NEW POWERS!

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Stone Gargoyle
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Unread post by Stone Gargoyle »

I have to edit this to correct omissions/lacking in the nature of the cheese attacks.

Alter Physical Structure: Cheese (Major) by Stone Gargoyle
"It's not easy being cheesy!"

1.Limited Invulnerability: In melted liquid form, the character takes no damage from projectiles such as bullets, arrows and thrown weapons; as well as taking no damage from physical attacks.
Heat and cold do half damage, though cold will cause him to stiffen into soft solid form.
Explosions will blow the character apart, but he suffers no damage and can reform in 2d6 minutes.

2.Manipulate Shape: As liquid, the character can squish, mold and puddle his physical form, able to pour himself under a door, down a pipe, or squeeze through chains, ropes, etc. Moves at half speed as liquid.

3.Soft Solid Form: The character can assume a greater density, making his body similar to putty or clay. In this form, he can stretch his limbs comfortably up to twice as long, but they can be stretched longer(See Stretching).
Blunt attacks and projectiles do half damage to this form, while bladed weapons do no damage at all, merely severing but not actually affecting SDC. Heat and cold still do half damage in this form, though heat will cause him to revert to melted liquid form. If cut in half or any part of the body is severed, the lost limb can be reattached by squishing the last part back onto the body. PS is reduced by half in this form.

4.Stink: The character can choose to emit noxious odors. He of course is impervious to the smell.
Range:10 ft radius around the character.
Saving throw: 14 or better, plus 1 at levels 4, 8 and 12
Penalties to victims of smell: Victims become nauseous and feel like vomiting. They are -4 on initiative, -2 to strike, parry and dodge, and are -20% to any skills.

5. Cheese Attacks: The character can use his cheese to create ranged attacks as follows:
* Cheese Chunks: The character can hurl 1-4 cheese chunks or wedges as a blunt projectile attack.
Range: 60 feet, plus 10 feet per level of experience.
Attacks: Uses one melee attack/action to generate and throw cheese chunks
Duration: Instant, cheese remains in existence once fired as chunks of cheese until eaten.
Damage: Cheese does 1d4 damage per chunk, so a shot of four would do 4d4 damage.
*Liquid Cheese: The character can hurl hot cheese at opponents.
Range: 60 feet, plus 10 feet per level of experience.
Attacks: Uses one melee attack/action to spray cheese.
Damage:1d6,+ 1d6 at levels 3, 6, 9, 12 and 15


6.Stretching: The character can be made to stretch his SDC number in feet, though this would have to be through artificial means. Anything beyond three times his normal length reduces his PS and PE by one point per foot.

7.Stunts and Special Maneuvers: The character can perform special tricks but is limited in the amount of times he can do them per day(GM's discretion)

Body Weapons: The character can shape his limbs as blunt weapons for damage equal to the normal weapon's damage(but takes half the damage inflicted to the weapon itself).

Cheese Wheel: The character can squish his whole body into a soft solid form wheel equal to his normal mass. In this form, he can travel three times his normal speed. This leaves crumbs of cheese equal to 1 SDC point per mile.

Cheese Balls: The character can also will himself to divide into thousands of tiny balls of cheese which he has complete control of.
Area of effect: The character can spread himself out over a 10 foot diameter area,+5 feet per level
Duration: The character can only be separated in this fashion for one hour. If not merged back before the end of that time, the character automatically reforms as a smaller cheese man with 30% the mass and only a third of the SDC.

8.Other Abilities and Bonuses:
SDC is a flat 300 in cheese form
Weight is tripled as cheese
Horror Factor 10 as soft solid, 12 as melted liquid

GMs may choose to limit the powers as they see fit or make players sacrifice minor powers to gain all the benefits of this power.

Ken
Last edited by Stone Gargoyle on Thu Aug 19, 2021 7:19 pm, edited 1 time in total.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

"It was a moment of infamy for Latveria on a level as that of the trouncing by Squirrel Girl when Doctor Doom fell to Munster Master on account of the proud Doctor's previously unsuspected lactose intolerance..."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:"It was a moment of infamy for Latveria on a level as that of the trouncing by Squirrel Girl when Doctor Doom fell to Munster Master on account of the proud Doctor's previously unsuspected lactose intolerance..."
Mayhap I should work on APS: Milk, then?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:"It was a moment of infamy for Latveria on a level as that of the trouncing by Squirrel Girl when Doctor Doom fell to Munster Master on account of the proud Doctor's previously unsuspected lactose intolerance..."
Mayhap I should work on APS: Milk, then?



"Milk Makes a Body STRONG!"

Give the superbeing the ability to switch between a swift-moving fluidic 'spilled milk' state and a slower-moving calcium-carbonate/bone golem form. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:"It was a moment of infamy for Latveria on a level as that of the trouncing by Squirrel Girl when Doctor Doom fell to Munster Master on account of the proud Doctor's previously unsuspected lactose intolerance..."
Mayhap I should work on APS: Milk, then?



"Milk Makes a Body STRONG!"

Give the superbeing the ability to switch between a swift-moving fluidic 'spilled milk' state and a slower-moving calcium-carbonate/bone golem form. :D

That could be pretty cool, actually. It would have to be something like APS: Calcium, then...
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:[That could be pretty cool, actually. It would have to be something like APS: Calcium, then...



Hmmm...assign different damages/ranges for Matter Expulsion: Whole Milk, 2% Milk, and Skim Milk based on fat content?
Maybe allow for the projection of Chocolate or Strawberry Milk? :fl:
Maybe give it a healing sub-property in that broken bones heal x times faster with its application(obviously this will not work with lactose-intolerant characters)?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:[That could be pretty cool, actually. It would have to be something like APS: Calcium, then...



Hmmm...assign different damages/ranges for Matter Expulsion: Whole Milk, 2% Milk, and Skim Milk based on fat content?
Maybe allow for the projection of Chocolate or Strawberry Milk? :fl:
Maybe give it a healing sub-property in that broken bones heal x times faster with its application(obviously this will not work with lactose-intolerant characters)?

The healing properties would work on lactose-intolerant people, they would just have to make a save vs. poison to avoid getting sick with the runs and whatnot. As far as damage, I think it would do about the same as water regardless of the fat content.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:[That could be pretty cool, actually. It would have to be something like APS: Calcium, then...



Hmmm...assign different damages/ranges for Matter Expulsion: Whole Milk, 2% Milk, and Skim Milk based on fat content?
Maybe allow for the projection of Chocolate or Strawberry Milk? :fl:
Maybe give it a healing sub-property in that broken bones heal x times faster with its application(obviously this will not work with lactose-intolerant characters)?

The healing properties would work on lactose-intolerant people, they would just have to make a save vs. poison to avoid getting sick with the runs and whatnot. As far as damage, I think it would do about the same as water regardless of the fat content.



Then add yogurt as an entangling attack, to give some variety to ranged attacks.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Stone Gargoyle wrote:[That could be pretty cool, actually. It would have to be something like APS: Calcium, then...



Hmmm...assign different damages/ranges for Matter Expulsion: Whole Milk, 2% Milk, and Skim Milk based on fat content?
Maybe allow for the projection of Chocolate or Strawberry Milk? :fl:
Maybe give it a healing sub-property in that broken bones heal x times faster with its application(obviously this will not work with lactose-intolerant characters)?

