Mystic Supersoldier

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13eowulf
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Mystic Supersoldier

Unread post by 13eowulf »

A long while ago I came across this thread:

And it stuck with me for a while, and an idea formed in the back of my mind, and grew, until. I finally typed it out.
I decided to share it here to see what others may think of it.
This is my first real contribution to fan-made material here on the forums, please be gentle as it is my first time. :angel:
(I have made excessive use of the 'spoiler' option to try and keep the on-screen length of the post down to make it easier on people)

Mystic Supersoldier

This is a variant on the Supersoldier Power Category found in Powers Unlimited 2, starting on page 76. Below you will find modified tables in addition to the description of possible powers and abilities. Unless it is otherwise noted below the rest of the Supersoldier process remains unchanged.

Step Three: Background Data
Nature of the Procedure
01-23% Chemical
24-46% Radiation
47-69% Chemical and Radiation
70-93% Exposure to an alien or unknown quantity (radiation, chemical, energy, microbes from a strange meteor, dimensional anomaly, alien substance or device, an explosion, etc.); the exact cause for the enhancement may never be known.
94-00% Mystical Energies or Interference. If this item is rolled or selected then roll/select again on the table to find out the basic process, that process was then somehow enhanced through magical or mystical means. In the alternative the entire process may have been magical or mystical in nature, an experimental ritual perhaps, or a potion or elixir gone wrong, or some combination thereof. If this option is rolled or selected then the character starts with 1D4x10 PPE, with an additional 1D4 PPE per level, starting at level 2, in addition to any PPE gained through powers and abilities. Further used the Number and Type of Super Abilities Table B, as opposed to Table A (see Determining Super Abilities for details). Additionally character’s hand-to-hand melee attacks (punch, kick, elbow, head-butt, etc.) are considered magical attacks (and inflict their SDC damage as Mega-Damage in MDC realms).

Determining Super Abilities
As usual, the player can select or randomly roll for the hero’s powers as a Supersoldier. Roll once to determine the character’s super abilities. However, in an unusual twist you will notice there are two tables to roll from below. Unless your Nature of the Procedure includes Mystical Energies or Interference, use the Number and Type of Super Abilities Table A, if your Nature of the Procedure does include the afore mentioned option, then use Table B.

Number and Type of Super Abilities Table A:
This is identical to the Number and Type of Super Abilities table found on page 78 of Powers Unlimited 2.

Number and Type of Super Abilities Table B:
01-10% Two Minor super abilities (no Major powers)
11-30% One Major super abilities and one Minor
31-50% Two Major super abilities (no Minor powers)
51-60% Four Minor super abilities (no Major powers)
61-70% One Major super abilities and two Minor
71-80% Intuitive Spell Casting abilities. See Alternative Mystic Supersoldiers for details.
81-90% Elemental Spell Casting abilities. See Alternative Mystic Supersoldiers for details.
91-95% Magic of the Shadows. See Alternative Mystic Supersoldiers for details.
96-00% Latent Psionics, with the full range of abilities. See the Psionics section of HU2 on page 190.

Special Mystic Supersoldier Enhancement Table
Roll 1D4 as normal for the number of Special Supersoldier Enhancements available, then one can either roll (or choose as the case may be) on the regular Special Supersoldier Enhancement Table as normal, or they can choose from the following Mystic Supersoldier Enhancements below.
Spoiler:
Scourge of the Supernatural: The process has unlocked an innate ability within the Supersoldier that allows them to effectively and efficiently deal with Supernatural Beings and Creatures of Magic. Attacks by the Supersoldier inflict double damage directly to Hit Points of both Supernatural Beings and Creatures of Magic. This includes punches, kicks, and the use of weapons, be they melee weapons or firearms, however it does not apply to explosives (bombs, grenades, missiles, etc.). In MDC environments these attacks inflict Mega-Damage, even is the weapon is an SDC weapon. Further while in an MDC environment whenever the Supersoldier is engaged in combat with a Supernatural Being or Creature of Magic their Hit Points temporarily turn into MDC (provided of course the Supersoldier is not already an MDC being due to another super power or ability). This effect also occurs while on ley lines, and on nexus points the Supersoldier’s SDC and Hit Points are added together and that becomes their MDC.

