PS scores (and ISP/PPE where applicable) each character has normal skill usage, but powers are reduced by 2 levels in effectiveness when split (or half effect if 1st or second level)
At the end of the melee round, the two forms remerge. either one folds toward the other, or the character reforms at the midpoint between the two sides. SDC of the two forms are combined into one, and HP are averaged out. If the two sides are separated and prevented from remerging (by being prevented from teleportation, or separated by more than just time) then only one form survives (players choice) the other dies, while the survivor see's his HP averaged with 0 and his SDC halved. his PS and power levels are restored to normal.
Batts
drewkitty ~..~ wrote:Iczer wrote:[Temporary split: [minor]
'I'll hit him high...and low'
[/color]. his PS and power levels are restored to normal.
Batts
Is the HP and SDC temporary till they heal normally, or Temporary an can't use the power till he has heal back to full HP &SDC, or Permanent, or perm. and can't use the power ever again
Mephisto wrote:Love the Mutevolve power, was wondering how I was going to make Variant Beast work as a character, now he'll be easier to construct.
Stone Gargoyle wrote:Ground Round (minor)
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Mephisto wrote:Does the Sleep Control power affect Meditation, and if so what are the effects?
Leon Kennedy wrote:taalismn wrote:Lock Transformation(Minor)
"That's pretty amazing, being able to turn yourself into a rat like that, Beastman...pity you need something with opposable thumbs right now..."
This power allows the superbeing to lock other superbeings with Alter Physical Structure or transformative abilities into one form for the duration of the power. This can be used to extend a limited duration state, trap the superbeing in a vulnerable state, or, if the locking being knows the 'mundane' identity of the targeted superbeing, prevent them from charging up into their super form.
Range: 100 ft +50 ft per level of experience
Duration: 1 hour per level of experience
That's actually pretty cool. Question: Possible to use this power to force someone to change from one form to another?
Leon Kennedy wrote:Key Finder (Minor)
Honey...Honey...HONEY! Stop it! You left them at your mother's two weeks ago! Sheesh!
Characters with this odd power have an innate knack for finding keys. The power works as follows:
- By concentrating for 2 full melee rounds, the superbeing can determine the location set of keys that he/she personally owns, so long as the keys are within 1000 feet of the superbeing's current location.
- If the character is holding a lock - locks that are opened with a key, or even a combination lock (as you can have a master key for the combination lock) - he/she can attempt to determine the location of the key for that lock. Characters must concentrate for 4 full melee rounds, and the key must be within 1000 feet of the character's current location.
Characters must maintain concentration for the entire duration required, although the character may perform other minor tasks while concentrating (such as walking into the next room or across the street to get better range, look in drawers for the keys, etc.). Anything more mentally demanding than walking or looking for the keys in question breaks the character's concentration, and he/she must start over.
It should be noted that the character doesn't have any special aptitude with locks or keys just by having this power. The power only grants one the ability to just know where keys are. The power works on any type of lock that requires a key to open, including alien and extra-dimensional (although such locks may not overtly show that they open with a key, nor will the character instinctively know how to use it once found).
Leon Kennedy wrote:Primus wrote:Leon Kennedy wrote:Key Finder (Minor)
Honey...Honey...HONEY! Stop it! You left them at your mother's two weeks ago! Sheesh!
Characters with this odd power have an innate knack for finding keys. The power works as follows:
- By concentrating for 2 full melee rounds, the superbeing can determine the location set of keys that he/she personally owns, so long as the keys are within 1000 feet of the superbeing's current location.
- If the character is holding a lock - locks that are opened with a key, or even a combination lock (as you can have a master key for the combination lock) - he/she can attempt to determine the location of the key for that lock. Characters must concentrate for 4 full melee rounds, and the key must be within 1000 feet of the character's current location.
Characters must maintain concentration for the entire duration required, although the character may perform other minor tasks while concentrating (such as walking into the next room or across the street to get better range, look in drawers for the keys, etc.). Anything more mentally demanding than walking or looking for the keys in question breaks the character's concentration, and he/she must start over.
It should be noted that the character doesn't have any special aptitude with locks or keys just by having this power. The power only grants one the ability to just know where keys are. The power works on any type of lock that requires a key to open, including alien and extra-dimensional (although such locks may not overtly show that they open with a key, nor will the character instinctively know how to use it once found).
Best power ever. I want this one myself.
I came up with this one this afternoon after I couldn't find my own car keys. I thought "I wish I had a power that let me find my keys", and this gem came to mind.
Primus wrote:I'd salute you by making a charitable donation but I can't find my wallet..
Senator Cybus wrote:"Bonjour? Guten Tag? Bah-weep-Graaaaagnah wheep ni ni bong?"
Leon Kennedy wrote:Mephisto wrote:Hembree77 wrote:Better man
Cut for length
Seems a bit overpowered as each attribute gets a nice starting value of 10-32, plus additional bonuses and perks on top of that. It seems too long and complicated for my liking, and isn't listed as a Major power. I'd say it might work better as a power category where the character forgoes any rolling of powers or special skills.
