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