Mystic Shield: The Supersoldier can tap into their inner reserve if PPE and create a thin protective field around themselves. This field protects the Supersoldier from harm until it is dispelled, depleted, or the duration expires. This field is thin enough that it does not interfere in any way with manual dexterity, performing skills, or the use of weapons. It does however cover the Supersoldier’s clothing or body armour if they are wearing either or any (does not cover Powered Armour though). This field has 70 SDC plus 15 SDC per level of experience starting at level two. It costs 8 PPE to bring forth, and lasts for 2 minutes per level of experience. This field becomes MDC in a Mega-Damage environment.

Enhanced PPE Recovery: While many who possess larger amounts of PPE are thought of as living PPE batteries, those who have been instilled with this Enhancement could more accurately be described as living PPE generators. These Supersoldiers recover PPE at a rate of 1 point every 10 minutes (6 per hour), regardless of whether they are at rest or engaged in physical (or other) activity. This is in addition to any other PPE recovery methods that may be available to the Supersoldier. Further, the Supersoldier can gather ambient mystical energies around him into himself to instantly regain 3D6 PPE points, however this can only be done a maximum of 3 times per day (24 hour period). Note: If this ability is while on a Ley Line in Rifts, or the Palladium Fantasy world, or in other high-magic environments, reroll any dice that result in a one (1). If used on a Ley Line Nexus in Rifts, or the Palladium Fantasy world, or in other high-magic environments, then assume maximum roll (18).

Supernatural Sight: This Enhancement functions in a manner identical to the Minor Super Power of Supervision: Paranormal Sight found in the first Powers Unlimited book, page 45.

Dimensional Teleport: Can Dimensional Teleport at will. Has a success ratio of 25% +5% per level of experience, with a +10% on Ley Lines, and +20% on a Nexus Point, and +30% when trying to return to his home dimension. A failed roll means the teleport did not happen, and Dimensional Teleport can only be attempted once every other melee round (once every 30 seconds), and counts as 3 melee actions/attacks.

Turn Dead: Can turn 3D4 dead at will with an 80% success ratio. Gains the ability to turn an additional 1D4 dead with +2% increase in success ratio at every even numbered level of experience.

Breath Weapon: The supersoldier gains a breath weapon that may be used once every melee round (can counts as a single attack/action). The range is the same for all types at 25 ft. +5 ft. per level of experience. There are 5 possible types of breath weapons (roll or choose):
01-20% Fire: 4D6 damage (SDC Damage in such realms, and Mega-Damage in MDC realms) in a cone with a 6 foot diameter area at the widest point.
21-40% Frost: 4D6 damage (SDC Damage in such realms, and Mega-Damage in MDC realms) in a cone with a 6 foot diameter area at the widest point.
41-60% Lightning: 6D6 damage (SDC Damage in such realms, and Mega-Damage in MDC realms) to a single target.
61-80% Poison: A cloud of poison gas that effects a 5 foot radius centered around the targeted area. Victims need to save vs. Lethal Poison. No damage if save is successful, 3D6 damage straight to Hit Points if save is failed (5D6 Mega-Damage when applicable). The cloud persists for 1D4 melee rounds, and a save must be made each melee round that one is in the cloud, with each failed save inflicting damage.
81-00% Wind: A short powerful gust of wind breathed by the character that is capable of knocking people down, riders off of mounts, even blowing small objects up to 200 feet away. Can be directed at a single target or in a cone up to 20 feet in diameter. Standard knockdown effects, but taking 3 melee actions/attacks to recover.


