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Nigh-Gods the next step after Mega-Heroes
Posted: Fri Dec 29, 2017 5:31 pm
by Shadowknight
I've been promising for nearly 2 years to create the NIGH-GODS which is a powerful variant of the MH. I have 3 Major problems with the MH, 1 it's too cookie cutter. 2 it doesn't realistically represent what I perceive to be what a MH should be and 3 it's a bit on the low powered scale. Basically I wanted characters if not the equals of SM, Thor or Hulk could at least give them a workout. Or at the very least be considered powerful by the standards of the Avengers and the Justice League. While the Immortal PC in Powers Unlimited is a step in the right direction it still somewhat limited. This is my attempt on correcting this oversight.
1. It's too cookie cutter, Batman, Cap America and to a lesser intent Iron Man can be argued to be a MH yet none of them should have Supernatural Strength.
2. MH are usually larger than life either in skills, Awe Factor, lvl, competence, ect. While the MH allows the possibly of the AF the rest are unavailable
3. Power lvl, this was the hardest to create. So while Heroes Unlimited is suppose to be a thinking mans SH game a MH is supposed to be better than the rest. The conundrum is creating a character clearly more powerful than other SH without being a game wrecker. For this I looked at the most powerful character in HU and Rifts who could fit in a Superhero campaign, those IMO are the Cosmo-knight after changing them to S.D.C and the Blaze Alien.
Realize this is a work in progress so it will take some time b4 it's complete. Constructive criticism is appreciate as long as it's constructive. I estimate everything will be posted within the next 2 months baring revisions and correcting critical flaws ans spellings. I'm also planing on going back and finishing my Feats, Flaws and Jungle Lord PC than I left at roughly 90% complete, so it might take over 3 months when all said and done. Anyway between now and the weekend I plan on posting the ones I have already done in my head.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Dec 29, 2017 8:32 pm
by Regularguy
Shadowknight wrote:Basically I wanted characters if not the equals of SM, Thor or Hulk could at least give them a workout.
Negate Super Abilities?
Or at the very least be considered powerful by the standards of the Avengers and the Justice League.
Mimic?
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Dec 29, 2017 9:15 pm
by Shadowknight
Sorceror Supreme- This is basically the Mega hero version of the Mystic Study (Wizard) character. This is a character whom fate has created to be the caretaker of Magic on his planet, Galaxy or Universe. Because of his or her responsibility his or her trainers, his or her teachers, the Gods, Fate, the gods of Magic, the Universe, ect, have gifted him with more magical ability and P.P.E than what is standard for a normal mage. But because of this his responsibility is greater than any other mage, he also has more enemies and rivals than any other mage. All Supernatural entities and menaces have heard of him even if they don't know his secret identity, and all Mages above 5th lvl knows of him by reputation if not by sight. The character can be any alignment except For Diabolic or Miscreant. As far of the Gods of Magic, Fate, his teachers are concerned as long as he protect the planet, Solar System, Galaxy from Evil Alien Intelligence, Evil Gods, Greater Demons and Greater Devils how he or she goes about doing it is none of their business. They're just 5 absolutes no SS can't break.
a. No killing or controlling of other mages unless they attack you outside of a contest or they're working for Evil Alien intelligence, Evil Gods, Greater Demons & Devils
b. No swearing servitude, witchdom or Evil pacts with Evil Alien intelligence, Evil Gods, Greater Demons & Devils.
c. No controlling the world. Controlling or dominating a city, state, country or even a Continent is fine. They rather you don't since it takes time away from your studies as a mage.
d. No mass killing of innocents. If a bunch of heroes attack you with a bunch of peasants with M16 helping them you perfectly within your right the kill all the heroes and send all the peasants to hell in the most painful way possible. But you can't after doing this gpo hunt down their families and kill them off.
e. No enslaving of other mages, soul drains, possessions or turning them into undead.
Should the SS break those Edicts 12-20 Gods, Immortals, Good Alien Intelligence and Former SS will visit him have him explain why did such a crime and if not satisfied they will strip him of his title and abilities and teleport him or her naked to the castle or dimension of the last Greater Demon, Devil or Evil Alien Intelligence he fought with.
P.P.E=The character receives more P.P.E than anyone else is his world, he or she start out with 5d4x10+40+(P.E attribute number X5). In addition, the SS gets 5D6 P.P.E. per each additional lvl of experience. The SS can also gain additional P.P.E. like a normal mage from ley lines & blood sacrifices.
Selection of Spells-5 spells from lvl 1-4 and a total of 12 selected from 5-11. All selections are final. Gaining of new spells are identical to the Mystic study in pg 151 of HU 2nd Edition
Other Magical abilities of the SS- is identical to those of the Wizard on pg 152 of HU except the range is doubled. All that's except ability # 7.
Magic & Combat-
At first lvl the SS is +3 to sv vs Magic of any kind, +2 to sv vs Possession,+3 to sv vs H.F and others need a 13 to sv vs his spells.
At 3 lvl another +1 vs magi is gained and his spell strength is +2 [characters need a 15 to sv vs his spells]
At 5 lvl add another +1 to the SS sv vs H.F & possession
At 6 lvl add +1 vs magic is gained and his spell strength is +1 [characters need a 16 to sv vs his spells]
At 7th lvl due to his mental discipline add +2 to the SS sv vs Psionics
At 9th lvl add +1 to his spell strength [characters need a 17 to sv vs his spells]
At 10th lvl add another +1 to the SS sv vs H.F & possession
At 11 th lvl add +1 to his spell strength [characters need a 18 to sv vs his spells]
At 12th lvl add another +1 to the SS sv vs H.F & possession
Other stuff from the Wizard is identical for the SS except add +30% education roll on pg 45 & roll 3X on life savings and Wealth pg 25 and keep the highest roll. For some reason SS tend to be highly educated and at least upper middle class in SH comics. Minimum education is 1 yr of college and Wealth is Upper Middle and up. They tend to have a mansion or at the very least a brownstone in a fashionable part of town or within 10 miles away in the suburbs.
Mega Powers
The character doesn't receive Supernatural Strength, but his or her P.S can be considered Extraordinary like the minor power.
The SS S.D.C and Spell range is doubled
The SS has the enhance healing ability on pg 181
The SS isn't considered a Supernatural being anywhere except in Rifts or maybe Nightbane(GM call). But on the other hand can't be turned into undead.
Special Mega Powers choose 3 or roll for 3
01-08
Resistant to Disease +5 to sv viruses, germs, bacteria ob Earth or anywhere else, +2 to sv vs poison. Should the SS fail the disease is only half as effective against him.
09-16
Can hold breath his P.E times in minutes
17-24
Can survive on Magic for a large amount of time. Need only 1/3 the amount of food & water a normal person require. Should the SS be stuck on a desert or at sea without food or water, the SS can sacrifice 5 of his P.P.E to sustain him for that day. The SS doesn't regain the lost P.P.E until he eats 5 meals per day for every day he didn't eat or drink. But should he go over a week without food or water the SS lose 2 of the sacrificed P.P.E per day permanently [ for example should the SS be stuck in a island without edible food for 8 days and be rescued of the 8 day by a passing ship the SS would lose 40 P.P.E temporally till he spends 8 days eating 5 meals a day, but he would also lose 16 P.P.E permanently for his total P.P.E . Should the SS go over 30 days without food or water he loses 4 of the sacrificed P.P.E per day permanently.
25-32
Tremendous S.D.C same as pg 181 of HU 2nd edition
33-40
Tremendous Stats
+20 pts on stats can be applied however the SS wants except no stat can be less than 12. The SS must raise any stat to at least 12 after this he or she can apply the point to any physical or mental attribute.
