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 Post subject: NEW POWERS!
Unread postPosted: Mon Mar 29, 2004 3:18 pm
  

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Dungeon Crawler

Joined: Thu Dec 12, 2002 2:01 am
Posts: 370
Location: Post Falls, ID
Okay recall reading around here someplace about people asking for powers to be made. So I figured I could give it a try. So if those of you who want to wait for something official to come along in anther book or some such, then lets lay a foundation for them. So if you would all be so kind as to post what you would like to see added to the line up just post it. Please also any info you could provide about what the ability should have.

I am glad for PU and PU2, now with some creative work we might just get the PU 3.

I look forward to your ideas.


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Mar 29, 2004 6:11 pm
  

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Hero

Joined: Thu Apr 26, 2001 1:01 am
Posts: 1026
Location: The Arm Pit of America-Ohio
Comment: My Thermonuclear level defense of Palladium is neither condoned nor endorsed by Palladium Books.
OK with the recent debate on GM's who restrict Invulnerability this one came to mind. It allows a player to make a tough guy that is more along the lines of the big rock like orange guy than the big green bulky guy. This power is tough but can be hurt with a good roll by the GM for an NPC.

Massive Damage Capacity

*Major Power*
This power adds massive amounts of sdc to the character who has it. While not as incredibly damage resistant as Invulnerability it does provide toughness, healing and a good A.R. This power is for those who want a major tough guy but can still be hurt and is not immune to most damage. This is a power that might be allowed in games where their GM might not want the often times unbalancing power of Invulnerability.

For AR Roll on the table.
1-25%= A.R.12
26-50%=A.R.13
51-75%=A.R.=14
76-99%=A.R.=15
100%= A.R.16
S.D.C. Provided. Roll + 1D4x100+100 sdc. “Yes Character MUST Roll.”
Hit Point Bonuses: +3D6x10+15 per level.
Built in Healing factor allows the character to heal 1D6 sdc and 1D6 Hit Point per minute.
Other Bonuses: + 2D6 to PE attribute and +1D6 to ME.

_________________
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I pledge allegiance to this flag, if that bothers you well that's too bad!!!


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Mar 29, 2004 10:03 pm
  

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Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
So you'll take my idea and flesh it out? Sounds cool to me. Here's what I came up with so far, maybe you can do something with it.

Emulate Super Abilities (Major)

Working in much the same way as Mimic, the character with this power is able to alter his body in such a manner as to grant him almost any single super ability (Major or Minor) he can imagine. The down side is that just as Mimic exchanges the characters powers for those of another person this power exchanges all of a characters other powers for the new one he chooses. The emulator sacrifices the sheer power of possessing multiple super abilities for the flexibility of being able to switch super abilities almost at will. As these powers are only simulations the character can only emulate the basic power and will not show the expertise of someone who actually possesses one of the powers he emulates though all other aspects of the power will be at his current level.
Example: A fourth level character who emulates one of the Energy Expulsion powers will not be able to perform the same as a character who actually has the E.E. power. While the range and damage will be the same as a character of the same level, the emulator will not be able to regulate the strength of the blast (all attacks will be at full power) or to perform a “divided” attack.

While the character can use any super ability he wishes he must make a Power Control check in order to use most super abilities at his current level. A failed roll means that the power is successfully emulated but range, damage, duration, etc. are all at first level. The emulator will be able to master a handful of super abilities allowing him to use them at full power without having to roll. (These powers can be chosen randomly or picked by the GM and/or the player.)

Range: Self

Duration: The character can maintain the emulated power(s) as long as he is conscious and awake.

Attacks per Melee: Emulating a single super ability or switching to a new one takes one full melee (15 seconds).

Power Control: Power Control is the same as shown in Rifter #16 and is the creation of Kurt Charbonnier.

Number of Mastered Powers: The character can master one power for every 3 M.E. attribute points + one more at levels 2,4,6, 8 and 10. Roll for each to determine if it is a Major or Minor.
01-70: Minor
71-00: Major

Other Bonuses:
+ 1D4 to M.E. attribute.
+ 2 to save vs. psionics attacks.
+ 2 to save vs. magic.

_________________
There is no charge for using my creations. If you use a power or NPC I wrote up please send me a message and tell me how it went. Thanks!

Have a few free minutes? Check this guy out: Paper Heroes


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 Post subject: Re: NEW POWERS!
Unread postPosted: Fri Apr 02, 2004 11:28 pm
  

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Adventurer

Joined: Fri Feb 07, 2003 2:01 am
Posts: 470
Location: Southern NY
I like that emulate power thats pretty cool. I may just use that one.

Telekinisis would make for a great major. no isp cost and a weight affected equals to the ME attribute times 10 perhaps.

Aegis

_________________
"WHAT!!, Yout went over my Helmet!!". --Dark Helmet

"I think you've got the solution Aegis."- Sentinel

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 Post subject: Re: NEW POWERS!
Unread postPosted: Sun Apr 04, 2004 9:23 pm
  

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Prince of Powers

Joined: Sun Jun 24, 2001 1:01 am
Posts: 1816
Location: Australia
I can post any of the following if you really want.

Major

Accumulation:
Alter Metal:
Animal Abilities: Mollusc /Cephalopod
Artefact control
Bio Vampirism:
Bug Factory:
Charging:
DareDevil
Deputise:
Earth Anima:
EctoForm:
Energy conversion:
Entropy manipulation:
Eternal Warrior
Evolution/Devolution:
ExoMorph
Extra's
Flatform:
Holographic sheath.
Homunculus
Horde:
Inner Magician:
Instant Upgrade:
Karma Manipulation:
Kinetic energy conversion:
Liquid state control:
Marionette:
Matter Manipulation:
Mechabsorption:
Melding:
Multi:
Mutagenics:
Nemesis
Pheromones:
Plague:
Psychic Aura
Psychic virus
Soulriding:
Super Leaping
Supersight
Supersurgeon
Telereformation:
Temporal Awareness
Universe creation:
Urbanite

Minor powers

Alter age:
Autohypnosis
Bullet-proof
Carapace: Minor
Camouflage:
Energy expulsion: Wall.
Inhale/exhale matter:
Isoportation
Metaphysical regeneration
Midget:
Minor adaptation:
Non Human Metabolism:
Overwhelm:
Phase organs:
Power transferral
Rolling:
Sense Sharing:
Uncanny Parrying
Variable defence
Water adaptation

_________________
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist


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 Post subject: Re: NEW POWERS!
Unread postPosted: Sun Apr 04, 2004 9:56 pm
  

Wanderer

Joined: Tue Apr 29, 2003 2:48 am
Posts: 81
Location: Radford, VA
All of em?


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 Post subject: Re: NEW POWERS!
Unread postPosted: Sun Apr 04, 2004 10:30 pm
  

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Hero

Joined: Tue Mar 09, 2004 9:38 am
Posts: 1169
Location: Tucson Az
Iczer wrote:
I can post any of the following if you really want.

Major

Accumulation:
Alter Metal:
Animal Abilities: Mollusc /Cephalopod
Artefact control
Bio Vampirism:
Bug Factory:
Charging:
DareDevil
Deputise:
Earth Anima:
EctoForm:
Energy conversion:
Entropy manipulation:
Eternal Warrior
Evolution/Devolution:
ExoMorph
Extra's
Flatform:
Holographic sheath.
Homunculus
Horde:
Inner Magician:
Instant Upgrade:
Karma Manipulation:
Kinetic energy conversion:
Liquid state control:
Marionette:
Matter Manipulation:
Mechabsorption:
Melding:
Multi:
Mutagenics:
Nemesis
Pheromones:
Plague:
Psychic Aura
Psychic virus
Soulriding:
Super Leaping
Supersight
Supersurgeon
Telereformation:
Temporal Awareness
Universe creation:
Urbanite

Minor powers

Alter age:
Autohypnosis
Bullet-proof
Carapace: Minor
Camouflage:
Energy expulsion: Wall.
Inhale/exhale matter:
Isoportation
Metaphysical regeneration
Midget:
Minor adaptation:
Non Human Metabolism:
Overwhelm:
Phase organs:
Power transferral
Rolling:
Sense Sharing:
Uncanny Parrying
Variable defence
Water adaptation


Were waiting

Lynx

_________________
Official Carl Gleba Minion

Sentinel wrote:
I'm tired of being mature all the time.
I want to be a small, petty, spiteful bitter man, just once.
Marrowlight wrote:
I'm really impressed and officially dub you 10 Limited Edition Marrow Points.


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Apr 05, 2004 12:07 am
  

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Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
Minor power Juke box

the charater is like a liveing recorder he can absorbe any
sound and can replicate it perfectly, He can record any sound
for One hour per level of experence after this the power needs
a half hour break. The recording can be played at any time.

Bounises sound attacks do no damage

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Apr 05, 2004 1:27 am
  

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Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
Aegis wrote:
I like that emulate power thats pretty cool. I may just use that one.


That's cool with me but I'm still waiting to see if VR Dragon decides to make any adjustments or even a full rewrite.

Iczer wrote:
I can post any of the following if you really want.


Cool, I'd like to see them too. If you don't post all of them then I'd like to see what ExoMorph does. I'd also like to see Instant Upgrade, Karma Manipulation, Energy expulsion: Wall, Midget and Minor adaptation. Thanks ahead of time.

_________________
There is no charge for using my creations. If you use a power or NPC I wrote up please send me a message and tell me how it went. Thanks!

Have a few free minutes? Check this guy out: Paper Heroes


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Apr 05, 2004 2:30 am
  

User avatar
Hero

Joined: Tue Mar 09, 2004 9:38 am
Posts: 1169
Location: Tucson Az
Kinda curious if the Karma Manipulation is anything like Jynx from the Teen Titans Comics where she can cause other to have "Bad Luck"

Lynx

_________________
Official Carl Gleba Minion

Sentinel wrote:
I'm tired of being mature all the time.
I want to be a small, petty, spiteful bitter man, just once.
Marrowlight wrote:
I'm really impressed and officially dub you 10 Limited Edition Marrow Points.


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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Apr 05, 2004 11:29 am
  

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Adventurer

Joined: Fri Dec 27, 2002 2:01 am
Posts: 436
Location: Newfie-land
Some, if not most, of these I borrowed from other players, but here are a few of the "non-cannon" power I use in my game.

MINOR POWERS

Energy Expulsion: Microwave
The character can create a beam of pure microwave energy, heating up the target. The radiated particles have exceptional penetration power against all non-metallic substances. Even tinfoil will deflect the rays with no damage. Everything else, however, is penetrated easily. Plastic, Kevlar, wood, glass, ceramics, and other common substances are useless as a defense. Beings wearing plastic or composite body armor (like most of the body armor types in Rifts) take damage from the microwave beam as if they weren't wearing any armor. However, a knight in a suit of metal armor is completely protected - his armor doesn't even take damage. Against force fields, electromagnetic disturbances, characters who have Invulnerability, half damage is inflicted. Those who are impervious to energy or just fire and heat take no damage at all.
Range: 200ft maximum
Damage: 1d6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each energy blast counts as one melee attack or action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to strike aimed or +1 on a wild shot Resistant to fire, heat and microwaves (half damage).

Energy Expulsion - Ambient Energy
This is effectively an Energy Expulsion power, but with additional pros and cons. Pro, the blast is more powerful and has a greater range. Con, the character cannot generate the energy necessary to power it on his own, and requires an outside source of energy - the character absorbs and amplifies the energy in question. The character cannot sense the energy per se, but he can feel when his body automatically starts to absorb energy. Also note that damaging levels of the energy in question will still damage the character - although he will take half damage (for instance - a solar powered hero will take half damage from a laser blast). Roll for or select one of the following energy sources:
01-20 Solar Powered: The character absorbs solar radiation and converts it into a laser-like heat blast. Absorbing a single charge of energy takes 1 minute (2 minutes during overcast days or in the shade), and the character can retain a number of charges of energy equal to his PEx2. Obviously, this power cannot be recharged at night or in dark areas, but the character can absorb light energy from artificial light sources. However, the recharge rate is slower than recharging on overcast days; 5 minutes per charge.
21-40 Sound Powered: The character absorbs sound. Each charge needs 120 decibels worth of sound and the character can retain a number of charges equal to his PEx2. Use the decibel table under Sonic Power to determine how many dbs are absorbed per melee. For example: a normal conversation is 30 db, meaning the character can absorb 30 dbs per melee if he stays within 20ft of the sound (otherwise it drops to the next level - another 20ft and it drops another level, etc), which can recover a charge in one minute.
41-60 Ambient Radiation: The character simply absorbs ambient Radiation (radio waves, UV, microwaves, etc) to power this ability. Absorbing a full charge takes 1 minute and the character can hold a number of charges equal to his PEx2. The charging process is doubled to 2 minutes if the character is either out of direct sunlight, inside a structure, or in a remote area away from civilization (5 min if two conditions are met, and cannot charge if all 3 are met). The character cannot recharge if in a shielded structure. The character can also absorb "hard" radiation, but large sources and/or prolonged exposure can be dangerous.
61-80 Electrically Powered: The character absorbs static electricity in the surrounding environment. Absorbing a charge takes 2 minutes normally, but this is cut in half if the character is close to (within 20ft) running electrical equipment or high voltage transistors or if the character deliberately moves to create static electricity (like shuffling on carpet). Absorbing the energy from batteries is also possible, but inflicts 1 SDC per attempt; 10 D-size batteries (or 20 C-size, 40 B-size -etc) equals one charge ,and the process takes 1 minute, after which the batteries are drained. Charges = PEx2.
81-00 PPE Absorption: The character absorbs Potential Psychic Energy to power this ability. The character has a base PPE equal to twice his PE number (or equal to his regular PPE, whichever is higher). The character's PPE recovers at the normal rate (fully recovered in 24 hours). The character can also drain PPE from magic talismans same as a magic user, and can draw in ambient PPE from ley lines and nexuses (but cannot drain it from living beings, even at the moment of their death). The character cannot "overcharge" himself like a mage can - he can only absorb to replenish his base PPE - and no more. Each Energy Blast takes up 1 PPE and can be considered a magical attack (but is not enhanced like a spell is when near a ley line or nexus). In addition, PPE vampires can drain the character of PPE. While this will not harm the character, it will prevent him from using this power. Mages cannot drain the PPE from this character without his knowledge - he can feel the "tug" of the energy drain and resist it.
Regardless of the power source, all energy blasts have the following attributes:
Range: 800 ft
Damage: 2D8 +1D8 per level of experience, plus any special effects (see individual EE powers). After level 3, the character can regulate the damage in increments of 1D8.
Special: Same as Energy Expulsion - Energy.
Duration: Instant
Attacks per Melee: Each energy blast count as one melee action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to Strike Aimed or +1 on wild shot

Extraordinary Speed
NOTE: The old Extraordinary speed power is now called SUPERHUMAN SPEED.
The character can run at speeds mush greater than humans, typically equal to typical ground vehicles or the fastest animals. The character is also much quicker and more agile.
Bonuses:
Multiply normal speed attribute by 2D4 times (minimum of 30) and the character accelerates at twice the normal rate.
The character fatigues at half the normal rate when running.
Add +20 to S.D.C.
+1D4 to P.P. attribute.
+1 attack
+2 to initiative
Automatic dodge (only has bonuses if P.P. bonuses or other auto-dodge bonuses are available).
+2 to roll with punch, fall or impact.
+1 damage for every 5mph of speed. The best a standing still attack can do is +4 damage.


Linguistics
The character has an uncanny ability to rapidly understand and comprehend most forms of verbal or written communication, as well as body language. There is some form of telepathic and empathic influence and this is what allows the character to understand what the other being is trying to get across, and for writing and symbols, some form of object read comes into play. The character's brain centers which deal with hearing and communication are better developed also. The character knows his own language plus 1D4 others at level one. Anytime after that point, the character can pick up new languages at any time. Each time the character comes in contact with a new language, he gets 5% in that skill (10% for body language). Note that this must be a meaningful conversation, not a couple of sentences. For example: For the first few days visiting France, Captain Consonant uses an interpreter to communicate with the locals. After listening to the French people talk multiple times, he has picked up enough of the language to communicate on his own. Another example is Wilderness Guy living around the territory of a pack of wolves. After interacting with them a few times, he can communicate with them on a basic level. Note that in order for this power to work, the character must be able to detect the communication, although even then, he may not be physically able to respond. For example - an alien species communicates by manipulating heat patterns on its body. Normally, the linguistic character would not be able to detect this and even if he could (with sensitive IR optics), he would probably not be able to respond.
One interesting side effect of this power is that provides some resistance to sonic-based forms of mind control and hypnosis. If some form of communication is needed for the mind control to work, the resistance kicks in. The hero's mind shifts into it's translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. Against these attacks, the character is +4 to save against, and even then, the effects and duration of the power in question is halved (did not have a full effect).
Another interesting ability that the character has the ability to determine the subtle or "true" emotional state of the speaker/ communicator (such as anxiety, happiness, sadness, hostility, etc.). This does not work with writing however. Accuracy is 40% +4% per level. Subtle changes in a person's voice can indicate something about what they are saying. Using this as a lie detector (in conjunction with visual cues) has an accuracy of 30% +3% per level.

Magical Nature
For all intents and purposes, the character is considered to be a minor supernatural creature. This supernatural nature gives him some benefits and hindrances.
Benefits
Fatigues at half the rate (does not affect any other fatigue modifiers - chose the best one)
Heals at twice the normal rate (does not apply to any other healing powers)
Resistant to (pick one; fire/heat, cold, electricity, acid/corrosion, poison/toxins, or radiation) - half damage and effects (does not increase existing resistances - pick the best one).
+2 vs normal diseases, poisons, toxins and gasses
+2 vs possession and horror factor
+1 save vs magic
+1D6+1 to any one attribute (not considered supernatural, but can be used to exceed the normal human limits)
+1D4x10 to PPE
The character's physical attacks (as well as damage caused by his other powers) are considered to be magical in nature.
Possible Hindrances
The character shows up as a supernatural being on various scans.
The character radiates his alignment (Psi-sensitives and those who can see auras can "see" his alignment clearly)
Any special attacks that do extra damage to supernatural creatures affect him the same way.
Depending on what other powers he has, a spell or ability that negates magic can also negate them (temporarily).
Plus, select one of the following allergies: light, darkness, water, fire, cold, electricity, radiation, specific inorganic (silver, iron, etc.), or
specific organic (wood, a poison, etc). Being exposed to the allergy causes 1D6 damage per melee (or an extra 1D6 damage per strike).