Alternative Types of Mystic Supersoldiers
Instead of Super Powers the player may roll (or select) one of the following sets of abilities instead.

Intuitive Spell Casting
Spoiler:
As an effect of the process to create the soldier (maybe an unintended side-effect, or perhaps the desired effect…) there is a link established between the character and the forces of magic, and have gained an intuitive understanding of magic, which in turn allows them the ability to cast a number of spells. The nature of these spell casting abilities is not unlike those of the Mystic found in many realms, but these supersoldiers do not have psionic powers signature to those classes. However their spell casing abilities are also more advances then a Mystic’s could ever be.
1. Initial Spell Knowledge: The Intuitive Spell Caster’s spell knowledge comes from within the character themselves, due to the process they underwent. When the process is over the character somehow knows how to cast a large number of spells. The nature of the spell magic will, generally, reflect the Supersoldier’s current view of life and the world.
At first level select a total of six spells from level one, six spells from level two, and four spells from level 3. These are part of the Supersoldier’s permanent spell casting capabilities. Once selected they cannot be changed.
2. Mystic Energy Blast: The Supersoldier is also capable of directing his energies into a blast of raw Potential Psychic Energy, in a manner not unlike the Energy Expulsion abilities possessed by any number of Super powered Beings. The blast inflicts 4D6 SDC damage at level one +1D6 damage every level of experience starting at level two. It has a range of 300 ft., +50 ft. per level of experience. These energy blasts do temporarily drain 3 PPE from the Supersoldier’s inner reserve, but recovers as normal, not unlike casting a spell. In a Mega-Damage realm these blasts inflict Mega-Damage.
3. Learning New Spells: The Supersoldier will intuitively sense when they have reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find time for inner reflection.
At second level of experience the Supersoldier can select a total of six additional, new, magic spells from levels one, two, three, and/or four. Upon reaching third level of experience the Supersoldier can select four new spells from magic levels one through four. At fourth level and each additional level of experience, the Supersoldier can select two additional, new, spells from any of the levels, up to his corresponding experience level. Additionally at levels four, eight, and twelve, the Supersoldier can select an additional two, new, spells from any level. These Supersoldiers cannot be taught nor purchase additional spell knowledge. In fact the character never even tries to learn additional spells; they simply do not have the mastery of magic to go beyond this point. The Supersoldier accepts this without question or regret. Note: These supersoldiers may also select spells from the school of magic known as Combat Magic (found in Mercenary Adventures). Additionally these supersoldiers may us Techno-Wizard devices (provided the encounter them), and magic scrolls (should any of these extremely rare items be encountered).
4. PPE: Like all spell casters, this Supersoldier is a living battery of mystic energy. They draw on this reserve to cast spells. Permanent Base PPE: 2D6x10+10 plus P.E. attribute number.
Supplemental PPE: Add 2D4 PPE per additional level of experience. In high-magic realms like Rifts Earth the Supersoldier can draw PPE from ley lines (10 points per melee round), and nexus points (20 points per melee round). They can also draw PPE from other people through blood sacrifice or when freely given.
PPE Recovery: For these supersoldiers PPE recovers at a rate of 5 points per hour of sleep or rest. Meditation restores PPE at 10 per hour of meditation, and is equal to two hours of sleep when it comes to recover from fatigue and physical rest.
5. Related Mystical Bonuses: +1 to Spell Strength (the number others must save against when you cast a spell) at levels 3, 6, 9, & 12. +2 to Perception Rolls. +5% to save vs. coma or death, +5 to save vs. Horror Factor. +2 to save vs. possession. +2 to save vs. magic at level one, with an additional +1 at levels 3, 6, 9, 12, & 15.
Alternate Option: Instead of the abilities above the Supersoldier process has unlocked this character’s dormant Mystic abilities. Choose any ‘Mystic’ type O.C.C. from any Palladium setting, and this Supersoldier has the Powers and Abilities of that class, known intuitively. (Regarding education: Ignore the O.C.C. skills, and instead follow the Supersoldier education table). Some example ‘Mystic’ type O.C.C.s: the Mystic from Rifts: Ultimate Edition (or from the Nightbane main book or Palladium Fantasy 2nd Edition main book), the Grey Seer from Rifts World Book 16: Federation of Magic, or the Phase Mystic from Rifts Dimension Book 02: Phase World.


