Hammer throwing [Minor]
'Now bow down before...................'Then again.....probably too derivitive
Vampirism [Major]
'I don't Drink......wine'The character is defective, and no longer posesses a fully functioning metabolism. This power has taken it over, and now the character can draw life, sustenence and superhuman power from other living beings.
1) Life absorption. The character is typically defined by the source of sustenence and method of feeding. Select one of the following, or roll randomly.
Life energy: Affects targets within 5 feet per level and requires a saving throw (14+) to resist (PE bonuses apply). a success drains 3D6 SDC from a target, while a failure simply halves their current SDC and leaves them temporarilly fatigued (-1 attack per melee round -10% to skills -20% to Spd and -2 to all combat manoevres for 1D4 rounds) Drained SDC(or HP) replenishes any lost SDC or HP, and a failed saving throw renders the character 'Fed'
Blood: The character has a set of dual purpose fangs. they inflict 2D4 damage in combat and can punch through (Ignore) AR scores of less than 15 (Natural or otherwise). They can also perform a painless bloodletting on a willing subject, or a more painful one on a grappled or restrained one. In any case, draining blood in this fashion drains 5 HP per melee round and lowers a targets PE by one. It takes 20 HP to cause this character to enter a state where he is considered 'fed'.
Body heat: The character can drain heat on contact with a target. the character drains body heat, not other forms of heat (although fire and heat damage is halved). In combat the character inflicts 2 points of damage, per level, from cold with every strike, or 4D6 per melee round while grappling. this heat drain harms creatures normally immune to cold as long as they still posess body heat. Characters who lose all SDC from this damage are considered frostbitten (-20% SPD, halve combat bonuses and attacks per melee round.) Inflicting frostbite on a target is enough to be considered 'fed' killing a target in this manner freezes them solid.
Vitality: This is a slow but devastating attack. The character must hold a target for a full melee round, to which they then recieve a saving throw (14+ PE bonuses apply) failure reduces the target's PE by one, and heals the character 4D6 HP or SDC (May exceed his normal maximum) the character needs to drain only a single PE point to be considered 'fed'. The target recovers his lost PE at a rate of 1 per day, but the loss makes them weak (Roll on temporary injury chart for each PE point lost to represent debilitating wounds)
PPE: The character feeds on the PPE of others, needing 30 PPE to be considered 'Fed'. He can feed normally on the PPE of spellcasters, needing only to touch them (they gain a saving throw 16+ PE bonuses apply) and the character drains 1D6 PPE per level of expereience. He can feed on normal people by killing them, and draining their doubled PPE upon the moment of death. PPE vampires cannot consume the PPE found in magic objects, in spells or in leylines. Consumed PPE replenishes lost HP and SDC
Age: The character can afflict old age on a target. the target, who must be grabbed first, makes a saving throw for each 'age attack'. If he fails he ages 1D4 years per level, with all appropriate consequences. Targets return to their normal age at a rate of 1 year per day of rest. The character needs to recover 20 years to be considered 'Fed'. each year drained heals lost HP and SDC (Even above their normal amount)
2) Being 'Fed': If a vampire has 'fed' he remains so for 12 hours per level. being fed leads to the following consequences.
* Hunger and fatigue are banished.
* Heals 1D4 HP or SDC per melee round
* +2 attacks
* +50 SDC
* +8 to PS and +6 to PP
* Double Spd attribute.
a vampire of this type can survive without feeding for 2 days per level. after this period, the hunger pangs begin, and the character loses an attack per melee round, halves his normal SDC lowers skill use and Spd by 20% halves his PB score and lowers all combat bonuses by 1. each hour, he loses 1D4 HP, until he 'dies'.
In this death, he can still be revived. if an appopriate target comes within 10 feet per level of the character's corpse, the drain begins. any saving throws are made at -2 at this point. If the deceased is brought back to life in this method, he is not considered 'Fed' and is still starving.