Ranged Attack: Stun
This disruption blast is an electrical disturbance that short-circuits the nervous system of it's victim. It does only minor damage but has potent effects. Any kind of electrical shielding can block this attack. Saving against this attack is possible, and victims use the bonus to save vs non-lethal poison. A successful save means that the character stays conscious, but is -2 to initiative, strike, parry and dodge for 1D6 melees. A failed save renders the victim unconscious for 1D4 melees. Particularly tiny or frail creatures and children may suffer double damage and the duration for penalties are doubled. Psionic characters will have a headache that lasts 4D6 minutes per each stun blast.
Range: 150ft maximum
Damage: 1D4 points per three levels of experience (can be regulated).
Special: Same as Energy Expulsion: Energy, but each target gets +3 to save vs the effects and duration is ½.
Duration: Effects last 1D4 melees per level of experience.
Attacks Per Melee: Each Stun Blast counts as one melee attack or action; dual simultaneous divided blasts also count as one attack.
Bonuses: +3 to strike aimed or +1 on a wild shot. Targets are -1 to save at levels 4, 8, and 12.

Ranged Attack: Sub-Particle Acceleration
This power lets the character accumulate and fire supercharged/accelerated ions (protons, electrons and neutrons) through particle beams. This attack is highly disruptive to matter and will disintegrate (or partially disintegrate) an object if it depletes its SDC (or kills a living creature). This attack also creates an impact or physical force when it hits. (Note - does half damage even to invulnerable characters)
Range: 150ft
Damage: 4d6 +1d6 per level of experience plus knockback.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each Blast counts as two melee attack or action (one to "charge up" - the other to fire; dual simultaneous divided blasts also count as two attacks.
Bonuses: +3 to strike aimed or +1 on a wild shot. The character is resistant to Electricity (½ damage).

Self Sustenance
The character's body is designed to go extended periods without the materials it need to survive by storing the materials, recycling what it can (cutting down on waste), and efficiently using the materials. While the character is by no means fat or overweight, they are a bit husky and are not as toned as some other superbeings.
Oxygen: The character can retain impressive amounts of oxygen, buy use of superconductive/absorbent lung systems, capillary nets, and similar alterations, and can recycle the waste. This allows the character to build up stores of Oxygen simply by existing, which fully loaded can last for an incredible five minutes per PE point! The duration is halved when attempting to use it in a vacuum or under extreme pressure (like on high-g worlds or at the bottom of the Ocean) unless he is very durable (natural armor or 200+ SDC or has the Pressure Resistance or Adapt to Environment powers). The character can double the duration by reducing his movement (speed) by half and exerting very little.
Food and Water: The character can go for up to 2 weeks without water by storing water throughout the body and by recycling liquids normally lost through waste. The character can also go up to 2 months without food and nutrients. After these times run out, the effects of deprivation start to hit the character.
Hibernation: The character can elect to enter a hibernative trance, where the character's body processes slow down to a crawl, enabling the character to survive for 10 times the normal durations above. The character can set an "internal alarm clock" to wake him up at a specific time.

Superhuman Speed
Same as the old extraordinary speed power in the HU 2nd ed book.

MAJOR POWERS

Animal Abilities (NEW)
Animal Abilities: Arachnid
Physical Traits: Dark, tough skin with small, tough hair. Tattoo-like markings can cover a part of the body. Tends to be thin
Abilities and Bonuses:
1. Add 2D6 to P.P. attribute
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 1D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 2D4x10 S.D.C.
6. The character is very sensitive to motion: add +2 to Parry and Dodge and +3 to Initiative
7. Has the power of Adhesion (see minor power)
8. Can control 1D4x100 arachnids (spiders, scorpions, etc.)

Animal Abilities: Insect
Physical Traits: Large, bulging eyes and tough skin.
Abilities and Bonuses:
1. Add 2D4 to P.P. attribute and +2 to initiative.
2. Add 2D6 to P.S. attribute, which is extraordinary.
3. Add 2D6 to P.E. attribute
4. Double speed attribute and normal leaping distance.
5. Add 3D4x10 S.D.C.
6. Sees in a 180 degree arc. This superior peripheral vision makes it extremely difficult to sneak up on this character.
7. Character has Heightened Sense Of Smell (see Mutant Animal power). Character can "smell" empathically (can sense emotion) and
can track by scent alone.
8. Can control 1D4x100 insects.

Animal Abilities: Marsupial
Physical Traits: Large, muscular legs, ending in long, large feet. Smaller upper bodies, stomach pouch, angular face, pointed ears.
Abilities and Bonuses:
1. Add 1D6 to P.P. attribute
2. Add 2D4 to P.S. attribute
3. Add 2D4 to P.E. attribute
4. Add 1D6x10 S.D.C.
5. A "rubber band" muscle in the legs allows the character to run at full speed and only suffer one-quarter the fatigue.
6. Gets the enhanced leaping minor power
7. Has a stomach pouch.
8. Can control 2D6 marsupials.

Animal Abilities: Mustelid/Small Predatory Mammals
From the family of animals that includes Weasels, Badgers, and Wolverines.
Physical Traits: Dense muscle tissue and small, pointed canine teeth. There may be stripes going through the character's hair.
Abilities and Bonuses:
1. Add 2D6 to P.S. attribute
2. Add 2D4 to P.E. attribute
3. Add 1D6x10 SDC
4. Extraordinary sense of smell (same as minor super ability)
5. Resistant to Cold: half damage
6. Can control 2D4 predatory canines, +1D4 per level.
7. +2 to roll with punch, fall or impact.

Animal abilities: Rhino/Hippo/Elephant
Includes many of the largest mammals on earth.
Physical Traits: Dense muscle tissue, the character is wide and stocky, with a wide, fat face and thick arms and legs. Double weight.
Abilities and Bonuses:
1. +3d6 to P.S. (Superhuman)
2. Add 4D4x10 to SDC
3. +2D6 to P.E.
4. Body Block/Tackle/Ram/Charge does 2d6 damage. (2 attacks)
5. Natural Swimming Skill: 50% +3/L
6. Heightened sense of hearing, about double a normal human's.
7. Control 1d6 large mammals; hippos, rhinos or elephants

Blowthrough Invulnerability
The character can suffer horrendous amounts of damage and yet still keep functioning without penalty. The character can be shot, mangled, dismembered, have a 1ft diameter hole punched through his chest, etc, but he feels no pain and can function more or less normally (with the exception of any missing limbs). This applies to most damage, with a few exceptions - most damage is healed at an accelerated rate, replacing missing parts in minutes! The character suffers very little blood loss even from the most gruesome of wounds. The character can even lose his head and survive! The head will function normally (he can still see and speak through it), unless it is destroyed or vaporized (the character then falls into a comatose state until it is regrown). Instead of letting the lost part regrow, the character can grab the lost part, and after holding it to the appropriate wound for a few seconds it functions normally. If the character is totally blown apart, the largest piece starts to regrow the body.
Most attacks do one-quarter damage to the character. This damage is only temporary and has no bearing on his abilities. He regenerates this damage at a rate of 4D6 SDC or 2D6 HP per melee. Lost limbs can be recovered in varying amounts of time; fingers/toes in 10 minutes, hands and feet in 1 hour, head/arms in 3 hours, legs in 4 hours, torso in 6 hours. If the character is reduced to below 0 HP, he falls into a healing coma until he gets 1 HP above 0.
Vulnerabilities:
* Attacks that damage or destroy him on a cellular level (disintegration attacks, particle beams, acid, intense fire and cold) do full normal damage. Intense cold that feezes him solid may only put him in a comatose state - if rethawed he will recover.
* Toxins/disease/radiation/stunning attacks have half effect.
* The character can still suffocate and drown, and can be affected by high pressures/lack of pressure (deep underwater/in a vaccum). However, the character can hold his breath twice as long as a normal person, and can withstand pressure changes twice as well as normal (can go twice as deep/suffers only half effects).
* Attacks that do damage direct to HP also affect him normally.
* Most non-damaging magic and psionic abilities have full effects.
* If the character takes over 10x his PE in damage below 0, or if his body is totally vaporized/disintegrated, he dies.
Other Bonuses and Abilities: 1D6+2 to P.E., +5D6x10 S.D.C., +4D6x10 to HP, Impervious to Pain (up until he is down to 50% of his HP - he then starts to feel some pain, letting him know he is in trouble), +4 to maintain balance, and +4 to roll with a punch, fall, or impact.

Body Shaping
The hero can alter all of his physical parameters (dimensions, appearance, physiology) to achieve any desired shape or look. Despite appearances, the hero retains his basic chemical composition unless other powers such as Copy Physical Structures is used. For example, the hero morphs into a brick wall. Despite its brick-like facade, it's composed of flesh; instead of chips flying off the wall when it is attacked, it bleeds. The character can also form his arms and hands into different shapes; gets the Alter Limbs sub-abilities 1 (modified body weapons), 3 (shield arms), and 4 (stretch limbs). Also note that the character does not gain any mechanical capabilities of any machine he is copying; a character can morph to look like a motorcycle, but it cannot run as one (unless the character also has the Alter Limbs power and its related sub-abilities).
Dimensions: The maximum size object the character can change into is a cube with a number of feet per side equal to half his PE
attribute. The minimum size the character can change into is a cube 6in on each side.
Duration: The character can maintain a shape roughly equal in size to his own (like a chair, small table) indefinitely. If the character
selects a form smaller than normal or roughly twice his size (large table, couch, canoe), he can maintain it for a period of time equal
to his PE in minutes. Each equivalent doubling in size in turn halves the period of time. This "deadline" can be postponed by spending
1 HP per "period of time", but this cannot be done if the character's HP fell below 15 (an instinctive cut-off mechanism kicks in).

Dimensional Teleport
Range: Another Dimension
Duration: 2 melees of concentration and charging of energies.
Success Ratio: 40% +2% per level (+10% if at a nexus). If the Character is unsuccessful, nothing happens. Creating a controlled tear in the fabric of space and time is a tricky thing - it may not always work.
Activating this power transports the hero and 1000lbs per level into another dimension. The character must have some knowledge of the other dimension (either by having been there himself or while holding someone or something from that other dimension. The location where the teleporter appears within that dimension is completely random unless the character has a rough idea of where he wants to appear (even then, it is almost never exact unless extremely familiar with the place, like his home planet). If the character dimension-hops through rifts, he can always find his way home - he never gets lost.
The character is also sensitive to disruptions in the space-time continuum; he can sense rifts and dimensional teleports within 20 miles of himself, and smaller dimensional tears (such as those caused by many temporal spells and "normal" teleportation) within half a mile (just over 2000 ft).
Note: Many greater supernatural beings such as Dragons, Demons, Devils and Godlings possess this power, but at a level equal to the spell.

Illusion Generation
The character can create realistic holographic images that have apparent solidity by manipulating and generating light. These illusions can be mechanically detected and recorded by such means as photography or television. The illusion can cover an area of 10ft by 10ft by 10ft, plus 5ft per level and can be cast up to 20ft away, +10ft per level. The illusion can be of anything the character desires and is limited only by his imagination. The illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The illusion can be cast anywhere within his range, though the character must be able to clearly see the area where the illusion is forming if he wants to make it all realistic. Illusions last as long as the hero concentrates on maintaining their existence - lightly detailed or small illusions take 1 attack (and -10% to skills), large and/or complicated or realistic takes 2 attacks (and -20% to skills). Distracting the hero causes the illusion to begin to lose realism (drift, lose detail, become translucent, flicker, etc.), while breaking the heroes' concentration or knocking him unconscious terminates the illusion.
Note that the illusion, no matter how realistic it looks, has flaws - it has no smell, it is intangible (things pass right through it, it makes no footprints, etc.), it makes no sound, it may not move right, etc. Opaque illusions will cut heat, radiation and light attacks in half however. The character gains all of the abilities of the Bend Light minor power (except for #5 - seeing IR and UV light. The Blank Spot power is complicated - 2A). Some other abilities include:
* Illusory Duplication: The character can make 2 duplicates of himself, +1 per level. This is a great way to confuse, scare and distract an opponent or an angry mob. Even though the illusions suffer from the usual holographic limitations, they can be distracting and provides the hero with a bonus of +2 on initiative, +2 to dodge and +1 to strike. This is a complicated illusion (2A).
* Illusory Disguise: The character can cast an illusion over himself for disguise purposes. The character can do something as simple as adding or covering up a pimple on his nose (simple) to changing the appearance of his clothes (simple to complex) to impersonating an individual (complex). The character must have the disguise skill and must keep concentrating or imperfections will appear. Impersonation would also help, but considering the concentration needed to maintain the disguise, mistakes are likely to occur. This should not be relied upon for passing close contact or close inspection, as imperfections are likely to occur at any moment due to any distraction, probably right in front of the observer.
* Create Warmth: Just like the character can create visible light with this power, he can also generate small amounts of IR and UV light, creating warmth. This is not enough to burn or inflict any kind of damage, but is a comfortable heat.
* Create Shadows: The character can also create dark spots, with the same limitations and area as creating light spots.

Power Blast
The character can fire an immensely powerful blast of energy. This attack must be one of the types (player's choice upon character creation) found on the list of offensive minor powers. Normally the attack is either laser, ion/electrical, pure energy, fire/plasma, particle beam, sonic (apply sonic damage rules), cold/ice, or kinetic. Only one type of attack can be fired and it must be selected at character creation.
Damage from this power can be easily regulated (by 1d6/1D8 and +5 damage increments, starting at level 1.
1. Energy Expulsion:
Range: 600ft +20ft per level of experience.
Damage: 4d6 damage, +1d6 per level of experience (so at level 6; 10D6 or 1D6x10)
Duration: Instant
Special: Attacks can be divided between 2 targets - see Energy Expulsion-Energy.
Attacks Per Melee: A standard blast requires one melee attack.
Bonuses: +3 to strike aimed and +1 to strike wild at level one for the standard blast.
2. Super Blast:
Range: 300ft +10ft per level
Damage: 1D8x10 +1D8+5 per level, (so al level 6, a super blast will do 1D8x10+6D8+30, or roughly 3D4x10+40)
Duration: Blast lasts a few seconds
Attacks per Melee: Each super- blast requires half of the character's attacks.
Bonuses: +3 to strike, +1 wild.
3. Ricochet Blast: As per Super Energy Expulsion
4. Other Abilities and Bonuses:
The character is impervious to his own blasts.
Can make the energy emission point (usually hands or eyes) glow equal to a 60-watt bulb.

Super Senses
An ability comprised of the heightened senses minor super abilities. Select any combination of 5 powers from the "Heightened Sense of" powers, "Super Vision" powers, and any from the following list: Life Sense, Motion Detection, Sonar, Radar, Ultra-Hearing.
Note: The heightened senses of Smell and Taste are effectively the same power and can be combined and taken as one.
Note 2: You cannot use more than one power enhancing a given sense at he same time or risk sensory overload. For instance; You cannot use both Thermal and Paranormal Sight at the same time. The same is true of "extrasensory powers" such as Radar and Sonar. You can only receive the abilites and benefits of one at a time. However, you can use two or more enhanced senses at the same time, such as Advanced sight and Heightened Hearing.

Supernatural Endurance
The character possesses supernatural endurance, incredible durability, recovery and stamina that is even more than extraordinary. Note: Most greater supernatural beings (vampires, dragons, demons, gods, etc) possess supernatural endurance. Most demigods, godlings, spirits, and lesser supernatural beings are more likely to possess only extraordinary PE.
Bonuses: Does not suffer from fatigue from physical exertion, and can go for his PE number in days without sleep.
Add 2D6+10 to Physical Endurance.
Add 4D6x10 to SDC.
Double the character's hit points and gets +2D6 per level.
Immune to disease.
Resistant to fire and cold; does half damage.
Resistant to drugs, toxins and poisons: When the character doesn't save against them, they only have 1/4 effect, damage
and duration.
Magic and psionics which affect the physical body (such as bio-manipulation) only have half normal duration.
The character heals 10 times faster than normal (unless the character possesses a superior regeneration ability).

_________________
"In every country and in every age, the priest has been hostile to liberty. He is always in alliance with the despot, abetting his abuses in return for protection to his own" - Thomas Jefferson

"I do not feel obliged to believe that the same god who has endowed us with senses, reason and intellect has intended us to forgo their use." - Galileo


Last edited by Cardiac on Thu Apr 08, 2004 10:17 pm, edited 8 times in total.

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 Post subject: Re: NEW POWERS!
Unread postPosted: Mon Apr 05, 2004 11:35 am
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Lynx8882 wrote:
Kinda curious if the Karma Manipulation is anything like Jynx from the Teen Titans Comics where she can cause other to have "Bad Luck"

Lynx


How about this one. I think it fits more of the luck powers of 2 people who wears Xs on ball caps and the spider's one-time girlfriend who liked black cats. ENJOY and KUDOS to the author!

Probability Manipulation

It is highly advised to the GM to consider the ramifactions of this power's use before allowing a player to use such a power.
The character has the ability to manipulate the chance for failure and/or success with this ability. The player must roll on the following table to see how his/her character manipulates the odds:

01-33: Good Luck Only!
The character adds 5% +2% per level of experience to all skill rolls.
Range: Self
Duration: Constant
Other Abilities and Bonuses: The character gets a +3 to Strike/Parry/Dodge, +3 to Roll, +3 vs Magic/Psionics/Poison, +20% vs Coma/Death, and Critical Strike on 17-20 (natural), and gains Automatic Dodge. Also get's +1D6 to MA and PP.

34-66: Bad Luck Only!
The character subtracts 5% +2% per level of experience to all skill rolls that negatively effect the character. For Example: The 5th level hero with this power is being chased up a mountain-side by the villian. The hero with this ability with effect the villians climbing skill, giving him a negative 15% to his skill. Causing him to more likely miss his success roll. This power doesn't effect the villian if he's chasing someone else up the mountain, even if it's a friend of the hero's.
Range: Others who go up against the character with this power.
Duration: Constant
Other Abilities and Bonuses: Those who go up against the character with this power suffer the penalties, -3 to Strike/Parry/Dodge, -3 to Roll, no Critical Strikes on the character, no Death Blows on the character, and those who go up against the character lose the ability of Automatic Dodge (if they have it). +1D6 to ME and PE.

67-99: Good Luck and Bad Luck! COUNTS AS TWO MAJORS!
The character gets both the abilties mentioned previously, however only one can be in effect at a time. The bonus rolls for the attributes stay constantly.

00: Good Luck and Bad Luck! COUNTS AS TWO MAJORS!
The character gets both the abilities mentioned previously! Not only that, but they're both in effect at the same time! This could possibly put the game out of balance, and is advised that the GM consider carefully allowing a player to have this ability.


We have a villain called Shamrock with the Good Luck & Bad Luck (works simultaneously) and he's bad ass!


Minor

Detection

A character with this power has the uncanny ability to actually detect the presense of certain individuals. This only allows the character to know that their target(s) are within 10ft of him/her. This power doesn't allow the character to actually know the specific location of the one they detect. This power is a conscience act, and can be turned off and on. To determine who/what the character can detect roll on the following table. This power can be taken more than once.
01-25: Mutant Detection
02-50: Psionic Detection
51-75: Magic Detection (this includes the supernatural)
76-00: Astral Detection
Range: 100ft plus 10ft per level of experience.
Duration: Constant.