Elemental Spell Casting
Spoiler:
Similar to the Intuitive Spell Caster above these supersoldiers are mystically linked to an other-worldly force, unlike the above, instead of the forces of magic they are linked to an Elemental Force and it’s corresponding realm. This link grants the Elemental Spell Caster abilities not unlike a Warlock’s from Palladium Fantasy. However unlike the Warlock the Supersoldier does not worship an Elemental Deity (although many may begin to later on), and their powers are not endowed upon them. Instead they draw their powers and abilities directly from the elemental realm of their bonded element. A Supersoldier undergoing this experience is given subconscious choice of the four elements, and chooses one that is most reflected by who they are and who they wish to be, and that is the element they are bonded with. A Supersoldier can only be bonded with one element.
1. Initial Spell Knowledge: The Elemental Spell Caster’s spell knowledge comes from their bond with their chosen element. When the Supersoldier process is over the character somehow knows how to cast several elemental spells. At first level select a total of five spells from level one. These are part of the Supersoldier’s permanent spell casting capabilities. Once selected they cannot be changed.
Note: The Supersoldier does not know the power words for the four Elemental Powers, nor does he know the mystic symbols of the four Elements or the six stone symbols for Elemental Forces. Well, more accurately he does not know that he knows. If these words or symbols are ever encountered there is a 60% chance (+5% per level of experience) that the Supersoldier will intuitively understand and/or recognize these, even if they don’t know how they know.
2. Learning New Spells: Every time the Supersoldier reaches a new level of experience they are allowed to select three new spells. The level of the spells available for selection is limited to the experience level of the Supersoldier (or less). A Supersoldier cannot select a spell above his own experience level. Under no condition can these Supersoldiers learn any spells other than those provided through their bond to their chosen element.
3. Elemental Blast: The Supersoldier is also capable of directing his connection with their element into a blast of elemental power, in a manner not unlike the Energy Expulsion abilities possessed by any number of Super-powered Beings. The blast inflicts 5D6 SDC damage at level one +1D6 damage every level of experience starting at level two. It has a range of 200 ft., +50 ft. per level of experience. These energy blasts do temporarily drain 2 PPE from the Supersoldier’s inner reserve, but recovers as normal, not unlike casting a spell. In a Mega-Damage realm these blasts inflict Mega-Damage. The nature of the blast can be as unique as the Supersoldier himself, however what they all have in common is that it is somehow related to the Supersoldier’s chosen element.
4. PPE: This Supersoldier is a living battery of mystic energy. They draw on this reserve to cast spells. Permanent Base PPE: 2D4x10+10 plus P.E. attribute number.
Supplemental PPE: Add 2D4 PPE per additional level of experience. In high-magic realms like Rifts Earth the Supersoldier can draw PPE from ley lines (10 points per melee round), and nexus points (20 points per melee round). They however cannot also draw PPE from other people through blood sacrifice or when freely given, but the can draw on the mystic energy from Elemental beings of his bonded element.
PPE Recovery: For these supersoldiers PPE recovers at a rate of 5 points per hour of sleep or rest. Meditation restores PPE at 10 per hour of meditation, and is equal to two hours of sleep when it comes to recover from fatigue and physical rest.
5. Speak Elemental: Should the Supersoldier ever encounter an Elemental they will find that then can both speak and understand this otherwise incomprehensible language at 98% proficiency.
6. Sense the Nature of their Element: This ability is identical in nature to the Warlock ability #9. Sense the Nature of the Life Sign.
7. Elemental Brotherhood: As the Supersoldier is mystically bonded to an element other Elementals will regard the Supersoldier as one of their own, and warlocks can feel the bond as well. (For ability purposes a Warlock can sense the Supersoldier as if they were an Elemental, but cannot summon them). Over time and experience the Supersoldier may come to regard Elementals and/or Warlocks in a similar manner, but this is a choice on their part, and not a requirement, they feel no bond, and cannot sense the elementals or warlocks as they can be sensed by them.
8. Power of the Element: If the GM allows it, in addition to the above abilities the Supersoldier gains the Major Super Ability of Control Elemental Force for their chosen Element. As a further option the GM (or Player with the GM’s permission) may wish to assign PPE costs to the activation of this Major Power’s abilities, then again, they may not.
9. Elemental Bonuses: +3 to save vs. Horror Factor (+5 vs. Elemental Beings), +2 save vs. magic, and +1 to Spell Strength at levels 3, 7, 11, & 15.


