Mephisto wrote:I'd nix the Extraordinary Sense of Smell and call it a minor power (the rationale being that the character is smelling phermones, that are outside of the "normal" smelling ability of extraordinary sense of smell) and thus with two minor powers you could get the same range of powers, with room for up to two or three more minor powers or one major.
I'm just tired of them already (Not to mention a little embarrased at their slipshod nature. Please don't put these in the black vault)
Got some new ones though.....
Blood thirst: [Minor]
'I don't drink.....cola'The character's dietry needs have been supplanted with blood. Human blood is good, but animal blood works just as well.
A 'meal' of blood, about one quart, sustains the character for 1 day per level of experience (Half as long if the blood isn't human blood)
While fed, the character cannot be dehydrated, and does not feel the effects of starvation, and is immune to fatigue. If fed, he needs only 3 hours of sleep per night and can go for 3 days without sleep if necessary. While 'fed' the character ehals at three times the normal rate. The character can safely drink all manner of blood as long as it is not especially unsanitary (off, diseased etc)
The character's sense of taste is exceptional when it comes to blood. he can identify the source (Which animal, and the animal's gender) as well as any special blood borne traits the blood may posess. The first sip identifies if the blood is poisoned, or is diseased.
The character becomes hungry for blood when he is no longer 'fed' (IE the duration has run out) He is distracted (-2 to initiative, -10% to all skills and now needs normal sleep, as well as fatiguing twice as fast) but unharmed for one further day per level of experience. then starvation sets in. The character loses 1D4 HP per hour while starving. he loses a further 10% on all skill use not connected with hunting and tracking prey, but gains a feral savagery (+1 attack and +4 to damage).
The character can imbibe small quantities of other liquids, but can no longer digest solid food.
Note: this power does not actually grant the character the ability to feed. He may need to bring his own straw.
Other abilities: +1D4 PE. Immune to powers that affect the blood.
Kindness of strangers: [Major]
'I've always relied on...well being popular for one'The character radiates a kind of psychic charisma, which is not very potent, but is very braod reaching. In essence, most people subconsciously attempt to aid the character. They don't need to know him, or even know of him, but people go out of their way to assit him. They just don't know they are.
The smallest effects are simple. Cashiers give him too much change. People let him into available car parking spaces ahead of them. crowds part slightly to let him pass, but cluster to impede people chasing him. This power is in effect very subtle, broad reaching and works completely on everyone's subconscious.
The GM will have to adjudicate how this works from situation to situation. Strangers will not think twice about performing the smallest of favours, without being prompted. larger favours will of course, require the target to think about it, voiding the power entirely. Tangible in game benefits include:
* Making it through traffic with ease, as drivers subconsciously avoid him, and even clear out a lane ahead of time, while disrupting the any pursuit. the opposite is also true, with escaping targets finding traffic to be awkward, inconvenient and impeding.
* Getting easy access to information. People pretty much drop any rumour they have heard of to this character, and becuase of the way the power works, they attempt to be relevant.
* The character can make ready cash quickly. people start 'losing' the occasional dollar, spare change, in a specific spot near the character.
* Villains are more likely to surrender. If the character becomes too wounded to fight, most villains will ignore him in favour of more dangerous opponents (Rather than finish him off while he's wounded)
Other bonuses: +2D4 MA. +15% to seduction and +10% to any skills that rely on getting along with others.
Deep thought: [Minor]
'I need to be alone with this'The character becomes more brilliant when away from the distractions of other people. When alone, as in totally alone the character gains several bonuses.
* When no other sentient mind is within 30 feet of him, he gains +6 IQ and + 10% to all skills.
* When no other sentient mind is within 30 feet of him AND he can neither hear nor see any one (such as in an enclosed room, isolation tank, hidden basement, complete darkness etc) He gains +10 IQ +6 ME and +20% to all skills. Purely mental tasks are done in 1/4 of the time, and penalties for distractions or difficult/alien technologies are halved.
The character is also acutely aware when he is observed. The character may sense the presence of minds within his 30 foot range. he cannot pinpoint their locations, but he does know if there is a 'hidden' astral or psychic presence within this range (unfortunately, this also disturbs him, disrupting the power..so it's a mixed blessing.
Sharkskin [Minor]
'I...Just don't like being touched that's all'The character's skin has the ability to become hazardous at will, even by reflex. Tiny folds of the character's skin, reinforced by hardened keratin lie flat until he wishes them to do otherwise. The character enjoys the following bonuses:
* AR 11 In addition, the rough nature of the character's skin allows him to handle sharp objects without harm
* +25 SDC
* anyone grabbing the character will see themselves get lacerated for their trouble. any grab, grapple or unwanted touch will inflict 2D4 damage (+1 per level). Likewise, every action spent grappling inflicts the same damage (in addition to any other actions). anyone taking lacerating damage to hands or feet need to make a saving throw Vs Pain (14+ PE bonuses apply) or abort the action. the character can use this to 'brush up' on a target inflicting the above damage (No PS bonus) creatures with a natural AR of 14+ or any artificial armour with an AR of 12+ are sufficiently padded against this aspect of the power.