And something special for the Ragin' Cajun in your life!

Energy Expulsion: Imbue

The character can imbue an object with kinetic energy and then throw the imbued object to have it explode on contact (and thereby destroying the imbued object). The character can charge any item by look and/or touch. The biggest object a character can imbue (at first level) is 10lbs. The imbuing of an object this small is instant and uses up no attacks per melee if touched. However, those who use this power by sight and the throwing of an imbued object does require an attack.
Range: Varies upon the type of item being thrown. However, a character with this power can throw items an additional 5ft per level of experience. Those who can charge an item by look have a limited range of 10ft +5ft per level of experience.
Damage: 2D6 + 1D6 per level of experience.
Special: The more powerful and experienced characters (3rd level and higher) can regulate the strength of each imbued object in increments of 1D6. For Example: A 6th level character can imbue objects to as much as 8D6; that's 8 to 48 points of damage at maximum strength. However, his/her mastery over his/her power enables him/her to do as little as 1D6. The level of power imbued in the object, doesn't effect the character at all.

The character can also put a time delay on the detonation (instead of the usual impact) for a max time of eight melees (2 minutes).

In addition, the more experienced character (5th level or higher) can imbue an object of bigger size. However, this requires the character to hold onto/concentrate on the object for longer than one melee attack.

11-20lbs 2 melee attacks
21-40lbs 3 melee attacks
41-80lbs 4 melee attacks
81-160lbs 5 melee attacks
161-320lbs 6 melee attacks
321-640lbs 7 melee attacks
641-1280lbs 8 melee attacks
1281-2560lbs 9 melee attacks
2561-5120lbs (max weight) 10 melee attacks

Also, the character who masters this power (7th level or higher) can actually imbue living tissue. However, such an act requires one melee attack of contact, and then one additional melee attack of contact for EVERY 1D6 damage the character wishes to do to his/her target. For Example: The 7th hero grabs the villian. First the hero must grab the villian (one attack), keep contact with the villian (another attack), and then decide how much damage the hero decides to do between 1D6 and 9D6. If 1D6 then only one additional attack is needed for a total of three used attacks. If the hero decides to do a full 9D6 damage, he will need to use an additional nine melee attacks for a total of 11 used attacks. If the touch is broken, no damage is done.
Duration: Instant
Attacks Per Melee: See above.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild; none if doing a divided attack.
NOTE: The character can unimbue an object, as long as it hasn't been detonated.

Extraordinary Intelligence Quotient

An extremely intelligent character whose intelligence is almost beyond reproach.
Bonuses: In addition to I.Q. attribute bonuses...
Increase I.Q. to 18 +2D6. If I.Q. is higher, add 1D6.
May select any skill program(s), regarless of education level.
Selects one additional skill program.
Selects two new secondary skills every level (instead of just levels 3, 6, 9, 12, and 15).
+15% to all skills (scholastic & secondary)
+3 vs Illusions, Possession and Horror Factor.
+3 to Iniative.


Major


Cosmic Strength

The character possesses strength beyond even those with supernatural strength.
Bonuses: Add 50 +4D6 points to the regular PS attribute. Note that physical skills do not add to the cosmic PS, but certain super abilities may.
Can carry 1000 times his/her PS in pounds and can lift 2000 times!
Fatigues at one tenth the rate of humans.
+2 to pull punch
Uses the same table as the Supernatural PS table. This power merely increases the amount weight that can be lifted and carried.


Nigh-Invulnerability

While not as impressive as true Invulnerability, this power makes up for it with other advantages.
The character is immune to the first 20 points of damage, per source, dealt to him/her. Any damage that exceeds 20 damage is then reduced by half (round up). This can be from a punch (whether or not it's a normal strength punch or a supernatural strength punch) to an energy blast.
Gases, drugs, chemicals, poisons, toxins, disease and radiation will effect the character, but are reduced to one-quarter the usual potency (a quarter damage, duration, and effect). Deadly poisons, radiation and disease can kill this character, but the chances are slim.
The character is only, truly, vunerable to psionics, spell magic, magic illusions and magic weapons, all of which have full effect. However, energy type magic and psionics, like fire balls, fall under the same restrictions of damage (must exceed 20 points of damage to have any effect). Magic weapons however, have full damage effect (regarless of it doing 20 or more points of damage).
The character still needs to breathe and eat, so he/she can die from drowning, suffocation, or starvation, but he/she can hold his/her breath and survive without food three times longer than the average person.
Other Abilities and Bonuses:
Add 4D6x10 +60 SDC.
Add 3D6x10 +20 Hit Points.
Add 2D6 to the PE attribute.
Add 2D6 to the PS attribute, which is considered Superhuman when it comes to lifting and carrying things.
Add +25% to save vs coma/death (this is in addition to any PE/other power bonus).
The character heals 1D4+1 times faster than normal (roll once to determine at character creation).
No scarring when healed.
Does not fatigue.

Power Absorbtion

This is a powerful ability. So powerful, it counts as TWO MAJORS! A GM should take great care in letting a player have it. For this power can easily create a powerhouse.
This is the ability to absorb (possibly permenantly) not only the victims powers, but also, memories and skills. This power DOES NOT work on machine or energy beings.
The character will also take on any unusual physical characteristics that the victim has. The character however, retains their physical appearance and facial features. For Example: If the hero/villian absorbs another character with 3x the normal body hair and glowing red eyes, the hero/villian will gain those same unusual characteristics.
Range: Special! Roll percentile on the following table:
01-95: Touch Only! However, the character cannot control the power, and anyone they make flesh to flesh contact with will be absorbed.
96-00: Touch only! However, the character can control the power and decide when the power is activated.
Duration: Special!
For those who rolled a 01-95 on the range table, the power lasts 2D6 melees (30 seconds to 3 minutes).
For those who rolled a 96-00 on the range table, the power lasts 4D6 melees (1 to 6 minutes).
For either one, see Damage for keeping the powers permenantly.
Damage: Special!
For those who rolled a 01-95 on the range table, the slightest flesh to flesh contact will cause the character to do 5D6 damage to the target (per melee round), and loses their powers. The same can be done for those who rolled 96-00, however they can decide if they absorb the powers (if they don't, they don't do 5D6 in damage either).
The target will have to roll vs psionics. NO bonuses are allowed on this roll. STRAIGHT ROLLS ONLY! However, they roll on their normal psionic table plus three (The Natural/Master Psionic needs to roll over a 13, Latent/Major Psionics need to roll over a 15...ect). Remember, NO BONUSES!
If the target makes the save roll, the target remains active with half their bonuses and attacks per melee, and the loss of their powers. The target's skills are also -25%! the target will have to reroll to save every melee round plus one (ie: After another minute, the Natural/Master psionic must now roll a 14, another minute after that, a 15...ect).
If they failed the save roll, the target falls unconscience for 2D6 melees after the character's power wears off.
The target must roll to save vs psionics every melee round they are touched.
If the hero continues to touch the target for a full minute (4 melee rounds), the character MUST roll to save versus Psionics. If failed, the character permenantly gains all of the powers/memories of the target (skills will vanish within 1D6 days) and loses 2 ME points! If the character reaches 1 in the ME attribute, the character is effectively a vegetable (ie...unplayable). He/she also gains the insanity of multiple personalities, with the personalities taking the form of the target. The insanity can be cured. If sucessful, reroll to save vs psionics every minute.
The target must then roll on the following table:
01-75: The target must roll percentile under 5% (bonuses to save vs Coma/Death can be applied). If he/she fails, he/she falls into a coma. Afterwards he/she is stuck in a coma untill they make a roll to save vs coma/death, 01-02%, with NO BONUSES, ONCE A WEEK!
76-85: Same as previous, but now gets to roll to save vs Coma/Death ONCE A DAY!
86-95: Same as 01-75 but now gets to roll to save vs Coma/Death ONCE EVERY HOUR!
96-00: The target lucks out! And will regain conscienceness in 1D6 hours.
The target however has lost all powers! Now roll on the following table:
01-90: All powers are lost permenantly. No new powers are gained. The target does however regain all stats, but loses any special abilities that regain to them. For Example: Those who have a supernatural strength of 50, now have a normal strength of 50. Those who had a Extraordinary Mental Endurance, still have the high ME stat, but now have to roll on the same save vs psionics as other non-psionics.
91-98: All powers are lost permenantly. Reroll, a roll of 01-50 the target rerolls for number of super powers and which ones they gained. 51-00 the target becomes a latent psionic. All new powers are equal to the same level as the character. You should role-play out the developement of new powers.
99-00: All powers are regained! But the target loses one level of experience (minimum of level 1), and is at the bottom of that level in experience.
Power Level: The absorbed powers are equal to the characters level divided by two (rounded down, minimum of Level one). However, the character gains all bonuses from said power. Any powers permenantly gained will go up by one experience level per week, untill equal to the character.
Saving Throw: Those who'se power has been absorbed, have no saving throw against it. Look up above for saving throws vs the effects of coma and power loss.
Note: Purposely stealing even a villians power and placing them in coma, is an evil act. And the GM should take note of this with the characters alignment.


Super-Breath
This power is somewhat similar to the minor power of Jet Stream Breath, but has many more facets.
1. Jet Stream Breath: This is the ability to exhale with incredible force, turning the breath into a jet stream like weapon. It can be used to blow people and objects away. The breath is released with the velocity of 120 miles per hour. The maximum width of the stream is 3 feet and can be directed at a specific target or in a general direction (and affect everything in the path of the jet stream).
Range: 300 feet
Duration: Maximum-2 melee actions (equal to 6 seconds) minimum-1 second
Effects: Objects/living beings less than 50 pounds will be blown 1D6x10 feet; 50-100 pounds will be blown 5D6 feet away; 100-200 pounds will be blown 3D6+2 feet away. Objects/living beings 200 to 300 pounds will be knocked down, but will only blown away 1D6 feet. Objects/living beings over 300 pounds must roll 18 or higher on a D20 to keep their balance.
2. Freeze Breath: With this power the character can cover objects or living beings in a thick layer of frost within seconds.
Range: 60 feet
Duration: Maximum of 2 melee rounds then requires 2 melee rounds for the being with the power to recover.
Effects after time of exposure:
 10 seconds of exposure-Living things will be chilled and shivering. Plants will have a 40% chance of dying from cold damage. Only a light layer of frost will be generated.
 20 seconds of exposure-Living things will be numbed for five minutes and unable to move well. All movement/attacks and bonuses are at 50%. Plants will wither and die, and most liquids will freeze solid. A thicker layer of frost will be generated, about 1/8 to 1/4 of an inch in thickness.
 30 seconds of exposure-Living things will be numbed and have a 30% chance of frostbite affecting some limb. Plants will be killed and covered over in frost. A thick layer of frost, about 1 inch in thickness will cover what has been breathed on.
3. Vacuum Breath: The character is able to inhale and create a mini vacuum. Within 15 feet people can't breathe and fires will die out from lack of air. There is also a great suction force generated in the direction of the super being. This power will draw all things within the 15 foot radius towards the super being with a force equal to a superhuman strength of 45. To resist this the target must have greater strength than this or have strength equal to this and something to hold on to.
Range: 15 feet
Duration: 2 melee actions.
Damage: none
4. Hold Breath: The character with this power will be able to hold their breath for a maximum of 30 minutes.


Targeting

This amazing ability grants the character superhuman accuracy when it comes to ranged combat. Characters with this power, seldom miss his/her intended target.
Bonuses:
1. +2 to Strike with any ranged/thrown weapon (Guns, rifles, throwing knives, stars, bows, ect...) with an additional +1 to strike at levels 2, 6, 10 and 14. This is in addition to any bonuses gained by weapon proficiencies. This ONLY includes the following weapons: Revolvers, automatic pistols, bolt-action rifles, semi-automatic rifles, energy pistols, energy rifles, any thrown weapon, and bows.
2. The character automatically recieves WP Sharpshooting for every weapon proficiency they have that falls into the the ranged/thrown weapon category. Same restrictions as number 1.
3. +1 to strike with prefered weapon (ie...Handguns, rifles, throwing stars...ect)
4. +1D4 to PP. If after character generation the character's PP is 16 or less (after all other bonuses to PP have been added in), raise the character's PP to 17.


Telekinesis (Super Power)

This is the super power equivalent of the psionic ability, Telekinesis. Besides the no need for ISP, this power offers a few more special abilities, not found with the psionic power of the same name.
1. Standard Telekinesis: The ability to move objects without any means other than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
In order to move an object by telekinesis, the item must be clearly visible, within the psychic's range and the point of focus. The psychic must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks.
Range: 50ft per level of experience.
Duration: Regulated by character.
Weight Allowance: 100lbs per level of experience.
Damage: 1D4x10 per every 100lbs of an object dropped on a target.
2. Telekinetic Force Field: The character can erect a forcefield around himself or others in a blink of an eye. If the creation of the force field is to parry an attack, the character must rol a successful parry to see if he/she was able to create the field before the attack strikes. A successful parry means the force field beat the attacker's strike and absorbs the damage.
The force field can be made so that it only encircles it's creator or as large as a 10ft area per level of experience. Only one force field can be created at a time. Either as a force field bubble or a personal force field.
Range: 50ft per level of experience.
Duration: 10 minutes per level of experience.
Attacks Per Melee: The creation of a force field counts as two melee actions/attacks.
Maximum Size: Either as a personal force field or can cover a 10ft area per level of experience.
Maximum SDC: 25 SDC per level of experience.
Bonus to Parry: +3 to Parry only.
3. Telekinetic Force Attack: The ability to send a force blast at another target.
Range: 25ft per level of experience.
Damage: 4D6; feels like getting hit with a rock or cannonball.
Duration: Instant.
Attacks Per Melee: Each force attack counts as one melee attack.
Rate of Fire: One Force attack for every one attack. There is no doubling up on the attack.
Bonuses: +3 to Strike
4. Telekinetic Flight: The ability to not only levitate oneself, but push oneself in another direction. The character does not effect his maximum weight allowance. However, the number of people the character can carry with him/her is.
Range: Self and others who don't exceed the maximum weight allowance.
Duration: 10 minutes per level of experience.
Maximum Speed: 25mph per level of experience.
5. Other Abilities and Bonuses:
The character is considered a psychic, and needs a 12 for purposes of saving against psionics.
+1D6 to ME


Web-Spinning
The super being has the power to create a web like material that has tensile strength greater than steel. This is similar to the organic metal that is created with the power Bio-Armor. The super being may create up to 100 feet of this material per level of experience. They are capable of creating more than is allowed by their level, but this requires them to burn off SDC points. This SDC is recovered normally. They must burn off 1 SDC point for every additional foot of webbing they wish to create.
Damage (as an attack): 1D6+3 +1D6 per level
Range: 100ft +25 ft per level
Bonuses: +3 as an attack, +8 as an entangle.
ROF: 4 attacks per melee

This power has several sub powers.
1. Web Ball: The super being can fire a hard ball of web at the opponent. This ball uses 5 feet of webbing and has the damage and range listed above.
2. Web Net: The super being can spray a "net" of web that can entangle a small group of opponents or can be strung in an opening or between two structures. This will effectively entangle victims, or at least bar their way.
SDC of the Web: 100.
3. Barbed Web: The super being can make the webbing with small razor sharp barbs on it. This will cause the web to do an additional 3D6 SDC.
4. Tow Line: The super being can fix one end of a web line to a structure and keep the other attached to themselves, this prevents falls. They may lengthen it at will and lower themselves to the ground if they have sufficient webbing, but must have the climbing skill to go up the line.



The following you might have seen something similar in PU1, but here they are anyway for the people who don't have it or who want a better way of looking at the power.

MAJOR POWERS

Absorb/Rechannel Energy

The character has the ability to absorb energy attacks and rechannel it into either increased strength or an energy blast. To determine how the character redirects, roll (or pick) on the following table. This power can be taken twice.
01-50: The character can redirect the energy into increased strength.
For every point of absorbed energy damage above the character's PE, the character adds a point to his/her PS. For every 15 points asorbed above the character's PE, increase the character's strength class to the next highest (ie...normal to extraordinary to superhuman to supernatural to cosmic). Any attacks that do less than the character's PE do no damage. The character can absorb a max of his/her PE plus 10 points of damage per level of experience per hit...any extra damage beyond that does damage to the character.
For example, a 3rd level hero with Absorb/Rechannel Energy with a PE of 20 and normal PS is hit with by a villian doing 60 points of damage! This not only increases the character's PS by 40 points and rolling it into the cosmic strength class, it also does 10 points of damage.
51-00: The character can redirect the energy into his own energy blast.
For every point of absorbed energy damage above the character's PE, the character can rechannel that damage into an energy blast that does 2D6 plus the amount of damage that was absorbed. Any damage that does less than the character's PE is simply absorbed and does no damage. The max damage that the character can absorb is his/her PE plus 10 points of damage per level of experience per hit. Damage beyong this point is done to the character (who still get's to redirect it into an energy blast). The character can also fire a 2D6 damage energy blast, without absorbing damage.
If any of the energy expulsions powers are taken, the damage can be added to it instead of the 2D6 energy blast in this power. Range: Self
Range of Energy Blast: 300ft or if an energy expulsion power is taken, it's range.
Duration of increased PS: The character's strength begins to decrease by one point every action after the first melee round it was absorbed. The character's strength class decreases to the next lower strength class (untill the character's regular strength class) every other melee round after the first.
Duration of the increased Energy Blast: Roll to determine.
01-25: The character will harmlessly bleed off 1 point of unused (not redirected) absorbed damage every melee round after the first.
26-50: The character will bleed off 1 point of unused absorbed damage every melee round after the first doing damage directly to the character.
51-75:The character can hold the energy for one melee round after the first per level of experience, before it is released in an area effect around the character in a range of the character's PEx2.
76-00:The character can hold a max of his PEx2 +10 points per level of experience, with no limitation on how long he/she can hold it. However, any damage absorbed beyond that point is shot out of the character in an area effect range equal to the character's PEx2.
Bonuses:
+1D6 to PE
+2D6 to SDC


Absorb/Rechannel Kinetic Energy

The character has the ability to absorb physical/blunt attacks (fists, clubs...ect) and rechannel it into either increased strength or an energy blast. To determine how the character redirects, roll (or pick) on the following table. This power can be taken twice.
01-50: The character can redirect the kinetic energy into increased strength.
For every point of absorbed physical damage above the character's PE, the character adds a point to his/her PS. For every 15 points asorbed above the character's PE, increase the character's strength class to the next highest (ie...normal to extraordinary to superhuman to supernatural to cosmic). Any attacks that do less than the character's PE do no damage. The character can absorb a max of his/her PE plus 10 points of damage per level of experience per hit...any extra damage beyond that does damage to the character.
For example, a 3rd level hero with Absorb/Rechannel Kinetic Energy with a PE of 20 and normal PS is hit with by a villian doing 60 points of damage! This not only increases the character's PS by 40 points and rolling it into the cosmic strength class, it also does 10 points of damage.
51-00: The character can redirect the kinetic energy into an energy blast.
For every point of absorbed physical damage above the character's PE, the character can rechannel that damage into an energy blast that does 2D6 plus the amount of damage that was absorbed. Any damage that does less than the character's PE is simply absorbed and does no damage. The max damage that the character can absorb is his/her PE plus 10 points of damage per level of experience per hit. Damage beyong this point is done to the character (who still get's to redirect it into an energy blast). The character can also fire a 2D6 damage energy blast, without absorbing damage.
If any of the energy expulsions powers are taken, the damage can be added to it instead of the 2D6 energy blast in this power. Range: Self
Range of Energy Blast: 300ft or if an energy expulsion power is taken, it's range.
Duration of increased PS: The character's strength begins to decrease by one point every action after the first melee round it was absorbed. The character's strength class decreases to the next lower strength class (untill the character's regular strength class) every other melee round after the first.
Duration of the increased Energy Blast: Roll to determine.
01-25: The character will harmlessly bleed off 1 point of unused (not redirected) absorbed damage every melee round after the first.
26-50: The character will bleed off 1 point of unused absorbed damage every melee round after the first doing damage directly to the character.
51-75:The character can hold the energy for one melee round after the first per level of experience, before it is released in an area effect around the character in a range of the character's PEx2.
76-00:The character can hold a max of his PEx2 +10 points per level of experience, with no limitation on how long he/she can hold it. However, any damage absorbed beyond that point is shot out of the character in an area effect range equal to the character's PEx2.
Bonuses:
+1D6 to PE
+2D6 to SDC


(Note: My comment on the above two powers is that they should be considered a minor power if you only get one.)