40-48
Same as Impervious to pressure from HU pg181
49-56
Sanctum Sanctorum
This is your Holy of Holies it more than your home it's your castle. This power represent your manor or mansion that is a living extension of you. As long as you are within your Sanctum any spell, circle, hex or possession attempt cast against you you sv at an additional +1. Plus the Sanctum is nearly indestructible as long as you're alive your Sanctum heals from physical damage at a rate of 1 S.D.C per hour, should you be inside it heals damage at the rate of 10 S.D.C per hour regardless if the damage was made by mundane means (explosive), powers, Psionics or magic. The only way to stop the Sanctum regeneration is to kill you or casting the Anti-Magic Cloud spell and destroying the Sanctum before the spell expire. Nevertheless it's hard to do because the Sanctum has 1000 S.D.C and will regenerate as long as it has as little as 1 S.D.C remaining. (In Rifts it's M.D.C and regenerate M.D.C damage in a like manner). The Sanctum grants it's owner 5 additional abilities choose 2 once the choice is made it final and can't be changed .
1. Any spell you cast while within the Sanctum cost half the normal P.P.E
2. Any spell you cast while within the Sanctum will have it's duration double
3. Any attack spell you cast while within the Sanctum will do double damage to Supernatural or magical beings
4. You learn 2X the normal number of spells every-time you go up a lvl as long as you spend at least 50% of your free time inside the Sanctum Sanctorum studying spells,
5. Any spell you cast while within the Sanctum will have it's range double, (example the Teleport Superior as a normal range of 300 miles per lvl if cast within the Sanctum the range would double to 600 miles per lvl)
Warning: While choosing this Special mega power comes with a host of abilities, you should warn your playing it comes with a host of responsibilities.
1. Should the Sanctum Sanctorum be ever be destroyed the Sorcerer Supreme will lose half his experience points permanently and will have to regain them normally by adventuring and gaining experience points. In addition the SS will age 10 yrs and lose 5 pts to all his physical stats. Should the SS be only 1st lvl, the SS will instead lose 10 pts to all his physical stats & age 20 yrs.
2. As long as you're SS other magic users will challenge you to a tournament held every( 2-5 yrs depending on the GM) at a neutral place steeped in magical Lore (example Stonehenge in England). The tournament is known only to mages over 5th lvl anyone else is considered to be too young and immature to participate. Should the SS lose the tournament he's stripped of the SS title and his Sanctum Sanctorum. It's the SS against a bunch of other mages in a round robin style, any spells is allowed and anyone killed in the tournament is resurrected automatically in 24 hrs as normal except the character lost 1d6 Hit points and 1 pt to P.E and P.B. The rules of the tournament are simple only spells & HTH can be used not magical items, technological items, psionics, powers, drugs, gadgets, while you can bring your teammates or family members to cheer you on they can't assist you in anyway. Should they do so you automatically lose and you are no longer a SS, the title abilities and the Sanctum Sanctorum will be given to the winner of the tournament. You keep the abilities you already gained, but from now on you go up as a regular mage and you receive only 2d6 P.P.E when you go up a lvl. The SS and his challengers fight until 1 of 3 conditions are met.
a. SS fight against another mage the loser can either forfeit and declare himself the loser, this usually happens to young mages who don't want to die and lose the P.E and P.B
b. be incapacitated that's Mind Controlled or knocked out
c. Killed
While the SS has many advantages over common mages, it should be stated very few 5th lvl mages ever compete in the tournament 90% of the competitors are 8th lvl and above or former SSthemselves looking to regain the title and abilities. The GM should warn the players and the current SS that cheating is a bad idea. As they will be 9 judges observing every match, among the judges are Gods of Magic, former SS who have retired from adventuring (min 10th lvl), Supernatural & magical creatures( Dragon, Phynx, Temporal Raiders,ect), They've over the Eons seen every trick in the book used in the Tournament NOTHING the player characters do to help the SS will surprise them for long, 90% chance of the judges discovering cheating going on each time there's a magical duel. Should the players not listen and try to help their teammate anyway if the judge catch them the guilty parties will be magically aged 20 yrs and have all their Physical STATS reduced by half no sv throw permanently. They will also be removed and teleported from the tournament and a open bounty of 3 million dollars in magical items, money, gold or silver put on them for the next 10 yrs. Should they survive after 10 yrs the bounty will be rescinded but they won't be allowed to participate or witness another tournament fro 20 yrs.
57-64
The SS receive 1d4+2 minor psionics powers, your I.S.P is your M.E+1d6 and you receive +1d4 every additional lvl of experience. Sv vs Pionics with a roll 12 or higher.
65-72
You posses a Library full of spells & the infamous Book of Infinite spells a minor Artifact or Rune Item. The Book of Infinite Spells is known under many names depending on the campaign or GM preferences, it could be also called the Book of Magical Power, the Magicamacon, the Book of Magical Damnation, the Book of Ultimate Magical Knowledge, the Book of Ultimate Temptation, the Book of of Ultimate Spells, plus an additional 5 names. The reason for the confusion is the book changes after a few yrs of possession by it's owner, but it's most often referred top as the Book of Infinite Spells. The book abilities are many and varied depending on it's owner, in appearance the book is either cover dark brown or black leather with silver writing stating it's name. The book appears to be 2ft long and 2 ft wide and 6 inches thick, only people with at least 50 P.P.E can open the book, to everyone else the book will remain shut no matter their P.S or other abilities, but only it's current owner can close it or change the pages. Here are the abilities of the book
a. The book is almost Indestructible it possess 1000 S.D.C in Rifts it becomes M.D.C, but it's immune to all attacks including powers, psionics and all spells below 10th lvl. It regenerates 1 S.D.C per minute and 1 M.D.C in Rifts
b. To the owner the book of IS appears to weight 10 pounds, to anyone else who possess less than 50 P.P.E the Book of IS weights over 10 tons and the weight will double every 2 ft should they attempt to steal it or take it away from the Library. Should someone with over 50 P.P.E attempt to steal it or move the BOIS will weight 100 pds and the weight will double every 2 ft should they attempt to steal it or take it away from the SS Library.
c. The book give certain abilities to it's owner
1. the owner gains +10% to demon & devil lore, undead lore, monster lore.
2. the owner can cast any spell he or she already knows from the book at half it normal cost ( but later on the book will subtract 10% of the spell cost permanently from its owner)
3. the owner can learn spells outside his specialty( Spells from Temperal Mage,Necromancers, Sea Mages, Russian Fire Sorceror or from Rifters but they cost 2X the normal cost of the spells) the only limitations they must be classes that learn magic not Mystic, Witches, Old Believer or any other class that have spells given to them. The other limitation is is cost 2 spell selections(For example the SS goes up a lvl and decides to learn a Necromatic spells he rolls on the HU pg 151 31-60 normally gain 2 normal spells but because he decide to learn a necromantic spell he only gain that spell from going up a lvl)
73-80 Count as 2 selections
The SS also has the abilities 1-8 of the Diabolist on pg 119 of the Palladium Fantasy Role-playing Game 2nd Edition
The SS also has the abilities 1-6 of the Summoner on pg 136 of the Palladium Fantasy Role-playing Game 2nd Edition
With that the SS gains an additional 3d4x 10 P.P.E
81-90
Same as Longevity from HU pg181
91-99
Same as Awe Factor from HU pg181 except when facing Mages, lntelligent Creatures of Magic or Supernatural Creatures in those cases add another +2 to AF.
