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Re: NEW POWERS!

Posted: Sun Sep 26, 2010 6:36 pm
by NMI
Yes Gadrin has "disappeared". He sent me an email a year or two back saying he was no longer going to be compiling the powers from the wiki and he never got me the "script" that he wrote that made it easy to do.

Re: NEW POWERS!

Posted: Tue Sep 28, 2010 9:20 am
by Iczer
Charisma Whip: [Minor]
'I Know, I know. It's not about looks, It's about personality'

The character can use his own force of personality as a weapon.
It takes an action to create the charisma whip, a glowing energy lash that extends for as many feet as the character's MA score and hums and crackles with power.
As a weapon, The Charisma whip has a +2 bonus to strtike (Plus any PP bonus). It inflicts no damage per se But may inflict awe or horror.
any target struck must immeadiately save vs horror factor (Or, optionally awe factor) of 15 or suffer the normal effects of HF for the round. Additionally, if the character's MA score exceeds the target's ME score, then the whip inflicts 2D6 damage as well (PS bonus does not apply).
The whip is semi solid, and is deflected by worn armour and can be parried with a wepaon or other object. Unarmed opponents cannot parry (it would strike the arm) and natural AR is not effective at all.
The character controlls the length of the whip. at its shortest, the character's hand merely glows, giving off the light of a strong torch, and he may simply use this ability by touching a foe.
Other bonuses: +4 MA when the whip is active.

Meta-alteration: [Minor]
'Yeah well, Now you have made me really mad'

The character can alter small but basic aspects of himself and his powers. The character posesses an 'alternate state' where he appears as himself, but his abilities appear different.
For the most part this is merely cosmetic in nature. A Power in use appears different most of the time. (JetLass, with flight: energy usually has a glowing green contrail. her alternated aspect has a rainbow contrail)
If a power provides a randomly determined bonus, then that bonus is rolled a second time for the altered state. SDC is not altered in this fashion. (Dexter, with Ex:PP rolled a +4 bonus. His altered state has a +2 bonus)
If a power has a type of energy attached, then the character may optionally have his altered state use a different energy. (Heat strike has APS fire. his altered state uses electricity. he has all his normal abilities, but he uses electricity instead)
Lastly, the character may take attributes and 'pass them over' to the other state and vice versa. this is a one time change selected when this power is acquired. up to 5 points may be transferred form any attribute and up to 15 points total. (Dr awesome has an IQ of 16 normally, but he donates 4 of those IQ to his alternate state. He has 12 and his altered state has 20)

Reclaim technology: [Major]
'Drop the guns, or plant them. your choice'

The character can turn artificial objects into more natural ones. The character expends 2 actions and may turn any artifical object up to 100 lbs per level into a plant. This does not affect wood or natural fibres, but easilly affects metal, concrete and plastic. The plant life created in this fashion slightly resembles the original object in as much function as is possible for a plant but typically this is cosmetic only. (Fibre man can turn a gun into a series of vines for instance, and while it retains a gun like shape, it cannot fire)
The character cannot turn part of an object into plant life, unless it is already distinct and seperate. (Fibreman cannot turn part of a wall into plantlife, but he could turn just a door into woven grass).
Plantlife created in this manner remains permanently so. If an object is turned into a plant like shape while touching the ground, it immeadiately attempts to root itself to the ground (Requiring a superhuman PS equal to the character's MA plus 5 per level to uproot).

The character can also animate and control plants (as per page 285 HU2, a sub ability of the Major power Plant control.) but only plants he has brought into existence.

The character can choose the basic type of plant life he creates when he makes the transformation, and may be able to create hazzardous plants in this fashion (Imagine a target's bullet proof vest turning into woven vines of poison Oak)

Batts

Re: NEW POWERS!

Posted: Tue Sep 28, 2010 9:34 am
by Iczer
Panic infliction [Minor]
'You can't touch this'

The character can emmanate a field of dread and panic that can overwhelm a target.
while this field is active, if any living, thinking creature attempts to touch him (including, of course any form of melee combat) then he must make a Saving throw of 14+ (ME bonuses apply) or pull out at the last second, reflexively flinching. Likewise any time the character attempts to touch an opponent the target must make the same saving throw or dodge (as opposed to a normal parry)
If contact occurs, the target finds it very unpleasant. if the target's ME is lower than the character's MA, then he loses an action from involuntary revulsion an shudders. If forced into long term contact, the character is treated as having a HF of 16 (occurs after one melee round of contact)
The character must expend one action per round maintaining this power.

Must have missed that one

Batts

Re: NEW POWERS!

Posted: Thu Sep 30, 2010 3:04 pm
by Steeler49er
Iczer wrote:Newbody is balanced by the lengthy wait (5 minutes is labourious in a combat zone) and that the new body's aren't nearly as powerful as the original (lower attributes, very base SDC). having access to new powers is good and all, but your primary self loses a major power (and that's a major investment). True, the new bodies have their own powers, but they are usually less than another hero, and the powers are random (or..they should be)

It can lead to abuse of course, but what power can't really (refer if you will to the energy conversion thread)

:lol: :lol: :lol:
Ouch, this is the first tim that I've gotten back to reading the NEW POWERS thread in a long while and I read that last part and realize that i've just been burnt by my own Munchkinizms I posted on That thread. :lol:

Good show mate.




Oudate: I've Posted a few Nightbane Talents in Black Vault. More to come.

Re: NEW POWERS!

Posted: Thu Oct 07, 2010 3:04 pm
by Steeler49er
New Mega Power concept...
Expanded Scope (Mega) By Steeler49er
"I thought he was weaker, but then the earth just began to shake... Everywhere"

Being a Mega-being should mean more than gaining 'just another power' and it does. Megas selecting this ability do not gain another Mega-super power but rather have their all of their other powers Greatly increased by many folds over the normal. The Mega sees one of five of the following improvements implemented over each of their powers. Any of the below abilities may be added in any order to a given power, but may have only up-to five of the below for that given power.
Effect:
• Range increases by 100 times.
• Powers that normally work at 'Touch Range only' may now work at 1 meter/yard per level.
• Area of effect increases by 10 times.
• Add +5 to the difficulties in resisting this power.
• Damage and damage effects increases by x4.
• Speed is increased by Five times and if it didn't see an increase per level; before this ability it now increases by 20% it's base per level.
• Increase the pool for any powers by 10X times. This counts towards powers like "Generate Force Fields", "Bend Reality", and "Power touch". More over, if the pool didn't increase then the super gains 10% of base per level.
• Power effects and bonuses triple. A power that normally granted you +3 to strike and +2 Attacks per melee would now grant you +6 to strike and +4 Attacks more per melee, A power like Growth now sees the super increase in height by 3 times normal (6 feet per point of PE).
Affectable or Creatable mass as well as normal maximum lifting/carry rates are Multiplied by three as well, meaning a super with MA: Metal could conjure 60lbs (not 20lbs) of metal at level one, or a super with Extraordinary PS can now lift 300 times their PS and Carry 600 times that number.
• Attribute bonuses increase by 50% or +1 more than usual, which ever is more.
• Effects such as healing see their rates increase by an amount multiple of PE bonus plus two.
• HP & DC bonuses double.
• Powers which grant an affectable number maximum and or which have a maximum number of uses in a time frame (such as the power "Mentally Control Others" where the power only effects 4 people at a time and anymore over that number gain a plus one bonus to resist, or "Healing factor" which may insta heal twice a day) see those numbers increase by one more over the norm per level, starting at level one. The same holds true for a power like "Multiple Lives" in which the super gains one more additional Life per level starting at level one. The power "Multiple Beings" sees a greater increase which adds an addition amount gained per level equal to the newly gained level (IE the super gains three more clones per level at level three to their normal base amount).
• Powers that normally grant the ability for their durations to be optionally extended to the "Permanent" level with the expenditure of Permanent attribute or ability loss (IE: Transmutation) now sees those losses dropped to a single HP/SDC and or Attribute point permanently. Further by expending double the original amount temporarily the Mega may make such an effect permanent, but said Attributes/DC loss only start to return after one week.
•The Mega being sees one of these aspects further increased, doubling for a single one of their powers. For instance if a player wishes for their EE: Light to have it's damage increased by x2 over the above listed (which brings it to a total multiple of x8 its' original nature) they can, even if EE: Light was their only power to begin with. However, this last bonus ability only works After the super makes a PE save vs. difficulty 10 (+1 for every use in under an hour and or every failed roll). A failed roll means that the super takes 1D6 points of HP loss per point the roll was failed by. Lost HP only begins to recover after one hour per point the roll failed by. Duration: is instant, unless the aspect chosen to be increased was duration or the duration was permanent, in which case it runs out per normal or not at all.