Alter Physical Structure: Shadow

This major ability enables the character to become a hybrid of matter and shadow. The character will appear to fade away into nothingness, while at the same time seem to be covered in darkness.
1. Partial Invunerability and Intangibility: In his/her shadow state, the character is partially intangible, causing most attacks to pass through the character, if they don't strike above the character's natural Armor Rating. If the attack does strike above the characters Armor Rating, all attacks do only only half damage. This goes for punches, kicks, bullets, energy blasts, fire, gases, ect.
However, magic and psionic attacks have full effect, and can hurt the character. Still, such physical attacks as those mentioned above, are ruled by the same principles (ie: a magic fire ball will still only do half damage).
Explosive forces, automatically pass through the characters natural AR, however the damage is reduced by 75% (only doing a quarter of the original damage) and will hurl the character 3D6 yards/meters away per 25 points of damage. However, unlike the Alter Physical Structure: Mist power, the character won't be dissipated.
2. Shadow Meld: This ability enables the character to step into a shadow and become totally invisible, even to those who can see the invisible. The shadow must be at least 2ft long/wide to be an effective hiding place. The character can move, walk or run through the length of the shadow or from shadow to shadow. While in the shadow/darkness, the character prowls at a 85% proficiency (or at +20% to normal prowl skill, whichever is higher).
Intense light will dispel the shadow, leaving the character exposed. Of course, less than three torches or 300 watts, will only create more shadows.
Range: Self
Duration: Indefinant
3. Shadow Touch: The touch of the character upon any object, living or inanimate, is so errie and disturbing, it can cause damage. Anything totally destroyed in this manner will disentigrate.
Range: Touch
Damage: 2D6 +1D6 per level of experience.
Attacks Per Melee: As in hand to hand, each attack only takes one melee action.
4. Shadow's Form: The character is able to become an inky, incorporeal patch of shadow. In this form, the character is almost totally invulnerable, taking no damage from physical attacks (see ability #1), however light based attacks still do double damage.
While in this form, the character not only slithers across the ground, but can slither up walls and across ceilings.
Range: Self and no more than 20lbs (not counting clothes).
Duration: Indefinant; however the character can do NO damage in this form.
5. Shadow Step: The ability allows the character to step into one shadow and out of another. All that is needed is a small, about 6inches long and/or wide shadow.
Weight Limitations: Self and 50lbs per level of experience.
Range: 100ft plus 50ft per level of experience.
Duration: Instant.
6. Other Abilities and Bonuses:
Natural Armor Rating: 10 +1D6 (roll once to determine).
Night Vision; equal to normal vision.
Impervious to cold (no damage).
Increased SDC: 1D6x10 (roll once to determine).
Horro Factor (optional): 13 in shadow form.
+1D6 vs Horror Factor (roll once to determine).
8. Vulnerabilities:
Light based attacks do DOUBLE damage and ignore the Armor Rating.
Magic Weapons (Weapons of Order/Light) do DOUBLE damage.
Character's strength is considered halved for lifting and carrying purposes when exposed to really bright light (total sunlight).


MINOR POWERS

Combat Sense
This power gives the character a precognitive flash of insight when in danger. This power only works for the character. If in a group, this power won't work if someone else is going to be in danger.
The character will not know what the danger is or where it will come from. All he/she will know is that something life threatning will happen within the next 60 seconds (4 melees)! The combat sense is triggered automatically, without the characters consent. It is only triggered by an unexpected, life threatning event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex.
Range: 100ft
Duration: Until the danger passes or happens.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs.
+6 to Iniative.
+3 to Parry/Automatic Dodge.
The character cannot be surprised by a sneak attack from behind.

Energy Expulsion: Cold
The character can generate cold which can be released in directed pulses. The cold pulse or blast is fired from the fingertips, hand or mouth. While the target is indeed covered in a fine frost, the character cannot encase their body in ice (see Alter Physical Structure: Ice; page 244 HU2).
Range: 300 feet (91.5 m) maximum.
Damage: 2D6 + 1D6 per level of experience.
Special: The same as the other Energy Expulsion Powers, the more experienced (3rd level) character may regulate the strength of the cold pulse by increments of 1D6. As well as divide the energy into to seperate but simultaneous attacks (same rules apply as the other Energy Expulsion Powers).
The expierenced (3rd level) charater can also generate enoug cold to freeze water at a rate of 1 gallon per melee.
Duration: Instant
Attacks Per Melee: Each attack (including the simultaneous attack) counts as one melee action.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild; none if doing a divided attack.


Energy Weapon Extensions (Revised)
The character can form deadly energy from one's hands in the form/shape of a simple weapon (sword, sickle, axe, trident, ect.) Each creation of the energy weapon appendage counts as one melee action. As many as one per hand (plus prehensile tail, tenticles, or prehensile feet) can be created, but each uses up one melee attack.
Range/Size: The character's height, plus 2 inches per level of experience.
Damage: 6D6 + 2 per level of experience.
Duration: 5 minutes per level of experience, can make vanish at will.
Attacks Per Melee: Each attack (including the simultaneous attack) counts as one melee action.
Bonuses: +1 to iniative, strike and parry with the Energy Weapon Extension.


Impervious to Cold
Just as the name implies, the character is immune to the effects of cold. Note however, this doesn't make the character immune from being stabbed with an icicle, hit with a snowball or suffer from suffocation if encased in ice, just the effects of cold.
Range: Self.
Duration: Constant.


Impervious to Electricity
Just as the name implies, the character is immune to the effects of electricity.
Range: Self.
Duration: Constant.

Life Support
A character with this power, can survive under hostile conditions for a longer amount of time than is normally possible. This powers allows the character to survive the pressure of outer space/ocean depth, breathe without air, or the need to eat or drink.
This is not say they have can't breathe, eat or drink, only that they can survive without it.
Range: Self.
Duration: Varies. Roll on the following table:
01-25: The character can sustain him/herself twice as long as is normally possible.
26-50: The character can sustain him/herself five times as long as is normally possible.
51-75: The character can sustain him/herself ten times as long as is normally possible.
76-00: The character can sustain him/herself indeffinintly without problem.

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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 Post subject: Re: NEW POWERS!
Unread postPosted: Tue Apr 06, 2004 11:37 pm
  

User avatar
Prince of Powers

Joined: Sun Jun 24, 2001 1:01 am
Posts: 1816
Location: Australia
OK OK. Here goes.



With accumulation, the character can collect raw materials and gather it as an attack, a defence or for more useful reasons.
Basic ability: The character can summon forth raw material to collect in his vicinity. 60lbs per level may be summoned, material gathers from a 500-foot radius (+200 feet per level). This material gathers near the character hovering until placed somewhere, until duration expires (3-6 seconds). The summoned material is usually very basic in nature…sand, dust, water air etc… Specific materials will gather in much smaller numbers (gold is so rare that it may not gather at all, and argon may not even register). The materials are taken in minute amounts, spread over the area of effect, so summoning rocks is not likely to affect the structure of a nearby wall. Once summoned, the material hovers in place for a second or two, allowing some of it’s other uses.
· Attack: The summoned material can be flung in an attack, doing 1d4x10 in a barrage of rocks, steel chunks, dirt, whatever. Range 60 feet +5 per level. Attacks per melee: counts as one attack, but can be performed once per melee. +4 to strike, but is –2 to dodge as the attack literally comes from everywhere.
· Defence: Summoned material may be held momentarily as a shield, having about 120 SDC worth of protection as a momentary shield, or more as a wall of material. +4 to parry. Counts as one action, but may be performed only once per melee.
· Utility: The summoned material may be used to put out fires, summon breathable air, or to clean house (collect dust into a ball). Disparate materials may be “Forced” into a shape and moulded together. In this fashion, Iron Filings could be forged into swords, Wood shavings into a surfboard, and water could be poured into a glass. It takes three actions to forge an item in this way and has a base chance of success of 25%+5% per level. At fifth level, the character can attempt to summon Things from people’s bodies (arsenic, Bullets etc) by rolling under PE on a d20. Also at fifth level, specific objects may be summoned…such as bricks, or rings, or trash. These items will assemble, as the character wants them, but cannot be forged. Summoning takes two actions this way, and is at ¼ weight limit. Items held in a character’s hand will not move.

Alter Metal:
The character can alter metallic structures.
1) Weaken/strengthen metal. The character can add or subtract SDC from metal items. 25 SDC per level may be changed. Weapons or items cannot be reduced beyond 0 (stop at 1SDC, or at 15% for items over 500lbs) but metal weapons may at this point break from their own weight (weight alters 5% per 25 SDC change). Each act of altering metal in this fashion counts a s one action.
2) Metal defence: metal weapons do 1/2damage to this character. By expending 2 actions per combat round, the character nearly disintegrates weapons as they strike (doing no damage) Bullets pulverise into powder and swords inflict their full damage on themselves only. This is exhausting and can only be maintained for 5 minutes at a time.
3) Mould metal. In the character’s hands, metal has the consistency of wet clay. Titanium and superheavy alloys (such as kisentite or orbital steel) can only be disfigured, but anything else may be moulded slowly, about 1lb at a time. This is also tiring, being maintained for 5 minutes at a stretch. (But allows one to crush guns)
4) Sharpen. The character can make any blade more precisely sharp... Even if for resharpening an item. A sharpened weapon does +4 damage and adds +1 strike and parry (or throws). A weapon may also be blunted in this manner (-1d6 damage)
5) Molecular alterations. The character can do any of the following. Corrode metal (10%) remove corrosion, spot weld (causing two metal items to bond), cause alloys (allowing two metals to be forged together.. Chemically speaking, some metal alloys are impossible… not with this power.) Refine metals or unrefine them, render metals conductive or nonconductive.
6) Sense metals: the character can feel metal within 30 feet, and can take a stab (35 +5% per level) at determining type.


Animal Abilities: Mollusk/Cephlapoid
1) Gains wet slimy/smooth skin, lose half body hair. Body becomes discoloured or pale.
2) +5 PS under water
3) Flexible: half damage from blunt/crushing impacts may squeeze through openings 2/3rd the size of his head.
4) May slowly walk up walls as long as he maintains complete contact, +15% climb
5) +4 roll +10SDC, may bend and flex and stretch 50% taller/longer. Escape artist at 80% +3% per level.
6) Hold Breath: as the animal power. Swim at 76%. Swimming speed is equal to running speed.
7) Can control 3d6 molluscs +1d6 per level
8) May expel a fluid, which is both slippery and cool to the touch. Anyone walking on said fluid at speeds greater than 8 need to make a check for balance or fall.

Artefact control
The character extends a type of energy field around items he is touching, creating a kind of symbiotic strength between the character and the item. This molecular filed allows the character to perform unusual feats with held items. This control is limited to 30lbs +5lbs per level, and to 10 feet +2 feet per level.
1) Balance: the character can hold onto items that are within his limit of size and weight as if they were perfectly balanced. This means the character could balance six watermelons on his head if he so chose, or carry a stack of mismatched dishes in one hand without fear of dropping or breaking them.
2) Control: The character can exert limited control over items he holds (and are within size and weight limits). Such items are perfectly balanced and can be swung, handled and manipulated. No item is considered unwieldily to him, and in fact his precise control grants him an extra +1 to strike and parry with any hand held item (cumunilitive with any WP and HTH bonuses). This Level of control allows unique stunts, such as holding onto a bottle and causing the top to unscrew by itself, or holding a padlock and jostling the tumblers. Overall this grants +10% to skills that require a light touch or the manipulation of small items.
3) Power: The character can enhance the strength of held items. The SDC of any held items is multiplied by 5, and even delicate or fragile items have at least the strength and resiliency of hardwood (ar 11 SDC minimum 40). Such items can act as clubbing or stabbing weapons, regardless of their actual form. A rolled up newspaper can inflict 2d4 damage, as can a hairbrush, or feather duster. Larger items inflict damage commiserate with blunt weapons of appropriate size.
Notably, while many features of this power resemble telekinetic feats, control ends the second they are no longer in direct or indirect contact with the character. While a playing card may be inflicting 1d6 damage as a cutting weapon, if thrown it becomes a simple playing card the second it leaves his fingers. While a character may be able to move chess pieces, just by touching the chessboard, he could not make those pieces levitate on their own.




Bio Vampirism:
The character can inflict horrible and debilitating damage when he strikes another being.
Damage absorption: When striking in HTH combat, the character heals ¼ of the damage he inflicts rounded down.
Feeding: a helpless victim is a feast for this character. The vampire lays on hands and sucks out the HP straight out of a victim. A helpless victim takes 1d4x10 HP every melee until he dies. These HP flow into the vampire, healing 1:1 any wounds he may have. People killed by this attack turn to ash.
Energy drain: if an opponent is bleeding heavily (has lost half his SDC or more due to cutting or impaling wounds) the character may attempt to drain energy. The vampire and the victim contest PE on d20’s. If the vamp wins, he drains 3d6 damage. This has a range of 10 feet per level.
Excess HP: excess HP stored by feeding or damage absorption is stored and lost at 2 per day (once at dawn, once at sunset) he may store an excess of 10 per level. These 10 may be spent to augment the character.
Points can be transferred to PS or PE for 1 melee round
6 points renders the characters strength Super human for 10 minutes.
Excess points may heal SDC 1:2.
Points may be shifted into Spd 1:5 for 1 melee per level.
While full on blood the character has +2PB +2 MA.
Weakness: the character loses 2HP a day (one at dawn, one at dusk) these can only heal by draining others. Each day without feeding drops PB and PE by 1. at PE 3 or less the character drops into a coma and dies in 3 days.
+20% save vs coma/death. +3 PE. +1d4x10 SDC

Bug Factory: (major)
The character can produce small swarms of bug from his own biomass, sending them off to perform innocuous functions and spying.
1) Generation The character can generate a small swarm every hour, and can "hold" up to six swarms in his body.
Power of a swarm. The swarm is a cloud about 6-10 ft across, but may spread themselves really thin. The characters divided consciousness resides amongst (but independent) the swarm members. Treat as a small swarm of bees (HU2 control insects and arachnids power) only this swarm may travel up to 50 miles from the creator and still remain viable. TheSwarm consistently sends information to the creator, and follows general orders, but needs regular input for specific functions (combat for example). in effect the swarm may move as per the will of the creator, but the creator will need to concentrate to control them in combat. If a swarm is destroyed, then the creator is unharmed, though is now cut off from his remote satellite.
2) Powers: Powers which involve direct psychic abilities or intellectual functions may be transmitted through the swarm (most psychic abilities may be projected in this manner). Also it is important to note that the swarm are not really insects, merely genetic constructs, and the creator's DNA will be present in the bugs.
3) Combat notes: By releasing the swarm around himself, the creator can use the unique perspective the surrounding swarm provides:
+1 attack (and a second "swarm" attack) per melee
Sees in all directions, and also into IR/UV spectrums. Cannot be surprised
+2 strike parry and dodge
Other abilities: immune to many bio/genetic agents (Paralysis and knockout drugs, as well as animal and insect stings.
+10 SDC, +2 to ME (mental discipline required to coordinate a swarm AND a body)

Charging: The character is designed to be unstoppable with a charge. This provides him with a number of bonuses.
1) The character’s PS is considered supernatural when making a body block/tackle. Inflicts double damage to solid objects such as walls. Anyone hit with this type of attack is immediately shoved aside by the appropriate PS and must roll to maintain balance. If 30% of the objects SDC is done in the charge attack, then the character has barrelled right through it, without slowing, and continues his run. If only 20% damage is done (or less), then he still goes through, but he is slowed to 1/3rd speed. Any less and he is stopped cold.
2) Attribute bonuses: PS +4 Spd +4 PE +1d6. SDC +1d4x10. Add 60lbs to weight. Sense of balance (while running) 50%+5% per level.
3) Resistances: Character takes no damage from running into objects or people, unless they are flaming, electrical or sharp. Takes half damage from collisions he does not instigate (such as body block’s and tackles, car crashes etc..) If he collides with an object that is sharp, pointy or otherwise harmful (physically, not energy wise) he will take half damage.
4) Limitations: Charge attacks still take up 2 actions, and require a run up to succeed. Character may not dodge during a charge. If he fails a charge attack, he continues to barrel right through, moving a number of feet equal to his PS plus his spd. This may mean he may end up charging through walls, into harmful objects, or pits. He steers like a brick.