Agreed. These seem to be more like OCC's for a power-gaming group than an actual power.
Stone Gargoyle wrote:Sorry I was not more help. I am trying to work on a couple of new powers but I'm still in creative block hell.
Hembree77 wrote:Contagious Stupidity (Major?)
For some reason the possessor of this power can cause people to get stupider around him or in simpler terms for those affected
you just Caught Stupid.
Range: Line of sight 50ft or 10ft radius
Duration: constant when in 10ft range or while in the 50ft line of sight. If the Victim leaves the Radius or Beam range their I.Q. will return to normal after the number of dropped I.Q. in Melee rounds.
Attacks per melee: it activates on 1 attack for the Stupid Beam; the radius is always, but at the lost of 2 attacks per melee the player can shut it off.
What it does: Those affected by either the Beam or radius begin to have problems with cognitive thinking and understanding, in game terms the victim of this attack looses 2d4 temporarily to I.Q. and performs all skills at a -50%.
Saving Throw: Standard vs psionics with the following adjustments. victims with less than an 11 I.Q. are unaffected. Victims with a 12-14 I.Q. have a -2 to save, Victims with a 15+ I.Q. are -4 to save.
Stone Gargoyle wrote:LOL.
Butterfly Knives (Major) by Stone Gargoyle
The character can create and control a swarm of butterflies which can use their wings as blades.
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taalismn wrote:Stone Gargoyle wrote:LOL.
Butterfly Knives (Major) by Stone Gargoyle
The character can create and control a swarm of butterflies which can use their wings as blades.
.
I have this image of a cutesy little girl in a sundress, surrounded by pretty butterflies, suddenly pointing at somebody and chirping:
"KILL."
Hembree77 wrote:Artillery Strike (major)
Player can summon an Artillery strike.
Range: Limited to line of sight, but does work if character uses binoculars.
Duration: 1 melee round plus 1 melee round every 3 levels
Damage; Special
Radius: Special
Number of rounds dropped: 2 +1 every 3 levels.
Number of Ammo types Known: 1 attack form and 1 non attack form my be chosen at first Level, player may select another 1 at level 3,6, 10, &14.
Types of Ammo:
1.) High Explosive: 1d4x100 to a 30ft area
2.) White Phosphorus: 1d4x100 to a 30ft area, burns for 1d4 melee rounds after initial hit, 90% chance of igniting flammables and 60% chance that even non-flammable materials will catch fire.
3.) Napalm: 1d6x100 to 30ft area, doesn’t stop burning unless fire retardant is dropped as well.
4.) Armor Piercing: 2d4x10 to a 2ft area.
5.) Fire Retardant: 1d6x10 if you are standing right where its going to directly hit, otherwise, covers a 30ft with Fire Retardant that immediately puts out all fire, Phosphorus, and Napalm.
6.) Smoke: 1d6x10 if you are standing right where its going to directly hit, otherwise, covers a 30ft area with thick smoke.
Stone Gargoyle wrote:Sorry I was not more help. I am trying to work on a couple of new powers but I'm still in creative block hell.
Hembree77 wrote:Stone Gargoyle wrote:Hembree77 wrote:Artillery Strike (major)
Player can summon an Artillery strike.
Range: Limited to line of sight, but does work if character uses binoculars.
Duration: 1 melee round plus 1 melee round every 3 levels
Damage; Special
Radius: Special
Number of rounds dropped: 2 +1 every 3 levels.
Number of Ammo types Known: 1 attack form and 1 non attack form my be chosen at first Level, player may select another 1 at level 3,6, 10, &14.
Types of Ammo:
1.) High Explosive: 1d4x100 to a 30ft area
2.) White Phosphorus: 1d4x100 to a 30ft area, burns for 1d4 melee rounds after initial hit, 90% chance of igniting flammables and 60% chance that even non-flammable materials will catch fire.
3.) Napalm: 1d6x100 to 30ft area, doesn’t stop burning unless fire retardant is dropped as well.
4.) Armor Piercing: 2d4x10 to a 2ft area.
5.) Fire Retardant: 1d6x10 if you are standing right where its going to directly hit, otherwise, covers a 30ft with Fire Retardant that immediately puts out all fire, Phosphorus, and Napalm.
6.) Smoke: 1d6x10 if you are standing right where its going to directly hit, otherwise, covers a 30ft area with thick smoke.
The range should have more of a limit for this kind of damage. I have a lot of issues with this power, which are reflected in what Mephisto has already commented on. The form of ammo should evolve over time from low to high damage.
i put up what was bouncing around in my head, that was what i had come up with so far, i figured if i put it up, one of the other more experienced power creators might have some ideas to flush it out. For the damage, i actually using examples from the Compendium of Modern weapons: the mortar section.
Leon Kennedy wrote:Ok, you want ideas? Here you go.