Any effects of this power which use multiples see those multiple take affect After any and all other bonuses from other powers and abilities.
Above abilities are not stackable, only One ability per power.

Re: NEW POWERS!

Posted: Thu Oct 07, 2010 4:42 pm
by Severus Snape
Hopefully this one hasn't already been done...


Split Decision (Minor)
Which way do I go? Which path do I choose? Let me just think on it for a moment...

With this power the super-being has the ability to "see" the outcome of any number of possible, singular actions to be taken. By using 1 melee action the super-being can create a list of possible actions to take, and then see what the outcome of each of those actions will be. What actually happens is that time stops around the character, the character thinks on any number of potential actions for his or her next action - and only for the next action - and then will see, albeit briefly, what the outcome of that action will be. The character can, at first level, see the outcome of 2 different actions, and then will gain the ability to see the outcome of an additional action every other level (3 at level 3, 4 at level 5, etc.).

It should be noted that using this power does not interfere with the character's current melee action so long as the character has melee actions remaining. That is, on the character's turn, they can spend 1 action to use this power, and then immediately act upon the knowledge they have received without having to wait until their next turn in that melee round.

It should also be noted that the character does not have to act in any of the ways that he or she saw using this power. For example, if the character wanted to see the outcomes of 2 different attack styles (say, 1 using a gun and another using a knife), and the character did not like the outcome of either of those, they are not required to use those attack styles but may perform another action that they did not get an outcome for.

The range is limited to the character only (unless powers are borrowed, granted, or stolen), and can be used at any time that the character is awake and able to think on his or her own. The only limits to this power are that the character must spend 1 melee action to use the power, and they cannot see more outcomes than the power allows (2 at 1st level, then 1 additional every other level).

The power grants the following bonuses:

  • +1 to IQ, MA and ME
  • +1 to Strike, Dodge, Parry, Pull, and Roll
  • +1d6 to ISP (for characters with Psionics)

The power grants the following penalties:

  • The character always appears to be lost in thought and is unable to do anything without thinking on it first. This translates into a -5% penalty on any skill checks that involve deep concentration.
  • The character tends to over-think all situations, especially those involving combat. This translates into a -1 penalty to Initiative.

Re: NEW POWERS!

Posted: Thu Oct 07, 2010 9:37 pm
by Stone Gargoyle
Steeler49er wrote:New Mega Power concept...
Expanded Scope (Mega) By Steeler49er
"I thought he was weaker, but then the earth just began to shake... Everywhere"

Being a Mega-being should mean more than gaining 'just another power' and it does. Megas selecting this ability do not gain another Mega-super power but rather have their all of their other powers Greatly increased by many folds over the normal. The Mega sees one of five of the following improvements implemented over each of their powers. Any of the below abilities may be added in any order to a given power, but may have only up-to five of the below for that given power.
Effect:
• Range increases by 100 times.
• Powers that normally work at 'Touch Range only' may now work at 1 meter/yard per level.
• Area of effect increases by 10 times.
• Add +5 to the difficulties in resisting this power.
• Damage and damage effects increases by x4.
• Speed is increased by Five times and if it didn't see an increase per level; before this ability it now increases by 20% it's base per level.
• Increase the pool for any powers by 10X times. This counts towards powers like "Generate Force Fields", "Bend Reality", and "Power touch". More over, if the pool didn't increase then the super gains 10% of base per level.
• Power effects and bonuses triple. A power that normally granted you +3 to strike and +2 Attacks per melee would now grant you +6 to strike and +4 Attacks more per melee, A power like Growth now sees the super increase in height by 3 times normal (6 feet per point of PE).
Affectable or Creatable mass as well as normal maximum lifting/carry rates are Multiplied by three as well, meaning a super with MA: Metal could conjure 60lbs (not 20lbs) of metal at level one, or a super with Extraordinary PS can now lift 300 times their PS and Carry 600 times that number.
• Attribute bonuses increase by 50% or +1 more than usual, which ever is more.
• Effects such as healing see their rates increase by an amount multiple of PE bonus plus two.
• HP & DC bonuses double.
• Powers which grant an affectable number maximum and or which have a maximum number of uses in a time frame (such as the power "Mentally Control Others" where the power only effects 4 people at a time and anymore over that number gain a plus one bonus to resist, or "Healing factor" which may insta heal twice a day) see those numbers increase by one more over the norm per level, starting at level one. The same holds true for a power like "Multiple Lives" in which the super gains one more additional Life per level starting at level one. The power "Multiple Beings" sees a greater increase which adds an addition amount gained per level equal to the newly gained level (IE the super gains three more clones per level at level three to their normal base amount).
• Powers that normally grant the ability for their durations to be optionally extended to the "Permanent" level with the expenditure of Permanent attribute or ability loss (IE: Transmutation) now sees those losses dropped to a single HP/SDC and or Attribute point permanently. Further by expending double the original amount temporarily the Mega may make such an effect permanent, but said Attributes/DC loss only start to return after one week.
•The Mega being sees one of these aspects further increased, doubling for a single one of their powers. For instance if a player wishes for their EE: Light to have it's damage increased by x2 over the above listed (which brings it to a total multiple of x8 its' original nature) they can, even if EE: Light was their only power to begin with. However, this last bonus ability only works After the super makes a PE save vs. difficulty 10 (+1 for every use in under an hour and or every failed roll). A failed roll means that the super takes 1D6 points of HP loss per point the roll was failed by. Lost HP only begins to recover after one hour per point the roll failed by. Duration: is instant, unless the aspect chosen to be increased was duration or the duration was permanent, in which case it runs out per normal or not at all.

Any effects of this power which use multiples see those multiple take affect After any and all other bonuses from other powers and abilities.
Above abilities are not stackable, only One ability per power.

This is way too powerful.

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 7:28 am
by Iczer
Damage absorption [Minor]
'you know, this would bother a lesser man'

The character can deliberately absorb an incoming attack rather than defend. The character expends an action, much like a dodge, and makes a roll of a D20, adding a bonus of +1 per level, as well as a bonus amount as if his PE was his PP score (so a PE of 16 grants an extra +1 bonus)
If he fails to match or beat the incoming attack roll (or a 14 if using this against an area attack, heavy unnavoidable impact or fall) then he takes half damage from that attack If he suceeds, then the damge is instead quartered.

all damage prevented by this power sits in a pool until the end of the melee round. every 10 points in the pool at the end of the melee round heals 1D6 damage when the round ends.


Whirling blades [Major]
'Reach out and touch someone..through the chest!'

The character can transform his hands and arms into 4 foot blades.
1) damage: blade arms inflict 3D6 damage, plus any PS damage bonus. If the character's PP exceeds his PS, he may substitute that instead (treating PP as PS).
2) Combat bonuses: The blade arms are +2 to initiative, +2 to strike disarm and parry. Bladed arms add an extra melee attack and the character can fight with them as if he had paired weapons.
3) blades statistics: the blades have 60 SDC each Plus 10 per level. they are impervious to casual harm and have to be deliberately targetted to be damaged. Blade arms are sharp enough to ignore 3 points of a target's AR. It takes one melee action to transform normal limbs into blade limbs.
4) blade arm manoevers: the character is also practised in several useful blade techniques.
a) Missile cutting: against slow moving projectiles (anything slower than bullets) the character can attempt to cut the projectile. this uses an action and requires a strike roll over the target attack's strike roll. if he rolls high or matches, the projectile has been sliced out of the air.
b) Blade shield: by holding the flats of the blades out, the character can create a temporary shield. this type of parry requires an action and is at +4 (in addition to parry bonuses) if successful, the attack slams into the flats of the blade arms (no damage)
c) Whirlwind: the character spins ont he spot, lashing out at all foes. the character expends all actions and strikes at all nearby targets. he makes a seperate strike roll against them all which thay may defend against normally. for the rest of the round he may not move and has no other actions, but may parry as normal. at 5th level, he may take a second strike against all available targets at the end of the melee round.
d) wall slide: if faced with a vertical fall parallel to a solid wall, he may use the blades to slow his descent. falls under 60 feet are reduced to zero damage, and falls over this amount are reduced to half damage (halved again with a successful roll with punch/fall/impact)
5) other abilities: +2 to PP, +6D6 to SDC.