The healing properties would work on lactose-intolerant people, they would just have to make a save vs. poison to avoid getting sick with the runs and whatnot. As far as damage, I think it would do about the same as water regardless of the fat content.



Then add yogurt as an entangling attack, to give some variety to ranged attacks.
That would have to be some THICK yogurt...
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:
Then add yogurt as an entangling attack, to give some variety to ranged attacks.
That would have to be some THICK yogurt...



Okay, an OBSCURING attack then....but I had some Greek Yogurt that had the consistancy of a rubber brick...
But as I think Cheese Whiz has already been done as a Matter Expulsion attack, we're going to have to work with yogurt.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:
Then add yogurt as an entangling attack, to give some variety to ranged attacks.
That would have to be some THICK yogurt...



Okay, an OBSCURING attack then....but I had some Greek Yogurt that had the consistancy of a rubber brick...
But as I think Cheese Whiz has already been done as a Matter Expulsion attack, we're going to have to work with yogurt.
I could see it as obscuring. The thing is, I don't want to give the Milk power too much the same as the cheese one, as it should have abilities which differentiate it. If we do a solid golem as one of the forms, it would have to be substantially weaker than the APS: Bone abilities. It would combine elements of APS: Water and Bone but have added healing abilities, so it would have to have some limitations which balance it to keep it from being overpowering.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

This is what I have so far:

Alter Physical Structure: Milk (Major) by Stone Gargoyle and Taalismn

The character can alter his physical form to become one of white liquid having the properties of milk.

1. Physical Form: In his milk state, the character has a doubled weight. He is immune to physical attacks that pass through his body, though remains vulnerable to energy attacks. His milk form can flow through small cracks and under doors like any liquid could (any sentient and mobile liquid that is), and he can move at twice normal speed as a liquid. His strength is the equivalent of Extraordinary PS in this form. Fatigues at half normal rate. The character can also determine what flavor milk he is (strawberry, chocolate, etc.) with a skill base of 80% +2% per level of experience

2. Milk Points: Upon becoming changed, the character's SDC and Hit Points +200 SDC more become milk points which he can use for milk bolts attacks. This milk SDC must be replenished before the character can return to human form, and the character cannot be reduced to less than 20 SDC while in milk form or he will be unable to attack. He regains it by absorbing 1 gallon of milk per 10 water points.

3. Vulnerable To Explosions And Massive Force: When struck by an explosive, or a massive object (such as the ground) the character must make a roll vs the potential damage on percentile dice. if he rolls under the potential damage, he is dispersed in a milky explosion, to reform only after 3d4 minutes as the milk pools together. The character is otherwise unharmed.

4. Milk Does A Body Good: The character can expend a milk point to feed another character some milk, healing 1d4 damage per swallow of milk. Lactose intolerant characters swallowing the milk must make a save vs. non-lethal poison or suffer -2 to all combat actions for the next full melee round after drinking the milk.

5. Obscuring Of Vision: If pouring himself over the heads of opponents or spraying into their eyes as an attack, the character can cause opponents to have their vision obscured, suffering -4 to all combat rolls for the next full melee round while their vision clears.

6. Milk Bolts: Can shoot sprays of milk for damage. The character can draw upon the milk in his body and fire a stream of milk at an opponent. The impact is about twice as hard as a normal punch.
Cost: 2 milk points per blast
Range: 30 feet plus 10 feet per level
Damage: 2d4+1 per level. Note that opponents catching the milk in their mouths will drink it instead and heal 1d4 points of damage instead (opponents are at -4 to do so and it will use up one of their combat actions).
Duration: Instant
Attacks: counts as 1 melee attack/action.
Bonus: +1 to strike

7. Full Body Milk Slam: The character can also use the full weight of his milk body to sens a wave of milk at an opponent as an attack which does not cost any milk points.
Range: 300 feet, plus 30 feet per level of experience
Damage: 3d6 +1d6 per level. Those hit with the blast will heal 1d4 as well, unless they are lactose intolerant, in which case they take an additional 1d4 points of damage and must make a save vs. non-lethal poison or suffer -2 to all combat actions for the next full melee round after being hit by the milk.
Duration: Instant
Attacks: counts as two melee attacks/actions
Bonus: +4 aimed, +2 wild

8. Other Abilities and Bonuses:
Horror Factor of 9
The character still has to breathe but lasts twice as long underwater in human form, breathes underwater as milk being
The character radiates no heat, thus is unable to be detected by infrared or heat sensors
Can sense cows within 20 feet even when vision is blocked
The character heals at twice normal rate in normal form
Last edited by Stone Gargoyle on Sat Oct 13, 2012 5:53 pm, edited 4 times in total.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

cccrrrraaaaaaazzzzzyyyyyyy..... :ok:

"Okay, from now on, we are NOT laughing at 'Milk Maid'." :shock:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:cccrrrraaaaaaazzzzzyyyyyyy..... :ok:

"Okay, from now on, we are NOT laughing at 'Milk Maid'." :shock:
I am glad you like it. I am not sure but I left the golem form out since it might make it too powerful, what you think?
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:cccrrrraaaaaaazzzzzyyyyyyy..... :ok:

"Okay, from now on, we are NOT laughing at 'Milk Maid'." :shock:
I am glad you like it. I am not sure but I left the golem form out since it might make it too powerful, what you think?



Agreed....It's about MILK, not calcium carbonate. ;)
If somebody really wants a hard-shell golem form they can select a similar 'other' power to give them that.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:cccrrrraaaaaaazzzzzyyyyyyy..... :ok:

"Okay, from now on, we are NOT laughing at 'Milk Maid'." :shock:
I am glad you like it. I am not sure but I left the golem form out since it might make it too powerful, what you think?



Agreed....It's about MILK, not calcium carbonate. ;)
If somebody really wants a hard-shell golem form they can select a similar 'other' power to give them that.
I am still going to have to do something different with the SDC, because the way I have it is way too low, either that or make the power a minor. Don't have my books handy to see what APS: Water's SDC is, though...
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Re: NEW POWERS!

Unread post by Antimony »

Stone Gargoyle wrote:I am still going to have to do something different with the SDC, because the way I have it is way too low, either that or make the power a minor. Don't have my books handy to see what APS: Water's SDC is, though...

Well, APS: Liquid (Page 246 of HU-2, Revised) has a bonus, rather than an actual conversion as APS Metal and the like.

It grants 30 to SDC at normal size. And with the Water Behemoth ability . . .

Two Times Bigger: Add 70 points to SDC. A punch or kick does +2D6 damage. Power Punch doubles it.
Three Times Bigger: Add 150 points to SDC. A punch or kick does +3D6 damage. Power Punch doubles it. Strength is also considered superhuman, as the minor ability.
Four Times Bigger: Add 300 points to SDC. A punch does 4D6+6 damage or a kick does 5D6+6 damage. Power Punch doubles it. Strength is also considered superhuman, as the minor ability.
Five Times Bigger: Add 500 points to SDC. A punch does 5D6+12 damage or a kick does 6D6+20 damage. Power Punch doubles it. Strength is also considered supernatural, as the major ability.

Hope that helps. Not sure what the weight difference between milk and water is.
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taalismn
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Re: NEW POWERS!