DareDevil
This power makes the character the ultimate thrill- seeker! They are granted a number of abilities that allow them to defy the odds over and over again.
1) Skill Bonuses: four times a day, a character may temporarily boost a skill or combat ability by +5 or +25%. If the skill is unavailable, he gains it at 35% plus one of the character’s appropriate attributes. The skill must be risky, dangerous or vital and lasts for one use. In combat it allows an excellent chance of success, or a vital dodge etc. Gains two more uses at levels 3,5,7,9,11,14.
2)Fearlessness: Immunity to fear-power based, natural or from Horror Factor.
3) Recuperation- The character heals at an advanced rate. They heal 2 SDC and 1 HP every hour, plus any PE bonus. +20% vs. Coma/Death
Other bonuses:
Automatically have a bonus of +2d4 PE. +1d4 ME. +4d6 HP +15 SDC. May make one final action before passing out (for whatever reason), and can be revived at negative 2xPE.
Character needs to get off on danger and/or thrills. If deprived for a week or more the power halves in effectiveness, and combat bonuses drop by one. After a month deprived, attacks drop by one and combat attributes and skills drop by 1/10% and this power vanishes. 2-4 nights of danger will bring the powers flooding back.

Deputise:
The super being is able to grant superpowers on another. These abilities are a shadow of the character’s power, but do make fro more effective thugs and lackeys.
1) enhance minion: The target of this affect is surged with superhuman might, and receives the following bonuses: +4 PS +2 PP +4 PE +20SDC +10HP +1 attack per melee, +1 to strike parry and dodge. Strength is extraordinary. The character also gains 1 randomly determined minor power (this is HIS power now, and every time he is enhanced he gets this power) and the enhancement process heals 6d6 damage. the character can enhance one minion per level.
2) Dominion: The character has a lot of control over his thralls. They suffer a lowered ME (-4) and treat the character as if he had an awe factor of 14. furthermore, the character may strip these abilities from his minions at will, and may choose to inflict 6d6 damage as he does so. The character can sense all of his minions within 2 miles per level and can place a ‘call’ to them over that range. In addition, the character has a kind of immunity to the powers of his minions. Only conventional attacks will function (and even then they must breach the Awe factor). The minions are however vulnerable to any power attacks of the character (take double damage or save at –4)
3) Other abilities: +4MA +15 SDC
4) Drawbacks: super beings seem immune to this ability. Pure, non augmented humans (such as the hunter/vigilante) can be affected though, but the effects are halved.

Earth Anima:
The character has a natural affinity with earth and stone, including the natural abilities to absorb stone properties and affect stone in subtle ways.
1) Move through earth. as long as open stone, concrete dirt rock or earth is open to the PC he may move through it. Concrete and artificial stone are moved through at 1/3 speed, down to 1/4 speed if cabling, wire or artificial substances are impeding speed. Natural earth, such as the ground, allows the character to swim through the earth at double normal speed. The character can also use rudimentary hearing and sight within 5 feet +1 foot per level while underground.
2) Absorption: Once a character has spent one melee unmoving in stone or earth, he may become stony and rocky, gaining 1d4x10+10 SDC, doubling weight, halving speed and -4 initiative and gaining AR 12. That SDC does not regenerate until another entire melee round is spent submerged.
3) Affect earth: The character can alter the composition of stone or earth by concentrating. Each minute of concentration allows the character to shift the composition of earth (50lbs per level) up or down the following scale: Dust-Sand-Dirt/Mud-Clay/Earth-Rock-Processed stone (glass, concrete, porcelain, marble)

EctoForm:
The character can create a body from ectoplasm and posses it for a while. While the body is up and around, the character's real body slumps while his consciousness controls the body.
The ecto body’s attributes
AR 10
SDC 150
PS 16+1d6 (Extraordinary)
PP 2d6+10
PE as per controller
Spd 3d6+10
PB: Varies. as designed by the creator, rarely over 16.
Other powers possessed by the character may work with the original body or can function only with the ectoform body. (one time option) If the ectoform is killed, the creator wakes with a headache.
As the character progresses, he may be able to beef up the body in small ways. Every level after the first the character selects one of the following.
Monstrous visage: PB no greater than 6 HF 12
Blades or spikes: 2d6 damage +1 per level.
Armor plates: AR+1. (May be selected each time until AR 16)
Strength: +2PS (may be selected multiple times)
Speed: +5 Spd (may be selected multiple times)
Beauty: +2PB (may be selected multiple times)
Agility: +1 PP (may be selected five times)
SDC: +20 SDC (may be selected multiple times)
Additionally, the character can create other bodies. He can design and create another body at levels 3/6/9and 12. When selecting level by level enhancements the character can beef up his prime body, or one of his other bodies.
Starting attributes. The secondary (and tertiary and so on) bodies are each successively weaker than the first.
AR -1
SDC -30
PS -5(not extraordinary)
PP -4
PE -2
Spd -5
If the superform has the remainder of the powers, the secondary has only half as many at half the level.
If destroyed, a Prime body takes 12 hours to regenerate. Secondary and tertiary bodies take five hours.
Optionally, the character may choose (one time only) to actually inhabit the body. If this is the case, then the body is controlled like a suit of bio-power armor providing the following bonuses
· +1 attack per melee round (both prime and all secondary bodies)
· The prime body receives 4d6HP+PE, secondary have half this
· +2 to initiative
· as the body has to be at least 50% larger than the creator (to fit him) he has +1 AR and +30SDC
Disadvantages
With the character inside the body, the ectobody must have a way to breathe so gasses and poisons can affect him. Additionally, the main body can be targeted, and if the rider is targeted then half of every point of damage exceeding 30 can get through (not applying to punches and kicks, or even falls, but bullets, long blades etc...)

Energy conversion:
The character converts energy into nutrition.
1) Immune to energy. The character is highly resistant to energy attacks. He takes no damage from pure energy, electricity, heat, fire, lasers or radiation. Particle beams, magic energy, and plasma, as well as any other ‘exotic’ energies, inflict half damage.
2) Energy conversion. The character is able to convert inflicted energy (any he would otherwise take) into additional mass and strength. Every point of damage absorbed by the character, may create a buffer of 1 SDC. The SDC forms after the attack inflicts it’s effect. So any unabsorbed energy strikes the target. Every 25 SDC added in this fashion adds 10lbs, 1 inch in height +1 PE and +1PS. It takes one action to convert damage. unconverted damage is shed like water Alternatively, energy damage may be converted into natural armour. The first 15 points in this fashion creates AR 8. every 10 points after adds +1 to a maximum of 16.
3) Duration: Heightened mass and SDC is dropped at 4SDC per minute, or may be shed instantly.
4) Drain energy: The character may withdraw pure energy forms from their source. The character can drain 4d6 damage per action spent from an energy source within 10 feet +2 feet per level. The energy source must be exposed for this to function, the character is unable to drain electricity from a house, but can from a power point.
5) Convert energy: Energy absorbed by the character may be released as either an area affect blast (1/3rd damage to all in 20 feet +5 feet per level) or as a blast (1/2 damage to a target within 100 feet) damage base is 2d6 per every 7 damage held. Damage held for this purpose does not convert to mass.
6) Other bonuses: +2 PE +5d6 SDC




Entropy manipulation:
The character is able to manipulate entropic forces upwards or downwards as desired. Entropy, is the natural tendency for all things to disperse outwards. By reducing entropy, things become more efficient. By increasing entropy, more inefficient.
· Chaos/order by concentrating, the character can allow increased order or disorder to occur to an item. This change lasts for one month per level, and increases or decreases efficiency and wear and tear by a factor of 10. when applied to machines they break down 10 times as often (or 1/10th as often) and when applied to food it rots at 10 times normal rate (or 1/10th). Living creatures are immune to this effect.
· Entropic shield: this shield increases subtle forces that influence ranged attacks, such as air speed, sweat, flinch etc. ranged attacks suffer a –4 to strike the character. Furthermore, energy attacks have a greater likelihood of dispersal, and inflict half damage to anyone within 20 feet of the character. This ability is ineffective against melee attacks except from energy melee weapons.
· Chaotic assault: this assault works well on living things and sensitive electronics. These items suffer an immediate 5d6 damage if they fail a saving throw (PE) 14 and lose one attack and initiative from the shock. Machines or vehicles that rely on any amount of precision have a 25% chance of suffering an immediate failure, depending on the machine.
· Charmed life: micro sized entropic forces are affecting the character every moment. Radiation that ages the characters skin is deflected, hurled debris just happens to fly around the character etc. In short he has a charmed life. +2 dodge, +2 roll +2 to save vs disease and poison. He will live twice as long, +2 PB. When rolling for random injuries, or other random misfortunes, the character may roll 3 times and take their preferred option. He is also very lucky. Any odds he can affect while he is in the presence of randomness (like card shuffling, but not a television lottery) he enjoys 10 times the normal chance of success.

Eternal Warrior
The character has a genetic disposition towards fighting. His body naturally wants to fight, and his adrenal responses are keyed towards rapid deployment. This character literally is hardwired with a slew of fighting instincts.
HTH: eternal warrior
Level
1 An additional 2 attacks per melee. +2 roll with punch/fall/impact, +2 initiative
2 +3 parry and dodge
3 +2 strike +2 initiative
4 One additional attack per round
5 +3 damage +2 initiative
6 Critical strike on unmodified roll of 17, 18, 19 or 20
7 Leap attack. Natural boxing style KO on a natural 20.
8 Body flip/throw, +2 disarm
9 one additional attack per melee
10 + 3 damage, +2 pull punch
11 KO/Stun 18, 19 or 20
12 Critical strike (x3 damage) or KO from behind
13 +2 parry and dodge
14 +1 attack per melee
15 Death blow on a natural 19 or 20 (if desired)

In addition to the above, the character is a scrapper, able to inflict 2d6 with any bare body blow, and is able to strike with all normal bonuses with any body part (knee, head, fist, elbow etc).
Due to his keen instincts, the character cannot be surprised while in combat, and can defend from attacks from any direction without penalty for the number of assailants.
Due to his precise and intuitive control of his adrenaline, the character is +4 to save vs psi and magic while actively in combat, and while fighting he is immune to fear.
+20 SDC
+2 PS +2 PE
Heals at 2 times normal rate.

Evolution/Devolution:
The character is able to go through various stages of evolution and devolution, churning his body up and down the evolutionary scale. Every level, he is able to gain access to one extra level of evolution or devolution, starting at level one. (EG: Parker, a third level mutant with this power, has chosen to have access to the next three evolved states of man. Savage, with the same power, chooses to have access to the three lower states, while Middian chooses one devolved step, and two evolved steps.)

Devolve 6: Protoplasm: Just Jelly at this stage. Half damage from physical attacks, +20 SDC –4 IQ and MA, acidic spit does 3d6 damage (1d6 more for 3 rounds), may squeeze himself into openings as narrow as ¼ inch across, heals at 5 times normal rate. Climb is a flat 88%, other skills are –30% with poor hands. 360 degree “vision” and can see into UV and IR ranges. Does not take criticals from physical assaults. Halve speed may stretch up to 15 feet and take crude human forms.
Devolve 5: Fish: Gills. 5 times speed U/W, one half speed on land as he drags himself on his hands. No legs anymore (Biped: none) +6 PS, +6PE +30 SDC +2 initiative and dodge U/W can hold breath on land for 2d6+PE minutes. –4 IQ ME and MA. +2 PP. Bite does 2d6. +1 attack U/W
Devolve 4: Amphibian: +5 PS and PE. Animal Powers of Hold breath and a leaping power of choice. Can swim at 95% and climb at 70%. –4 IQ -2 ME -4 MA. +25SDC heals at double normal rate while in a swampy, muddy environment. Will regrow limbs in 7 days. Swims at 2 times land spd.
Devolve 3: Saurion: Gains AR 8 +2 PP, claws doing 2d6 bite doing 3d6, +10 Spd, leaps 8 x 15 feet, +30 SDC +4 PS +4 PE -4 IQ –4 MA PB is halved. Has the animal powers of Quickrun, has a tail now that may strike for 2d6. Naturally has swim at 60%, climb at 70% and prowl at 70%. Mental skills are at –15% now, and the hands are unsuited for fine work.
Devolve 2: Apeman: Gain +8 PS (Ext) +6 PE -4 IQ – 4 MA –2 ME -8PB +30 SDC. Has gained the equivalent of biped: Partial. Has +10% to all physical skills, and –10% to all others. Bite now inflicts 2d6 damage. May now track by smell at 30% +5% per level. (+15% with a blood scent)
Devolve 1: Caveman: Gain +6 PS +4 PE -2 IQ –2 ME –2 MA -4 PB +10 SDC. Higher, non physical skills lose 10%. +1initiative and +3 damage.
Base state: standard human. Add 15 SDC.
Evolve 1: High human: +2 IQ ME MA and PB. Character is disease resistant (+6 to save) and toxin resistant (+3 to save) ages slowly (if already old, reduce age by 20 years). +2 PP +5 SDC
Evolve 2: Elven: +4 IQ ME MA and PB add 10 SDC. +4PP. Immune to disease, immune to age, resistant to toxins (+4 to save) PE and PS are reduced by 2. +10% to skills requiring a light touch +10% to purely mental skills. Acute senses add +2 to all perception checks.
Evolve 3: Brainiac: Subtle features, with the exception of the bulging head with brain lobes apparent through the skull. +10 IQ +6 ME + 2 MA, +4 PP halve PB -6PS and PE SDC is –30. Has 3 sensitive powers from the psionics list and an ISP of Mex2 +3d6 per level. –15% to physical skills +10% to purely mental skills
Evolve 4: Grey: Short, large eyes, large head. +8 IQ +6 ME and MA +2 PP. PB is a mere 2d6. +20% to purely mental skills. Has the animal powers of telepathic transmission and telepathic reception. Halve PS and PE and SDC. Immune to age, and conventional diseases.
Evolve 5: Human Brain: Large brain, floating in a force field like state. Has the mutant powers of ectoplasmic limbs, and ectoplasmic walk, telepathic reception and transmission. PP is +6 PS and PE are halved and SDC is zero, replaced with a force field of 50 +1d6 per level, regenerating at 1d6 every 10 minutes. Immune to conventional toxins and diseases and +4 to save vs Psi. +10 IQ ME and MA.
Evolve 6: Energy state: Luminescent to 6 feet, vague humanoid shape. Natural flight at 75 MPH. Half damage from conventional, physical assaults, does not eat breathe or sleep. +4PP +15 SDC flight in space is limited to Factor 1 per level heals 2d6 every 10 minutes. +6 to IQ ME and MA.

ExoMorph
The character can adopt the appearance and functions of alien life forms.
The character can simply adopt the form and natural abilities of an alien life form by touching the being for 15 seconds. That species will then be able to be mimicked at any time in the future. The character modifies his natural abilities to that of the new species, but cannot gain the equivalent superhuman powers or psionic abilities of that species unless they are particularly integral to the race.
The character can also become any particular alien type on the alien shape chart, with the exception of plant insect and mineral types which remain unavailable until 5th level.(and even then count as 2 slots)
The character is limited to memorising a number of templates. Half his IQ, plus 1 per level after the first. If he fills up these templates, then he must drop one to pick up another. He needs one template slot free to be able to spontaneously become another species. He gains no skills from the change (unless integral to the alien’s biology) but curiously learns the language of the new creature.
(EG: Johnny Morph has an IQ of 12 and is 4th level. He has 9 templates. Of these he has Atorian, Elf, Neanderthal and Bacharus stored. Because he has slots free, he may decide at a moments notice, to simply become a ‘ape like alien’ on the spot and adjust his template accordingly.)
Other bonuses: +10 SDC

Extra's
The character with this power has a number of Alternate identities, which may come to the fore when desired. These identities are a step beyond alternate personalities, involving an entire body shift.
Number of identities: 1 extra, plus one more at levels 3,6,8,10 and 13
Powers of the additional identities. All identities share their own pool of hit points, each identity adding 8hp to this. Each identity has it's own personality, but recognises the character as the "boss". Each identity has its own SDC of ten, plus half bonuses gained from powers and physical skills (unless it's THEIR physical skill). Each personality has Three extra Scholastic skill at +15%. These are skills that are not possessed by the original. Accessing the original's skills is done at -30%. The creator may access an alternate's skills at -15%.
Option #1: as an option (not required) the originator can be Unpowered, leaving his superabilities to his alternate selves. The alternate selves may enjoy a +20 SDC bonus each, and an additional three skills.
Option #2: A twist on the first, all identities have powers, but one minor power changes from identity to identity. (Fyrechick may have a fireblast and sonic flight, but Sound wave may have a sonic blast and sonic flight)
Other bonuses: +1d4+1 to ME (multiple reinforcing personalities). Additionally, only one identity can suffer the effects of a psychic attack or poison. If Morpher was struck down with biomanipulation blind, then he could shift into taylor and work unblinded. Add 20SDC.

Flatform: may become very flat, about 1 inch thick, though can be pressed to less with effort. Has a bonus of +20% to prowl due to ability to flatten, reducing his silhouette. May opt to spread when he flattens, gaining up to double normal widths and lengths. May opt to lose mass when flattening, losing 20% +5% per level. May flatten and glide at 15MPH. Has +2 to strike with grappling type actions. Has a drape and squeeze special manoeuvre (see stretching) has +8 to roll with punch fall and impact. Enjoys +2 PP when flattened (increased flexibility) Takes ¼ damage from large heavy impacts (such as being crushed or run over) and has an increased resistance to piercing weapons (blow straight through) takes ¾ damage from piercing damage (blows through) or blunt damage (flexes away) remember, the default for this power is normal mass and 2 normal dimensions. So the character will look like a cardboard cut-out and weigh his normal weight.

Holographic sheath.
The character can create a sheath over him providing an illusionary shell to disguise his features, clothing and accessories. This complete three-dimensional image is flawless, and has whatever appearance the user desires, with the size being roughly his own (+- 5%). The sheath fools both mirrors and cameras, but individuals with light manipulation or emission powers may be suspicious (roll perception save). The sheath mimics the characters movements, but at third level the character can also disguise his own actions (The image for instance crosses his arms while the person underneath picks a lock, or draws a gun) but this requires maximum concentration, and he suffers a minus 1 to strike, -10% to skills performed and minus one action.
Under normal circumstances, this power requires no actions to maintain, but if concentration is lost (must concentrate on another power or is knocked down or stunned) the illusion falls. At third level, the character can also assume horrific forms, with a HF of 8, +1 for every level above three.
Bonuses: +20% to prowl, disguise and +5% to imitate others. The holographic sheath fools only the sense of sight, X-rays and other senses see straight through it and radar can (20%) see through it. Bend light twists it away with ease, but the sheath acts as protection vs laser assaults (No damage, half damage from energy, and electricity) The character is able to recognise illusions, and is immune to them (psi and magical illusions are +5 to save against) and the character can see the invisible. By making an illusion of bending light, the character gains a sort of motionless prowl of 65% +3% per level. The character can also generate light. The body acts as a minor force field, adding 6 SDC per level.