[100] Count as 2 selections
Tremendous Damage
The SS can do 2X normal damage from any attack based spell
Should the special ability 100 or rolled, the character can only receive 1 other Special Mega Power instead of the normal 3
Ultimate Damage AKA Pain for Glory
This is part of the Tremendous Damage package that make the SS feared even by Megaversal Powers. The SS can cast any attack spell and the spell will cause 3X normal damage, but it comes at a cost. The SS suffers half damage in P.P.E cost ( for example the Fireball spell cost 10 P.P.E but when the SS call this special ability into manifestation he suffers 5 pts of damage first to his S.D.C and when that's gone to his Hit Points). The SS starts bleeding from his eyes, ears, nose when he uses this ability and has a H.F of 10+the SS lvl. The damage from the use of this ability can't be healed except by rest, which means neither magic, psionic will help the character heal from the S.D.C & HP loss. There's the Ultimate use of this ability that can only be use when facing Ancient Dragons, Greater Demons, Greater Devils, Supernatural Intelligence and Gods. But it comes at a terrible cost that most SS spend their lifetime dreading the use of the necessity of the use of this ability. The SS channels the Ley Lines of the Planet into his body he(She) literally lights ups li glows white like he has a 200 watt lightbulb inside his(her) body, vampires & undead react to the SS like he has a H.F of 13+SS lvl. Vampires & other undead that are affected by sunlight take 1d10 pts of damage per lvl of the SS if they're within 100 ft radius, they take 1d8 pts if they're 200 ft rd, they take 1d6 pts if they're within 300 ft rd, they take 1d4 pts if they're within 500 ft rd. On top of this any attack spell cast by the SS does 5X normal damage and all regenerative ability the people facing the SS has, that they normally possess is cancelled for 1 hour per lvl of the SS facing them which include but not limited to magic, psionic or natural powers.
While the ability is extremely powerful the cost is extremely detrimental also.
1. The SS ages 1 yr per lvl of the spell cost while using this ability the Longevity Power doesn't negate the penalty.
2.The SS now loses S.D.C or H.P equal to the cost of the spell cast needless to say he(she) now looks like he's gushing blood out of his eyes, nose, ears and mouth,(only half the h.p or SDC is ever regained by rest, can't be healed by magic or psionics). The other half is permanently lost due to pushing magic beyond it's theoretical limits.
3. The GM must roll these after the fight is over in order for it's quite possible the SS could suffer multiple or even all these side effects.
a. 5% chance per spell cast the SS is blind(the G.M can roll once a yr to see if the SS regains his sight)[Cybernetic eyes won't work, nor will any-type of healing whether it be by operation, magic or psionic]
b. 10% chance per spell cast the SS is deaf (the G.M can roll once a yr to see if the SS regains his hearing)[Cybernetic eardrums won't work, nor will any-type of healing whether it be operation, magic or psionic]]
c. 15% chance per spell cast the SS has no sense of smell or taste (the G.M can roll once a yr to see if the SS regains his sense of taste and smell)
d. The SS has been absorbed by the ley line (roll to see what happens)
01-10=The character is dead and is now part of the ley line of the planet forever
11-20=The character has been teleported to an Alternate Earth(GM choose which one Rifts, Nightbane, Chaos Earth, Robotech, System Failure,ect) good luck getting back
21-20=The character has been teleported to a Possible Future(GM choose which one 10yrs in the future, 20 yrs, 50 yrs, 100 yrs, 200 yrs, 300 yrs(could be Rifts), 500 yrs,1000 yrs) good luck getting back. It could be the character has been teleported into a different timeline that resembles the future
30-31=The character has been teleported to a Possible Past.(GM choose which one 10yrs in the past, 20 yrs, 50 yrs, 100 yrs, 200 yrs, 300 yrs, 500 yrs,1000 yrs, 2000yrs(could be Palladium fantasy)) good luck getting back. It could be the character has been teleported into a different timeline that resembles the past this would be the perfect excuse to have the character meet Merlin, Knight of the Round table, Robin Hood, Conan, Kull, ect)
41-50=The character has been teleported to a Possible Future(GM choose which one but not on Earth, could be Rifts Mars or any major planets in the 3 Galaxies)
50-61=The character has been teleported to a Possible past(GM choose which one but not on Earth, could be Rifts Mars or any major planets in the 3 Galaxies)
61-70=The character has been teleported to a Possible Past.(GM choose which one 10yrs in the past, 20 yrs, 50 yrs, 100 yrs, 200 yrs, 300 yrs, 500 yrs,1000 yrs, 2000yrs). But history is different The Russian Czar is now Emperor of Alaska, Napoleon never lost and was never imprisoned, Germany won WWI, U.S invaded Canada and it became part of the United States, Gore became President instead of Obama, ect.
71-80= Same as above except it's present time
81-90= Same as above except it's (Marvel Earth, DC Earth, Invincible Earth,ect){friendly tip: GM- Characters from those Universe tend to be on average more powerful than HU characters don't bring the rest of the party along unless they 're at least Mega-hero lvl characters or character created using this thread otherwise they'll feel stunted next to their competition}
91-100= The character has been teleported to the realms of the Gods or the Supernatural Intelligence he was fighting.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Dec 29, 2017 10:25 pm
by Shadowknight
Regularguy wrote:Shadowknight wrote:Basically I wanted characters if not the equals of SM, Thor or Hulk could at least give them a workout.
Negate Super Abilities?
Or at the very least be considered powerful by the standards of the Avengers and the Justice League.
Mimic?
Negate Super Abilities only work on powers, not Psionics, Robotics, or magic. To tell the truth as a GM, I wouldn't see working on inborn powers either. If for example a character is a Mermen that can breathe both air and water, by the HU rules he has
Underwater Abilities. Nevertheless I don't see the NSA working on him since his is an innate ability that all his race possess. Now if he also had the ability to control fish but that unique to himself and not his race the NSA would work on that ability alone.
In a like manner the Mimic power copies powers, not training. So a Mage, Special Training, Physical Training, Rbotics or Cyborg could wipe the floor with him.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Dec 29, 2017 11:12 pm
by Regularguy
Shadowknight wrote: In a like manner the Mimic power copies powers, not training. So a Mage, Special Training, Physical Training, Rbotics or Cyborg could wipe the floor with him.
Well, a Mimic with one other power could presumably wipe the floor with a lot of those guys. But that’s irrelevant; if the question is whether he “could be considered powerful by the standards of the Avengers and the Justice League”, then I figure he can do it with just Mimic — whenever he’s using it to copy one of the team members who (a) has powers, and (b) is the basis for that “considered powerful” standard.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Tue Jan 02, 2018 1:51 pm
by Shadowknight
BTW the Nigh-Gods are designed to be completely compatable with both the Feats & Flaws I created last yr. The only difference is NG will have 3x the amount of Feats regular SH possess. The reason is simple they' re near goods and they're designed to be the Elites beyond the Elites, in other words as close as possible to Gods and still be a non-god.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Tue Jan 02, 2018 5:56 pm
by Tick
Dragons & Gods source book answers many questions you might have. I recommend you get that from Palladium books then revisit your ideas/ they are great ideas too.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Jan 03, 2018 9:25 pm
by ScottBernard
This is very interesting. Please continue with it.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Jan 05, 2018 10:55 pm
by Shadowknight
ScottBernard wrote:This is very interesting. Please continue with it.
TY I should be finished with the SS by 6 pm Sunday after that I plan on posting the Pantheon Powered which is the NG version of the Mystically Bestowed.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Jan 05, 2018 11:51 pm
by drewkitty ~..~
There is a Rifter article with psi and magic MH powers, 45 or so....(don't rightly know off the top of my head).
Along with other options there is a fast recovery MH power and a tremendous PPE MH power.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sat Jan 06, 2018 10:46 pm
by Shadowknight
drewkitty ~..~ wrote:There is a Rifter article with psi and magic MH powers, 45 or so....(don't rightly know off the top of my head).
Along with other options there is a fast recovery MH power and a tremendous PPE MH power.
I looked in issue 44,45,46,47 I didnt see it.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sat Jan 06, 2018 11:49 pm
by Pepsi Jedi
You're looking for issue 37
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Jan 10, 2018 3:36 pm
by Shadowknight
Pepsi Jedi wrote:You're looking for issue 37
Thank You
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Jan 10, 2018 4:39 pm
by Shadowknight
Pantheon Powered-This is basically the NG version of the Mystically Bestowed. It's created the exact same way, you roll for your stats, education and wealth the same way. The main difference is instead of being selected by a Supernatural Force, the character is selected by a Pantheon of Gods to champion their cause. But because their are multiple Gods powering the individual is considerably more powerful than the MB
Adjust all attributes as follows: This applies only when transformed
M.A.+3D6 (min of 22)
P.S. +4D6 (min of 24)
P.P. +2D4 (min of 18)
P.E. +1D4 (min of 16)
SPD Multiple by10 (min of 30)
S.D.C 4D6X10
P.P.E 2D4x10+1D4 P.P.E each lvl
A.R. 13
In additional the characters sense are very acute just short of Superhuman 10/10 eyesight, perfect normal hearing and sense of smell.