Dissasembler cloud: [Minor]
'and presto..your clothes are gone'

The character can generate a cloud of particles that eat matter
creation of the cloud requires one action, and a further action each round to maintain. the cloud can be centred on the character or out to 30 feet. the character can move the cloud 10 feet (+5 feet per level) as an action (or it stays around the character).
The cloud is 10 feet across (plus 5 feet per level)

the cloud inflicts 2D4 damage to all innanimate, inorganic objects it passes over, or 3D6 to all objects that remain in the cloud for the full melee round (if an object is passed over twice in the same round, there is further cosmetic damage but no actual SDC damage)

The cloud is translucent. anyone in the cloud finds his strike parry and dodge rolls reduced by 2 from the impaired visibility, and anyone firing into the cloud also see's their strike roll reduced by 2

This damage is from molecular dissasembly, and as such it leaves a residue of the items it has damaged behind as a fine powder.


mechanical hommoculi [Major]
'Go Go gadget umbrella'

The character can turn simple mechanical objects into obedient short lived drones.
The character can affect objects 5 lbs or less in weight, rising by 5lbs per level. a drone has the following statistics.
Most statistics are identical to the player characters except as follows.
IQ ME and MA are half the characters. PS is 1 and the drone inflicts a mere 1 point of damage in combat. Spd is also halved and PE is irrelevant. SDC of the Drone is the same as the object (or part thereof. see below) attacks per melee are 2 and combat bonuses are equal to half the PC's.
Drones are obedient and loyal. They last 20 minutes per level and can venture up to 200 feet from the character before reforming into their components. The character must have a firm grasp of the object to transform it (the character can entangle an opponent's gun and then transform it, but cannot merely strike or pary the object) It takes 2 actions to create a drone, and the character can only have 6 drones active at one time (+2 per level)
The maximum weight of a drone is 5 lbs. if an object exceeds 5 lbs (but is still under the character's weight limit) then the character creates multiple drones (a 12 lb assault rifle breaks down into 3 drones of 4lbs each).
Drones have memory. if the character keeps turing his home computer into a drone, it will remember events from the last time it was used in such a manner. the definition of 'machine' remains vague for the purposes of this power. an umbrella counts, a sword does not.
Drones can act as the machine they have spawned from, though if spawned from multiple machines then they need to remain together. a modem drone can remain plugged into the internet and can even perform limited browsing. a Phone drone can take calls for the character. A handgun drone can fire it's ammunition, doing normal damage (but having a -2 to strike and is not trained in WP: self)
Other bonuses: The character enjoys a +10% to mechanical and electrical skills.

countermoves [Minor]
'Yeah..nice dragon punch. pity it's worthless against a true master'

The character can absorb the moves and fighting style of his opponent and develop impromptu reflexes to account for them.
If a fighting move is used against this character, it works perfectly the first time, but suffers a -1 to strike and -2 to damage each subsequent time.
furthermore, the character becomes accustomed to the defences of his opponent's, and adds +1 to strike and +2 to damage for each successive melee round of fighting that opponent.
Other abilities: +1 attack per melee against foes with more attacks per melee than him.
Notes: the bonuses remain for up to one hour per level. at the GM's option, the character can retain his bonuses against opponents of similiar fighting style (like a horde of ninjas for instance, or a small army of goons, but disspear when changing opponents with different fighting styles)

blinkout
[Minor]
'Now you see me, now you d...'

The character can vanish to avoid danger. The character simply skips ahead in time a second or two to avoid damage. If the character is struck for damage, he may make an auto dodge as a response (add +2 to this auto dodge with a further +1 at levels 3,6,9,12 and 15) if successful, the character blinks out instead of taking damage.
Canny opponents can turn this power against the character though. By leaving an attack in the space the character has vanished from, the character reappears in the now occupied space. he takes half normal damage (instead of none) and loses this power for the rest of the melee round, and is shunted to the side enough to avoid being impaled.
(Johnny Punch is sick of Nihon-Go the teleporting ninja, as punch after punch meets nothing but air. Quick to improvise he launches a straight kick and leaves the extended leg in the space Nihon-Go vacates. A half second later nihongo reappears with Johnny's leg through his torso and is shunted to the left. he's taked reduced damage but the power is broken for a round.)

Batts

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 7:31 am
by Iczer
Severus Snape wrote:Hopefully this one hasn't already been done...


[b]Split Decision (Minor)


Something similiar in Transdimensional TMNT (one of the temporal magic spells IIRC)
Seems balanced. Looks good. I Approve.

Batts

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 9:44 am
by Severus Snape
Iczer wrote:
Severus Snape wrote:Hopefully this one hasn't already been done...


[b]Split Decision (Minor)


Something similiar in Transdimensional TMNT (one of the temporal magic spells IIRC)
Seems balanced. Looks good. I Approve.

Batts

I don't own Transdimensional TMNT, so I wasn't even aware that something similar existed.

And thanks for the vote of confidence!

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 1:40 pm
by Stone Gargoyle
Nice set of powers, Iczer. I especially like Whirling Blades. Mechanical Hommoculi seems useful but I might try and do a power like it to show how I would do it.

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 8:25 pm
by Steeler49er
Stone Gargoyle wrote:
Spoiler:
Steeler49er wrote:New Mega Power concept...
Expanded Scope (Mega) By Steeler49er
"I thought he was weaker, but then the earth just began to shake... Everywhere"

Being a Mega-being should mean more than gaining 'just another power' and it does. Megas selecting this ability do not gain another Mega-super power but rather have their all of their other powers Greatly increased by many folds over the normal. The Mega sees one of five of the following improvements implemented over each of their powers. Any of the below abilities may be added in any order to a given power, but may have only up-to five of the below for that given power.
Effect:
• Range increases by 100 times.
• Powers that normally work at 'Touch Range only' may now work at 1 meter/yard per level.
• Area of effect increases by 10 times.
• Add +5 to the difficulties in resisting this power.
• Damage and damage effects increases by x4.
• Speed is increased by Five times and if it didn't see an increase per level; before this ability it now increases by 20% it's base per level.
• Increase the pool for any powers by 10X times. This counts towards powers like "Generate Force Fields", "Bend Reality", and "Power touch". More over, if the pool didn't increase then the super gains 10% of base per level.
• Power effects and bonuses triple. A power that normally granted you +3 to strike and +2 Attacks per melee would now grant you +6 to strike and +4 Attacks more per melee, A power like Growth now sees the super increase in height by 3 times normal (6 feet per point of PE).
Affectable or Creatable mass as well as normal maximum lifting/carry rates are Multiplied by three as well, meaning a super with MA: Metal could conjure 60lbs (not 20lbs) of metal at level one, or a super with Extraordinary PS can now lift 300 times their PS and Carry 600 times that number.
• Attribute bonuses increase by 50% or +1 more than usual, which ever is more.
• Effects such as healing see their rates increase by an amount multiple of PE bonus plus two.
• HP & DC bonuses double.
• Powers which grant an affectable number maximum and or which have a maximum number of uses in a time frame (such as the power "Mentally Control Others" where the power only effects 4 people at a time and anymore over that number gain a plus one bonus to resist, or "Healing factor" which may insta heal twice a day) see those numbers increase by one more over the norm per level, starting at level one. The same holds true for a power like "Multiple Lives" in which the super gains one more additional Life per level starting at level one. The power "Multiple Beings" sees a greater increase which adds an addition amount gained per level equal to the newly gained level (IE the super gains three more clones per level at level three to their normal base amount).
• Powers that normally grant the ability for their durations to be optionally extended to the "Permanent" level with the expenditure of Permanent attribute or ability loss (IE: Transmutation) now sees those losses dropped to a single HP/SDC and or Attribute point permanently. Further by expending double the original amount temporarily the Mega may make such an effect permanent, but said Attributes/DC loss only start to return after one week.
•The Mega being sees one of these aspects further increased, doubling for a single one of their powers. For instance if a player wishes for their EE: Light to have it's damage increased by x2 over the above listed (which brings it to a total multiple of x8 its' original nature) they can, even if EE: Light was their only power to begin with. However, this last bonus ability only works After the super makes a PE save vs. difficulty 10 (+1 for every use in under an hour and or every failed roll). A failed roll means that the super takes 1D6 points of HP loss per point the roll was failed by. Lost HP only begins to recover after one hour per point the roll failed by. Duration: is instant, unless the aspect chosen to be increased was duration or the duration was permanent, in which case it runs out per normal or not at all.

Any effects of this power which use multiples see those multiple take affect After any and all other bonuses from other powers and abilities.
Above abilities are not stackable, only One ability per power.

This is way too powerful.

Dude I MUST be psychic cuz, I knew you'd say that :lol:


Well to adress that. Mega beings (as how they've been written up in the books) are Only all that Mega/powerful when one of the writers bother to Fudge the NPC's write up in some fanciful way by giving them Twenty powers and a gimped vulnerability that they'll never likely have to deal with (like the Blhaze). Other wise megas are just about as powerful as a Normal Super whos got the right mix/combo of powers. The reason for this seems to be that the Mega Supers tend to grant a bunch of (Almost racial) minor abilities and One mega power. And that mega power is little more than a Major power +5% more. Some of the Mega powers Are more powerful, others still pale compaired to Many pre-existing major powers in the books.