Homunculus
The character can create beings from his own body that can serve as assistants, spies or even assassins where needed.
Creature statistics.
HP: whatever the character loans it +1 per level.
Small Homunculus: (20-30 ounces 5-8inches Tall) PS neg, PE 5 Spd 16 SDC 2 PP16
Medium Homunculus: (2-5lbs 10-18 inches tall) PS 2 PE 7 Spd 14 SDC 5 PP16
Large homunculus (5-10lbs 14-28 inches tall) PS 5 PE 10 Spd 12 SDC 8 PP16
Small and medium Homunculi are easy to create, but large ones drain a PE point from the user. Homunculi are friendly, helpful and 100% loyal to their creator. To build one, the character literally scoops it out of his own flesh, losing an equivalent amount of SDC and HP to make it. That flesh comes away easily, and forms itself into a little helper for the character. Homunculi have all the non physical skills of the character as well as the following: climb 70%, Prowl 88%, swim 60%. Homunculi have HTH basic, but are unable to inflict much damage (1point for small, 1-3 for medium and 1d4 for large) +4 to dodge and are –2 to hit in HTH combat, and –6 to hit in ranged combat. The character can also invest SDC and PE into his creations for extra benefits. Every 5 SDC or 1 HP invested into a Homunculi can have one of the following benefits:
Wings: double speed in flight, +2 dodge
Larger natural weapons: small 1d4 medium 1d6+1 large 2d4+1
Venom: inflicts 2d6 after a successful attack if the opponent fails a save (14+)
Night vision 100 feet
Advanced smell
Runner: +8 spd
For 1PE, the homunculi can have:
One minor power of the possessor (scaled down. PS is reduced by 10,8, or 6, damage is thirded, halved or ¾)
Add 4 PS
Add 2 PE and 10HP
Other bonuses:
Homunculi regenerate damage 1d4 SDC or hp every 5 minutes.
The character regenerates 1 SDC or HP per hour.
+3PE +4d6 HP +10 SDC
If the character is unconscious or dying (in a coma) a Homunculi may merge with its creator, taking him to 1hp plus any remaining HP that the Homunculi possesses.
The Homunculi and master can sense each other, as well as other homunculi of the same master within 2 miles per level and can sense their state. The master may view through the homunculi’s senses as he wishes.
If a homunculi dies, then the PE and HP and SDC invested are lost. If the body is recovered though, the corpse may be revived (for 12 HP) and then reabsorbed. The lost attributes return 1 per day. Attributes invested in a homunculus do not return until the master and creation are united.

Horde:
The character can break himself down into tiny creatures and moves like a swarm. The Character breaks down into a swarm of half-inch long creatures.
Number in the swarm: HP+SDCx2. (so a character with 30SDC and 20HP turns into a swarm of 100 critters)
Limited invulnerability: Most attacks cannot hurt a swarm. Deliberate attacks to a swarm (like crushing or slapping) kill 1d4 critters per attack. Such an attack may be dodged by the swarm (auto dodge vs melee attacks +4) Weapons are useless, but books slapped on a hard surface can destroy 2d4 critters. Smashing giant objects (statues, automobiles etc) kill 4d4 critters. Energy weapons inflict ¼ damage to the swarm as a whole, though spreading weapons, like flames, or wide attacks like explosions do full normal damage. Gas attacks are very effective, and are –2 to save against and have 50% greater effect. Every 2 damage suffered kills one critter.
Attacks: swarms have 1 attack each, but may break up into groups of 50. (our above character can break up into 2 Hordes each with a single attack) Attacks are limited to blind, Distract, bite or infest.
Blind: By getting into a victims eyes, ears, and face the horde may reduce an attackers combat bonuses by 3.
Distract: By being irritating the character can lower initiative by 6 and cost an attack per melee.
Bite: By biting every round, the horde can 2d6 damage every melee.
Infest: after one melee of biting, the horde can attempt to burrow into a victim. This inflicts 2 HP every melee as they crawl into the ears, mouth and open wounds. This action causes distress to the individual units though. Every full minute of this attack destroys 2d4 critters.
Note that a single horde may spread it’s damage and effects over up to 3 individuals in a 14 foot radius.
Movement: The swarm moves at double the characters normal speed attribute, and can scale walls at his normal speeds. While the horde cannot fly, individual units may leap 15 feet high and can glide a further 10 (25)
Regeneration: The character regenerates by halving the number of remaining units left when he reforms to create a new pool of HP and SDC.
Combat bonuses. Each individual horde has a dodge of +2 and their attacks cannot be parried but must be dodged. Characters dodging a swarm’s attack lose half their attacks per melee doing so. Dodging two swarms lose all but 1 attack. Dodging three swarms lose all attacks. One cannot dodge more than 3 swarms. Swarms see in all directions and cannot be surprised. Swarms can track by smell at 65% +3% per level. Swarms have +6 initiative.
Vulnerabilities: Water kills any critters it comes into contact with. Individual swarms may not separate more than 50 feet from each other. Individual members die if moved more than 50 feet from a horde. Bio-ghost is devastating against such a group, inflicting 5 times damage.

Inner Magician: The character has a kind of magical nature that is reflected in a number of magical effects. These powers manipulate PPE and magic, but are not intrinsically magic themselves (these are super powers despite their applications)
1) Ley line abilities. The character can perform the following abilities when on or near a ley line. Sense ley line and magic energy, read ley line, ley line transmission, ley line phasing, and ley line rejuvination. The character can also perform line drifting, but at triple his normal speed.
2) Ley line immortality. As long as the character is within 500 yards of a ley lie, he does not age nor grow older. In addition, he heals at 3 times normal rate while he lives or rests upon a ley line. The character also need not eat nor drink while on a ley line.
3) Magic resistance. While not a mage himself, the character understands magic when it approaches and instinctively shields himself from it. He gains +6 to save vs magic and takes half damage and effect from magic.
4) Uber powers: Can sense magicians and other beings when they draw power from, or gain benefit from a ley line he is already on or near. Can control the weather (like CEF air) on or near a ley line. May rob others from the benefits and effects of a ley line he is on. May hurl bolts of PPE at supernatural creatures and the undead when on a ley line that inflict 6d6 +2 per level.
5) Other abilities: +1d6 ME and MA. Takes half damage from energy of all sorts. Gains +4 PE +60SDC and +6PS when on a ley line. Gains 6d6PPE

Instant Upgrade:
The character has the ability to install temporary upgrades to himself. These are limited boosts of power to a small portion of his natural abilities.
Duration: Each enhancement lasts 6d6 minutes +1 minute per level after the first.
· Combat upgrade: The character focuses this power into his combat abilities. For the duration, the character’s combat skills function at 2 levels higher than they currently are. In addition, the character has a buffer of 20 SDC, which vanishes at the duration’s end and enjoys a +2 to pull punch and +2 to roll with punch/fall/impact.
· Physical upgrade: the character’s body runs far more efficiently during the period in which the physical upgrade is active. He enjoys +4 to PS and PE, +2 to PP and +15 to spd. While this power is active, the character is immune to the effects of fatigue (which returns at durations end) and his PS is considered Extraordinary (Superhuman if already extraordinary, no higher isf already superhuman)
· Mental upgrade: The character’s IQ and ME jump by 8 points each. In addition the character enjoys a +4 to save vs possession, insanity and psionics. His recall during this period is enhanced (as if using total recall) and a broad +15% is added to all skills.
· Power upgrade: All other super powers possessed by the character are enhanced by 2 levels. In addition, durations and ranges are increased by 50%.
· Body upgrade: The character enjoys a +8PE, and a buffer of 50SDC for the duration of this power. During the use of a body upgrade, the character does not fatigue, nor is he affected by drugs, poisons or disease (half effect, no effect with a successful saving throw). The character has a natural AR of 10 for the duration of a body upgrade.
· Speed upgrade: The character doubles his Spd for the duration of the speed upgrade, and enjoys +1 attack per melee, +4 initiative and +2 to dodge.
Penalties: When the duration expires the character is suddenly sapped of his enhancements, and then plunges into a state of fatigue (-1 attack per melee, half combat bonuses –10% to skill use, half speed) for 2d6 minutes, during which time he may not boost himself again. The character can safely use this power 3 times a day, plus an additional daily use at levels 2,4,6,8,10,12 and 14. If the character attempts to boost himself past these safe limits, then the duration for the boost is halved, while the fatigue time is doubled. On top of this, the character loses a PE point, and 2d4 HP for every ‘unsafe’ use. PE lost in this manner recovers at one point per day.

Karma Manipulation:
The character can manipulate the fortunes of others. At the start of each game session, the character may roll a 2d6. this is how many “adjustments” a character may make during that particular session. Sample adjustments include:
· Re rolling a damage dice, perception roll, skill roll or defensive combat roll.
· Rigging a simple game of chance in the character’s favour (at least to 3:1)
· Walking away from a serious wound (damage becomes 1/10) not useable in combat
· Adding one simple element to the game (yes the chick at the bar is a scorpio with a lisp)
· Guessing one riddle or password (must of course make sense, not random numbers)
· Can be used in reverse on others, but counts as two adjustments.
Gains one more d6 at levels 3,5,7,9,12
Other bonuses: +2 initiative, +2 MA +2 PE +15SDC. Heals at 2x normal rate

Kinetic energy conversion:
The character converts kinetic energy and transforms it into energy. Every time the character is struck with kinetic damage, he subtracts 1d4 per level from the damage and converts it into an ‘energy pool’.
The energy type is decided upon at character creation. The character takes half damage from this energy type from that point on.
The energy in the energy pool typically bleeds off as the damage is inflicted, small bursts of light or static or heat rolling off the character in waves when he is struck. Alternatively the energy can be used for other things
1) Reverse damage on the attacker. Half the damage absorbed by the character is inflicted upon his attacker. This only works in a hand to hand environment, as the damage is unlikely to affect a bullet or melee weapon.
2) Hold the energy: the energy can be held and then released as an energy blast. Every 3 points of damage held converts to a 1d6 energy blast. The character may hold the energy until the end of the round, where he may make a free, extra attack action with +2 to strike and a range of 120 feet.


Liquid state control:
The character can transfer energy into and out of water molecules to perform a wide variety of stunts. Only minimal heat exchange occurs when the character performs this, so he is able to make room temperature ice, or ultra hot fog.
The character can create ice from local moisture, as well as frost, and can freeze water, allowing him to mimic the effects of 1, 5, and 7 from alter physical structure: Ice and allowing him to freeze 30 gallons of water per melee.
The character can also create fog or mist from local air vapour, or precipitate water out of thin air.
Other tricks that can be performed:
Instant concealment: by creating fog too thick to see through
Chill drinks: by altering the state of water to absorb additional heat
Boil water: by the reverse process
Calm waves by 50%: by increasing water surface tension
Walk on water: by increasing water’s surface tension
Speed or inhibit the movement of others through water: by decreasing or increasing viscosity, allowing 50% increase or decrease in movement speed.
Disperse gas: by creating a dense fog, that merges with the gas, and then causing the fog to turn to water.
Increase or decrease local humidity.
Disperse the damaging effects of waves or water type attacks, reducing their strength by up to 75% (by turning it into gas)




Marionette:
Like possession, this character can seize control of a victim’s limb and body and force them into ways they do not wish to go. An action performed by the character, will be mimicked by the target, and even over done. The target rolls a d20 and adds his PS attribute. The character rolls d20 and adds his ME attribute +4 per level. if he fails, then his next action is determined by the character. The character does not have to make the victim perform every action though. The character could make a victim stand still while he shoved a sword through his belly. Generally, the victim is trying to resist these unwanted actions. Unconscious people and the recently dead can also be controlled in this fashion. The range of actions is limited to what the character can actually perform at the time, and this ability is lost the instant he divides his concentration. Furthermore, if the actions are limited, then up to 3 people per level may be affected. (Joshua, facing four thugs with AK 47’s looks a little sheepish. Deciding the simple option, he seizes control of the rearmost thug and mimics a holding a rifle. He depresses his finger and swivels in his opponent’s direction. Suddenly, the rear thug struggles with his arms and fires a full burst into the backs of his allies. Joshua’s next move is to open his hands, forcing the thug to drop his weapon. If a person does not resist these actions, then he becomes automatic victim for a while.) because this control is puppetry, not psychic, the character may be forced to act outside his alignment. If struggling against an effect, PP is reduced to 3, speed is reduced to 2 and the victim is incapable of performing tasks as simple as dialling a phone number. A marionetted person may be crushed as an action though, taking 2d4 damage every level of the character.
The character can also marionette himself. The force field that forms provides an AR of 10 and an SDC of 25 plus 5 per level. The field also reduces fatigue while up and increases spd by 10, PS by 4 and allows the character to leap his PS in feet up or across.
The character may, at third level, attempt to marionette other objects. With it he may turn doorhandles, flip switches or perform simple acts of telekinesis except to provide mobility or levitation.

Matter Manipulation:
The character has powers and abilities over loose matter around him, manipulating it almost telekinetically.
1) Move matter: The character is able to make any loose matter in his vicinity (within 10 feet) and hurl it outwards or towards a specific direction. This can be used to funnel smoke out of a room, or to empty a swimming pool, or to assail someone with a hail of pebbles. If the matter is solid, he cannot move individual items weighing over a pound. Otherwise he can manipulate a fair quantity of matter. (50lbs per level of sand, small items etc) With this he is +3 to strike a target and he moves the matter up to 60 feet away, plus 10 feet per level. If applied to a single, hand held item, he may hurl it for double damage up to its normal range. Such an attack may mimic the effects of individual CEF powers. Damage is typically nothing for air or smoke. Rocks and metal scraps will inflict 4d6-6d6 damage. Water and dust will inflict half that. This power may be used to disarm a person within 10 feet, effectively granting a +3 to disarm attempts. Will not work with huge weapons nor weapons with a 2 handed grip.
2) Materiel shield: The character may block matter from approaching him. This takes all actions, but non living matter will stop short from him, about 10 feet. This shield may be maintained for as many rounds as his PE but he may not move, nor can he perform any other actions. If the character has more mass than his own assault him (like a strong character with a sword, an automobile or an avalanche, the field will hold, reducing damage to 1/3rd. if sufficient damage is taken though, the shield will drop.
3) Matter sphere: The character may take surrounding matter and hold it around himself. In this way he can form spheres of air in space, or underwater, or may form large globes of water around himself (leaving his own head free of course). While in the sphere, he may walk at normal pace. There is any solidity to his sphere, he may roll, at double normal speed. Typically being hit with a rolling sphere inflicts 1d4x10 damage and is likely to cause Knockdown.
4) Limited telekinesis: Within 10 feet, the character has a telekinetic PS of 5 and a TK PP of 12 with which to perform numerous actions. (he can make coffee, write in a book, comb his hair etcc.)

Mechabsorption:
The character heals fast and particularly well in times of need by replacing damaged cells with nearby mechanical parts.
The character may draw mechanical parts and raw material from up to 15 feet away. This does not heal the character, it instead creates mechanical SDC, replacing the lost SDC. The whole wound does not need to be healed, only enough to allow life function. Usually this is a minimum of 1/3rd total damage for obvious cuts and bullet wounds, to 16th for blunt trauma. On the positive side, the character gains Mechanical SDC at 2 per round if the required parts are close enough. If the character is healing HP damage, then the HP’s are lost, being replaced with double their value in SDC.
The down side: The character can only prevent this unnatural healing while conscious, by a force of will. Additionally, the machines in question lose as much SDC and HP as they provide (A character healing 24 damage in a television shop has caused 24 SDC damage to the working parts of the TV). If a character can close a wound and keep it closed for 10 minutes, then the Super healing will not kick in to high gear and he may heal normally. If the character has access to alternate super Psionic or magic healing, one such application prevents the remaing mechanical healing.
Additionally, the character begins to look strange, like a well-crafted cyborg as bits of metallic scars criss-cross the characters body, but not very human looking.
Limbs will also heal in the same manner. A removed limb heals in 30 minutes, creating a mechanical copy of the original, and adding +20 SDC to the character. Cybernetic limbs will not meld with the character. Instead if a cybernetic or bionic limb is placed near the stump, then it will use the bionic material to build a new limb.
The character's limbs are assumed to be extraordinary in strength if ever replaced.
The character will never drop below 5 natural HP.
The Danger: Essentially, the character can slowly replace his SDC with Mechanical SDC. His HP can be replaced with more Mechanical SDC. However, if an attack is directed directly at HP, it affects only normal HP, not the mechanical. (So a juggernaught who imbibes too much arsenic and takes 2d6 damage may be comatose just from the injury)
Other bonuses:
Can absorb one device or machine into his body per level.(devices only lose 10-15% of their regular size, so no absorbing cars guys!) accidental removal inflicts 3d6 damage.
If the character has 25 or more Mechanical SDC he gains 10 AR. +1 for every 25 mechanical SDC
At 20 mechanical SDC the character gains +1 PS, gaining +1 for every 10 Mechanical SDC.
Mechanical SDC does not heal on it’s own, and heals at 1point per minute using this power.
Healing rate is 1/3rd if donor parts are low grade or raw material.
Gains +15% to mechanical and electrical skills.
No PB loss...The power attempts to rebuild the human character, as perfectly as possible, it creates bones and mechanical muscle fibres from carbon steel, so looks unnatural, but like a human with chromed skin.






Melding: The character has the ability to merge his body with inanimate objects, gaining powers from them as he does so. Similar to copy physical structure in many ways, yet different in it’s applications.
1) Merge. The character may sink a limb into another solid object. At that point he gains a sense of it’s mass size and other properties. With 88% proficiency. In addition, he gains an immediate PS boost equal to it’s AR while his limb remains in the object. While merged, the character is effectively rooted in place and may be unable to move. If the character merges with an item that is less massive than himself then this bonus is dropped. If he merges with an item less than ½ his own mass then there is no additional PS increase. When merged the character also gets an SDC boost of twice the AR. Strength becomes extraordinary.
2) Merged weaponry. The character may also use any item merged with as a weapon. Such a weapon does damage based on it’s weight. Notably, the character must still be able to lift this weight with his new, adjusted PS. Refer to superbrawling/improvised power club for further details.
3) Move through substances. By impacting with a solid surface, the character may attempt to squeeze himself through a solid item, such as a wall or occasionally a weapon. The character’s speed when moving through an item is reduced by the AR of the item. Moving through matter like this is tiring, and may be kept up only for as many melee’s as the character’s PE. When inside an object, the character has all normal bonuses for melding (PS increase, increased awareness)
4) Matter defence: If attacked, the character may choose to expend an action and simply allow a swung, inanimate weapon to merge with him. The weapon must do more damage than it’s own AR for this to work. The character rolls a type of parry (at +5) and if successful, the character takes no damage. He then is presumed to be grappling the weapon in question. In this manner, the character can avoid damage from gunfire as well. If the character uses this to avoid the damage from a collision or fall, a he will take half damage and become wedged in the vehicle or surface.
5) Adhesion: the character has the minor power of adhesion, though movement is at 1/3rd normal.
6) Armour: the character can insert objects into his person, piece by piece, to form layers of body armour. Such armour is not natural armour but has an AR of 14 and an SDC of 20 per level. One cannot merge when already merged with another item.
7) Other bonuses: +2 PE +15 SDC.