Type of Pantheon Bestowed Powered & Mega Powers Roll 1D4+4 for number of powers
01-06=Control Power of Choice
07-12=Pantheon God of Strength empowers you (Example: in comics Atlas, Hercules)
Gain an additional 50+5D6 to P.S the character can lift P.S in tons otherwise same as the Supernatural Strength major power, plus your A.R is now 14
13-18=Pantheon God of Speed empowers you (Example: in comics Mercury)
Gain an additional 600 pts to SPD attribute, plus the characters SPD increase by +250 pts each additional lvl. The character receives +2 additional attacks at 2nd lvl and +1 attack at each additional 5th lvl of experience. Add+ 1 to A.R
19-24=Pantheon God of Flight empowers you it comes in 2 variety Winged or Wingless Flight choose 1. Add+ 1 to A.R
a. Gain an abilities similar to the major power Sonic Flight the character flies at 700 mph, plus the characters Flight SPD increase by 150 mph each additional lvl. The character receives +1 additional attacks at 2nd lvl and +1 attack at each additional 6th lvl of experience.
b. Gain all the abilities of the major power Mega Wings in Powers Unlimited pg 80 except the character flies at 500 mph and his flying speed increase by 160 mph each additional lvl. In addition the character also possess the Minor power in HU pg 237 Supervision: Advanced Sight
SPECIAL: This ability only exist if you choose or roll 19-24 a second time, You don't receive the other power but you receive this ability and your Flight speed is increase by 5X.
c. Gain the abilities major power Superluminal Flight from Powers Unlimited pg 99-100
25-30=Pantheon God of Smith empowers you. (Example: in comics Hephaestus)
You gain +15 to P.S which is considered Supernatural, +5 to P.E, + 50 to S.D.C and you take only half damage from laser, plasma, heat or flame based attacks. On top of this you gain 5 skills from the Mechanical program at +10% and the skill recognize weapon quality ( this applies to ancient weapons only not modern),you gain the ability to make and modify ancient weapons & armor like the Hardware Weapon Expert.
31-36=Pantheon God of War empowers you. (Example: in comics Ares, Athena)
You gain +5 to P.S which is considered Supernatural, + 100 to S.D.C and you possess the minor power Healing Factor from HU. On top of this you gain 5 skills from the Weapon proficiency Ancient Weapon program and once a day you can look at someone to recognize if that person is a military officers by just looking at them no matter how they disguise themselves. The ability is 35%+5% per lvl if you fail your roll you can't tell if the person is military or not. Add+ 1 to A.R
37-42=Pantheon God of Weather empowers you, it comes in 2 varieties choose 1. (Example: in comics Thor, Zeus)
a. You possess the power Control Elemental Force: Air from pg 256 of HU the only difference your range is double, duration and damage done is double. This ability can only be used once a week. You're immune to Weather based attacks including Lighting, Lighting Bolt but half damage from Electrical attacks
b. These ability takes 1 rd to activate in which you can't attack just, talk, parry and dodge. These ability once activated last 1rd pr lvl and can only be used once a month. Your fist and body crackle with lighting, you can power up your physical attacks( punches & kicks) with lighting and do double damage. Also you can cast Lighting Bolts from your hands which does 1D8+4 per lvl range of 40 ft per lvl. Once activated the ability (B) last 1 rd per lvl. You only take half damage from Weather based attacks but are immune to Lighting, Lighting Bolt or Electrical attacks
43-48=Pantheon God of Stamina empowers you. (Example: in comics Atlas)
Tremendous S.D.C same as pg 181 of HU 2nd edition, in addition you receive +5 to P.E. In addition your A.R is 15
49-54=Pantheon God of the Sea empowers you.(Example: in comics Neptune)
Same as Impervious to pressure from HU pg181, in addition you swim spd equals to those of your running spd. Finally you can see perfectly even where no light exist underwater and can breath underwater up to the P.E number in hours
55-60=Pantheon God of Immortaslity empowers you, it comes in 2 varieties choose 1.
Same as Immortalty from HU pg 276
Same as Immortal power from pg 181. This choice cost 3 selections from number of powers
61-66=Pantheon God of Endurance empowers you. It comes in 2 varieties choose 1
a. Can survive without food and on P.P.E for a large amount of time. Need only 1/3 the amount of food & water a normal person require. Should the PP be stuck on a desert or at sea without food or water, the PP can sacrifice 5 of his P.P.E to sustain him for that day. The PP doesn't regain the lost P.P.E until he eats 5 meals per day for every day he didn't eat or drink. But should he go over a week without food or water the PP lose 2 of the sacrificed P.P.E per day permanently [ for example should the PP be stuck in a island without edible food for 8 days and be rescued of the 8 day by a passing ship the PP would lose 40 P.P.E temporally till he spends 8 days eating 5 meals a day, but he would also lose 16 P.P.E permanently for his total P.P.E . Should the PP go over 30 days without food or water he loses 4 of the sacrificed P.P.E per day permanently.
b. Can survive without air and on P.P.E for a large amount of time. By spending 10 P.P.E every hour the P.P needs only 1/10 the amount of air a normal person requires. While not Impervious to pressure the PP is extremely resistant to it. As long as the character spends 5 P.P.E per hour PP can survive any pressure even those of being 4 miles underwater or the pressure of a planet with 10X Earth gravity.
67-72=Pantheon God of Magic empowers you. it comes in 2 varieties choose 1. (Example: in comics Hecate)
a. +5 to M.E & +1d4x10 to P.P.E add 1D4+2 P.P.E each add lvl . You 're immune to possession and even Soul Driking weapons. You recieve +4 to sv H.F, Magic, Mind Control. Finally you take only half damage from magic spells, circles, supernatural creatures and magical weapons.
b. Same as ability Wizard Supreme91-95 from Powers Unlimited pg 641
73-78=Pantheon God of Mischief empowers you. (Example: in comics Loki, Hermes) Cost 2 power selections
Benefits
+2 to I.Q
+2 to P.S which is considered Supernatural
+3 to sv vs Mind Control( regardless if it's psionic, magic or technological)
+3 to sv vs Illusion and Invisibility(regardless if it's psionic, magic or technological)
+3 to P.E
+50 S.D.C (in Rifts it become M.D.C)
+1D4x 60 I.S.P +10 per add lvl
You gain 5 Major psionics powers + 1D4+6 minor psionics
You also gain these powers
Alter Physical body HU pg 228-229
Shapechanger HU pg 286
Vocalization PU3 pg 23
79-84=Pantheon God of Animals & Hunting empowers you. It comes in 2 versions choose 1
a. Control Others major power as per pg 267-268 of HU but is limited only to animals but the character can control 2X as many animals. Limitation the power will not work on Familiars or Animal Companions from the feat.
b. You can walk in a Jungle, Forest, Park without the animals being startled, angry or run away from you, animals will be friendly toward you and never attack you first. Even vicious guard dogs will play with you as long as you don't attack them or your teammates attack them. You'll never set off alarms based on Animals. But this ability is limited to you not your teammates or family. In addition you have a primitive ability to communicate with animals, you can tell if they're hurt, angry, scared, ect. While you can communicate somewhat with them animals can only tell you so much you can ask an animal 1 question per lvl and it must be something that the animal can know(for example asking an a vicious guard do on how to off a Weather Control machine is a waste of time, but you might get a response on how many people in a building or does his master spell bad), it might mean his master doesn't bathe very often, just buried a several days old corpse or is secretly producing Meth. GM this ability isn't a cure all but might give clues to an adventurer stuck without an idea.