The reason I created this Mega Ability was because I noticed that (although I only use/allow Megas as NPCs in my games) neither their Mega power Nor their other abilities seemed to Really truly make the superbeings they are attatched to All that. A Mega SHOULD BE "just like a super" but several Times larger than life... Not someone with "One more Power" and a buncha little (seemingly racial) minor abilties-in addition to the something or nothings of power they may start out with. I'd rather see Pre-existing powers getting a "Boost"... Like you are a Super with CEF: Air but you are more powerful than someone Else with the same power.
EXAMPLE: You get to take 5 power boosts (Which I'm very open to negotiations on that number) if you take the Expanded Scope Mega-Ability so Maybe you Take "Area of Effect" and now you have a super with the ability to effect the weather whole states, as apposed to a pultry (although touted as large) AOE that is under a mile.
Additionally you pick "Duration Increase" (which seems to have been accidentally left out of the power) which increases the duration by one step (Minutes become dozen minutes, dozens of minute would become hours, hours bacomes several hours...etc) granting the power quite some staying power.
If we were to drop the Abilites granted down from 5 to let's say 3... One more Ability could be granted.
It could be a spike in Range, Damage, or maybe the ability to increase the difficulty to resist some aspect of the power! You've got the ability to do Allota tailoring with this Ability which is good, since having ANOTHER SUPER the 333rd version of CEF: AIR look statistically the exact same as everyone else with CEF: AIR is kind of unrealistic, and also a little childish for a super hero game... Unless everyones powers came from the Exact same source.



I realized making this Ability that it was over the top and that it would use some tweeks and reductions and just like any good car salesmen, I start overly big and let everyone and myself reduce things down to a more Realistic Level via discussion. So YES Do I agree that the Expanded Scope mega-ability needs some tweeks, sure but I'm not seeing any given by anyone, which is what this forum is about and what is what i'm gonna need before I can fix Expanded Scope.
IE Here's one: "Hey Steeler, hows about reducing/cutting down the number of granted boost by one or two, down from Five to three" for instance.

Then I (agree/disagree) and back to the table.
If my answer is "Sure" (which it is), then we have our first in-roads to a consensus.
But I'm gonna need some curtiques'.

Certainly I'm not gonna be able to change/modify/improve Expanded Scope to better fit the game untill I get some useful feed back.

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 8:44 pm
by Steeler49er
Here's another idea to "hem in" Expanded Scope.
Limit the TOTAL number of granted abilities to 5 but this total Must be spread out over all existing powers with No More than 3 maximum per power.
See, that's one good route right there.

Re: NEW POWERS!

Posted: Fri Oct 08, 2010 9:00 pm
by Steeler49er
THIS POWER UP-DATE HAS BEEN MODIFIED TO ADD:
►DURATIONAL INCREASE OPTION.
►A FIX IN THE STACKING OF TIMES xMULTIPLES WITH OTHER POWERS.
►THE NUMBER OF ABILITIES GIVEN HAS BEEN DROPPED FROM 5 TO 3 AS THIS WAS WAY TO OVER POWERS (EVEN FOR A MEGA-BEING)

Spoiler:
New Mega Power concept...
Expanded Scope (Mega) By Steeler49er
"I thought he was weaker, but then the earth just began to shake... Everywhere"

Being a Mega-being should mean more than gaining 'just another power' and it does. Megas selecting this ability do not gain another Mega-super power but rather have their all of their other powers Greatly increased by many folds over the normal. The Mega sees one of three of the following improvements implemented over each of their powers. Any of the below abilities may be added in any order to a given power, but may have only up-to three of the below for that given power.
ADDENDUM: A PC or NPC Megas give up all of their other listed Sub-Mega abilites in return for this one.
Effect:
• Range: increases by 100 times.
• Powers that normally work at 'Touch Range only' may now work at 1 meter/yard per level.
• Area of effect increases by 10 times.
• Add +5 to the difficulties in resisting this power.
• Duration is inrceased by 'one step up' and powers with out any 'per level' durational increase gains 20% more to duration per level. Meaning for example a power with a Normal duration of 3minutes +1minute per level now sees it's duration increased to 30 minutes (+10 minutes per level). A power with a duration of 30 minutes and No per level durational increase would now be 30 hours Plus 6 hours per level. Time frames are (Instant to Melee/Melee to Minute/Minute to 10's of Minutes/10's of Minutes to Hours/Hours to Days/Days to Weeks/Weeks to Months/Months to Seasons/Etc...
• Damage and damage effects increases by x4.
• Speed is increased by Five times and if it didn't see an increase per level; before this ability it now increases by 20% it's base per level.
• Increase the pool for any powers by 10X times. This counts towards powers like "Generate Force Fields", "Bend Reality", and "Power touch". More over, if the pool didn't increase then the super gains 10% of base per level.
• Power effects and bonuses triple. A power that normally granted you +3 to strike and +2 Attacks per melee would now grant you +6 to strike and +4 Attacks more per melee, A power like Growth now sees the super increase in height by 3 times normal (6 feet per point of PE).
Affectable or Creatable mass as well as normal maximum lifting/carry rates are Multiplied by three as well, meaning a super with MA: Metal could conjure 60lbs (not 20lbs) of metal at level one, or a super with Extraordinary PS can now lift 300 times their PS and Carry 600 times that number.
• Attribute bonuses increase by 50% or +1 more than usual, which ever is more.
• Effects such as healing see their rates increase by an amount multiple of PE bonus plus two.
• HP & DC bonuses double.
• Powers which grant an affectable number maximum and or which have a maximum number of uses in a time frame (such as the power "Mentally Control Others" where the power only effects 4 people at a time and anymore over that number gain a plus one bonus to resist, or "Healing factor" which may insta heal twice a day) see those numbers increase by one more over the norm per level, starting at level one. The same holds true for a power like "Multiple Lives" in which the super gains one more additional Life per level starting at level one. The power "Multiple Beings" sees a greater increase which adds an addition amount gained per level equal to the newly gained level (IE the super gains three more clones per level at level three to their normal base amount).
• Powers that normally grant the ability for their durations to be optionally extended to the "Permanent" level with the expenditure of Permanent attribute or ability loss (IE: Transmutation) now sees those losses dropped to a single HP/SDC and or Attribute point permanently. Further by expending double the original amount temporarily the Mega may make such an effect permanent, but said Attributes/DC loss only start to return after one week.
•The Mega being sees one of these aspects further increased, doubling for a single one of their powers. For instance if a player wishes for their EE: Light to have it's damage increased by x2 over the above listed (which brings it to a total multiple of x8 its' original nature) they can, even if EE: Light was their only power to begin with. However, this last bonus ability only works After the super makes a PE save vs. difficulty 10 (+1 for every use in under an hour and or every failed roll). A failed roll means that the super takes 1D6 points of HP loss per point the roll was failed by. Lost HP only begins to recover after one hour per point the roll failed by. Duration: is instant, unless the aspect chosen to be increased was duration or the duration was permanent, in which case it runs out per normal or not at all.

Any effects of this power which use multiples, see those multiples added to any given here. Above abilities are not stackable, only One ability per power.

Re: NEW POWERS!

Posted: Wed Oct 13, 2010 3:57 pm
by Severus Snape
This one came to me while I was reading some old gamma world material. Hopefully this one hasn't been done before...


Dual Brain (Major)
They say that some people are right-brained, and others are left-brained. I happen to be both...

Through some freak twist of nature, the character has 2 fully functioning brains in his head instead of just the normal 1 brain. The character has a slightly over-sized head to accommodate the 2 organs, giving him somewhat of an egg-head look. But for the comedic value of the head, there are serious things going on with having 2 brains:

  • The character will have 2 sets of mental attributes, 1 for each brain. The character will need to have 2 scores each for IQ, ME, and MA. All bonuses received from each brain are cumulative, and can be applied. For example, a character who has a high enough IQ in each brain to receive a bonus to skills (say, a +1% for one brain and a +3% for the other) would add the bonuses together and apply them to the skills (giving a total bonus of +4%).
  • The two brains, while separate, can and do operate together very well, giving the character bonuses to all kinds of actions and events:
    • +1 to initiative
    • +5% to all skills, except physical skills
    • +3 to save vs. mind control and possession
    • +3 to save vs. attacks against the mind (see below for additional attacks against the mind)
    • +1 to save vs. horror factor
  • The character will have at least 1 extraordinary mental attribute in each brain. The character should choose Extraordinary IQ, Extraordinary ME, or Extraordinary MA for the right brain, and then make another choice for the left brain. The character is allowed to choose the same one for each, or different ones for each.
  • The character automatically has the Multi-Tasking minor power, and all bonuses that go with it.