Magic of the Shadows
Spoiler:
During the supersoldier process the character`s essence (mind, soul, spirit?) looked into the abyss, and the abyss looked back, and found the character worthy. Through this the Supersoldier was forever linked to the Power of the Shadows, not unlike the Elemental Spell Casters above with their chosen element. This does not mean the character is evil; the power of shadow can be used for good or ill.
1. Initial Spell Knowledge: The Shadow Spell Caster’s spell knowledge comes from their bond with the shadows. When the Supersoldier process is over the character somehow knows how to cast several spells. At first level the character knows Shadow Meld and a total of five spells from level one. These are part of the Supersoldier’s permanent spell casting capabilities. Once selected they cannot be changed.
2. Learning New Spells: Every time the Supersoldier reaches a new level of experience they are allowed to select two new spells. The level of the spells available for selection is limited to the experience level of the Supersoldier (or less). A Supersoldier cannot select a spell above his own experience level. Under no condition can these Supersoldiers learn any spells other than those provided through their bond to the shadows. Note: These Supersoldiers can also choose spells from the Shadow Magic category, as found in the Libraries of Bletherad.
3. Shadow Blast: The Supersoldier is also capable of directing his connection with the Shadows into a blast of dark energy, in a manner not unlike the Energy Expulsion abilities possessed by any number of Super-powered Beings. The blast inflicts 4D6 SDC damage at level one +1D6 damage every level of experience starting at level two. It has a range of 400 ft., +50 ft. per level of experience. These energy blasts do temporarily drain 2 PPE from the Supersoldier’s inner reserve, but recovers as normal, not unlike casting a spell. In a Mega-Damage realm these blasts inflict Mega-Damage.
4. PPE: This Supersoldier is a living battery of mystic energy. They draw on this reserve to cast spells. Permanent Base PPE: 2D4x10+30 plus P.E. attribute number.
Supplemental PPE: Add 2D6 PPE per additional level of experience. In high-magic realms like Rifts Earth the Supersoldier can draw PPE from ley lines (10 points per melee round), and nexus points (20 points per melee round). They can also draw PPE from other people through blood sacrifice or when freely given.
PPE Recovery: For these supersoldiers PPE recovers at a rate of 5 points per hour of sleep or rest. Meditation restores PPE at 10 per hour of meditation, and is equal to two hours of sleep when it comes to recover from fatigue and physical rest.
5. Talents: Through their unique bond with the shadows the Supersoldier has gained the ability to wield Talents similar to those of the Nightbane. These powers are gained intuitively in a similar manner to the spell knowledge above. At level one the character gains the knowledge of two Talents. Every level after the first the character will mystically acquire one additional Talent. Also in a manner similar to the Nightbane the Supersoldier can permanently expend PPE to acquire additional talents, however the PPE acquisition cost for each talent is doubled, and the character can only acquire a single talent at each level of experience in this manner. The only other limitation that applies is level limitations as listed under certain individual Talents.
6. Power over Shadows: Instead of rolling/selecting abilities from the Supersoldier Enhancement Table the character may substitute Minor Super Abilities that have the word ‘Shadow’ in their name in place of Supersoldier Enhancements. Further, if the GM allows it, in addition to the above abilities the Supersoldier gains the Major Super Ability of Shadow Manipulation. As a further option the GM (or Player with the GM’s permission) may wish to assign PPE costs to the activation of this Major Power’s abilities, then again, they may not.
7. Bonuses of the Shadows: The Supersoldier gains Nightvision with a range of 1000 feet, has a +3 to save vs. magic (+6 to save vs. Talents and Shadow Magic), +5 to save vs. Horror Factor, and +1 to Spell Strength at levels 3, 6, 10, & 14.