Finally this ability gives you the Hunting skill and Track Animal and Wilderness Survivall skills at +15%
85-90=Pantheon God of Beauty empowers you. (Example: in comics Aphrodite). Cost 2 power selections.
You receive Awe Factor same as the ability in HU pg 181 in addition. You receive the 3 minor powers Extraordinary M.A, Extraordinary P.B from HU & Physical Perfection from the Powers Unlimited 1 pg 36 the character is a a min 6ft tall if already 6ft tall in normal identity add another 6 inch when transformed. While these powers make the character extremely attractive to the opposite sex, it comes with a warning people tend to be jealous and hate what they can't achieve. A full 5% of the population of the same sex will now hate you b/c of your unearthly beauty, you'll be constantly receiving proposal for hookups, GF request if male, BF request if female or product endorsement if you're mercenary minded. Lets not forget people who will try to frame you b/c you rejected their advanced, or other man if male or other woman if female plotting your destruction b/c their GF, BF or significant other no longer finds them attractive b/c they aren't as attractive as you. So overall this power require maturity from the player character, depending on the GM this power can be a boon or curse.
91-96=Pantheon God of Time empowers you. Cost 3 power selections.
You receive 2 minor powers Clock Manipulation from HU & Longevity from Powers Unlimited 1 pg 34 the only difference you age 1 yr for every 10 yrs and your maximum lifespan is 800 yrs. In addition you've limited control over time, you receive you receive 3 major powers from the list
Dismantle Machine-PU 3 pg 57
Pause Temporal Flow-PU 3 pg 83
Slow Motion Control -HU pg 287-288
Super-Regenartion-PU 3 pg 99-The use of this power ages the character 10 yrs and reduce your maximum lifespan by 50 yrs per use.
Stretch Time PU 3-PU 96-97
Finally you receive +5 to save vs temporal spells like Age, Speed of the Snail & Spells from the Temporal Mage(Rifts England)
97-98=Pantheon God of Death empowers you. Cost 5 power selections. While this selection is usually considered evil and only evil character can take it, it's not necessarily true as Death can be an end to suffering. It some Pantheons the God of Death is considered a neutral force or even good since as a God of Death he hates the Undead which are an abomination to him and his realm. Anyway the abilities granted are alignment neutral capable of being used by both good or evil even-though it's mostly chosen by evil characters. The abilities granted by a God of Death are quite powerful but unlikely to be chosen due to the cost of the abilities. First of all as a representative of a G of D you gin several bonus to stats
+6 to P.S which is considered Supernatural
+5 to sv vs Mind Control( regardless if it's psionic, magic or technological)
+4 to sv vs Illusion and Invisibility(regardless if it's psionic, magic or technological) basically due to your connection to the Death God you sense life force (P.P.E which all living beings & even demons& devil possess at least 1d4). Only Robots who have no living controller could fool you.
+2 to P.E
+100 S.D.C (in Rifts it become M.D.C)
These abilities only comes to play vs the Undead, Demons & Devils and Supernatural Intelligence and their minions(the ability only comes into play when said creatures are within 20 ft rd per lvl & only applies against them) So were the hero to be fighting a Master Vampire and his minions, worshippers or thrall the ability would work. But if for some example the Warlords(Nightbane Gang members) were also in the mix that's a 3 way fight the abilities would be non existent vs them.
+10 to P.S which is considered Supernatural when fighting the above stated menaces
+3 to save vs H.F
+1 to A.F or H.F when facing Undead, Demons & Devils and their minions. The Horror Factor increase by 1 every 5 lvl
+200 S.D.C (in Rifts it become M.D.C)
Sense Undead 20 ft rd per lvl (25%+5% per lvl)
Sense Possession by Undead 10 ft rd per lvl (10%+5% per lvl)
any natural roll of 15 or higher does 2X damage vs said creatures
any natural roll of 17 or higher does 3X damage vs said creatures (Intelligent Undead, Devils, Demons and their minions see the PC eyes glow {red,white, black, green or yellow player choice} and they need to sv vs a H.F of 16+ whatever bonus the PC has to A.F or H.F otherwise they are lose 2 attacks and automatically lose initiative the next round. In addition their regenerative ability is cancelled 1d4+2 rds).
any natural roll of 19 or higher does 4X damage vs said creatures (Intelligent Undead, Devils, Demons and their minions see the PC eyes glow {red,white, black, green or yellow player choice} and they need to sv vs a H.F of 18+ whatever bonus the PC has to A.F or H.F otherwise they are lose 2 attacks and automatically lose initiative the next round. In addition their regenerative ability is cancelled 1d4+2 rds).
These abilities are more roleplaying than hard numbers. The character can look at someone 10 ft per lvl away and see how close they're to death. That's someone who has stage 4 cancer, aids, yellow fever, malaria, is bleeding to death, ect. The character can depending on how close they're to death minutes, hours, days can either extend the character lifespan to the next stage or reduce it to the next stage base on his lvl( for example: the G of D powered character who sense the NPC will die 5 min, b/c he's powered by the G of D and he's a 6th lvl could extend the NPC lifespan 6 hours or he can do the opposite and reduce the NPC lifespan to only 6 seconds and give him a painless death). Either ability requires the recipient of the ability to make a sv vs lethal poison but if the NPC is willing the sv is automatically failed. Each use of the ability extending a lifespan or reducing a lifespan cost 20 P.P.E from the hero which he regains the next day and can only be used once on the same character. But the use of extending a lifespan cost the PC the lost of 10 P.P.E permanently.
In addition the character is immune to the special powers of Undead. They're immune to the Undead H.F and controlled by Undead or turned into Undead. B/c of the hero connection to the G of D any damage delt to undead can't be regenated for 1 hr per lvl of the hero( for example a 6th lvl character fights a Master Vampire and deals 100 pts of damage, normally the MV would heal thsi damage in minutes but when fighting this hero it would takew the MV 6hrs b4 his regewneration kick in again.) To be clear should the character have other people helping him fight the MV their attacks can be regenarated by the MV even were thy to attack the MV after the hero.
Additional abilities
Detect Vampires and other Undead by sight no matter how well disguised by makeup or psionics-15%+5% per lvl this ability can only be used once a day & the range is 10 ft per lvl( The abilities above on sense undead work automatically & doesn't require active detection, but it only tell you that they're Undead around). This ability tell you who could be an Undead
Detect Vampires and other Undead minions, thrall and slaves-10%+5% per lvl this ability can only be used once a day & the range is 10 ft per lvl
Detect recent death in a room or a person assosiated with death-10%+5% per lvl this ability can only be used once a day on a person, once a week on a room & the range is 10 ft per lvl. ( This ability isn't a cure all, he hero could detect recent death on a person and the person just lost a parent, wife, husband or child,ect) or the person could be or Mortician or a Coroner. On the other hand the person could be a Serial Killer, Masss Murderer or a Death worshiper. This ability is more as an adventure and roleplaying hook than anything else. In detecting if someone died in a room the hero will also know how they died, but NOT who killed them( for example the P.P might know he was poisoned or died of a heart attack but not who poisoned him). The power while powerful has limits from 1-4 lvl the P.P can detect death within days of his lvl(for example a 3rd lvl character can detect someone who died in a room 3 days or less, or someone who killed someone 3 days or less). From 5-8 lvl the P.P can detect death within weeks of his lvl, from 9-12 lvl the P.P can detect death within months of his lvl, from 13-15 can detect death within yrs of his lvl, from 16 lvl or higher can detect death with 10 yrs of his lvl.
Dectect Devils & Demonss by sight no matter how well disguised by makeup-10%+4% per lvl this ability can only be used once a day & the range is 5 ft per lvl
Detect Supernatural Intelligences & their minions by sight no matter how well disguised by makeup-5%+5% per lvl this ability can only be used once a day & the range is 5 ft per lvl
Cure or Dispel thralldom and control from undead( Undead specially MV like to use normal people like puppets)You've the ability to touch someone under mental control of an undead from slow kill or psionic control and remove the control( you touch an individual spend 10 P.P.E the individual makes a sv sv magic any roll of 12 or higher and he's free) this ability can be used as much as the hero desires as long as he has 10 P.P.E to spare per individual but can only be used once a day on each person. The P.P,E regenerates the next day after 8 hrs of sleep.