There are some other things to consider when taking this power:

  • Should the character have powers of the mind other than Multi-Tasking (Bookworm, etc.), those powers are only applicable to one of the brains. The character will need to decide which brain has what power.
  • Due to the nature of the brains, there is a flat 10% chance for each brain that the character has Psionic powers. Again, if one brain has psionic powers and the other does not, only the 1 brain has them. For each brain that has Psionics:
    • Determine ISP for the individual brain
    • Determine the psionic powers for the individual brain (5 Minor Psionic, 1d3 Super Psionic)

Should the character be involved in combat and one of the brains is killed, the character can still survive and function with having only 1 brain. However, all bonuses for having both brains are lost, and any powers associated with the dead brain are also lost (until the character can get the brain regenerated).

In order to use mind control or possession on this character, enemies will need to attempt separate attacks to control or possess the mind. Each brain needs to be controlled/possessed or the control/possession does not fully work. Because the 2 brains will be working against each other in this situation, the character is still assumed to have control of his/her mind, but he/she loses the powers associated with the controlled brain, as well as losing all benefits for having both brains until the mind control/possession is over.

Characters will also find that having 2 brains is better than one when learning new things. The character gets 1 additional skill program at first level, and the character cannot have an education level equal to Street School or High School. Every 4 levels, the character automatically receives a new skill program (which should be related to something that the character is doing in the campaign).

The remaining bonuses/penalties for having this power:

  • +2 to IQ, ME, MA for each brain
  • -2 to PB due to the shape of the head
  • The head itself is a little stronger for having to hold 2 brains. The character's head receives an additional 3d6 SDC, and each brain has an additional 1d6 HP

Re: NEW POWERS!

Posted: Wed Oct 13, 2010 4:45 pm
by Stone Gargoyle
Mega-Head (Major) by Stone Gargoyle
"Hitting me in the head is the worst move you could make."

The character has a head which is fully customizable and removeable.

1. Head Removal: The character is capable of removing their head indefinitely for the purpose of keeping it safe from harm.
Range:100 feet +50 feet per level. Any added distance will cause the character to save vs. coma/death(-10%) to keep from dying.
Duration: Indefinitely as long as it is in range.
Limitations: The character can only "see" in the direction his head is facing, but he could easily hold it in his hand to look around corners or over high walls. As long as the head is within range, he does not have to be touching it to receive directions.
Penalties: Since his head is removed, the character's personal orientation is off, suffering -4 to strike, parry and dodge. The penalty lessens by one each following level, having no penalty by the time they reach level 5.
Attacks: Uses 1 melee attack/action to remove/restore head.
Bonuses: The character is immune to strangling attacks, but a strong physical blow to the head or face may knock the head loose. +10 SDC to the head. The head can roll to travel at three times the character's normal speed, though no attack with the body is possible while doing so. The head also has a Natural AR of 12 against strikes to it.

2. Psychic Bonus: Any Psionics possessed by the character are twice normal range and effect, and the character gains a one time bonus of 2d4X10 to ISP when this power is taken.

3. Customizable Head: The character can adjust their eye color and hair color to any desired and can change the size of their nose, chin or other facial features within human norms. The character can also imitate faces he or she sees with an accuracy of 50%, plus 5% per level.

4. Healing the Head: The character's head heals at twice normal rate and the head has adds an extra 20 SDC to the character.

5. Other Bonuses: +10% to imitate voices/impersonization.

Re: NEW POWERS!

Posted: Wed Oct 13, 2010 6:40 pm
by Severus Snape
Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 7 (at GM's approval/discretion, this may go as high as 10 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

Re: NEW POWERS!

Posted: Thu Oct 14, 2010 8:04 pm
by Stone Gargoyle
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...

Well, there have been powers like these done before. My Mega-Head is a variation using the Decapitation (minor version) power I wrote as a base.

Re: NEW POWERS!

Posted: Thu Oct 14, 2010 10:24 pm
by Gryphon Chick
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional 3d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 14 (at GM's approval/discretion, this may go as high as 16 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

The extra strength and the Horror Factor would classify this as a Major, wouldn't they? This seems weak for a major but is over the top for a minor power.

Re: NEW POWERS!

Posted: Thu Oct 14, 2010 10:34 pm
by Stone Gargoyle
Gryphon Chick wrote:
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional 3d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 14 (at GM's approval/discretion, this may go as high as 16 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

The extra strength and the Horror Factor would classify this as a Major, wouldn't they? This seems weak for a major but is over the top for a minor power.

Oh, snap! I did not even realize that it was listed as a minor. It does not seem too over the top for a minor, just the Horror Factor seems high to me.

Re: NEW POWERS!

Posted: Thu Oct 14, 2010 10:45 pm
by Gryphon Chick
Stone Gargoyle wrote:
Gryphon Chick wrote:
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional 3d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 14 (at GM's approval/discretion, this may go as high as 16 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

The extra strength and the Horror Factor would classify this as a Major, wouldn't they? This seems weak for a major but is over the top for a minor power.

Oh, snap! I did not even realize that it was listed as a minor. It does not seem too over the top for a minor, just the Horror Factor seems high to me.

Are you kidding me? The "considered Extraordinary" +3d6 is like adding the Extraordinary Physical Strength minor power with about the same bonuses. The only difference is in the way it is worded. +3d6 adds about the same as 2d6+6, since most characters start with pretty good PS in the games I have played in.

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 11:52 am
by Severus Snape
Gryphon Chick wrote:
Stone Gargoyle wrote:
Gryphon Chick wrote:
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional 3d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 14 (at GM's approval/discretion, this may go as high as 16 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

The extra strength and the Horror Factor would classify this as a Major, wouldn't they? This seems weak for a major but is over the top for a minor power.

Oh, snap! I did not even realize that it was listed as a minor. It does not seem too over the top for a minor, just the Horror Factor seems high to me.

Are you kidding me? The "considered Extraordinary" +3d6 is like adding the Extraordinary Physical Strength minor power with about the same bonuses. The only difference is in the way it is worded. +3d6 adds about the same as 2d6+6, since most characters start with pretty good PS in the games I have played in.

Yeah, I struggled with the difference between Major and Minor on this one. It's a little over the top for a Minor based on the PS, but it's not powerful enough to be a Major. I suppose I could alter the PS bonus, but the Horror Factor has to stay. I mean, what would you say if you saw some headless guy walking down the street?

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 1:10 pm
by Stone Gargoyle
Severus Snape wrote:
Gryphon Chick wrote:
Stone Gargoyle wrote:
Gryphon Chick wrote:
Severus Snape wrote:Well, I guess we're starting some kind of weird tangent here...


Headless (Minor)
He just looked like a walking hulk, with no head...

The character with this power is, as the title implies, headless - no visible head on the top of his/her body. The character's body stops at the shoulders, with no neck or head above the shoulders. The eyes, ears, nose, and mouth of the character are scattered about the character's chest/sternum, shoulders, and arms. Some characters (01-15%) have the eyes and/or mouth on their hands, giving them a truly monstrous look.

As the character has no head, there are no muscles and bones protruding from the top of the shoulders to impede muscle growth in the arms/shoulders. Therefore, the character gets an additional 3d6 to PS, and his/her PS is considered to be Extraordinary for the purposes of lifting/carrying.

The character's brain has been absorbed into other tissues in the body, and the character therefore has no formal brain. This does not impede learning or intelligence, but it does help in resisting attempts at mind control. +3 bonus to save vs. mind control attacks.

Having no head but moving around and talking is a horrific sight. The character has a Horror Factor of 14 (at GM's approval/discretion, this may go as high as 16 due to enlarged shoulder/arm muscles, and should be no less than 15 if the character's mouth and eyes are in their hands).

The extra strength and the Horror Factor would classify this as a Major, wouldn't they? This seems weak for a major but is over the top for a minor power.

Oh, snap! I did not even realize that it was listed as a minor. It does not seem too over the top for a minor, just the Horror Factor seems high to me.

Are you kidding me? The "considered Extraordinary" +3d6 is like adding the Extraordinary Physical Strength minor power with about the same bonuses. The only difference is in the way it is worded. +3d6 adds about the same as 2d6+6, since most characters start with pretty good PS in the games I have played in.

Yeah, I struggled with the difference between Major and Minor on this one. It's a little over the top for a Minor based on the PS, but it's not powerful enough to be a Major. I suppose I could alter the PS bonus, but the Horror Factor has to stay. I mean, what would you say if you saw some headless guy walking down the street?