Unread post by taalismn »

D'oh, ninja'ed!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Antimony wrote:
Stone Gargoyle wrote:I am still going to have to do something different with the SDC, because the way I have it is way too low, either that or make the power a minor. Don't have my books handy to see what APS: Water's SDC is, though...

Well, APS: Liquid (Page 246 of HU-2, Revised) has a bonus, rather than an actual conversion as APS Metal and the like.

It grants 30 to SDC at normal size. And with the Water Behemoth ability . . .

Two Times Bigger: Add 70 points to SDC. A punch or kick does +2D6 damage. Power Punch doubles it.
Three Times Bigger: Add 150 points to SDC. A punch or kick does +3D6 damage. Power Punch doubles it. Strength is also considered superhuman, as the minor ability.
Four Times Bigger: Add 300 points to SDC. A punch does 4D6+6 damage or a kick does 5D6+6 damage. Power Punch doubles it. Strength is also considered superhuman, as the minor ability.
Five Times Bigger: Add 500 points to SDC. A punch does 5D6+12 damage or a kick does 6D6+20 damage. Power Punch doubles it. Strength is also considered supernatural, as the major ability.

Hope that helps. Not sure what the weight difference between milk and water is.
I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.
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Re: NEW POWERS!

Unread post by Antimony »

Stone Gargoyle wrote:I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.

You're welcome. :)
:rose:
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Antimony wrote:
Stone Gargoyle wrote:I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.

You're welcome. :)

I am still editing the power, since so far the attacks are just ho-hum. Any and all ideas are welcome. Part of the problem seems to be the point system does not really need to be there unless the milk is being drank by another character and hence lost. Then there is the issue of it healing, so why would it even do damage instead of healing those it sprays? Might have to rethink this one from the ground up.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Stone Gargoyle wrote:
Antimony wrote:
Stone Gargoyle wrote:I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.

You're welcome. :)

I am still editing the power, since so far the attacks are just ho-hum. Any and all ideas are welcome. Part of the problem seems to be the point system does not really need to be there unless the milk is being drank by another character and hence lost. Then there is the issue of it healing, so why would it even do damage instead of healing those it sprays? Might have to rethink this one from the ground up.
It does seem to be at cross-purposes.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:
Stone Gargoyle wrote:
Antimony wrote:
Stone Gargoyle wrote:I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.

You're welcome. :)

I am still editing the power, since so far the attacks are just ho-hum. Any and all ideas are welcome. Part of the problem seems to be the point system does not really need to be there unless the milk is being drank by another character and hence lost. Then there is the issue of it healing, so why would it even do damage instead of healing those it sprays? Might have to rethink this one from the ground up.
It does seem to be at cross-purposes.
I'm thinking so. Might have to have the milk heal instead of hurt, maybe even have a milk bath ability to allow people to bathe in the milk and restore a lot of points.
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:
Gryphon Chick wrote:
Stone Gargoyle wrote:
Antimony wrote:
Stone Gargoyle wrote:I just decided to give it a +200 SDC bonus, since the water blasts costs SDC points to use in my system for the power. Thanks for the assist, tho.

You're welcome. :)

I am still editing the power, since so far the attacks are just ho-hum. Any and all ideas are welcome. Part of the problem seems to be the point system does not really need to be there unless the milk is being drank by another character and hence lost. Then there is the issue of it healing, so why would it even do damage instead of healing those it sprays? Might have to rethink this one from the ground up.
It does seem to be at cross-purposes.
I'm thinking so. Might have to have the milk heal instead of hurt, maybe even have a milk bath ability to allow people to bathe in the milk and restore a lot of points.


Well, you can drink water, but accelerate it to high speed, and it can break bones.
It's all about the force you use to deliver it. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:Well, you can drink water, but accelerate it to high speed, and it can break bones.
It's all about the force you use to deliver it. :bandit:
Yeah, but I still did another power that is just about it healing.

Milk of Human Kindness (minor) by Stone Gargoyle
"I can heal you, if you are worthy."

The character possesses the power to produce fluid, the appearance of which must be determined at the time the character is created (At GM's discretion; may resemble blood, apple juice, milk, or whatever the player chooses). This is a type of matter expulsion which produces a healing fluid with properties that vary depending on the alignment of the subject it is used upon.

1. Requirements: The character selecting this power must be of Good alignment, either Principled or Scrupulous.

2. Healing Water Bolts: The character produces bolts of healing water from his hands.
Range: 40 feet, plus 10 feet per level of experience.
Duration: Instant
Attacks: Uses one melee attack/action to shoot a water bolt
Effects: Heals Good characters 3d4 points of damage (SDC and or Hit Points), heals Selfish characters 2d4 points of damage (SDC and or Hit Points), heals Evil characters 1d4 points of damage (SDC and or Hit Points)
Bonus: +2 to strike

3. Other Abilities And Bonuses:
+2d4 PE
+20% to save vs. coma/death
+10% to all Medical skills

I also did some other powers while I was at it.

10,000 Spoons (minor) by Stone Gargoyle

The character generates a field around himself which warps reality. All blades and bladed weapons within range of the character become blunted, losing their edge and effectiveness.
Range: 40 foot radius, plus 10 feet per level of experience
Duration: Constant, always on. Weapons only stay altered while in range and will revert to normal if removed from the area of effect.
Attacks: None, cannot activate or deactivate the power
Damage: The power does not damage the weapons, merely temporarily reshapes them
Effects: Turns piercing and slashing weapon damage into blunt weapon damage, negating instances where damage would be taken directly to Hit Points in some cases. Effectively nullifies bonuses for using the weapon type, and if the attacker also has a blunt weapon proficiency, it will NOT provide bonuses, as the weapon would not be designed as such (GM discretion). Daggers and knives affected by this power become useless, inflicting no damage, while sword will inflict a quarter of their normal damage and axes will do half normal damage. Projectile weapons such as arrows and bullets have their damage halved as a result of the power as well. The power has no effect on magical blades or Rune Weapons, however.

Resistance Is Futile (Major) by Stone Gargoyle
"It is useless to resist."

The character generates a power nullification/negation field which has certain effects.

1. Full-On Damage: The character's power negates Resistance powers. which allow those having them to take half damage, causing them to take full damage instead. It affects those with Immunity and Impervious-type powers as well, causing them to take half damage if failing to save against the power.
Range: All characters within a 30 foot radius, plus 10 feet per level of experience, are affected.
Duration: Instant, constant (always on).
Attacks: None, does not require activation and cannot be deactivated.
Saving Throw: All those with Resistance powers who are in range of the character must save vs. Full-On damage any time they are attacked or else take full damage from those attacks. Those with Impervious-type or Immunity must save vs. the power or else take half damage from attacks. Must roll 16 or better, PE bonuses apply.
Additional Effects: When in range of the character, those with bio-armor-type powers are effectively -2 to their AR.