Step Six: Rounding Out & Special Equipment
Characters may follow these charts as presented in Powers Unlimited 2 as normal, or they may opt for some of the additional options below. Alternatively if the normal charts are used including some description as to the item being based in magic rather than technology would be appropriate.

Special Weapons
Spoiler:
Optionally, instead of rolling/selecting from the normal table instead this Supersoldier has a minor magical weapon gifted to them (or stolen by them). This weapon is identical in nature to the Personal Weapon of the Immortal Power Class (also found in Powers Unlimited 2).


Prototype Vehicle
Spoiler:
Again, optionally, instead of selecting or rolling on the normal table the Supersoldier has obtained (or been given) an amulet, ring, or belt buckled that grants them the power of flight as per the Fly as the Eagle spell (or another flight spell if allowed by the GM and desired) that lasts for one hour. This can be activated 1D6+2 times per day (roll once when the item is obtained and the result is the maximum number of times the ability can be activated, after that the number cannot change).


Special Mega-Hero Option
Instead of using the normal Mega-Hero options, or the Rifter #37 Mega-Hero options (both of which are fully legitimate choices if that is what you desire and can work with this Power Category as they do any other) you can instead choose this special Mega-Hero option (provided of course your GM is in fact allowing Mega-Heroes in their game, always consult your GM before creating a Mega-Hero).

Mega-Powers
All of these special Mega-Heroes receive the following enhancements:
Spoiler:
Considered a Creature of Magic: The hero's strength is considered Superhuman/Robotic/Splicer/Beastly and he has the following bonuses: +2 to each save vs. Psionics, Magic, and Horror, and has Nightvision out to 200 ft. In addition when in most Mega-Damage realms the Hit Points and SDC are added together and become Mega-Damage.

Increased Range by 50%: As per standard Mega-Powers in either HU2 or Rifter #37

Increased S.D.C. by 50%: As per standard Mega-Powers in either HU2 or Rifter #37

Increased I.S.P. by 50%: As per standard Mega-Powers in Rifter #37

Increased P.P.E. by 50%: As per standard Mega-Powers in Rifter #37

Increased Healing: Bio-Regenerates 1D4 SDC/HP per melee round (becomes MDC in Mega-Damage realms), or increase the effectiveness of current healing ability/super power by 50%, whichever is greater. The following healing abilities are cumulative with any healing powers that don’t include such abilities, but are superseded by (not stacked with) super powers that do include similar abilities: Fingers, toes, ears, etc. can be regenerated within 24 hours. Arms & legs can be regrown within 1D4 weeks, and damaged internal organs (provided the injury can be survived) will repair within 2D4 days, but if completely destroyed will take 2D4 weeks to regrow. This does not apply to the heart or brain.

Increased Lifespan: The average lifespan of the character is tripled. This is cumulative with super powers that increase one’s lifespan, such as Longevity.