Final Abilities
Death Armour- The P.P calls on the G of D armor which comes upon the player character & looks like ancient medieval armor with Helm or helmet from any culture( player choice, and can be anything from chain through plate). The Armor has an A.R of 14 and has a faint sickly glow of flames surrounding the PC. (PC can choose the color of the flame)
Abilities of the armor
1. The armor cost 100 P.P.E to come into existence on the PC body and last 1 minute per lvl with an A.R of 14. The P.C can raise the A.R to a maximum of 18 at the cost of an additional 20 P.P.E from each additional point of A.R
2. Any HTH attack or attack with a melee weapon that does damage to the PC, the PC can send his attacker to receive 1/4 damage(his opponent can sv vs death poison a successful save means his opponent took no damage). This ability cost the PC 2 of his attacks per rd & 10 P.P.E per rd.
3. The armor gives the PC the ability to only take half damage from energy attacks (regardless if it's laser, flame, cold, lightning, technological, psionic or magical). This ability cost the PC 10 P.P.E per rd.
4. The armor gives the PC the ability to breath toxic poison with no damage, breathe underwater, survive up to 1 mile underwater pressure or outer-space. This ability cost the PC 25 P.P.E per hour.
5. The armor lets the character run, jump & swim 2X faster than normal.
6. Normal animals will never willingly attack the PC when wearing the armor but will run away or cringe if unable to run away. A Jungle Lord or a Wizard with a familiar can order his animals to attack the PC but the animal will lose half it's attack due to fear. A mutant animal like a (Dog Boy from Rifts or Mutant Animals from pg 162 of HU can attack the P.C but they lose 2 attacks per rd). This ability cost the PC 20 P.P.E per minute
7. The armor gives the PC the ability to scare people straight. (It's said people on drugs, very drunk and crazy can see death, ghost, demons & devils). In the case of the PC when he's wearing the armor it's true. Anyone within 25 ft radius per lvl when he's wearing the armor and walks by them needs to sv vs non lethal poison or see the PC as death personified(in their eyes the PC seems to be skeleton wearing the armor but the characters eyes are gone they only see burning flame). The aura of the armor burns the alcohol, drugs or the insanity out of their system, the insanity will reappear 1 hr after the PC leaves his or her sight but there's a 8% per lvl of the PC the insane person is permanently cured but becomes extremely religious.
Speak to the Dead
The PC can touch someone who's been dead less than 1 hr per lvl of the PC and ask them 1d4+4 questions and they will answer truthfully at best as they know. (realize someone who's been poisoned might know they died or poisoning but they wouldn't know who did it, nor would a person know who shot him from a high powered rifle 10 blocks away). This ability cost the PC 5 P.P.E per question asked whether the dead person knows the answer or not.
Sword of Doom
The PC can call upon the G of D weapon of destruction(It has to be a melee weapon known to be used by death in culture). A sword, Axe, Halberd are all acceptable weapon choices (not a staff or a long range weapon). The weapon is of the finest quality(color depends on the PC but it's usually Black, White, Silver, Red or Gold once the choice is made it can't be changed) and is considered a Rune weapon which does at least 5D6 damage.
1. The weapon is usually beautifully made and extremely light when used by the PC in the hands of anyone else it requires a P.S of 40 just to pick up and a P.S of 50 to use without a -5 to strike, parry or dodge. The PC can call the weapon usually a sword to his hands at the cost of 50 P.P.E and the weapon last 1 minute per lvl of the PC
2. The weapon does normally 5D6 damage (10D6 to Undead, Demons & Devils and Supernatural Intelligence). But should the PC wish if he or she can sacrifice 20 P.P.E from their base permanently, the weapon will do 5D8 damage(10D8 to Undead, Demons & Devils and Supernatural Intelligence), should the PC wish he or she can sacrifice 50 P.P.E from their base permanently, the weapon will do 5D10 damage(10D10 to Undead, Demons & Devils and Supernatural Intelligence) the weapon can now has +3 to strike & parry and can also parry laser and bullets without any minus.
3. The weapon most famous ability from whence it gets its name is to cause fear on anyone fighting the PC that's within 20 ft of the PC. The opponents facing the PC hears loudly in their heads (Doom, Doom, Doom, your Doom has come upon you) they need to make H.F roll of 16 or higher or lose 1 attack and are -3 to attack, parry or dodge each rd. To anyone else the sword(weapon) makes a noise similar to that of a lightsaber when swung.
4. The last ability from which it also gets it's name anytime the PC scores a natural 15 of higher on a living creature with the weapon (the weapon screams your Doom is here) this everyone hears and the opponent takes double damage. The sword seems to suck blood from the opponent since the part that is the blade glows red and the opponent needs to make a sv vs pain or lose half his attack this rd. If he makes his sv the opponent lose only 1 attack tthis rd or next rd if all his attacks are already gone. If the opponent failed is sv and has no attack left, the lost of attack comes to fruition next rd and the opponent automatically lose initiative, on top of this the opponent screams in pains and is trembling from half rd begging for mercy or someone to help them b/c they don't want to die.
99= Pantheon Renegade God empowers you. Cost 5 power selections
While Renegade God are often depicted as evil in SH comics. It's not necessarily true as they often serve a necessary function. IN SH comics ( Loki,Hela, Pluto at Marvel, Ares at DC are example of RG). So why don't the other gods get together or the All-Father of the Gods kill them, for several reason among them the RG usually has valuable insight, assets, weapons, skills, magic or is extremely competent at evading capture or death. Plus for whatever reason the RG is temporarily(as Gods measure things, they might fight against the Pantheon from the last 2000 yrs, But when measured against a God potential lifespan of 100,000 yrs it's nothing) against the pantheon when push comes to shove while they might want to rule, control or dominate or change the philosophy of their pantheon they don't want it destroyed. Having said that while the Gods might be reluctant to act decisively against a member of their extended family, they rarely have the same reluctance to deal with the followers of the RG. So while the abilities granted are among the most powerful you can choose the cost is extremely high also. Choosing from the RG cost 5 power selections which is second only to those of the All-Father.
Benefits
+2 to I.Q
+2 to P.S which is considered Supernatural
+2 to sv vs Mind Control( regardless if it's psionic, magic or technological)
+3 to P.E
+100 S.D.C (in Rifts it become M.D.C)
100= Pantheon All-Father or All-Mother empowers you
Will Finish Later
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Jan 10, 2018 8:06 pm
by drewkitty ~..~
Shadowknight wrote:Pantheon Powered-This is basically the NG version of the Mystically Bestowed. The main difference is instead of being selected by a Supernatural Force, the character is selected by a Pantheon of Gods to champion their cause. But because their are multiple Gods powering the individual is considerably more powerful than the MB
....snip
This seams like it would just be a demigod immortal or one of the other immortals...
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Thu Jan 11, 2018 3:57 pm
by Shadowknight
drewkitty ~..~ wrote:Shadowknight wrote:Pantheon Powered-This is basically the NG version of the Mystically Bestowed. The main difference is instead of being selected by a Supernatural Force, the character is selected by a Pantheon of Gods to champion their cause. But because their are multiple Gods powering the individual is considerably more powerful than the MB
....snip
This seams like it would just be a demigod immortal or one of the other immortals...
Not really
1. The powers given are different and for the most part the Character won't live more than a few hundred yrs but certaintly not several thousand yrs
2. While the Immortals in the Powers Unlimited is a step in the right direction it's stilll too cookie cutter. While there'll be some repitition of powers and abilities, overall each of the
NG will have certain hooks, powers and abilities in which to make them unique.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sat Feb 17, 2018 11:40 am
by Sir_Spirit
This looks better that I thought it'd be.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Tue Mar 06, 2018 11:50 am
by Shadowknight
Sir_Spirit wrote:This looks better that I thought it'd be.
I think it's a faint praise. Sorry for the delay but I was really sick with the flu. I'll be Post the next CC which is the
God Forge the NG version of the
Enchanted Weapon CC. As soon I finish the
Pantheon Powered CC
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Mar 09, 2018 10:18 pm
by slade the sniper
While I like your idea, and the writeups you have done are very good...the sort of power that I think you are looking for is (correct me if I am wrong) Rifts in an SDC world.
Upping the SDC of things and the strength of things while still limiting it to SDC seems to be part of the issue.
In my own experience, when I want to drag out ultra power things, I just dig in the Robotech/Rifts bag and pull something out of there, leaving all the stats as is, including MDC. That maintains the "power level" of the DC/Marvel big boys without having to make new things.
Plus, that allows you to have SDC stuff, SDC+ stuff (with mega heroes and other big things) and MDC stuff without having to make whole new worlds.
Keep making stuff however as I am absolutely taking all of this for my own files. I really like the Sorcerer Supreme, especially the tournament...makes me think of Mortal Kombat.
-STS
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Fri Mar 09, 2018 11:51 pm
by taalismn
Indeed. I'm saving this stuff too. It's the real mountain movers, not just the punch-a-hole-through-the-mountain megaheroes.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Mon Mar 12, 2018 1:45 pm
by Nightmartree
request for clarification, how are you supposed to handle the different sdc vs undead/demons? is it just when those things are on the enemy side you get pumped up and boom have extra? does it last till the battle is over or just till the supernatural evils are put down. Or is it something like you having an aura that has 100 points but ONLY against the attacks of those beings.
i'm looking at the pantheon powered god of death. Its the same problem I have with that minor power that gives you "two extra attacks vs mechanical foes"....what if your in a situation where your not just fighting mechanical foes? Does the power give you a direct boost when those enemies are around or something else. I can at least think of ways to handle this with sdc, but the extra attacks vs 1 type of enemy is...problematic to me, but that has nothing to do with your guy.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Mar 14, 2018 10:40 am
by Shadowknight
slade the sniper wrote:While I like your idea, and the writeups you have done are very good...the sort of power that I think you are looking for is (correct me if I am wrong) Rifts in an SDC world.
Upping the SDC of things and the strength of things while still limiting it to SDC seems to be part of the issue.
In my own experience, when I want to drag out ultra power things, I just dig in the Robotech/Rifts bag and pull something out of there, leaving all the stats as is, including MDC. That maintains the "power level" of the DC/Marvel big boys without having to make new things.
Plus, that allows you to have SDC stuff, SDC+ stuff (with mega heroes and other big things) and MDC stuff without having to make whole new worlds.
Keep making stuff however as I am absolutely taking all of this for my own files. I really like the Sorcerer Supreme, especially the tournament...makes me think of Mortal Kombat.
-STS
The problem is making M.D.C characters in an S.D.C world gets boring after a while. So while players like playing quasi-invulnerable characters, the joy of any RPG is challenge. Neither the players nor GM will enjoy it if there's no drama or sense of possible loss. My goal is to create characters that can stand up to the Elites in DC/Marvel but not necessarily beat them but to challenge them. To be honest HU is a low powered game, if you were to create a SM, Thor, SS or Hulk analogue you easily could defeat 95% of all the heroes & villains fighting you together listed in Century Station or Gramercy Island. Nevertheless you don't need to be that powerful to create a challenge to a Thor type character, just the right powers and abilities should do it with what I created. Plus I'll later on create a Batman and Cap analogue which IMO are also Mega-Heroes, so while I see them running around with 200-400 S.D.C based on the damage they've taken over the yrs they clearly aren't M.D.C beings.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Wed Mar 14, 2018 10:49 am
by Shadowknight
Nightmartree wrote:request for clarification, how are you supposed to handle the different sdc vs undead/demons? is it just when those things are on the enemy side you get pumped up and boom have extra? does it last till the battle is over or just till the supernatural evils are put down. Or is it something like you having an aura that has 100 points but ONLY against the attacks of those beings.
i'm looking at the pantheon powered god of death. Its the same problem I have with that minor power that gives you "two extra attacks vs mechanical foes"....what if your in a situation where your not just fighting mechanical foes? Does the power give you a direct boost when those enemies are around or something else. I can at least think of ways to handle this with sdc, but the extra attacks vs 1 type of enemy is...problematic to me, but that has nothing to do with your guy.
OK, give me a couple hours, I should havei t clear up by then.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Thu Mar 15, 2018 4:01 pm
by Shadowknight
Godly Weapon
The GW is basically the NG version of EW and is create the same way, the only major difference is created, designed to be used by a God. In many ways the powers and ability of the GW character class is very similar to those of the PP character class the main difference is the GW gets his or her abilities from a weapon while the PP gets it's abilities from a group of Pantheon.
Adjust all attributes as follows: This applies only when transformed
M.A.+1D4 (min of 16)
P.S. +4D6 (min of 24)
P.P. +2D4 (min of 18)
P.E. +1D4 (min of 16)
SPD Multiple by 5 (min of 30)
S.D.C 3D6X10
P.P.E 2D6x10+2D4 P.P.E each lvl
A.R. 9
Weapon Abilties PPE:1D4+1x100
Damage Roll to see what damage the weapon does in S.D.C, ford M.D.C in Rifts. The weapon does 2X damage against undead, demons & devils, the weapon does 3X damage against Supernatural intelligence & Gods. This weapon once roll never change.
01-10: 6D8
11-20: 7D8
21-30: 8D8
31-40: 9D8
41-50: 10D8
51-60: 8D10
61-70: 9D10
71-80: 10D10
81-90: 11D10
91-100: 12D10
Special Weapon Abilities
1. Weapon has 2000x1D4 S.D.C(M.D.C in Rifts) can only be damage from a called shot directed at it but is -4 to hit. But the weapon regenerates 10 S.D.C(M.D.C in Rifts) but cost 10 P.P.E for each minute of regeneration.
2. Weapon is beautiful to behold made of some extremely rare metal ( choose the weapon color grey, black, ivory, silver, gold, red, light blue) and is made extremely light for its owner +4 to Strike & Parry. To anyone else it feels like it weights over 25 tons. Requires a Supernatural Strength of 50 just to pick up -8 to strike & parry but can use none of its powers. Anyone with a Supernatural Strength of 60 or higher has a -2 to strike & parry but can use none of its powers.
3. Gains the minor power Longevity(PU)
4. weapon user can parry arrows, other missile weapons, bullets, laser with no minus.
5. Weapon can be thrown to strike someone up to 100 ft away per lvl and do 3X damage but requires given up 2 attacks that rd. The weapon comes back into the characters hand where he would normally have a 2nd attack.
Powers Granted1D4+4( Any roll from the previous of 41 and above cause the character to subtract 1 powers from the total gained. Any roll from the previous of 61 and above cause the character to subtract 2 powers from the total gained. Any roll from the previous of 81 and above cause the character to subtract 3 powers from the total gained)
Body Enchantment Powers Cost 3 powers If chosen these abilities comes upon automatically & permanently as long as the weapon is in use but reduce the weapon permanent PPE total by 250. If the GW hero choose he can gain the power Supernatural Strength a second time and double the strength gained but he or she permanently sacrifice another 50 P.P.E from the weapon, for a total of -300 P.P.E from the weapon P.P.E total.