2. Saving Throws: All within range of the power are also affected by a penalty to Saving Throws of -2.

3. Other Abilities and Bonuses:
+2 to MA and ME
+2d4 to PE
+1d4X10 to Hit Points

Superior Resistance (Major) by Stone Gargoyle

The character takes only half damage from all attacks with the exception of magic and psionics, and requires only a roll of 12 on any saving throws that are not against magic or psionics.
Other Bonuses:
+1d4X10 SDC
+10% to save vs. coma/death

Breath Of Life (minor) by Stone Gargoyle

The character can resurrect fallen allies who have died in battle if he reaches them in time.
Range: Touch, must breathe into their mouth.
Duration: Instant and permanent
Attacks: Uses all attacks for one full melee round, can perform no other actions
Effects: Heals dead subject of 2d4 Hit Points and brings them back to life at the cost of the character's Hit Points.
Limitations: Costs an equal amount of Hit Points from the character to bring people back. If resurrection is over five minutes from when the subject died, they come back with a -5% permanent penalty to all skills for each minute over that time. Subjects cannot be brought back if dead over 15 minutes. Does not regenerate lost limbs or missing body parts.

Other Abilities and Bonuses:
+2d4 Hit Points
+1d4X10 SDC
+10% to save vs. coma/death
Last edited by Stone Gargoyle on Fri Jul 03, 2015 3:47 pm, edited 3 times in total.
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Re: NEW POWERS!

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:Resistance Is Futile (Major) by Stone Gargoyle
"It is useless to resist."

The character generates a power nullification/negation field which has certain effects.

1. Full-On Damage: The character's power negates Resistance powers which allow those having them to take half damage, causing them to take full damage instead.
Range: All characters within a 30 foot radius, plus 10 feet per level of experience, are affected.
Duration: Instant, constant (always on).
Attacks: None, does not require activation and cannot be deactivated.
Saving Throw: All those with Resistance powers who are in range of the character must save vs. Full-On damage any time they are attacked or else take full damage from those attacks. Must roll 16 or better, PE bonuses apply.
Additional Effects: When in range of the character, those with bio-armor-type powers are effectively -2 to their AR.

2. Saving Throws: All within range of the power are also affected by a penalty to Saving Throws of -2.

3. Other Abilities and Bonuses:
+2 to MA and ME
+2d4 to PE
+1d4X10 to Hit Points

Does this effect those chars that are immune or impervious or invulnerable? If so, how?
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:
Stone Gargoyle wrote:Resistance Is Futile (Major) by Stone Gargoyle
"It is useless to resist."

The character generates a power nullification/negation field which has certain effects.

1. Full-On Damage: The character's power negates Resistance powers which allow those having them to take half damage, causing them to take full damage instead.
Range: All characters within a 30 foot radius, plus 10 feet per level of experience, are affected.
Duration: Instant, constant (always on).
Attacks: None, does not require activation and cannot be deactivated.
Saving Throw: All those with Resistance powers who are in range of the character must save vs. Full-On damage any time they are attacked or else take full damage from those attacks. Must roll 16 or better, PE bonuses apply.
Additional Effects: When in range of the character, those with bio-armor-type powers are effectively -2 to their AR.

2. Saving Throws: All within range of the power are also affected by a penalty to Saving Throws of -2.

3. Other Abilities and Bonuses:
+2 to MA and ME
+2d4 to PE
+1d4X10 to Hit Points

Does this effect those chars that are immune or impervious or invulnerable? If so, how?

I am thinking that they would be affected as well, taking half damage if they failed to make the save vs. the power. I will have to edit it as such.
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Re: NEW POWERS!

Unread post by taalismn »

Take 2 with suggested changes:


Alter Physical Structure: Bacon(Major)
“Yeah, I’ve been asked to act as personal security for Lady GaGa. Wonder why?”

APS: Bacon transforms the superbeing into a popular meat product. From a distance, the superbeing looks as if they were flayed alive, but closer inspection will show their outer integument is covered with strips of bacon, well-marbled with striations of fat.

1) Damage Resistance---The superbeing takes HALF damage from concussive blows such as punches and kicks, owing to the fact that, well, they’re covered in dead meat.

2) Throw Ham-Hocks---The superbeing can instantly produce and throw projectiles made of ham. These can be quite heavy(5-10 lbs) and strike with concussive force. These ham hocks last about 15 minutes before evaporating away, making eating them for nutrition an exercise in futility, although they can be used to distract animals and other carnivores.
Range: 60 ft +10 ft per level of experience
Rate of Fire: Can produce and throw one ham hock per normal hand to hand attack.
Damage: 2d4 SDC

3) Spray Bacon Fat----The superbeing can spray liquid bacon fat that is extremely slippery. This can be used to lubricate surfaces to prevent traction, grease moving parts, or make somebody hard to grapple onto.
Range: 60 ft (plus 10 ft per level of experience) and can cover a 10 ft wide area
Damage: Beings running over the greased area will have to roll to maintain their balance, with a penalty of -1.
Beings attempting to wrestle or entangle a well-greased target will be at -2 to entangle, while greased beings will be +10% to Escape Artist moves.
If combined with a heat-based attack, the bacon fat can become a scalding hot fluid that hisses and steams menacingly and does 1d6 SDC burn damage(2d6 SDC if more than a single limb is covered by the hot grease). There is also a 15% chance of the grease catching fire, burning for 1d4 melees in a very smokey fire.

Also, by laying down a lane of grease ahead of himself, the superbeing can DOUBLE his running speed by sliding down the bacon grease.

4) Wrap In Bacon----The superbeing can produce entangling strips of bacon to wrap targets in. The leathery raw bacon has 15 SDC(A.R. 7) per melee attack spent wrapping up a target, who must either fight(or bite) their way out of the meat bonds. It takes one melee action to detach/throw an strip of bacon. These strips last 24 hours before evaporating.
Bonuses: +2 to Entangle.

5) Bacon-Appeal---Everybody loves bacon, and the superbeing is able to capitalize on this with a distractive Awe Factor of 12. An unsuccessful save means the distracted parties are so enraptured by the thought of bacon and distracted by the grumblings of their stomachs that they’re momentarily unable to take offensive action. Only beings who are avowed vegetarians will be immune to this power aspect(GM's option: may have a HORROR Factor of 12 for extreme vegans and those beings of porcine ancestry/derivation, such mutant animals and beings with Animal Metamorphosis: Swine).

6) Produce Food---The superbeing can actually generate and detach bacon from his body without harm, allowing him to feed others(like distracting guard dogs, for instance). This is non-SDC 'roughage', the removal of which does NOT affect the superbeing's structural integrity. Can produce their P.E, in lbs of 'extra' (i.e. non-weaponized)bacon per 24 hours. Unlike the ham hocks and bacon-wraps, this meat is permanent and CAN be used for nourishment.

7) Other Bonuses:
+80 SDC
A.R. 9
-Heals twice as fast as normal
-Never suffers from nitrate-induced illnesses or heart disease.

Vulnerabilities:
*Carnivores----The superbeing takes double damage from attacks by carnivore-based powers.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Much better, T.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

I was asked to upgrade one of my minor powers to a major, so here goes:

Mercenary Ethics (Major) by Gryphon Chick
The character gains bonuses to combat only when they are getting PAID for their services. Payment is the agreed amount for the services. If the object were valuable enough, it would be accepted as payment. Whatever the agreed services are that are paid for get the bonuses. The combat bonuses only apply to the services or mission objectives decided upon.