Other bonuses: +30 SDC +6 PE +4 PB +2MA. The character is not a classic vampire, and is not undead. he is no more vulnerable to crosses, silver or holy symbols than any other superbeing (though he may believe so) His metabolism is now only capable of processig life energies, and can no longer eat. he is immune to poisons, though can suffocate just as easilly as anyone else.
Power shuffle [Major]
'Watch the powers...where they land, no body knows'The character can swap the superhuman energies of others around, chopping and changing as he pleases. The character can affect all superbeings within 90 feet, aside from those completely shielded from him (Inside dumpsters, undergound etc). each eligible target makes a saving throw (16+ PE bonuses apply). failing means that he loses one major or 2 minor powers (Though attributes and SDC remain the same). The character chooses which powers are taken if his ME exceeds the targets. otherwise the target chooses. The character may choose to lose his powers as well, but always chooses which powers go and he cannot relinquish this power.
All the powers go into a pool, and are redistributed as the character chooses. Characters with new powers will be unfamiliar with them and suffer a -4 initiative and have -2 to any use of the new powers. Powers remained shuffled for 1D4 melee rounds, plus one round at levels 2,4,6,8,10,12 and 14.
The character can hoard extra powers from this (Or stow them in another). he can abosrb one extra minor power. at 5th level he may abosrb one major instead. If he does this, the duration is halved. he can invest powers in someone who did not contribute to the pool. this also halves the duration, and if the target is not normally super powered, he takes 3D6 damage per melee round.
It takes 2 actions to perfom a power shuffle. the character can end it early if he chooses.
Thunder strike [Minor]
'I wouldn't get too close if I were you'The character builds power for a full melee round, during which time the air begins to smell of Ozone and the sky begins to contort with darkened spontaneous clouds. The character can defend himself during this time, but cannot move. If the character is under an open sky at the end of the round, then the heavens open and a bolt of lightning strikes him.
The character is unharmed, but anyone in contact with him takes 6D6 damage (Plus 2 per level) and everyone within 10 feet (plus 5 feet per level) takes 1D6 damage per level of experience. The bolt also unleashes a crack of thunder that can be heard for up to 2 miles (and felt for up to a quarter mile). anyone within 20 feet of the character loses an action from the enxt round and -2 to initiative and must make a saving throw (16+ plus PE bonuses) or become deafened (-4 initiative -2 to parry and dodge) for 1D4 hours.
The character is immune to electricity, and resistant (half damage, +6 to saving throws) to sonic damage and effects.
Recovery [Minor]
'So......Now I'm immune to trucks?'The character recovers from injury, resistant to whatever has hurt him the most. When the character takes his first point of HP damage, the body starts a chain reaction of alteration. When he has healed all HP, his body has a new alteration.
* If the damage came from a source of energy, he is now immune to it.
* If the damage came from blunt force or crushing he now enjoys a 30 SDC boost
* If the damage was from a super power that deals HP damage, he is now immune to its effects.
* If the damage was caused by acid, he is now immune to acid
* If the damage was caused by poisons, he enjoys a +6 to save vs poisons.
* if the damage was caused by sharp weapons, piercing weapons or bullets, his organs have rearranged to make him resistant to them (half damage from stabbing/slashing or shooting damage)
The character has only one bonus at a time. His body performs some immeadiate assitance though. His HP recover at 1D4 per hour, and he gains an AR of 12 when he loses all his SDC (rises to 14 when he drops to half HP and rises to 16 at 0 HP or less). He also enjoys a +30% to save vs coma and +1d4 PE.
Psi absorption [Major]
'Hypnotism? baloney!'The character absorbs psychic energy from others. In most people this is harmless, as we don't rely on it. For those gifted with extraordinary mental prowess, this becomes a drain.
1) general protection. +6 to save vs psionics, half effect and duration even if the saving throw is failed, and any damage inflicted by psionic forces is halved.