Special Mega-Powers
You can select or roll as normal from either set of existing Special Mega-Powers (page 181 of the Heroes Unlimited 2nd Edition main book or page 18 of Rifter #37) or you can select or roll from the following unique Special Mystic Supersoldier Mega-Powers. Note: If you are allowed more than one selection then you may mix and match, not all selections need to come from the same list of Special Mega-Powers.
Spoiler:
Super-Enhanced: Roll an additional 1D4 for the number of additional Special Supersoldier Enhancements available. Then one can either roll (or choose as the case may be) on the regular Special Supersoldier Enhancement Table as normal, or they can choose from the special Mystic Supersoldier Enhancements. Note: This ability can be selected if only one Special Mega-Power is allowed, but if multiple Special Mega-Powers are allowed this counts as two abilities.

Ultra-Powered: Roll a second time on the ‘Number and Type of Super Abilities Table B’ chart for a second set of abilities. The powers and/or abilities of this selection are fully cumulative with the first set of powers and/or abilities. Note: This ability can be selected if only one Special Mega-Power is allowed, but if multiple Special Mega-Powers are allowed this counts as two abilities.


Special Achilles Heels
You can select or roll as normal from either set of existing Achilles Heels (page 183 of the Heroes Unlimited 2nd Edition main book or page 22 of Rifter #37) or you can select or roll from the following unique Special Mystic Supersoldier Achilles Heels. Note: If you are allowed more than one selection then you may mix and match, not all selections need to come from the same list of Achilles.
Spoiler:
Holy Symbols: Like a vampire, the character can be held at bay by holy symbols. Any time the character encounters a holy symbol he must save vs. Horror Factor 18 or be unable to approach within 10 feet (3 m) of it. If the holy symbol is held out forcefully (in much the same way crosses are used against vampires), the character will recoil in fear and be unable to approach within 10 feet (3 m) of the person holding it. If the character actually touches the holy symbol, he will be burned for 2D6 S.D.C. (M.D. in such environments).
However the character is only affected by the symbol provided the individual invoking it actually believes in the faith behind the holy symbol, for example: an Agnostic holding a Christian Cross (or any symbol for that matter) will have no effect.
Special: This Achilles Heel may be taken to count as 2 selections, in this instance the character is affected regardless of the faith of those invoking the symbol, as well the range and damage listed above are doubled, and the Horror Factor is increased to 19.

Disfigured: The Supersoldier process has horribly scarred the character’s body, reducing his P.B. to 1D4+2. These scars are permanently part of the character, and cannot be removed by any healing (not even medical or psionic), and any attempts at plastic surgery will see the character ‘heal’ back to his scarred form within a week (1D6 days). These scares make it nigh-impossible for the character to blend in with a crowd.


EDIT: 07-19-12, Updated the Special Mystic Supersoldier Enhancement Table with two new items.


EDIT: 11-12-12, Multiple Updates
-Updated Number and Type of Super Abilities Table B to replace the Mystic Abilities option back to Latent Psionics.
-Added alternate option under Intuitive Spell Casting (formerly the Mystic Abilities option)
-Added 3 new Special Mystic Supersoldier Enhancements
-Added Special Mega-Hero option including Mega-Powers, Special Mega-Powers, and Special Achilles Heels. Note: The text for Special Mega-Powers and Special Achilles Heels mentions ‘rolling’ even though the options have no percentile numbers to facilitate this. This is not a mistake or oversight, but a work in progress as I hope to create additional options for these before assigning % points.
Last edited by 13eowulf on Mon Nov 12, 2012 2:35 am, edited 2 times in total.
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drewkitty ~..~
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Re: Mystic Supersoldier

Unread post by drewkitty ~..~ »

The intuitive Casting or mystic abilities should be omitted because they are duplicates of each other.
Or
Because they are Both Intuitive magic abilities they should fall under one heading with them as two of the options for the intuitive magic section. Other options for the intuitive magic section would be mystic knight powers, laser mage powers, or the powers of any other intuitive mage types.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Juce734
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Re: Mystic Supersoldier

Unread post by Juce734 »