1. Extraordinary Physical Strength: Same as the minor superability

2. Extraordinary Physical Prowess: Same as the minor superability

3. Other Bonuses:
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper skill
+20% to save vs. coma/death

4. Limitations: The character must receive payment in advance before the power will activate.
Last edited by Gryphon Chick on Mon Oct 29, 2012 6:45 pm, edited 1 time in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:I was asked to upgrade one of my minor powers to a major, so here goes:

Mercenary Ethics (Major) by Gryphon Chick
The character gains bonuses to combat only when they are getting PAID for their services. Payment is the agreed amount for the services. If the object were valuable enough, it would be accepted as payment. Whatever the agreed services are that are paid for get the bonuses. The combat bonuses only apply to the services or mission objectives decided upon.

1. Extraordinary Physical Strength: Same as the minor superability

2. Extraordinary Physical Prowess: Same as the minor superability

3. Other Bonuses:
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper and Targeting skill
+20% to save vs. coma/death

4. Limitations: The character must receive payment in advance before the power will activate.

Your strike bonuses are too much with Targeting skill in there in addition to the bonuses you already have, so I'd take that out.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Stone Gargoyle wrote:Your strike bonuses are too much with Targeting skill in there in addition to the bonuses you already have, so I'd take that out.
Consider it done. I did not consider the redundancy of it, but you are right.
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Re: NEW POWERS!

Unread post by Senator Cybus »

By strange coincidence, these first two powers would go very well with Mercenary Ethics...


Victory Surge (Minor)

"Victory is mine! Booyah! We're number one! Sucks to be you! In your face! Ha! LooooooOOOoooser!!!"


The super being gains strength from victory in combat, feeling empowered and restored by the defeat of every foe.

The hero instantly regenerates an amount of damage after defeating an opponent, equal to 20% of his or her full, maximum S.D.C. - for example, a super being with 100 S.D.C. would immediately regain 20 S.D.C./Hit Points upon beating an adversary.

For the power to activate, an opponent must be truly defeated; either dead, unconscious or completely helpless and unable to defend themselves. For instance, a mutant who has been handcuffed to a radiator by one hand but who can still fire deadly energy blasts from his eyes would definitely not count as a defeat. If in doubt, the G.M. has the final say on what constitutes a defeat.

Bonuses:
+2 to save Horror Factor (fearless in combat)
+20 S.D.C.

Limitations:
This ability can only restore the character’s health, not boost it; if the super being is already at full strength, no extra S.D.C. is gained from a Victory Surge.

If part of a group who are all tackling the same opponent, the hero must be the one to strike the final, winning blow in order to benefit from this power; just being present while someone else defeats an adversary will not trigger a Victory Surge.



Army of One (Major)

"Okay, you take the guy on the left, I'll take the six battalions on the right."


A combatant is usually at a disadvantage against multiple opponents - Army of One evens the odds.

If fighting a single opponent, this ability has no effect. But for every opponent after the first, the hero gains extra strength, speed and durability, becoming proportionally more powerful as the number of adversaries increases.

For each additional opponent, the character gains the following bonuses:


+1 to initiative
+1 P.P.
+2 P.S.
+5 Speed
+10 S.D.C. (any damage incurred is deducted from this temporary S.D.C. before the character’s own).
One extra attack/action per melee round.
Automatic dodge: this ability is only available when fighting multiple opponents.


For example, if forced to face off against ten opponents simultaneously, the character has bonuses of +9 to initiative, +9 P.P., +18 P.S., +45 to Speed, +90 S.D.C., gains nine extra attacks/actions and can attempt automatic dodges.

Anyone who is actively trying to inflict harm on the hero counts as an opponent, whether they’re up close and fighting hand-to-hand or targeting the character from a distance with projectile weapons or paranormal powers.

Range: Self.
Duration: The bonuses persist for as long as the character is actively under attack; if all the opponents are defeated, flee or the hero manages to evade them, the power ceases to function.
Saving Throw: None.
Bonus: +10 S.D.C. per level of experience (this is permanent and a separate bonus to the temporary S.D.C. granted by active use of the power).
Limitations: Opponents who no longer oppose the hero do not contribute to the power granted by Army of One, so the character gets weaker for every adversary who surrenders or runs away, or who is rendered unconscious or killed.

Army of One grants no extra power against a single opponent, so one sufficiently strong and skilful foe could potentially defeat the hero.



Impervious to Essence Drain (Minor)

"Your soul...is mine!"
"No, it's not. Don't be so silly."



Heroes with this ability are immune to any power or effect that would drain their soul or life force.

This makes the character completely impervious to the super ability of Bio-Ghost, and immune to the S.D.C./Hit Point and/or super ability draining of Borrow Power, Life Leech and Energy Drain & Expulsion: Life Source (though the energy blasts powered by those last two abilities can damage the super being normally).

The hero is also immune to Soul Drinking attacks, like those of a rune weapon or the ability of Energy Expulsion: Soul Blast. Additionally, P.P.E. cannot be taken from the character by any means, not even through blood sacrifice (unfortunately, this does mean that the super being cannot voluntarily give P.P.E. to an allied mage).

Range: Self.
Duration: Constant.
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Re: NEW POWERS!

Unread post by taalismn »

Not quite sure about the requirements of Army of One, considering that is, say, you're facing the forces of SMERSH, they're ALL out to get you, Mister Bond, at least in the sense of purpose and alignment, you have to mentally designate they you're DEFINITELY going to at least SLAP each of those hundred redshirts over there before the day is done, or if they have to be actively moving at YOU with intent, like a Zerg Rush?
On the whole, though, it's Nameless Mooks' nightmare("Okay, we are an army of NINJA! He is but one! What can he POSSIBLY do?!" "That's the problem! We are MANY! He is ONE!""Why's the moonlight shining only on him? And where's that dramatic music coming from?").
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Senator Cybus »

taalismn wrote:Not quite sure about the requirements of Army of One, considering that is, say, you're facing the forces of SMERSH, they're ALL out to get you, Mister Bond, at least in the sense of purpose and alignment, you have to mentally designate they you're DEFINITELY going to at least SLAP each of those hundred redshirts over there before the day is done, or if they have to be actively moving at YOU with intent, like a Zerg Rush?


"Anyone who is actively trying to inflict harm on the hero counts as an opponent, whether they’re up close and fighting hand-to-hand or targeting the character from a distance with projectile weapons or paranormal powers."

Basically, it's the opponents' decision to attack you that triggers the power. It's not enough to think, "Gee, if that Bond guy was here right now, I'd probably take a swing, in theory" - when someone is present and actively trying to cause you harm, that's what does it.


On the whole, though, it's Nameless Mooks' nightmare("Okay, we are an army of NINJA! He is but one! What can he POSSIBLY do?!" "That's the problem! We are MANY! He is ONE!""Why's the moonlight shining only on him? And where's that dramatic music coming from?").

That's the idea. :)
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Re: NEW POWERS!

Unread post by taalismn »

Senator Cybus wrote:
taalismn wrote:Not quite sure about the requirements of Army of One, considering that is, say, you're facing the forces of SMERSH, they're ALL out to get you, Mister Bond, at least in the sense of purpose and alignment, you have to mentally designate they you're DEFINITELY going to at least SLAP each of those hundred redshirts over there before the day is done, or if they have to be actively moving at YOU with intent, like a Zerg Rush?


"Anyone who is actively trying to inflict harm on the hero counts as an opponent, whether they’re up close and fighting hand-to-hand or targeting the character from a distance with projectile weapons or paranormal powers."