It really depends on the freakiness factor of other mutants in the area. Lack of a head does not automatically mean he is otherwise scary.

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 2:55 pm
by PapaMambo
All of the above, as evidenced by http://img138.imageshack.us/slideshow/w ... =gos1n.jpg

(Play the Slide show) :D

Not very scary at all..

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 3:16 pm
by Severus Snape
I updated the PS bonus and the HF for Headless. Does this make it more in line with a minor power now?

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 5:45 pm
by Stone Gargoyle
Severus Snape wrote:I updated the PS bonus and the HF for Headless. Does this make it more in line with a minor power now?

It looks better.

Re: NEW POWERS!

Posted: Fri Oct 15, 2010 6:06 pm
by Stone Gargoyle
Anyhow, that inspires me to make a major version of my Headless power.

Headless(Major) by Stone Gargoyle

1. Headless: Same as my minor power of the same name. A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
Range: Self
Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain) for 2d4 melees. Requires 10 minutes to recover between uses of the power.
Limitations: The hero can be affected by magic, psionics and phased energy attacks. He does, however, gain +4 to save vs. psionics while phased.
Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill

2. Extraordinary Physical Strength: Same as the minor power listed in HU2, page 231, while the head is phased. This is due to being able to have increased lifting ability without a head in the way. Otherwise the character has their regular PS number, just considered Extraordinary for the purposes of lifting and carrying.

3. Horror Factor: The character has a Horror Factor of 8 while using this power due to the ghostlike nature of the head. This is doubled if in a graveyard or other scary place which might lend to the idea he is a zombie.

4. Increased ISP: While phased, the head can benefit from increased ISP (adds a pool of ISP equal to the SDC of the head), and adds 2d4 ISP to the hero's normal ISP amount.

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 1:21 pm
by Stone Gargoyle
Or, another variant:

Headlessness(Major) by Stone Gargoyle

1. Headless: Similar to my minor power of the same name. A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
Range: Self
Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain) for 2d4 melees.
Limitations: The hero can be affected by magic, and phased energy attacks.
Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill

2. Impervious to Psionic Attack: While phased, the character cannot be affected by psionics which affect or attack the mind.

3. Horror Factor: The character has a Horror Factor of 8 while using this power due to the ghostlike nature of the head. This is doubled if in a graveyard or other scary place which might lend to the idea he is a zombie.

4. Increased ISP: While phased, the head can benefit from increased ISP (adds a pool of ISP equal to the SDC of the head), and adds 2d4 ISP to the hero's normal ISP amount.

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 1:34 pm
by Stone Gargoyle
Or you could combine these two Majors and have it be a little more powerful:

Headless(Mega) by Stone Gargoyle

1. Headless: Similar to my minor power of the same name. A limited form of intangibility which affects only the hero's head, this creepy power allows the superbeing to make his head intangible, thus avoiding concussions and head trauma, as well as allowing them to escape being hanged or held by their neck by an opponent. It also allows them to pass their head through a wall to look at things.
Range: Self
Duration: Concentration (loses one attack to make head intangible and then one attack per melee to maintain).
Limitations: The hero can be affected by magic, and phased energy attacks.
Defense Applications: The hero can use this power to dodge with no bonuses if needing to avoid a blow by turning their head intangible suddenly. Acts as AR of 18 vs. Energy attacks to the head. Provides -4 penalty to opponents trying to hit the character. Called physical shots to the head while it is intangible are of course ineffective. +10% to Escape Artist skill

2. Impervious to Psionic Attack: While phased, the character cannot be affected by psionics which affect or attack the mind.

3. Horror Factor: The character has a Horror Factor of 8 while using this power due to the ghostlike nature of the head. This is doubled if in a graveyard or other scary place which might lend to the idea he is a zombie.

4. Increased ISP: While phased, the head can benefit from increased ISP (adds a pool of ISP equal to the SDC of the head), and adds 2d4 ISP to the hero's normal ISP amount.

5. Extraordinary Physical Strength: Same as the minor power listed in HU2, page 231, while the head is phased. This is due to being able to have increased lifting ability without a head in the way. Otherwise the character has their regular PS number, just considered Extraordinary for the purposes of lifting and carrying.

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 2:25 pm
by Gryphon Chick
Seriously, SG, these do not seem on par with your other stuff. I am glad you are posting powers again, but I hope your stuff improves to the way it used to be. Your Mega seems to be just major, and the majors that made it up are just weak. I am not meaning to criticize, but this is far from your best work.

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 7:17 pm
by Steeler49er
Ouch...
Awh, Gryf, You may wanna rephrase that a bit ("but this is far from your best work."). No one is perfect and Stoneworks really very hard on the Black Vault and other places here and around. He's not gonna 'Always' be perfect and neither will his powers. Not 'doing well' on a Few powers 'every once in a while' is Nothing compaired to the insumountible No# of Awesome powers he's created.
Everyone has a 'not so super' power once in a while.

Just look at the **** powers that I put out from time to time. It's Ken that talks me down into creating better version of those powers.
FYI-I Still need some one to critique' the above mega power I created above. I've made Some changes but, I don't know if they were enough.
Will I implyment every suggestion you give me, no, but I willl listen so... Hit me Gryphon Chick , Izcer, Severus Snape, Tal...

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 7:49 pm
by Gryphon Chick
Steeler49er wrote:Ouch...
Awh, Gryf, You may wanna rephrase that a bit ("but this is far from your best work."). No one is perfect and Stoneworks really very hard on the Black Vault and other places here and around. He's not gonna 'Always' be perfect and neither will his powers. Not 'doing well' on a Few powers 'every once in a while' is Nothing compaired to the insumountible No# of Awesome powers he's created.
Everyone has a 'not so super' power once in a while.

Just look at the **** powers that I put out from time to time. It's Ken that talks me down into creating better version of those powers.
FYI-I Still need some one to critique' the above mega power I created above. I've made Some changes but, I don't know if they were enough.
Will I implyment every suggestion you give me, no, but I willl listen so... Hit me Gryphon Chick , Izcer, Severus Snape, Tal...

I meant no offense, just calling it as I see it.
The reason I have not critiqued your stuff is that we have crossed horns in the past and it did not seem worth repeating. I could start criticizing it but it would seem that I am picking it apart. Oh, well, here goes: Aside from being too widespread in options, it has outrageous ranges and whatnot. It seems to want to do everything with one power to boost Megas into another category altogether, the Muncho-Mega.

Re: NEW POWERS!

Posted: Sat Oct 16, 2010 8:01 pm
by Stone Gargoyle
Gryphon Chick wrote:Seriously, SG, these do not seem on par with your other stuff. I am glad you are posting powers again, but I hope your stuff improves to the way it used to be. Your Mega seems to be just major, and the majors that made it up are just weak. I am not meaning to criticize, but this is far from your best work.

I know, and part of the reason being trying to merge a bunch of concepts into one power.
Thanks for coming to my defense, Steeler . She is right about your last Mega (Extended Scope)seeming to be a power that does everything to amp up Megas to the even more ridiculously powerful levels.

Re: NEW POWERS!

Posted: Sun Oct 17, 2010 6:37 am
by Iczer
Steeler49er wrote:Will I implyment every suggestion you give me, no, but I willl listen so... Hit me Gryphon Chick , Izcer, Severus Snape, Tal...


I make it a note not to critisise too often. I'm a bit on the harsh side, and it makes me unpopular to say the least.

Batts

Re: NEW POWERS!

Posted: Sun Oct 17, 2010 12:59 pm
by Stone Gargoyle
Iczer wrote:
Steeler49er wrote:Will I implyment every suggestion you give me, no, but I willl listen so... Hit me Gryphon Chick , Izcer, Severus Snape, Tal...


I make it a note not to critisise too often. I'm a bit on the harsh side, and it makes me unpopular to say the least.

Batts

I have also noticed that you don't really care for the addition of the Mega category anyways.

Re: NEW POWERS!