Multi:
This power allows the character to create a virtual army of clones. These clones are formed out of ectoplasm, dust, willpower and light to form
Attributes: Clones like these have 12 for all physical attributes except speed which is twice the ME of the character, and 8 for all mental attributes. They have an AR of 10 and an SDC of 5 per level of the character. Clones take ¼ damage from energy sources, and ½ damage from attacks that are designed to wound or bleed (most cutting or impaling attacks) clones regenerate 1 SDC per minute. Clones have 2 attacks, +2 to dodge. Clones can move an unlimited distance from their creator. The creator is in constant communication with the clones, to give instructions and to lend skills, (-5% to use skills through a clone) and can share their senses. If a clone is killed it is gone for 12 hours. If it is reabsorbed it may be restored in 5 minutes. 3 clones may be created per level.
Other abilities: Clones when formed can look like something other than the creator. By rolling under the character’s ME attribute, a formed clone can look similar but not the same (different hairstyle, or colouration) at ME-2, the clone can appear somewhat different (different build, different wardrobe) at ME-5 it can appear as a completely different person, or a familiar person if the disguise skill is known (can be the perfect date) and at ME-7 can be an artificial blob, or any non humanoid shape the character desires.
Clones can be made Ethereal. Instead of giving them solidity, he can make them like gas, able to flow through any non-airtight substance. This requires intense concentration (character cannot move) and the clone cannot go further than 100 feet per level.
Clones can glow at will, useful for light sources.
By expending three clones, the character can wear a suit of energy. This suit adds 1 PS per level, 8SDC per level and has an AR of 12 and takes half damage from energy)

Mutagenics:
The character can alter the biological structure of others to make radical changes.
1) Afflict: The character can warp another to randomly mutate. The target character rolls once on the mutation table, and then halves his PB attribute. This horrible affliction is painful and debilitating, reducing attacks and speed by half, lowering PE and PP by 2 and halving all combat bonuses. The target must also save Vs pain or be stunned for 1d4 rounds. Afflict takes all actions in a given round to perform and is extremely taxing, able to be performed once per day. The victim saves vs this transformation (PE) needing a 14 or better. Afflictions last 10 minutes per level of the character. Any one who saves is immune for 24 hours.
2) Aid: alternatively, a willing underling may choose to be mutated. The target character receives 2 rolls on the mutation table. Such subtle changes are much less painful. The character loses 2 PP from the awkwardness of the new body, and –2 to dodge but is otherwise unaffected. Changes last 5 minutes per level.
3) Alter bioforms. The character can take a test group of biological organisms and make them more (or less) competitive by scaling up their evolution. Up to 100 tiny members may be affected,(smaller than a mouse, including insects and bacteria) 25 small members(mice to small dogs), 10 medium (smaller than human) 5 large (human size to horse size) or 1 very large(elephants, rhinos and great whales) may be affected per level. Alterations are awkward, and require 3 days for tiny, 1 weeks for small 12 days for medium, 3 weeks for large and 5 weeks for very large creatures. This time is regular daily contact with the group. After this time the character can elicit one of the following affects.
· Adaptation: The offspring of the affected creatures gain 1d4 minor adaptations to better suit them to the environment of their birth place. Rats in a cage may develop smaller builds, and more efficient diets. While Zoo Tigers may develop stripes that resemble bars and paler fur tones.
· Extinction: in many ways the reverse of adaptation, this ability removes the target creatures ability to reproduce. Typically lowering birth rates by half, fertility by half, Doubling the chance for miscarriages and so on. Only the target group is affected, but their offspring is similarly cursed. This may be used in reverse, to increase a target group’s fertility and birth rates.
· Mutation: the affected creatures carry the seeds of genetic discord in their DNA. Their offspring will be born with functional mutations. These mutations are randomly determined, but occur uniformly through the whole group. 1 or 2 mutations may be chosen (or alternatively 5-25 Bio-E).
· Speciation: The hardest trick to do. The affected creatures will give birth to 1d4 variant species. Each variant is a subtle but noticeable variation amongst it’s kind. The effects are noticeable to any trained eye who examines the new species (behaviour patterns are odd, diet is expanded etc)

Nemesis: The character has the ability to become resistant to the powers and abilities of others. Initially, this means the character has no power to call his own. After one round of combat with another character, this power kicks in. The character chooses the type of attack he expects to resist. If it is an energy attack, then the character develops the appropriate resistance to it, granting immunity. If the attack involves a chemical, psychic or magical attack, then he gains a +8 to save vs it, and takes half effect. If he wants to defend against pure physical attacks, he develops either an AR of 16 (natural) or becomes dangerous to touch (electrical fields or spines) and optionally develops specific weapon resistances (half damage) If the power has a specific weakness, then the character develops it as a strength, mimicking any single minor power reflexively, or any single aspect of a major power. The character gains +2 to parry, dodge and roll vs a single other person after the first melee round.
Other bonuses: +2d4x10+20 SDC +4PE +3d6 HP. +1 attack per melee. Heals at 3 times normal rate. Has a natural critical at one place lower, and ignore natural AR’s. may harm anyone he can touch, even invulnerable and Stone characters. May super heal 4 times a day up to 10 points of damage, up to the amount inflicted in the last round of combat.
(Ex: Johnny Justice faces off thee of the Iron ninjas. After a tense melee round of swordplay, JJ develops an electrical field that inflicts 2d6 damage to whoever touches it, and gains +2 to defensive type combat. Later that day, more ninja’s attack with crossbows. After the first agonising melee, JJ now enjoys bone plates (AR 16) and takes half damage from impaling wounds as his internal organs multiply and become diffuse. When he fights Kwa Long, he develops an immunity to electricity and when facing the dragon emperor he develops a +8 to save vs magic. When fighting Gravity lass later in the evening, he develops antigravity flight)
Changes last for the duration of a combat, plus one melee per level of experience. At level 4,8 and 12, the character may adapt to two damage types at once.

Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee round

_________________
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist


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 Post subject: Re: NEW POWERS!
Unread postPosted: Tue Apr 06, 2004 11:42 pm
  

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Prince of Powers

Joined: Sun Jun 24, 2001 1:01 am
Posts: 1816
Location: Australia
and the rest. Including the bits of pheremones that got left out.

Pheromones:
The character with this power can emit scents from his pores, which can influence the mood of surrounding individuals. At level one he starts with two of the following. He gains one more at levels 2,4,6,8,10 and 12
· Arousal: All affected by this scent (20feet out doors, virtually unlimited in an enclosed room) become more sexually receptive. All attempts with seduction against anyone affected by this will be at +30%
· Animal magnetism: Similar to the above, but it only affects the opposite sex and only benefit's the PC. Seduction raises by 20%, PB and MA will be considered 5 higher.
· Predator: The character emits a pheromone that cows others and triggers instinctive caution and fear. The character gains +10 To MA to invoke submissive responses.
· Terror: The pheromones emitted cause unease in all, increasing the HF of anything in the affected person's perception by 3
· Nauseating: The pheromones trigger a stomach reflex which causes gagging and attempts to induce vomiting. a Sav vs non lethal poison is required after two minutes of being infected, and must be done once per combat round thereafter to avoid vomiting within 1d4 melee rounds.
· Friendliness: The character becomes completely friendly with all animals, no animal under the affect of this pheromone will bark, bite attack or aggress toward this individual, instead treating him as friend or treasured packmate.
· Distractable: Targets affected by this pheromone are easily distracted and are more inclined toward boredom and distraction. Attempts to swindle, distract or prowl by a person so affected are at +4 or +30%.
· Choking: This pheromone induces asthmatic assaults in individuals. After five minutes of contact, the victim feels little wheezy and distracted (may cough or take ventalin). After a further 5 minutes a full on onset of asthma takes place. The character effectively chokes taking 1d4 HP every minute unless medical treatments are taken, or he is no longer in contact. Asthmatics suffer this at -4 to the regular saving throw.
Each of these effects can be saved against as if a non lethal poison (16+). Individuals with heightened senses will save at -2, but will be able to identify the smell in particular and (30%) have a chance to determine its origin.
Other bonuses: Takes half damage from poisons, and none from airborne poisons toxins or diseases. +2 PE, And MA and PB are increased by two. Character can hold breath for PE in minutes. Still vulnerable to oxygen depravation. Fatigues at a third the rate.

Plague:
The character can absorb and donate illnesses. Most “heroic” characters will use this to cure. Many villains will use it to hurt and kill. The character starts with diseases that any normal being should have, mumps, chicken pox, colds and flus. Any person he touches must save vs disease or contract a virus of the Player’s choice. This new disease infects within 1d6 rounds after touch and cannot spread by any means short of blood transfusion. Fortunately, the effects of said virus last only 24hours after contact, making most people likely to survive mutant ebola. The character may add to his arsenal of diseases, by drinking viral, or diseased cultures, Or by curing another of disease. This takes 1d4 minutes of concentration, as the character, who must be touching the afflicted, absorbs the microbes and infected tissues. The disease is removed afterwards without any sign of its arrival, and the character has a new play toy. At third level, the character may “spray” infectious material at people, this spray jets out 25 feet. At levels 3,6,9 and 12 the save vs disease drops by 1.
The character is completely immune to diseases, natural and magical.
The character can cure magical diseases, but not store them.
+4 PE
+25SDC

Psychic Aura
The character with this particular power has control over his own aura, with the ability to manipulate and perceive other auras.
1) See aura. As per the spell/Psychic ability, except there is no ISP/PPE Cost. This does take a little focusing (less than an action, and can be turned off at will. In addition, The character can make the following assumptions
* Determine superhero category (training, Mutant, experiment etc..)
* Determine emotional state (64% +4% per level)
* General alignment (good evil selfish)
* Can spot invisible or astral beings via their aura
2) Solidify aura. This causes the Character's aura to become a semi solid shield around the character granting the following bonuses.
* Strength becomes extroadanary
* 50SDC +10 per level.
* Disperses lasers...1/2 damage
* Punches or kicks from the aura-encased hands add 2d6 to damage
* Aura is malleable...this solid aura has a fluid quality, allowing the character to extend it from his body for about four feet +1 per level. This makes it useful for climbing (reaching higher ledges, break and enter(forcing the aura under a door and then lifting (2d6+PS damage to a door or window) and can be used to shield a friend or object.
3) Sensitive aura. As the aura is routinely intangible and invisible, it can be used as a sensory measure, relaying information by extending it from the body (not in solid form though). It provides the abilities described in advanced sense of touch. Additionally it allows a general area sense, with the character able to feel the approach of hostile auras. The aura can be sent into walls to search for secret passages, or to feel for active wires. Adds +2 to dodge parry and initiative.
4) Other abilities.
* Can store PPE and ISP. Up to 20 points of each, +10per level
* Recognise the auras of others (even if disguised) at 75%+5% per level
* Track by aura sensing!!! 45% +3% per level can track for about 2miles. Roll every 1000feet.
* Acts a s a glowing oddity to others with sense aura
* Extended low level empathy adds 1d6 to MA and babies and animals sense as friendlies.
* +2 to save vs magic, psionics and possession

Psychic virus
The character is able to transmit a psychic virus on touch to others. This virus must be delivered with a touch, not a strike in combat (though a grab will suffice). Characters afflicted with this virus must save vs psi (16+) or suffer its effects. There are a few exceptions.
1) Those willing to be afflicted automatically fail the save (even if they believe the affliction to be benign, or the affliction is concealed as something else)
2) People of low mental fortitude fail automatically (ME’s of 8 or less, IQ’s of 8 or less)
3) People already afflicted with this are –2 to save
4) Animals, even mutant ones are immune
5) Psychics, or anyone with ISP automatically succeed, and have a 30% chance of realising the infection.
6) Anyone under the effect of a mind shield of any sort succeeds automatically
7) Magicians, or any spell caster have a +3 to save
8) People of extraordinarily high will (ME 16+) automatically save
9) People with pseudo psychic powers (mental stun, diving aura, mind control, transferral/possession etc) have +4 to save.
Of the above, only numbers 4,5 and 6 are unable to voluntarily get infected.

Infected characters lose 1 ME point and become susceptible to commands and implications from the character. This is not slavish devotion, merely the kind of devotion one can expect from lifelong friends and bosom buddies. Infected individuals will never betray the character, nor will they act against his best interests. Nor will they sacrifice their principles or their alignment (though they will bend them).
The character draws strength from this bond. His virus may infect 30 people per level. Every person infected grants him an extra SDC point. Every 3 infected grant him an extra PS point. Every 10 increases his healing rate (x2 at 10, x3 at 20, x4 at 30 etc..) every 15 grants him a natural AR (10 at 15, +1 for every 15 extra) every 30 infected grant him an extra attack per melee.
The character may issue general commands through an empathic link with his brood. Commands such as ‘be nice to one another’ or ‘you all now hate superheroes’ are general and permeate the thoughts of the victims in a subtle way.
Strain the bond: the character can also strain his bond. He can explicitly order 1 member of his brood per level to obey him. If this command strains the individual’s alignment, he is allowed a new saving throw to shake off the infection. If he fails he will obey the command happily.
The virus is detectable at the psychic level through powers such as psychic diagnosis and see aura, as well as through the power of supersurgeon. In addition, a chemical analysis of an infected person’s blood will reveal the presence of the virus
At fifth level, the character can make his psychic virus contagious. Contagious viri may pass from victim to victim, spreading beyond the immediate range of the character. The character is still limited to 30 victims per level in this fashion, and the character can veto any new transmission. At fifth level the virus is also a spoilsport. Victims who are cured go into a mild withdrawal for 6d6 days.
Curing the virus: there are several ways to free victims of the virus. An analytical hardware character with a fully stocked lab and a sample of the virus, may tray to make a cure (-30%). Psychic purification has an 80% chance of removing the virus, while magical cures have a flat 10% per level of the spell used chance of success. Another cure is to attempt counter brainwashing techniques (5% chance per day). Alternatively one can go straight to the source. If the character is beaten down to HP, his hold on others weakens significantly. Once he has lost all SDC, all victims get a saving throw at +2. after that point, every blow shakes 1d4 victims free. Alternatively, the character can release a victim at will. When a victim is no longer infected, his ME returns to him.
Other bonuses:
+1d4 IQ, ME, MA. +1d6 PB
+4 to save vs psionics. Half effect even if the save is failed. (immune to psionics after 100 victims)
able to sense the general well being of all victims, as well as general location. Will know if a victim is cured, or is in the process of brainwashing.

Soulriding:
The character has the ability to come to rest inside another living being, by turning into a bio-energy state and merging with another being. The character can merge with a willing target from thirty feet away (plus 5 feet per level) but unwilling targets must be touched for 15 seconds. (Normally one action) Once inside, the character shares all of the new body’s senses, and can Communicate with the host telepathically but cannot perform actions from within the new body. However he transfers the following abilities to the host.
· Any resistances or invulnerabilities
· Strength level (superhuman, extraordinary supernatural, but no attribute change)
· any bonuses to save vs psionics and possession.
· Healing factor. (if possessed by the character)
Additionally, the host also receives:
· +2 to save vs Psi
· +10% to skills the two characters have in common.
The character with this power also has the following bonuses:
If the body of the host is healed in any way, so too does the bio energy form.
Damage taken by the host is split between the energy form and the host (host takes 75%, the energy form takes 25%)
The two share a pool of hit points and PPE and ISP (where applicable) with a bonus of +10 if both were on full points when started.
+2 ME
+2MA
+2 to save vs possession
Cannot posses anyone resistant or immune to energy.(can sense these people)
Cannot dictate actions of the host
If the host is knocked out, the character is forcibly ejected from the host
Unwilling hosts can save vs psi to resist, and are aware of the character inside him






Super Leaping
A character with this ability has incredibly strong legs that, while not granting any increase in running speed due to their mass, do allow for leaping of great distances and heights. The character can leap 30 feet +10feet per level up or across. The character is immune to falls of 150feet or less. Falls greater than this do half damage (may still roll with fall)
Leap dodge: the character can leap dodge, moving 25 feet in a dodge (+5 feet per level) for a +1 to dodge at levels 1,3,6,9 and 12
Has leap attack and jump kicks, which use two attacks. Damage is as regular plus 3d6(after doubling). All other kicks receive +1d6 damage.
Has the precision leaping ability mentioned in Skraypers (pgs 41-42).
can triple speed by leap/hopping. Adds +1 to PP, +15 SDC and +2 to roll with punch.
Sense of balance is equal to 75% +3% per level.
Character can also do a timed dodge, forcing an attacking character (presuming the dodge succeeds) to strike whatever lies behind the character (power box, another PC etc..) As a regular dodge -1. Not compatible with Leap dodge.

Supersight
This character has a wide and diverse range of vision related abilities.
1) Vision is enhanced. The character can see items with great clarity, able to make out faces at a little over a mile, and can see and recognise tiny items
2) The character can see in the IR and UV spectrums, can perceive microwaves and x-rays. This grants him thermal vision to 60 feet
3) Can see invisible characters, as well as those supernaturally concealed and under the effects of chameleon.
4) Can see electrical activity, such as those created by live wires (+10% to demolitions disposeal skills, +5% to electronics skills)
5) Can see a person’s electromagnetic emissions (like see aura, can determine emotional state and if they posess any strange energies)
6) +3 to initiative, +6 to perception checks.
7) +20% detect concealment and detect ambush
8) See through disguise and forgery skill 55% +5% per level

Supersurgeon
The character is a master surgeon with the ability to rapidly diagnose and treat patients. While the character may have no formal training in the medical arts, he will still be able to act as a surgeon of the highest calibre.
1) Steady hands: the character’s hands are steady and reliable, granting the bonuses from the minor power : heightened sense of touch.
2) Innate medical knowledge: the character can operate as if he had the Paramedic, biology and MD skills at 75% or +25% to these skills if they are already existent. He enjoys a +10% bonus to all other medical skills possessed. If the character has no medical training, he will infuriate those who do. (‘I’m about to stitch the thingo shut, give me the tong things and the cotton balls’)
3) Auto sterilisation: the character sterilises all area’s he touches. No instrument or area can be considered unclean or infectious while he is in it. People within 30 feet of the character become immune to disease and infection (does not cure current infections or disease)
4) Superior treatment: The characters presence is enough to double the rate of recovery for anybody he tends to. In addition, people suffering from disease or poison and is treated by this character, enjoy a +4 to resist disease or illness, suffer half the symptoms and recover in half the time. For diseases that are chronic or severe (aids, cancer) there is a flat 10+ the characters MA percent chance of remission every week.
5) Instant diagnosis: For purely normal illnesses, disease, injury or poisons the character can diagnose accurately within 1 minute of examining a target. Strange illnesses, exotic or magical diseases, or injuries (nanotech infiltration, has had a pencil phased with his spleen, is transforming into a mutant) the chance is merely 40%.
6) Surgery: where medical treatment requires ‘going in’ the character works at 4 times the normal speed and surgical incisions and treatments heal at a whopping 6 times normal rate. The character is also a dab hand with knives. With any bladed instrument under 10 inches in length, the character inflicts +4 damage and has +1 to strike and +2 to throw.