2) the drain. any psychic within 30 feet (Plus 10 feet per level) must expend 50% more ISP to activate any of their powers this extra ISP replenishes the character's HP and SDC at a rate of 1:1. In addition, allies within 30 feet (plus 10 feet per level) also recieve his +6 bonus to save vs psionics.
3) senses: the character knows when a psychic comes into his range (30 feet plus 10 feet per level) and gains a general sense of their capabilities. if they have a mind block up, or a psychic power that hides psychic powers, all the character can sense is 'has a mind block active'.
4) attacks: the character can store ISP, able to hold up to 30 plus 10 per level, replenished only by draining excess as listed in #2, and by actual drain attack. The psychic must make a saving throw of 16+ (ME bonuses apply) and the character must expend an attack. If the target fails, then he loses 1D6 ISP per level (which tops up the character's pool) If the character's pool is full, then the drain is halved. This pool can be used to replenish damage, and to hurl bolts of bio-electricity (1D6 damage per level, +4 to strike 60 foot range for 6 ISP)
Rend universe [Major]
'I'll open a hole to get us out of here'The character can rend the barrier between worlds.
Stated, this seems simpler than it is. In effect the character turns a section of our universe, into a section of some other universe. Specifically an area 30 feet (plus 10 feet per level) in all directions from the character is swapped out for another universe.
Objects smaller than the hole are kept where they are. The character, a nearby parked car, a housecat, all remain in place. larger objects, or objects that intersect the barrier (A bus parked halfway across the zone of effect, the ground, the atmosphere, a nearby building) are sent to the other world.
The affected area is now alien territory. Roll on the alien unearthly environments table (HU2 Page 93) to determine the conditions that exist in that zone. (Alternatively, AU page 13, or page 23+ in the galaxy guide).
This power can cause considerable havoc. Consider the following:
* Water worlds. creating a 60 foot across sphere of water could flood an area, and possibly drown everyone in it. Rememeber the ground below the character is also swapped out.
* Worlds without atmosphere will find that ours will be drawn into the vacuum that you have just created. Posonous atmospheres will disperse in our air with a good breeze though, but may expose targets for the first melee round at least.
* Wildlife: animals drawn into our world may run free. so may bacteria, plant spores etc.
* Cutting objects in half. So you use this power and create a sphere that bisects the bridge you are standing on. there is a 20% chance (plus 5% chance per level) that an equivilant structure exists in this paralelle world. If not then you have just dropped a hole in the bridge. this goes double to a building if your bubble removes a section of building.
* Creatures may make a saving throw (12+ PE bonuses apply) to travel with the ground (effectively travelling to this alternate world). they return automatically at the powers end if they are still with the section of earth that left. If they have wandered off then...
Other abilities: the character can close the envelope around himself after he tears the hole. this drags him and any others touching him into this new world (One way to get rid of a nuclear weapon I suppose). Travelling the cosmos in this fashion may be fun, but will remove the character from the campaign (unless he randomly returns some day)
Playing silly putty with the universe is quite taxing though. The act inflicts 6D6 damage on the character and takes 2 actions. the hole remains for 1D4 minutes per level though if the character wills it (and continues to take 6D6 damage) the hole will remain open.
The character can create 'smaller' holes if he wishes. a foot wide hole placed in mid air could be used to swallow trash for instance. if the character wishes, he could use a small ball of pocket reality on a target. this takes 2 actions. living targets are protected by their own life force, and take 6D6 damage from being exposed to the boundary of the bubble. Unliving targets stand a good chance of being neatly sawed in two (Imagine creating a foot wide bubble in the middle of a door, to a chlorine filled jungle world. you create a foot wide ball of chlorine gas (good luck) and a hole in the door. the chlorine world gains a ball of earth air with a cross section of wood, which promptly falls to the ground and will not be present when the effect is ended. Now you havea hole in the door (And probably a massive headache from the chlorine))
Batts
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist