NEW POWERS!
Moderators: Immortals, Supreme Beings, Old Ones
NEW POWERS!
Okay recall reading around here someplace about people asking for powers to be made. So I figured I could give it a try. So if those of you who want to wait for something official to come along in anther book or some such, then lets lay a foundation for them. So if you would all be so kind as to post what you would like to see added to the line up just post it. Please also any info you could provide about what the ability should have.
I am glad for PU and PU2, now with some creative work we might just get the PU 3.
I look forward to your ideas.
I am glad for PU and PU2, now with some creative work we might just get the PU 3.
I look forward to your ideas.
- Preacher
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Re: NEW POWERS!
OK with the recent debate on GM's who restrict Invulnerability this one came to mind. It allows a player to make a tough guy that is more along the lines of the big rock like orange guy than the big green bulky guy. This power is tough but can be hurt with a good roll by the GM for an NPC.
Massive Damage Capacity
*Major Power*
This power adds massive amounts of sdc to the character who has it. While not as incredibly damage resistant as Invulnerability it does provide toughness, healing and a good A.R. This power is for those who want a major tough guy but can still be hurt and is not immune to most damage. This is a power that might be allowed in games where their GM might not want the often times unbalancing power of Invulnerability.
For AR Roll on the table.
1-25%= A.R.12
26-50%=A.R.13
51-75%=A.R.=14
76-99%=A.R.=15
100%= A.R.16
S.D.C. Provided. Roll + 1D4x100+100 sdc. “Yes Character MUST Roll.”
Hit Point Bonuses: +3D6x10+15 per level.
Built in Healing factor allows the character to heal 1D6 sdc and 1D6 Hit Point per minute.
Other Bonuses: + 2D6 to PE attribute and +1D6 to ME.
Massive Damage Capacity
*Major Power*
This power adds massive amounts of sdc to the character who has it. While not as incredibly damage resistant as Invulnerability it does provide toughness, healing and a good A.R. This power is for those who want a major tough guy but can still be hurt and is not immune to most damage. This is a power that might be allowed in games where their GM might not want the often times unbalancing power of Invulnerability.
For AR Roll on the table.
1-25%= A.R.12
26-50%=A.R.13
51-75%=A.R.=14
76-99%=A.R.=15
100%= A.R.16
S.D.C. Provided. Roll + 1D4x100+100 sdc. “Yes Character MUST Roll.”
Hit Point Bonuses: +3D6x10+15 per level.
Built in Healing factor allows the character to heal 1D6 sdc and 1D6 Hit Point per minute.
Other Bonuses: + 2D6 to PE attribute and +1D6 to ME.
Yeah I like guns.
I pledge allegiance to this flag, if that bothers you well that's too bad!!!
I pledge allegiance to this flag, if that bothers you well that's too bad!!!
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
Re: NEW POWERS!
So you'll take my idea and flesh it out? Sounds cool to me. Here's what I came up with so far, maybe you can do something with it.
Emulate Super Abilities (Major)
Working in much the same way as Mimic, the character with this power is able to alter his body in such a manner as to grant him almost any single super ability (Major or Minor) he can imagine. The down side is that just as Mimic exchanges the characters powers for those of another person this power exchanges all of a characters other powers for the new one he chooses. The emulator sacrifices the sheer power of possessing multiple super abilities for the flexibility of being able to switch super abilities almost at will. As these powers are only simulations the character can only emulate the basic power and will not show the expertise of someone who actually possesses one of the powers he emulates though all other aspects of the power will be at his current level.
Example: A fourth level character who emulates one of the Energy Expulsion powers will not be able to perform the same as a character who actually has the E.E. power. While the range and damage will be the same as a character of the same level, the emulator will not be able to regulate the strength of the blast (all attacks will be at full power) or to perform a “divided” attack.
While the character can use any super ability he wishes he must make a Power Control check in order to use most super abilities at his current level. A failed roll means that the power is successfully emulated but range, damage, duration, etc. are all at first level. The emulator will be able to master a handful of super abilities allowing him to use them at full power without having to roll. (These powers can be chosen randomly or picked by the GM and/or the player.)
Range: Self
Duration: The character can maintain the emulated power(s) as long as he is conscious and awake.
Attacks per Melee: Emulating a single super ability or switching to a new one takes one full melee (15 seconds).
Power Control: Power Control is the same as shown in Rifter #16 and is the creation of Kurt Charbonnier.
Number of Mastered Powers: The character can master one power for every 3 M.E. attribute points + one more at levels 2,4,6, 8 and 10. Roll for each to determine if it is a Major or Minor.
01-70: Minor
71-00: Major
Other Bonuses:
+ 1D4 to M.E. attribute.
+ 2 to save vs. psionics attacks.
+ 2 to save vs. magic.
Emulate Super Abilities (Major)
Working in much the same way as Mimic, the character with this power is able to alter his body in such a manner as to grant him almost any single super ability (Major or Minor) he can imagine. The down side is that just as Mimic exchanges the characters powers for those of another person this power exchanges all of a characters other powers for the new one he chooses. The emulator sacrifices the sheer power of possessing multiple super abilities for the flexibility of being able to switch super abilities almost at will. As these powers are only simulations the character can only emulate the basic power and will not show the expertise of someone who actually possesses one of the powers he emulates though all other aspects of the power will be at his current level.
Example: A fourth level character who emulates one of the Energy Expulsion powers will not be able to perform the same as a character who actually has the E.E. power. While the range and damage will be the same as a character of the same level, the emulator will not be able to regulate the strength of the blast (all attacks will be at full power) or to perform a “divided” attack.
While the character can use any super ability he wishes he must make a Power Control check in order to use most super abilities at his current level. A failed roll means that the power is successfully emulated but range, damage, duration, etc. are all at first level. The emulator will be able to master a handful of super abilities allowing him to use them at full power without having to roll. (These powers can be chosen randomly or picked by the GM and/or the player.)
Range: Self
Duration: The character can maintain the emulated power(s) as long as he is conscious and awake.
Attacks per Melee: Emulating a single super ability or switching to a new one takes one full melee (15 seconds).
Power Control: Power Control is the same as shown in Rifter #16 and is the creation of Kurt Charbonnier.
Number of Mastered Powers: The character can master one power for every 3 M.E. attribute points + one more at levels 2,4,6, 8 and 10. Roll for each to determine if it is a Major or Minor.
01-70: Minor
71-00: Major
Other Bonuses:
+ 1D4 to M.E. attribute.
+ 2 to save vs. psionics attacks.
+ 2 to save vs. magic.
Re: NEW POWERS!
I can post any of the following if you really want.
Major
Accumulation:
Alter Metal:
Animal Abilities: Mollusc /Cephalopod
Artefact control
Bio Vampirism:
Bug Factory:
Charging:
DareDevil
Deputise:
Earth Anima:
EctoForm:
Energy conversion:
Entropy manipulation:
Eternal Warrior
Evolution/Devolution:
ExoMorph
Extra's
Flatform:
Holographic sheath.
Homunculus
Horde:
Inner Magician:
Instant Upgrade:
Karma Manipulation:
Kinetic energy conversion:
Liquid state control:
Marionette:
Matter Manipulation:
Mechabsorption:
Melding:
Multi:
Mutagenics:
Nemesis
Pheromones:
Plague:
Psychic Aura
Psychic virus
Soulriding:
Super Leaping
Supersight
Supersurgeon
Telereformation:
Temporal Awareness
Universe creation:
Urbanite
Minor powers
Alter age:
Autohypnosis
Bullet-proof
Carapace: Minor
Camouflage:
Energy expulsion: Wall.
Inhale/exhale matter:
Isoportation
Metaphysical regeneration
Midget:
Minor adaptation:
Non Human Metabolism:
Overwhelm:
Phase organs:
Power transferral
Rolling:
Sense Sharing:
Uncanny Parrying
Variable defence
Water adaptation
Major
Accumulation:
Alter Metal:
Animal Abilities: Mollusc /Cephalopod
Artefact control
Bio Vampirism:
Bug Factory:
Charging:
DareDevil
Deputise:
Earth Anima:
EctoForm:
Energy conversion:
Entropy manipulation:
Eternal Warrior
Evolution/Devolution:
ExoMorph
Extra's
Flatform:
Holographic sheath.
Homunculus
Horde:
Inner Magician:
Instant Upgrade:
Karma Manipulation:
Kinetic energy conversion:
Liquid state control:
Marionette:
Matter Manipulation:
Mechabsorption:
Melding:
Multi:
Mutagenics:
Nemesis
Pheromones:
Plague:
Psychic Aura
Psychic virus
Soulriding:
Super Leaping
Supersight
Supersurgeon
Telereformation:
Temporal Awareness
Universe creation:
Urbanite
Minor powers
Alter age:
Autohypnosis
Bullet-proof
Carapace: Minor
Camouflage:
Energy expulsion: Wall.
Inhale/exhale matter:
Isoportation
Metaphysical regeneration
Midget:
Minor adaptation:
Non Human Metabolism:
Overwhelm:
Phase organs:
Power transferral
Rolling:
Sense Sharing:
Uncanny Parrying
Variable defence
Water adaptation
"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
“Iczer, you are a power generating machine.” - Mr Twist
- Prince Cherico
- Hero
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Ayn Rand - Location: california
Re: NEW POWERS!
Minor power Juke box
the charater is like a liveing recorder he can absorbe any
sound and can replicate it perfectly, He can record any sound
for One hour per level of experence after this the power needs
a half hour break. The recording can be played at any time.
Bounises sound attacks do no damage
the charater is like a liveing recorder he can absorbe any
sound and can replicate it perfectly, He can record any sound
for One hour per level of experence after this the power needs
a half hour break. The recording can be played at any time.
Bounises sound attacks do no damage
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
Re: NEW POWERS!
Aegis wrote:I like that emulate power thats pretty cool. I may just use that one.
That's cool with me but I'm still waiting to see if VR Dragon decides to make any adjustments or even a full rewrite.
Iczer wrote:I can post any of the following if you really want.
Cool, I'd like to see them too. If you don't post all of them then I'd like to see what ExoMorph does. I'd also like to see Instant Upgrade, Karma Manipulation, Energy expulsion: Wall, Midget and Minor adaptation. Thanks ahead of time.
Re: NEW POWERS!
Some, if not most, of these I borrowed from other players, but here are a few of the "non-cannon" power I use in my game.
MINOR POWERS
Energy Expulsion: Microwave
The character can create a beam of pure microwave energy, heating up the target. The radiated particles have exceptional penetration power against all non-metallic substances. Even tinfoil will deflect the rays with no damage. Everything else, however, is penetrated easily. Plastic, Kevlar, wood, glass, ceramics, and other common substances are useless as a defense. Beings wearing plastic or composite body armor (like most of the body armor types in Rifts) take damage from the microwave beam as if they weren't wearing any armor. However, a knight in a suit of metal armor is completely protected - his armor doesn't even take damage. Against force fields, electromagnetic disturbances, characters who have Invulnerability, half damage is inflicted. Those who are impervious to energy or just fire and heat take no damage at all.
Range: 200ft maximum
Damage: 1d6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each energy blast counts as one melee attack or action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to strike aimed or +1 on a wild shot Resistant to fire, heat and microwaves (half damage).
Energy Expulsion - Ambient Energy
This is effectively an Energy Expulsion power, but with additional pros and cons. Pro, the blast is more powerful and has a greater range. Con, the character cannot generate the energy necessary to power it on his own, and requires an outside source of energy - the character absorbs and amplifies the energy in question. The character cannot sense the energy per se, but he can feel when his body automatically starts to absorb energy. Also note that damaging levels of the energy in question will still damage the character - although he will take half damage (for instance - a solar powered hero will take half damage from a laser blast). Roll for or select one of the following energy sources:
01-20 Solar Powered: The character absorbs solar radiation and converts it into a laser-like heat blast. Absorbing a single charge of energy takes 1 minute (2 minutes during overcast days or in the shade), and the character can retain a number of charges of energy equal to his PEx2. Obviously, this power cannot be recharged at night or in dark areas, but the character can absorb light energy from artificial light sources. However, the recharge rate is slower than recharging on overcast days; 5 minutes per charge.
21-40 Sound Powered: The character absorbs sound. Each charge needs 120 decibels worth of sound and the character can retain a number of charges equal to his PEx2. Use the decibel table under Sonic Power to determine how many dbs are absorbed per melee. For example: a normal conversation is 30 db, meaning the character can absorb 30 dbs per melee if he stays within 20ft of the sound (otherwise it drops to the next level - another 20ft and it drops another level, etc), which can recover a charge in one minute.
41-60 Ambient Radiation: The character simply absorbs ambient Radiation (radio waves, UV, microwaves, etc) to power this ability. Absorbing a full charge takes 1 minute and the character can hold a number of charges equal to his PEx2. The charging process is doubled to 2 minutes if the character is either out of direct sunlight, inside a structure, or in a remote area away from civilization (5 min if two conditions are met, and cannot charge if all 3 are met). The character cannot recharge if in a shielded structure. The character can also absorb "hard" radiation, but large sources and/or prolonged exposure can be dangerous.
61-80 Electrically Powered: The character absorbs static electricity in the surrounding environment. Absorbing a charge takes 2 minutes normally, but this is cut in half if the character is close to (within 20ft) running electrical equipment or high voltage transistors or if the character deliberately moves to create static electricity (like shuffling on carpet). Absorbing the energy from batteries is also possible, but inflicts 1 SDC per attempt; 10 D-size batteries (or 20 C-size, 40 B-size -etc) equals one charge ,and the process takes 1 minute, after which the batteries are drained. Charges = PEx2.
81-00 PPE Absorption: The character absorbs Potential Psychic Energy to power this ability. The character has a base PPE equal to twice his PE number (or equal to his regular PPE, whichever is higher). The character's PPE recovers at the normal rate (fully recovered in 24 hours). The character can also drain PPE from magic talismans same as a magic user, and can draw in ambient PPE from ley lines and nexuses (but cannot drain it from living beings, even at the moment of their death). The character cannot "overcharge" himself like a mage can - he can only absorb to replenish his base PPE - and no more. Each Energy Blast takes up 1 PPE and can be considered a magical attack (but is not enhanced like a spell is when near a ley line or nexus). In addition, PPE vampires can drain the character of PPE. While this will not harm the character, it will prevent him from using this power. Mages cannot drain the PPE from this character without his knowledge - he can feel the "tug" of the energy drain and resist it.
Regardless of the power source, all energy blasts have the following attributes:
Range: 800 ft
Damage: 2D8 +1D8 per level of experience, plus any special effects (see individual EE powers). After level 3, the character can regulate the damage in increments of 1D8.
Special: Same as Energy Expulsion - Energy.
Duration: Instant
Attacks per Melee: Each energy blast count as one melee action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to Strike Aimed or +1 on wild shot
Extraordinary Speed
NOTE: The old Extraordinary speed power is now called SUPERHUMAN SPEED.
The character can run at speeds mush greater than humans, typically equal to typical ground vehicles or the fastest animals. The character is also much quicker and more agile.
Bonuses:
Multiply normal speed attribute by 2D4 times (minimum of 30) and the character accelerates at twice the normal rate.
The character fatigues at half the normal rate when running.
Add +20 to S.D.C.
+1D4 to P.P. attribute.
+1 attack
+2 to initiative
Automatic dodge (only has bonuses if P.P. bonuses or other auto-dodge bonuses are available).
+2 to roll with punch, fall or impact.
+1 damage for every 5mph of speed. The best a standing still attack can do is +4 damage.
Linguistics
The character has an uncanny ability to rapidly understand and comprehend most forms of verbal or written communication, as well as body language. There is some form of telepathic and empathic influence and this is what allows the character to understand what the other being is trying to get across, and for writing and symbols, some form of object read comes into play. The character's brain centers which deal with hearing and communication are better developed also. The character knows his own language plus 1D4 others at level one. Anytime after that point, the character can pick up new languages at any time. Each time the character comes in contact with a new language, he gets 5% in that skill (10% for body language). Note that this must be a meaningful conversation, not a couple of sentences. For example: For the first few days visiting France, Captain Consonant uses an interpreter to communicate with the locals. After listening to the French people talk multiple times, he has picked up enough of the language to communicate on his own. Another example is Wilderness Guy living around the territory of a pack of wolves. After interacting with them a few times, he can communicate with them on a basic level. Note that in order for this power to work, the character must be able to detect the communication, although even then, he may not be physically able to respond. For example - an alien species communicates by manipulating heat patterns on its body. Normally, the linguistic character would not be able to detect this and even if he could (with sensitive IR optics), he would probably not be able to respond.
One interesting side effect of this power is that provides some resistance to sonic-based forms of mind control and hypnosis. If some form of communication is needed for the mind control to work, the resistance kicks in. The hero's mind shifts into it's translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. Against these attacks, the character is +4 to save against, and even then, the effects and duration of the power in question is halved (did not have a full effect).
Another interesting ability that the character has the ability to determine the subtle or "true" emotional state of the speaker/ communicator (such as anxiety, happiness, sadness, hostility, etc.). This does not work with writing however. Accuracy is 40% +4% per level. Subtle changes in a person's voice can indicate something about what they are saying. Using this as a lie detector (in conjunction with visual cues) has an accuracy of 30% +3% per level.
Magical Nature
For all intents and purposes, the character is considered to be a minor supernatural creature. This supernatural nature gives him some benefits and hindrances.
Benefits
Fatigues at half the rate (does not affect any other fatigue modifiers - chose the best one)
Heals at twice the normal rate (does not apply to any other healing powers)
Resistant to (pick one; fire/heat, cold, electricity, acid/corrosion, poison/toxins, or radiation) - half damage and effects (does not increase existing resistances - pick the best one).
+2 vs normal diseases, poisons, toxins and gasses
+2 vs possession and horror factor
+1 save vs magic
+1D6+1 to any one attribute (not considered supernatural, but can be used to exceed the normal human limits)
+1D4x10 to PPE
The character's physical attacks (as well as damage caused by his other powers) are considered to be magical in nature.
Possible Hindrances
The character shows up as a supernatural being on various scans.
The character radiates his alignment (Psi-sensitives and those who can see auras can "see" his alignment clearly)
Any special attacks that do extra damage to supernatural creatures affect him the same way.
Depending on what other powers he has, a spell or ability that negates magic can also negate them (temporarily).
Plus, select one of the following allergies: light, darkness, water, fire, cold, electricity, radiation, specific inorganic (silver, iron, etc.), or
specific organic (wood, a poison, etc). Being exposed to the allergy causes 1D6 damage per melee (or an extra 1D6 damage per strike).
Ranged Attack: Stun
This disruption blast is an electrical disturbance that short-circuits the nervous system of it's victim. It does only minor damage but has potent effects. Any kind of electrical shielding can block this attack. Saving against this attack is possible, and victims use the bonus to save vs non-lethal poison. A successful save means that the character stays conscious, but is -2 to initiative, strike, parry and dodge for 1D6 melees. A failed save renders the victim unconscious for 1D4 melees. Particularly tiny or frail creatures and children may suffer double damage and the duration for penalties are doubled. Psionic characters will have a headache that lasts 4D6 minutes per each stun blast.
Range: 150ft maximum
Damage: 1D4 points per three levels of experience (can be regulated).
Special: Same as Energy Expulsion: Energy, but each target gets +3 to save vs the effects and duration is ½.
Duration: Effects last 1D4 melees per level of experience.
Attacks Per Melee: Each Stun Blast counts as one melee attack or action; dual simultaneous divided blasts also count as one attack.
Bonuses: +3 to strike aimed or +1 on a wild shot. Targets are -1 to save at levels 4, 8, and 12.
Ranged Attack: Sub-Particle Acceleration
This power lets the character accumulate and fire supercharged/accelerated ions (protons, electrons and neutrons) through particle beams. This attack is highly disruptive to matter and will disintegrate (or partially disintegrate) an object if it depletes its SDC (or kills a living creature). This attack also creates an impact or physical force when it hits. (Note - does half damage even to invulnerable characters)
Range: 150ft
Damage: 4d6 +1d6 per level of experience plus knockback.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each Blast counts as two melee attack or action (one to "charge up" - the other to fire; dual simultaneous divided blasts also count as two attacks.
Bonuses: +3 to strike aimed or +1 on a wild shot. The character is resistant to Electricity (½ damage).
Self Sustenance
The character's body is designed to go extended periods without the materials it need to survive by storing the materials, recycling what it can (cutting down on waste), and efficiently using the materials. While the character is by no means fat or overweight, they are a bit husky and are not as toned as some other superbeings.
Oxygen: The character can retain impressive amounts of oxygen, buy use of superconductive/absorbent lung systems, capillary nets, and similar alterations, and can recycle the waste. This allows the character to build up stores of Oxygen simply by existing, which fully loaded can last for an incredible five minutes per PE point! The duration is halved when attempting to use it in a vacuum or under extreme pressure (like on high-g worlds or at the bottom of the Ocean) unless he is very durable (natural armor or 200+ SDC or has the Pressure Resistance or Adapt to Environment powers). The character can double the duration by reducing his movement (speed) by half and exerting very little.
Food and Water: The character can go for up to 2 weeks without water by storing water throughout the body and by recycling liquids normally lost through waste. The character can also go up to 2 months without food and nutrients. After these times run out, the effects of deprivation start to hit the character.
Hibernation: The character can elect to enter a hibernative trance, where the character's body processes slow down to a crawl, enabling the character to survive for 10 times the normal durations above. The character can set an "internal alarm clock" to wake him up at a specific time.
Superhuman Speed
Same as the old extraordinary speed power in the HU 2nd ed book.
MAJOR POWERS
Animal Abilities (NEW)
Animal Abilities: Arachnid
Physical Traits: Dark, tough skin with small, tough hair. Tattoo-like markings can cover a part of the body. Tends to be thin
Abilities and Bonuses:
1. Add 2D6 to P.P. attribute
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 1D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 2D4x10 S.D.C.
6. The character is very sensitive to motion: add +2 to Parry and Dodge and +3 to Initiative
7. Has the power of Adhesion (see minor power)
8. Can control 1D4x100 arachnids (spiders, scorpions, etc.)
Animal Abilities: Insect
Physical Traits: Large, bulging eyes and tough skin.
Abilities and Bonuses:
1. Add 2D4 to P.P. attribute and +2 to initiative.
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 2D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 3D4x10 S.D.C.
6. Sees in a 180 degree arc. This superior peripheral vision makes it extremely difficult to sneak up on this character.
7. Character has Heightened Sense Of Smell (see Mutant Animal power). Character can "smell" empathically (can sense emotion) and
can track by scent alone.
8. Can control 1D4x100 insects.
Animal Abilities: Marsupial
Physical Traits: Large, muscular legs, ending in long, large feet. Smaller upper bodies, stomach pouch, angular face, pointed ears.
Abilities and Bonuses:
1. Add 1D6 to P.P. attribute
2. Add 2D4 to P.S. attribute
3. Add 2D4 to P.E. attribute
4. Add 1D6x10 S.D.C.
5. A "rubber band" muscle in the legs allows the character to run at full speed and only suffer one-quarter the fatigue.
6. Gets the enhanced leaping minor power
7. Has a stomach pouch.
8. Can control 2D6 marsupials.
Animal Abilities: Mustelid/Small Predatory Mammals
From the family of animals that includes Weasels, Badgers, and Wolverines.
Physical Traits: Dense muscle tissue and small, pointed canine teeth. There may be stripes going through the character's hair.
Abilities and Bonuses:
1. Add 2D6 to P.S. attribute
2. Add 2D4 to P.E. attribute
3. Add 1D6x10 SDC
4. Extraordinary sense of smell (same as minor super ability)
5. Resistant to Cold: half damage
6. Can control 2D4 predatory canines, +1D4 per level.
7. +2 to roll with punch, fall or impact.
Animal abilities: Rhino/Hippo/Elephant
Includes many of the largest mammals on earth.
Physical Traits: Dense muscle tissue, the character is wide and stocky, with a wide, fat face and thick arms and legs. Double weight.
Abilities and Bonuses:
1. +3d6 to P.S. (Superhuman)
2. Add 4D4x10 to SDC
3. +2D6 to P.E.
4. Body Block/Tackle/Ram/Charge does 2d6 damage. (2 attacks)
5. Natural Swimming Skill: 50% +3/L
6. Heightened sense of hearing, about double a normal human's.
7. Control 1d6 large mammals; hippos, rhinos or elephants
Blowthrough Invulnerability
The character can suffer horrendous amounts of damage and yet still keep functioning without penalty. The character can be shot, mangled, dismembered, have a 1ft diameter hole punched through his chest, etc, but he feels no pain and can function more or less normally (with the exception of any missing limbs). This applies to most damage, with a few exceptions - most damage is healed at an accelerated rate, replacing missing parts in minutes! The character suffers very little blood loss even from the most gruesome of wounds. The character can even lose his head and survive! The head will function normally (he can still see and speak through it), unless it is destroyed or vaporized (the character then falls into a comatose state until it is regrown). Instead of letting the lost part regrow, the character can grab the lost part, and after holding it to the appropriate wound for a few seconds it functions normally. If the character is totally blown apart, the largest piece starts to regrow the body.
Most attacks do one-quarter damage to the character. This damage is only temporary and has no bearing on his abilities. He regenerates this damage at a rate of 4D6 SDC or 2D6 HP per melee. Lost limbs can be recovered in varying amounts of time; fingers/toes in 10 minutes, hands and feet in 1 hour, head/arms in 3 hours, legs in 4 hours, torso in 6 hours. If the character is reduced to below 0 HP, he falls into a healing coma until he gets 1 HP above 0.
Vulnerabilities:
* Attacks that damage or destroy him on a cellular level (disintegration attacks, particle beams, acid, intense fire and cold) do full normal damage. Intense cold that feezes him solid may only put him in a comatose state - if rethawed he will recover.
* Toxins/disease/radiation/stunning attacks have half effect.
* The character can still suffocate and drown, and can be affected by high pressures/lack of pressure (deep underwater/in a vaccum). However, the character can hold his breath twice as long as a normal person, and can withstand pressure changes twice as well as normal (can go twice as deep/suffers only half effects).
* Attacks that do damage direct to HP also affect him normally.
* Most non-damaging magic and psionic abilities have full effects.
* If the character takes over 10x his PE in damage below 0, or if his body is totally vaporized/disintegrated, he dies.
Other Bonuses and Abilities: 1D6+2 to P.E., +5D6x10 S.D.C., +4D6x10 to HP, Impervious to Pain (up until he is down to 50% of his HP - he then starts to feel some pain, letting him know he is in trouble), +4 to maintain balance, and +4 to roll with a punch, fall, or impact.
Body Shaping
The hero can alter all of his physical parameters (dimensions, appearance, physiology) to achieve any desired shape or look. Despite appearances, the hero retains his basic chemical composition unless other powers such as Copy Physical Structures is used. For example, the hero morphs into a brick wall. Despite its brick-like facade, it's composed of flesh; instead of chips flying off the wall when it is attacked, it bleeds. The character can also form his arms and hands into different shapes; gets the Alter Limbs sub-abilities 1 (modified body weapons), 3 (shield arms), and 4 (stretch limbs). Also note that the character does not gain any mechanical capabilities of any machine he is copying; a character can morph to look like a motorcycle, but it cannot run as one (unless the character also has the Alter Limbs power and its related sub-abilities).
Dimensions: The maximum size object the character can change into is a cube with a number of feet per side equal to half his PE
attribute. The minimum size the character can change into is a cube 6in on each side.
Duration: The character can maintain a shape roughly equal in size to his own (like a chair, small table) indefinitely. If the character
selects a form smaller than normal or roughly twice his size (large table, couch, canoe), he can maintain it for a period of time equal
to his PE in minutes. Each equivalent doubling in size in turn halves the period of time. This "deadline" can be postponed by spending
1 HP per "period of time", but this cannot be done if the character's HP fell below 15 (an instinctive cut-off mechanism kicks in).
Dimensional Teleport
Range: Another Dimension
Duration: 2 melees of concentration and charging of energies.
Success Ratio: 40% +2% per level (+10% if at a nexus). If the Character is unsuccessful, nothing happens. Creating a controlled tear in the fabric of space and time is a tricky thing - it may not always work.
Activating this power transports the hero and 1000lbs per level into another dimension. The character must have some knowledge of the other dimension (either by having been there himself or while holding someone or something from that other dimension. The location where the teleporter appears within that dimension is completely random unless the character has a rough idea of where he wants to appear (even then, it is almost never exact unless extremely familiar with the place, like his home planet). If the character dimension-hops through rifts, he can always find his way home - he never gets lost.
The character is also sensitive to disruptions in the space-time continuum; he can sense rifts and dimensional teleports within 20 miles of himself, and smaller dimensional tears (such as those caused by many temporal spells and "normal" teleportation) within half a mile (just over 2000 ft).
Note: Many greater supernatural beings such as Dragons, Demons, Devils and Godlings possess this power, but at a level equal to the spell.
Illusion Generation
The character can create realistic holographic images that have apparent solidity by manipulating and generating light. These illusions can be mechanically detected and recorded by such means as photography or television. The illusion can cover an area of 10ft by 10ft by 10ft, plus 5ft per level and can be cast up to 20ft away, +10ft per level. The illusion can be of anything the character desires and is limited only by his imagination. The illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The illusion can be cast anywhere within his range, though the character must be able to clearly see the area where the illusion is forming if he wants to make it all realistic. Illusions last as long as the hero concentrates on maintaining their existence - lightly detailed or small illusions take 1 attack (and -10% to skills), large and/or complicated or realistic takes 2 attacks (and -20% to skills). Distracting the hero causes the illusion to begin to lose realism (drift, lose detail, become translucent, flicker, etc.), while breaking the heroes' concentration or knocking him unconscious terminates the illusion.
Note that the illusion, no matter how realistic it looks, has flaws - it has no smell, it is intangible (things pass right through it, it makes no footprints, etc.), it makes no sound, it may not move right, etc. Opaque illusions will cut heat, radiation and light attacks in half however. The character gains all of the abilities of the Bend Light minor power (except for #5 - seeing IR and UV light. The Blank Spot power is complicated - 2A). Some other abilities include:
* Illusory Duplication: The character can make 2 duplicates of himself, +1 per level. This is a great way to confuse, scare and distract an opponent or an angry mob. Even though the illusions suffer from the usual holographic limitations, they can be distracting and provides the hero with a bonus of +2 on initiative, +2 to dodge and +1 to strike. This is a complicated illusion (2A).
* Illusory Disguise: The character can cast an illusion over himself for disguise purposes. The character can do something as simple as adding or covering up a pimple on his nose (simple) to changing the appearance of his clothes (simple to complex) to impersonating an individual (complex). The character must have the disguise skill and must keep concentrating or imperfections will appear. Impersonation would also help, but considering the concentration needed to maintain the disguise, mistakes are likely to occur. This should not be relied upon for passing close contact or close inspection, as imperfections are likely to occur at any moment due to any distraction, probably right in front of the observer.
* Create Warmth: Just like the character can create visible light with this power, he can also generate small amounts of IR and UV light, creating warmth. This is not enough to burn or inflict any kind of damage, but is a comfortable heat.
* Create Shadows: The character can also create dark spots, with the same limitations and area as creating light spots.
Power Blast
The character can fire an immensely powerful blast of energy. This attack must be one of the types (player's choice upon character creation) found on the list of offensive minor powers. Normally the attack is either laser, ion/electrical, pure energy, fire/plasma, particle beam, sonic (apply sonic damage rules), cold/ice, or kinetic. Only one type of attack can be fired and it must be selected at character creation.
Damage from this power can be easily regulated (by 1d6/1D8 and +5 damage increments, starting at level 1.
1. Energy Expulsion:
Range: 600ft +20ft per level of experience.
Damage: 4d6 damage, +1d6 per level of experience (so at level 6; 10D6 or 1D6x10)
Duration: Instant
Special: Attacks can be divided between 2 targets - see Energy Expulsion-Energy.
Attacks Per Melee: A standard blast requires one melee attack.
Bonuses: +3 to strike aimed and +1 to strike wild at level one for the standard blast.
2. Super Blast:
Range: 300ft +10ft per level
Damage: 1D8x10 +1D8+5 per level, (so al level 6, a super blast will do 1D8x10+6D8+30, or roughly 3D4x10+40)
Duration: Blast lasts a few seconds
Attacks per Melee: Each super- blast requires half of the character's attacks.
Bonuses: +3 to strike, +1 wild.
3. Ricochet Blast: As per Super Energy Expulsion
4. Other Abilities and Bonuses:
The character is impervious to his own blasts.
Can make the energy emission point (usually hands or eyes) glow equal to a 60-watt bulb.
Super Senses
An ability comprised of the heightened senses minor super abilities. Select any combination of 5 powers from the "Heightened Sense of" powers, "Super Vision" powers, and any from the following list: Life Sense, Motion Detection, Sonar, Radar, Ultra-Hearing.
Note: The heightened senses of Smell and Taste are effectively the same power and can be combined and taken as one.
Note 2: You cannot use more than one power enhancing a given sense at he same time or risk sensory overload. For instance; You cannot use both Thermal and Paranormal Sight at the same time. The same is true of "extrasensory powers" such as Radar and Sonar. You can only receive the abilites and benefits of one at a time. However, you can use two or more enhanced senses at the same time, such as Advanced sight and Heightened Hearing.
Supernatural Endurance
The character possesses supernatural endurance, incredible durability, recovery and stamina that is even more than extraordinary. Note: Most greater supernatural beings (vampires, dragons, demons, gods, etc) possess supernatural endurance. Most demigods, godlings, spirits, and lesser supernatural beings are more likely to possess only extraordinary PE.
Bonuses: Does not suffer from fatigue from physical exertion, and can go for his PE number in days without sleep.
Add 2D6+10 to Physical Endurance.
Add 4D6x10 to SDC.
Double the character's hit points and gets +2D6 per level.
Immune to disease.
Resistant to fire and cold; does half damage.
Resistant to drugs, toxins and poisons: When the character doesn't save against them, they only have 1/4 effect, damage
and duration.
Magic and psionics which affect the physical body (such as bio-manipulation) only have half normal duration.
The character heals 10 times faster than normal (unless the character possesses a superior regeneration ability).
MINOR POWERS
Energy Expulsion: Microwave
The character can create a beam of pure microwave energy, heating up the target. The radiated particles have exceptional penetration power against all non-metallic substances. Even tinfoil will deflect the rays with no damage. Everything else, however, is penetrated easily. Plastic, Kevlar, wood, glass, ceramics, and other common substances are useless as a defense. Beings wearing plastic or composite body armor (like most of the body armor types in Rifts) take damage from the microwave beam as if they weren't wearing any armor. However, a knight in a suit of metal armor is completely protected - his armor doesn't even take damage. Against force fields, electromagnetic disturbances, characters who have Invulnerability, half damage is inflicted. Those who are impervious to energy or just fire and heat take no damage at all.
Range: 200ft maximum
Damage: 1d6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each energy blast counts as one melee attack or action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to strike aimed or +1 on a wild shot Resistant to fire, heat and microwaves (half damage).
Energy Expulsion - Ambient Energy
This is effectively an Energy Expulsion power, but with additional pros and cons. Pro, the blast is more powerful and has a greater range. Con, the character cannot generate the energy necessary to power it on his own, and requires an outside source of energy - the character absorbs and amplifies the energy in question. The character cannot sense the energy per se, but he can feel when his body automatically starts to absorb energy. Also note that damaging levels of the energy in question will still damage the character - although he will take half damage (for instance - a solar powered hero will take half damage from a laser blast). Roll for or select one of the following energy sources:
01-20 Solar Powered: The character absorbs solar radiation and converts it into a laser-like heat blast. Absorbing a single charge of energy takes 1 minute (2 minutes during overcast days or in the shade), and the character can retain a number of charges of energy equal to his PEx2. Obviously, this power cannot be recharged at night or in dark areas, but the character can absorb light energy from artificial light sources. However, the recharge rate is slower than recharging on overcast days; 5 minutes per charge.
21-40 Sound Powered: The character absorbs sound. Each charge needs 120 decibels worth of sound and the character can retain a number of charges equal to his PEx2. Use the decibel table under Sonic Power to determine how many dbs are absorbed per melee. For example: a normal conversation is 30 db, meaning the character can absorb 30 dbs per melee if he stays within 20ft of the sound (otherwise it drops to the next level - another 20ft and it drops another level, etc), which can recover a charge in one minute.
41-60 Ambient Radiation: The character simply absorbs ambient Radiation (radio waves, UV, microwaves, etc) to power this ability. Absorbing a full charge takes 1 minute and the character can hold a number of charges equal to his PEx2. The charging process is doubled to 2 minutes if the character is either out of direct sunlight, inside a structure, or in a remote area away from civilization (5 min if two conditions are met, and cannot charge if all 3 are met). The character cannot recharge if in a shielded structure. The character can also absorb "hard" radiation, but large sources and/or prolonged exposure can be dangerous.
61-80 Electrically Powered: The character absorbs static electricity in the surrounding environment. Absorbing a charge takes 2 minutes normally, but this is cut in half if the character is close to (within 20ft) running electrical equipment or high voltage transistors or if the character deliberately moves to create static electricity (like shuffling on carpet). Absorbing the energy from batteries is also possible, but inflicts 1 SDC per attempt; 10 D-size batteries (or 20 C-size, 40 B-size -etc) equals one charge ,and the process takes 1 minute, after which the batteries are drained. Charges = PEx2.
81-00 PPE Absorption: The character absorbs Potential Psychic Energy to power this ability. The character has a base PPE equal to twice his PE number (or equal to his regular PPE, whichever is higher). The character's PPE recovers at the normal rate (fully recovered in 24 hours). The character can also drain PPE from magic talismans same as a magic user, and can draw in ambient PPE from ley lines and nexuses (but cannot drain it from living beings, even at the moment of their death). The character cannot "overcharge" himself like a mage can - he can only absorb to replenish his base PPE - and no more. Each Energy Blast takes up 1 PPE and can be considered a magical attack (but is not enhanced like a spell is when near a ley line or nexus). In addition, PPE vampires can drain the character of PPE. While this will not harm the character, it will prevent him from using this power. Mages cannot drain the PPE from this character without his knowledge - he can feel the "tug" of the energy drain and resist it.
Regardless of the power source, all energy blasts have the following attributes:
Range: 800 ft
Damage: 2D8 +1D8 per level of experience, plus any special effects (see individual EE powers). After level 3, the character can regulate the damage in increments of 1D8.
Special: Same as Energy Expulsion - Energy.
Duration: Instant
Attacks per Melee: Each energy blast count as one melee action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to Strike Aimed or +1 on wild shot
Extraordinary Speed
NOTE: The old Extraordinary speed power is now called SUPERHUMAN SPEED.
The character can run at speeds mush greater than humans, typically equal to typical ground vehicles or the fastest animals. The character is also much quicker and more agile.
Bonuses:
Multiply normal speed attribute by 2D4 times (minimum of 30) and the character accelerates at twice the normal rate.
The character fatigues at half the normal rate when running.
Add +20 to S.D.C.
+1D4 to P.P. attribute.
+1 attack
+2 to initiative
Automatic dodge (only has bonuses if P.P. bonuses or other auto-dodge bonuses are available).
+2 to roll with punch, fall or impact.
+1 damage for every 5mph of speed. The best a standing still attack can do is +4 damage.
Linguistics
The character has an uncanny ability to rapidly understand and comprehend most forms of verbal or written communication, as well as body language. There is some form of telepathic and empathic influence and this is what allows the character to understand what the other being is trying to get across, and for writing and symbols, some form of object read comes into play. The character's brain centers which deal with hearing and communication are better developed also. The character knows his own language plus 1D4 others at level one. Anytime after that point, the character can pick up new languages at any time. Each time the character comes in contact with a new language, he gets 5% in that skill (10% for body language). Note that this must be a meaningful conversation, not a couple of sentences. For example: For the first few days visiting France, Captain Consonant uses an interpreter to communicate with the locals. After listening to the French people talk multiple times, he has picked up enough of the language to communicate on his own. Another example is Wilderness Guy living around the territory of a pack of wolves. After interacting with them a few times, he can communicate with them on a basic level. Note that in order for this power to work, the character must be able to detect the communication, although even then, he may not be physically able to respond. For example - an alien species communicates by manipulating heat patterns on its body. Normally, the linguistic character would not be able to detect this and even if he could (with sensitive IR optics), he would probably not be able to respond.
One interesting side effect of this power is that provides some resistance to sonic-based forms of mind control and hypnosis. If some form of communication is needed for the mind control to work, the resistance kicks in. The hero's mind shifts into it's translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. Against these attacks, the character is +4 to save against, and even then, the effects and duration of the power in question is halved (did not have a full effect).
Another interesting ability that the character has the ability to determine the subtle or "true" emotional state of the speaker/ communicator (such as anxiety, happiness, sadness, hostility, etc.). This does not work with writing however. Accuracy is 40% +4% per level. Subtle changes in a person's voice can indicate something about what they are saying. Using this as a lie detector (in conjunction with visual cues) has an accuracy of 30% +3% per level.
Magical Nature
For all intents and purposes, the character is considered to be a minor supernatural creature. This supernatural nature gives him some benefits and hindrances.
Benefits
Fatigues at half the rate (does not affect any other fatigue modifiers - chose the best one)
Heals at twice the normal rate (does not apply to any other healing powers)
Resistant to (pick one; fire/heat, cold, electricity, acid/corrosion, poison/toxins, or radiation) - half damage and effects (does not increase existing resistances - pick the best one).
+2 vs normal diseases, poisons, toxins and gasses
+2 vs possession and horror factor
+1 save vs magic
+1D6+1 to any one attribute (not considered supernatural, but can be used to exceed the normal human limits)
+1D4x10 to PPE
The character's physical attacks (as well as damage caused by his other powers) are considered to be magical in nature.
Possible Hindrances
The character shows up as a supernatural being on various scans.
The character radiates his alignment (Psi-sensitives and those who can see auras can "see" his alignment clearly)
Any special attacks that do extra damage to supernatural creatures affect him the same way.
Depending on what other powers he has, a spell or ability that negates magic can also negate them (temporarily).
Plus, select one of the following allergies: light, darkness, water, fire, cold, electricity, radiation, specific inorganic (silver, iron, etc.), or
specific organic (wood, a poison, etc). Being exposed to the allergy causes 1D6 damage per melee (or an extra 1D6 damage per strike).
Ranged Attack: Stun
This disruption blast is an electrical disturbance that short-circuits the nervous system of it's victim. It does only minor damage but has potent effects. Any kind of electrical shielding can block this attack. Saving against this attack is possible, and victims use the bonus to save vs non-lethal poison. A successful save means that the character stays conscious, but is -2 to initiative, strike, parry and dodge for 1D6 melees. A failed save renders the victim unconscious for 1D4 melees. Particularly tiny or frail creatures and children may suffer double damage and the duration for penalties are doubled. Psionic characters will have a headache that lasts 4D6 minutes per each stun blast.
Range: 150ft maximum
Damage: 1D4 points per three levels of experience (can be regulated).
Special: Same as Energy Expulsion: Energy, but each target gets +3 to save vs the effects and duration is ½.
Duration: Effects last 1D4 melees per level of experience.
Attacks Per Melee: Each Stun Blast counts as one melee attack or action; dual simultaneous divided blasts also count as one attack.
Bonuses: +3 to strike aimed or +1 on a wild shot. Targets are -1 to save at levels 4, 8, and 12.
Ranged Attack: Sub-Particle Acceleration
This power lets the character accumulate and fire supercharged/accelerated ions (protons, electrons and neutrons) through particle beams. This attack is highly disruptive to matter and will disintegrate (or partially disintegrate) an object if it depletes its SDC (or kills a living creature). This attack also creates an impact or physical force when it hits. (Note - does half damage even to invulnerable characters)
Range: 150ft
Damage: 4d6 +1d6 per level of experience plus knockback.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each Blast counts as two melee attack or action (one to "charge up" - the other to fire; dual simultaneous divided blasts also count as two attacks.
Bonuses: +3 to strike aimed or +1 on a wild shot. The character is resistant to Electricity (½ damage).
Self Sustenance
The character's body is designed to go extended periods without the materials it need to survive by storing the materials, recycling what it can (cutting down on waste), and efficiently using the materials. While the character is by no means fat or overweight, they are a bit husky and are not as toned as some other superbeings.
Oxygen: The character can retain impressive amounts of oxygen, buy use of superconductive/absorbent lung systems, capillary nets, and similar alterations, and can recycle the waste. This allows the character to build up stores of Oxygen simply by existing, which fully loaded can last for an incredible five minutes per PE point! The duration is halved when attempting to use it in a vacuum or under extreme pressure (like on high-g worlds or at the bottom of the Ocean) unless he is very durable (natural armor or 200+ SDC or has the Pressure Resistance or Adapt to Environment powers). The character can double the duration by reducing his movement (speed) by half and exerting very little.
Food and Water: The character can go for up to 2 weeks without water by storing water throughout the body and by recycling liquids normally lost through waste. The character can also go up to 2 months without food and nutrients. After these times run out, the effects of deprivation start to hit the character.
Hibernation: The character can elect to enter a hibernative trance, where the character's body processes slow down to a crawl, enabling the character to survive for 10 times the normal durations above. The character can set an "internal alarm clock" to wake him up at a specific time.
Superhuman Speed
Same as the old extraordinary speed power in the HU 2nd ed book.
MAJOR POWERS
Animal Abilities (NEW)
Animal Abilities: Arachnid
Physical Traits: Dark, tough skin with small, tough hair. Tattoo-like markings can cover a part of the body. Tends to be thin
Abilities and Bonuses:
1. Add 2D6 to P.P. attribute
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 1D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 2D4x10 S.D.C.
6. The character is very sensitive to motion: add +2 to Parry and Dodge and +3 to Initiative
7. Has the power of Adhesion (see minor power)
8. Can control 1D4x100 arachnids (spiders, scorpions, etc.)
Animal Abilities: Insect
Physical Traits: Large, bulging eyes and tough skin.
Abilities and Bonuses:
1. Add 2D4 to P.P. attribute and +2 to initiative.
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 2D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 3D4x10 S.D.C.
6. Sees in a 180 degree arc. This superior peripheral vision makes it extremely difficult to sneak up on this character.
7. Character has Heightened Sense Of Smell (see Mutant Animal power). Character can "smell" empathically (can sense emotion) and
can track by scent alone.
8. Can control 1D4x100 insects.
Animal Abilities: Marsupial
Physical Traits: Large, muscular legs, ending in long, large feet. Smaller upper bodies, stomach pouch, angular face, pointed ears.
Abilities and Bonuses:
1. Add 1D6 to P.P. attribute
2. Add 2D4 to P.S. attribute
3. Add 2D4 to P.E. attribute
4. Add 1D6x10 S.D.C.
5. A "rubber band" muscle in the legs allows the character to run at full speed and only suffer one-quarter the fatigue.
6. Gets the enhanced leaping minor power
7. Has a stomach pouch.
8. Can control 2D6 marsupials.
Animal Abilities: Mustelid/Small Predatory Mammals
From the family of animals that includes Weasels, Badgers, and Wolverines.
Physical Traits: Dense muscle tissue and small, pointed canine teeth. There may be stripes going through the character's hair.
Abilities and Bonuses:
1. Add 2D6 to P.S. attribute
2. Add 2D4 to P.E. attribute
3. Add 1D6x10 SDC
4. Extraordinary sense of smell (same as minor super ability)
5. Resistant to Cold: half damage
6. Can control 2D4 predatory canines, +1D4 per level.
7. +2 to roll with punch, fall or impact.
Animal abilities: Rhino/Hippo/Elephant
Includes many of the largest mammals on earth.
Physical Traits: Dense muscle tissue, the character is wide and stocky, with a wide, fat face and thick arms and legs. Double weight.
Abilities and Bonuses:
1. +3d6 to P.S. (Superhuman)
2. Add 4D4x10 to SDC
3. +2D6 to P.E.
4. Body Block/Tackle/Ram/Charge does 2d6 damage. (2 attacks)
5. Natural Swimming Skill: 50% +3/L
6. Heightened sense of hearing, about double a normal human's.
7. Control 1d6 large mammals; hippos, rhinos or elephants
Blowthrough Invulnerability
The character can suffer horrendous amounts of damage and yet still keep functioning without penalty. The character can be shot, mangled, dismembered, have a 1ft diameter hole punched through his chest, etc, but he feels no pain and can function more or less normally (with the exception of any missing limbs). This applies to most damage, with a few exceptions - most damage is healed at an accelerated rate, replacing missing parts in minutes! The character suffers very little blood loss even from the most gruesome of wounds. The character can even lose his head and survive! The head will function normally (he can still see and speak through it), unless it is destroyed or vaporized (the character then falls into a comatose state until it is regrown). Instead of letting the lost part regrow, the character can grab the lost part, and after holding it to the appropriate wound for a few seconds it functions normally. If the character is totally blown apart, the largest piece starts to regrow the body.
Most attacks do one-quarter damage to the character. This damage is only temporary and has no bearing on his abilities. He regenerates this damage at a rate of 4D6 SDC or 2D6 HP per melee. Lost limbs can be recovered in varying amounts of time; fingers/toes in 10 minutes, hands and feet in 1 hour, head/arms in 3 hours, legs in 4 hours, torso in 6 hours. If the character is reduced to below 0 HP, he falls into a healing coma until he gets 1 HP above 0.
Vulnerabilities:
* Attacks that damage or destroy him on a cellular level (disintegration attacks, particle beams, acid, intense fire and cold) do full normal damage. Intense cold that feezes him solid may only put him in a comatose state - if rethawed he will recover.
* Toxins/disease/radiation/stunning attacks have half effect.
* The character can still suffocate and drown, and can be affected by high pressures/lack of pressure (deep underwater/in a vaccum). However, the character can hold his breath twice as long as a normal person, and can withstand pressure changes twice as well as normal (can go twice as deep/suffers only half effects).
* Attacks that do damage direct to HP also affect him normally.
* Most non-damaging magic and psionic abilities have full effects.
* If the character takes over 10x his PE in damage below 0, or if his body is totally vaporized/disintegrated, he dies.
Other Bonuses and Abilities: 1D6+2 to P.E., +5D6x10 S.D.C., +4D6x10 to HP, Impervious to Pain (up until he is down to 50% of his HP - he then starts to feel some pain, letting him know he is in trouble), +4 to maintain balance, and +4 to roll with a punch, fall, or impact.
Body Shaping
The hero can alter all of his physical parameters (dimensions, appearance, physiology) to achieve any desired shape or look. Despite appearances, the hero retains his basic chemical composition unless other powers such as Copy Physical Structures is used. For example, the hero morphs into a brick wall. Despite its brick-like facade, it's composed of flesh; instead of chips flying off the wall when it is attacked, it bleeds. The character can also form his arms and hands into different shapes; gets the Alter Limbs sub-abilities 1 (modified body weapons), 3 (shield arms), and 4 (stretch limbs). Also note that the character does not gain any mechanical capabilities of any machine he is copying; a character can morph to look like a motorcycle, but it cannot run as one (unless the character also has the Alter Limbs power and its related sub-abilities).
Dimensions: The maximum size object the character can change into is a cube with a number of feet per side equal to half his PE
attribute. The minimum size the character can change into is a cube 6in on each side.
Duration: The character can maintain a shape roughly equal in size to his own (like a chair, small table) indefinitely. If the character
selects a form smaller than normal or roughly twice his size (large table, couch, canoe), he can maintain it for a period of time equal
to his PE in minutes. Each equivalent doubling in size in turn halves the period of time. This "deadline" can be postponed by spending
1 HP per "period of time", but this cannot be done if the character's HP fell below 15 (an instinctive cut-off mechanism kicks in).
Dimensional Teleport
Range: Another Dimension
Duration: 2 melees of concentration and charging of energies.
Success Ratio: 40% +2% per level (+10% if at a nexus). If the Character is unsuccessful, nothing happens. Creating a controlled tear in the fabric of space and time is a tricky thing - it may not always work.
Activating this power transports the hero and 1000lbs per level into another dimension. The character must have some knowledge of the other dimension (either by having been there himself or while holding someone or something from that other dimension. The location where the teleporter appears within that dimension is completely random unless the character has a rough idea of where he wants to appear (even then, it is almost never exact unless extremely familiar with the place, like his home planet). If the character dimension-hops through rifts, he can always find his way home - he never gets lost.
The character is also sensitive to disruptions in the space-time continuum; he can sense rifts and dimensional teleports within 20 miles of himself, and smaller dimensional tears (such as those caused by many temporal spells and "normal" teleportation) within half a mile (just over 2000 ft).
Note: Many greater supernatural beings such as Dragons, Demons, Devils and Godlings possess this power, but at a level equal to the spell.
Illusion Generation
The character can create realistic holographic images that have apparent solidity by manipulating and generating light. These illusions can be mechanically detected and recorded by such means as photography or television. The illusion can cover an area of 10ft by 10ft by 10ft, plus 5ft per level and can be cast up to 20ft away, +10ft per level. The illusion can be of anything the character desires and is limited only by his imagination. The illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The illusion can be cast anywhere within his range, though the character must be able to clearly see the area where the illusion is forming if he wants to make it all realistic. Illusions last as long as the hero concentrates on maintaining their existence - lightly detailed or small illusions take 1 attack (and -10% to skills), large and/or complicated or realistic takes 2 attacks (and -20% to skills). Distracting the hero causes the illusion to begin to lose realism (drift, lose detail, become translucent, flicker, etc.), while breaking the heroes' concentration or knocking him unconscious terminates the illusion.
Note that the illusion, no matter how realistic it looks, has flaws - it has no smell, it is intangible (things pass right through it, it makes no footprints, etc.), it makes no sound, it may not move right, etc. Opaque illusions will cut heat, radiation and light attacks in half however. The character gains all of the abilities of the Bend Light minor power (except for #5 - seeing IR and UV light. The Blank Spot power is complicated - 2A). Some other abilities include:
* Illusory Duplication: The character can make 2 duplicates of himself, +1 per level. This is a great way to confuse, scare and distract an opponent or an angry mob. Even though the illusions suffer from the usual holographic limitations, they can be distracting and provides the hero with a bonus of +2 on initiative, +2 to dodge and +1 to strike. This is a complicated illusion (2A).
* Illusory Disguise: The character can cast an illusion over himself for disguise purposes. The character can do something as simple as adding or covering up a pimple on his nose (simple) to changing the appearance of his clothes (simple to complex) to impersonating an individual (complex). The character must have the disguise skill and must keep concentrating or imperfections will appear. Impersonation would also help, but considering the concentration needed to maintain the disguise, mistakes are likely to occur. This should not be relied upon for passing close contact or close inspection, as imperfections are likely to occur at any moment due to any distraction, probably right in front of the observer.
* Create Warmth: Just like the character can create visible light with this power, he can also generate small amounts of IR and UV light, creating warmth. This is not enough to burn or inflict any kind of damage, but is a comfortable heat.
* Create Shadows: The character can also create dark spots, with the same limitations and area as creating light spots.
Power Blast
The character can fire an immensely powerful blast of energy. This attack must be one of the types (player's choice upon character creation) found on the list of offensive minor powers. Normally the attack is either laser, ion/electrical, pure energy, fire/plasma, particle beam, sonic (apply sonic damage rules), cold/ice, or kinetic. Only one type of attack can be fired and it must be selected at character creation.
Damage from this power can be easily regulated (by 1d6/1D8 and +5 damage increments, starting at level 1.
1. Energy Expulsion:
Range: 600ft +20ft per level of experience.
Damage: 4d6 damage, +1d6 per level of experience (so at level 6; 10D6 or 1D6x10)
Duration: Instant
Special: Attacks can be divided between 2 targets - see Energy Expulsion-Energy.
Attacks Per Melee: A standard blast requires one melee attack.
Bonuses: +3 to strike aimed and +1 to strike wild at level one for the standard blast.
2. Super Blast:
Range: 300ft +10ft per level
Damage: 1D8x10 +1D8+5 per level, (so al level 6, a super blast will do 1D8x10+6D8+30, or roughly 3D4x10+40)
Duration: Blast lasts a few seconds
Attacks per Melee: Each super- blast requires half of the character's attacks.
Bonuses: +3 to strike, +1 wild.
3. Ricochet Blast: As per Super Energy Expulsion
4. Other Abilities and Bonuses:
The character is impervious to his own blasts.
Can make the energy emission point (usually hands or eyes) glow equal to a 60-watt bulb.
Super Senses
An ability comprised of the heightened senses minor super abilities. Select any combination of 5 powers from the "Heightened Sense of" powers, "Super Vision" powers, and any from the following list: Life Sense, Motion Detection, Sonar, Radar, Ultra-Hearing.
Note: The heightened senses of Smell and Taste are effectively the same power and can be combined and taken as one.
Note 2: You cannot use more than one power enhancing a given sense at he same time or risk sensory overload. For instance; You cannot use both Thermal and Paranormal Sight at the same time. The same is true of "extrasensory powers" such as Radar and Sonar. You can only receive the abilites and benefits of one at a time. However, you can use two or more enhanced senses at the same time, such as Advanced sight and Heightened Hearing.
Supernatural Endurance
The character possesses supernatural endurance, incredible durability, recovery and stamina that is even more than extraordinary. Note: Most greater supernatural beings (vampires, dragons, demons, gods, etc) possess supernatural endurance. Most demigods, godlings, spirits, and lesser supernatural beings are more likely to possess only extraordinary PE.
Bonuses: Does not suffer from fatigue from physical exertion, and can go for his PE number in days without sleep.
Add 2D6+10 to Physical Endurance.
Add 4D6x10 to SDC.
Double the character's hit points and gets +2D6 per level.
Immune to disease.
Resistant to fire and cold; does half damage.
Resistant to drugs, toxins and poisons: When the character doesn't save against them, they only have 1/4 effect, damage
and duration.
Magic and psionics which affect the physical body (such as bio-manipulation) only have half normal duration.
The character heals 10 times faster than normal (unless the character possesses a superior regeneration ability).
Last edited by Cardiac on Thu Apr 08, 2004 10:17 pm, edited 8 times in total.
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson
"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo
Re: NEW POWERS!
OK OK. Here goes.
With accumulation, the character can collect raw materials and gather it as an attack, a defence or for more useful reasons.
Basic ability: The character can summon forth raw material to collect in his vicinity. 60lbs per level may be summoned, material gathers from a 500-foot radius (+200 feet per level). This material gathers near the character hovering until placed somewhere, until duration expires (3-6 seconds). The summoned material is usually very basic in nature…sand, dust, water air etc… Specific materials will gather in much smaller numbers (gold is so rare that it may not gather at all, and argon may not even register). The materials are taken in minute amounts, spread over the area of effect, so summoning rocks is not likely to affect the structure of a nearby wall. Once summoned, the material hovers in place for a second or two, allowing some of it’s other uses.
· Attack: The summoned material can be flung in an attack, doing 1d4x10 in a barrage of rocks, steel chunks, dirt, whatever. Range 60 feet +5 per level. Attacks per melee: counts as one attack, but can be performed once per melee. +4 to strike, but is –2 to dodge as the attack literally comes from everywhere.
· Defence: Summoned material may be held momentarily as a shield, having about 120 SDC worth of protection as a momentary shield, or more as a wall of material. +4 to parry. Counts as one action, but may be performed only once per melee.
· Utility: The summoned material may be used to put out fires, summon breathable air, or to clean house (collect dust into a ball). Disparate materials may be “Forced” into a shape and moulded together. In this fashion, Iron Filings could be forged into swords, Wood shavings into a surfboard, and water could be poured into a glass. It takes three actions to forge an item in this way and has a base chance of success of 25%+5% per level. At fifth level, the character can attempt to summon Things from people’s bodies (arsenic, Bullets etc) by rolling under PE on a d20. Also at fifth level, specific objects may be summoned…such as bricks, or rings, or trash. These items will assemble, as the character wants them, but cannot be forged. Summoning takes two actions this way, and is at ¼ weight limit. Items held in a character’s hand will not move.
Alter Metal:
The character can alter metallic structures.
1) Weaken/strengthen metal. The character can add or subtract SDC from metal items. 25 SDC per level may be changed. Weapons or items cannot be reduced beyond 0 (stop at 1SDC, or at 15% for items over 500lbs) but metal weapons may at this point break from their own weight (weight alters 5% per 25 SDC change). Each act of altering metal in this fashion counts a s one action.
2) Metal defence: metal weapons do 1/2damage to this character. By expending 2 actions per combat round, the character nearly disintegrates weapons as they strike (doing no damage) Bullets pulverise into powder and swords inflict their full damage on themselves only. This is exhausting and can only be maintained for 5 minutes at a time.
3) Mould metal. In the character’s hands, metal has the consistency of wet clay. Titanium and superheavy alloys (such as kisentite or orbital steel) can only be disfigured, but anything else may be moulded slowly, about 1lb at a time. This is also tiring, being maintained for 5 minutes at a stretch. (But allows one to crush guns)
4) Sharpen. The character can make any blade more precisely sharp... Even if for resharpening an item. A sharpened weapon does +4 damage and adds +1 strike and parry (or throws). A weapon may also be blunted in this manner (-1d6 damage)
5) Molecular alterations. The character can do any of the following. Corrode metal (10%) remove corrosion, spot weld (causing two metal items to bond), cause alloys (allowing two metals to be forged together.. Chemically speaking, some metal alloys are impossible… not with this power.) Refine metals or unrefine them, render metals conductive or nonconductive.
6) Sense metals: the character can feel metal within 30 feet, and can take a stab (35 +5% per level) at determining type.
Animal Abilities: Mollusk/Cephlapoid
1) Gains wet slimy/smooth skin, lose half body hair. Body becomes discoloured or pale.
2) +5 PS under water
3) Flexible: half damage from blunt/crushing impacts may squeeze through openings 2/3rd the size of his head.
4) May slowly walk up walls as long as he maintains complete contact, +15% climb
5) +4 roll +10SDC, may bend and flex and stretch 50% taller/longer. Escape artist at 80% +3% per level.
6) Hold Breath: as the animal power. Swim at 76%. Swimming speed is equal to running speed.
7) Can control 3d6 molluscs +1d6 per level
May expel a fluid, which is both slippery and cool to the touch. Anyone walking on said fluid at speeds greater than 8 need to make a check for balance or fall.
Artefact control
The character extends a type of energy field around items he is touching, creating a kind of symbiotic strength between the character and the item. This molecular filed allows the character to perform unusual feats with held items. This control is limited to 30lbs +5lbs per level, and to 10 feet +2 feet per level.
1) Balance: the character can hold onto items that are within his limit of size and weight as if they were perfectly balanced. This means the character could balance six watermelons on his head if he so chose, or carry a stack of mismatched dishes in one hand without fear of dropping or breaking them.
2) Control: The character can exert limited control over items he holds (and are within size and weight limits). Such items are perfectly balanced and can be swung, handled and manipulated. No item is considered unwieldily to him, and in fact his precise control grants him an extra +1 to strike and parry with any hand held item (cumunilitive with any WP and HTH bonuses). This Level of control allows unique stunts, such as holding onto a bottle and causing the top to unscrew by itself, or holding a padlock and jostling the tumblers. Overall this grants +10% to skills that require a light touch or the manipulation of small items.
3) Power: The character can enhance the strength of held items. The SDC of any held items is multiplied by 5, and even delicate or fragile items have at least the strength and resiliency of hardwood (ar 11 SDC minimum 40). Such items can act as clubbing or stabbing weapons, regardless of their actual form. A rolled up newspaper can inflict 2d4 damage, as can a hairbrush, or feather duster. Larger items inflict damage commiserate with blunt weapons of appropriate size.
Notably, while many features of this power resemble telekinetic feats, control ends the second they are no longer in direct or indirect contact with the character. While a playing card may be inflicting 1d6 damage as a cutting weapon, if thrown it becomes a simple playing card the second it leaves his fingers. While a character may be able to move chess pieces, just by touching the chessboard, he could not make those pieces levitate on their own.
Bio Vampirism:
The character can inflict horrible and debilitating damage when he strikes another being.
Damage absorption: When striking in HTH combat, the character heals ¼ of the damage he inflicts rounded down.
Feeding: a helpless victim is a feast for this character. The vampire lays on hands and sucks out the HP straight out of a victim. A helpless victim takes 1d4x10 HP every melee until he dies. These HP flow into the vampire, healing 1:1 any wounds he may have. People killed by this attack turn to ash.
Energy drain: if an opponent is bleeding heavily (has lost half his SDC or more due to cutting or impaling wounds) the character may attempt to drain energy. The vampire and the victim contest PE on d20’s. If the vamp wins, he drains 3d6 damage. This has a range of 10 feet per level.
Excess HP: excess HP stored by feeding or damage absorption is stored and lost at 2 per day (once at dawn, once at sunset) he may store an excess of 10 per level. These 10 may be spent to augment the character.
Points can be transferred to PS or PE for 1 melee round
6 points renders the characters strength Super human for 10 minutes.
Excess points may heal SDC 1:2.
Points may be shifted into Spd 1:5 for 1 melee per level.
While full on blood the character has +2PB +2 MA.
Weakness: the character loses 2HP a day (one at dawn, one at dusk) these can only heal by draining others. Each day without feeding drops PB and PE by 1. at PE 3 or less the character drops into a coma and dies in 3 days.
+20% save vs coma/death. +3 PE. +1d4x10 SDC
Bug Factory: (major)
The character can produce small swarms of bug from his own biomass, sending them off to perform innocuous functions and spying.
1) Generation The character can generate a small swarm every hour, and can "hold" up to six swarms in his body.
Power of a swarm. The swarm is a cloud about 6-10 ft across, but may spread themselves really thin. The characters divided consciousness resides amongst (but independent) the swarm members. Treat as a small swarm of bees (HU2 control insects and arachnids power) only this swarm may travel up to 50 miles from the creator and still remain viable. TheSwarm consistently sends information to the creator, and follows general orders, but needs regular input for specific functions (combat for example). in effect the swarm may move as per the will of the creator, but the creator will need to concentrate to control them in combat. If a swarm is destroyed, then the creator is unharmed, though is now cut off from his remote satellite.
2) Powers: Powers which involve direct psychic abilities or intellectual functions may be transmitted through the swarm (most psychic abilities may be projected in this manner). Also it is important to note that the swarm are not really insects, merely genetic constructs, and the creator's DNA will be present in the bugs.
3) Combat notes: By releasing the swarm around himself, the creator can use the unique perspective the surrounding swarm provides:
+1 attack (and a second "swarm" attack) per melee
Sees in all directions, and also into IR/UV spectrums. Cannot be surprised
+2 strike parry and dodge
Other abilities: immune to many bio/genetic agents (Paralysis and knockout drugs, as well as animal and insect stings.
+10 SDC, +2 to ME (mental discipline required to coordinate a swarm AND a body)
Charging: The character is designed to be unstoppable with a charge. This provides him with a number of bonuses.
1) The character’s PS is considered supernatural when making a body block/tackle. Inflicts double damage to solid objects such as walls. Anyone hit with this type of attack is immediately shoved aside by the appropriate PS and must roll to maintain balance. If 30% of the objects SDC is done in the charge attack, then the character has barrelled right through it, without slowing, and continues his run. If only 20% damage is done (or less), then he still goes through, but he is slowed to 1/3rd speed. Any less and he is stopped cold.
2) Attribute bonuses: PS +4 Spd +4 PE +1d6. SDC +1d4x10. Add 60lbs to weight. Sense of balance (while running) 50%+5% per level.
3) Resistances: Character takes no damage from running into objects or people, unless they are flaming, electrical or sharp. Takes half damage from collisions he does not instigate (such as body block’s and tackles, car crashes etc..) If he collides with an object that is sharp, pointy or otherwise harmful (physically, not energy wise) he will take half damage.
4) Limitations: Charge attacks still take up 2 actions, and require a run up to succeed. Character may not dodge during a charge. If he fails a charge attack, he continues to barrel right through, moving a number of feet equal to his PS plus his spd. This may mean he may end up charging through walls, into harmful objects, or pits. He steers like a brick.
DareDevil
This power makes the character the ultimate thrill- seeker! They are granted a number of abilities that allow them to defy the odds over and over again.
1) Skill Bonuses: four times a day, a character may temporarily boost a skill or combat ability by +5 or +25%. If the skill is unavailable, he gains it at 35% plus one of the character’s appropriate attributes. The skill must be risky, dangerous or vital and lasts for one use. In combat it allows an excellent chance of success, or a vital dodge etc. Gains two more uses at levels 3,5,7,9,11,14.
2)Fearlessness: Immunity to fear-power based, natural or from Horror Factor.
3) Recuperation- The character heals at an advanced rate. They heal 2 SDC and 1 HP every hour, plus any PE bonus. +20% vs. Coma/Death
Other bonuses:
Automatically have a bonus of +2d4 PE. +1d4 ME. +4d6 HP +15 SDC. May make one final action before passing out (for whatever reason), and can be revived at negative 2xPE.
Character needs to get off on danger and/or thrills. If deprived for a week or more the power halves in effectiveness, and combat bonuses drop by one. After a month deprived, attacks drop by one and combat attributes and skills drop by 1/10% and this power vanishes. 2-4 nights of danger will bring the powers flooding back.
Deputise:
The super being is able to grant superpowers on another. These abilities are a shadow of the character’s power, but do make fro more effective thugs and lackeys.
1) enhance minion: The target of this affect is surged with superhuman might, and receives the following bonuses: +4 PS +2 PP +4 PE +20SDC +10HP +1 attack per melee, +1 to strike parry and dodge. Strength is extraordinary. The character also gains 1 randomly determined minor power (this is HIS power now, and every time he is enhanced he gets this power) and the enhancement process heals 6d6 damage. the character can enhance one minion per level.
2) Dominion: The character has a lot of control over his thralls. They suffer a lowered ME (-4) and treat the character as if he had an awe factor of 14. furthermore, the character may strip these abilities from his minions at will, and may choose to inflict 6d6 damage as he does so. The character can sense all of his minions within 2 miles per level and can place a ‘call’ to them over that range. In addition, the character has a kind of immunity to the powers of his minions. Only conventional attacks will function (and even then they must breach the Awe factor). The minions are however vulnerable to any power attacks of the character (take double damage or save at –4)
3) Other abilities: +4MA +15 SDC
4) Drawbacks: super beings seem immune to this ability. Pure, non augmented humans (such as the hunter/vigilante) can be affected though, but the effects are halved.
Earth Anima:
The character has a natural affinity with earth and stone, including the natural abilities to absorb stone properties and affect stone in subtle ways.
1) Move through earth. as long as open stone, concrete dirt rock or earth is open to the PC he may move through it. Concrete and artificial stone are moved through at 1/3 speed, down to 1/4 speed if cabling, wire or artificial substances are impeding speed. Natural earth, such as the ground, allows the character to swim through the earth at double normal speed. The character can also use rudimentary hearing and sight within 5 feet +1 foot per level while underground.
2) Absorption: Once a character has spent one melee unmoving in stone or earth, he may become stony and rocky, gaining 1d4x10+10 SDC, doubling weight, halving speed and -4 initiative and gaining AR 12. That SDC does not regenerate until another entire melee round is spent submerged.
3) Affect earth: The character can alter the composition of stone or earth by concentrating. Each minute of concentration allows the character to shift the composition of earth (50lbs per level) up or down the following scale: Dust-Sand-Dirt/Mud-Clay/Earth-Rock-Processed stone (glass, concrete, porcelain, marble)
EctoForm:
The character can create a body from ectoplasm and posses it for a while. While the body is up and around, the character's real body slumps while his consciousness controls the body.
The ecto body’s attributes
AR 10
SDC 150
PS 16+1d6 (Extraordinary)
PP 2d6+10
PE as per controller
Spd 3d6+10
PB: Varies. as designed by the creator, rarely over 16.
Other powers possessed by the character may work with the original body or can function only with the ectoform body. (one time option) If the ectoform is killed, the creator wakes with a headache.
As the character progresses, he may be able to beef up the body in small ways. Every level after the first the character selects one of the following.
Monstrous visage: PB no greater than 6 HF 12
Blades or spikes: 2d6 damage +1 per level.
Armor plates: AR+1. (May be selected each time until AR 16)
Strength: +2PS (may be selected multiple times)
Speed: +5 Spd (may be selected multiple times)
Beauty: +2PB (may be selected multiple times)
Agility: +1 PP (may be selected five times)
SDC: +20 SDC (may be selected multiple times)
Additionally, the character can create other bodies. He can design and create another body at levels 3/6/9and 12. When selecting level by level enhancements the character can beef up his prime body, or one of his other bodies.
Starting attributes. The secondary (and tertiary and so on) bodies are each successively weaker than the first.
AR -1
SDC -30
PS -5(not extraordinary)
PP -4
PE -2
Spd -5
If the superform has the remainder of the powers, the secondary has only half as many at half the level.
If destroyed, a Prime body takes 12 hours to regenerate. Secondary and tertiary bodies take five hours.
Optionally, the character may choose (one time only) to actually inhabit the body. If this is the case, then the body is controlled like a suit of bio-power armor providing the following bonuses
· +1 attack per melee round (both prime and all secondary bodies)
· The prime body receives 4d6HP+PE, secondary have half this
· +2 to initiative
· as the body has to be at least 50% larger than the creator (to fit him) he has +1 AR and +30SDC
Disadvantages
With the character inside the body, the ectobody must have a way to breathe so gasses and poisons can affect him. Additionally, the main body can be targeted, and if the rider is targeted then half of every point of damage exceeding 30 can get through (not applying to punches and kicks, or even falls, but bullets, long blades etc...)
Energy conversion:
The character converts energy into nutrition.
1) Immune to energy. The character is highly resistant to energy attacks. He takes no damage from pure energy, electricity, heat, fire, lasers or radiation. Particle beams, magic energy, and plasma, as well as any other ‘exotic’ energies, inflict half damage.
2) Energy conversion. The character is able to convert inflicted energy (any he would otherwise take) into additional mass and strength. Every point of damage absorbed by the character, may create a buffer of 1 SDC. The SDC forms after the attack inflicts it’s effect. So any unabsorbed energy strikes the target. Every 25 SDC added in this fashion adds 10lbs, 1 inch in height +1 PE and +1PS. It takes one action to convert damage. unconverted damage is shed like water Alternatively, energy damage may be converted into natural armour. The first 15 points in this fashion creates AR 8. every 10 points after adds +1 to a maximum of 16.
3) Duration: Heightened mass and SDC is dropped at 4SDC per minute, or may be shed instantly.
4) Drain energy: The character may withdraw pure energy forms from their source. The character can drain 4d6 damage per action spent from an energy source within 10 feet +2 feet per level. The energy source must be exposed for this to function, the character is unable to drain electricity from a house, but can from a power point.
5) Convert energy: Energy absorbed by the character may be released as either an area affect blast (1/3rd damage to all in 20 feet +5 feet per level) or as a blast (1/2 damage to a target within 100 feet) damage base is 2d6 per every 7 damage held. Damage held for this purpose does not convert to mass.
6) Other bonuses: +2 PE +5d6 SDC
Entropy manipulation:
The character is able to manipulate entropic forces upwards or downwards as desired. Entropy, is the natural tendency for all things to disperse outwards. By reducing entropy, things become more efficient. By increasing entropy, more inefficient.
· Chaos/order by concentrating, the character can allow increased order or disorder to occur to an item. This change lasts for one month per level, and increases or decreases efficiency and wear and tear by a factor of 10. when applied to machines they break down 10 times as often (or 1/10th as often) and when applied to food it rots at 10 times normal rate (or 1/10th). Living creatures are immune to this effect.
· Entropic shield: this shield increases subtle forces that influence ranged attacks, such as air speed, sweat, flinch etc. ranged attacks suffer a –4 to strike the character. Furthermore, energy attacks have a greater likelihood of dispersal, and inflict half damage to anyone within 20 feet of the character. This ability is ineffective against melee attacks except from energy melee weapons.
· Chaotic assault: this assault works well on living things and sensitive electronics. These items suffer an immediate 5d6 damage if they fail a saving throw (PE) 14 and lose one attack and initiative from the shock. Machines or vehicles that rely on any amount of precision have a 25% chance of suffering an immediate failure, depending on the machine.
· Charmed life: micro sized entropic forces are affecting the character every moment. Radiation that ages the characters skin is deflected, hurled debris just happens to fly around the character etc. In short he has a charmed life. +2 dodge, +2 roll +2 to save vs disease and poison. He will live twice as long, +2 PB. When rolling for random injuries, or other random misfortunes, the character may roll 3 times and take their preferred option. He is also very lucky. Any odds he can affect while he is in the presence of randomness (like card shuffling, but not a television lottery) he enjoys 10 times the normal chance of success.
Eternal Warrior
The character has a genetic disposition towards fighting. His body naturally wants to fight, and his adrenal responses are keyed towards rapid deployment. This character literally is hardwired with a slew of fighting instincts.
HTH: eternal warrior
Level
1 An additional 2 attacks per melee. +2 roll with punch/fall/impact, +2 initiative
2 +3 parry and dodge
3 +2 strike +2 initiative
4 One additional attack per round
5 +3 damage +2 initiative
6 Critical strike on unmodified roll of 17, 18, 19 or 20
7 Leap attack. Natural boxing style KO on a natural 20.
8 Body flip/throw, +2 disarm
9 one additional attack per melee
10 + 3 damage, +2 pull punch
11 KO/Stun 18, 19 or 20
12 Critical strike (x3 damage) or KO from behind
13 +2 parry and dodge
14 +1 attack per melee
15 Death blow on a natural 19 or 20 (if desired)
In addition to the above, the character is a scrapper, able to inflict 2d6 with any bare body blow, and is able to strike with all normal bonuses with any body part (knee, head, fist, elbow etc).
Due to his keen instincts, the character cannot be surprised while in combat, and can defend from attacks from any direction without penalty for the number of assailants.
Due to his precise and intuitive control of his adrenaline, the character is +4 to save vs psi and magic while actively in combat, and while fighting he is immune to fear.
+20 SDC
+2 PS +2 PE
Heals at 2 times normal rate.
Evolution/Devolution:
The character is able to go through various stages of evolution and devolution, churning his body up and down the evolutionary scale. Every level, he is able to gain access to one extra level of evolution or devolution, starting at level one. (EG: Parker, a third level mutant with this power, has chosen to have access to the next three evolved states of man. Savage, with the same power, chooses to have access to the three lower states, while Middian chooses one devolved step, and two evolved steps.)
Devolve 6: Protoplasm: Just Jelly at this stage. Half damage from physical attacks, +20 SDC –4 IQ and MA, acidic spit does 3d6 damage (1d6 more for 3 rounds), may squeeze himself into openings as narrow as ¼ inch across, heals at 5 times normal rate. Climb is a flat 88%, other skills are –30% with poor hands. 360 degree “vision” and can see into UV and IR ranges. Does not take criticals from physical assaults. Halve speed may stretch up to 15 feet and take crude human forms.
Devolve 5: Fish: Gills. 5 times speed U/W, one half speed on land as he drags himself on his hands. No legs anymore (Biped: none) +6 PS, +6PE +30 SDC +2 initiative and dodge U/W can hold breath on land for 2d6+PE minutes. –4 IQ ME and MA. +2 PP. Bite does 2d6. +1 attack U/W
Devolve 4: Amphibian: +5 PS and PE. Animal Powers of Hold breath and a leaping power of choice. Can swim at 95% and climb at 70%. –4 IQ -2 ME -4 MA. +25SDC heals at double normal rate while in a swampy, muddy environment. Will regrow limbs in 7 days. Swims at 2 times land spd.
Devolve 3: Saurion: Gains AR 8 +2 PP, claws doing 2d6 bite doing 3d6, +10 Spd, leaps 8 x 15 feet, +30 SDC +4 PS +4 PE -4 IQ –4 MA PB is halved. Has the animal powers of Quickrun, has a tail now that may strike for 2d6. Naturally has swim at 60%, climb at 70% and prowl at 70%. Mental skills are at –15% now, and the hands are unsuited for fine work.
Devolve 2: Apeman: Gain +8 PS (Ext) +6 PE -4 IQ – 4 MA –2 ME -8PB +30 SDC. Has gained the equivalent of biped: Partial. Has +10% to all physical skills, and –10% to all others. Bite now inflicts 2d6 damage. May now track by smell at 30% +5% per level. (+15% with a blood scent)
Devolve 1: Caveman: Gain +6 PS +4 PE -2 IQ –2 ME –2 MA -4 PB +10 SDC. Higher, non physical skills lose 10%. +1initiative and +3 damage.
Base state: standard human. Add 15 SDC.
Evolve 1: High human: +2 IQ ME MA and PB. Character is disease resistant (+6 to save) and toxin resistant (+3 to save) ages slowly (if already old, reduce age by 20 years). +2 PP +5 SDC
Evolve 2: Elven: +4 IQ ME MA and PB add 10 SDC. +4PP. Immune to disease, immune to age, resistant to toxins (+4 to save) PE and PS are reduced by 2. +10% to skills requiring a light touch +10% to purely mental skills. Acute senses add +2 to all perception checks.
Evolve 3: Brainiac: Subtle features, with the exception of the bulging head with brain lobes apparent through the skull. +10 IQ +6 ME + 2 MA, +4 PP halve PB -6PS and PE SDC is –30. Has 3 sensitive powers from the psionics list and an ISP of Mex2 +3d6 per level. –15% to physical skills +10% to purely mental skills
Evolve 4: Grey: Short, large eyes, large head. +8 IQ +6 ME and MA +2 PP. PB is a mere 2d6. +20% to purely mental skills. Has the animal powers of telepathic transmission and telepathic reception. Halve PS and PE and SDC. Immune to age, and conventional diseases.
Evolve 5: Human Brain: Large brain, floating in a force field like state. Has the mutant powers of ectoplasmic limbs, and ectoplasmic walk, telepathic reception and transmission. PP is +6 PS and PE are halved and SDC is zero, replaced with a force field of 50 +1d6 per level, regenerating at 1d6 every 10 minutes. Immune to conventional toxins and diseases and +4 to save vs Psi. +10 IQ ME and MA.
Evolve 6: Energy state: Luminescent to 6 feet, vague humanoid shape. Natural flight at 75 MPH. Half damage from conventional, physical assaults, does not eat breathe or sleep. +4PP +15 SDC flight in space is limited to Factor 1 per level heals 2d6 every 10 minutes. +6 to IQ ME and MA.
ExoMorph
The character can adopt the appearance and functions of alien life forms.
The character can simply adopt the form and natural abilities of an alien life form by touching the being for 15 seconds. That species will then be able to be mimicked at any time in the future. The character modifies his natural abilities to that of the new species, but cannot gain the equivalent superhuman powers or psionic abilities of that species unless they are particularly integral to the race.
The character can also become any particular alien type on the alien shape chart, with the exception of plant insect and mineral types which remain unavailable until 5th level.(and even then count as 2 slots)
The character is limited to memorising a number of templates. Half his IQ, plus 1 per level after the first. If he fills up these templates, then he must drop one to pick up another. He needs one template slot free to be able to spontaneously become another species. He gains no skills from the change (unless integral to the alien’s biology) but curiously learns the language of the new creature.
(EG: Johnny Morph has an IQ of 12 and is 4th level. He has 9 templates. Of these he has Atorian, Elf, Neanderthal and Bacharus stored. Because he has slots free, he may decide at a moments notice, to simply become a ‘ape like alien’ on the spot and adjust his template accordingly.)
Other bonuses: +10 SDC
Extra's
The character with this power has a number of Alternate identities, which may come to the fore when desired. These identities are a step beyond alternate personalities, involving an entire body shift.
Number of identities: 1 extra, plus one more at levels 3,6,8,10 and 13
Powers of the additional identities. All identities share their own pool of hit points, each identity adding 8hp to this. Each identity has it's own personality, but recognises the character as the "boss". Each identity has its own SDC of ten, plus half bonuses gained from powers and physical skills (unless it's THEIR physical skill). Each personality has Three extra Scholastic skill at +15%. These are skills that are not possessed by the original. Accessing the original's skills is done at -30%. The creator may access an alternate's skills at -15%.
Option #1: as an option (not required) the originator can be Unpowered, leaving his superabilities to his alternate selves. The alternate selves may enjoy a +20 SDC bonus each, and an additional three skills.
Option #2: A twist on the first, all identities have powers, but one minor power changes from identity to identity. (Fyrechick may have a fireblast and sonic flight, but Sound wave may have a sonic blast and sonic flight)
Other bonuses: +1d4+1 to ME (multiple reinforcing personalities). Additionally, only one identity can suffer the effects of a psychic attack or poison. If Morpher was struck down with biomanipulation blind, then he could shift into taylor and work unblinded. Add 20SDC.
Flatform: may become very flat, about 1 inch thick, though can be pressed to less with effort. Has a bonus of +20% to prowl due to ability to flatten, reducing his silhouette. May opt to spread when he flattens, gaining up to double normal widths and lengths. May opt to lose mass when flattening, losing 20% +5% per level. May flatten and glide at 15MPH. Has +2 to strike with grappling type actions. Has a drape and squeeze special manoeuvre (see stretching) has +8 to roll with punch fall and impact. Enjoys +2 PP when flattened (increased flexibility) Takes ¼ damage from large heavy impacts (such as being crushed or run over) and has an increased resistance to piercing weapons (blow straight through) takes ¾ damage from piercing damage (blows through) or blunt damage (flexes away) remember, the default for this power is normal mass and 2 normal dimensions. So the character will look like a cardboard cut-out and weigh his normal weight.
Holographic sheath.
The character can create a sheath over him providing an illusionary shell to disguise his features, clothing and accessories. This complete three-dimensional image is flawless, and has whatever appearance the user desires, with the size being roughly his own (+- 5%). The sheath fools both mirrors and cameras, but individuals with light manipulation or emission powers may be suspicious (roll perception save). The sheath mimics the characters movements, but at third level the character can also disguise his own actions (The image for instance crosses his arms while the person underneath picks a lock, or draws a gun) but this requires maximum concentration, and he suffers a minus 1 to strike, -10% to skills performed and minus one action.
Under normal circumstances, this power requires no actions to maintain, but if concentration is lost (must concentrate on another power or is knocked down or stunned) the illusion falls. At third level, the character can also assume horrific forms, with a HF of 8, +1 for every level above three.
Bonuses: +20% to prowl, disguise and +5% to imitate others. The holographic sheath fools only the sense of sight, X-rays and other senses see straight through it and radar can (20%) see through it. Bend light twists it away with ease, but the sheath acts as protection vs laser assaults (No damage, half damage from energy, and electricity) The character is able to recognise illusions, and is immune to them (psi and magical illusions are +5 to save against) and the character can see the invisible. By making an illusion of bending light, the character gains a sort of motionless prowl of 65% +3% per level. The character can also generate light. The body acts as a minor force field, adding 6 SDC per level.
Homunculus
The character can create beings from his own body that can serve as assistants, spies or even assassins where needed.
Creature statistics.
HP: whatever the character loans it +1 per level.
Small Homunculus: (20-30 ounces 5-8inches Tall) PS neg, PE 5 Spd 16 SDC 2 PP16
Medium Homunculus: (2-5lbs 10-18 inches tall) PS 2 PE 7 Spd 14 SDC 5 PP16
Large homunculus (5-10lbs 14-28 inches tall) PS 5 PE 10 Spd 12 SDC 8 PP16
Small and medium Homunculi are easy to create, but large ones drain a PE point from the user. Homunculi are friendly, helpful and 100% loyal to their creator. To build one, the character literally scoops it out of his own flesh, losing an equivalent amount of SDC and HP to make it. That flesh comes away easily, and forms itself into a little helper for the character. Homunculi have all the non physical skills of the character as well as the following: climb 70%, Prowl 88%, swim 60%. Homunculi have HTH basic, but are unable to inflict much damage (1point for small, 1-3 for medium and 1d4 for large) +4 to dodge and are –2 to hit in HTH combat, and –6 to hit in ranged combat. The character can also invest SDC and PE into his creations for extra benefits. Every 5 SDC or 1 HP invested into a Homunculi can have one of the following benefits:
Wings: double speed in flight, +2 dodge
Larger natural weapons: small 1d4 medium 1d6+1 large 2d4+1
Venom: inflicts 2d6 after a successful attack if the opponent fails a save (14+)
Night vision 100 feet
Advanced smell
Runner: +8 spd
For 1PE, the homunculi can have:
One minor power of the possessor (scaled down. PS is reduced by 10,8, or 6, damage is thirded, halved or ¾)
Add 4 PS
Add 2 PE and 10HP
Other bonuses:
Homunculi regenerate damage 1d4 SDC or hp every 5 minutes.
The character regenerates 1 SDC or HP per hour.
+3PE +4d6 HP +10 SDC
If the character is unconscious or dying (in a coma) a Homunculi may merge with its creator, taking him to 1hp plus any remaining HP that the Homunculi possesses.
The Homunculi and master can sense each other, as well as other homunculi of the same master within 2 miles per level and can sense their state. The master may view through the homunculi’s senses as he wishes.
If a homunculi dies, then the PE and HP and SDC invested are lost. If the body is recovered though, the corpse may be revived (for 12 HP) and then reabsorbed. The lost attributes return 1 per day. Attributes invested in a homunculus do not return until the master and creation are united.
Horde:
The character can break himself down into tiny creatures and moves like a swarm. The Character breaks down into a swarm of half-inch long creatures.
Number in the swarm: HP+SDCx2. (so a character with 30SDC and 20HP turns into a swarm of 100 critters)
Limited invulnerability: Most attacks cannot hurt a swarm. Deliberate attacks to a swarm (like crushing or slapping) kill 1d4 critters per attack. Such an attack may be dodged by the swarm (auto dodge vs melee attacks +4) Weapons are useless, but books slapped on a hard surface can destroy 2d4 critters. Smashing giant objects (statues, automobiles etc) kill 4d4 critters. Energy weapons inflict ¼ damage to the swarm as a whole, though spreading weapons, like flames, or wide attacks like explosions do full normal damage. Gas attacks are very effective, and are –2 to save against and have 50% greater effect. Every 2 damage suffered kills one critter.
Attacks: swarms have 1 attack each, but may break up into groups of 50. (our above character can break up into 2 Hordes each with a single attack) Attacks are limited to blind, Distract, bite or infest.
Blind: By getting into a victims eyes, ears, and face the horde may reduce an attackers combat bonuses by 3.
Distract: By being irritating the character can lower initiative by 6 and cost an attack per melee.
Bite: By biting every round, the horde can 2d6 damage every melee.
Infest: after one melee of biting, the horde can attempt to burrow into a victim. This inflicts 2 HP every melee as they crawl into the ears, mouth and open wounds. This action causes distress to the individual units though. Every full minute of this attack destroys 2d4 critters.
Note that a single horde may spread it’s damage and effects over up to 3 individuals in a 14 foot radius.
Movement: The swarm moves at double the characters normal speed attribute, and can scale walls at his normal speeds. While the horde cannot fly, individual units may leap 15 feet high and can glide a further 10 (25)
Regeneration: The character regenerates by halving the number of remaining units left when he reforms to create a new pool of HP and SDC.
Combat bonuses. Each individual horde has a dodge of +2 and their attacks cannot be parried but must be dodged. Characters dodging a swarm’s attack lose half their attacks per melee doing so. Dodging two swarms lose all but 1 attack. Dodging three swarms lose all attacks. One cannot dodge more than 3 swarms. Swarms see in all directions and cannot be surprised. Swarms can track by smell at 65% +3% per level. Swarms have +6 initiative.
Vulnerabilities: Water kills any critters it comes into contact with. Individual swarms may not separate more than 50 feet from each other. Individual members die if moved more than 50 feet from a horde. Bio-ghost is devastating against such a group, inflicting 5 times damage.
Inner Magician: The character has a kind of magical nature that is reflected in a number of magical effects. These powers manipulate PPE and magic, but are not intrinsically magic themselves (these are super powers despite their applications)
1) Ley line abilities. The character can perform the following abilities when on or near a ley line. Sense ley line and magic energy, read ley line, ley line transmission, ley line phasing, and ley line rejuvination. The character can also perform line drifting, but at triple his normal speed.
2) Ley line immortality. As long as the character is within 500 yards of a ley lie, he does not age nor grow older. In addition, he heals at 3 times normal rate while he lives or rests upon a ley line. The character also need not eat nor drink while on a ley line.
3) Magic resistance. While not a mage himself, the character understands magic when it approaches and instinctively shields himself from it. He gains +6 to save vs magic and takes half damage and effect from magic.
4) Uber powers: Can sense magicians and other beings when they draw power from, or gain benefit from a ley line he is already on or near. Can control the weather (like CEF air) on or near a ley line. May rob others from the benefits and effects of a ley line he is on. May hurl bolts of PPE at supernatural creatures and the undead when on a ley line that inflict 6d6 +2 per level.
5) Other abilities: +1d6 ME and MA. Takes half damage from energy of all sorts. Gains +4 PE +60SDC and +6PS when on a ley line. Gains 6d6PPE
Instant Upgrade:
The character has the ability to install temporary upgrades to himself. These are limited boosts of power to a small portion of his natural abilities.
Duration: Each enhancement lasts 6d6 minutes +1 minute per level after the first.
· Combat upgrade: The character focuses this power into his combat abilities. For the duration, the character’s combat skills function at 2 levels higher than they currently are. In addition, the character has a buffer of 20 SDC, which vanishes at the duration’s end and enjoys a +2 to pull punch and +2 to roll with punch/fall/impact.
· Physical upgrade: the character’s body runs far more efficiently during the period in which the physical upgrade is active. He enjoys +4 to PS and PE, +2 to PP and +15 to spd. While this power is active, the character is immune to the effects of fatigue (which returns at durations end) and his PS is considered Extraordinary (Superhuman if already extraordinary, no higher isf already superhuman)
· Mental upgrade: The character’s IQ and ME jump by 8 points each. In addition the character enjoys a +4 to save vs possession, insanity and psionics. His recall during this period is enhanced (as if using total recall) and a broad +15% is added to all skills.
· Power upgrade: All other super powers possessed by the character are enhanced by 2 levels. In addition, durations and ranges are increased by 50%.
· Body upgrade: The character enjoys a +8PE, and a buffer of 50SDC for the duration of this power. During the use of a body upgrade, the character does not fatigue, nor is he affected by drugs, poisons or disease (half effect, no effect with a successful saving throw). The character has a natural AR of 10 for the duration of a body upgrade.
· Speed upgrade: The character doubles his Spd for the duration of the speed upgrade, and enjoys +1 attack per melee, +4 initiative and +2 to dodge.
Penalties: When the duration expires the character is suddenly sapped of his enhancements, and then plunges into a state of fatigue (-1 attack per melee, half combat bonuses –10% to skill use, half speed) for 2d6 minutes, during which time he may not boost himself again. The character can safely use this power 3 times a day, plus an additional daily use at levels 2,4,6,8,10,12 and 14. If the character attempts to boost himself past these safe limits, then the duration for the boost is halved, while the fatigue time is doubled. On top of this, the character loses a PE point, and 2d4 HP for every ‘unsafe’ use. PE lost in this manner recovers at one point per day.
Karma Manipulation:
The character can manipulate the fortunes of others. At the start of each game session, the character may roll a 2d6. this is how many “adjustments” a character may make during that particular session. Sample adjustments include:
· Re rolling a damage dice, perception roll, skill roll or defensive combat roll.
· Rigging a simple game of chance in the character’s favour (at least to 3:1)
· Walking away from a serious wound (damage becomes 1/10) not useable in combat
· Adding one simple element to the game (yes the chick at the bar is a scorpio with a lisp)
· Guessing one riddle or password (must of course make sense, not random numbers)
· Can be used in reverse on others, but counts as two adjustments.
Gains one more d6 at levels 3,5,7,9,12
Other bonuses: +2 initiative, +2 MA +2 PE +15SDC. Heals at 2x normal rate
Kinetic energy conversion:
The character converts kinetic energy and transforms it into energy. Every time the character is struck with kinetic damage, he subtracts 1d4 per level from the damage and converts it into an ‘energy pool’.
The energy type is decided upon at character creation. The character takes half damage from this energy type from that point on.
The energy in the energy pool typically bleeds off as the damage is inflicted, small bursts of light or static or heat rolling off the character in waves when he is struck. Alternatively the energy can be used for other things
1) Reverse damage on the attacker. Half the damage absorbed by the character is inflicted upon his attacker. This only works in a hand to hand environment, as the damage is unlikely to affect a bullet or melee weapon.
2) Hold the energy: the energy can be held and then released as an energy blast. Every 3 points of damage held converts to a 1d6 energy blast. The character may hold the energy until the end of the round, where he may make a free, extra attack action with +2 to strike and a range of 120 feet.
Liquid state control:
The character can transfer energy into and out of water molecules to perform a wide variety of stunts. Only minimal heat exchange occurs when the character performs this, so he is able to make room temperature ice, or ultra hot fog.
The character can create ice from local moisture, as well as frost, and can freeze water, allowing him to mimic the effects of 1, 5, and 7 from alter physical structure: Ice and allowing him to freeze 30 gallons of water per melee.
The character can also create fog or mist from local air vapour, or precipitate water out of thin air.
Other tricks that can be performed:
Instant concealment: by creating fog too thick to see through
Chill drinks: by altering the state of water to absorb additional heat
Boil water: by the reverse process
Calm waves by 50%: by increasing water surface tension
Walk on water: by increasing water’s surface tension
Speed or inhibit the movement of others through water: by decreasing or increasing viscosity, allowing 50% increase or decrease in movement speed.
Disperse gas: by creating a dense fog, that merges with the gas, and then causing the fog to turn to water.
Increase or decrease local humidity.
Disperse the damaging effects of waves or water type attacks, reducing their strength by up to 75% (by turning it into gas)
Marionette:
Like possession, this character can seize control of a victim’s limb and body and force them into ways they do not wish to go. An action performed by the character, will be mimicked by the target, and even over done. The target rolls a d20 and adds his PS attribute. The character rolls d20 and adds his ME attribute +4 per level. if he fails, then his next action is determined by the character. The character does not have to make the victim perform every action though. The character could make a victim stand still while he shoved a sword through his belly. Generally, the victim is trying to resist these unwanted actions. Unconscious people and the recently dead can also be controlled in this fashion. The range of actions is limited to what the character can actually perform at the time, and this ability is lost the instant he divides his concentration. Furthermore, if the actions are limited, then up to 3 people per level may be affected. (Joshua, facing four thugs with AK 47’s looks a little sheepish. Deciding the simple option, he seizes control of the rearmost thug and mimics a holding a rifle. He depresses his finger and swivels in his opponent’s direction. Suddenly, the rear thug struggles with his arms and fires a full burst into the backs of his allies. Joshua’s next move is to open his hands, forcing the thug to drop his weapon. If a person does not resist these actions, then he becomes automatic victim for a while.) because this control is puppetry, not psychic, the character may be forced to act outside his alignment. If struggling against an effect, PP is reduced to 3, speed is reduced to 2 and the victim is incapable of performing tasks as simple as dialling a phone number. A marionetted person may be crushed as an action though, taking 2d4 damage every level of the character.
The character can also marionette himself. The force field that forms provides an AR of 10 and an SDC of 25 plus 5 per level. The field also reduces fatigue while up and increases spd by 10, PS by 4 and allows the character to leap his PS in feet up or across.
The character may, at third level, attempt to marionette other objects. With it he may turn doorhandles, flip switches or perform simple acts of telekinesis except to provide mobility or levitation.
Matter Manipulation:
The character has powers and abilities over loose matter around him, manipulating it almost telekinetically.
1) Move matter: The character is able to make any loose matter in his vicinity (within 10 feet) and hurl it outwards or towards a specific direction. This can be used to funnel smoke out of a room, or to empty a swimming pool, or to assail someone with a hail of pebbles. If the matter is solid, he cannot move individual items weighing over a pound. Otherwise he can manipulate a fair quantity of matter. (50lbs per level of sand, small items etc) With this he is +3 to strike a target and he moves the matter up to 60 feet away, plus 10 feet per level. If applied to a single, hand held item, he may hurl it for double damage up to its normal range. Such an attack may mimic the effects of individual CEF powers. Damage is typically nothing for air or smoke. Rocks and metal scraps will inflict 4d6-6d6 damage. Water and dust will inflict half that. This power may be used to disarm a person within 10 feet, effectively granting a +3 to disarm attempts. Will not work with huge weapons nor weapons with a 2 handed grip.
2) Materiel shield: The character may block matter from approaching him. This takes all actions, but non living matter will stop short from him, about 10 feet. This shield may be maintained for as many rounds as his PE but he may not move, nor can he perform any other actions. If the character has more mass than his own assault him (like a strong character with a sword, an automobile or an avalanche, the field will hold, reducing damage to 1/3rd. if sufficient damage is taken though, the shield will drop.
3) Matter sphere: The character may take surrounding matter and hold it around himself. In this way he can form spheres of air in space, or underwater, or may form large globes of water around himself (leaving his own head free of course). While in the sphere, he may walk at normal pace. There is any solidity to his sphere, he may roll, at double normal speed. Typically being hit with a rolling sphere inflicts 1d4x10 damage and is likely to cause Knockdown.
4) Limited telekinesis: Within 10 feet, the character has a telekinetic PS of 5 and a TK PP of 12 with which to perform numerous actions. (he can make coffee, write in a book, comb his hair etcc.)
Mechabsorption:
The character heals fast and particularly well in times of need by replacing damaged cells with nearby mechanical parts.
The character may draw mechanical parts and raw material from up to 15 feet away. This does not heal the character, it instead creates mechanical SDC, replacing the lost SDC. The whole wound does not need to be healed, only enough to allow life function. Usually this is a minimum of 1/3rd total damage for obvious cuts and bullet wounds, to 16th for blunt trauma. On the positive side, the character gains Mechanical SDC at 2 per round if the required parts are close enough. If the character is healing HP damage, then the HP’s are lost, being replaced with double their value in SDC.
The down side: The character can only prevent this unnatural healing while conscious, by a force of will. Additionally, the machines in question lose as much SDC and HP as they provide (A character healing 24 damage in a television shop has caused 24 SDC damage to the working parts of the TV). If a character can close a wound and keep it closed for 10 minutes, then the Super healing will not kick in to high gear and he may heal normally. If the character has access to alternate super Psionic or magic healing, one such application prevents the remaing mechanical healing.
Additionally, the character begins to look strange, like a well-crafted cyborg as bits of metallic scars criss-cross the characters body, but not very human looking.
Limbs will also heal in the same manner. A removed limb heals in 30 minutes, creating a mechanical copy of the original, and adding +20 SDC to the character. Cybernetic limbs will not meld with the character. Instead if a cybernetic or bionic limb is placed near the stump, then it will use the bionic material to build a new limb.
The character's limbs are assumed to be extraordinary in strength if ever replaced.
The character will never drop below 5 natural HP.
The Danger: Essentially, the character can slowly replace his SDC with Mechanical SDC. His HP can be replaced with more Mechanical SDC. However, if an attack is directed directly at HP, it affects only normal HP, not the mechanical. (So a juggernaught who imbibes too much arsenic and takes 2d6 damage may be comatose just from the injury)
Other bonuses:
Can absorb one device or machine into his body per level.(devices only lose 10-15% of their regular size, so no absorbing cars guys!) accidental removal inflicts 3d6 damage.
If the character has 25 or more Mechanical SDC he gains 10 AR. +1 for every 25 mechanical SDC
At 20 mechanical SDC the character gains +1 PS, gaining +1 for every 10 Mechanical SDC.
Mechanical SDC does not heal on it’s own, and heals at 1point per minute using this power.
Healing rate is 1/3rd if donor parts are low grade or raw material.
Gains +15% to mechanical and electrical skills.
No PB loss...The power attempts to rebuild the human character, as perfectly as possible, it creates bones and mechanical muscle fibres from carbon steel, so looks unnatural, but like a human with chromed skin.
Melding: The character has the ability to merge his body with inanimate objects, gaining powers from them as he does so. Similar to copy physical structure in many ways, yet different in it’s applications.
1) Merge. The character may sink a limb into another solid object. At that point he gains a sense of it’s mass size and other properties. With 88% proficiency. In addition, he gains an immediate PS boost equal to it’s AR while his limb remains in the object. While merged, the character is effectively rooted in place and may be unable to move. If the character merges with an item that is less massive than himself then this bonus is dropped. If he merges with an item less than ½ his own mass then there is no additional PS increase. When merged the character also gets an SDC boost of twice the AR. Strength becomes extraordinary.
2) Merged weaponry. The character may also use any item merged with as a weapon. Such a weapon does damage based on it’s weight. Notably, the character must still be able to lift this weight with his new, adjusted PS. Refer to superbrawling/improvised power club for further details.
3) Move through substances. By impacting with a solid surface, the character may attempt to squeeze himself through a solid item, such as a wall or occasionally a weapon. The character’s speed when moving through an item is reduced by the AR of the item. Moving through matter like this is tiring, and may be kept up only for as many melee’s as the character’s PE. When inside an object, the character has all normal bonuses for melding (PS increase, increased awareness)
4) Matter defence: If attacked, the character may choose to expend an action and simply allow a swung, inanimate weapon to merge with him. The weapon must do more damage than it’s own AR for this to work. The character rolls a type of parry (at +5) and if successful, the character takes no damage. He then is presumed to be grappling the weapon in question. In this manner, the character can avoid damage from gunfire as well. If the character uses this to avoid the damage from a collision or fall, a he will take half damage and become wedged in the vehicle or surface.
5) Adhesion: the character has the minor power of adhesion, though movement is at 1/3rd normal.
6) Armour: the character can insert objects into his person, piece by piece, to form layers of body armour. Such armour is not natural armour but has an AR of 14 and an SDC of 20 per level. One cannot merge when already merged with another item.
7) Other bonuses: +2 PE +15 SDC.
Multi:
This power allows the character to create a virtual army of clones. These clones are formed out of ectoplasm, dust, willpower and light to form
Attributes: Clones like these have 12 for all physical attributes except speed which is twice the ME of the character, and 8 for all mental attributes. They have an AR of 10 and an SDC of 5 per level of the character. Clones take ¼ damage from energy sources, and ½ damage from attacks that are designed to wound or bleed (most cutting or impaling attacks) clones regenerate 1 SDC per minute. Clones have 2 attacks, +2 to dodge. Clones can move an unlimited distance from their creator. The creator is in constant communication with the clones, to give instructions and to lend skills, (-5% to use skills through a clone) and can share their senses. If a clone is killed it is gone for 12 hours. If it is reabsorbed it may be restored in 5 minutes. 3 clones may be created per level.
Other abilities: Clones when formed can look like something other than the creator. By rolling under the character’s ME attribute, a formed clone can look similar but not the same (different hairstyle, or colouration) at ME-2, the clone can appear somewhat different (different build, different wardrobe) at ME-5 it can appear as a completely different person, or a familiar person if the disguise skill is known (can be the perfect date) and at ME-7 can be an artificial blob, or any non humanoid shape the character desires.
Clones can be made Ethereal. Instead of giving them solidity, he can make them like gas, able to flow through any non-airtight substance. This requires intense concentration (character cannot move) and the clone cannot go further than 100 feet per level.
Clones can glow at will, useful for light sources.
By expending three clones, the character can wear a suit of energy. This suit adds 1 PS per level, 8SDC per level and has an AR of 12 and takes half damage from energy)
Mutagenics:
The character can alter the biological structure of others to make radical changes.
1) Afflict: The character can warp another to randomly mutate. The target character rolls once on the mutation table, and then halves his PB attribute. This horrible affliction is painful and debilitating, reducing attacks and speed by half, lowering PE and PP by 2 and halving all combat bonuses. The target must also save Vs pain or be stunned for 1d4 rounds. Afflict takes all actions in a given round to perform and is extremely taxing, able to be performed once per day. The victim saves vs this transformation (PE) needing a 14 or better. Afflictions last 10 minutes per level of the character. Any one who saves is immune for 24 hours.
2) Aid: alternatively, a willing underling may choose to be mutated. The target character receives 2 rolls on the mutation table. Such subtle changes are much less painful. The character loses 2 PP from the awkwardness of the new body, and –2 to dodge but is otherwise unaffected. Changes last 5 minutes per level.
3) Alter bioforms. The character can take a test group of biological organisms and make them more (or less) competitive by scaling up their evolution. Up to 100 tiny members may be affected,(smaller than a mouse, including insects and bacteria) 25 small members(mice to small dogs), 10 medium (smaller than human) 5 large (human size to horse size) or 1 very large(elephants, rhinos and great whales) may be affected per level. Alterations are awkward, and require 3 days for tiny, 1 weeks for small 12 days for medium, 3 weeks for large and 5 weeks for very large creatures. This time is regular daily contact with the group. After this time the character can elicit one of the following affects.
· Adaptation: The offspring of the affected creatures gain 1d4 minor adaptations to better suit them to the environment of their birth place. Rats in a cage may develop smaller builds, and more efficient diets. While Zoo Tigers may develop stripes that resemble bars and paler fur tones.
· Extinction: in many ways the reverse of adaptation, this ability removes the target creatures ability to reproduce. Typically lowering birth rates by half, fertility by half, Doubling the chance for miscarriages and so on. Only the target group is affected, but their offspring is similarly cursed. This may be used in reverse, to increase a target group’s fertility and birth rates.
· Mutation: the affected creatures carry the seeds of genetic discord in their DNA. Their offspring will be born with functional mutations. These mutations are randomly determined, but occur uniformly through the whole group. 1 or 2 mutations may be chosen (or alternatively 5-25 Bio-E).
· Speciation: The hardest trick to do. The affected creatures will give birth to 1d4 variant species. Each variant is a subtle but noticeable variation amongst it’s kind. The effects are noticeable to any trained eye who examines the new species (behaviour patterns are odd, diet is expanded etc)
Nemesis: The character has the ability to become resistant to the powers and abilities of others. Initially, this means the character has no power to call his own. After one round of combat with another character, this power kicks in. The character chooses the type of attack he expects to resist. If it is an energy attack, then the character develops the appropriate resistance to it, granting immunity. If the attack involves a chemical, psychic or magical attack, then he gains a +8 to save vs it, and takes half effect. If he wants to defend against pure physical attacks, he develops either an AR of 16 (natural) or becomes dangerous to touch (electrical fields or spines) and optionally develops specific weapon resistances (half damage) If the power has a specific weakness, then the character develops it as a strength, mimicking any single minor power reflexively, or any single aspect of a major power. The character gains +2 to parry, dodge and roll vs a single other person after the first melee round.
Other bonuses: +2d4x10+20 SDC +4PE +3d6 HP. +1 attack per melee. Heals at 3 times normal rate. Has a natural critical at one place lower, and ignore natural AR’s. may harm anyone he can touch, even invulnerable and Stone characters. May super heal 4 times a day up to 10 points of damage, up to the amount inflicted in the last round of combat.
(Ex: Johnny Justice faces off thee of the Iron ninjas. After a tense melee round of swordplay, JJ develops an electrical field that inflicts 2d6 damage to whoever touches it, and gains +2 to defensive type combat. Later that day, more ninja’s attack with crossbows. After the first agonising melee, JJ now enjoys bone plates (AR 16) and takes half damage from impaling wounds as his internal organs multiply and become diffuse. When he fights Kwa Long, he develops an immunity to electricity and when facing the dragon emperor he develops a +8 to save vs magic. When fighting Gravity lass later in the evening, he develops antigravity flight)
Changes last for the duration of a combat, plus one melee per level of experience. At level 4,8 and 12, the character may adapt to two damage types at once.
Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee round
With accumulation, the character can collect raw materials and gather it as an attack, a defence or for more useful reasons.
Basic ability: The character can summon forth raw material to collect in his vicinity. 60lbs per level may be summoned, material gathers from a 500-foot radius (+200 feet per level). This material gathers near the character hovering until placed somewhere, until duration expires (3-6 seconds). The summoned material is usually very basic in nature…sand, dust, water air etc… Specific materials will gather in much smaller numbers (gold is so rare that it may not gather at all, and argon may not even register). The materials are taken in minute amounts, spread over the area of effect, so summoning rocks is not likely to affect the structure of a nearby wall. Once summoned, the material hovers in place for a second or two, allowing some of it’s other uses.
· Attack: The summoned material can be flung in an attack, doing 1d4x10 in a barrage of rocks, steel chunks, dirt, whatever. Range 60 feet +5 per level. Attacks per melee: counts as one attack, but can be performed once per melee. +4 to strike, but is –2 to dodge as the attack literally comes from everywhere.
· Defence: Summoned material may be held momentarily as a shield, having about 120 SDC worth of protection as a momentary shield, or more as a wall of material. +4 to parry. Counts as one action, but may be performed only once per melee.
· Utility: The summoned material may be used to put out fires, summon breathable air, or to clean house (collect dust into a ball). Disparate materials may be “Forced” into a shape and moulded together. In this fashion, Iron Filings could be forged into swords, Wood shavings into a surfboard, and water could be poured into a glass. It takes three actions to forge an item in this way and has a base chance of success of 25%+5% per level. At fifth level, the character can attempt to summon Things from people’s bodies (arsenic, Bullets etc) by rolling under PE on a d20. Also at fifth level, specific objects may be summoned…such as bricks, or rings, or trash. These items will assemble, as the character wants them, but cannot be forged. Summoning takes two actions this way, and is at ¼ weight limit. Items held in a character’s hand will not move.
Alter Metal:
The character can alter metallic structures.
1) Weaken/strengthen metal. The character can add or subtract SDC from metal items. 25 SDC per level may be changed. Weapons or items cannot be reduced beyond 0 (stop at 1SDC, or at 15% for items over 500lbs) but metal weapons may at this point break from their own weight (weight alters 5% per 25 SDC change). Each act of altering metal in this fashion counts a s one action.
2) Metal defence: metal weapons do 1/2damage to this character. By expending 2 actions per combat round, the character nearly disintegrates weapons as they strike (doing no damage) Bullets pulverise into powder and swords inflict their full damage on themselves only. This is exhausting and can only be maintained for 5 minutes at a time.
3) Mould metal. In the character’s hands, metal has the consistency of wet clay. Titanium and superheavy alloys (such as kisentite or orbital steel) can only be disfigured, but anything else may be moulded slowly, about 1lb at a time. This is also tiring, being maintained for 5 minutes at a stretch. (But allows one to crush guns)
4) Sharpen. The character can make any blade more precisely sharp... Even if for resharpening an item. A sharpened weapon does +4 damage and adds +1 strike and parry (or throws). A weapon may also be blunted in this manner (-1d6 damage)
5) Molecular alterations. The character can do any of the following. Corrode metal (10%) remove corrosion, spot weld (causing two metal items to bond), cause alloys (allowing two metals to be forged together.. Chemically speaking, some metal alloys are impossible… not with this power.) Refine metals or unrefine them, render metals conductive or nonconductive.
6) Sense metals: the character can feel metal within 30 feet, and can take a stab (35 +5% per level) at determining type.
Animal Abilities: Mollusk/Cephlapoid
1) Gains wet slimy/smooth skin, lose half body hair. Body becomes discoloured or pale.
2) +5 PS under water
3) Flexible: half damage from blunt/crushing impacts may squeeze through openings 2/3rd the size of his head.
4) May slowly walk up walls as long as he maintains complete contact, +15% climb
5) +4 roll +10SDC, may bend and flex and stretch 50% taller/longer. Escape artist at 80% +3% per level.
6) Hold Breath: as the animal power. Swim at 76%. Swimming speed is equal to running speed.
7) Can control 3d6 molluscs +1d6 per level
May expel a fluid, which is both slippery and cool to the touch. Anyone walking on said fluid at speeds greater than 8 need to make a check for balance or fall.
Artefact control
The character extends a type of energy field around items he is touching, creating a kind of symbiotic strength between the character and the item. This molecular filed allows the character to perform unusual feats with held items. This control is limited to 30lbs +5lbs per level, and to 10 feet +2 feet per level.
1) Balance: the character can hold onto items that are within his limit of size and weight as if they were perfectly balanced. This means the character could balance six watermelons on his head if he so chose, or carry a stack of mismatched dishes in one hand without fear of dropping or breaking them.
2) Control: The character can exert limited control over items he holds (and are within size and weight limits). Such items are perfectly balanced and can be swung, handled and manipulated. No item is considered unwieldily to him, and in fact his precise control grants him an extra +1 to strike and parry with any hand held item (cumunilitive with any WP and HTH bonuses). This Level of control allows unique stunts, such as holding onto a bottle and causing the top to unscrew by itself, or holding a padlock and jostling the tumblers. Overall this grants +10% to skills that require a light touch or the manipulation of small items.
3) Power: The character can enhance the strength of held items. The SDC of any held items is multiplied by 5, and even delicate or fragile items have at least the strength and resiliency of hardwood (ar 11 SDC minimum 40). Such items can act as clubbing or stabbing weapons, regardless of their actual form. A rolled up newspaper can inflict 2d4 damage, as can a hairbrush, or feather duster. Larger items inflict damage commiserate with blunt weapons of appropriate size.
Notably, while many features of this power resemble telekinetic feats, control ends the second they are no longer in direct or indirect contact with the character. While a playing card may be inflicting 1d6 damage as a cutting weapon, if thrown it becomes a simple playing card the second it leaves his fingers. While a character may be able to move chess pieces, just by touching the chessboard, he could not make those pieces levitate on their own.
Bio Vampirism:
The character can inflict horrible and debilitating damage when he strikes another being.
Damage absorption: When striking in HTH combat, the character heals ¼ of the damage he inflicts rounded down.
Feeding: a helpless victim is a feast for this character. The vampire lays on hands and sucks out the HP straight out of a victim. A helpless victim takes 1d4x10 HP every melee until he dies. These HP flow into the vampire, healing 1:1 any wounds he may have. People killed by this attack turn to ash.
Energy drain: if an opponent is bleeding heavily (has lost half his SDC or more due to cutting or impaling wounds) the character may attempt to drain energy. The vampire and the victim contest PE on d20’s. If the vamp wins, he drains 3d6 damage. This has a range of 10 feet per level.
Excess HP: excess HP stored by feeding or damage absorption is stored and lost at 2 per day (once at dawn, once at sunset) he may store an excess of 10 per level. These 10 may be spent to augment the character.
Points can be transferred to PS or PE for 1 melee round
6 points renders the characters strength Super human for 10 minutes.
Excess points may heal SDC 1:2.
Points may be shifted into Spd 1:5 for 1 melee per level.
While full on blood the character has +2PB +2 MA.
Weakness: the character loses 2HP a day (one at dawn, one at dusk) these can only heal by draining others. Each day without feeding drops PB and PE by 1. at PE 3 or less the character drops into a coma and dies in 3 days.
+20% save vs coma/death. +3 PE. +1d4x10 SDC
Bug Factory: (major)
The character can produce small swarms of bug from his own biomass, sending them off to perform innocuous functions and spying.
1) Generation The character can generate a small swarm every hour, and can "hold" up to six swarms in his body.
Power of a swarm. The swarm is a cloud about 6-10 ft across, but may spread themselves really thin. The characters divided consciousness resides amongst (but independent) the swarm members. Treat as a small swarm of bees (HU2 control insects and arachnids power) only this swarm may travel up to 50 miles from the creator and still remain viable. TheSwarm consistently sends information to the creator, and follows general orders, but needs regular input for specific functions (combat for example). in effect the swarm may move as per the will of the creator, but the creator will need to concentrate to control them in combat. If a swarm is destroyed, then the creator is unharmed, though is now cut off from his remote satellite.
2) Powers: Powers which involve direct psychic abilities or intellectual functions may be transmitted through the swarm (most psychic abilities may be projected in this manner). Also it is important to note that the swarm are not really insects, merely genetic constructs, and the creator's DNA will be present in the bugs.
3) Combat notes: By releasing the swarm around himself, the creator can use the unique perspective the surrounding swarm provides:
+1 attack (and a second "swarm" attack) per melee
Sees in all directions, and also into IR/UV spectrums. Cannot be surprised
+2 strike parry and dodge
Other abilities: immune to many bio/genetic agents (Paralysis and knockout drugs, as well as animal and insect stings.
+10 SDC, +2 to ME (mental discipline required to coordinate a swarm AND a body)
Charging: The character is designed to be unstoppable with a charge. This provides him with a number of bonuses.
1) The character’s PS is considered supernatural when making a body block/tackle. Inflicts double damage to solid objects such as walls. Anyone hit with this type of attack is immediately shoved aside by the appropriate PS and must roll to maintain balance. If 30% of the objects SDC is done in the charge attack, then the character has barrelled right through it, without slowing, and continues his run. If only 20% damage is done (or less), then he still goes through, but he is slowed to 1/3rd speed. Any less and he is stopped cold.
2) Attribute bonuses: PS +4 Spd +4 PE +1d6. SDC +1d4x10. Add 60lbs to weight. Sense of balance (while running) 50%+5% per level.
3) Resistances: Character takes no damage from running into objects or people, unless they are flaming, electrical or sharp. Takes half damage from collisions he does not instigate (such as body block’s and tackles, car crashes etc..) If he collides with an object that is sharp, pointy or otherwise harmful (physically, not energy wise) he will take half damage.
4) Limitations: Charge attacks still take up 2 actions, and require a run up to succeed. Character may not dodge during a charge. If he fails a charge attack, he continues to barrel right through, moving a number of feet equal to his PS plus his spd. This may mean he may end up charging through walls, into harmful objects, or pits. He steers like a brick.
DareDevil
This power makes the character the ultimate thrill- seeker! They are granted a number of abilities that allow them to defy the odds over and over again.
1) Skill Bonuses: four times a day, a character may temporarily boost a skill or combat ability by +5 or +25%. If the skill is unavailable, he gains it at 35% plus one of the character’s appropriate attributes. The skill must be risky, dangerous or vital and lasts for one use. In combat it allows an excellent chance of success, or a vital dodge etc. Gains two more uses at levels 3,5,7,9,11,14.
2)Fearlessness: Immunity to fear-power based, natural or from Horror Factor.
3) Recuperation- The character heals at an advanced rate. They heal 2 SDC and 1 HP every hour, plus any PE bonus. +20% vs. Coma/Death
Other bonuses:
Automatically have a bonus of +2d4 PE. +1d4 ME. +4d6 HP +15 SDC. May make one final action before passing out (for whatever reason), and can be revived at negative 2xPE.
Character needs to get off on danger and/or thrills. If deprived for a week or more the power halves in effectiveness, and combat bonuses drop by one. After a month deprived, attacks drop by one and combat attributes and skills drop by 1/10% and this power vanishes. 2-4 nights of danger will bring the powers flooding back.
Deputise:
The super being is able to grant superpowers on another. These abilities are a shadow of the character’s power, but do make fro more effective thugs and lackeys.
1) enhance minion: The target of this affect is surged with superhuman might, and receives the following bonuses: +4 PS +2 PP +4 PE +20SDC +10HP +1 attack per melee, +1 to strike parry and dodge. Strength is extraordinary. The character also gains 1 randomly determined minor power (this is HIS power now, and every time he is enhanced he gets this power) and the enhancement process heals 6d6 damage. the character can enhance one minion per level.
2) Dominion: The character has a lot of control over his thralls. They suffer a lowered ME (-4) and treat the character as if he had an awe factor of 14. furthermore, the character may strip these abilities from his minions at will, and may choose to inflict 6d6 damage as he does so. The character can sense all of his minions within 2 miles per level and can place a ‘call’ to them over that range. In addition, the character has a kind of immunity to the powers of his minions. Only conventional attacks will function (and even then they must breach the Awe factor). The minions are however vulnerable to any power attacks of the character (take double damage or save at –4)
3) Other abilities: +4MA +15 SDC
4) Drawbacks: super beings seem immune to this ability. Pure, non augmented humans (such as the hunter/vigilante) can be affected though, but the effects are halved.
Earth Anima:
The character has a natural affinity with earth and stone, including the natural abilities to absorb stone properties and affect stone in subtle ways.
1) Move through earth. as long as open stone, concrete dirt rock or earth is open to the PC he may move through it. Concrete and artificial stone are moved through at 1/3 speed, down to 1/4 speed if cabling, wire or artificial substances are impeding speed. Natural earth, such as the ground, allows the character to swim through the earth at double normal speed. The character can also use rudimentary hearing and sight within 5 feet +1 foot per level while underground.
2) Absorption: Once a character has spent one melee unmoving in stone or earth, he may become stony and rocky, gaining 1d4x10+10 SDC, doubling weight, halving speed and -4 initiative and gaining AR 12. That SDC does not regenerate until another entire melee round is spent submerged.
3) Affect earth: The character can alter the composition of stone or earth by concentrating. Each minute of concentration allows the character to shift the composition of earth (50lbs per level) up or down the following scale: Dust-Sand-Dirt/Mud-Clay/Earth-Rock-Processed stone (glass, concrete, porcelain, marble)
EctoForm:
The character can create a body from ectoplasm and posses it for a while. While the body is up and around, the character's real body slumps while his consciousness controls the body.
The ecto body’s attributes
AR 10
SDC 150
PS 16+1d6 (Extraordinary)
PP 2d6+10
PE as per controller
Spd 3d6+10
PB: Varies. as designed by the creator, rarely over 16.
Other powers possessed by the character may work with the original body or can function only with the ectoform body. (one time option) If the ectoform is killed, the creator wakes with a headache.
As the character progresses, he may be able to beef up the body in small ways. Every level after the first the character selects one of the following.
Monstrous visage: PB no greater than 6 HF 12
Blades or spikes: 2d6 damage +1 per level.
Armor plates: AR+1. (May be selected each time until AR 16)
Strength: +2PS (may be selected multiple times)
Speed: +5 Spd (may be selected multiple times)
Beauty: +2PB (may be selected multiple times)
Agility: +1 PP (may be selected five times)
SDC: +20 SDC (may be selected multiple times)
Additionally, the character can create other bodies. He can design and create another body at levels 3/6/9and 12. When selecting level by level enhancements the character can beef up his prime body, or one of his other bodies.
Starting attributes. The secondary (and tertiary and so on) bodies are each successively weaker than the first.
AR -1
SDC -30
PS -5(not extraordinary)
PP -4
PE -2
Spd -5
If the superform has the remainder of the powers, the secondary has only half as many at half the level.
If destroyed, a Prime body takes 12 hours to regenerate. Secondary and tertiary bodies take five hours.
Optionally, the character may choose (one time only) to actually inhabit the body. If this is the case, then the body is controlled like a suit of bio-power armor providing the following bonuses
· +1 attack per melee round (both prime and all secondary bodies)
· The prime body receives 4d6HP+PE, secondary have half this
· +2 to initiative
· as the body has to be at least 50% larger than the creator (to fit him) he has +1 AR and +30SDC
Disadvantages
With the character inside the body, the ectobody must have a way to breathe so gasses and poisons can affect him. Additionally, the main body can be targeted, and if the rider is targeted then half of every point of damage exceeding 30 can get through (not applying to punches and kicks, or even falls, but bullets, long blades etc...)
Energy conversion:
The character converts energy into nutrition.
1) Immune to energy. The character is highly resistant to energy attacks. He takes no damage from pure energy, electricity, heat, fire, lasers or radiation. Particle beams, magic energy, and plasma, as well as any other ‘exotic’ energies, inflict half damage.
2) Energy conversion. The character is able to convert inflicted energy (any he would otherwise take) into additional mass and strength. Every point of damage absorbed by the character, may create a buffer of 1 SDC. The SDC forms after the attack inflicts it’s effect. So any unabsorbed energy strikes the target. Every 25 SDC added in this fashion adds 10lbs, 1 inch in height +1 PE and +1PS. It takes one action to convert damage. unconverted damage is shed like water Alternatively, energy damage may be converted into natural armour. The first 15 points in this fashion creates AR 8. every 10 points after adds +1 to a maximum of 16.
3) Duration: Heightened mass and SDC is dropped at 4SDC per minute, or may be shed instantly.
4) Drain energy: The character may withdraw pure energy forms from their source. The character can drain 4d6 damage per action spent from an energy source within 10 feet +2 feet per level. The energy source must be exposed for this to function, the character is unable to drain electricity from a house, but can from a power point.
5) Convert energy: Energy absorbed by the character may be released as either an area affect blast (1/3rd damage to all in 20 feet +5 feet per level) or as a blast (1/2 damage to a target within 100 feet) damage base is 2d6 per every 7 damage held. Damage held for this purpose does not convert to mass.
6) Other bonuses: +2 PE +5d6 SDC
Entropy manipulation:
The character is able to manipulate entropic forces upwards or downwards as desired. Entropy, is the natural tendency for all things to disperse outwards. By reducing entropy, things become more efficient. By increasing entropy, more inefficient.
· Chaos/order by concentrating, the character can allow increased order or disorder to occur to an item. This change lasts for one month per level, and increases or decreases efficiency and wear and tear by a factor of 10. when applied to machines they break down 10 times as often (or 1/10th as often) and when applied to food it rots at 10 times normal rate (or 1/10th). Living creatures are immune to this effect.
· Entropic shield: this shield increases subtle forces that influence ranged attacks, such as air speed, sweat, flinch etc. ranged attacks suffer a –4 to strike the character. Furthermore, energy attacks have a greater likelihood of dispersal, and inflict half damage to anyone within 20 feet of the character. This ability is ineffective against melee attacks except from energy melee weapons.
· Chaotic assault: this assault works well on living things and sensitive electronics. These items suffer an immediate 5d6 damage if they fail a saving throw (PE) 14 and lose one attack and initiative from the shock. Machines or vehicles that rely on any amount of precision have a 25% chance of suffering an immediate failure, depending on the machine.
· Charmed life: micro sized entropic forces are affecting the character every moment. Radiation that ages the characters skin is deflected, hurled debris just happens to fly around the character etc. In short he has a charmed life. +2 dodge, +2 roll +2 to save vs disease and poison. He will live twice as long, +2 PB. When rolling for random injuries, or other random misfortunes, the character may roll 3 times and take their preferred option. He is also very lucky. Any odds he can affect while he is in the presence of randomness (like card shuffling, but not a television lottery) he enjoys 10 times the normal chance of success.
Eternal Warrior
The character has a genetic disposition towards fighting. His body naturally wants to fight, and his adrenal responses are keyed towards rapid deployment. This character literally is hardwired with a slew of fighting instincts.
HTH: eternal warrior
Level
1 An additional 2 attacks per melee. +2 roll with punch/fall/impact, +2 initiative
2 +3 parry and dodge
3 +2 strike +2 initiative
4 One additional attack per round
5 +3 damage +2 initiative
6 Critical strike on unmodified roll of 17, 18, 19 or 20
7 Leap attack. Natural boxing style KO on a natural 20.
8 Body flip/throw, +2 disarm
9 one additional attack per melee
10 + 3 damage, +2 pull punch
11 KO/Stun 18, 19 or 20
12 Critical strike (x3 damage) or KO from behind
13 +2 parry and dodge
14 +1 attack per melee
15 Death blow on a natural 19 or 20 (if desired)
In addition to the above, the character is a scrapper, able to inflict 2d6 with any bare body blow, and is able to strike with all normal bonuses with any body part (knee, head, fist, elbow etc).
Due to his keen instincts, the character cannot be surprised while in combat, and can defend from attacks from any direction without penalty for the number of assailants.
Due to his precise and intuitive control of his adrenaline, the character is +4 to save vs psi and magic while actively in combat, and while fighting he is immune to fear.
+20 SDC
+2 PS +2 PE
Heals at 2 times normal rate.
Evolution/Devolution:
The character is able to go through various stages of evolution and devolution, churning his body up and down the evolutionary scale. Every level, he is able to gain access to one extra level of evolution or devolution, starting at level one. (EG: Parker, a third level mutant with this power, has chosen to have access to the next three evolved states of man. Savage, with the same power, chooses to have access to the three lower states, while Middian chooses one devolved step, and two evolved steps.)
Devolve 6: Protoplasm: Just Jelly at this stage. Half damage from physical attacks, +20 SDC –4 IQ and MA, acidic spit does 3d6 damage (1d6 more for 3 rounds), may squeeze himself into openings as narrow as ¼ inch across, heals at 5 times normal rate. Climb is a flat 88%, other skills are –30% with poor hands. 360 degree “vision” and can see into UV and IR ranges. Does not take criticals from physical assaults. Halve speed may stretch up to 15 feet and take crude human forms.
Devolve 5: Fish: Gills. 5 times speed U/W, one half speed on land as he drags himself on his hands. No legs anymore (Biped: none) +6 PS, +6PE +30 SDC +2 initiative and dodge U/W can hold breath on land for 2d6+PE minutes. –4 IQ ME and MA. +2 PP. Bite does 2d6. +1 attack U/W
Devolve 4: Amphibian: +5 PS and PE. Animal Powers of Hold breath and a leaping power of choice. Can swim at 95% and climb at 70%. –4 IQ -2 ME -4 MA. +25SDC heals at double normal rate while in a swampy, muddy environment. Will regrow limbs in 7 days. Swims at 2 times land spd.
Devolve 3: Saurion: Gains AR 8 +2 PP, claws doing 2d6 bite doing 3d6, +10 Spd, leaps 8 x 15 feet, +30 SDC +4 PS +4 PE -4 IQ –4 MA PB is halved. Has the animal powers of Quickrun, has a tail now that may strike for 2d6. Naturally has swim at 60%, climb at 70% and prowl at 70%. Mental skills are at –15% now, and the hands are unsuited for fine work.
Devolve 2: Apeman: Gain +8 PS (Ext) +6 PE -4 IQ – 4 MA –2 ME -8PB +30 SDC. Has gained the equivalent of biped: Partial. Has +10% to all physical skills, and –10% to all others. Bite now inflicts 2d6 damage. May now track by smell at 30% +5% per level. (+15% with a blood scent)
Devolve 1: Caveman: Gain +6 PS +4 PE -2 IQ –2 ME –2 MA -4 PB +10 SDC. Higher, non physical skills lose 10%. +1initiative and +3 damage.
Base state: standard human. Add 15 SDC.
Evolve 1: High human: +2 IQ ME MA and PB. Character is disease resistant (+6 to save) and toxin resistant (+3 to save) ages slowly (if already old, reduce age by 20 years). +2 PP +5 SDC
Evolve 2: Elven: +4 IQ ME MA and PB add 10 SDC. +4PP. Immune to disease, immune to age, resistant to toxins (+4 to save) PE and PS are reduced by 2. +10% to skills requiring a light touch +10% to purely mental skills. Acute senses add +2 to all perception checks.
Evolve 3: Brainiac: Subtle features, with the exception of the bulging head with brain lobes apparent through the skull. +10 IQ +6 ME + 2 MA, +4 PP halve PB -6PS and PE SDC is –30. Has 3 sensitive powers from the psionics list and an ISP of Mex2 +3d6 per level. –15% to physical skills +10% to purely mental skills
Evolve 4: Grey: Short, large eyes, large head. +8 IQ +6 ME and MA +2 PP. PB is a mere 2d6. +20% to purely mental skills. Has the animal powers of telepathic transmission and telepathic reception. Halve PS and PE and SDC. Immune to age, and conventional diseases.
Evolve 5: Human Brain: Large brain, floating in a force field like state. Has the mutant powers of ectoplasmic limbs, and ectoplasmic walk, telepathic reception and transmission. PP is +6 PS and PE are halved and SDC is zero, replaced with a force field of 50 +1d6 per level, regenerating at 1d6 every 10 minutes. Immune to conventional toxins and diseases and +4 to save vs Psi. +10 IQ ME and MA.
Evolve 6: Energy state: Luminescent to 6 feet, vague humanoid shape. Natural flight at 75 MPH. Half damage from conventional, physical assaults, does not eat breathe or sleep. +4PP +15 SDC flight in space is limited to Factor 1 per level heals 2d6 every 10 minutes. +6 to IQ ME and MA.
ExoMorph
The character can adopt the appearance and functions of alien life forms.
The character can simply adopt the form and natural abilities of an alien life form by touching the being for 15 seconds. That species will then be able to be mimicked at any time in the future. The character modifies his natural abilities to that of the new species, but cannot gain the equivalent superhuman powers or psionic abilities of that species unless they are particularly integral to the race.
The character can also become any particular alien type on the alien shape chart, with the exception of plant insect and mineral types which remain unavailable until 5th level.(and even then count as 2 slots)
The character is limited to memorising a number of templates. Half his IQ, plus 1 per level after the first. If he fills up these templates, then he must drop one to pick up another. He needs one template slot free to be able to spontaneously become another species. He gains no skills from the change (unless integral to the alien’s biology) but curiously learns the language of the new creature.
(EG: Johnny Morph has an IQ of 12 and is 4th level. He has 9 templates. Of these he has Atorian, Elf, Neanderthal and Bacharus stored. Because he has slots free, he may decide at a moments notice, to simply become a ‘ape like alien’ on the spot and adjust his template accordingly.)
Other bonuses: +10 SDC
Extra's
The character with this power has a number of Alternate identities, which may come to the fore when desired. These identities are a step beyond alternate personalities, involving an entire body shift.
Number of identities: 1 extra, plus one more at levels 3,6,8,10 and 13
Powers of the additional identities. All identities share their own pool of hit points, each identity adding 8hp to this. Each identity has it's own personality, but recognises the character as the "boss". Each identity has its own SDC of ten, plus half bonuses gained from powers and physical skills (unless it's THEIR physical skill). Each personality has Three extra Scholastic skill at +15%. These are skills that are not possessed by the original. Accessing the original's skills is done at -30%. The creator may access an alternate's skills at -15%.
Option #1: as an option (not required) the originator can be Unpowered, leaving his superabilities to his alternate selves. The alternate selves may enjoy a +20 SDC bonus each, and an additional three skills.
Option #2: A twist on the first, all identities have powers, but one minor power changes from identity to identity. (Fyrechick may have a fireblast and sonic flight, but Sound wave may have a sonic blast and sonic flight)
Other bonuses: +1d4+1 to ME (multiple reinforcing personalities). Additionally, only one identity can suffer the effects of a psychic attack or poison. If Morpher was struck down with biomanipulation blind, then he could shift into taylor and work unblinded. Add 20SDC.
Flatform: may become very flat, about 1 inch thick, though can be pressed to less with effort. Has a bonus of +20% to prowl due to ability to flatten, reducing his silhouette. May opt to spread when he flattens, gaining up to double normal widths and lengths. May opt to lose mass when flattening, losing 20% +5% per level. May flatten and glide at 15MPH. Has +2 to strike with grappling type actions. Has a drape and squeeze special manoeuvre (see stretching) has +8 to roll with punch fall and impact. Enjoys +2 PP when flattened (increased flexibility) Takes ¼ damage from large heavy impacts (such as being crushed or run over) and has an increased resistance to piercing weapons (blow straight through) takes ¾ damage from piercing damage (blows through) or blunt damage (flexes away) remember, the default for this power is normal mass and 2 normal dimensions. So the character will look like a cardboard cut-out and weigh his normal weight.
Holographic sheath.
The character can create a sheath over him providing an illusionary shell to disguise his features, clothing and accessories. This complete three-dimensional image is flawless, and has whatever appearance the user desires, with the size being roughly his own (+- 5%). The sheath fools both mirrors and cameras, but individuals with light manipulation or emission powers may be suspicious (roll perception save). The sheath mimics the characters movements, but at third level the character can also disguise his own actions (The image for instance crosses his arms while the person underneath picks a lock, or draws a gun) but this requires maximum concentration, and he suffers a minus 1 to strike, -10% to skills performed and minus one action.
Under normal circumstances, this power requires no actions to maintain, but if concentration is lost (must concentrate on another power or is knocked down or stunned) the illusion falls. At third level, the character can also assume horrific forms, with a HF of 8, +1 for every level above three.
Bonuses: +20% to prowl, disguise and +5% to imitate others. The holographic sheath fools only the sense of sight, X-rays and other senses see straight through it and radar can (20%) see through it. Bend light twists it away with ease, but the sheath acts as protection vs laser assaults (No damage, half damage from energy, and electricity) The character is able to recognise illusions, and is immune to them (psi and magical illusions are +5 to save against) and the character can see the invisible. By making an illusion of bending light, the character gains a sort of motionless prowl of 65% +3% per level. The character can also generate light. The body acts as a minor force field, adding 6 SDC per level.
Homunculus
The character can create beings from his own body that can serve as assistants, spies or even assassins where needed.
Creature statistics.
HP: whatever the character loans it +1 per level.
Small Homunculus: (20-30 ounces 5-8inches Tall) PS neg, PE 5 Spd 16 SDC 2 PP16
Medium Homunculus: (2-5lbs 10-18 inches tall) PS 2 PE 7 Spd 14 SDC 5 PP16
Large homunculus (5-10lbs 14-28 inches tall) PS 5 PE 10 Spd 12 SDC 8 PP16
Small and medium Homunculi are easy to create, but large ones drain a PE point from the user. Homunculi are friendly, helpful and 100% loyal to their creator. To build one, the character literally scoops it out of his own flesh, losing an equivalent amount of SDC and HP to make it. That flesh comes away easily, and forms itself into a little helper for the character. Homunculi have all the non physical skills of the character as well as the following: climb 70%, Prowl 88%, swim 60%. Homunculi have HTH basic, but are unable to inflict much damage (1point for small, 1-3 for medium and 1d4 for large) +4 to dodge and are –2 to hit in HTH combat, and –6 to hit in ranged combat. The character can also invest SDC and PE into his creations for extra benefits. Every 5 SDC or 1 HP invested into a Homunculi can have one of the following benefits:
Wings: double speed in flight, +2 dodge
Larger natural weapons: small 1d4 medium 1d6+1 large 2d4+1
Venom: inflicts 2d6 after a successful attack if the opponent fails a save (14+)
Night vision 100 feet
Advanced smell
Runner: +8 spd
For 1PE, the homunculi can have:
One minor power of the possessor (scaled down. PS is reduced by 10,8, or 6, damage is thirded, halved or ¾)
Add 4 PS
Add 2 PE and 10HP
Other bonuses:
Homunculi regenerate damage 1d4 SDC or hp every 5 minutes.
The character regenerates 1 SDC or HP per hour.
+3PE +4d6 HP +10 SDC
If the character is unconscious or dying (in a coma) a Homunculi may merge with its creator, taking him to 1hp plus any remaining HP that the Homunculi possesses.
The Homunculi and master can sense each other, as well as other homunculi of the same master within 2 miles per level and can sense their state. The master may view through the homunculi’s senses as he wishes.
If a homunculi dies, then the PE and HP and SDC invested are lost. If the body is recovered though, the corpse may be revived (for 12 HP) and then reabsorbed. The lost attributes return 1 per day. Attributes invested in a homunculus do not return until the master and creation are united.
Horde:
The character can break himself down into tiny creatures and moves like a swarm. The Character breaks down into a swarm of half-inch long creatures.
Number in the swarm: HP+SDCx2. (so a character with 30SDC and 20HP turns into a swarm of 100 critters)
Limited invulnerability: Most attacks cannot hurt a swarm. Deliberate attacks to a swarm (like crushing or slapping) kill 1d4 critters per attack. Such an attack may be dodged by the swarm (auto dodge vs melee attacks +4) Weapons are useless, but books slapped on a hard surface can destroy 2d4 critters. Smashing giant objects (statues, automobiles etc) kill 4d4 critters. Energy weapons inflict ¼ damage to the swarm as a whole, though spreading weapons, like flames, or wide attacks like explosions do full normal damage. Gas attacks are very effective, and are –2 to save against and have 50% greater effect. Every 2 damage suffered kills one critter.
Attacks: swarms have 1 attack each, but may break up into groups of 50. (our above character can break up into 2 Hordes each with a single attack) Attacks are limited to blind, Distract, bite or infest.
Blind: By getting into a victims eyes, ears, and face the horde may reduce an attackers combat bonuses by 3.
Distract: By being irritating the character can lower initiative by 6 and cost an attack per melee.
Bite: By biting every round, the horde can 2d6 damage every melee.
Infest: after one melee of biting, the horde can attempt to burrow into a victim. This inflicts 2 HP every melee as they crawl into the ears, mouth and open wounds. This action causes distress to the individual units though. Every full minute of this attack destroys 2d4 critters.
Note that a single horde may spread it’s damage and effects over up to 3 individuals in a 14 foot radius.
Movement: The swarm moves at double the characters normal speed attribute, and can scale walls at his normal speeds. While the horde cannot fly, individual units may leap 15 feet high and can glide a further 10 (25)
Regeneration: The character regenerates by halving the number of remaining units left when he reforms to create a new pool of HP and SDC.
Combat bonuses. Each individual horde has a dodge of +2 and their attacks cannot be parried but must be dodged. Characters dodging a swarm’s attack lose half their attacks per melee doing so. Dodging two swarms lose all but 1 attack. Dodging three swarms lose all attacks. One cannot dodge more than 3 swarms. Swarms see in all directions and cannot be surprised. Swarms can track by smell at 65% +3% per level. Swarms have +6 initiative.
Vulnerabilities: Water kills any critters it comes into contact with. Individual swarms may not separate more than 50 feet from each other. Individual members die if moved more than 50 feet from a horde. Bio-ghost is devastating against such a group, inflicting 5 times damage.
Inner Magician: The character has a kind of magical nature that is reflected in a number of magical effects. These powers manipulate PPE and magic, but are not intrinsically magic themselves (these are super powers despite their applications)
1) Ley line abilities. The character can perform the following abilities when on or near a ley line. Sense ley line and magic energy, read ley line, ley line transmission, ley line phasing, and ley line rejuvination. The character can also perform line drifting, but at triple his normal speed.
2) Ley line immortality. As long as the character is within 500 yards of a ley lie, he does not age nor grow older. In addition, he heals at 3 times normal rate while he lives or rests upon a ley line. The character also need not eat nor drink while on a ley line.
3) Magic resistance. While not a mage himself, the character understands magic when it approaches and instinctively shields himself from it. He gains +6 to save vs magic and takes half damage and effect from magic.
4) Uber powers: Can sense magicians and other beings when they draw power from, or gain benefit from a ley line he is already on or near. Can control the weather (like CEF air) on or near a ley line. May rob others from the benefits and effects of a ley line he is on. May hurl bolts of PPE at supernatural creatures and the undead when on a ley line that inflict 6d6 +2 per level.
5) Other abilities: +1d6 ME and MA. Takes half damage from energy of all sorts. Gains +4 PE +60SDC and +6PS when on a ley line. Gains 6d6PPE
Instant Upgrade:
The character has the ability to install temporary upgrades to himself. These are limited boosts of power to a small portion of his natural abilities.
Duration: Each enhancement lasts 6d6 minutes +1 minute per level after the first.
· Combat upgrade: The character focuses this power into his combat abilities. For the duration, the character’s combat skills function at 2 levels higher than they currently are. In addition, the character has a buffer of 20 SDC, which vanishes at the duration’s end and enjoys a +2 to pull punch and +2 to roll with punch/fall/impact.
· Physical upgrade: the character’s body runs far more efficiently during the period in which the physical upgrade is active. He enjoys +4 to PS and PE, +2 to PP and +15 to spd. While this power is active, the character is immune to the effects of fatigue (which returns at durations end) and his PS is considered Extraordinary (Superhuman if already extraordinary, no higher isf already superhuman)
· Mental upgrade: The character’s IQ and ME jump by 8 points each. In addition the character enjoys a +4 to save vs possession, insanity and psionics. His recall during this period is enhanced (as if using total recall) and a broad +15% is added to all skills.
· Power upgrade: All other super powers possessed by the character are enhanced by 2 levels. In addition, durations and ranges are increased by 50%.
· Body upgrade: The character enjoys a +8PE, and a buffer of 50SDC for the duration of this power. During the use of a body upgrade, the character does not fatigue, nor is he affected by drugs, poisons or disease (half effect, no effect with a successful saving throw). The character has a natural AR of 10 for the duration of a body upgrade.
· Speed upgrade: The character doubles his Spd for the duration of the speed upgrade, and enjoys +1 attack per melee, +4 initiative and +2 to dodge.
Penalties: When the duration expires the character is suddenly sapped of his enhancements, and then plunges into a state of fatigue (-1 attack per melee, half combat bonuses –10% to skill use, half speed) for 2d6 minutes, during which time he may not boost himself again. The character can safely use this power 3 times a day, plus an additional daily use at levels 2,4,6,8,10,12 and 14. If the character attempts to boost himself past these safe limits, then the duration for the boost is halved, while the fatigue time is doubled. On top of this, the character loses a PE point, and 2d4 HP for every ‘unsafe’ use. PE lost in this manner recovers at one point per day.
Karma Manipulation:
The character can manipulate the fortunes of others. At the start of each game session, the character may roll a 2d6. this is how many “adjustments” a character may make during that particular session. Sample adjustments include:
· Re rolling a damage dice, perception roll, skill roll or defensive combat roll.
· Rigging a simple game of chance in the character’s favour (at least to 3:1)
· Walking away from a serious wound (damage becomes 1/10) not useable in combat
· Adding one simple element to the game (yes the chick at the bar is a scorpio with a lisp)
· Guessing one riddle or password (must of course make sense, not random numbers)
· Can be used in reverse on others, but counts as two adjustments.
Gains one more d6 at levels 3,5,7,9,12
Other bonuses: +2 initiative, +2 MA +2 PE +15SDC. Heals at 2x normal rate
Kinetic energy conversion:
The character converts kinetic energy and transforms it into energy. Every time the character is struck with kinetic damage, he subtracts 1d4 per level from the damage and converts it into an ‘energy pool’.
The energy type is decided upon at character creation. The character takes half damage from this energy type from that point on.
The energy in the energy pool typically bleeds off as the damage is inflicted, small bursts of light or static or heat rolling off the character in waves when he is struck. Alternatively the energy can be used for other things
1) Reverse damage on the attacker. Half the damage absorbed by the character is inflicted upon his attacker. This only works in a hand to hand environment, as the damage is unlikely to affect a bullet or melee weapon.
2) Hold the energy: the energy can be held and then released as an energy blast. Every 3 points of damage held converts to a 1d6 energy blast. The character may hold the energy until the end of the round, where he may make a free, extra attack action with +2 to strike and a range of 120 feet.
Liquid state control:
The character can transfer energy into and out of water molecules to perform a wide variety of stunts. Only minimal heat exchange occurs when the character performs this, so he is able to make room temperature ice, or ultra hot fog.
The character can create ice from local moisture, as well as frost, and can freeze water, allowing him to mimic the effects of 1, 5, and 7 from alter physical structure: Ice and allowing him to freeze 30 gallons of water per melee.
The character can also create fog or mist from local air vapour, or precipitate water out of thin air.
Other tricks that can be performed:
Instant concealment: by creating fog too thick to see through
Chill drinks: by altering the state of water to absorb additional heat
Boil water: by the reverse process
Calm waves by 50%: by increasing water surface tension
Walk on water: by increasing water’s surface tension
Speed or inhibit the movement of others through water: by decreasing or increasing viscosity, allowing 50% increase or decrease in movement speed.
Disperse gas: by creating a dense fog, that merges with the gas, and then causing the fog to turn to water.
Increase or decrease local humidity.
Disperse the damaging effects of waves or water type attacks, reducing their strength by up to 75% (by turning it into gas)
Marionette:
Like possession, this character can seize control of a victim’s limb and body and force them into ways they do not wish to go. An action performed by the character, will be mimicked by the target, and even over done. The target rolls a d20 and adds his PS attribute. The character rolls d20 and adds his ME attribute +4 per level. if he fails, then his next action is determined by the character. The character does not have to make the victim perform every action though. The character could make a victim stand still while he shoved a sword through his belly. Generally, the victim is trying to resist these unwanted actions. Unconscious people and the recently dead can also be controlled in this fashion. The range of actions is limited to what the character can actually perform at the time, and this ability is lost the instant he divides his concentration. Furthermore, if the actions are limited, then up to 3 people per level may be affected. (Joshua, facing four thugs with AK 47’s looks a little sheepish. Deciding the simple option, he seizes control of the rearmost thug and mimics a holding a rifle. He depresses his finger and swivels in his opponent’s direction. Suddenly, the rear thug struggles with his arms and fires a full burst into the backs of his allies. Joshua’s next move is to open his hands, forcing the thug to drop his weapon. If a person does not resist these actions, then he becomes automatic victim for a while.) because this control is puppetry, not psychic, the character may be forced to act outside his alignment. If struggling against an effect, PP is reduced to 3, speed is reduced to 2 and the victim is incapable of performing tasks as simple as dialling a phone number. A marionetted person may be crushed as an action though, taking 2d4 damage every level of the character.
The character can also marionette himself. The force field that forms provides an AR of 10 and an SDC of 25 plus 5 per level. The field also reduces fatigue while up and increases spd by 10, PS by 4 and allows the character to leap his PS in feet up or across.
The character may, at third level, attempt to marionette other objects. With it he may turn doorhandles, flip switches or perform simple acts of telekinesis except to provide mobility or levitation.
Matter Manipulation:
The character has powers and abilities over loose matter around him, manipulating it almost telekinetically.
1) Move matter: The character is able to make any loose matter in his vicinity (within 10 feet) and hurl it outwards or towards a specific direction. This can be used to funnel smoke out of a room, or to empty a swimming pool, or to assail someone with a hail of pebbles. If the matter is solid, he cannot move individual items weighing over a pound. Otherwise he can manipulate a fair quantity of matter. (50lbs per level of sand, small items etc) With this he is +3 to strike a target and he moves the matter up to 60 feet away, plus 10 feet per level. If applied to a single, hand held item, he may hurl it for double damage up to its normal range. Such an attack may mimic the effects of individual CEF powers. Damage is typically nothing for air or smoke. Rocks and metal scraps will inflict 4d6-6d6 damage. Water and dust will inflict half that. This power may be used to disarm a person within 10 feet, effectively granting a +3 to disarm attempts. Will not work with huge weapons nor weapons with a 2 handed grip.
2) Materiel shield: The character may block matter from approaching him. This takes all actions, but non living matter will stop short from him, about 10 feet. This shield may be maintained for as many rounds as his PE but he may not move, nor can he perform any other actions. If the character has more mass than his own assault him (like a strong character with a sword, an automobile or an avalanche, the field will hold, reducing damage to 1/3rd. if sufficient damage is taken though, the shield will drop.
3) Matter sphere: The character may take surrounding matter and hold it around himself. In this way he can form spheres of air in space, or underwater, or may form large globes of water around himself (leaving his own head free of course). While in the sphere, he may walk at normal pace. There is any solidity to his sphere, he may roll, at double normal speed. Typically being hit with a rolling sphere inflicts 1d4x10 damage and is likely to cause Knockdown.
4) Limited telekinesis: Within 10 feet, the character has a telekinetic PS of 5 and a TK PP of 12 with which to perform numerous actions. (he can make coffee, write in a book, comb his hair etcc.)
Mechabsorption:
The character heals fast and particularly well in times of need by replacing damaged cells with nearby mechanical parts.
The character may draw mechanical parts and raw material from up to 15 feet away. This does not heal the character, it instead creates mechanical SDC, replacing the lost SDC. The whole wound does not need to be healed, only enough to allow life function. Usually this is a minimum of 1/3rd total damage for obvious cuts and bullet wounds, to 16th for blunt trauma. On the positive side, the character gains Mechanical SDC at 2 per round if the required parts are close enough. If the character is healing HP damage, then the HP’s are lost, being replaced with double their value in SDC.
The down side: The character can only prevent this unnatural healing while conscious, by a force of will. Additionally, the machines in question lose as much SDC and HP as they provide (A character healing 24 damage in a television shop has caused 24 SDC damage to the working parts of the TV). If a character can close a wound and keep it closed for 10 minutes, then the Super healing will not kick in to high gear and he may heal normally. If the character has access to alternate super Psionic or magic healing, one such application prevents the remaing mechanical healing.
Additionally, the character begins to look strange, like a well-crafted cyborg as bits of metallic scars criss-cross the characters body, but not very human looking.
Limbs will also heal in the same manner. A removed limb heals in 30 minutes, creating a mechanical copy of the original, and adding +20 SDC to the character. Cybernetic limbs will not meld with the character. Instead if a cybernetic or bionic limb is placed near the stump, then it will use the bionic material to build a new limb.
The character's limbs are assumed to be extraordinary in strength if ever replaced.
The character will never drop below 5 natural HP.
The Danger: Essentially, the character can slowly replace his SDC with Mechanical SDC. His HP can be replaced with more Mechanical SDC. However, if an attack is directed directly at HP, it affects only normal HP, not the mechanical. (So a juggernaught who imbibes too much arsenic and takes 2d6 damage may be comatose just from the injury)
Other bonuses:
Can absorb one device or machine into his body per level.(devices only lose 10-15% of their regular size, so no absorbing cars guys!) accidental removal inflicts 3d6 damage.
If the character has 25 or more Mechanical SDC he gains 10 AR. +1 for every 25 mechanical SDC
At 20 mechanical SDC the character gains +1 PS, gaining +1 for every 10 Mechanical SDC.
Mechanical SDC does not heal on it’s own, and heals at 1point per minute using this power.
Healing rate is 1/3rd if donor parts are low grade or raw material.
Gains +15% to mechanical and electrical skills.
No PB loss...The power attempts to rebuild the human character, as perfectly as possible, it creates bones and mechanical muscle fibres from carbon steel, so looks unnatural, but like a human with chromed skin.
Melding: The character has the ability to merge his body with inanimate objects, gaining powers from them as he does so. Similar to copy physical structure in many ways, yet different in it’s applications.
1) Merge. The character may sink a limb into another solid object. At that point he gains a sense of it’s mass size and other properties. With 88% proficiency. In addition, he gains an immediate PS boost equal to it’s AR while his limb remains in the object. While merged, the character is effectively rooted in place and may be unable to move. If the character merges with an item that is less massive than himself then this bonus is dropped. If he merges with an item less than ½ his own mass then there is no additional PS increase. When merged the character also gets an SDC boost of twice the AR. Strength becomes extraordinary.
2) Merged weaponry. The character may also use any item merged with as a weapon. Such a weapon does damage based on it’s weight. Notably, the character must still be able to lift this weight with his new, adjusted PS. Refer to superbrawling/improvised power club for further details.
3) Move through substances. By impacting with a solid surface, the character may attempt to squeeze himself through a solid item, such as a wall or occasionally a weapon. The character’s speed when moving through an item is reduced by the AR of the item. Moving through matter like this is tiring, and may be kept up only for as many melee’s as the character’s PE. When inside an object, the character has all normal bonuses for melding (PS increase, increased awareness)
4) Matter defence: If attacked, the character may choose to expend an action and simply allow a swung, inanimate weapon to merge with him. The weapon must do more damage than it’s own AR for this to work. The character rolls a type of parry (at +5) and if successful, the character takes no damage. He then is presumed to be grappling the weapon in question. In this manner, the character can avoid damage from gunfire as well. If the character uses this to avoid the damage from a collision or fall, a he will take half damage and become wedged in the vehicle or surface.
5) Adhesion: the character has the minor power of adhesion, though movement is at 1/3rd normal.
6) Armour: the character can insert objects into his person, piece by piece, to form layers of body armour. Such armour is not natural armour but has an AR of 14 and an SDC of 20 per level. One cannot merge when already merged with another item.
7) Other bonuses: +2 PE +15 SDC.
Multi:
This power allows the character to create a virtual army of clones. These clones are formed out of ectoplasm, dust, willpower and light to form
Attributes: Clones like these have 12 for all physical attributes except speed which is twice the ME of the character, and 8 for all mental attributes. They have an AR of 10 and an SDC of 5 per level of the character. Clones take ¼ damage from energy sources, and ½ damage from attacks that are designed to wound or bleed (most cutting or impaling attacks) clones regenerate 1 SDC per minute. Clones have 2 attacks, +2 to dodge. Clones can move an unlimited distance from their creator. The creator is in constant communication with the clones, to give instructions and to lend skills, (-5% to use skills through a clone) and can share their senses. If a clone is killed it is gone for 12 hours. If it is reabsorbed it may be restored in 5 minutes. 3 clones may be created per level.
Other abilities: Clones when formed can look like something other than the creator. By rolling under the character’s ME attribute, a formed clone can look similar but not the same (different hairstyle, or colouration) at ME-2, the clone can appear somewhat different (different build, different wardrobe) at ME-5 it can appear as a completely different person, or a familiar person if the disguise skill is known (can be the perfect date) and at ME-7 can be an artificial blob, or any non humanoid shape the character desires.
Clones can be made Ethereal. Instead of giving them solidity, he can make them like gas, able to flow through any non-airtight substance. This requires intense concentration (character cannot move) and the clone cannot go further than 100 feet per level.
Clones can glow at will, useful for light sources.
By expending three clones, the character can wear a suit of energy. This suit adds 1 PS per level, 8SDC per level and has an AR of 12 and takes half damage from energy)
Mutagenics:
The character can alter the biological structure of others to make radical changes.
1) Afflict: The character can warp another to randomly mutate. The target character rolls once on the mutation table, and then halves his PB attribute. This horrible affliction is painful and debilitating, reducing attacks and speed by half, lowering PE and PP by 2 and halving all combat bonuses. The target must also save Vs pain or be stunned for 1d4 rounds. Afflict takes all actions in a given round to perform and is extremely taxing, able to be performed once per day. The victim saves vs this transformation (PE) needing a 14 or better. Afflictions last 10 minutes per level of the character. Any one who saves is immune for 24 hours.
2) Aid: alternatively, a willing underling may choose to be mutated. The target character receives 2 rolls on the mutation table. Such subtle changes are much less painful. The character loses 2 PP from the awkwardness of the new body, and –2 to dodge but is otherwise unaffected. Changes last 5 minutes per level.
3) Alter bioforms. The character can take a test group of biological organisms and make them more (or less) competitive by scaling up their evolution. Up to 100 tiny members may be affected,(smaller than a mouse, including insects and bacteria) 25 small members(mice to small dogs), 10 medium (smaller than human) 5 large (human size to horse size) or 1 very large(elephants, rhinos and great whales) may be affected per level. Alterations are awkward, and require 3 days for tiny, 1 weeks for small 12 days for medium, 3 weeks for large and 5 weeks for very large creatures. This time is regular daily contact with the group. After this time the character can elicit one of the following affects.
· Adaptation: The offspring of the affected creatures gain 1d4 minor adaptations to better suit them to the environment of their birth place. Rats in a cage may develop smaller builds, and more efficient diets. While Zoo Tigers may develop stripes that resemble bars and paler fur tones.
· Extinction: in many ways the reverse of adaptation, this ability removes the target creatures ability to reproduce. Typically lowering birth rates by half, fertility by half, Doubling the chance for miscarriages and so on. Only the target group is affected, but their offspring is similarly cursed. This may be used in reverse, to increase a target group’s fertility and birth rates.
· Mutation: the affected creatures carry the seeds of genetic discord in their DNA. Their offspring will be born with functional mutations. These mutations are randomly determined, but occur uniformly through the whole group. 1 or 2 mutations may be chosen (or alternatively 5-25 Bio-E).
· Speciation: The hardest trick to do. The affected creatures will give birth to 1d4 variant species. Each variant is a subtle but noticeable variation amongst it’s kind. The effects are noticeable to any trained eye who examines the new species (behaviour patterns are odd, diet is expanded etc)
Nemesis: The character has the ability to become resistant to the powers and abilities of others. Initially, this means the character has no power to call his own. After one round of combat with another character, this power kicks in. The character chooses the type of attack he expects to resist. If it is an energy attack, then the character develops the appropriate resistance to it, granting immunity. If the attack involves a chemical, psychic or magical attack, then he gains a +8 to save vs it, and takes half effect. If he wants to defend against pure physical attacks, he develops either an AR of 16 (natural) or becomes dangerous to touch (electrical fields or spines) and optionally develops specific weapon resistances (half damage) If the power has a specific weakness, then the character develops it as a strength, mimicking any single minor power reflexively, or any single aspect of a major power. The character gains +2 to parry, dodge and roll vs a single other person after the first melee round.
Other bonuses: +2d4x10+20 SDC +4PE +3d6 HP. +1 attack per melee. Heals at 3 times normal rate. Has a natural critical at one place lower, and ignore natural AR’s. may harm anyone he can touch, even invulnerable and Stone characters. May super heal 4 times a day up to 10 points of damage, up to the amount inflicted in the last round of combat.
(Ex: Johnny Justice faces off thee of the Iron ninjas. After a tense melee round of swordplay, JJ develops an electrical field that inflicts 2d6 damage to whoever touches it, and gains +2 to defensive type combat. Later that day, more ninja’s attack with crossbows. After the first agonising melee, JJ now enjoys bone plates (AR 16) and takes half damage from impaling wounds as his internal organs multiply and become diffuse. When he fights Kwa Long, he develops an immunity to electricity and when facing the dragon emperor he develops a +8 to save vs magic. When fighting Gravity lass later in the evening, he develops antigravity flight)
Changes last for the duration of a combat, plus one melee per level of experience. At level 4,8 and 12, the character may adapt to two damage types at once.
Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee round
"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
“Iczer, you are a power generating machine.” - Mr Twist
Re: NEW POWERS!
and the rest. Including the bits of pheremones that got left out.
Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee rounds.
· Friendliness: The character becomes completely friendly with all animals, no animal under the affect of this pheromone will bark, bite attack or aggress toward this individual, instead treating him as friend or treasured packmate.
· Distractable: Targets affected by this pheromone are easily distracted and are more inclined toward boredom and distraction. Attempts to swindle, distract or prowl by a person so affected are at +4 or +30%.
· Choking: This pheromone induces asthmatic assaults in individuals. After five minutes of contact, the victim feels little wheezy and distracted (may cough or take ventalin). After a further 5 minutes a full on onset of asthma takes place. The character effectively chokes taking 1d4 HP every minute unless medical treatments are taken, or he is no longer in contact. Asthmatics suffer this at -4 to the regular saving throw.
Each of these effects can be saved against as if a non lethal poison (16+). Individuals with heightened senses will save at -2, but will be able to identify the smell in particular and (30%) have a chance to determine its origin.
Other bonuses: Takes half damage from poisons, and none from airborne poisons toxins or diseases. +2 PE, And MA and PB are increased by two. Character can hold breath for PE in minutes. Still vulnerable to oxygen depravation. Fatigues at a third the rate.
Plague:
The character can absorb and donate illnesses. Most “heroic” characters will use this to cure. Many villains will use it to hurt and kill. The character starts with diseases that any normal being should have, mumps, chicken pox, colds and flus. Any person he touches must save vs disease or contract a virus of the Player’s choice. This new disease infects within 1d6 rounds after touch and cannot spread by any means short of blood transfusion. Fortunately, the effects of said virus last only 24hours after contact, making most people likely to survive mutant ebola. The character may add to his arsenal of diseases, by drinking viral, or diseased cultures, Or by curing another of disease. This takes 1d4 minutes of concentration, as the character, who must be touching the afflicted, absorbs the microbes and infected tissues. The disease is removed afterwards without any sign of its arrival, and the character has a new play toy. At third level, the character may “spray” infectious material at people, this spray jets out 25 feet. At levels 3,6,9 and 12 the save vs disease drops by 1.
The character is completely immune to diseases, natural and magical.
The character can cure magical diseases, but not store them.
+4 PE
+25SDC
Psychic Aura
The character with this particular power has control over his own aura, with the ability to manipulate and perceive other auras.
1) See aura. As per the spell/Psychic ability, except there is no ISP/PPE Cost. This does take a little focusing (less than an action, and can be turned off at will. In addition, The character can make the following assumptions
* Determine superhero category (training, Mutant, experiment etc..)
* Determine emotional state (64% +4% per level)
* General alignment (good evil selfish)
* Can spot invisible or astral beings via their aura
2) Solidify aura. This causes the Character's aura to become a semi solid shield around the character granting the following bonuses.
* Strength becomes extroadanary
* 50SDC +10 per level.
* Disperses lasers...1/2 damage
* Punches or kicks from the aura-encased hands add 2d6 to damage
* Aura is malleable...this solid aura has a fluid quality, allowing the character to extend it from his body for about four feet +1 per level. This makes it useful for climbing (reaching higher ledges, break and enter(forcing the aura under a door and then lifting (2d6+PS damage to a door or window) and can be used to shield a friend or object.
3) Sensitive aura. As the aura is routinely intangible and invisible, it can be used as a sensory measure, relaying information by extending it from the body (not in solid form though). It provides the abilities described in advanced sense of touch. Additionally it allows a general area sense, with the character able to feel the approach of hostile auras. The aura can be sent into walls to search for secret passages, or to feel for active wires. Adds +2 to dodge parry and initiative.
4) Other abilities.
* Can store PPE and ISP. Up to 20 points of each, +10per level
* Recognise the auras of others (even if disguised) at 75%+5% per level
* Track by aura sensing!!! 45% +3% per level can track for about 2miles. Roll every 1000feet.
* Acts a s a glowing oddity to others with sense aura
* Extended low level empathy adds 1d6 to MA and babies and animals sense as friendlies.
* +2 to save vs magic, psionics and possession
Psychic virus
The character is able to transmit a psychic virus on touch to others. This virus must be delivered with a touch, not a strike in combat (though a grab will suffice). Characters afflicted with this virus must save vs psi (16+) or suffer its effects. There are a few exceptions.
1) Those willing to be afflicted automatically fail the save (even if they believe the affliction to be benign, or the affliction is concealed as something else)
2) People of low mental fortitude fail automatically (ME’s of 8 or less, IQ’s of 8 or less)
3) People already afflicted with this are –2 to save
4) Animals, even mutant ones are immune
5) Psychics, or anyone with ISP automatically succeed, and have a 30% chance of realising the infection.
6) Anyone under the effect of a mind shield of any sort succeeds automatically
7) Magicians, or any spell caster have a +3 to save
People of extraordinarily high will (ME 16+) automatically save
9) People with pseudo psychic powers (mental stun, diving aura, mind control, transferral/possession etc) have +4 to save.
Of the above, only numbers 4,5 and 6 are unable to voluntarily get infected.
Infected characters lose 1 ME point and become susceptible to commands and implications from the character. This is not slavish devotion, merely the kind of devotion one can expect from lifelong friends and bosom buddies. Infected individuals will never betray the character, nor will they act against his best interests. Nor will they sacrifice their principles or their alignment (though they will bend them).
The character draws strength from this bond. His virus may infect 30 people per level. Every person infected grants him an extra SDC point. Every 3 infected grant him an extra PS point. Every 10 increases his healing rate (x2 at 10, x3 at 20, x4 at 30 etc..) every 15 grants him a natural AR (10 at 15, +1 for every 15 extra) every 30 infected grant him an extra attack per melee.
The character may issue general commands through an empathic link with his brood. Commands such as ‘be nice to one another’ or ‘you all now hate superheroes’ are general and permeate the thoughts of the victims in a subtle way.
Strain the bond: the character can also strain his bond. He can explicitly order 1 member of his brood per level to obey him. If this command strains the individual’s alignment, he is allowed a new saving throw to shake off the infection. If he fails he will obey the command happily.
The virus is detectable at the psychic level through powers such as psychic diagnosis and see aura, as well as through the power of supersurgeon. In addition, a chemical analysis of an infected person’s blood will reveal the presence of the virus
At fifth level, the character can make his psychic virus contagious. Contagious viri may pass from victim to victim, spreading beyond the immediate range of the character. The character is still limited to 30 victims per level in this fashion, and the character can veto any new transmission. At fifth level the virus is also a spoilsport. Victims who are cured go into a mild withdrawal for 6d6 days.
Curing the virus: there are several ways to free victims of the virus. An analytical hardware character with a fully stocked lab and a sample of the virus, may tray to make a cure (-30%). Psychic purification has an 80% chance of removing the virus, while magical cures have a flat 10% per level of the spell used chance of success. Another cure is to attempt counter brainwashing techniques (5% chance per day). Alternatively one can go straight to the source. If the character is beaten down to HP, his hold on others weakens significantly. Once he has lost all SDC, all victims get a saving throw at +2. after that point, every blow shakes 1d4 victims free. Alternatively, the character can release a victim at will. When a victim is no longer infected, his ME returns to him.
Other bonuses:
+1d4 IQ, ME, MA. +1d6 PB
+4 to save vs psionics. Half effect even if the save is failed. (immune to psionics after 100 victims)
able to sense the general well being of all victims, as well as general location. Will know if a victim is cured, or is in the process of brainwashing.
Soulriding:
The character has the ability to come to rest inside another living being, by turning into a bio-energy state and merging with another being. The character can merge with a willing target from thirty feet away (plus 5 feet per level) but unwilling targets must be touched for 15 seconds. (Normally one action) Once inside, the character shares all of the new body’s senses, and can Communicate with the host telepathically but cannot perform actions from within the new body. However he transfers the following abilities to the host.
· Any resistances or invulnerabilities
· Strength level (superhuman, extraordinary supernatural, but no attribute change)
· any bonuses to save vs psionics and possession.
· Healing factor. (if possessed by the character)
Additionally, the host also receives:
· +2 to save vs Psi
· +10% to skills the two characters have in common.
The character with this power also has the following bonuses:
If the body of the host is healed in any way, so too does the bio energy form.
Damage taken by the host is split between the energy form and the host (host takes 75%, the energy form takes 25%)
The two share a pool of hit points and PPE and ISP (where applicable) with a bonus of +10 if both were on full points when started.
+2 ME
+2MA
+2 to save vs possession
Cannot posses anyone resistant or immune to energy.(can sense these people)
Cannot dictate actions of the host
If the host is knocked out, the character is forcibly ejected from the host
Unwilling hosts can save vs psi to resist, and are aware of the character inside him
Super Leaping
A character with this ability has incredibly strong legs that, while not granting any increase in running speed due to their mass, do allow for leaping of great distances and heights. The character can leap 30 feet +10feet per level up or across. The character is immune to falls of 150feet or less. Falls greater than this do half damage (may still roll with fall)
Leap dodge: the character can leap dodge, moving 25 feet in a dodge (+5 feet per level) for a +1 to dodge at levels 1,3,6,9 and 12
Has leap attack and jump kicks, which use two attacks. Damage is as regular plus 3d6(after doubling). All other kicks receive +1d6 damage.
Has the precision leaping ability mentioned in Skraypers (pgs 41-42).
can triple speed by leap/hopping. Adds +1 to PP, +15 SDC and +2 to roll with punch.
Sense of balance is equal to 75% +3% per level.
Character can also do a timed dodge, forcing an attacking character (presuming the dodge succeeds) to strike whatever lies behind the character (power box, another PC etc..) As a regular dodge -1. Not compatible with Leap dodge.
Supersight
This character has a wide and diverse range of vision related abilities.
1) Vision is enhanced. The character can see items with great clarity, able to make out faces at a little over a mile, and can see and recognise tiny items
2) The character can see in the IR and UV spectrums, can perceive microwaves and x-rays. This grants him thermal vision to 60 feet
3) Can see invisible characters, as well as those supernaturally concealed and under the effects of chameleon.
4) Can see electrical activity, such as those created by live wires (+10% to demolitions disposeal skills, +5% to electronics skills)
5) Can see a person’s electromagnetic emissions (like see aura, can determine emotional state and if they posess any strange energies)
6) +3 to initiative, +6 to perception checks.
7) +20% detect concealment and detect ambush
See through disguise and forgery skill 55% +5% per level
Supersurgeon
The character is a master surgeon with the ability to rapidly diagnose and treat patients. While the character may have no formal training in the medical arts, he will still be able to act as a surgeon of the highest calibre.
1) Steady hands: the character’s hands are steady and reliable, granting the bonuses from the minor power : heightened sense of touch.
2) Innate medical knowledge: the character can operate as if he had the Paramedic, biology and MD skills at 75% or +25% to these skills if they are already existent. He enjoys a +10% bonus to all other medical skills possessed. If the character has no medical training, he will infuriate those who do. (‘I’m about to stitch the thingo shut, give me the tong things and the cotton balls’)
3) Auto sterilisation: the character sterilises all area’s he touches. No instrument or area can be considered unclean or infectious while he is in it. People within 30 feet of the character become immune to disease and infection (does not cure current infections or disease)
4) Superior treatment: The characters presence is enough to double the rate of recovery for anybody he tends to. In addition, people suffering from disease or poison and is treated by this character, enjoy a +4 to resist disease or illness, suffer half the symptoms and recover in half the time. For diseases that are chronic or severe (aids, cancer) there is a flat 10+ the characters MA percent chance of remission every week.
5) Instant diagnosis: For purely normal illnesses, disease, injury or poisons the character can diagnose accurately within 1 minute of examining a target. Strange illnesses, exotic or magical diseases, or injuries (nanotech infiltration, has had a pencil phased with his spleen, is transforming into a mutant) the chance is merely 40%.
6) Surgery: where medical treatment requires ‘going in’ the character works at 4 times the normal speed and surgical incisions and treatments heal at a whopping 6 times normal rate. The character is also a dab hand with knives. With any bladed instrument under 10 inches in length, the character inflicts +4 damage and has +1 to strike and +2 to throw.
Telereformation:
The character can disintegrate himself, churning into hundreds of shards, and then reform by collecting parts from the surroundings. This has numerous benefits:
1) Transportation. The character can travel 500 feet, plus 100feet per level. This is not instantaneous, taking about 5 seconds per 200feet. It is however, safe. The parts start to accumulate within 30 feet of the target location, and form at a safe place of choice. May be done once per minute, counts as two actions.
2) Rejuvenation: Each teleport reforms the body as a new entity, flushing out all unwanted parts, viruses and toxins. Additionally, each teleport heals 3d6 HP damage. (Does not heal SDC damage, but Will remove scars, reform lost limbs and renew blood supply).
3) Attack: Once at the desired location, the character may reform as a rain of parts, doing 4d6+PS damage, and is +4 to strike.
4) Limitations: The character is rebuilt, not teleported. The new body needs raw materials, and this means organics. This power works fine when teleporting to a jungle, or in an inner city environment. But teleportation in a desert, or onboard a starship stresses the power, causing 6d6 damage and temporarily removing a PE point. If it can be ruled that there is no, or too few organics, then the character moves 30 feet, and then reforms from his original molecules (no healing or rejuvenation). Beings who are built from different substances will work by variant rules. A character with Copy physical structure will never worry about this drawback, except when in a vacuum. As a rule, for every 1lb of You (count normal clothing), there needs to be about500lbs of the relevant material in a 1000foot radius of the reformation point. This power needs to be aimed. Just teleporting blind will send you 30 feet from your starting location. On the other hand, it is relatively failure free.
5) Other bonuses: Superb health, acquired from the rejuvenation ability. +6 HP, heals at double rate.
Temporal Awareness
The character has a limited form of time manipulation, granting minor but incomplete control over time.
1) Slow world: The character can view the world as a slowed down version of events. The character does not possess the enhanced reflexes or speed to make proper use of this facility (he is as slow as anyone) but his mental faculties are sped up by many times. The character enjoys a +2 to strike parry and dodge as well as +4 initiative from this heightened perspective.
2) Pausetime: By expending concentration, the character can slow time down more so, without slowing himself down. The character becomes able to perform superhuman feats at the expense of his endurance. The character can, during such a period, the character enjoys the following bonuses. X4 SPD, +2 attacks per melee, +6 Initiative auto dodge of +6 and +4 to strike parry and dodge. The character does not benefit from slow world when he is using pause time. The pause time effect can be used for as long as the character desires, but every melee round of use drops the character’s PE by one. Lost PE recovers at a rate of 1 per day.
3) Sense time: the character has the ability to perfectly perceive the flow of time and of temporal energy. The character can always accurately predict the time, can feel when he is in a different time period, and feel temporal phenomenon as it occurs.
4) Jaunt: the character can skip through time. By concentrating for a melee round, the character may simply skip forward through time. To the outside world, he vanishes, and reappears in the same location a variable time in the future. The character can move forward a maximum of 6 hours per level.
5) Temporal protections. The character ages slowly, at ¼ normal rate. He is immune to direct temporal tampering, such as through magic, or by conventional slowing effects (such as the slow motion control power). The character is aware of when changes occur in the time stream, and is immune to them. If Doc Diablo goes back in time and slaughters the character as a baby, only the world around the character changes.
Universe creation:
The character can create a whole universe from nothing. This rather draining procedure gives the character a whole new set of worlds to contend with, as well as explore, exploit and adventure in.
These new worlds are ‘parallel universes’ with similar histories, altered slightly by the will of the creator.
The base chance of success is 80% +2% per level, but is modified by the changes wrought by the PC.
Modifiers to roll
Change is in near history (last year or so) -0%
Change is in recent history (last couple of decades) -5%
Change is in modern history (last 100 or so years) -10%
Change is in distant history (100-500 years or so) -15%
Change is in ancient history (300-1200 AD or so) -20%
Change is in near prehistory (early mammals, or man) –25%
Change is in far prehistory (dinosaur and pre-dinosaur era) –30%
Change is slight, involving the alterations of minor events (Columbus arrived 12 years later, Gore was elected instead of Bush etc) -0%
Change is moderate, (Columbus died en route and America was discovered by his first mate, neither gore nor bush were elected) -10%
Change is severe, altering a major event in history. (America was discovered and settled by Vikings, Hillary Clinton was elected president) –20%
Change involves the alteration of fundamental laws of physics. –10 to -60%
In some cases a minor change, even in the recent past, can create a present which is radically different. The penalty to the roll reflects the events consciously changed, not the effects of such a change.
(Willis, known for his impetuousness, creates a universe where He was promoted instead of a co-worker. In this new universe however, his incompetence at the position may have caused the company to go bankrupt. Poor Willis shows up in the new universe without a job.)
The character forms the basic design in his head, and then concentrates to create the new universe. The process takes an hour to perform, and drains 6d6 HP and a PE point. The HP recover as normal, but the PE remains lost until the universe is cancelled. When finished, a portal between the current universe and the new one is created within 30 feet of the character, and remains for the duration of this power. This portal is in a similar location in the new world, and so the character may not be able to use this power for effective escapes. This portal allows the character and anyone else who knows about it (must at least suspect such a portal exists) to pass between worlds.
The new world exists for 3 months per level of the character, but time spent in that new universe does not count against it. After that time, the roll must be made again or the world collapses. It is unknown whether that universe ceases to be or that the portal is merely shut. A world may be cancelled early, at the character’s discretion.
As a curious side effect, unless the most minor of changes have been made, there is a mere 10% chance of meeting a parallel self in any universe. Items and people from a created universe that wind up in our own, become permanent fixtures in our reality if they remain here while the portal closes.
Urbanite
The character is adapted to live in urban and built up areas. The character is immune to pollution and acid rain, and possesses an instinctive sense of direction while in any urban area of 78% +2% per level.
While in a city or heavily urbanised area he has the following bonuses:
+6PS (Extraordinary) +2d4x10 SDC, +2 PE. Does not require sleep or nutrition and bioregenerates His PE in SDC or HP every hour. +10% to all skills (except swimming and wilderness), and has 60 foot nightvision.
While in a built up and man made area, but not a city (a freeway, a strip mall, a heavy structure or dense suburbs)
+2 PS +1d4x10 SDC requires no nutrition if he has access to pollutants, but will need to sleep, and simply enjoys x2 normal healing.
While in a non urban area (light suburbs, farmland, wilderness even an urban park) the character has no special benefits, and may actually starve.
Other abilities:
Urban sensing: the character can sense local urban structures within 300 feet +100 feet per level. This can be specific (looking for a nearby barber shop for instance) or general (feeling the presence of underground power lines while walking through the jungle). The character gains a type of intimate familiarity with the structure, but not specifics. (he may know the general layout of the barber shop, and the fact that it’s open from 7AM until 8PM, but won’t know the proprietors name, or if the villain gets his hair cut there).
Reciprocation: The city or urban structure he exists within attempts to subtly help the character out, either through it’s own will, or through the character’s subconscious manipulations. Either way, the character leads a bit of a charmed life. He is always able to find convenient parking, lights are usually green the whole way, his heat and power never fail him and he can always find shelter within minutes.
Minor powers
Alter age:
Character can modify his or age by 20 years per level, up or down. So a 30-year-old at first level, could alter his age from 10-50. Penalties for extreme age still apply. Extreme youth penalties also apply. This is mostly good for disguise ability. As the character progresses, he will find his continued youth fading. At 6th level, a 150year old, may seem no younger than 30, but may advance his age to a decrepit 270! To Offset this uselessness, the character may trade 10 years of age for an extra ten years of youth, able to age 10 years, or youthen 30years per level. The 150Yr old may then age to 210, or down to as young as infancy. This trade may be done at 5th level.
Immortal characters may adjust their apparent age based on the age they are stuck on, and may go through many lifetimes, riding up the age ladder, then inheriting as a much junior self.
PB +3
Halve penalties for age. Penalties for age are offset by 6 months per level.
Ages 50% slower. Calculate range of aging based on apparent age.
Autohypnosis
The character has the ability to exercise mind control over himself. Such control allows for a wide variety of effects.
1) Empathy: The character can alter his ability to empathise with others. By increasing his natural empathic responses, he becomes more friendly and charismatic, adding +5 to his MA score. By lowering his empathy, he becomes inured to the hardships of others, halving his MA but heightening his IQ by 5 as well as adding +10% to skills that involve cold analytical reasoning, and a further 5% if those skills involve medicine or interrogation.
2) Perfect memory: The character can heighten his recall of past events with crystal clarity. This is not total recall, designed to recall facts perfectly, rather the character may relive a past experience from his own perspective. While he may not remember the exact wording of an article he read 12 years ago, he will remember what he felt about the article, the general gist, specific times dates and names and so on.
3) Posthypnotic suggestions: The character can bury commands so that he performs them unconsciously, or that he forgets specific information until revealed by a predetermined cue. This is useful for smuggling information past telepaths, or constructing believable lies. In a similar fashion, the character can simply bury any insanities he may possess by simply identifying and then deleting the symptoms.
4) Mind over body: the character can also perform the following stunts: Ignore pain, fatigue or hunger, ignore fear. He also has a +4 to resist psi or mind affecting magic. He may act sober while drunk, and operate complex machinery while under the influence of all sorts of exotic substances.
Other bonuses: +1d4 to MA and ME.
Bullet-proof
The character has internal organs that are soft and pliable and which heal quickly. Weapons designed to impale, or hack inflict less damage. Additionally, the characters skin is tougher than usual, blunting these attacks even more. The character cannot take critical injuries, and heals at 2 times normal rate. Eyes, tongues and excised organs regrow within 12 hours. Sharp or pointy weapons inflict 2 points less per dice they inflict, while bullets and lasers inflict half damage outright. He also enjoys an extra 2d6+10 HP.
Carapace: Minor
The character has a sheet of chitin or other type of natural armour, which he can grow or retract in a manner similar to bio armour.
AR 10. Attacks under the AR do no damage. Carapace has 10 SDC per level, but provides full AR bonus when SDC are gone. +1 AR at level 3,6,9 and 12
While carapace is up PS +2. And character fatigues at ½ normal.
Carapace filters air and water, Providing life support for up to 3 hours.
Camouflage:
The character is able to effect a disguise by altering his pigmentation to that of a natural or unnatural surroundings. The type of camouflage available is determined below.
01-07 Urban 08-14 Jungle 15-21 Forest:
22-28 Scrub: 29-35 Underwater: 36-42 Swamp:
43-49 Desert: 50-56 Night/dark. 57-63 Arctic:
64-70 Non natural: 71-100 Any:
Non natural camouflage allows for the abundances in life unaccounted for by nature, such as brickwork, wall paper and tartan. The pigmentation may be turned on and off at will, affect only portions of the characters body or the whole lot, and affects normal clothing. In it’s official environment, the camouflage grants a motionless prowl of 76%+3% per level, or adds +20% to prowl. When moving, the character merely has a prowl bonus of +15%. In inappropriate environments, camouflage may still be used, just without full effectiveness, adding only a +10% to prowl.
Other bonuses: +10% to wilderness or streetwise skills. Track people at 45% +5% per level, +15% in the appropriate environment. Is –10% to be tracked physically.
Energy expulsion: Wall.
The character has one of the common energy expulsion types (Fire, sound, electricity etc...) but instead of a direct attack, he creates a wall of the aforementioned energy to block corridors, and box others in.
Range: 30 feet, +10 feet per level.
Dimensions: 15 feet long plus 5 per level, 6 feet high plus one per level and a foot thick (plus 6 inches per level)
Damage: energy wall: 2d6 +1d6 per level to anyone who passes through it. the wall can be described as safe with regards to the ground (is not affected) or not safe, which affects the ground it stands on.) The wall may be shaped as the user desires but once up, stays that way. Solid wall: The wall may instead be solid energy, too thick to pass through. It possesses an AR of eight to solid items (not other energy) and has 40 SDC. SDC increases by five per level, while AR increases by one every level. Touching the wall does a mere 1d6 +2 per level. Duration: one minute per level. Each wall erected counts as two actions.
Special manoeuvre, Boxing. The character attempts to create a wall or ring around a victim (or on top of). This requires a strike roll at minus 4, which improves as time goes by (+1 to strike every second level (the wall is bigger).)
Inhale/exhale matter:
The character can, with mighty breaths, inhale water, gas and small particles of matter (no larger than a golf ball up to 2 gallons per level. Such matter is compressed and stored in some internal pocket, to be released later. Such a tactic can be used to remove gas clouds, acid, or other annoying matter. Such matter can be held safely for 20 minutes per level, before being expelled on the spot. Such matter can be expelled forcefully, from 2 gallons up to the full amount stored. Each gallon of gas inflicts 1d4 damage as an exhalation attack, each gallon of liquid 1d6 and each gallon of solid matter 1d8 or 1d10 (if sharp or very hard) on top of other effects of the matter (nerve gas re released into an area does the above damage plus, well, it IS nerve gas. The character has +2 to strike with this attack. It can affect targets up to 60 feet away.
The character can breathe in any gaseous medium, and has +6 to save vs inhaled poisons and gasses.
Isoportation
The character can teleport nowhere. He cannot move from his locus but can instead alter his facing, trajectory and orientation on the spot. This has a number of uses.
· If falling, he may teleport 180 degrees, to fall upwards, or simply teleport nowhere but cancelling velocity.
· If thrown, hurled or otherwise moved the character can effectively stop.
· The character can right himself immediately, losing no actions.
· May shift items across his body, rapidly summoning weapons to hand and reloading without pause. Also usefull for removing handcuffs.
· With concentration, he may stand absolutely still in mid air or atop water.
· He may turn at any angle while moving at top speed without any pressure (momentum shifts with him to a new vector)
· Has an autododge, but cannot use this to move any distance.
· May perform awkward flights by throwing himself at the ground, then porting into the new direction with a new vector. When gravity takes a hold, simply realign oneself away from gravity. The character literally seesaws through the air at 3 times his ME in Spd.
Increase balance by +2 (or +15%) +15% to climb +2 roll with
Metaphysical regeneration
The character recovers ISP (if applicable) and PPE at an advanced rate. ISP recovers at 5 per hour (10 at rest, 15 in meditation) and PPE recovers at 10 per hour (15 at rest or 20 in meditation)
In most cases this power is not very helpful to the average character. The character does enjoy a bonus of +4 to save vs psionics and magic, as well as possession, wards etc.
The character also enjoys boosted health, healing an extra point per day. The character cannot be afflicted with negative energy, becoming immune to chi attacks (and regenerating his own chi at double normal rate). +2PE +2 ME +2 MA +2 PB
Midget:
This power allows the character to outright halve his normal height, and reduce his normal weight by 80%, without undue loss of strength or resiliency.
Being under 3 feet has its advantages.
+10% prowl
+2 to dodge, -2 to parry, +2 initiative
Character’s strength is unaltered, which means he can exercise his full strength while in a body that’s effectively 80% lighter. Effectively tripling his Spd, and allowing him to jump his PS in feet (double with a run, double again for extraordinary strength, triple for superhuman, quadruple for supernatural)
Character can transform in an instant, granting +4 to escape from grapples, or allowing the use of the power as a powered dodge (adds a further +2 to dodge if a shrinking dodge is used)
Minor adaptation:
The character is a minor, reflexive shape shifter, able to adapt his body to long and arduous tasks to increase efficiency and effectiveness.
Any time the character is working on a task that is prolonged, or arduous, his body adapts to better accommodate needs.
1) Skills adjustment: Whenever the character is performing the same physical skill over a period of time (1-4 hours, dependant on the skill) he gains +3% to any single relevant skill per level of experience Bonuses gained from such a change may be kept long after the need has passed, up to an extra day per level, longer if he frequently practises the needed skill.
2) Endurance adjustment: Whenever performing long tasks which may require endurance, the character’s resistance to fatigue rises to compensate. At first level he fatigues at ¾ rate after the first hour of any long or repetitive task. At third level it becomes ½ rate, at fifth level 1/3rd, at 7th level ¼, and so on. The character only needs half as long to recover from that task, and is often accompanied by minor cosmetic adaptation. Note this fatigue rate only applies to the specific task and possibly related tasks. As with skills adjustment, as long as the skill is maintained, the bonus may be kept for one day per level.
3) Attribute adjustment: The character enjoys changed and increased attributes to better perform selected tasks. Every level, the character gains +1 point in an attribute when he adapts to a specific task. These points may be divided amongst related attributes. As with the above two sub abilities, the changes may be kept for 1 day per level, longer if the task is frequently attempted.
4) Example: Monkey wrench is a fifth level mutant Human, with, among other abilities, Minor Adaptation. He has been vacationing on the Cayman Islands, doing the usual fishing, snorkelling, and above all, swimming. After several hours, he has developed the following: +15% to the swimming skill, swimming fatigues him at 1/3rd rate and he has a+3 PS and a +2 PE. Mutation wise, he has developed larger lungs, webbed fingers, a dorsal fin, and powerful shoulders. He will look like this for up to five days (or less if he chooses), longer if he continues to swim every day (up to five days after he stops swimming)
5) Other bonuses: +4d6 SDC, +2 PE
Non Human Metabolism: The character’s body is not made of the same substances and compounds (or indeed organs) that humans are. +4PE +6d6 HP +6 to save vs all drugs and poisons. Is Mildly poisonous by nature, and requires slightly different foodstuffs than humans. Is hard to perform medicine on though, -15%.
Overwhelm:
The character can temporarily alter his mass or morphology in an attempt to overwhelm an opponent. This can involve becoming temporarily super dense (5 times normal mass), flattening out like a net or sheet, or a rapid springing attack. In any events, the effects are very similar:
A Body block tackle can inflict 2d6 damage (plus PS bonus), plus a character struck with this attack must check for balance or fall down (check is at –20% or –4). If the targets falls, the attacker may make a second strike roll (does not count towards the number of attacks per melee). If undefended, the target is pinned or trapped, and must escape as if he was pinned. Victims of such a tackle lose an attack per melee and initiative, and is at –4 to escape the pin. An overwhelm attack counts as 2 actions.
The character also has a few other bonuses:
Automatically knows all wrestling moves
+2 PS +2 PE +6d6 SDC
Is considered to have twice his normal strength when using an overwhelm to smash down doors or tip over obstacles.
Character can leap 12 feet across or 6 feet high to perform an overwhelm attack.
Phase organs:
The character’s internal organs have been replaced with a kind of sub spatial energy form. This cloud of shifting matter function effectively as adequate replacements, but are not subject to the effects of outside forces. In effect:
The character is unaffected by ingested or inhaled poisons (no effect)
The character suffers half effect from disease or injected poisons (and has +2 to save)
The character’s internal organs are not subject to damage from piercing weapons. Such weapons (such as bullets, stabbing weapons or laser fire) inflict 1/5th damage. Slashing weapons inflict half damage.
The character is immune to effects that distort or manipulate internal organs, such as but not limited to; Nausea from spinning, effects that disrupt the inner ear, many biomanipulation effects, critical injuries that affect internal organs (punctured lungs, brain damage) and nerve gas.
The character can still be drowned however, as water flows into the mouth and nose into the phased organs.
Power transferral
The character may move one of his minor powers to another character. This power remains at the characters level of experience/power if given to normal man, but if given to a super being of any sort the range, effect and damage is halved. At 3rd level, an aspect of a major power may be granted to another, and at 5th level a whole major power may be granted. While granted the super being lacks the power.
Rolling:
The character is able to curl into a ball or disk and roll. Rolling into a ball takes one action, unrolling takes next to no time at all. When in a ball, the character can roll to 50 MPH, plus 10Miles per level. The main form of attack while rolling is to collide with someone, inflicting 2d6 damage +4 for every 20 miles per hour. Any such tackle causes the character to unroll, as will any collision. The character may instead do half damage, and roll Over a person. Such an attack is only successful if the character is crouching, small, or is 20% lighter than the attacker. While at speed, the character is +4 to dodge. While barrelling along, the character can bounce, reducing speed to 2/3rd but each bounce takes the character 5 feet into the air, +2 feet per level. As an attack this does 2d6 damage, plus 4 for every 20 mph and is a critical, taking all actions for the round (apart from rolling) and unrolls the character.
Other bonuses: +25 SDC, +2d4 Spd. +4 to roll with punch/fall or impact. +2 PP while rolled up (very manoeuvrable) has a pilot: self at 70% +6% per level, and a sense of balance while rolled of 75% +3% per level.
Sense Sharing:
The character can “see” through the eyes of people around him, and share other senses as well. With this, a character is always alerted to sneak attacks from within range, and can see in places not immediately in line of sight of the character. In combat, this offers a +2 to initiative, +2 to parry and dodge. Range…anyone within 30 feet +5 feet per level. Anyone aware of this power may make a save vs psi (false psionics). Likewise, mindblock flubs this.
Uncanny Parrying
Character has an uncanny sense of speed and direction of projectiles, which gives an ability to parry things easier than most people. The character also has some sort of hard surface (player's choice of material) covering his forearms, which protects him and helps him to parry all manner of things without harm.
Bonuses:
+2 to parry
Can parry projectiles with only +1 at levels 3, 6, 9, 12, 15, +PP bonus or wp bonus.
Can parry lasers/energy blasts at half projectile bonus.
The forearms have 50 SDC each. And add +2 to punching damage
Can all out parry, ignoring the regular action to perform a parry at +3 (+5 total)
Can parry attacks from any direction, even from behind, if he knows the opponent is there. Complete surprise attacks are unable to be defended against.
+1 to dodge (superior reflexes) +2 initiative.
+15% to Criminal Science & Forensics in regard to ballistics.
Whirlwind mode. This is the only action the character can perform all round. By declaring whirlwind mode the character ignores the initiative segment and makes as many whirling parries as possible. He makes a parry against all incoming attacks. Ranged attacks that are not parried inflict half damage. (partial deflection) Opponents who are parried are immediately counter struck. The counter strike inflicts 1d6 damage (or by weapon) but has no bonus to strike or damage. As long as opponents are within reach, they will be counter struck as long as they initiate a HTH attack on the PC. Weapon attacks are immune to this counter strike.
Range: Self +1 other at arm's reach at levels 7 and 14. Duration: One melee/PE point, with concentration
Variable defence
A variation on the adaptation power, where the character can "get used to" adverse effects of attacks or environmental conditions. The character once exposed to a damaging effect may alter his body to better endure the effect. Any single energy type may be resisted, as can psionics, magic, pain, disease, toxins and acids.
When he is first struck with one of the aforementioned effects, he takes damage as normal.
If struck again within 10 minutes, he gains either a +2 to save, or takes ½ damage/ effect.
If struck again within 10 minutes, damage is reduced to ¼ and the saving throw is at +4
Any damaging effects from that point onwards do no damage, as the character has become resistant.
Effects that require a save receive a +2 bonus extra for each exposure.
The character can hold a resistance for 10 minutes, plus 2 per level after the first. After this period, unless re exposed, the resistance drops away.
The character may have one resistance at a time, plus one at levels 3,5,7,9 and 11.
Water adaptation
The character is transmuted by being touched by water. When the character is immersed in water (soaking wet, or up to his knees in water) the character’s skin hardens and his muscles tighten. He gains an AR of 11 and 1d4x10+30SDC, as well as an extra 4 PS which becomes extraordinary. His speed increases by 50% while his PE rises by 30%. While in water he heals at 5 times normal rate. When totally immersed (neck or deeper) He gains an extra attack per melee, swimming advanced at 88% and an extra 4 PS and 30 SDC. The character can hold his breath for 2 times his PE score and can survive pressures of up to 600 feet, while his AR jumps to 13.
Additionally, whenever his character is ‘soaked’ his powers undergo an increase in range and duration of 50%, while damage is increased by an extra 10%.
While out of water, the character can sense the presence of water up to 60 feet away. This includes the water in people (but only 30 feet range and only 60% surety)
Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee rounds.
· Friendliness: The character becomes completely friendly with all animals, no animal under the affect of this pheromone will bark, bite attack or aggress toward this individual, instead treating him as friend or treasured packmate.
· Distractable: Targets affected by this pheromone are easily distracted and are more inclined toward boredom and distraction. Attempts to swindle, distract or prowl by a person so affected are at +4 or +30%.
· Choking: This pheromone induces asthmatic assaults in individuals. After five minutes of contact, the victim feels little wheezy and distracted (may cough or take ventalin). After a further 5 minutes a full on onset of asthma takes place. The character effectively chokes taking 1d4 HP every minute unless medical treatments are taken, or he is no longer in contact. Asthmatics suffer this at -4 to the regular saving throw.
Each of these effects can be saved against as if a non lethal poison (16+). Individuals with heightened senses will save at -2, but will be able to identify the smell in particular and (30%) have a chance to determine its origin.
Other bonuses: Takes half damage from poisons, and none from airborne poisons toxins or diseases. +2 PE, And MA and PB are increased by two. Character can hold breath for PE in minutes. Still vulnerable to oxygen depravation. Fatigues at a third the rate.
Plague:
The character can absorb and donate illnesses. Most “heroic” characters will use this to cure. Many villains will use it to hurt and kill. The character starts with diseases that any normal being should have, mumps, chicken pox, colds and flus. Any person he touches must save vs disease or contract a virus of the Player’s choice. This new disease infects within 1d6 rounds after touch and cannot spread by any means short of blood transfusion. Fortunately, the effects of said virus last only 24hours after contact, making most people likely to survive mutant ebola. The character may add to his arsenal of diseases, by drinking viral, or diseased cultures, Or by curing another of disease. This takes 1d4 minutes of concentration, as the character, who must be touching the afflicted, absorbs the microbes and infected tissues. The disease is removed afterwards without any sign of its arrival, and the character has a new play toy. At third level, the character may “spray” infectious material at people, this spray jets out 25 feet. At levels 3,6,9 and 12 the save vs disease drops by 1.
The character is completely immune to diseases, natural and magical.
The character can cure magical diseases, but not store them.
+4 PE
+25SDC
Psychic Aura
The character with this particular power has control over his own aura, with the ability to manipulate and perceive other auras.
1) See aura. As per the spell/Psychic ability, except there is no ISP/PPE Cost. This does take a little focusing (less than an action, and can be turned off at will. In addition, The character can make the following assumptions
* Determine superhero category (training, Mutant, experiment etc..)
* Determine emotional state (64% +4% per level)
* General alignment (good evil selfish)
* Can spot invisible or astral beings via their aura
2) Solidify aura. This causes the Character's aura to become a semi solid shield around the character granting the following bonuses.
* Strength becomes extroadanary
* 50SDC +10 per level.
* Disperses lasers...1/2 damage
* Punches or kicks from the aura-encased hands add 2d6 to damage
* Aura is malleable...this solid aura has a fluid quality, allowing the character to extend it from his body for about four feet +1 per level. This makes it useful for climbing (reaching higher ledges, break and enter(forcing the aura under a door and then lifting (2d6+PS damage to a door or window) and can be used to shield a friend or object.
3) Sensitive aura. As the aura is routinely intangible and invisible, it can be used as a sensory measure, relaying information by extending it from the body (not in solid form though). It provides the abilities described in advanced sense of touch. Additionally it allows a general area sense, with the character able to feel the approach of hostile auras. The aura can be sent into walls to search for secret passages, or to feel for active wires. Adds +2 to dodge parry and initiative.
4) Other abilities.
* Can store PPE and ISP. Up to 20 points of each, +10per level
* Recognise the auras of others (even if disguised) at 75%+5% per level
* Track by aura sensing!!! 45% +3% per level can track for about 2miles. Roll every 1000feet.
* Acts a s a glowing oddity to others with sense aura
* Extended low level empathy adds 1d6 to MA and babies and animals sense as friendlies.
* +2 to save vs magic, psionics and possession
Psychic virus
The character is able to transmit a psychic virus on touch to others. This virus must be delivered with a touch, not a strike in combat (though a grab will suffice). Characters afflicted with this virus must save vs psi (16+) or suffer its effects. There are a few exceptions.
1) Those willing to be afflicted automatically fail the save (even if they believe the affliction to be benign, or the affliction is concealed as something else)
2) People of low mental fortitude fail automatically (ME’s of 8 or less, IQ’s of 8 or less)
3) People already afflicted with this are –2 to save
4) Animals, even mutant ones are immune
5) Psychics, or anyone with ISP automatically succeed, and have a 30% chance of realising the infection.
6) Anyone under the effect of a mind shield of any sort succeeds automatically
7) Magicians, or any spell caster have a +3 to save
People of extraordinarily high will (ME 16+) automatically save
9) People with pseudo psychic powers (mental stun, diving aura, mind control, transferral/possession etc) have +4 to save.
Of the above, only numbers 4,5 and 6 are unable to voluntarily get infected.
Infected characters lose 1 ME point and become susceptible to commands and implications from the character. This is not slavish devotion, merely the kind of devotion one can expect from lifelong friends and bosom buddies. Infected individuals will never betray the character, nor will they act against his best interests. Nor will they sacrifice their principles or their alignment (though they will bend them).
The character draws strength from this bond. His virus may infect 30 people per level. Every person infected grants him an extra SDC point. Every 3 infected grant him an extra PS point. Every 10 increases his healing rate (x2 at 10, x3 at 20, x4 at 30 etc..) every 15 grants him a natural AR (10 at 15, +1 for every 15 extra) every 30 infected grant him an extra attack per melee.
The character may issue general commands through an empathic link with his brood. Commands such as ‘be nice to one another’ or ‘you all now hate superheroes’ are general and permeate the thoughts of the victims in a subtle way.
Strain the bond: the character can also strain his bond. He can explicitly order 1 member of his brood per level to obey him. If this command strains the individual’s alignment, he is allowed a new saving throw to shake off the infection. If he fails he will obey the command happily.
The virus is detectable at the psychic level through powers such as psychic diagnosis and see aura, as well as through the power of supersurgeon. In addition, a chemical analysis of an infected person’s blood will reveal the presence of the virus
At fifth level, the character can make his psychic virus contagious. Contagious viri may pass from victim to victim, spreading beyond the immediate range of the character. The character is still limited to 30 victims per level in this fashion, and the character can veto any new transmission. At fifth level the virus is also a spoilsport. Victims who are cured go into a mild withdrawal for 6d6 days.
Curing the virus: there are several ways to free victims of the virus. An analytical hardware character with a fully stocked lab and a sample of the virus, may tray to make a cure (-30%). Psychic purification has an 80% chance of removing the virus, while magical cures have a flat 10% per level of the spell used chance of success. Another cure is to attempt counter brainwashing techniques (5% chance per day). Alternatively one can go straight to the source. If the character is beaten down to HP, his hold on others weakens significantly. Once he has lost all SDC, all victims get a saving throw at +2. after that point, every blow shakes 1d4 victims free. Alternatively, the character can release a victim at will. When a victim is no longer infected, his ME returns to him.
Other bonuses:
+1d4 IQ, ME, MA. +1d6 PB
+4 to save vs psionics. Half effect even if the save is failed. (immune to psionics after 100 victims)
able to sense the general well being of all victims, as well as general location. Will know if a victim is cured, or is in the process of brainwashing.
Soulriding:
The character has the ability to come to rest inside another living being, by turning into a bio-energy state and merging with another being. The character can merge with a willing target from thirty feet away (plus 5 feet per level) but unwilling targets must be touched for 15 seconds. (Normally one action) Once inside, the character shares all of the new body’s senses, and can Communicate with the host telepathically but cannot perform actions from within the new body. However he transfers the following abilities to the host.
· Any resistances or invulnerabilities
· Strength level (superhuman, extraordinary supernatural, but no attribute change)
· any bonuses to save vs psionics and possession.
· Healing factor. (if possessed by the character)
Additionally, the host also receives:
· +2 to save vs Psi
· +10% to skills the two characters have in common.
The character with this power also has the following bonuses:
If the body of the host is healed in any way, so too does the bio energy form.
Damage taken by the host is split between the energy form and the host (host takes 75%, the energy form takes 25%)
The two share a pool of hit points and PPE and ISP (where applicable) with a bonus of +10 if both were on full points when started.
+2 ME
+2MA
+2 to save vs possession
Cannot posses anyone resistant or immune to energy.(can sense these people)
Cannot dictate actions of the host
If the host is knocked out, the character is forcibly ejected from the host
Unwilling hosts can save vs psi to resist, and are aware of the character inside him
Super Leaping
A character with this ability has incredibly strong legs that, while not granting any increase in running speed due to their mass, do allow for leaping of great distances and heights. The character can leap 30 feet +10feet per level up or across. The character is immune to falls of 150feet or less. Falls greater than this do half damage (may still roll with fall)
Leap dodge: the character can leap dodge, moving 25 feet in a dodge (+5 feet per level) for a +1 to dodge at levels 1,3,6,9 and 12
Has leap attack and jump kicks, which use two attacks. Damage is as regular plus 3d6(after doubling). All other kicks receive +1d6 damage.
Has the precision leaping ability mentioned in Skraypers (pgs 41-42).
can triple speed by leap/hopping. Adds +1 to PP, +15 SDC and +2 to roll with punch.
Sense of balance is equal to 75% +3% per level.
Character can also do a timed dodge, forcing an attacking character (presuming the dodge succeeds) to strike whatever lies behind the character (power box, another PC etc..) As a regular dodge -1. Not compatible with Leap dodge.
Supersight
This character has a wide and diverse range of vision related abilities.
1) Vision is enhanced. The character can see items with great clarity, able to make out faces at a little over a mile, and can see and recognise tiny items
2) The character can see in the IR and UV spectrums, can perceive microwaves and x-rays. This grants him thermal vision to 60 feet
3) Can see invisible characters, as well as those supernaturally concealed and under the effects of chameleon.
4) Can see electrical activity, such as those created by live wires (+10% to demolitions disposeal skills, +5% to electronics skills)
5) Can see a person’s electromagnetic emissions (like see aura, can determine emotional state and if they posess any strange energies)
6) +3 to initiative, +6 to perception checks.
7) +20% detect concealment and detect ambush
See through disguise and forgery skill 55% +5% per level
Supersurgeon
The character is a master surgeon with the ability to rapidly diagnose and treat patients. While the character may have no formal training in the medical arts, he will still be able to act as a surgeon of the highest calibre.
1) Steady hands: the character’s hands are steady and reliable, granting the bonuses from the minor power : heightened sense of touch.
2) Innate medical knowledge: the character can operate as if he had the Paramedic, biology and MD skills at 75% or +25% to these skills if they are already existent. He enjoys a +10% bonus to all other medical skills possessed. If the character has no medical training, he will infuriate those who do. (‘I’m about to stitch the thingo shut, give me the tong things and the cotton balls’)
3) Auto sterilisation: the character sterilises all area’s he touches. No instrument or area can be considered unclean or infectious while he is in it. People within 30 feet of the character become immune to disease and infection (does not cure current infections or disease)
4) Superior treatment: The characters presence is enough to double the rate of recovery for anybody he tends to. In addition, people suffering from disease or poison and is treated by this character, enjoy a +4 to resist disease or illness, suffer half the symptoms and recover in half the time. For diseases that are chronic or severe (aids, cancer) there is a flat 10+ the characters MA percent chance of remission every week.
5) Instant diagnosis: For purely normal illnesses, disease, injury or poisons the character can diagnose accurately within 1 minute of examining a target. Strange illnesses, exotic or magical diseases, or injuries (nanotech infiltration, has had a pencil phased with his spleen, is transforming into a mutant) the chance is merely 40%.
6) Surgery: where medical treatment requires ‘going in’ the character works at 4 times the normal speed and surgical incisions and treatments heal at a whopping 6 times normal rate. The character is also a dab hand with knives. With any bladed instrument under 10 inches in length, the character inflicts +4 damage and has +1 to strike and +2 to throw.
Telereformation:
The character can disintegrate himself, churning into hundreds of shards, and then reform by collecting parts from the surroundings. This has numerous benefits:
1) Transportation. The character can travel 500 feet, plus 100feet per level. This is not instantaneous, taking about 5 seconds per 200feet. It is however, safe. The parts start to accumulate within 30 feet of the target location, and form at a safe place of choice. May be done once per minute, counts as two actions.
2) Rejuvenation: Each teleport reforms the body as a new entity, flushing out all unwanted parts, viruses and toxins. Additionally, each teleport heals 3d6 HP damage. (Does not heal SDC damage, but Will remove scars, reform lost limbs and renew blood supply).
3) Attack: Once at the desired location, the character may reform as a rain of parts, doing 4d6+PS damage, and is +4 to strike.
4) Limitations: The character is rebuilt, not teleported. The new body needs raw materials, and this means organics. This power works fine when teleporting to a jungle, or in an inner city environment. But teleportation in a desert, or onboard a starship stresses the power, causing 6d6 damage and temporarily removing a PE point. If it can be ruled that there is no, or too few organics, then the character moves 30 feet, and then reforms from his original molecules (no healing or rejuvenation). Beings who are built from different substances will work by variant rules. A character with Copy physical structure will never worry about this drawback, except when in a vacuum. As a rule, for every 1lb of You (count normal clothing), there needs to be about500lbs of the relevant material in a 1000foot radius of the reformation point. This power needs to be aimed. Just teleporting blind will send you 30 feet from your starting location. On the other hand, it is relatively failure free.
5) Other bonuses: Superb health, acquired from the rejuvenation ability. +6 HP, heals at double rate.
Temporal Awareness
The character has a limited form of time manipulation, granting minor but incomplete control over time.
1) Slow world: The character can view the world as a slowed down version of events. The character does not possess the enhanced reflexes or speed to make proper use of this facility (he is as slow as anyone) but his mental faculties are sped up by many times. The character enjoys a +2 to strike parry and dodge as well as +4 initiative from this heightened perspective.
2) Pausetime: By expending concentration, the character can slow time down more so, without slowing himself down. The character becomes able to perform superhuman feats at the expense of his endurance. The character can, during such a period, the character enjoys the following bonuses. X4 SPD, +2 attacks per melee, +6 Initiative auto dodge of +6 and +4 to strike parry and dodge. The character does not benefit from slow world when he is using pause time. The pause time effect can be used for as long as the character desires, but every melee round of use drops the character’s PE by one. Lost PE recovers at a rate of 1 per day.
3) Sense time: the character has the ability to perfectly perceive the flow of time and of temporal energy. The character can always accurately predict the time, can feel when he is in a different time period, and feel temporal phenomenon as it occurs.
4) Jaunt: the character can skip through time. By concentrating for a melee round, the character may simply skip forward through time. To the outside world, he vanishes, and reappears in the same location a variable time in the future. The character can move forward a maximum of 6 hours per level.
5) Temporal protections. The character ages slowly, at ¼ normal rate. He is immune to direct temporal tampering, such as through magic, or by conventional slowing effects (such as the slow motion control power). The character is aware of when changes occur in the time stream, and is immune to them. If Doc Diablo goes back in time and slaughters the character as a baby, only the world around the character changes.
Universe creation:
The character can create a whole universe from nothing. This rather draining procedure gives the character a whole new set of worlds to contend with, as well as explore, exploit and adventure in.
These new worlds are ‘parallel universes’ with similar histories, altered slightly by the will of the creator.
The base chance of success is 80% +2% per level, but is modified by the changes wrought by the PC.
Modifiers to roll
Change is in near history (last year or so) -0%
Change is in recent history (last couple of decades) -5%
Change is in modern history (last 100 or so years) -10%
Change is in distant history (100-500 years or so) -15%
Change is in ancient history (300-1200 AD or so) -20%
Change is in near prehistory (early mammals, or man) –25%
Change is in far prehistory (dinosaur and pre-dinosaur era) –30%
Change is slight, involving the alterations of minor events (Columbus arrived 12 years later, Gore was elected instead of Bush etc) -0%
Change is moderate, (Columbus died en route and America was discovered by his first mate, neither gore nor bush were elected) -10%
Change is severe, altering a major event in history. (America was discovered and settled by Vikings, Hillary Clinton was elected president) –20%
Change involves the alteration of fundamental laws of physics. –10 to -60%
In some cases a minor change, even in the recent past, can create a present which is radically different. The penalty to the roll reflects the events consciously changed, not the effects of such a change.
(Willis, known for his impetuousness, creates a universe where He was promoted instead of a co-worker. In this new universe however, his incompetence at the position may have caused the company to go bankrupt. Poor Willis shows up in the new universe without a job.)
The character forms the basic design in his head, and then concentrates to create the new universe. The process takes an hour to perform, and drains 6d6 HP and a PE point. The HP recover as normal, but the PE remains lost until the universe is cancelled. When finished, a portal between the current universe and the new one is created within 30 feet of the character, and remains for the duration of this power. This portal is in a similar location in the new world, and so the character may not be able to use this power for effective escapes. This portal allows the character and anyone else who knows about it (must at least suspect such a portal exists) to pass between worlds.
The new world exists for 3 months per level of the character, but time spent in that new universe does not count against it. After that time, the roll must be made again or the world collapses. It is unknown whether that universe ceases to be or that the portal is merely shut. A world may be cancelled early, at the character’s discretion.
As a curious side effect, unless the most minor of changes have been made, there is a mere 10% chance of meeting a parallel self in any universe. Items and people from a created universe that wind up in our own, become permanent fixtures in our reality if they remain here while the portal closes.
Urbanite
The character is adapted to live in urban and built up areas. The character is immune to pollution and acid rain, and possesses an instinctive sense of direction while in any urban area of 78% +2% per level.
While in a city or heavily urbanised area he has the following bonuses:
+6PS (Extraordinary) +2d4x10 SDC, +2 PE. Does not require sleep or nutrition and bioregenerates His PE in SDC or HP every hour. +10% to all skills (except swimming and wilderness), and has 60 foot nightvision.
While in a built up and man made area, but not a city (a freeway, a strip mall, a heavy structure or dense suburbs)
+2 PS +1d4x10 SDC requires no nutrition if he has access to pollutants, but will need to sleep, and simply enjoys x2 normal healing.
While in a non urban area (light suburbs, farmland, wilderness even an urban park) the character has no special benefits, and may actually starve.
Other abilities:
Urban sensing: the character can sense local urban structures within 300 feet +100 feet per level. This can be specific (looking for a nearby barber shop for instance) or general (feeling the presence of underground power lines while walking through the jungle). The character gains a type of intimate familiarity with the structure, but not specifics. (he may know the general layout of the barber shop, and the fact that it’s open from 7AM until 8PM, but won’t know the proprietors name, or if the villain gets his hair cut there).
Reciprocation: The city or urban structure he exists within attempts to subtly help the character out, either through it’s own will, or through the character’s subconscious manipulations. Either way, the character leads a bit of a charmed life. He is always able to find convenient parking, lights are usually green the whole way, his heat and power never fail him and he can always find shelter within minutes.
Minor powers
Alter age:
Character can modify his or age by 20 years per level, up or down. So a 30-year-old at first level, could alter his age from 10-50. Penalties for extreme age still apply. Extreme youth penalties also apply. This is mostly good for disguise ability. As the character progresses, he will find his continued youth fading. At 6th level, a 150year old, may seem no younger than 30, but may advance his age to a decrepit 270! To Offset this uselessness, the character may trade 10 years of age for an extra ten years of youth, able to age 10 years, or youthen 30years per level. The 150Yr old may then age to 210, or down to as young as infancy. This trade may be done at 5th level.
Immortal characters may adjust their apparent age based on the age they are stuck on, and may go through many lifetimes, riding up the age ladder, then inheriting as a much junior self.
PB +3
Halve penalties for age. Penalties for age are offset by 6 months per level.
Ages 50% slower. Calculate range of aging based on apparent age.
Autohypnosis
The character has the ability to exercise mind control over himself. Such control allows for a wide variety of effects.
1) Empathy: The character can alter his ability to empathise with others. By increasing his natural empathic responses, he becomes more friendly and charismatic, adding +5 to his MA score. By lowering his empathy, he becomes inured to the hardships of others, halving his MA but heightening his IQ by 5 as well as adding +10% to skills that involve cold analytical reasoning, and a further 5% if those skills involve medicine or interrogation.
2) Perfect memory: The character can heighten his recall of past events with crystal clarity. This is not total recall, designed to recall facts perfectly, rather the character may relive a past experience from his own perspective. While he may not remember the exact wording of an article he read 12 years ago, he will remember what he felt about the article, the general gist, specific times dates and names and so on.
3) Posthypnotic suggestions: The character can bury commands so that he performs them unconsciously, or that he forgets specific information until revealed by a predetermined cue. This is useful for smuggling information past telepaths, or constructing believable lies. In a similar fashion, the character can simply bury any insanities he may possess by simply identifying and then deleting the symptoms.
4) Mind over body: the character can also perform the following stunts: Ignore pain, fatigue or hunger, ignore fear. He also has a +4 to resist psi or mind affecting magic. He may act sober while drunk, and operate complex machinery while under the influence of all sorts of exotic substances.
Other bonuses: +1d4 to MA and ME.
Bullet-proof
The character has internal organs that are soft and pliable and which heal quickly. Weapons designed to impale, or hack inflict less damage. Additionally, the characters skin is tougher than usual, blunting these attacks even more. The character cannot take critical injuries, and heals at 2 times normal rate. Eyes, tongues and excised organs regrow within 12 hours. Sharp or pointy weapons inflict 2 points less per dice they inflict, while bullets and lasers inflict half damage outright. He also enjoys an extra 2d6+10 HP.
Carapace: Minor
The character has a sheet of chitin or other type of natural armour, which he can grow or retract in a manner similar to bio armour.
AR 10. Attacks under the AR do no damage. Carapace has 10 SDC per level, but provides full AR bonus when SDC are gone. +1 AR at level 3,6,9 and 12
While carapace is up PS +2. And character fatigues at ½ normal.
Carapace filters air and water, Providing life support for up to 3 hours.
Camouflage:
The character is able to effect a disguise by altering his pigmentation to that of a natural or unnatural surroundings. The type of camouflage available is determined below.
01-07 Urban 08-14 Jungle 15-21 Forest:
22-28 Scrub: 29-35 Underwater: 36-42 Swamp:
43-49 Desert: 50-56 Night/dark. 57-63 Arctic:
64-70 Non natural: 71-100 Any:
Non natural camouflage allows for the abundances in life unaccounted for by nature, such as brickwork, wall paper and tartan. The pigmentation may be turned on and off at will, affect only portions of the characters body or the whole lot, and affects normal clothing. In it’s official environment, the camouflage grants a motionless prowl of 76%+3% per level, or adds +20% to prowl. When moving, the character merely has a prowl bonus of +15%. In inappropriate environments, camouflage may still be used, just without full effectiveness, adding only a +10% to prowl.
Other bonuses: +10% to wilderness or streetwise skills. Track people at 45% +5% per level, +15% in the appropriate environment. Is –10% to be tracked physically.
Energy expulsion: Wall.
The character has one of the common energy expulsion types (Fire, sound, electricity etc...) but instead of a direct attack, he creates a wall of the aforementioned energy to block corridors, and box others in.
Range: 30 feet, +10 feet per level.
Dimensions: 15 feet long plus 5 per level, 6 feet high plus one per level and a foot thick (plus 6 inches per level)
Damage: energy wall: 2d6 +1d6 per level to anyone who passes through it. the wall can be described as safe with regards to the ground (is not affected) or not safe, which affects the ground it stands on.) The wall may be shaped as the user desires but once up, stays that way. Solid wall: The wall may instead be solid energy, too thick to pass through. It possesses an AR of eight to solid items (not other energy) and has 40 SDC. SDC increases by five per level, while AR increases by one every level. Touching the wall does a mere 1d6 +2 per level. Duration: one minute per level. Each wall erected counts as two actions.
Special manoeuvre, Boxing. The character attempts to create a wall or ring around a victim (or on top of). This requires a strike roll at minus 4, which improves as time goes by (+1 to strike every second level (the wall is bigger).)
Inhale/exhale matter:
The character can, with mighty breaths, inhale water, gas and small particles of matter (no larger than a golf ball up to 2 gallons per level. Such matter is compressed and stored in some internal pocket, to be released later. Such a tactic can be used to remove gas clouds, acid, or other annoying matter. Such matter can be held safely for 20 minutes per level, before being expelled on the spot. Such matter can be expelled forcefully, from 2 gallons up to the full amount stored. Each gallon of gas inflicts 1d4 damage as an exhalation attack, each gallon of liquid 1d6 and each gallon of solid matter 1d8 or 1d10 (if sharp or very hard) on top of other effects of the matter (nerve gas re released into an area does the above damage plus, well, it IS nerve gas. The character has +2 to strike with this attack. It can affect targets up to 60 feet away.
The character can breathe in any gaseous medium, and has +6 to save vs inhaled poisons and gasses.
Isoportation
The character can teleport nowhere. He cannot move from his locus but can instead alter his facing, trajectory and orientation on the spot. This has a number of uses.
· If falling, he may teleport 180 degrees, to fall upwards, or simply teleport nowhere but cancelling velocity.
· If thrown, hurled or otherwise moved the character can effectively stop.
· The character can right himself immediately, losing no actions.
· May shift items across his body, rapidly summoning weapons to hand and reloading without pause. Also usefull for removing handcuffs.
· With concentration, he may stand absolutely still in mid air or atop water.
· He may turn at any angle while moving at top speed without any pressure (momentum shifts with him to a new vector)
· Has an autododge, but cannot use this to move any distance.
· May perform awkward flights by throwing himself at the ground, then porting into the new direction with a new vector. When gravity takes a hold, simply realign oneself away from gravity. The character literally seesaws through the air at 3 times his ME in Spd.
Increase balance by +2 (or +15%) +15% to climb +2 roll with
Metaphysical regeneration
The character recovers ISP (if applicable) and PPE at an advanced rate. ISP recovers at 5 per hour (10 at rest, 15 in meditation) and PPE recovers at 10 per hour (15 at rest or 20 in meditation)
In most cases this power is not very helpful to the average character. The character does enjoy a bonus of +4 to save vs psionics and magic, as well as possession, wards etc.
The character also enjoys boosted health, healing an extra point per day. The character cannot be afflicted with negative energy, becoming immune to chi attacks (and regenerating his own chi at double normal rate). +2PE +2 ME +2 MA +2 PB
Midget:
This power allows the character to outright halve his normal height, and reduce his normal weight by 80%, without undue loss of strength or resiliency.
Being under 3 feet has its advantages.
+10% prowl
+2 to dodge, -2 to parry, +2 initiative
Character’s strength is unaltered, which means he can exercise his full strength while in a body that’s effectively 80% lighter. Effectively tripling his Spd, and allowing him to jump his PS in feet (double with a run, double again for extraordinary strength, triple for superhuman, quadruple for supernatural)
Character can transform in an instant, granting +4 to escape from grapples, or allowing the use of the power as a powered dodge (adds a further +2 to dodge if a shrinking dodge is used)
Minor adaptation:
The character is a minor, reflexive shape shifter, able to adapt his body to long and arduous tasks to increase efficiency and effectiveness.
Any time the character is working on a task that is prolonged, or arduous, his body adapts to better accommodate needs.
1) Skills adjustment: Whenever the character is performing the same physical skill over a period of time (1-4 hours, dependant on the skill) he gains +3% to any single relevant skill per level of experience Bonuses gained from such a change may be kept long after the need has passed, up to an extra day per level, longer if he frequently practises the needed skill.
2) Endurance adjustment: Whenever performing long tasks which may require endurance, the character’s resistance to fatigue rises to compensate. At first level he fatigues at ¾ rate after the first hour of any long or repetitive task. At third level it becomes ½ rate, at fifth level 1/3rd, at 7th level ¼, and so on. The character only needs half as long to recover from that task, and is often accompanied by minor cosmetic adaptation. Note this fatigue rate only applies to the specific task and possibly related tasks. As with skills adjustment, as long as the skill is maintained, the bonus may be kept for one day per level.
3) Attribute adjustment: The character enjoys changed and increased attributes to better perform selected tasks. Every level, the character gains +1 point in an attribute when he adapts to a specific task. These points may be divided amongst related attributes. As with the above two sub abilities, the changes may be kept for 1 day per level, longer if the task is frequently attempted.
4) Example: Monkey wrench is a fifth level mutant Human, with, among other abilities, Minor Adaptation. He has been vacationing on the Cayman Islands, doing the usual fishing, snorkelling, and above all, swimming. After several hours, he has developed the following: +15% to the swimming skill, swimming fatigues him at 1/3rd rate and he has a+3 PS and a +2 PE. Mutation wise, he has developed larger lungs, webbed fingers, a dorsal fin, and powerful shoulders. He will look like this for up to five days (or less if he chooses), longer if he continues to swim every day (up to five days after he stops swimming)
5) Other bonuses: +4d6 SDC, +2 PE
Non Human Metabolism: The character’s body is not made of the same substances and compounds (or indeed organs) that humans are. +4PE +6d6 HP +6 to save vs all drugs and poisons. Is Mildly poisonous by nature, and requires slightly different foodstuffs than humans. Is hard to perform medicine on though, -15%.
Overwhelm:
The character can temporarily alter his mass or morphology in an attempt to overwhelm an opponent. This can involve becoming temporarily super dense (5 times normal mass), flattening out like a net or sheet, or a rapid springing attack. In any events, the effects are very similar:
A Body block tackle can inflict 2d6 damage (plus PS bonus), plus a character struck with this attack must check for balance or fall down (check is at –20% or –4). If the targets falls, the attacker may make a second strike roll (does not count towards the number of attacks per melee). If undefended, the target is pinned or trapped, and must escape as if he was pinned. Victims of such a tackle lose an attack per melee and initiative, and is at –4 to escape the pin. An overwhelm attack counts as 2 actions.
The character also has a few other bonuses:
Automatically knows all wrestling moves
+2 PS +2 PE +6d6 SDC
Is considered to have twice his normal strength when using an overwhelm to smash down doors or tip over obstacles.
Character can leap 12 feet across or 6 feet high to perform an overwhelm attack.
Phase organs:
The character’s internal organs have been replaced with a kind of sub spatial energy form. This cloud of shifting matter function effectively as adequate replacements, but are not subject to the effects of outside forces. In effect:
The character is unaffected by ingested or inhaled poisons (no effect)
The character suffers half effect from disease or injected poisons (and has +2 to save)
The character’s internal organs are not subject to damage from piercing weapons. Such weapons (such as bullets, stabbing weapons or laser fire) inflict 1/5th damage. Slashing weapons inflict half damage.
The character is immune to effects that distort or manipulate internal organs, such as but not limited to; Nausea from spinning, effects that disrupt the inner ear, many biomanipulation effects, critical injuries that affect internal organs (punctured lungs, brain damage) and nerve gas.
The character can still be drowned however, as water flows into the mouth and nose into the phased organs.
Power transferral
The character may move one of his minor powers to another character. This power remains at the characters level of experience/power if given to normal man, but if given to a super being of any sort the range, effect and damage is halved. At 3rd level, an aspect of a major power may be granted to another, and at 5th level a whole major power may be granted. While granted the super being lacks the power.
Rolling:
The character is able to curl into a ball or disk and roll. Rolling into a ball takes one action, unrolling takes next to no time at all. When in a ball, the character can roll to 50 MPH, plus 10Miles per level. The main form of attack while rolling is to collide with someone, inflicting 2d6 damage +4 for every 20 miles per hour. Any such tackle causes the character to unroll, as will any collision. The character may instead do half damage, and roll Over a person. Such an attack is only successful if the character is crouching, small, or is 20% lighter than the attacker. While at speed, the character is +4 to dodge. While barrelling along, the character can bounce, reducing speed to 2/3rd but each bounce takes the character 5 feet into the air, +2 feet per level. As an attack this does 2d6 damage, plus 4 for every 20 mph and is a critical, taking all actions for the round (apart from rolling) and unrolls the character.
Other bonuses: +25 SDC, +2d4 Spd. +4 to roll with punch/fall or impact. +2 PP while rolled up (very manoeuvrable) has a pilot: self at 70% +6% per level, and a sense of balance while rolled of 75% +3% per level.
Sense Sharing:
The character can “see” through the eyes of people around him, and share other senses as well. With this, a character is always alerted to sneak attacks from within range, and can see in places not immediately in line of sight of the character. In combat, this offers a +2 to initiative, +2 to parry and dodge. Range…anyone within 30 feet +5 feet per level. Anyone aware of this power may make a save vs psi (false psionics). Likewise, mindblock flubs this.
Uncanny Parrying
Character has an uncanny sense of speed and direction of projectiles, which gives an ability to parry things easier than most people. The character also has some sort of hard surface (player's choice of material) covering his forearms, which protects him and helps him to parry all manner of things without harm.
Bonuses:
+2 to parry
Can parry projectiles with only +1 at levels 3, 6, 9, 12, 15, +PP bonus or wp bonus.
Can parry lasers/energy blasts at half projectile bonus.
The forearms have 50 SDC each. And add +2 to punching damage
Can all out parry, ignoring the regular action to perform a parry at +3 (+5 total)
Can parry attacks from any direction, even from behind, if he knows the opponent is there. Complete surprise attacks are unable to be defended against.
+1 to dodge (superior reflexes) +2 initiative.
+15% to Criminal Science & Forensics in regard to ballistics.
Whirlwind mode. This is the only action the character can perform all round. By declaring whirlwind mode the character ignores the initiative segment and makes as many whirling parries as possible. He makes a parry against all incoming attacks. Ranged attacks that are not parried inflict half damage. (partial deflection) Opponents who are parried are immediately counter struck. The counter strike inflicts 1d6 damage (or by weapon) but has no bonus to strike or damage. As long as opponents are within reach, they will be counter struck as long as they initiate a HTH attack on the PC. Weapon attacks are immune to this counter strike.
Range: Self +1 other at arm's reach at levels 7 and 14. Duration: One melee/PE point, with concentration
Variable defence
A variation on the adaptation power, where the character can "get used to" adverse effects of attacks or environmental conditions. The character once exposed to a damaging effect may alter his body to better endure the effect. Any single energy type may be resisted, as can psionics, magic, pain, disease, toxins and acids.
When he is first struck with one of the aforementioned effects, he takes damage as normal.
If struck again within 10 minutes, he gains either a +2 to save, or takes ½ damage/ effect.
If struck again within 10 minutes, damage is reduced to ¼ and the saving throw is at +4
Any damaging effects from that point onwards do no damage, as the character has become resistant.
Effects that require a save receive a +2 bonus extra for each exposure.
The character can hold a resistance for 10 minutes, plus 2 per level after the first. After this period, unless re exposed, the resistance drops away.
The character may have one resistance at a time, plus one at levels 3,5,7,9 and 11.
Water adaptation
The character is transmuted by being touched by water. When the character is immersed in water (soaking wet, or up to his knees in water) the character’s skin hardens and his muscles tighten. He gains an AR of 11 and 1d4x10+30SDC, as well as an extra 4 PS which becomes extraordinary. His speed increases by 50% while his PE rises by 30%. While in water he heals at 5 times normal rate. When totally immersed (neck or deeper) He gains an extra attack per melee, swimming advanced at 88% and an extra 4 PS and 30 SDC. The character can hold his breath for 2 times his PE score and can survive pressures of up to 600 feet, while his AR jumps to 13.
Additionally, whenever his character is ‘soaked’ his powers undergo an increase in range and duration of 50%, while damage is increased by an extra 10%.
While out of water, the character can sense the presence of water up to 60 feet away. This includes the water in people (but only 30 feet range and only 60% surety)
"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
“Iczer, you are a power generating machine.” - Mr Twist
- Joseph Kerr
- Explorer
- Posts: 113
- Joined: Thu Jan 15, 2004 2:49 am
- Location: Silver Reno
Re: NEW POWERS!
Jagermeister, i love EE: Embue! Have anymore besides the one you posted? Please! I want more! Tell me you have thought up more! Just so this wont be considered spam...back on subject.
Major: Reconstruction. I'm still working this one out, but it's similar to Blowthrough Invulnerability from Cardiac's post, only to a not so uber-degree. I'll get back to you guys on that.
Major: Evolution. Yea...this is gunna take time to work out. Appreciate it if anyone wants to help.
Major: Reconstruction. I'm still working this one out, but it's similar to Blowthrough Invulnerability from Cardiac's post, only to a not so uber-degree. I'll get back to you guys on that.
Major: Evolution. Yea...this is gunna take time to work out. Appreciate it if anyone wants to help.
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
Re: NEW POWERS!
So what sight do we go to see this.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- dark brandon
- Knight
- Posts: 4527
- Joined: Thu Aug 14, 2003 10:20 pm
- Comment: I want you more when you're afraid of me.
- Location: Louisville, KY
Re: NEW POWERS!
VR Dragon wrote:Okay recall reading around here someplace about people asking for powers to be made. So I figured I could give it a try. So if those of you who want to wait for something official to come along in anther book or some such, then lets lay a foundation for them. So if you would all be so kind as to post what you would like to see added to the line up just post it. Please also any info you could provide about what the ability should have.
I am glad for PU and PU2, now with some creative work we might just get the PU 3.
I look forward to your ideas.
Are you writing PU3?
"We're trapped in the belly of this horrible machine And the machine is bleeding to death The sun has fallen down And the billboards are all leering And the flags are all dead at the top of their poles ...I open up my wallet And it's full of blood "~~Godspeed you black emperor.
- acreRake
- Hero
- Posts: 1362
- Joined: Sun Nov 17, 2002 2:01 am
- Comment: Greatest Rune Gardenweasel
- Location: Out of sight, Out of Mind
Re: NEW POWERS!
Who is the author? (screen name/alias is fine)Jaegermeister wrote:KUDOS to the author!
- taalismn
- Priest
- Posts: 48645
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Re: NEW POWERS!
Joseph Kerr wrote:Major: Evolution. Yea...this is gunna take time to work out. Appreciate it if anyone wants to help.
Use the Bio-E system and 'Evolved Humans' from TMNT and Transdimensional Turtles for super-evolved or de-volved humans...Give the power user a base pool of Bio-E modified with experience, and the ability to shape his body to acquire animal abilities or mental abilities at will, but at the expense of other capabilities/stats.....Impose a time penalty---the more Bio-E expended to acquire/evolve a trait(or package of them), the longer it takes(takes time to grow wings or power up that expanded psychic cranium that isn't used to such power)...
Or maybe make it a random thing with a skill profficiency attached...the user has to concentrate for x-amount of time to acquire a particular 'evolution' package....blowing the superbeing's concentration during the critical time period forces him to roll on a random result chart reflecting various possible paths of evolution...with potentially disasterous results...AS possible paths of human evolution include(but not limited to)....Urban Beast(de-evolution), Couch Potato/Internet Trog, Brainac Whimp, Morlock, 2001 Starchild, Eloi, Cold Calculator, Golden Age Superhuman/Atomic Man.....
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
a thread is only dead when people stop replying to it.
if you want to add to it, you dont have to wait for whoever started it or anyone else. just go ahead and post more powers you have or archive what's been added if you're worried about them dissapearing.
if you want to add to it, you dont have to wait for whoever started it or anyone else. just go ahead and post more powers you have or archive what's been added if you're worried about them dissapearing.
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
ZEN wrote:Remember Thagema, get the OK from all the web site authors before you add their material to the netbook.. I tried the same sort of thing a long time ago and earned the short lived hatred of many.. it was not fun.
very good point.
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
Here's a power or two I was thinking of using in a game;
Switch Places(Major)
This power allows the superbeing to switch places with another person. They switch positions, but keep their original clothing, equipment, etc... They also switch momentum(so a falling super with this power switches places with a person on the ground, the super is fine and the other person is pretty much jelly). This can be used as a dodge action, with half the char's IQ bonus to skills used as a bonus to dodge only.
Duration: Permanent
Range: Line of sight.
Save: Only a supernatural creature, mage with either temporal or phase powers, or a superbeing are allowed a save. Use PE bonuses to save vs. magic to save. A 16 or higher is needed to save(note this is not psionic or magical in nature).
This requires one action to activate, two if used as a dodge.
I made that one a major because of the interesting applications. Think of a villain with this power holding a hostage. Waits until a hero is about to rush in and punch(or stab, or whatever), then switches places with the hostage. Even without a hostage, switching places with a bystander. Pretty nasty, especially combined with the Temporal Awareness power previously listed.
Supervision:Other People(minor)
This ability allows the superbeing to see out of the eyes of someone else within line of sight range. None of the superbeing's other vision powers can be used while looking through someone else's eyes, although if they have vision powers or other modes of vision the altered vision is what is seen. This can also be used against people in power armor or exoskeletons along with animals, aliens, and insects.
Range: Line of sight.
The char can also memorize 1 person+ 1 additional person per level. The people memorized are people the char can see out of even if out of sight. Range is limited to 1 mile per level with imprinted people. It takes one melee round of concentration to imprint someone.
I was also thinking about a new major called Manipulate Powers. It allows a char to manipulate the super powers of others, including powers natural to alien races. Allows the char to switch off or on subpowers or aspects of powers. Examples; switching off a super's immunity to fire who has APS:Fire(ouch) or switching off the energy part of an Invulnerable char. Let me know what you think of the powers, or an idea how to design Manipulate Powers.
Switch Places(Major)
This power allows the superbeing to switch places with another person. They switch positions, but keep their original clothing, equipment, etc... They also switch momentum(so a falling super with this power switches places with a person on the ground, the super is fine and the other person is pretty much jelly). This can be used as a dodge action, with half the char's IQ bonus to skills used as a bonus to dodge only.
Duration: Permanent
Range: Line of sight.
Save: Only a supernatural creature, mage with either temporal or phase powers, or a superbeing are allowed a save. Use PE bonuses to save vs. magic to save. A 16 or higher is needed to save(note this is not psionic or magical in nature).
This requires one action to activate, two if used as a dodge.
I made that one a major because of the interesting applications. Think of a villain with this power holding a hostage. Waits until a hero is about to rush in and punch(or stab, or whatever), then switches places with the hostage. Even without a hostage, switching places with a bystander. Pretty nasty, especially combined with the Temporal Awareness power previously listed.
Supervision:Other People(minor)
This ability allows the superbeing to see out of the eyes of someone else within line of sight range. None of the superbeing's other vision powers can be used while looking through someone else's eyes, although if they have vision powers or other modes of vision the altered vision is what is seen. This can also be used against people in power armor or exoskeletons along with animals, aliens, and insects.
Range: Line of sight.
The char can also memorize 1 person+ 1 additional person per level. The people memorized are people the char can see out of even if out of sight. Range is limited to 1 mile per level with imprinted people. It takes one melee round of concentration to imprint someone.
I was also thinking about a new major called Manipulate Powers. It allows a char to manipulate the super powers of others, including powers natural to alien races. Allows the char to switch off or on subpowers or aspects of powers. Examples; switching off a super's immunity to fire who has APS:Fire(ouch) or switching off the energy part of an Invulnerable char. Let me know what you think of the powers, or an idea how to design Manipulate Powers.
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
thagema wrote:[snip]
But anyway, I wasn't referring to the thread as 'being dead', but the project VR seemed to have started.
So, if anyone who has powers or ideas for powers posted here, let me know if it's cool to use them.
[snip]
One final note: If you don't want me to modify any power you have created, let me know. If not, expect me to make some modifications. Sorry, it's just the way I am. I like things balanced and tend to tone down many powers. Letting me know beforehand will prevent any ill-feelings.
Thanks.
I posted a power on page one feel free to use it. I've been waiting for VR to tweek it in so feel free to change it to balance it too. Looking forward to seeing your take on it
-
- Adventurer
- Posts: 540
- Joined: Tue Dec 12, 2000 2:01 am
ZEN wrote:You are welcome to use any stuff I come up with Thagema, including material on my web site (the mega psychic stuff needs updating anyway).
Also, while on the subject of Powers Projects.. I've been thinking about the Skills for Powers thread and using skill slots for power stunts and power mastery.. I think a web resource for new powers and an optional skill achive for super beings would complement each other nicely.
The aim would be to each take a minor or major super power and come up with specific stunts for that power, plus, developing a more general Power Mastery skill tree for the different broad categories of powers (Transformation, sensory, expulsion, matter creation, dimensional, etc)..
What do you think?
Sounds cool to me
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
Hey thagema, as long as you're taking up VR's project, I've been thinking about a couple of power ideas for a few days now.
First I'd like to see an energy based version of Copy Physical Structure. I'm not sure how to work it but I imagine that the power would include Energy Resisitance (or make him immune to energy attacks) so that the character could survive grabbing power lines or sticking his hand into an open flame long enough to change his body into energy.
Another power I've seen a couple of times in comics is the ability to control all 4 elements (Control Elemental Force:All). Sounds pretty munchie but if it was toned down just right it might work. Maybe give it sub powers like Elemental Wall, Elemental Attack (doing the same amount of damage no matter which element you're using for the attack) and Move/Manipulate Element(?). Not sure if it is even workable but it's one I'd kind of like to see. Unless it might work better as 4 separate Minors (Manipulate Elements maybe?).
Thanks in advance
First I'd like to see an energy based version of Copy Physical Structure. I'm not sure how to work it but I imagine that the power would include Energy Resisitance (or make him immune to energy attacks) so that the character could survive grabbing power lines or sticking his hand into an open flame long enough to change his body into energy.
Another power I've seen a couple of times in comics is the ability to control all 4 elements (Control Elemental Force:All). Sounds pretty munchie but if it was toned down just right it might work. Maybe give it sub powers like Elemental Wall, Elemental Attack (doing the same amount of damage no matter which element you're using for the attack) and Move/Manipulate Element(?). Not sure if it is even workable but it's one I'd kind of like to see. Unless it might work better as 4 separate Minors (Manipulate Elements maybe?).
Thanks in advance
- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
Water Manipulation
1. summon water
the mutant can summon 50 gallons per melle attack
per level of experence
2. water control
said mutant can telekinitically control 50 gallons of water
per level of experence, the water under this control can
be formed to look like what ever the mutant desires.
range is 50 feet per level of experence
3. water temptuature
said mutant has absoulute control over how how or cold
water is the water can be made to be frezzing cold or
boiling hot, with in one melle round 50 gallons of water can be
effected at a time, ramge is 50 feet per level of experence
4. water blast
can blast an enemy with a high powered blast of water
does 3d6 damage at first level add another 1d6 every even
level of experence, does double damage if a melle is taken to
boil the water before blasting it.
5.water sheld
water is turned into a force feild that has 30 SDC per level
of experence range is 50 feet per level of experence force feilds
last one minute per level of experence
1. summon water
the mutant can summon 50 gallons per melle attack
per level of experence
2. water control
said mutant can telekinitically control 50 gallons of water
per level of experence, the water under this control can
be formed to look like what ever the mutant desires.
range is 50 feet per level of experence
3. water temptuature
said mutant has absoulute control over how how or cold
water is the water can be made to be frezzing cold or
boiling hot, with in one melle round 50 gallons of water can be
effected at a time, ramge is 50 feet per level of experence
4. water blast
can blast an enemy with a high powered blast of water
does 3d6 damage at first level add another 1d6 every even
level of experence, does double damage if a melle is taken to
boil the water before blasting it.
5.water sheld
water is turned into a force feild that has 30 SDC per level
of experence range is 50 feet per level of experence force feilds
last one minute per level of experence
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
Control elemental force fabric
Range 300 feet plus 30 feet per level of experence
Summon Fabric, up to 100 pounds of fabric can be summoned
out of nowhere,
Ribbon tenticals- 1 ribbon every odd level of experence can be made
to act like a tentical, they have super human strengh and add one melle
attack.
Costume- the charater can shape his summoned fabric into a costume
or what ever clothing the charater wishes treat this ability like a taloring
skill at 98% the clothing is perminate
Whip attack- ribbons can be made to do a whiping attack 4d6 plus 2 sdc per level of experence
the other powers are identical to the fabric power in the PU1 book
Range 300 feet plus 30 feet per level of experence
Summon Fabric, up to 100 pounds of fabric can be summoned
out of nowhere,
Ribbon tenticals- 1 ribbon every odd level of experence can be made
to act like a tentical, they have super human strengh and add one melle
attack.
Costume- the charater can shape his summoned fabric into a costume
or what ever clothing the charater wishes treat this ability like a taloring
skill at 98% the clothing is perminate
Whip attack- ribbons can be made to do a whiping attack 4d6 plus 2 sdc per level of experence
the other powers are identical to the fabric power in the PU1 book
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
thagema wrote:Element Aura: Earth
1. Earth Armor
Duration: Until the SDC is depleted, the character dispels it, or 3 melee rounds per level of experience
I think it should have a longer duration. More along the lines of 1 minute per level of experience?
2. Earth Weapons
Duration: Until dispelled or 2 melee rounds per level
I think this one should last as long as the Element Aura is on unless the character chooses to dispell it.
3. Limb Extension
This ability will cancel the armor as the element is moved to the selected limb. Another action must be spent rebuilding the armor.
The extension will last for one melee round, unless the character uses the material to reform the armor. If the time limit expires, the material will crumble and the character will have to recreate the armor, if enough earth is available.
Maybe the character could give up some of the Auras SDC for extending a limb instead?
Though it isn't quite what you were thinking of, you gave me an opening to show off something I have been working on. Thanks!
Oh, and what do you (and everyone else) think?
I like the idea of the different Element Aura powers (and even the things I already mentioned) I think this one is great. Keep up the good work.
Here's an idea for the Copy Energy Structure;
This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.
1. Switching to an energy form requires two melee actions to perform(1 to absorb and analyze, 1 to transform). This takes up the character's next two actions. Being knocked unconcious or stunned before the second action takes place will stop the transformation.
2. In ANY energy form, the character gets AR 13 against all physical attacks. Any attack under the AR does no damage as it passes through the character harmlessly. Any attack over the AR is substantial enough to disrupt the character's form enough to cause damage.
3. The character has 200 SDC in all energy forms.
4. The character is resistant to energy in all forms, even when not transformed. The first 10 points of any attack do no damage. After the initial 10 points, the rest of the damage is halved. This does apply to magical energy attacks. Physical attacks, magic weapons, psionics, and explosions do normal damage.
5. All of the characters hand to hand attacks to an extra 1d6 damage due to the energy causing damage. Likewise, any character attempting to physically attack the character in melee(unprotected hands, feet, etc...) takes 1d6 damage.
6. The character has a short range energy bolt ability, as per energy type. The range is only 50ft due to the fact the energy bolt comes from character's body; it is a part of him. This attack does no damage to the character because as soon as it hits it is reabsorbed into the character. If dodged, the attack misses, etc..., the bolt dissipates immediately at the end of the 50ft range.
Range: 50ft.
Damage: 3d6+1 point per experience level.
Strike Bonus: Like a firearm. Aimed shots only at +3.
Note: This can also be used to form energy melee weapons(may require a power stunt). Treat them as doing 3d6 damage. If used to coat a weapon that is immune or resistant to the energy the character has become, that weapon does an extra 1d6 damage.
7. In energy form, the character has a Horror Factor of 10. This is increased to 14 if the opponent is particularly vulnerable to whatever energy the character has become.
8. No, you can't fly unless some other power gives you the ability to do so.
9. Through concentration, the character can increase the damage taken by objects(or people) that come into contact with them.
Range: Very close, only a few inches out from the character.
Damage: 4d6+1 point per experience level.
Limitation: The character can take only a few actions while this is being done. No attacking or dodging possible; any attempt to do so immediately cancels this power. Parrying is possible, but without benefits of bonuses of ANY kind. Slowly burning through a door(or other such non combat kinds of attacks) are allowed.
10. The character takes on the particular qualities of whatever energy they have become. This means becoming electricity can disrupt machinery, fire and plasma can burn, radiation can burn and cause problems later on for the affected, sunlight(and only sunlight, not laser or other artifical light) can harm(and even kill) vampires, etc... Use the normal energy bolt damage, or hand to hand damage as it applies.
Limitations: While the character is transformed, actions requiring a delicate touch are impossible. Same with holding guns and such. They suffer too much damage to stay usable(though if the char wants to pick up a gun while transformed into fire or plasma, let them. And watch the bullets explode). They also take on the vulnerabilities of the energy form. In most cases, they will be forced to transform into their original form. Treat damage taken as a percentile roll. Any roll under the damage taken, before any resistances gained through this power, forces the character to transform back to their original form. A roll of 12 or higher on a 20 sided die, including ME bonuses, can be made for an immediate renewal of the energy form. This takes up the standard one action to transform, and all damage taken to far still applies. No instant healing. For example, as a fire creature, extreme cold or a LOT of water can force the transformation back. GM's discretion on what can force the change.
That's it.
What does everyone think?
This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.
1. Switching to an energy form requires two melee actions to perform(1 to absorb and analyze, 1 to transform). This takes up the character's next two actions. Being knocked unconcious or stunned before the second action takes place will stop the transformation.
2. In ANY energy form, the character gets AR 13 against all physical attacks. Any attack under the AR does no damage as it passes through the character harmlessly. Any attack over the AR is substantial enough to disrupt the character's form enough to cause damage.
3. The character has 200 SDC in all energy forms.
4. The character is resistant to energy in all forms, even when not transformed. The first 10 points of any attack do no damage. After the initial 10 points, the rest of the damage is halved. This does apply to magical energy attacks. Physical attacks, magic weapons, psionics, and explosions do normal damage.
5. All of the characters hand to hand attacks to an extra 1d6 damage due to the energy causing damage. Likewise, any character attempting to physically attack the character in melee(unprotected hands, feet, etc...) takes 1d6 damage.
6. The character has a short range energy bolt ability, as per energy type. The range is only 50ft due to the fact the energy bolt comes from character's body; it is a part of him. This attack does no damage to the character because as soon as it hits it is reabsorbed into the character. If dodged, the attack misses, etc..., the bolt dissipates immediately at the end of the 50ft range.
Range: 50ft.
Damage: 3d6+1 point per experience level.
Strike Bonus: Like a firearm. Aimed shots only at +3.
Note: This can also be used to form energy melee weapons(may require a power stunt). Treat them as doing 3d6 damage. If used to coat a weapon that is immune or resistant to the energy the character has become, that weapon does an extra 1d6 damage.
7. In energy form, the character has a Horror Factor of 10. This is increased to 14 if the opponent is particularly vulnerable to whatever energy the character has become.
8. No, you can't fly unless some other power gives you the ability to do so.
9. Through concentration, the character can increase the damage taken by objects(or people) that come into contact with them.
Range: Very close, only a few inches out from the character.
Damage: 4d6+1 point per experience level.
Limitation: The character can take only a few actions while this is being done. No attacking or dodging possible; any attempt to do so immediately cancels this power. Parrying is possible, but without benefits of bonuses of ANY kind. Slowly burning through a door(or other such non combat kinds of attacks) are allowed.
10. The character takes on the particular qualities of whatever energy they have become. This means becoming electricity can disrupt machinery, fire and plasma can burn, radiation can burn and cause problems later on for the affected, sunlight(and only sunlight, not laser or other artifical light) can harm(and even kill) vampires, etc... Use the normal energy bolt damage, or hand to hand damage as it applies.
Limitations: While the character is transformed, actions requiring a delicate touch are impossible. Same with holding guns and such. They suffer too much damage to stay usable(though if the char wants to pick up a gun while transformed into fire or plasma, let them. And watch the bullets explode). They also take on the vulnerabilities of the energy form. In most cases, they will be forced to transform into their original form. Treat damage taken as a percentile roll. Any roll under the damage taken, before any resistances gained through this power, forces the character to transform back to their original form. A roll of 12 or higher on a 20 sided die, including ME bonuses, can be made for an immediate renewal of the energy form. This takes up the standard one action to transform, and all damage taken to far still applies. No instant healing. For example, as a fire creature, extreme cold or a LOT of water can force the transformation back. GM's discretion on what can force the change.
That's it.
What does everyone think?
For the Control Elemental Force: All, maybe just mix and match various parts of the other CEF.
For example.
Control Elemental Forces(Major)
This power allows the character to manipulate the various four elements(earth, air, water, fire) in minor, but useful ways. Work with your GM to decide on the effects generated by chars with a different view on the elements(like wood, metal).
Part 1- Air.
Use the subpowers of CEF:Air numbers 1, 4, 5 and 6.
Part 2- Earth.
Use the subpowers of CEF: Earth numbers 2, 3, and 4.
Part 3- Fire.
Use the subpowers of CEF: Fire numbers 3, 4, and 5.
Part 4- Water.
Use the subpowers of CEF: Water numbers 1, 3, 6, and 8.
The hero is also resistant to energy, element based, attacks. Fire, heat, lava, plasma, cold, and electricity do only half damage to the character. This does not apply to magical energy or psionics.
Of course, that is just an idea.
For example.
Control Elemental Forces(Major)
This power allows the character to manipulate the various four elements(earth, air, water, fire) in minor, but useful ways. Work with your GM to decide on the effects generated by chars with a different view on the elements(like wood, metal).
Part 1- Air.
Use the subpowers of CEF:Air numbers 1, 4, 5 and 6.
Part 2- Earth.
Use the subpowers of CEF: Earth numbers 2, 3, and 4.
Part 3- Fire.
Use the subpowers of CEF: Fire numbers 3, 4, and 5.
Part 4- Water.
Use the subpowers of CEF: Water numbers 1, 3, 6, and 8.
The hero is also resistant to energy, element based, attacks. Fire, heat, lava, plasma, cold, and electricity do only half damage to the character. This does not apply to magical energy or psionics.
Of course, that is just an idea.
Maybe the CEF: Fabric can be tweaked. This is just my take on the ability, not trying to step on your toes Lord Cherico.
Fabric Animation and Manipulation(Major)
Like the minor power of Fabric/Cloth Material Animation, this power allows for the control of fabrics. However, the control is much greater.
1. Summon costume. The character can summon a stylized costume from the surrounding area. The power actually collects loose thread, lint(yes, lint), rags, and other such fabrics from the area and animates it to quickly come to the character, knitting itself seamlessly into the desired costume. Usually the costume has capes, cloaks, extended sleeves, etc.. to fully take advantage of the other subpowers. It takes one melee round to summon the needed fabrics in most urban environments, but it may take a lot longer in more rural areas, or even impossible in some areas.
Range: 1000ft radius from the hero is the maximum distance that fabric can be called from.
SDC: 20+5 per level
Note: This does not collect fabrics from other people's costumes or clothing(perverts). Also, coloration may not be perfect or even close, GM's decision. This power DOES clean/sterilize the affected fabric so the intersting things living on/in said cloth do not damage the character.
2. Seize Costume. This power actually causes another person's clothing/costume to fight against them, causing severe problems.
The fabric has an extraordinary strength equal to the character's ME. Certain materials may have a greater or lesser PS due to their composition. Continued use of this power takes up 1 attack per melee due to needed concentration.
Range: 20ft+10ft per level of experience.
Disadvantages to affected person: -2 APM. -3 to strike, parry, and dodge due to fighting the costume. Spd is reduced by half.
Notes: Certain materials(unique, super strong fabrics, etc...) may have much greater capabilities to affect someone; GM's discretion. This power only affects costumes or clothing mostly composed of cloth/fabric. For costumes using less, or where the clothing covers only specific parts, reduce minuses accordingly. An example would be if the cloth only covers the legs, parry and strike minuses are ignored(generally). Any creature with a supernatural strength equal to the PS of the fabric only suffer half the penalties described(-2 to strike, parry, and dodge though). A supernatural PS equal to twice or more than the fabric's PS are not affected(though they rip/shred their own costume).
3. Whip attack. Equal to the Minor power of the same name, except the +1 to strike applies even to non normal whip weapons. This can also be used on the character's own cape, cloak, etc..., without actually having to wield it(force of will).
4. Create fabric objects. This allows the character to create objects out of loose fabric the same as in number 1(described above). Creating enough durable material may take quite a while(example, 50ft of durable rope may be created per minute, or a decent backpack may take a few minutes or more); GM's discretion on time.
5. Mend fabric. By drawing on loose fabric in the area, costumes and other fabrics can be mended. Depending on level of damage, may take some time. Coloration and composition may not be perfect(take what you can get). Skill: 70%+4% per level of experience. Quick fixes in the middle of combat may have penalties.
6. Strengthen costume/clothes. By using this power, the character can increase rigidity of a costume along with constantly reinforcing it by summoning more loose fabric from the area. This takes up 1 attack per melee due to needed concentration.
AR: 9 +1 at levels 3,6,9,12, and 15.
SDC: +40+5 per level of experience
7. Control aided avoiding. By using the power for a split second to cause someone's costume to throw them off, the character gains +3 to dodge and parry. Also, by using another's costume to help move into an attack, the character can gain +1 to strike.
Range: 50ft.
Notes: This only affects costumes composed mostly of fabric. See number 2(described above) for limitation. This cannot be used in conjunction with number 2, above.
8. Living Costume. Subconciously, the character can cause their costume to help them! This only applies if the costume has capes, cloaks, or other protuberances capable of range.
Stats: SDC-10. +1 to strike, parry, and dodge only. Does not include character's bonuses. 2 attacks per melee. PS equal to character's ME(not extraordinary).
9. Fabric Animation. Can manipulate other fabrics in various ways, mainly minor(undoing knots or tying them, tying shoelaces together, commanding someone's hood to flip over and blind them, causing someone's cape/cloak to whip up and distract them momentarily, etc...) Causes -1 to strike, parry, and dodge normally(mainly due to confusion). Might be able to trip the person with a 55% chance.
Note: For some reason, this power does affect leather and hemp.
Like it?
Fabric Animation and Manipulation(Major)
Like the minor power of Fabric/Cloth Material Animation, this power allows for the control of fabrics. However, the control is much greater.
1. Summon costume. The character can summon a stylized costume from the surrounding area. The power actually collects loose thread, lint(yes, lint), rags, and other such fabrics from the area and animates it to quickly come to the character, knitting itself seamlessly into the desired costume. Usually the costume has capes, cloaks, extended sleeves, etc.. to fully take advantage of the other subpowers. It takes one melee round to summon the needed fabrics in most urban environments, but it may take a lot longer in more rural areas, or even impossible in some areas.
Range: 1000ft radius from the hero is the maximum distance that fabric can be called from.
SDC: 20+5 per level
Note: This does not collect fabrics from other people's costumes or clothing(perverts). Also, coloration may not be perfect or even close, GM's decision. This power DOES clean/sterilize the affected fabric so the intersting things living on/in said cloth do not damage the character.
2. Seize Costume. This power actually causes another person's clothing/costume to fight against them, causing severe problems.
The fabric has an extraordinary strength equal to the character's ME. Certain materials may have a greater or lesser PS due to their composition. Continued use of this power takes up 1 attack per melee due to needed concentration.
Range: 20ft+10ft per level of experience.
Disadvantages to affected person: -2 APM. -3 to strike, parry, and dodge due to fighting the costume. Spd is reduced by half.
Notes: Certain materials(unique, super strong fabrics, etc...) may have much greater capabilities to affect someone; GM's discretion. This power only affects costumes or clothing mostly composed of cloth/fabric. For costumes using less, or where the clothing covers only specific parts, reduce minuses accordingly. An example would be if the cloth only covers the legs, parry and strike minuses are ignored(generally). Any creature with a supernatural strength equal to the PS of the fabric only suffer half the penalties described(-2 to strike, parry, and dodge though). A supernatural PS equal to twice or more than the fabric's PS are not affected(though they rip/shred their own costume).
3. Whip attack. Equal to the Minor power of the same name, except the +1 to strike applies even to non normal whip weapons. This can also be used on the character's own cape, cloak, etc..., without actually having to wield it(force of will).
4. Create fabric objects. This allows the character to create objects out of loose fabric the same as in number 1(described above). Creating enough durable material may take quite a while(example, 50ft of durable rope may be created per minute, or a decent backpack may take a few minutes or more); GM's discretion on time.
5. Mend fabric. By drawing on loose fabric in the area, costumes and other fabrics can be mended. Depending on level of damage, may take some time. Coloration and composition may not be perfect(take what you can get). Skill: 70%+4% per level of experience. Quick fixes in the middle of combat may have penalties.
6. Strengthen costume/clothes. By using this power, the character can increase rigidity of a costume along with constantly reinforcing it by summoning more loose fabric from the area. This takes up 1 attack per melee due to needed concentration.
AR: 9 +1 at levels 3,6,9,12, and 15.
SDC: +40+5 per level of experience
7. Control aided avoiding. By using the power for a split second to cause someone's costume to throw them off, the character gains +3 to dodge and parry. Also, by using another's costume to help move into an attack, the character can gain +1 to strike.
Range: 50ft.
Notes: This only affects costumes composed mostly of fabric. See number 2(described above) for limitation. This cannot be used in conjunction with number 2, above.
8. Living Costume. Subconciously, the character can cause their costume to help them! This only applies if the costume has capes, cloaks, or other protuberances capable of range.
Stats: SDC-10. +1 to strike, parry, and dodge only. Does not include character's bonuses. 2 attacks per melee. PS equal to character's ME(not extraordinary).
9. Fabric Animation. Can manipulate other fabrics in various ways, mainly minor(undoing knots or tying them, tying shoelaces together, commanding someone's hood to flip over and blind them, causing someone's cape/cloak to whip up and distract them momentarily, etc...) Causes -1 to strike, parry, and dodge normally(mainly due to confusion). Might be able to trip the person with a 55% chance.
Note: For some reason, this power does affect leather and hemp.
Like it?
Last edited by MrTwist on Sun May 14, 2006 3:23 am, edited 1 time in total.
- Mr Scorpio
- Dungeon Crawler
- Posts: 255
- Joined: Thu Jul 25, 2002 1:01 am
- Location: Tulsa, OK
MrTwist wrote:Here's an idea for the Copy Energy Structure;
This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.
[snip]
That's it.
What does everyone think?
Dang Twist, you rock. Your verstion of Copy Energy Structure is way cool! I'll have to take the time to check out the sub powers from the various C.E.F.s after work to see how C.E.F.:All works. Thanks for both.
that Create Universe (or maybe just Create Bridge to Alternate Universe would be less deific sounding) inspired some really evil thoughts.
Rob a bank in an alternate universe, step back into this one, collapse the portal, deposit the money in the same bank in this universe.
im sure you can see where that train of thought could lead.
Rob a bank in an alternate universe, step back into this one, collapse the portal, deposit the money in the same bank in this universe.
im sure you can see where that train of thought could lead.
- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
Mr. Twist I like a lot of what you did with my power but
I feel that the create costume ability is way to limited,
I want people with this power to be able to create any kind
of fabric be it silk, velvet or a cotton poly blend, chose the
color and be able to easly support them selves as a taylor if
need be. Other than that just add in the fabric tenticals and
I belive that this would be utterly perfect.
I feel that the create costume ability is way to limited,
I want people with this power to be able to create any kind
of fabric be it silk, velvet or a cotton poly blend, chose the
color and be able to easly support them selves as a taylor if
need be. Other than that just add in the fabric tenticals and
I belive that this would be utterly perfect.
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
Well Cherico, if you use power stunts in your game just make a power stunt for the Fabric power, allowing you to summon specific types of fabric for your costume, or transmute fabrics in your costume(only) into other types. The tentacles idea are part of the living costume subpower. If this does not seem like enough for you, change it so the living costume has 1 attack(tentacle) at level 1, plus 1 more at levels 4, 7, 10, and 13. I think that it might unbalance the power quite a bit, giving the char way too many attacks though. I felt this power needed(well, my version. Do whatever you want) was sheer versatility. Actually, the create costume can be done the way you want. If you need a quickie costume, you work with what you can get. If you want something specific it just takes longer to summon the materials from the area. I just don't think being able to create the materials out of thin air quite fits. But, like I said, modify it so it works for you(and your GM). Besides, a person with this power most likely will be carrying various strips of whatever fabric they need to assemble a costume on demand.
thagema. I don't mind my powers being used in a netbook. Just be kind enough to include where they came from. And, if you do decide to tweak them, please put that 'Inspired by' note by them. Just so I can feel special, like I contributed.
Everyone. I enjoy working on creating powers out of concepts people toss at me. So just post some ideas you might have, and I'll try to work them out. If I can't figure it out, oh well. So if you have an idea or twelve you might want to see, but don't feel like working on, post them.
Here's a couple powers I'll post when I have some time to figure them out.
Matter Transmutation(major)
APS:Dream(major).
I know APS:Dream might sound stupid, or seem like it will be way unbalanced. Believe me, it should be pretty cool.
thagema. I don't mind my powers being used in a netbook. Just be kind enough to include where they came from. And, if you do decide to tweak them, please put that 'Inspired by' note by them. Just so I can feel special, like I contributed.
Everyone. I enjoy working on creating powers out of concepts people toss at me. So just post some ideas you might have, and I'll try to work them out. If I can't figure it out, oh well. So if you have an idea or twelve you might want to see, but don't feel like working on, post them.
Here's a couple powers I'll post when I have some time to figure them out.
Matter Transmutation(major)
APS:Dream(major).
I know APS:Dream might sound stupid, or seem like it will be way unbalanced. Believe me, it should be pretty cool.
Oh, a couple more I'm gonna post(this is partially to remind me to work on them)
APS: Vehicle(like dream, this may sound stupid. Don't worry, I'll do my best to make it work)
Various Skill based powers.
The skill based powers will be powers that enhance skills in some ways, like maybe a Natural Athletic Ability power that gives bonuses to the skill portions of certain physical skills, or Extraordinary Tactical Mind which gives bonuses to certain Military and Espionage skills. Mainly for those players lucky enough to be in a campaign that isn't just pounding the crap out of bad guys every session. I rarely make tank-type chars, so those kinds of campaigns really bore me. Of course, every once in awhile it is fun to relax and break stuff.
APS: Vehicle(like dream, this may sound stupid. Don't worry, I'll do my best to make it work)
Various Skill based powers.
The skill based powers will be powers that enhance skills in some ways, like maybe a Natural Athletic Ability power that gives bonuses to the skill portions of certain physical skills, or Extraordinary Tactical Mind which gives bonuses to certain Military and Espionage skills. Mainly for those players lucky enough to be in a campaign that isn't just pounding the crap out of bad guys every session. I rarely make tank-type chars, so those kinds of campaigns really bore me. Of course, every once in awhile it is fun to relax and break stuff.
- Prince Cherico
- Hero
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- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
the tentical thing Im willing to scrap but the create costume
power has to be more open ended, youve obvously never
played a campain were the GM takes your finacial earnings
into account, first time we played out costumes got trashed and
since no one had the sewing skill they kept getting worse and
worse. We didnt have any money and were forced to live in the
sewers then the GM made us roll vrs diease. The only guy who
servived the campain was the guy who chose healing factor as
a power. The create costume power has to be in my view open
ended and something that you can easly support yourself on.
power has to be more open ended, youve obvously never
played a campain were the GM takes your finacial earnings
into account, first time we played out costumes got trashed and
since no one had the sewing skill they kept getting worse and
worse. We didnt have any money and were forced to live in the
sewers then the GM made us roll vrs diease. The only guy who
servived the campain was the guy who chose healing factor as
a power. The create costume power has to be in my view open
ended and something that you can easly support yourself on.
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
Like I said, just modify it to suit your needs. If you include the option to slowly gather specific materials, you already have more than enough open endedness. Just take the time to assemble whatever you need.
Also, pretty much every campaign I've been in took into account finance. Even the minor stuff adds up, like mending, gas, bills. During downtime, the characters have jobs. We've just used our powers/skills in ways that also allowed us to make money. Hardware characters build and sell things, supers take security jobs, etc... Plus, there's always the odd job or two the characters get paid for. There's almost always something that can be done to earn money. Bounty hunting is usually a good idea.
I was even in one campaign where money was the primary focus. The team made sure their early victories were very public, mainly through their own videos. After word got around, they started approaching companies to get money for sponsorships. Think Captain Amazing from the movie Mystery Men.
Also, pretty much every campaign I've been in took into account finance. Even the minor stuff adds up, like mending, gas, bills. During downtime, the characters have jobs. We've just used our powers/skills in ways that also allowed us to make money. Hardware characters build and sell things, supers take security jobs, etc... Plus, there's always the odd job or two the characters get paid for. There's almost always something that can be done to earn money. Bounty hunting is usually a good idea.
I was even in one campaign where money was the primary focus. The team made sure their early victories were very public, mainly through their own videos. After word got around, they started approaching companies to get money for sponsorships. Think Captain Amazing from the movie Mystery Men.
- Prince Cherico
- Hero
- Posts: 1134
- Joined: Sat Dec 29, 2001 2:01 am
- Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand - Location: california
After the first disaster campain I made damn sure to chose
job skills that can pay my way, Mr. twist nothing changes your
out look on skills and powers like having your charater die from
cloera in a sewer.
job skills that can pay my way, Mr. twist nothing changes your
out look on skills and powers like having your charater die from
cloera in a sewer.
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
Mental Chaos(major)
This is basically a much more powerful version of mental stun, designed for increased effects to a single target, or to cause an area of stunned individuals. Note that this attack is NOT psionic in nature, even though it deals with the mind.
1. Directed Mental Chaos
The target of this power suffers greatly. Their minds are cluttered with random thoughts of varying intensity, causing extreme confusion. At the same time, they feel phantom pains randomly coming and going throughout their bodies, along with slight spasmatic jerking of the limbs. They cannot think, stay concentrated, cast spells, or perform many other actions without extreme difficulty.
Penalties- Limited to one attack per melee round, usually used to get away or defend oneself. All rolls are without benefits of bonuses of ANY kind, and are at a -3. Skill rolls are made at -80%.
Strike Bonus-Yes, the super using this power does need to roll to strike. Their own ME bonus to save vs. psionics is used as a strike bonus(no other bonuses apply).
Saving Throw- Though this is non-psionic, ME bonuses to save vs. psionics are applicable. Other bonuses to save vs. psionics do NOT apply to this save. The save is made like a parry or a dodge. The victim has to beat the super being's strike roll.
Range: 100ft+10ft per level after level 1.
2. Area of Confusion.
All creatures capable of thought(at GM's option this can include aliens of all sorts, animals, alien intelligences, and even transferred intelligence robots) are subjected to a milder form of the above subpower. Strange thoughts, minor twitching of limbs, minor phantom pains. All in area are affected, friend and foe alike.
Penalties- The victims lose 2 attacks per melee, -4 to strike, parry, and dodge, -6 to roll with punch, fall, impact, and skill performace is done at -50%.
Saving Throw- ME Bonuses to save vs. psionics apply, although no other bonuses to save vs. psionics from any other source may be used. A roll of 16 or higher is needed to save against this attack.
Range: 100ft + 10ft per level after level 1.
Area of Effect: 30ft diameter sphere + 10ft per level of experience after level 1.
Bonuses to the character:
+4 to save vs. psionics(the char's mind is roiling with chaos, causing problems to psychics), add +1d6 to ME.
So, what do you think?
This is basically a much more powerful version of mental stun, designed for increased effects to a single target, or to cause an area of stunned individuals. Note that this attack is NOT psionic in nature, even though it deals with the mind.
1. Directed Mental Chaos
The target of this power suffers greatly. Their minds are cluttered with random thoughts of varying intensity, causing extreme confusion. At the same time, they feel phantom pains randomly coming and going throughout their bodies, along with slight spasmatic jerking of the limbs. They cannot think, stay concentrated, cast spells, or perform many other actions without extreme difficulty.
Penalties- Limited to one attack per melee round, usually used to get away or defend oneself. All rolls are without benefits of bonuses of ANY kind, and are at a -3. Skill rolls are made at -80%.
Strike Bonus-Yes, the super using this power does need to roll to strike. Their own ME bonus to save vs. psionics is used as a strike bonus(no other bonuses apply).
Saving Throw- Though this is non-psionic, ME bonuses to save vs. psionics are applicable. Other bonuses to save vs. psionics do NOT apply to this save. The save is made like a parry or a dodge. The victim has to beat the super being's strike roll.
Range: 100ft+10ft per level after level 1.
2. Area of Confusion.
All creatures capable of thought(at GM's option this can include aliens of all sorts, animals, alien intelligences, and even transferred intelligence robots) are subjected to a milder form of the above subpower. Strange thoughts, minor twitching of limbs, minor phantom pains. All in area are affected, friend and foe alike.
Penalties- The victims lose 2 attacks per melee, -4 to strike, parry, and dodge, -6 to roll with punch, fall, impact, and skill performace is done at -50%.
Saving Throw- ME Bonuses to save vs. psionics apply, although no other bonuses to save vs. psionics from any other source may be used. A roll of 16 or higher is needed to save against this attack.
Range: 100ft + 10ft per level after level 1.
Area of Effect: 30ft diameter sphere + 10ft per level of experience after level 1.
Bonuses to the character:
+4 to save vs. psionics(the char's mind is roiling with chaos, causing problems to psychics), add +1d6 to ME.
So, what do you think?
I realized the lack of duration a few hours after posting.
Duration on both: Concentration. Reduce all combat associated actions by half. This includes attacks, bonuses to strike and such... Any skill attempted during this time is also at half percentage. The character is really concentrating on trying to disrupt the target(s) ability to react. As an option, this power can be used as a one melee round distraction. Using the power this way costs two attacks per melee. And, of course, the penalties last only until the end of the round. At the GM's option, victims can have a -1 or -2 to all actions for their first attack or two of the next round due to recovery.
That work for ya?
Duration on both: Concentration. Reduce all combat associated actions by half. This includes attacks, bonuses to strike and such... Any skill attempted during this time is also at half percentage. The character is really concentrating on trying to disrupt the target(s) ability to react. As an option, this power can be used as a one melee round distraction. Using the power this way costs two attacks per melee. And, of course, the penalties last only until the end of the round. At the GM's option, victims can have a -1 or -2 to all actions for their first attack or two of the next round due to recovery.
That work for ya?
Just saw your APS:Chemical Mist. I guess I'll take the first line as a compliment.
You want to make a netbook, I'm just offering up new power ideas. Everyone who has contributed on this thread has some really great ideas for expanding the HU2 power base.
In fact, it would be nice for someone to attempt to collect some of the more balanced, workable, and fun ideas in an attempt to get them included in the Rifter. Or maybe even in a PU3(not bloody likely).
You want to make a netbook, I'm just offering up new power ideas. Everyone who has contributed on this thread has some really great ideas for expanding the HU2 power base.
In fact, it would be nice for someone to attempt to collect some of the more balanced, workable, and fun ideas in an attempt to get them included in the Rifter. Or maybe even in a PU3(not bloody likely).
Here's a couple more for you. I tried posting it once, but got logged off somehow and lost the post. I spent over an hour working it out and writing it, so I am kind of ticked it was all for nothing.
Project Dream Self(major):
This power allows a sleeping person to create an idealized self out of a substance that is kind of like ectoplasm. It does look like a real, living person though. The dream self takes on a personality trait of the super, usually one somewhat buried. For example, a shy timid person made create a bold, outgoing dream self. This is chosen once and stays constant. Yes, though rare, the dream and real selves can have different alignments.
Bonuses to Dream Self only:
+1d6 MA(minimum 16)
+1d6 PS(min 18)
+1d6 PP(min 16)
+1d6 PE(min 16)
+1d6 PB(min 18)
+1d6 SPD(min 16)
All attribute bonuses are rolled when the char is created(or this power taken) and stay constant.
+1 attack
+2 strike, parry, dodge
+3 roll with p,f,i
+3 save vs psionics
+3 save vs poison
+100 SDC added to main char's total. This is a separate total.
Does not need to breathe.
Can be any height and weight normal for the super being's race. Chosen once and stays constant.
PS is considered superhuman. Optional:For purposes of whether or not something can be damaged, PS may be considered supernatural, like for affecting Invulnerable chars. For lifting, carrying, and damage it is still superhuman.
Powers Unique to Dream Self:
1. Flight. The dream self can fly at 40 mph. Max altitude is 10,000ft.
2. Weapon. The being has a weapon that reflects the personality trait it personifies. Generally a melee weapon.
Damage:3d6 no matter what form it takes. +1d6 at levels 3, 6, 9, 12, and 15.
Bonus to Strike: +1
Note: If the original char possesses a ranged damage attack of some sort, then a ranged weapon can be created instead. Use the range and damage of the original power, along with it's strike bonus(if any). The only difference is now modern WP bonuses apply. If the dream and whatever weapon it creates are separated or more than 1d4 melee rounds, the weapon disappears. No matter what, the being is immune to it's own weapon.
Bonuses to original self only:
+4 save vs psionics due to two minds in one head.
Wake fall asleep at will and wake up after a preset time span. Never needs an alarm clock. Senses when it is the right time to summon the dream being back to within 1d4 melee rounds. In dire circumstances, there might not be enough time to dissipate the being before it is destroyed.
Penalties if Dream Self is killed:
The dream takes 1d4 weeks before it is available to be recreated. Until then, any and all powers that were used by the dream being during that current time it existed are lost until it is recreated. The ability to use those powers are severed. Also, the original char loses 2 attacks and is -3 to combat related actions. Also, reduce skll performance by -20%. A piece of the character has been destroyed. It takes time for the mind to recover. Also, the trait that being personified will become very dulled for the duration.
Notes:
The dream being may not know what it is, but it does sense the connection to it's creator. It will attempt to shield/protect/shelter it from harm if need be. It can also sense when the original is hurt and will atempt to rush to it's aid. It always knows where the sleeping form is.
Each(the dream and the real) char has it's own set of memories. To each other, the other's life seems like a barely remembered dream. If the main char possesses Total Recall or Heightened Sense of Recal, then he/she remembers everything experienced by the dream self.
While the dream form is active, the main char is almost impossible to wake up. Loud noise and jostling do not work. If the main char takes 30 SDC, they will 'snap' out of sleep.
Skills and combat bonuses the original possesses are shared by the dream self(modified by it's own bonuses).
The dream self will dissipate if targeted by Negate Super Powers.
The dream can go an infinite amount of distance from the main char.
There you go.
Dominate Power(major):
With this, you can dominate someone else's power. While it is still centered on them, you control it and all subpowers in it. You can take control of bodily functions ONLY if using the power requires it(cause a Sonic Speed char to run, cause someone with an EE or ranged attack power to point, etc...) Can also opt to turn off a specific power instead of controlling it.
Range: 100ft +10ft per level for the initial control. After control is established, range is line of sight.
Duration: 1 melee at levels 1, 4, 8, and 12.
Save: Save at 16 or higher, ME bonuses apply.
Attacks: Takes 1 attack to scan a person to see if they have powers and what they are. 1 attack to attept control. The remained of attacks per melee are used to control to power if desired. 1 attack or whatever with the targeted power uses up one of your attacks.
Notes: The power is considered to be at the level of whatever the super with that power. There are no bonuses to strike unless you take WP:Other People's Powers. If so, then whatever bonuses they receive to strike you also receive.
Power Stunt Note: A good power stunt would be for someone to turn off a specific aspect of the targeted power(ok, invulnerable guy now can be affected by physical damge, etc...)
Might need some tweaking. What do you think?
Project Dream Self(major):
This power allows a sleeping person to create an idealized self out of a substance that is kind of like ectoplasm. It does look like a real, living person though. The dream self takes on a personality trait of the super, usually one somewhat buried. For example, a shy timid person made create a bold, outgoing dream self. This is chosen once and stays constant. Yes, though rare, the dream and real selves can have different alignments.
Bonuses to Dream Self only:
+1d6 MA(minimum 16)
+1d6 PS(min 18)
+1d6 PP(min 16)
+1d6 PE(min 16)
+1d6 PB(min 18)
+1d6 SPD(min 16)
All attribute bonuses are rolled when the char is created(or this power taken) and stay constant.
+1 attack
+2 strike, parry, dodge
+3 roll with p,f,i
+3 save vs psionics
+3 save vs poison
+100 SDC added to main char's total. This is a separate total.
Does not need to breathe.
Can be any height and weight normal for the super being's race. Chosen once and stays constant.
PS is considered superhuman. Optional:For purposes of whether or not something can be damaged, PS may be considered supernatural, like for affecting Invulnerable chars. For lifting, carrying, and damage it is still superhuman.
Powers Unique to Dream Self:
1. Flight. The dream self can fly at 40 mph. Max altitude is 10,000ft.
2. Weapon. The being has a weapon that reflects the personality trait it personifies. Generally a melee weapon.
Damage:3d6 no matter what form it takes. +1d6 at levels 3, 6, 9, 12, and 15.
Bonus to Strike: +1
Note: If the original char possesses a ranged damage attack of some sort, then a ranged weapon can be created instead. Use the range and damage of the original power, along with it's strike bonus(if any). The only difference is now modern WP bonuses apply. If the dream and whatever weapon it creates are separated or more than 1d4 melee rounds, the weapon disappears. No matter what, the being is immune to it's own weapon.
Bonuses to original self only:
+4 save vs psionics due to two minds in one head.
Wake fall asleep at will and wake up after a preset time span. Never needs an alarm clock. Senses when it is the right time to summon the dream being back to within 1d4 melee rounds. In dire circumstances, there might not be enough time to dissipate the being before it is destroyed.
Penalties if Dream Self is killed:
The dream takes 1d4 weeks before it is available to be recreated. Until then, any and all powers that were used by the dream being during that current time it existed are lost until it is recreated. The ability to use those powers are severed. Also, the original char loses 2 attacks and is -3 to combat related actions. Also, reduce skll performance by -20%. A piece of the character has been destroyed. It takes time for the mind to recover. Also, the trait that being personified will become very dulled for the duration.
Notes:
The dream being may not know what it is, but it does sense the connection to it's creator. It will attempt to shield/protect/shelter it from harm if need be. It can also sense when the original is hurt and will atempt to rush to it's aid. It always knows where the sleeping form is.
Each(the dream and the real) char has it's own set of memories. To each other, the other's life seems like a barely remembered dream. If the main char possesses Total Recall or Heightened Sense of Recal, then he/she remembers everything experienced by the dream self.
While the dream form is active, the main char is almost impossible to wake up. Loud noise and jostling do not work. If the main char takes 30 SDC, they will 'snap' out of sleep.
Skills and combat bonuses the original possesses are shared by the dream self(modified by it's own bonuses).
The dream self will dissipate if targeted by Negate Super Powers.
The dream can go an infinite amount of distance from the main char.
There you go.
Dominate Power(major):
With this, you can dominate someone else's power. While it is still centered on them, you control it and all subpowers in it. You can take control of bodily functions ONLY if using the power requires it(cause a Sonic Speed char to run, cause someone with an EE or ranged attack power to point, etc...) Can also opt to turn off a specific power instead of controlling it.
Range: 100ft +10ft per level for the initial control. After control is established, range is line of sight.
Duration: 1 melee at levels 1, 4, 8, and 12.
Save: Save at 16 or higher, ME bonuses apply.
Attacks: Takes 1 attack to scan a person to see if they have powers and what they are. 1 attack to attept control. The remained of attacks per melee are used to control to power if desired. 1 attack or whatever with the targeted power uses up one of your attacks.
Notes: The power is considered to be at the level of whatever the super with that power. There are no bonuses to strike unless you take WP:Other People's Powers. If so, then whatever bonuses they receive to strike you also receive.
Power Stunt Note: A good power stunt would be for someone to turn off a specific aspect of the targeted power(ok, invulnerable guy now can be affected by physical damge, etc...)
Might need some tweaking. What do you think?
i personally think the Dream Self would be a great new Power Category if fleshed out more.
and i dont think the dominate power .... power should be able to shut off other people's powers since there's allready a Major power for that.
and i dont think the dominate power .... power should be able to shut off other people's powers since there's allready a Major power for that.
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.
A couple things I forgot to add to Dream Self.
Regenerates at 4d6 SDC per 10 minutes(Dream Self only). Does not scar when healing is complete. Damage seemingly done to costume is also mended, seeing as how the costume is actually part of the dream form.
The Dream Self does have HP equal to it's creator.
The Dream Self always reappears in the last spot it was before it dissipated the last time. If it was destroyed last time summoned, then it reappears next to the character's bed.
I was tired and slightly ticked when I finally posted it that I forgot a few things.
Yukon. The only reason why I added the shut-off portion is to reflect that the controller has enough control to deny the super being access to their power if need be. If it does not sit well with you, remove it. I mainly added it because there are powers you can't really control at all. Invulnerability, Immortality, etc... Besides, it only negates one power out of the victim's power list, so it isn't close to as strong as Negate Super Power. Actually, if you think it is not a good idea then replace that option with this one.
As an option, the controller may opt to just seemingly 'shut down' the power they have gained control over. This does not apply to powers that cannot be shut off by concious command(Healing Factor, Invulnerability, Supernatural Strength). Basically the controller is working directly against any and all of the victim's attempted uses of their power. It is not truly shut off, but the controller is refusing to allow the victim the use of their power. This requires 1 attack used up for every attack the victim tries to use.
I kind of like that better myself, actually.
Regenerates at 4d6 SDC per 10 minutes(Dream Self only). Does not scar when healing is complete. Damage seemingly done to costume is also mended, seeing as how the costume is actually part of the dream form.
The Dream Self does have HP equal to it's creator.
The Dream Self always reappears in the last spot it was before it dissipated the last time. If it was destroyed last time summoned, then it reappears next to the character's bed.
I was tired and slightly ticked when I finally posted it that I forgot a few things.
Yukon. The only reason why I added the shut-off portion is to reflect that the controller has enough control to deny the super being access to their power if need be. If it does not sit well with you, remove it. I mainly added it because there are powers you can't really control at all. Invulnerability, Immortality, etc... Besides, it only negates one power out of the victim's power list, so it isn't close to as strong as Negate Super Power. Actually, if you think it is not a good idea then replace that option with this one.
As an option, the controller may opt to just seemingly 'shut down' the power they have gained control over. This does not apply to powers that cannot be shut off by concious command(Healing Factor, Invulnerability, Supernatural Strength). Basically the controller is working directly against any and all of the victim's attempted uses of their power. It is not truly shut off, but the controller is refusing to allow the victim the use of their power. This requires 1 attack used up for every attack the victim tries to use.
I kind of like that better myself, actually.
Ok, one more post.
When I finished writing Project Dream Self I looked it over and thought it would be a nice power category. I think I may write it up, along with another version called Nightmare Form(or something like that) as fully fleshed out power categories. Maybe I'll send them in to the Rifter when I'm done, along with a few sample NPC and some adventure ideas on ow to use them effectively.
When I finished writing Project Dream Self I looked it over and thought it would be a nice power category. I think I may write it up, along with another version called Nightmare Form(or something like that) as fully fleshed out power categories. Maybe I'll send them in to the Rifter when I'm done, along with a few sample NPC and some adventure ideas on ow to use them effectively.
Some new ones. what do you all think?
Alter Limbs:
The character can transmute his four limbs into a hardened structure, capable of outperforming his flesh and blood limbs. The limbs might turn to wood, or steel or stone, or even high tensile plastics. In all cases, he receives the following bonuses.
1) Increased strength and lifting. The limbs increase the characters strength to extraordinary (no change if already extraordinary or better) while transmuted, and provide an extra 6 PS points.
2) Increased speed: The new legs can propel the character further and faster. Speed is improved by 4d4+4, and the character can leap a further 6 feet high and 12 across (half that without a decent run up)
3) Combat bonuses: The arms themselves have an AR of 14, and have 75 SDC each. They provide +1 to strike and parry. If combined with other AR, it raises that AR by one. Altered limbs can absorb massive amount of incidental punishment, taking no damage from normal wear and tear in combat, suffering damage only from deliberate attacks to the limb or from exceptional weaponry. (energy/vibro weapons etc.) Punches do 2d6, Kicks do 3d6. Altered limbs provide one extra attack per melee. SDC of transformed limbs regenerates at a rate of 3d6 SDC every hour, and a destroyed limb returns at full health after 12 hours.
4) SDC: While transmuted, the character enjoys an extra 1d4x10 SDC and +2 PE.
Alter personal Mass:
The character with this power can make adjustments to his normal weight, to provide several benefits in and out of combat. A single weight change may be performed in an action, and weight remains constant until the character passes out, wills it away or falls asleep.
1) Increase weight. When increased, the character’s weight is multiplied by 4, Providing +3 damage to attacks from the main body, +1d6 PS, +2 PE and +40SDC. The character enjoys +6 to resist being knocked down or moved against his will. While increased, he suffers from a –30% to swim, -10% Prowl, -15% to climb –15% acrobatics and gymnastics and speed is reduced by 1/3rd
2) Decreased weight. When decreased, the character enjoys a 50% increase in speed (weight drops to 1/3rd) and can double his leaping distance. He enjoys +2 to roll and dodge, and suffers 1/3rd normal damage from any fall. He is light and extremely buoyant, gaining +10% to prowl, +30% to swim and +15% to climb, and +15% to acrobatics and gymnastics.
Beast Head: (Minor)
The character can transmute his head and face into the shape of an animal. Such a procedure grants the following abilities.
1) Gains a bite or horn attack (or beak..depends on the nature of the beast) inflicting 3d6 damage. (Horns do 2d6 but add PS bonus)
2) Gains the appropriate senses of the animal in question. In the case of most animals, that includes heightened smell and hearing, as well as nightvision (see the mutant animal sections for specific details)
3) Halves his PB attribute, though speech remains unaffected. Add 4d6 SDC.
May opt for the beast head to remain permanent. If so, the character gains a +2 to strike with his new natural weapons, and gains an additional 1d4x10 SDC.
Alter Limbs:
The character can transmute his four limbs into a hardened structure, capable of outperforming his flesh and blood limbs. The limbs might turn to wood, or steel or stone, or even high tensile plastics. In all cases, he receives the following bonuses.
1) Increased strength and lifting. The limbs increase the characters strength to extraordinary (no change if already extraordinary or better) while transmuted, and provide an extra 6 PS points.
2) Increased speed: The new legs can propel the character further and faster. Speed is improved by 4d4+4, and the character can leap a further 6 feet high and 12 across (half that without a decent run up)
3) Combat bonuses: The arms themselves have an AR of 14, and have 75 SDC each. They provide +1 to strike and parry. If combined with other AR, it raises that AR by one. Altered limbs can absorb massive amount of incidental punishment, taking no damage from normal wear and tear in combat, suffering damage only from deliberate attacks to the limb or from exceptional weaponry. (energy/vibro weapons etc.) Punches do 2d6, Kicks do 3d6. Altered limbs provide one extra attack per melee. SDC of transformed limbs regenerates at a rate of 3d6 SDC every hour, and a destroyed limb returns at full health after 12 hours.
4) SDC: While transmuted, the character enjoys an extra 1d4x10 SDC and +2 PE.
Alter personal Mass:
The character with this power can make adjustments to his normal weight, to provide several benefits in and out of combat. A single weight change may be performed in an action, and weight remains constant until the character passes out, wills it away or falls asleep.
1) Increase weight. When increased, the character’s weight is multiplied by 4, Providing +3 damage to attacks from the main body, +1d6 PS, +2 PE and +40SDC. The character enjoys +6 to resist being knocked down or moved against his will. While increased, he suffers from a –30% to swim, -10% Prowl, -15% to climb –15% acrobatics and gymnastics and speed is reduced by 1/3rd
2) Decreased weight. When decreased, the character enjoys a 50% increase in speed (weight drops to 1/3rd) and can double his leaping distance. He enjoys +2 to roll and dodge, and suffers 1/3rd normal damage from any fall. He is light and extremely buoyant, gaining +10% to prowl, +30% to swim and +15% to climb, and +15% to acrobatics and gymnastics.
Beast Head: (Minor)
The character can transmute his head and face into the shape of an animal. Such a procedure grants the following abilities.
1) Gains a bite or horn attack (or beak..depends on the nature of the beast) inflicting 3d6 damage. (Horns do 2d6 but add PS bonus)
2) Gains the appropriate senses of the animal in question. In the case of most animals, that includes heightened smell and hearing, as well as nightvision (see the mutant animal sections for specific details)
3) Halves his PB attribute, though speech remains unaffected. Add 4d6 SDC.
May opt for the beast head to remain permanent. If so, the character gains a +2 to strike with his new natural weapons, and gains an additional 1d4x10 SDC.
"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
“Iczer, you are a power generating machine.” - Mr Twist
I'm not sure whether or not to make these more powerful to put into Major, or whether to leave them as minors. To make certain ones Major, I could add an area effect version, or a version wherein the super creates a melee weapon with the ability. Something like that.
Non-Standard Energy Expulsion: Temporal
This blast shoots out from the eyes or hands. Generally, it has a visual display akin to solid blue energy, though the display can be chosen by the hero. As opposed to other EE powers, this blast does no immediate physical damage, instead it advances the victim's body age.
Range: 300ft
Damage: Special. This attack does no damage, instead it increases the age of the physical body.
Effects: Victims struck age 1d6 years +1d6 at levels 2, 4, 6, 8, 10, 12, and 14.
Duration: 1d4 minutes +1 minute per level.
Bonus to Strike: +3 on an aimed shot.
Penalties: Due to shock at acclimating to the sudden aging, victims lose initiative in the round struck. Also, a -1 to all actions that round, along with whatever penalties accrued through old age.
Note: Creatures with extremely long or limitless lifespans are not affected by this power. The effects of old age are determined by the GM(unless they are in a book somewhere). Creatures that go more than 10% over their normal lifespans become, in function and appearance, a corpse. They cannot act, but are aware of everything around them, until the duration is over. This power can be cancelled at will. There is a version of this power that de-ages the person struck.
Non-Standard Energy Expulsion: Ethereal
This power has a visual display that is usually more like the air distortion above great heat. It is a power that does absolutely no damage to physical beings, though it is felt if it passes through them. The exact description of how it feels is as though someone was tickling your insides. Disconcerting, but no effects. To the ethereal, however, the attack is quite damaging. This blast affects spirits, ghosts, astral travelers, things out of phase, intangible creatures, creatures of pure energy, etc... Anything not part of the physical world is affected. Note that non-physical entities that are in possession of a physical host are affected as though their natural form was struck(this affects possessing entities, techtonic entities, and the like with affecting their host, but people controlling others through magic, psionics, or powers are not affected).
Range: 400ft.
Damage: 3d6 +1d6 per level of experience.
Bonus to Strike: +3 on an aimed strike.
This power can affect things behind barriers or otherwise blocked by normal energies. It is a good idea for the hero with this power to have some way of seeing the things this power is designed to combat.
Non-Standard Energy Expulsion: Spatial
Unlike other expulsion powers, this power does not expel any energy at all. Instead, it creates a spatial distortion that rearranges the matter/energy it collides with. To someone viewing the blast itself as it zooms along towards it's target will not see a visual dsplay exactly, what they do see it a chaotic rearrangement of the light passing through that spot at that time, causing a kalediscope-like effect(or picasso-like).
Range: 300ft.
Damage: 1d6 damage per level direct to hit points!(if this seems too powerful, change to 3d6 + 1d6 at levels 3, 6, 9, 12, and 15) This damage is as it applies to living creatures. Against non-living structures this attack's effects are permanent and do not due any structural damage.
Bonus to strike: +3 on an aimed shot.
Note: Though this attack does not damage a non-living object, it does scramble things up. Parts of the object are randomly redistributed in the wake of an attack. Imagine a door being sliced into 15 pieces, no piece of the same dimensions. Then each pieces are put back together in the same shape. Sure, it is still in the same shape of a door, but now the knob is at the bottom left, the hinges in an X in the middle, etc... As you can guess, computer systems, weapons, robots, power armor, and the like that are hit by this blast are severly affected. Assume a 5% per level loss of effectiveness to large things, and a total loss of usefulness to anything around the size of a desktop computer.
Non-Standard Energy Expulsion: Madness
This is a purely black bolt shot from the super being. When this bolt is expelled, anyone within 200ft feels a vague sense of unease for just a split second, sort of like the "chills up the spine" kind of feeling. When struck, the victime is enveloped by the blackness for a brief moment. What this black bolt actually is composed of is a rip to a place not meant to ever be experienced(or even known about) by creatures from our area of the multi-verse. Yes, even supernatural beings and alien intelligences were not meant to glimpse these places. Think a bit more weird and unsettling than anything written or implied in H.P. Lovecraft's works. This blast is a momentary portal to these 'other realms', giving the victim a brief glimpse into a place best left unknown. The exact description of what the victim sees is best left to the imagination of the GM(give the player a description of the chaos seen within).
Range: 400ft.
Damage: None.
Effects: Victim gains one temporary insanity, plus one more at levels 4, 8, and 12. Insanities are randomly rolled. If a rolled insanity is already possessed by the victim, then double the intensity of the insanity.
Duration: 5 minutes.
Bonus to Strike: +3 on an aimed strike.
Save: A save vs. insanity must be made against each insanity. The save is a 15 +1 at levels 4, 8, and 12.
Non-Standard Energy Expulsion: Anger
This is a blast of reddish energy. It is the personification of pure rage, causing it's victim to experience severe anger at everyone, friend or foe(there's always something about even your super friends that ticks you off now and again). The victim's emotions well to the surface, overtaking their rational mind.
Range: 300ft.
Damage: None.
Duration: 1 minute per level of experience.
Bonus to Strike: +3 on an aimed strike.
Bonuses:
+1 attack per melee
+2 to strike
+2 to roll with punch/fall/impact
+2d6 to punch damage or any energy expulsion powers or subpowers the victim may possess
PS becomes extraordinary(no effect if already better than or equal to Extraordinary)
+20 SDC
Can, and will, fight until down to PEx2 below HP
Penalties:
Gnerally does not parry or dodge, instead will opt for a simultaneous attack. Though angry, the victim is not stupid. If circumstances suffice that dodging/parrying is required(gigantic robot fist about to squash them, for instance), they may do so at a -2
Will show absolutely NO mercy in combat, always going for the kill
Note: Whomever is closest to the character is attacked first. If a foe is within range to attack on that action, the victim goes for the foe. If only friends are nearby, then the victim will begin with verbal insults before going for physical combat. The verbal onslaught will go on for about 2 melee actions before they start pushing. By the end of 2 melee rounds, the victim starts punching. The things said during this rage will be embodiments of things they dislike about the friend(pet peeves, old arguments, etc...).
Save: Save vs. insanity at 15 +1 at levels 4, 8, and 12.
What does everyone think? I know, technically I shouldn't have used the term Energy Expulsion, but oh well. I'm still trying to work out another one, Non-Standard Energy Expulsion: Entropy/Decay.
Oh yeah, with these powers and all other powers I post. They may be similar to powers others have made and posted on various websites. If so, sorry. These come from my own mind, but I'm sure others have thought up versions of them before.
Non-Standard Energy Expulsion: Temporal
This blast shoots out from the eyes or hands. Generally, it has a visual display akin to solid blue energy, though the display can be chosen by the hero. As opposed to other EE powers, this blast does no immediate physical damage, instead it advances the victim's body age.
Range: 300ft
Damage: Special. This attack does no damage, instead it increases the age of the physical body.
Effects: Victims struck age 1d6 years +1d6 at levels 2, 4, 6, 8, 10, 12, and 14.
Duration: 1d4 minutes +1 minute per level.
Bonus to Strike: +3 on an aimed shot.
Penalties: Due to shock at acclimating to the sudden aging, victims lose initiative in the round struck. Also, a -1 to all actions that round, along with whatever penalties accrued through old age.
Note: Creatures with extremely long or limitless lifespans are not affected by this power. The effects of old age are determined by the GM(unless they are in a book somewhere). Creatures that go more than 10% over their normal lifespans become, in function and appearance, a corpse. They cannot act, but are aware of everything around them, until the duration is over. This power can be cancelled at will. There is a version of this power that de-ages the person struck.
Non-Standard Energy Expulsion: Ethereal
This power has a visual display that is usually more like the air distortion above great heat. It is a power that does absolutely no damage to physical beings, though it is felt if it passes through them. The exact description of how it feels is as though someone was tickling your insides. Disconcerting, but no effects. To the ethereal, however, the attack is quite damaging. This blast affects spirits, ghosts, astral travelers, things out of phase, intangible creatures, creatures of pure energy, etc... Anything not part of the physical world is affected. Note that non-physical entities that are in possession of a physical host are affected as though their natural form was struck(this affects possessing entities, techtonic entities, and the like with affecting their host, but people controlling others through magic, psionics, or powers are not affected).
Range: 400ft.
Damage: 3d6 +1d6 per level of experience.
Bonus to Strike: +3 on an aimed strike.
This power can affect things behind barriers or otherwise blocked by normal energies. It is a good idea for the hero with this power to have some way of seeing the things this power is designed to combat.
Non-Standard Energy Expulsion: Spatial
Unlike other expulsion powers, this power does not expel any energy at all. Instead, it creates a spatial distortion that rearranges the matter/energy it collides with. To someone viewing the blast itself as it zooms along towards it's target will not see a visual dsplay exactly, what they do see it a chaotic rearrangement of the light passing through that spot at that time, causing a kalediscope-like effect(or picasso-like).
Range: 300ft.
Damage: 1d6 damage per level direct to hit points!(if this seems too powerful, change to 3d6 + 1d6 at levels 3, 6, 9, 12, and 15) This damage is as it applies to living creatures. Against non-living structures this attack's effects are permanent and do not due any structural damage.
Bonus to strike: +3 on an aimed shot.
Note: Though this attack does not damage a non-living object, it does scramble things up. Parts of the object are randomly redistributed in the wake of an attack. Imagine a door being sliced into 15 pieces, no piece of the same dimensions. Then each pieces are put back together in the same shape. Sure, it is still in the same shape of a door, but now the knob is at the bottom left, the hinges in an X in the middle, etc... As you can guess, computer systems, weapons, robots, power armor, and the like that are hit by this blast are severly affected. Assume a 5% per level loss of effectiveness to large things, and a total loss of usefulness to anything around the size of a desktop computer.
Non-Standard Energy Expulsion: Madness
This is a purely black bolt shot from the super being. When this bolt is expelled, anyone within 200ft feels a vague sense of unease for just a split second, sort of like the "chills up the spine" kind of feeling. When struck, the victime is enveloped by the blackness for a brief moment. What this black bolt actually is composed of is a rip to a place not meant to ever be experienced(or even known about) by creatures from our area of the multi-verse. Yes, even supernatural beings and alien intelligences were not meant to glimpse these places. Think a bit more weird and unsettling than anything written or implied in H.P. Lovecraft's works. This blast is a momentary portal to these 'other realms', giving the victim a brief glimpse into a place best left unknown. The exact description of what the victim sees is best left to the imagination of the GM(give the player a description of the chaos seen within).
Range: 400ft.
Damage: None.
Effects: Victim gains one temporary insanity, plus one more at levels 4, 8, and 12. Insanities are randomly rolled. If a rolled insanity is already possessed by the victim, then double the intensity of the insanity.
Duration: 5 minutes.
Bonus to Strike: +3 on an aimed strike.
Save: A save vs. insanity must be made against each insanity. The save is a 15 +1 at levels 4, 8, and 12.
Non-Standard Energy Expulsion: Anger
This is a blast of reddish energy. It is the personification of pure rage, causing it's victim to experience severe anger at everyone, friend or foe(there's always something about even your super friends that ticks you off now and again). The victim's emotions well to the surface, overtaking their rational mind.
Range: 300ft.
Damage: None.
Duration: 1 minute per level of experience.
Bonus to Strike: +3 on an aimed strike.
Bonuses:
+1 attack per melee
+2 to strike
+2 to roll with punch/fall/impact
+2d6 to punch damage or any energy expulsion powers or subpowers the victim may possess
PS becomes extraordinary(no effect if already better than or equal to Extraordinary)
+20 SDC
Can, and will, fight until down to PEx2 below HP
Penalties:
Gnerally does not parry or dodge, instead will opt for a simultaneous attack. Though angry, the victim is not stupid. If circumstances suffice that dodging/parrying is required(gigantic robot fist about to squash them, for instance), they may do so at a -2
Will show absolutely NO mercy in combat, always going for the kill
Note: Whomever is closest to the character is attacked first. If a foe is within range to attack on that action, the victim goes for the foe. If only friends are nearby, then the victim will begin with verbal insults before going for physical combat. The verbal onslaught will go on for about 2 melee actions before they start pushing. By the end of 2 melee rounds, the victim starts punching. The things said during this rage will be embodiments of things they dislike about the friend(pet peeves, old arguments, etc...).
Save: Save vs. insanity at 15 +1 at levels 4, 8, and 12.
What does everyone think? I know, technically I shouldn't have used the term Energy Expulsion, but oh well. I'm still trying to work out another one, Non-Standard Energy Expulsion: Entropy/Decay.
Oh yeah, with these powers and all other powers I post. They may be similar to powers others have made and posted on various websites. If so, sorry. These come from my own mind, but I'm sure others have thought up versions of them before.
I like your ideas, Zen, on the Ethereal version. Maybe I'll do a re-write later where I add in the spell-casting disruption. Note, however, it does no damage to living creatures. I intended the power to be used against non-physical beings. I wanted to avoid the normal 'blast the squishies' use of EE powers. It is a power designed to fight the things no one else can.
Now with the Anger version. It's not the super flinging their own hatred at someone, they are flinging a force that amplifies the victim's own rage. Think of it almost like the Battle Rage power from PU1, except you cause others to go into a battle rage.
Now with the Madness power. It has a rather limited duration. 5 minutes seems likes a lot when dealing with combat situations, but out of combat it is only a very brief amount of time. There is still a possible save, plus the fact most enemies probably will only be able to induce one or two insanities.
The Temporal. Well, I couldn't figure out any decent penalties based on old age. Sure, there'd be some shock, and that would be factored in to the penalties assigned by the GM.
As always, these powers are subject to people tweaking them for their own use, or ignoring them altogether. For those wishing to post them on their own websites, I would like mention of my handle if their power is inspired by mine.
Now with the Anger version. It's not the super flinging their own hatred at someone, they are flinging a force that amplifies the victim's own rage. Think of it almost like the Battle Rage power from PU1, except you cause others to go into a battle rage.
Now with the Madness power. It has a rather limited duration. 5 minutes seems likes a lot when dealing with combat situations, but out of combat it is only a very brief amount of time. There is still a possible save, plus the fact most enemies probably will only be able to induce one or two insanities.
The Temporal. Well, I couldn't figure out any decent penalties based on old age. Sure, there'd be some shock, and that would be factored in to the penalties assigned by the GM.
As always, these powers are subject to people tweaking them for their own use, or ignoring them altogether. For those wishing to post them on their own websites, I would like mention of my handle if their power is inspired by mine.
Oh, just to mention a thing my players said. One of my earlier power posts contained a power titled "Switch Places". Upon thinking of possible evil uses of the power, we realized the power is waaaaaay too strong. Those who have read it may have just skimmed it, not thinking it very useful. GM's, you may want to limit it only to NPC's or recurring enemies. That is, if you even let it into your games. Just a warning.
bit overdramatic aren'tcha?thagema wrote:Well, since no one comments on mine, I guess they are sub-standard. And it is for that reason that I am no longer going to take part in this project. Someone else can have it, though it has already been done by drunken werebear... but he isn't sharing... Though that is what I have come to expect from these message boards...
Tyciol wrote:In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.