Basically, it's the opponents' decision to attack you that triggers the power. It's not enough to think, "Gee, if that Bond guy was here right now, I'd probably take a swing, in theory" - when someone is present and actively trying to cause you harm, that's what does it.:)



Thank you. That clarifies it quite nicely.
"Run AWAY!"

Actually, now I'm thinking of the scene in 'Airplane!' where the military hardcase character wipes out an entire line of oncoming soliciters one after another.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Senator Cybus »

taalismn wrote:Actually, now I'm thinking of the scene in 'Airplane!' where the military hardcase character wipes out an entire line of oncoming soliciters one after another.


Hee. I was originally picturing Neo fighting a thousand Agent Smiths, but I like that better. :lol:
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Re: NEW POWERS!

Unread post by Gryphon Chick »

This version of the major version of Mercenary Ethics combines the minor version with Bulletproof Skin by Stone Gargoyle.

Mercenary (Major) by Gryphon Chick and Stone Gargoyle

The character gains bonuses to combat only when they are getting PAID for their services. Payment is the agreed amount for the services. If the object were valuable enough, it would be accepted as payment. Whatever the agreed services are that are paid for get the bonuses. The combat bonuses only apply to the services or mission objectives decided upon.

1.Bulletproof Skin: This is based off of the second subability of the Bulletproof major power in PU3. The character's skin is bulletproof and resistant to damage. No projectile, rocket shell, grenade, arrow or thrown object can hurt him, not even armor piercing bullets, explosive bullets, grenades or explosive shells. The character simply absorbs them momentarily upon contact, neutralizing them and causing them to fall harmlessly to the ground. The character is still susceptible to poisons, toxins, disease, fire. heat, plasma, electricity, lasers and all energy based attacks, psionics and magic. Even ordinary punches, kicks and hand held weapons such as a knife or club inflict damage, although all kinetic based attacks such as these only do half damage.
Bonuses:
+1d4 PE
+1d4X10+10 SDC

2. Other Bonuses:
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper skill
+20% to save vs. coma/death

3. Limitations: The character must receive payment in advance before the power will activate.
Last edited by Gryphon Chick on Thu Nov 01, 2012 6:39 pm, edited 1 time in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Since it's got my name on it, too, I'll do that. Heightened Sense of Balance is a minor superability, correct? I hate not having ready access to my books.

Battle Ready (Major) by Gryphon Chick, Stone Gargoyle and Mephisto

The character is built for combat with bulletproof skin and skills with weapons for distance attacks that put others to shame. This character is not afraid to be in a gunfight, with superior balance and bulletproof skin, yet being vulnerable in melee combat he does not do well in hand to hand.

1.Bulletproof Skin: This is based off of the second sub-ability of the Bulletproof major power in PU3. The character's skin is bulletproof and resistant to damage. No projectile, rocket shell, grenade, arrow or thrown object can hurt him, not even armor piercing bullets, explosive bullets, grenades or explosive shells. The character simply absorbs them momentarily upon contact, neutralizing them and causing them to fall harmlessly to the ground. The character is still susceptible to poisons, toxins, disease, fire. heat, plasma, electricity, lasers and all energy based attacks, psionics and magic. Even ordinary punches, kicks and hand held weapons such as a knife or club inflict damage, although all kinetic based attacks such as these only do half damage.
Bonuses:
+1d4 PE
+1d4X10+10 SDC

2. Heightened Sense of Balance: Same as the minor superability

3. Bonuses To Distance Attacks (over 20 feet away): Bonuses apply to Long Range combat only. Strike bonuses apply only to firearms, archery, javelins weapons of that nature, as it fits the purity of an assassin type power that does not want to be stuck duking it out with anyone.
Gets two additional attacks for use at long range only
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper skill

4. Other Bonuses: +20% to save vs. coma/death
Last edited by Stone Gargoyle on Sat Nov 03, 2012 2:27 pm, edited 5 times in total.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Mephisto wrote:[you're missing a #3 bullet point.

Fixed.
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Re: NEW POWERS!

Unread post by taalismn »

Mephisto wrote:[While I can understand why it was named Mercenary, it wouldn't really be overpowering to just rename it and lose the limitation. Also you're missing a #3 bullet point. I'd probably put #3 as Heightened Sense of Balance and call the power Battle Ready.



Hmmmm...the IDEA almost sounds like a possible variant of the Power Imbuement category, only perhaps 'Contract Imbuement' instead of a chemical power-up dependency... The character's superpowers only come on when he or she has a clearly defined purpose. clear objectives, and locked-in parameters of behavior/conduct, much like a Character Alignment(only with stricter consequences for straying). When the terms of the Contract are fulfilled or if the character violates any of the terms of the Contract, they lose their powers. Would make for a good Superbeing Employment Agency scheme, especially if the employment agency was supplying the power-up.
That might also work as a Gift of Divine Power in another Power category...violate the terms of the power-up agreement, and the divinity/demon supplying the power cuts you off.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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Re: NEW POWERS!

Unread post by Stone Gargoyle »

taalismn wrote:
Mephisto wrote:[While I can understand why it was named Mercenary, it wouldn't really be overpowering to just rename it and lose the limitation. Also you're missing a #3 bullet point. I'd probably put #3 as Heightened Sense of Balance and call the power Battle Ready.



Hmmmm...the IDEA almost sounds like a possible variant of the Power Imbuement category, only perhaps 'Contract Imbuement' instead of a chemical power-up dependency... The character's superpowers only come on when he or she has a clearly defined purpose. clear objectives, and locked-in parameters of behavior/conduct, much like a Character Alignment(only with stricter consequences for straying). When the terms of the Contract are fulfilled or if the character violates any of the terms of the Contract, they lose their powers. Would make for a good Superbeing Employment Agency scheme, especially if the employment agency was supplying the power-up.
That might also work as a Gift of Divine Power in another Power category...violate the terms of the power-up agreement, and the divinity/demon supplying the power cuts you off.

I can understand the whole limiting the power based on conditions bit, just the power in question is a bit underpowered for what is standard in the game. Mercenary needs work, possibly a few extra abilities to balance the limitation.
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Re: NEW POWERS!

Unread post by taalismn »

Stone Gargoyle wrote:I can understand the whole limiting the power based on conditions bit, just the power in question is a bit underpowered for what is standard in the game. Mercenary needs work, possibly a few extra abilities to balance the limitation.



Perhaps bonuses to weapons skills? Or ADDED weapons skills, as the contract 'unlocks' them?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Mephisto wrote:
Stone Gargoyle wrote:Since it's got my name on it, too, I'll do that. Heightened Sense of Balance is a minor superability, correct? I hate not having ready access to my books.

Battle Ready (Major) by Gryphon Chick, Stone Gargoyle and Mephisto

The character is built for combat with bulletproof skin and skills with weapons that put others to shame.