* +10% to climb and an effective +4 to PS and PP when attempting to keep hold of a target while grappling.
Dodge [Minor]
'Missed me. Missed me. Missed me. Missed me.'The character can reflexively accellerate his body to avoid damage, swiftly moving out of the way, at the expense of his own endurance.
After a character has been hit, but before damage is determined, the character can activate this accelleration and simply move aside, as if he had dodged the attack. This does not expend any actions, but does strain the character. The character can alo shift about a foot or so, so he cannot avoid some impacts (explosions, car crashes, rains of acid etc)
Every time the character dodges, keep a tally of the strike roll. when the running tally exceeds his PE (+20 per level) he has become fatigued (-1 action -10% to skills, half speed and -1 to all combat actions) from that point on, each 'dodge' uses 2D6 SDC, and lowers his PE score by 1 (Until it hits 4 then he must pass out)
His fatigue total lowers by 5 for every melee of rest. when the fatigue meter is back to zero, the PE returns at one per melee. The damage done remains until healed normally.
Flatspace [Major]
'I Know a place I can hide'The character can enter a dimension of flatness, a 2D space pressed against a solid surface. He simply needs to flatten himself out against a wall to enter this zone, and the area of flatspace corresponds to the surface he entered. In effect, his height is reduced to virtually zero, measurable only by nanometres.
While in flatspace, he is very difficult to see. he has a prowl of 85%, and is virtually invisible. unfortunately to the character, he is also blind o the world, though he can see enough to navigate flatspace, the 3rd dimension is unfathomably enormous that he cannot see things even an inch from his body. He can acutely feel vibrations though and as long as he has a general idea of where he is going, he can navigate across terrain.
He can move normally, at his regular speed, even up walls (His grip is proportionate to his strength, his mass is now negligable.)
Effectively, he can move across any surface, though any gap wide enough to accept him in his remaining 2 dimensions. in a single action, he can flatten himself, move his Spd in feet, unflatten and still make an action.(and gains a +4 to strike an unwary opponent. opponent makes a perception check to determine where he pop's up next) He can flatten and unflatten himself as a dodge manoevre (adding +4 to dodge if he does so)
He can be seen and noticed though by the very observant (need at least a 14 on a perception check, prowl skill not withstanding). To harm him is impossible, but he can be forced violently into our 3D space by breaking the surface he occupies. the strike roll is made as normal, and the character is unable to see this attack...the attacker is impossibly tall. if the damage exceeds the AR of the surface the character is on, and enough damage dealt (GM call) then the character takes 3D6 damage, loses 1D4 actions and is forced back into our 3D world.
The character can take objects with him, but not other people. It takes one minute per 100lbs to bring objects with him, and the same to reverse the process. The character could flatten a car, drive it to work, and then simply leave it flattened at the work site. the character has a mass limit of 500lbs per level, but can flatten objects piece by piece if he so desires.
The Gm is the final arbiter of what creatures are native to flatspace.
ArtHole [Major]
'Life imitates art, imitates life'The character can cause local artwork to become a pivate living space. He can affect any normally 2D piece of artwork up to 30 feet in any dimension (but more than 8 inches). This takes a minute (4 rounds) to achieve. Once settled, the art work becomes a portal, that the character can enter. Inside the room, 50 feet across plus another 50 feet per level. on the inside it looks as if a 3D rendering, and looks as if composited of the same materials. (Photographs look real but everything feels a little glossy. a painting looks like everything has been made of paint).
On the inside the character can interact with the depicted objects. if they are people, they have an IQ of 8 and strongly believe they are the subject they depict (but are built from your mind, so speak your language, and know nothing more than you do. They are favourably disposed towards your character. If it comes to violence, they have two attacks, inflict appropriate damage based on the weapons they carry but have a PS and PP of 8, and an SDC equal to the the surface they are printed on (canvas for a lot of paintings, but a graffitti dragon could have the SDC of a brickwall). If a character enters a piece of art and severely affects the subjects inside, then the art will depict those changes to outside viewers (though the actions taken inside the artwork are still obscured from outsiders)
This power has three other major effects:
1) Time passes more quickly inside. roughly 4 times faster. an 8 hour stint talking to whistler's mother takes only 2 hours in the real world.
2) The character can attune up to his ME in pieces of artwork. Each attuned piece leads to each other though passages and portals traversable by the character. A character could enter a portrait of his siter he keeps in his den, stride through a door in that portrait to a field full of one of Piccasso's landscapes (a copy he keeps at his base), and then out through a lurid graffitti scene in Paris. distance is no object. If the character needs to attune a new body of work, then he must drop one of his others.
3) the character can take things and leave things in these bodies of work. he can carry up to 50lbs with him when he travels, and can leave them inside the artwork if he needs to for later retrieval. Taking things out removes them from the artwork. weapons inflict their normal damage as depicted. fictional weapons or objects inflict their nearest equivilant, up to 6D6, and have an SDC of 3D6 and an AR of about 8. they also appear as real as the medium allows.