Posted: Sun Oct 17, 2010 1:23 pm
by NMI
Steeler49er wrote:New Mega Power concept...
Expanded Scope (Mega) By Steeler49er
"I thought he was weaker, but then the earth just began to shake... Everywhere"

Being a Mega-being should mean more than gaining 'just another power' and it does. Megas selecting this ability do not gain another Mega-super power but rather have their all of their other powers Greatly increased by many folds over the normal. The Mega sees one of five of the following improvements implemented over each of their powers. Any of the below abilities may be added in any order to a given power, but may have only up-to five of the below for that given power.
Effect:
• Range increases by 100 times.
• Powers that normally work at 'Touch Range only' may now work at 1 meter/yard per level.
• Area of effect increases by 10 times.
• Add +5 to the difficulties in resisting this power.
• Damage and damage effects increases by x4.
• Speed is increased by Five times and if it didn't see an increase per level; before this ability it now increases by 20% it's base per level.
• Increase the pool for any powers by 10X times. This counts towards powers like "Generate Force Fields", "Bend Reality", and "Power touch". More over, if the pool didn't increase then the super gains 10% of base per level.
• Power effects and bonuses triple. A power that normally granted you +3 to strike and +2 Attacks per melee would now grant you +6 to strike and +4 Attacks more per melee, A power like Growth now sees the super increase in height by 3 times normal (6 feet per point of PE).
Affectable or Creatable mass as well as normal maximum lifting/carry rates are Multiplied by three as well, meaning a super with MA: Metal could conjure 60lbs (not 20lbs) of metal at level one, or a super with Extraordinary PS can now lift 300 times their PS and Carry 600 times that number.
• Attribute bonuses increase by 50% or +1 more than usual, which ever is more.
• Effects such as healing see their rates increase by an amount multiple of PE bonus plus two.
• HP & DC bonuses double.
• Powers which grant an affectable number maximum and or which have a maximum number of uses in a time frame (such as the power "Mentally Control Others" where the power only effects 4 people at a time and anymore over that number gain a plus one bonus to resist, or "Healing factor" which may insta heal twice a day) see those numbers increase by one more over the norm per level, starting at level one. The same holds true for a power like "Multiple Lives" in which the super gains one more additional Life per level starting at level one. The power "Multiple Beings" sees a greater increase which adds an addition amount gained per level equal to the newly gained level (IE the super gains three more clones per level at level three to their normal base amount).
• Powers that normally grant the ability for their durations to be optionally extended to the "Permanent" level with the expenditure of Permanent attribute or ability loss (IE: Transmutation) now sees those losses dropped to a single HP/SDC and or Attribute point permanently. Further by expending double the original amount temporarily the Mega may make such an effect permanent, but said Attributes/DC loss only start to return after one week.
•The Mega being sees one of these aspects further increased, doubling for a single one of their powers. For instance if a player wishes for their EE: Light to have it's damage increased by x2 over the above listed (which brings it to a total multiple of x8 its' original nature) they can, even if EE: Light was their only power to begin with. However, this last bonus ability only works After the super makes a PE save vs. difficulty 10 (+1 for every use in under an hour and or every failed roll). A failed roll means that the super takes 1D6 points of HP loss per point the roll was failed by. Lost HP only begins to recover after one hour per point the roll failed by. Duration: is instant, unless the aspect chosen to be increased was duration or the duration was permanent, in which case it runs out per normal or not at all.

Any effects of this power which use multiples see those multiple take affect After any and all other bonuses from other powers and abilities.
Above abilities are not stackable, only One ability per power.

Alright, you wanted to criticism, so here it goes. [Remember I still like ya!]
I like the overall general concept, but the execution leaves me "eh".
You have 14 sub-abilities listed. How many does a person get to select?
Do they select more at certain levels?

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 7:50 am
by Iczer
Stone Gargoyle wrote:
Iczer wrote:
Steeler49er wrote:Will I implyment every suggestion you give me, no, but I willl listen so... Hit me Gryphon Chick , Izcer, Severus Snape, Tal...


I make it a note not to critisise too often. I'm a bit on the harsh side, and it makes me unpopular to say the least.

Batts

I have also noticed that you don't really care for the addition of the Mega category anyways.



Oh yeah, for sure. Palladium has always been more relatable with 'closer to the ground' feel. I feel the Megatrend was a waste, and I saw a lot of people running with it and was dissapointed.

So..sure, If I see something gold, I'll let you know. anything else I'll keep quiet.

Batts

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 8:07 am
by Iczer
Mephisto wrote:
I really like this power (and would be useful as a Physical Training alternative to a Special Combat Abilities section), but it just seems a bit too powerful as presented for a minor power.


OK. I'll address.
section 1: Increased defences: Primarilly, a foe will know if the character is adapting. most targets will have 2-6 types of attacks to level at a character so they have a wide variety to pulll from. Notably the minor power of blur penalises an opponent much more heavilly and unilaterally. Against a single opponent, in a long engagement this pays off well, but not really more than, say, sidestep (offering a penalty free +8 autododge)

section 2: Increased offences: The scaling damage is a cherry, and hardly a real bonus, except, once again, in a protracted combat with a single foe (Compare a Character with superhuman PS for instance) The +1 to strike gained every round is the real bugbear here, no one will shrug at a +5 to hit in the sixth round of combat, and if I were to modify anything it would be this (or the duration come to think of it) or perhaps cap the bonus at +1 to strike per level.

Section 3: the extra attack isn't that grand, a lot of powers grant it. the fact that it's circumstantial in nature takes the teeth out of it though.

I left it in the minor category basically because i experience very few fights that last over 8 rounds (and those that do last, don't normally involve opponent vs opponent)


Here is my alternative version

Countermoves (Minor)

1. Fighting Form: The character suffers no bonuses when attacked with a particular attack from a particular assailant. If that character continues with the same attack, even within the same melee round the character gets a 30%+3%/level chance to develop an effective counter per attack, adding in a -1 strike and -2 damage penalty to the assailant.
2. Fluid Fighting: The character, with each successive melee round, gets more attuned to the moves and abilities of his or her opponent, and gains +1 to Initiative and +1 to damage, with a 50% chance of gaining an additional +1 to strike and 25% chance of gaining an additional +1 to damage.
Other Abilities and Notes: remain unchanged from original power

Cool power, I just think some "randomness" added to it would make it less likely to be twinked by people that want to make combat junkies.



I do like your version, but I find it less reliable (I would hate to have to roll to see if I could fly faster any given round) Plus I like to minimise the dice being rolled each round if at all possible.

How about something more conditional. say..every time a character is successfully attacked he gains the associated bonuses (and when he, himself, misses, he gains the aforementioned bonuses) This leaves the bonus count up to the player, who really only needs to keep a tally.

Batts

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 1:56 pm
by Stone Gargoyle
I am contemplating a power using starlight to recharge machine batteries to avoid running out of power in a space setting. Would this be useful or just pointless? Ther character would basically channel the starlight into whatever armor or vehicle he uses.

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 2:20 pm
by Gryphon Chick
Stone Gargoyle wrote:I am contemplating a power using starlight to recharge machine batteries to avoid running out of power in a space setting. Would this be useful or just pointless? The character would basically channel the starlight into whatever armor or vehicle he uses.

It might be pointless. I mean, how many people actually make power usage an issue in campaigns? I would like to see it, though...

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 2:26 pm
by Gryphon Chick
Stone Gargoyle wrote:I know, and part of the reason being trying to merge a bunch of concepts into one power.

I think power packages like that sometimes lack versatility and would rather see powers with subabilities that develop off a central concept than powers which try to define a character by themselves.

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 2:40 pm
by Stone Gargoyle
Gryphon Chick wrote:
Stone Gargoyle wrote:I am contemplating a power using starlight to recharge machine batteries to avoid running out of power in a space setting. Would this be useful or just pointless? The character would basically channel the starlight into whatever armor or vehicle he uses.

It might be pointless. I mean, how many people actually make power usage an issue in campaigns? I would like to see it, though...

I think the power unit issue is a big one that would have to be overcome to do a power like this. How long should it be necessary to charge and how is the charge measured?

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 2:43 pm
by Stone Gargoyle
Gryphon Chick wrote:
Stone Gargoyle wrote:I know, and part of the reason being trying to merge a bunch of concepts into one power.

I think power packages like that sometimes lack versatility and would rather see powers with subabilities that develop off a central concept than powers which try to define a character by themselves.

I agree. I have done some mainly when inspired by a character concept which would require the power to specifically transform the character in certain ways.

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 2:57 pm
by Gryphon Chick
Stone Gargoyle wrote:
Gryphon Chick wrote:
Stone Gargoyle wrote:I am contemplating a power using starlight to recharge machine batteries to avoid running out of power in a space setting. Would this be useful or just pointless? The character would basically channel the starlight into whatever armor or vehicle he uses.

It might be pointless. I mean, how many people actually make power usage an issue in campaigns? I would like to see it, though...

I think the power unit issue is a big one that would have to be overcome to do a power like this. How long should it be necessary to charge and how is the charge measured?

The easiest way is the number of minutes the starlight is channeled results in an equal number of hours of power. The problem with that way is, however, usage varies. Thus the more complex way of accounting for charge units based on the time charged becomes necessary.

Re: NEW POWERS!