I like this Mystic Supersoldier idea. I think it could be expanded on some. I have some ideas that maybe I can contribute to this. Maybe I will PM them to you later today or tomorrow if you want.
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Juce734
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Re: Mystic Supersoldier

Unread post by Juce734 »

A side effects table and more options for abilities granted to the character would be great additions.
Games: Savage Rifts, Fantasy Age, Dragon Age, Dungeons and Dragons Fifth Edition, Heroes Unlimited, TMNT, Ninjas and Superspies, and Rifts
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Re: Mystic Supersoldier

Unread post by blade76 »

Hi, 13eowulf could you post more mystic powers and power sets.I could use them for a campaign I'm developing
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13eowulf
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Re: Mystic Supersoldier

Unread post by 13eowulf »

blade76 wrote:Hi, 13eowulf could you post more mystic powers and power sets.I could use them for a campaign I'm developing


Firstly, thanks, it is awesome to hear that someone else thinks this is worth using.
However I am working on refinements and revisions currently, maybe a few new Special Mystic Supersoldier Enhancements, but I dont have any new ones to post yet, I will as soon as I do.

EDIT: I updated the Special Mystic Supersoldier Enhancement Table with 2 new abilities.
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Re: Mystic Supersoldier

Unread post by Witchcraft »

Great idea!
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13eowulf
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Re: Mystic Supersoldier

Unread post by 13eowulf »

drewkitty ~..~ wrote:The intuitive Casting or mystic abilities should be omitted because they are duplicates of each other.
Or
Because they are Both Intuitive magic abilities they should fall under one heading with them as two of the options for the intuitive magic section. Other options for the intuitive magic section would be mystic knight powers, laser mage powers, or the powers of any other intuitive mage types.


Mystics and their various variations have more abilities and powers than just spell casting, and that is why they were separate, but I have never been fully happy with the 4th option of Mystic Abilities and am working on a replacement.
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Re: Mystic Supersoldier

Unread post by blade76 »

Could you create chi powered variants and weapons whose materials have unique properties, just throwing out some ideas.
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Re: Mystic Supersoldier

Unread post by abtex »

Useful and thoughtful Idea, Thanks for expending on the base concept. When you come up with more please post.
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Re: Mystic Supersoldier

Unread post by The Baron of chaos »

I miss for a while and wha ti get checking back on the board?
An Awesome idea that fit perfectly what i was thinking about (HU and other things...)
Thanks a lot !
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Re: Mystic Supersoldier

Unread post by 13eowulf »

So I have made a long coming update to the original, I edited the original post with the updated material to keep things clean, but below is a list of the updates:
-Updated Number and Type of Super Abilities Table B to replace the Mystic Abilities option back to Latent Psionics.
-Added alternate option under Intuitive Spell Casting (formerly the Mystic Abilities option)
-Added 3 new Special Mystic Supersoldier Enhancements
-Added Special Mega-Hero option including Mega-Powers, Special Mega-Powers, and Special Achilles Heels. Note: The text for Special Mega-Powers and Special Achilles Heels mentions ‘rolling’ even though the options have no percentile numbers to facilitate this. This is not a mistake or oversight, but a work in progress as I hope to create additional options for these before assigning % points.
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Re: Mystic Supersoldier

Unread post by Senator Cybus »

Oh, this is cool. :-D

I've got an idea for a new option for Type of Super Abilities; if it's okay, I'll try and write it up in the next day or so, to see what you think?
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Re: Mystic Supersoldier

Unread post by 13eowulf »

Senator Cybus wrote:Oh, this is cool. :-D

I've got an idea for a new option for Type of Super Abilities; if it's okay, I'll try and write it up in the next day or so, to see what you think?


Go for it, would love to see it.
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Re: Mystic Supersoldier

Unread post by Witchcraft »

This looks so awesome!
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Re: Mystic Supersoldier

Unread post by Tor »

This would be more useful if the PPE cost for the ritual used to create them was provided, so that some NPCs would be able to do so.
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