1. Genetic modification. The super-being can attempt to modify the DNA of normal humans, attempting to give them super abilities. This may only be attempted on normal humans – aliens, super beings, extra-dimensional beings, etc., cannot have this attempted on them. Even with being a normal, non-mutant human, the subject should be willing. Non-willing subjects are allowed a saving throw vs. disease (with all applicable modifiers) to resist the effects. Roll on the following table to determine the outcome of the attempted modification. Note that only 1 successful attempt at modification (an attempt that results in a roll on the following table) may be tried on any subject. Each use of this portion of the super ability uses 3 melee actions.
01-16 The subject suffers a serious reaction. Must make a saving throw vs. disease or suffer -1 penalties to all attributes.
17-32 The subject is completely unaffected. The DNA was either modified with no actual result, or the DNA is unmodified in any way that would affect normal activity.
33-48 The subject receives a random mutation, one that is not intended by the super-being. Roll 1 time on the Unusual Mutant Characteristics chart, ignoring any roll indicating that there is no unusual characteristic.
49-64 The subject suffers a serious side effect to the attempt to have his/her DNA altered. Roll 1 time on the Experimental Side Effects table.
65-80 An unexpected mutation has occurred. The subject receives 1 minor super ability (01-70%), 2 minor super abilities (71-90%), or 1 major super ability (91-00%).
81-96 An unexpected mutation has occurred. The subject is now considered to be alien in physiology. Roll on the Physiological Modifications table for Aliens.
97-00 The genetic alteration is a complete failure, with the subject’s DNA becoming non-viable. The subject dies, quite possibly a painful and horrible death.
By limiting this to only non-mutant subjects, you make this character unable to further alter any mutants or aliens. Which makes the power a little limited in combat against other super-beings. By limiting the number of successful attempts per non-mutated human, you make this ability so it can't be used over and over again until you get the desired result. And you eliminate the 80% +2% per level and substitute it with a saving throw for the subject/victim.
I think this is a good start for toning this power down a bit.
Hembree77 wrote:Gene-Freak
This Power allows the player to add, remove, edit and adjust the DNA of another person.
1.) Genetics: 50%+2%
Techniques that manipulate the DNA of cells in order to change heredity traits or Produce biological products,. The techniques include the use of hybridomas to make Monoclonal antibodies, gene splicing, or recombinant DNA technique and polymerize chain reactions. The Player can attempt to eliminate genetic disorders or Increase 1 Attribute.
On a failed roll, roll on the following chart:
01-20 The subject suffers a lethal reaction and dies.
21-45 The DNA sequence does not take, the subject remains healthy.
46-50 The subject undergoes an unexpected mutation, instilling abilities totally unexpected by the creator.
51-70 The subject suffers serious side effects, but the desired altered genetic structure remains.
71-80 The desired manipulation seems to have taken hold, but 3d6 weeks later the subject suffers a lethal reaction and dies.
81-90 An unexpected mutation occurs; the subject remains healthy, but is physically changed forever. May include skin color changes, unsightly growth, or even extra limbs.
91-00 Unexpected mutation occurs; subject’s anatomy is drastically altered to the point that the body can no longer function in its natural environment. The body may require a different environment or may be able to be kept alive via life support machines, otherwise the subject will die within 1d6x10 minutes.
2.) Medical Doctor: +20%
The character has an almost supernatural understanding of Medicine and the Human body that make this character the ultimate doctor. The character gets +20% to Medical Doctor, and +10% to all medical/ science skills me may choose.
3.) Edit/Remove DNA 50%+2%: the character can edit the DNA of another to remove genetic flaws. 72%+2%
Allows the player to Remove Genetic or heredity defects, unusual characteristics, Hereditary diseases, Remove or Edit super powers and Psionics.
Editing DNA take 4d4 hours per gene edited.
4.) Boost Stats:30%+2% Character can boost attributes of another by editing the DNA of the person
Stats can be increased: 2+1 every 3 levels.
Duration of Editing: 1d4 hours per attribute point manipulated.
Attribute is boosted permanently
5.) Scan Health (same basics as Living Anatomy, except player does not get the combat bonuses).
6.) Surgical Vision: player can see Individual DNA. Range 2ft
Bonuses:
+1d4 to I.Q. +1d4 to M.E.
Heals 2 times faster.
Limitations and drawbacks:
Limitation: CANNOT modify superhumans, or augmented humans
Limitation: Modifying a human, can only be once.
Limitation: The removal of Bad/diseased/Damaged DNA does not count as augmentation, it is simply repairing what is there all ready.
Limitation: Only works on ppl that are the same species. I.E. human to human, alien race to alien race.
Limitation: 1 subject per 24 hour period. The clock starts at the end of the current activation.
Limitation: The possessor of this CANNOT augment himself.
If the Target is willing then no saving throw is required.
If the Target is Unwilling the Target Must make a saving throw Vs Genetic editing 14+PE bonuses.
Ok, here is my revised version, hows it look
Mephisto wrote:There are some aspects of this that would work as a power category or Hardware option, like Natural Geneticist, Innate Enhancer, Freak Builder, Evolutionary, and Racial Purifier.