Vector control: [Major]
'Leave the steering to me'The character can alter the vector of an object in motion, in effect causing it to steer as he bends the force of momentum to his will. This allows him the following:
1) Deflect attacks. the character can bend the vectors of incoming attacks. This functions like an auto parry, using +8 vs projectiles, or +4 vs melee attacks (The subject corrects himself) energy attacks have no mass and cannot be deflected.
2) Alter course: by expending an action, the character can alter the course of a target by up to 30 degrees, plus 5degrees per level. People are forced to move at half rate to compensate and must make a sense of balance check or fall over (-20% if moving at full tilt). Vehicles need to make a control roll not to crash. flying characters and vehicles cannot trip and simply curve. if forced to crash into an object they may attempt a dodge (or pilot skill check) of 14+ to avoid careening into a solid surface. If under the control of a vehicle, the character gains +20% to piloting or driving skills, (and can even steer if the wheel is jammed)
3) Special attacks:
Stumble: By curving a target's trajectory suddenly upwards, the character briefly jumps into the air while in motion. the target must make a balance check or fall over, losing their next action.
Indirect fire: By curving the character's ranged attacks he can increase the likelyhood of hitting. curving strikes are -4 to be dodged. curving an attack counts as one action (and includes the strike roll)
Recover: if the character is knocked down (tripped, body flip throw, loses balance) he may attempt to right himself by makign a saving throw (14+ add strike bonus from PP score) this is automatic.
Gentle falling: if the character falls any distance, he may deflect some of his downward momentum into sideways momentum. he takes 30% less damage from any unwanted fall. Likewise, he may correct his juming angles while in motion and improve a jump's efficiency, increasing distances by 40%.
Personal kinetic energy conversion: [minor]
'I got chills...they're multiplying..'The character can convert his own kinetic energy into another form of energy. This slows him down (his body's motion is is kinetic energy after all) but allows him to perform a number of stunts.
* Generate energy. The character halves his speed and attacks per melee. while doing so his mere touches inflict 4D6 damage from an energy source of his own choosing.
* Unmovable: anyone attempting to move the character will find him grounded and lacking the abiltiy to pick up speed. any shove, judo flip, or any other attempt to move the character will find that he flares up with energy instead. His mass is considered to be three times normal and his PS is considered double for attempting to shift this character . attempts to judoflip/throw or trip him are at -6. touching him in this state inflicts 4D6 of an energy type chosen by the character.
* Slowfall: the character can negate his downward velocity by emitting energy instead. the initial burst inflicts damage equal to that he would have taken if he fell normally out to 15 feet. this halts his fall, but he must continue to glow lightly to stay aloft.
* emit usefull energy: the character can create a flame equal to a torch, light enough to light an area up to 50 feet across, electricity to power a modern, complex appliance, or cold to chill a beer, just by shaking his fist.
Displace consciousness [Major]
'Attention My Y-Men..this is vitally important!'The character can displace his sense, appearing in another place by projection alone.
He appears, but is not solid up to 5 miles away, with the same accuracy one can expect from teleportation. He can choose to silently observe (inwhich case he is invisible and innaudable) and can move around at a speed of 10. While he can observe and be observed if he wishes, he cannot affect the area he has projected to without returning to his body.
When he appears he forms an avatar of himself. this can resemble him, or appear as any idealised form. it has a HF equal to 13 (or less if he wishes to appear less manacing). he remains an obvious projection though (he can appear as someone else, but will be mistaken for a projection of someone else rather than the real deal).
The character is aware of events around his own body though, but the distraction of being two places at once cause him to lose -10% to skills and -1 attack per melee.
The character can project around himself, draping himself in his avatar. this disguises his appearance (but is obviously still a projection) and allows him to use his HF. It also allows him to protect his own senses (while projected, his eyes and ears function even if the flesh and blood versions are otherwise compromised).
If the character has nay superior senses, his projected self may use them.
Face plant [Minor]
'Doctor...could you see if you can remove this...thing from my back. It itches and won't stop talking'The character can generate new faces on solid objects and people, in a bizzaire mockery of his own face. It takes 3 actions to form a new face on an object of appropriate size. the new face has an IQ, ME and MA of 8 and remains slavishly loyal to the character.
The face is effectively powerless, but can bite if appropriate (1D4 damage and a very tenacious grip). The face can spy, and has exceptional sinses of sight, hearing, smell and taste (not superhuman, but at least twice as good as the character) and has a singing skill of 75% and a imitate animal sounds and imitate voices of 60%. while not very bright, the faces have an excellent memory (heightened sense of recall)
If a face is planted on a person, they may make a saving throw to resist it (16+ PE bonuses apply). on inanimate objects, faces last one week plus one day per level. A face has 4D6 SDC plus 2 per level, but any damage done to the face is also done to the object/person. If a face is placed on a living person, the target may make a new saving throw every 6 hours to reduce the face's SDC by 2D4. when healed, the face is gone. The character can have up to one face per point of MA plus one additional per level.
Batts