Energy Resistance (HU)
Hardened Skin (PU1)
Healing Factor(HU)
Impact Resistance (PU1)
Supernatural Strength (HU)
Fire based & control powers Cost 4 powers The cost is in P.P.E X
Blinding Flash (1)
Circle of Flame (10)
Cloud of Smoke (2)
Extinguish Fire (4)
Fireball (10)
Fire Fist(15)
Fire Bolt (10)-as the spell except this increase 1D6 per lvl (30)
Ignite Fire (6)
Impervious to Fire (6)
Resist Fire (3)
Magic control & negating based powers Cost 2 powers The cost is in P.P.E
Anti-Magic Cloud (140)
Dispel Magic Barriers(20)
Negate Magic (30)
Travel Control & Teleport based powers Cost 2 powers The cost is in P.P.E
Dimensional Portal (1000)
Fly(15)
Fly as the Eagle (25)
Levitation (5)
Mystic Portal (60)
Sonic Flight(150) same as the Major Power except it cost P.P.E to use and last 1 min per lvl (HU)
Subliminal Flight (300) same as the Major Power except it cost P.P.E to use and last 1 mths per lvl (PU3)
Teleport Lesser (15)
Teleport:Superior (600)
Weather based powers Cost 4 powers The cost is in P.P.E
Call Lighting(15)
Call Storm (200)
Summon Fog (140)
Wind Rush (20)
Summon & Control Storm (260)
Movement Powers Cost 1. The cost is in P.P.E
Fly (50) Same as Flight: Wingless minor power except it cost P.P.E and last 1 min per lvl
Run(75) Same as Extraordinary Speed minor power except it cost P.P.E and last 1 min per lvl
Swim (50) Swim at half Run speed except it cost P.P.E and last 1 min per lvl
Will Finish Later)
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sat Mar 17, 2018 10:33 pm
by Nightmartree
Shadowknight wrote:OK, give me a couple hours, I should havei t clear up by then.
That helps, thank you
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Thu Apr 26, 2018 4:34 pm
by Shadowknight
Rune Artifact- This is basically the Mega hero version of the Enchanted Object character. This is a character whom fate has created to be the caretaker of Magical Artifact on his planet, Galaxy or Universe whose power is beyond even most of the Greatest Rune Weapons. Because of his or her responsibility his or her trainers, his or her teachers, the Gods, Fate, the gods of Magic, the Universe, ect, have gifted him with more magical ability and P.P.E than what is standard for a normal mage. But because of this his responsibility is greater than any other mage, he also has more enemies and rivals than any other mage. In many ways the ability of the RA rivals those of the SS mixed with the abilities of the Godly Weapon Artifact. The main difference is that the RA is the main power source, so while the character can as choice also be a powerful mage, but if he does he give up many powers that the RA gives it users. All Supernatural entities and menaces have heard of him even if they don't know his secret identity, and all Mages above 5th lvl knows of him by reputation if not by sight. The character can be any alignment except For Diabolic or Miscreant. As far of the Gods of Magic, Fate, his teachers are concerned as long as he protect the planet, Solar System, Galaxy from Evil Alien Intelligence, Evil Gods, Greater Demons and Greater Devils how he or she goes about doing it is none of their business. The character is created in an identical fashion as the Enchanted Object character except for a few changes that is same education, wealth. hit points, ect. Now here are the differences.
Constant Abilities
1. Healing Factor
2. Extraordinary P.E
3. Energy Resistance
4. Impact Resistance
5. Omni-Lingual: Can speak & understand any language( but need to pick the skill to write or read the language)
Additional Powers granted choose 8
01-05: Mystic Study-same as HU pg 150 (except gain 3D6x10+20+P.E attribute number. In addition the mage get 3D6 PPE each additional lvl of experience.) Cost: 4 powers
06-10: Superhuman Strength-same as HU minor power. Cost: 1 power
11-15: Supernatural Strength-same as HU major power. Cost: 2 powers
16-20: Extraordinary M.A -same as HU minor power. Cost: 1 power
21-25: Extraordinary M.E -same as HU minor power. Cost: 1 power
26-30: Extraordinary P.P -same as HU minor power. Cost: 1 power
31-35: Flight: Wingless-same as HU minor power. Cost: 1 power
36-40: Sonic Flight & Superluminal Flight -same as HU major power & PU3 major power. Cost: 3 powers
41-45/u]: Divine Aura -same as HU major power.[u] Cost: 2 power
46-50: Gateways & Dimension Teleport-similar as PU1 major power. Cost: 3 powers
The major difference the character can teleport or gate 100 miles per lvl away.
Dimension Teleport works in a similar manor as teleport except in works on dimensions (Astral plane, Hades, Olympus, Inferno, ect). The power lets you teleport there it doesn't makes you invulnerable to the hazards there. So if the Hero teleports into a burning volcano in Hell he better have some protection against fire & heat. Also the inhabitants will sense your arrival and INVESTIGATE, members of Hades aren't known for their welcoming attitude and gods don't particularly care for mortals visiting their realm without invitation at the very least they'll send a powerful servant to inquire what the mortal wants and if they ren't satisfied they will tell the mortal to leave now otherwise they will summon other servants and attack.
51-55: Create Force Field & Create Force Constructs-same as HU major power & PU1 major power. Cost: 3 powers
56-60:Resistant to Bullets -This is basically a minor power version of the Bulletproof major Power from PU3.Cost: 2 powers The power works like this the character has a
A.R of 19 vs arrows, thrown knives, shurikens
A.R of 12 vs bullets, +1 to A.R at lvl 3,5,7,9,11,13,15
A.R of 13 vs grenades,rocket shell, shrapnel, +1 to A.R at lvl 4,7,10,13
Even should bullets, grenades or rock shells penetrate and damage the character he or she only take half damage.
61-65: Can hold breath his P.E times in minutes Cost: 1 power
66-70: Can survive on Magic for a large amount of time. Need only 1/3 the amount of food & water a normal person require. Should the RA be stuck on a desert or at sea without food or water, the RA can sacrifice 5 of his P.P.E to sustain him for that day. The RA doesn't regain the lost P.P.E until he eats 5 meals per day for every day he didn't eat or drink. But should he go over a week without food or water the RA lose 2 of the sacrificed P.P.E per day permanently [ for example should the RA be stuck in a island without edible food for 8 days and be rescued of the 8 day by a passing ship the RA would lose 40 P.P.E temporally till he spends 8 days eating 5 meals a day, but he would also lose 16 P.P.E permanently for his total P.P.E . Should the RA go over 30 days without food or water he loses 4 of the sacrificed P.P.E per day permanently. Cost: 1 power
71-75: Tremendous S.D.C same as pg 181 of HU 2nd edition Cost: 2 powers
76-80:Environment Resistance Cost: 2 powers
This ability is rarely demonstrated in comics instead it's usually depicted as the Invulnerability Major power. While I personally have no problem with the power a lot of GM do. Besides I waned to create an interesting take on the Invulnerability power which while somewhat powerful is more limited in scope than the major power. This power gives the character the ability to survive even in the most toxic, dangerous or deadly environment and take no damage for a limited time. It goes like this the character would take no damage from the environment he currently in for example( the character could survive at the bottom of the marina trench even-though the pressure is more than 1,000 times the standard atmospheric pressure at sea level and breath underwater. The character could survive inside an active volcano, outside naked in Siberia, inside the sun or even swimming in Bellandur Lake, Bangalore, India which is considered smong the top 5 most polluted bodies on water in the world and has spontaneously caught fire.)
Will Finish later
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Thu Jun 21, 2018 11:42 am
by Sir_Spirit
Healing Factor makes you immune to disease so ability 56-60 makes no sense.
Other than that, not bad. The ability to 'Port and and Create Force stuff is attractive....
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sun Jun 24, 2018 12:50 pm
by Shadowknight
Sir_Spirit wrote:Healing Factor makes you immune to disease so ability 56-60 makes no sense.
Other than that, not bad. The ability to 'Port and and Create Force stuff is attractive....
Sorry, you're correct I didn't see the mistake I'll correct it now. If you see any other mistake let me know.
Re: Nigh-Gods the next step after Mega-Heroes
Posted: Sun Jun 24, 2018 11:55 pm
by Sir_Spirit
Now I'm picturing a quartet of Elemental Rune Artifacts....