Posted: Mon Oct 18, 2010 3:21 pm
by Stone Gargoyle
Solar Collector (minor) by Stone Gargoyle

The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.
The character takes half damage from Electrical attacks, light and lasers.


Starlight Channel (Major) by Stone Gargoyle

1. Solar Collector: The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.

2. Impervious to Solar Energy Attacks: The character takes no damage from energy attacks such as electricity, lasers and light attacks, and takes half damage from fire.

3. Energy Expulsion: Starlight: The character can fire energy from his hands.
Range: 1000 feet per level.
Duration: Instant
Damage: 3d6 at level one, plus 1d6 per level of experience.
Attacks: Uses one melee attack/action
Special: The character can regulate the energy in increments of 1d6 and split attacks to fire on two targets at once.

Re: NEW POWERS!

Posted: Tue Oct 19, 2010 1:59 pm
by Stone Gargoyle
So maybe someone should do revised versions of Sidestep and Blur, hmmmm?

Re: NEW POWERS!

Posted: Tue Oct 19, 2010 3:00 pm
by Stone Gargoyle
Mephisto wrote:
Stone Gargoyle wrote:Solar Collector (minor) by Stone Gargoyle

The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.
The character takes half damage from Electrical attacks, light and lasers.


Starlight Channel (Major) by Stone Gargoyle

1. Solar Collector: The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.

2. Impervious to Solar Energy Attacks: The character takes no damage from energy attacks such as electricity, lasers and light attacks, and takes half damage from fire.

3. Energy Expulsion: Starlight: The character can fire energy from his hands.
Range: 1000 feet per level.
Duration: Instant
Damage: 3d6 at level one, plus 1d6 per level of experience.
Attacks: Uses one melee attack/action
Special: The character can regulate the energy in increments of 1d6 and split attacks to fire on two targets at once.


I'll add in the following two sub-abilities for Starlight Channel (better renamed as Sunlight Channel)

4. Polarized Sight: The character is not blinded by the sun and can look directly at the sun without penalty.

5. Solar Rejuvenation: The character can not only replenish batteries with his solar collection, but can also transfer the energy into important biological functions, increasing his or her abilities in direct sunlight. While in a bright, clear day the following bonuses apply:
+4 on Initiative, +2 on all other combat abilities
+20% to Speed
+1 attack per melee round
+10% on all skills
+30 S.D.C.
Heals at twice the regular rate
Note that these abilities only apply on bright clear days, or if the character is above a cloud cover. An overcast day will half the bonuses (and negate the bonus attack per melee), and at night, underground, inside a building the bonuses are completely gone. The character can not "store" or "hold" the extra energy however, it only applies to those conditions.


I will update the power in the wiki and give you partial credit for this.

Re: NEW POWERS!

Posted: Tue Oct 19, 2010 5:47 pm
by NMI
Mephisto wrote:
Stone Gargoyle wrote:Solar Collector (minor) by Stone Gargoyle

The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.
The character takes half damage from Electrical attacks, light and lasers.


Starlight Channel (Major) by Stone Gargoyle

1. Solar Collector: The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.

2. Impervious to Solar Energy Attacks: The character takes no damage from energy attacks such as electricity, lasers and light attacks, and takes half damage from fire.

3. Energy Expulsion: Starlight: The character can fire energy from his hands.
Range: 1000 feet per level.
Duration: Instant
Damage: 3d6 at level one, plus 1d6 per level of experience.
Attacks: Uses one melee attack/action
Special: The character can regulate the energy in increments of 1d6 and split attacks to fire on two targets at once.


I'll add in the following two sub-abilities for Starlight Channel (better renamed as Sunlight Channel)

4. Polarized Sight: The character is not blinded by the sun and can look directly at the sun without penalty.

5. Solar Rejuvenation: The character can not only replenish batteries with his solar collection, but can also transfer the energy into important biological functions, increasing his or her abilities in direct sunlight. While in a bright, clear day the following bonuses apply:
+4 on Initiative, +2 on all other combat abilities
+20% to Speed
+1 attack per melee round
+10% on all skills
+30 S.D.C.
Heals at twice the regular rate
Note that these abilities only apply on bright clear days, or if the character is above a cloud cover. An overcast day will half the bonuses (and negate the bonus attack per melee), and at night, underground, inside a building the bonuses are completely gone. The character can not "store" or "hold" the extra energy however, it only applies to those conditions.
I would note that with Polarized Sight that the individual is immune to blinding attacks that are based on light [strobe lights, blinding flash the spell, etc...] at the very least perhaps a bonus to save vs. these effects with reduced duration if failed.

Re: NEW POWERS!

Posted: Tue Oct 19, 2010 8:03 pm
by Stone Gargoyle
Mephisto wrote:
Stone Gargoyle wrote:
Mephisto wrote:
Stone Gargoyle wrote:Solar Collector (minor) by Stone Gargoyle

The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.
The character takes half damage from Electrical attacks, light and lasers.


Starlight Channel (Major) by Stone Gargoyle

1. Solar Collector: The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.

2. Impervious to Solar Energy Attacks: The character takes no damage from energy attacks such as electricity, lasers and light attacks, and takes half damage from fire.

3. Energy Expulsion: Starlight: The character can fire energy from his hands.
Range: 1000 feet per level.
Duration: Instant
Damage: 3d6 at level one, plus 1d6 per level of experience.
Attacks: Uses one melee attack/action
Special: The character can regulate the energy in increments of 1d6 and split attacks to fire on two targets at once.


I'll add in the following two sub-abilities for Starlight Channel (better renamed as Sunlight Channel)

4. Polarized Sight: The character is not blinded by the sun and can look directly at the sun without penalty.

5. Solar Rejuvenation: The character can not only replenish batteries with his solar collection, but can also transfer the energy into important biological functions, increasing his or her abilities in direct sunlight. While in a bright, clear day the following bonuses apply:
+4 on Initiative, +2 on all other combat abilities
+20% to Speed
+1 attack per melee round
+10% on all skills
+30 S.D.C.
Heals at twice the regular rate
Note that these abilities only apply on bright clear days, or if the character is above a cloud cover. An overcast day will half the bonuses (and negate the bonus attack per melee), and at night, underground, inside a building the bonuses are completely gone. The character can not "store" or "hold" the extra energy however, it only applies to those conditions.


I will update the power in the wiki and give you partial credit for this.


Thanks, I hope it doesn't take away from the purity of the original power, but the original power just didn't warrant being a major of a minor so the additional sub-abilities helped push it into Major status.

No, I was just struggling to put the power together, and you really helped a lot.

Re: NEW POWERS!

Posted: Tue Oct 19, 2010 8:08 pm
by Stone Gargoyle
Mr. Deific NMI wrote:I would note that with Polarized Sight that the individual is immune to blinding attacks that are based on light [strobe lights, blinding flash the spell, etc...] at the very least perhaps a bonus to save vs. these effects with reduced duration if failed.

Noted. Here is the final edit of the power as revised:

Starlight Channel (Major) by Stone Gargoyle and Mephisto

1. Solar Collector: The character is capable of channeling solar and star energy as a solar collector and recharging batteries of vehicles and power armor. The character can thus channel an hour's worth of power in one minute, but he can perform no other actions while doing so. Therefore, an eight hour battery will take eight minutes to be charged. The character must be touching the battery, and nothing can be blocking the light from being absorbed into the character.

2. Impervious to Solar Energy Attacks: The character takes no damage from energy attacks such as electricity, lasers and light attacks, and takes half damage from fire.

3. Energy Expulsion: Starlight: The character can fire energy from his hands.
Range: 1000 feet per level.
Duration: Instant
Damage: 3d6 at level one, plus 1d6 per level of experience.
Attacks: Uses one melee attack/action
Special: The character can regulate the energy in increments of 1d6 and split attacks to fire on two targets at once.

4. Polarized Sight: The character is not blinded by the sun and can look directly at the sun without penalty. With Polarized Sight, the individual is immune to blinding attacks that are based on light [strobe lights, blinding flash the spell, etc...].

5. Solar Rejuvenation: The character can not only replenish batteries with his solar collection, but can also transfer the energy into important biological functions, increasing his or her abilities in direct sunlight. While in a bright, clear day the following bonuses apply:
+4 on Initiative, +2 on all other combat abilities
+20% to Speed
+1 attack per melee round
+10% on all skills
+30 S.D.C.
Heals at twice the regular rate
Note that these abilities only apply on bright clear days, or if the character is above a cloud cover. An overcast day will half the bonuses (and negate the bonus attack per melee), and at night, underground, inside a building the bonuses are completely gone. The character can not "store" or "hold" the extra energy however, it only applies to those conditions.