1.Bulletproof Skin: This is based off of the second sub-ability of the Bulletproof major power in PU3. The character's skin is bulletproof and resistant to damage. No projectile, rocket shell, grenade, arrow or thrown object can hurt him, not even armor piercing bullets, explosive bullets, grenades or explosive shells. The character simply absorbs them momentarily upon contact, neutralizing them and causing them to fall harmlessly to the ground. The character is still susceptible to poisons, toxins, disease, fire. heat, plasma, electricity, lasers and all energy based attacks, psionics and magic. Even ordinary punches, kicks and hand held weapons such as a knife or club inflict damage, although all kinetic based attacks such as these only do half damage.
Bonuses:
+1d4 PE
+1d4X10+10 SDC

2. Heightened Sense of Balance: Same as the minor superability

3. Other Bonuses:
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains Sniper skill
+20% to save vs. coma/death


I like it, but I'd place the Other Bonuses applying to Long Range combat only, to set the power apart from melee fighters. This character is not afraid to be in a gunfight, with superior balance and bulletproof skin, yet being vulnerable in melee combat he does not do well in hand to hand. I'd even give him extra attacks per melee in a gunfight that are negated in hand to hand range; something like 20 feet or so he loses his Other Bonuses advantages. And the Strike bonuses apply only to firearms, archery, javelins weapons of that nature it fits the purity of an assassin type power that does not want to be stuck duking it out with anyone.

To make it feel like even more of a Major, it would make sense to include Heightened Sense of Sight: Advanced Sight, since the character has such a proficiency with long range. I don't think its overpowering either, but gives the character even more reason to keep his or her opponents at a strategic distance.

I'm not sure if that is what she was going for with the original power, but your suggestions do make sense. Let me get back to you once I pm her and we can make with the okie dokies. ;)
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Mephisto wrote:
taalismn wrote:
Stone Gargoyle wrote:I can understand the whole limiting the power based on conditions bit, just the power in question is a bit underpowered for what is standard in the game. Mercenary needs work, possibly a few extra abilities to balance the limitation.



Perhaps bonuses to weapons skills? Or ADDED weapons skills, as the contract 'unlocks' them?


The most plausible thing is for it to be a power category, as opposed to a single power. Making a deal with a demon (basically a witch-style contract), an experiment-style superbeing (corporate stooge, powers get unlocked with a vial or patch for x length of time), nanobot injection (a kind of bionics hybrid, where the nanobots reinforce and augment the character for a limited time before the nanobot power runs out), would probably be the best options to go with.
I think he original concept was a bit limited and the power weak, but it does have potential. I'll get with Gryphon Chick and do some brainstorming.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

Stone Gargoyle wrote:
Mephisto wrote:I like it, but I'd place the Other Bonuses applying to Long Range combat only, to set the power apart from melee fighters. This character is not afraid to be in a gunfight, with superior balance and bulletproof skin, yet being vulnerable in melee combat he does not do well in hand to hand. I'd even give him extra attacks per melee in a gunfight that are negated in hand to hand range; something like 20 feet or so he loses his Other Bonuses advantages. And the Strike bonuses apply only to firearms, archery, javelins weapons of that nature it fits the purity of an assassin type power that does not want to be stuck duking it out with anyone.

To make it feel like even more of a Major, it would make sense to include Heightened Sense of Sight: Advanced Sight, since the character has such a proficiency with long range. I don't think its overpowering either, but gives the character even more reason to keep his or her opponents at a strategic distance.

I'm not sure if that is what she was going for with the original power, but your suggestions do make sense. Let me get back to you once I pm her and we can make with the okie dokies. ;)

The bulletproof skin was just the only battle armor I could think of when doing the power. I actually like the idea of doing the power both for close-range melee fighting and distance attacks, so maybe make a variant with a different kind of body armor for up close and personal fighting.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Gryphon Chick wrote:
Stone Gargoyle wrote:
Mephisto wrote:I like it, but I'd place the Other Bonuses applying to Long Range combat only, to set the power apart from melee fighters. This character is not afraid to be in a gunfight, with superior balance and bulletproof skin, yet being vulnerable in melee combat he does not do well in hand to hand. I'd even give him extra attacks per melee in a gunfight that are negated in hand to hand range; something like 20 feet or so he loses his Other Bonuses advantages. And the Strike bonuses apply only to firearms, archery, javelins weapons of that nature it fits the purity of an assassin type power that does not want to be stuck duking it out with anyone.

To make it feel like even more of a Major, it would make sense to include Heightened Sense of Sight: Advanced Sight, since the character has such a proficiency with long range. I don't think its overpowering either, but gives the character even more reason to keep his or her opponents at a strategic distance.

I'm not sure if that is what she was going for with the original power, but your suggestions do make sense. Let me get back to you once I pm her and we can make with the okie dokies. ;)

The bulletproof skin was just the only battle armor I could think of when doing the power. I actually like the idea of doing the power both for close-range melee fighting and distance attacks, so maybe make a variant with a different kind of body armor for up close and personal fighting.
I have a power I am working on called Leatherneck that might suit for the up close and personal version. Hmm, seems like we got quite the projects going on. ;)
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Re: NEW POWERS!

Unread post by taalismn »

This is either a case of too MUCH math, or too LITTLE math....

Bio-Overdrive(Major)
“I dunno what exactly the lass is doing to our engines, but it’s not anything harmful! I’m seeing power conversion ratios better ‘an this tub saw when she was shipyard-new!”

This super ability is similar to several vehicular link/enhancement abilities in that it allows the superbeing to temporarily fuse with machinery and improve its performance, by adding the superbeing’s own life-force to the mechanism’s power. This particular power works with vehicles, supercharging them.

Range: Touch-Contact. Ideally, the superbeing will attempt to be in direct contact with part of the propulsion/power system.

Duration: The superbeing can comfortably maintain the bio-overdrive power for their P.E./2 in minutes + 1 additional minute per level of experience.
It takes 2 APMs for the superbeing to maintain this power, allowing the character to use his or her remaining actions to so other things(pilot the vehicle, run a weapons console, defend himself from security/engineering, read a book, etc.).

Effects:
1)Enhance Performance---The metabeing can increase the performance, particularly the speed, of a vehicle
-Small Vehicles(up to 200,000 lbs/ 100 tons, roughly the weight of a small commercial jet ) Increase speed by 10% per level of experience
-Medium Vehicles( to 900,000 lbs/ 450 tons, roughly the weight of a large military airlifter) Increase speed by 5% per level of experience
-Large Vehicles( 450 tons +, up to a maximum of 10,000 tons, roughly the weight of a modern naval frigate or a small starship) Increase speed by 3% per level of experience

Modifiers
-’Human’---As above
-Superhuman(Extraordinary P.E. or P.S.) ---Increase the weight category limits by x5
-Supernatural(Supernatural P.E. or P.S.)---Increase the weight category limits by x10(so at the upper limits the superbeing can push aircraft-carrier-sized vehicles).

2) Overcharging----The metabeing can attempt to push the envelope and performance of larger vehicles than they can safely by pouring more of their bio-energy into the effort. This can be done to BOTH the duration of the push and to the percentage of improvement, as mandated by the weight class of the vehicle they are attempting to enhance. This is not without risk; for every minute the superbeing spends ‘pushing it’, they take 1d6 damage to their Hit Points, +1HP per level of improvement they seek to modify. Example: Pushing an oil tanker(a LARGE heavy vehicle) for an extra 4 minutes of speed will cost 4d6 HP in ‘burn’. If the superbeing ALSO attempts to raise the speed beyond what they can comfortably do(say, from a marginal 1st-level speed increase of 3%, to a more substantial 15% for the full 5 minutes, will cost an additional 4d6+20 HP. Given this is a first level character, unless he’s got bucketloads of Hit Points, he could be in serious trouble of burning out!).
At ZERO Hit Points, the metabeing loses consciousness and lapses into a coma-like state from which they recover at a rate of 4 HP per day(unless modified by other powers and/or professional medical treatment).

3) Jump-Start---While the metabeing may not be able to power an entire craft, they CAN shorten the time a system needs to power-up, including weapons capacitors, engine boosters, and jump-drives. This includes cold-starts. Can reduce the amount of time needed to charge up/start a system by 20% per 2 levels of experience(so, yes, by 10th level, the character can INSTANTLY get the car’s engine to turn over, even after a long cold night).

4) Hot-wire---The superbeing can effectively and instantly hot-wire and start a vehicle, bypassing its normal key or security mechanism. The vehicle gets NO saves against this.

5) Damp Powerplant---Conversely, the superbeing can use their power to DAMP/throttle down the powerplant of a vehicle by TWICE the percent per melee as the superbeing would be able to BOOST its speed. This can be used to sabotage a ship’s power, or control a runaway engine reaction, even if normal safety mechanisms are damaged or otherwise inoperable(So, for example, a 1st level character would be able to power down a shuttlecraft’s reactor, without using the cockpit controls, at 20% per melee). Note, however, that even with power cut/diminishing, the vehicle may still have forward momentum; unless its propulsion system also serves as passive brake(as with automobiles), the vehicle will continue on until friction in the transit medium or collision with an obstacle stops it.
Also note that if somebody else is attempting to use the vehicle’s regular controls to try to prevent the throttle-down, the superbeing’s control takes precedence.
The superbeing can attempt to use this power on OTHER (non-vehicular) powerplants(for example a municipal power generator), but their damping rate will only be equivalent to their normal rate(Example: Upshift attempts to take the fusion reactor of Doctor Negative’s weather control machine off-line. As the reactor is roughly 500 tons of stationary apparatus, 5th level Upshift can only draw down its power at 15% per melee. That leaves about two minutes for Doctor Negative’s goons to try to shut UPSHIFT down before the weather machine powers off).

6) Essence Protection---While linked to the propulsion system, the superbeing will be effectively IMMUNE to dangers from the nature of the powerplant, such as heat, coal smoke inhalation, steam, carbon monoxide fumes, electrocution, or radiation.

7) Other Bonuses:
+10% to piloting skill if the metabeing already knows how to pilot the vehicle he or she is linked to.
While linked, repair attempts(by the superbeing or others) to the propulsion system can be made with a +10% bonus.

Limitations:
While linked, the superbeing is susceptible to sympathetic feedback from the vehicle. Should the vehicle take damage while the bio-overdriver is still linked, the superbeing takes proportional damage to their Hit Points(so if the vehicle’s damage amounts to 10% of its total structural integrity, the linked superbeing will take damage equivalent to 10% of their HP). Note that this is only applicable to damage done to the actual physical vehicle; if the vehicle has a forcefield or other virtual barrier, then the bio-overdriver is NOT affected by damage done to the shielding.
Unlike Overcharging, the damage inflicted on the metabeing CAN kill the character. Damage is recovered as normal.

(Example: Shivvie is aboard a TMC space destroyer attempting to escape two Kybyree slaver cruisers that both outgun it and can outpace it, leaving the only hope to outrun them. Not wanting herself or her friends on the destroyer to be captured and enslaved, Shivvie locks herself in the engineering compartment and links herself to the ship’s engines. The destroyer masses some 13,900 tons, putting it within the upper limit of Shivvie’s ability to affect, even with her superhuman physiology, but she’s desperate, so she gives it her all and decides to push it to the limit. Shivvie is 3rd level and has an Extraordinary P.E. stat of 24 and a HP reserve of 76. The Brandestoc-class destroyer she’s aboard normally has a speed of Mach 14, so she could boost it’s speed by 9% for a full 15 minutes, but she doesn’t think that’s enough; those slavers are closing FAST. Instead, she elects to increase its speed and acceleration by 54%(pumping the ship’s speed up to roughly Mach 20), for a full 5 minutes, allowing it to open up the distance between it and the pursuing slaver ships. In the process she burns 75 HP (15 levels of extra speed x5 minutes x1 HP/minute). Fortunately, the destroyer’s shields remain up during the pursuit, so the slaver ships are unable to land any long range shots on the ship’s hull.
The extra distance allows the destroyer to reach a safe gravitational gradient where they can engage their Jump-Drive and they escape. Totally exhausted by her efforts and 1 HP away from falling into a coma, Shivvie collapses into the arms of a grateful engineering crew, and spends the next week in the infirmary recuperating.)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Mephisto wrote:A Mercenary Power Category with an option for Blood Contract, where the character has powers but has to have it signed in blood makes the most sense (the blood would be an essential binding term). Battle Ready is just a power that leads to having a good option as a long distance Merc, while Leatherneck might be a good power for a super powered close combat killer.

We all know it's about expanding options not limiting them. A Social or Communal Contract can be just as valid, but might not fit the limitations of either payment of money, blood or soul into the purity of a Mercenary Power Category. A Ninja out to defend his family against a rival that hired someone that only gets a high from a contract kill, now that is something interesting at least to me. One fights for money, one fights for personal fulfillment. Both have a reason to fight. Heck, Personal Atonement could be a good reason to be a Mercenary, but might be restricted to an Aberrant alignment.
I would think that as a category it would be off-limits to good alignments. You could make it have bonuses the more selfish one became. :twisted: Leatherneck is envisioned as a power where one has natural enhancements for combat, including thick skin which offers protection against physical attacks, hence the name, but is not necessarily designed as a killer.
I edited Battle Ready, but I left out the Advanced Sight ability. Bulletproof Skin was a powered down version of Bulletproof and it might be seen as a bit overpowering to add too much onto a major designed around it.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Leatherneck (Major) by Stone Gargoyle and Gryphon Chick

The character gains armor and abilities when engaging in combat. This includes thicker skin and improved reflexes.

1. Natural Armor: Leather Skin: The character has thick skin which serves as a kind of body armor. Natural AR of 10 at level 1, +1 AR at levels 4, 8 and 12. Adds +30 to the character's SDC. The character takes no damage if the roll to strike is under his Natural AR. In addition, even if the attack roll is over the AR, the character does not take any damage from the first 20 points of physical damage from blunt weapon attacks and unarmed physical attacks (punches, kicks, etc.), and takes only half damage from blunt weapon attacks and unarmed physical attacks which do damage beyond that. Also, the character's PS is considered Extraordinary for the purposes of lifting and carrying, with a bonus from this power of +1d4 to his PS attribute number. The skin heals at an accelerated rate, regenerating 4d6 points of damage every 10 minutes.

2. Combat Bonuses: These bonuses only apply in close quarter melee combat. The character gets no bonuses to ranged attacks.
Gains two additional attacks for close quarter fighting (cannot be added to ranged attacks with guns or archery).
+4 initiative, plus one to initiative at levels 3, 6, 9, 12 and 15
+2 to strike at level one, plus an additional +1 to strike per level starting at level 2
Gains an extra melee fighting Weapon Proficiency and Paired Weapons with this power for use with melee weapons only (cannot be used for ranged weapons such as guns and archery)

3. Endurance Bonuses:
Fatigues at half normal rate
+2d4 PE
+20% to save vs. coma/death
Last edited by Stone Gargoyle on Mon Nov 05, 2012 4:04 pm, edited 1 time in total.
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