Telereformation:
The character can disintegrate himself, churning into hundreds of shards, and then reform by collecting parts from the surroundings. This has numerous benefits:
1) Transportation. The character can travel 500 feet, plus 100feet per level. This is not instantaneous, taking about 5 seconds per 200feet. It is however, safe. The parts start to accumulate within 30 feet of the target location, and form at a safe place of choice. May be done once per minute, counts as two actions.
2) Rejuvenation: Each teleport reforms the body as a new entity, flushing out all unwanted parts, viruses and toxins. Additionally, each teleport heals 3d6 HP damage. (Does not heal SDC damage, but Will remove scars, reform lost limbs and renew blood supply).
3) Attack: Once at the desired location, the character may reform as a rain of parts, doing 4d6+PS damage, and is +4 to strike.
4) Limitations: The character is rebuilt, not teleported. The new body needs raw materials, and this means organics. This power works fine when teleporting to a jungle, or in an inner city environment. But teleportation in a desert, or onboard a starship stresses the power, causing 6d6 damage and temporarily removing a PE point. If it can be ruled that there is no, or too few organics, then the character moves 30 feet, and then reforms from his original molecules (no healing or rejuvenation). Beings who are built from different substances will work by variant rules. A character with Copy physical structure will never worry about this drawback, except when in a vacuum. As a rule, for every 1lb of You (count normal clothing), there needs to be about500lbs of the relevant material in a 1000foot radius of the reformation point. This power needs to be aimed. Just teleporting blind will send you 30 feet from your starting location. On the other hand, it is relatively failure free.
5) Other bonuses: Superb health, acquired from the rejuvenation ability. +6 HP, heals at double rate.

Temporal Awareness
The character has a limited form of time manipulation, granting minor but incomplete control over time.
1) Slow world: The character can view the world as a slowed down version of events. The character does not possess the enhanced reflexes or speed to make proper use of this facility (he is as slow as anyone) but his mental faculties are sped up by many times. The character enjoys a +2 to strike parry and dodge as well as +4 initiative from this heightened perspective.
2) Pausetime: By expending concentration, the character can slow time down more so, without slowing himself down. The character becomes able to perform superhuman feats at the expense of his endurance. The character can, during such a period, the character enjoys the following bonuses. X4 SPD, +2 attacks per melee, +6 Initiative auto dodge of +6 and +4 to strike parry and dodge. The character does not benefit from slow world when he is using pause time. The pause time effect can be used for as long as the character desires, but every melee round of use drops the character’s PE by one. Lost PE recovers at a rate of 1 per day.
3) Sense time: the character has the ability to perfectly perceive the flow of time and of temporal energy. The character can always accurately predict the time, can feel when he is in a different time period, and feel temporal phenomenon as it occurs.
4) Jaunt: the character can skip through time. By concentrating for a melee round, the character may simply skip forward through time. To the outside world, he vanishes, and reappears in the same location a variable time in the future. The character can move forward a maximum of 6 hours per level.
5) Temporal protections. The character ages slowly, at ¼ normal rate. He is immune to direct temporal tampering, such as through magic, or by conventional slowing effects (such as the slow motion control power). The character is aware of when changes occur in the time stream, and is immune to them. If Doc Diablo goes back in time and slaughters the character as a baby, only the world around the character changes.



Universe creation:
The character can create a whole universe from nothing. This rather draining procedure gives the character a whole new set of worlds to contend with, as well as explore, exploit and adventure in.
These new worlds are ‘parallel universes’ with similar histories, altered slightly by the will of the creator.
The base chance of success is 80% +2% per level, but is modified by the changes wrought by the PC.
Modifiers to roll
Change is in near history (last year or so) -0%
Change is in recent history (last couple of decades) -5%
Change is in modern history (last 100 or so years) -10%
Change is in distant history (100-500 years or so) -15%
Change is in ancient history (300-1200 AD or so) -20%
Change is in near prehistory (early mammals, or man) –25%
Change is in far prehistory (dinosaur and pre-dinosaur era) –30%
Change is slight, involving the alterations of minor events (Columbus arrived 12 years later, Gore was elected instead of Bush etc) -0%
Change is moderate, (Columbus died en route and America was discovered by his first mate, neither gore nor bush were elected) -10%
Change is severe, altering a major event in history. (America was discovered and settled by Vikings, Hillary Clinton was elected president) –20%
Change involves the alteration of fundamental laws of physics. –10 to -60%
In some cases a minor change, even in the recent past, can create a present which is radically different. The penalty to the roll reflects the events consciously changed, not the effects of such a change.
(Willis, known for his impetuousness, creates a universe where He was promoted instead of a co-worker. In this new universe however, his incompetence at the position may have caused the company to go bankrupt. Poor Willis shows up in the new universe without a job.)
The character forms the basic design in his head, and then concentrates to create the new universe. The process takes an hour to perform, and drains 6d6 HP and a PE point. The HP recover as normal, but the PE remains lost until the universe is cancelled. When finished, a portal between the current universe and the new one is created within 30 feet of the character, and remains for the duration of this power. This portal is in a similar location in the new world, and so the character may not be able to use this power for effective escapes. This portal allows the character and anyone else who knows about it (must at least suspect such a portal exists) to pass between worlds.
The new world exists for 3 months per level of the character, but time spent in that new universe does not count against it. After that time, the roll must be made again or the world collapses. It is unknown whether that universe ceases to be or that the portal is merely shut. A world may be cancelled early, at the character’s discretion.
As a curious side effect, unless the most minor of changes have been made, there is a mere 10% chance of meeting a parallel self in any universe. Items and people from a created universe that wind up in our own, become permanent fixtures in our reality if they remain here while the portal closes.

Urbanite
The character is adapted to live in urban and built up areas. The character is immune to pollution and acid rain, and possesses an instinctive sense of direction while in any urban area of 78% +2% per level.
While in a city or heavily urbanised area he has the following bonuses:
+6PS (Extraordinary) +2d4x10 SDC, +2 PE. Does not require sleep or nutrition and bioregenerates His PE in SDC or HP every hour. +10% to all skills (except swimming and wilderness), and has 60 foot nightvision.
While in a built up and man made area, but not a city (a freeway, a strip mall, a heavy structure or dense suburbs)
+2 PS +1d4x10 SDC requires no nutrition if he has access to pollutants, but will need to sleep, and simply enjoys x2 normal healing.
While in a non urban area (light suburbs, farmland, wilderness even an urban park) the character has no special benefits, and may actually starve.
Other abilities:
Urban sensing: the character can sense local urban structures within 300 feet +100 feet per level. This can be specific (looking for a nearby barber shop for instance) or general (feeling the presence of underground power lines while walking through the jungle). The character gains a type of intimate familiarity with the structure, but not specifics. (he may know the general layout of the barber shop, and the fact that it’s open from 7AM until 8PM, but won’t know the proprietors name, or if the villain gets his hair cut there).
Reciprocation: The city or urban structure he exists within attempts to subtly help the character out, either through it’s own will, or through the character’s subconscious manipulations. Either way, the character leads a bit of a charmed life. He is always able to find convenient parking, lights are usually green the whole way, his heat and power never fail him and he can always find shelter within minutes.




Minor powers

Alter age:
Character can modify his or age by 20 years per level, up or down. So a 30-year-old at first level, could alter his age from 10-50. Penalties for extreme age still apply. Extreme youth penalties also apply. This is mostly good for disguise ability. As the character progresses, he will find his continued youth fading. At 6th level, a 150year old, may seem no younger than 30, but may advance his age to a decrepit 270! To Offset this uselessness, the character may trade 10 years of age for an extra ten years of youth, able to age 10 years, or youthen 30years per level. The 150Yr old may then age to 210, or down to as young as infancy. This trade may be done at 5th level.
Immortal characters may adjust their apparent age based on the age they are stuck on, and may go through many lifetimes, riding up the age ladder, then inheriting as a much junior self.
PB +3
Halve penalties for age. Penalties for age are offset by 6 months per level.
Ages 50% slower. Calculate range of aging based on apparent age.

Autohypnosis
The character has the ability to exercise mind control over himself. Such control allows for a wide variety of effects.
1) Empathy: The character can alter his ability to empathise with others. By increasing his natural empathic responses, he becomes more friendly and charismatic, adding +5 to his MA score. By lowering his empathy, he becomes inured to the hardships of others, halving his MA but heightening his IQ by 5 as well as adding +10% to skills that involve cold analytical reasoning, and a further 5% if those skills involve medicine or interrogation.
2) Perfect memory: The character can heighten his recall of past events with crystal clarity. This is not total recall, designed to recall facts perfectly, rather the character may relive a past experience from his own perspective. While he may not remember the exact wording of an article he read 12 years ago, he will remember what he felt about the article, the general gist, specific times dates and names and so on.
3) Posthypnotic suggestions: The character can bury commands so that he performs them unconsciously, or that he forgets specific information until revealed by a predetermined cue. This is useful for smuggling information past telepaths, or constructing believable lies. In a similar fashion, the character can simply bury any insanities he may possess by simply identifying and then deleting the symptoms.
4) Mind over body: the character can also perform the following stunts: Ignore pain, fatigue or hunger, ignore fear. He also has a +4 to resist psi or mind affecting magic. He may act sober while drunk, and operate complex machinery while under the influence of all sorts of exotic substances.
Other bonuses: +1d4 to MA and ME.


Bullet-proof
The character has internal organs that are soft and pliable and which heal quickly. Weapons designed to impale, or hack inflict less damage. Additionally, the characters skin is tougher than usual, blunting these attacks even more. The character cannot take critical injuries, and heals at 2 times normal rate. Eyes, tongues and excised organs regrow within 12 hours. Sharp or pointy weapons inflict 2 points less per dice they inflict, while bullets and lasers inflict half damage outright. He also enjoys an extra 2d6+10 HP.

Carapace: Minor
The character has a sheet of chitin or other type of natural armour, which he can grow or retract in a manner similar to bio armour.
AR 10. Attacks under the AR do no damage. Carapace has 10 SDC per level, but provides full AR bonus when SDC are gone. +1 AR at level 3,6,9 and 12
While carapace is up PS +2. And character fatigues at ½ normal.
Carapace filters air and water, Providing life support for up to 3 hours.

Camouflage:
The character is able to effect a disguise by altering his pigmentation to that of a natural or unnatural surroundings. The type of camouflage available is determined below.
01-07 Urban 08-14 Jungle 15-21 Forest:
22-28 Scrub: 29-35 Underwater: 36-42 Swamp:
43-49 Desert: 50-56 Night/dark. 57-63 Arctic:
64-70 Non natural: 71-100 Any:

Non natural camouflage allows for the abundances in life unaccounted for by nature, such as brickwork, wall paper and tartan. The pigmentation may be turned on and off at will, affect only portions of the characters body or the whole lot, and affects normal clothing. In it’s official environment, the camouflage grants a motionless prowl of 76%+3% per level, or adds +20% to prowl. When moving, the character merely has a prowl bonus of +15%. In inappropriate environments, camouflage may still be used, just without full effectiveness, adding only a +10% to prowl.
Other bonuses: +10% to wilderness or streetwise skills. Track people at 45% +5% per level, +15% in the appropriate environment. Is –10% to be tracked physically.

Energy expulsion: Wall.
The character has one of the common energy expulsion types (Fire, sound, electricity etc...) but instead of a direct attack, he creates a wall of the aforementioned energy to block corridors, and box others in.
Range: 30 feet, +10 feet per level.
Dimensions: 15 feet long plus 5 per level, 6 feet high plus one per level and a foot thick (plus 6 inches per level)
Damage: energy wall: 2d6 +1d6 per level to anyone who passes through it. the wall can be described as safe with regards to the ground (is not affected) or not safe, which affects the ground it stands on.) The wall may be shaped as the user desires but once up, stays that way. Solid wall: The wall may instead be solid energy, too thick to pass through. It possesses an AR of eight to solid items (not other energy) and has 40 SDC. SDC increases by five per level, while AR increases by one every level. Touching the wall does a mere 1d6 +2 per level. Duration: one minute per level. Each wall erected counts as two actions.
Special manoeuvre, Boxing. The character attempts to create a wall or ring around a victim (or on top of). This requires a strike roll at minus 4, which improves as time goes by (+1 to strike every second level (the wall is bigger).)

Inhale/exhale matter:
The character can, with mighty breaths, inhale water, gas and small particles of matter (no larger than a golf ball up to 2 gallons per level. Such matter is compressed and stored in some internal pocket, to be released later. Such a tactic can be used to remove gas clouds, acid, or other annoying matter. Such matter can be held safely for 20 minutes per level, before being expelled on the spot. Such matter can be expelled forcefully, from 2 gallons up to the full amount stored. Each gallon of gas inflicts 1d4 damage as an exhalation attack, each gallon of liquid 1d6 and each gallon of solid matter 1d8 or 1d10 (if sharp or very hard) on top of other effects of the matter (nerve gas re released into an area does the above damage plus, well, it IS nerve gas. The character has +2 to strike with this attack. It can affect targets up to 60 feet away.
The character can breathe in any gaseous medium, and has +6 to save vs inhaled poisons and gasses.

Isoportation
The character can teleport nowhere. He cannot move from his locus but can instead alter his facing, trajectory and orientation on the spot. This has a number of uses.
· If falling, he may teleport 180 degrees, to fall upwards, or simply teleport nowhere but cancelling velocity.
· If thrown, hurled or otherwise moved the character can effectively stop.
· The character can right himself immediately, losing no actions.
· May shift items across his body, rapidly summoning weapons to hand and reloading without pause. Also usefull for removing handcuffs.
· With concentration, he may stand absolutely still in mid air or atop water.
· He may turn at any angle while moving at top speed without any pressure (momentum shifts with him to a new vector)
· Has an autododge, but cannot use this to move any distance.
· May perform awkward flights by throwing himself at the ground, then porting into the new direction with a new vector. When gravity takes a hold, simply realign oneself away from gravity. The character literally seesaws through the air at 3 times his ME in Spd.
Increase balance by +2 (or +15%) +15% to climb +2 roll with

Metaphysical regeneration
The character recovers ISP (if applicable) and PPE at an advanced rate. ISP recovers at 5 per hour (10 at rest, 15 in meditation) and PPE recovers at 10 per hour (15 at rest or 20 in meditation)
In most cases this power is not very helpful to the average character. The character does enjoy a bonus of +4 to save vs psionics and magic, as well as possession, wards etc.
The character also enjoys boosted health, healing an extra point per day. The character cannot be afflicted with negative energy, becoming immune to chi attacks (and regenerating his own chi at double normal rate). +2PE +2 ME +2 MA +2 PB


Midget:
This power allows the character to outright halve his normal height, and reduce his normal weight by 80%, without undue loss of strength or resiliency.
Being under 3 feet has its advantages.
+10% prowl
+2 to dodge, -2 to parry, +2 initiative
Character’s strength is unaltered, which means he can exercise his full strength while in a body that’s effectively 80% lighter. Effectively tripling his Spd, and allowing him to jump his PS in feet (double with a run, double again for extraordinary strength, triple for superhuman, quadruple for supernatural)
Character can transform in an instant, granting +4 to escape from grapples, or allowing the use of the power as a powered dodge (adds a further +2 to dodge if a shrinking dodge is used)

Minor adaptation:
The character is a minor, reflexive shape shifter, able to adapt his body to long and arduous tasks to increase efficiency and effectiveness.
Any time the character is working on a task that is prolonged, or arduous, his body adapts to better accommodate needs.
1) Skills adjustment: Whenever the character is performing the same physical skill over a period of time (1-4 hours, dependant on the skill) he gains +3% to any single relevant skill per level of experience Bonuses gained from such a change may be kept long after the need has passed, up to an extra day per level, longer if he frequently practises the needed skill.
2) Endurance adjustment: Whenever performing long tasks which may require endurance, the character’s resistance to fatigue rises to compensate. At first level he fatigues at ¾ rate after the first hour of any long or repetitive task. At third level it becomes ½ rate, at fifth level 1/3rd, at 7th level ¼, and so on. The character only needs half as long to recover from that task, and is often accompanied by minor cosmetic adaptation. Note this fatigue rate only applies to the specific task and possibly related tasks. As with skills adjustment, as long as the skill is maintained, the bonus may be kept for one day per level.
3) Attribute adjustment: The character enjoys changed and increased attributes to better perform selected tasks. Every level, the character gains +1 point in an attribute when he adapts to a specific task. These points may be divided amongst related attributes. As with the above two sub abilities, the changes may be kept for 1 day per level, longer if the task is frequently attempted.
4) Example: Monkey wrench is a fifth level mutant Human, with, among other abilities, Minor Adaptation. He has been vacationing on the Cayman Islands, doing the usual fishing, snorkelling, and above all, swimming. After several hours, he has developed the following: +15% to the swimming skill, swimming fatigues him at 1/3rd rate and he has a+3 PS and a +2 PE. Mutation wise, he has developed larger lungs, webbed fingers, a dorsal fin, and powerful shoulders. He will look like this for up to five days (or less if he chooses), longer if he continues to swim every day (up to five days after he stops swimming)
5) Other bonuses: +4d6 SDC, +2 PE

Non Human Metabolism: The character’s body is not made of the same substances and compounds (or indeed organs) that humans are. +4PE +6d6 HP +6 to save vs all drugs and poisons. Is Mildly poisonous by nature, and requires slightly different foodstuffs than humans. Is hard to perform medicine on though, -15%.

Overwhelm:
The character can temporarily alter his mass or morphology in an attempt to overwhelm an opponent. This can involve becoming temporarily super dense (5 times normal mass), flattening out like a net or sheet, or a rapid springing attack. In any events, the effects are very similar:
A Body block tackle can inflict 2d6 damage (plus PS bonus), plus a character struck with this attack must check for balance or fall down (check is at –20% or –4). If the targets falls, the attacker may make a second strike roll (does not count towards the number of attacks per melee). If undefended, the target is pinned or trapped, and must escape as if he was pinned. Victims of such a tackle lose an attack per melee and initiative, and is at –4 to escape the pin. An overwhelm attack counts as 2 actions.
The character also has a few other bonuses:
Automatically knows all wrestling moves
+2 PS +2 PE +6d6 SDC
Is considered to have twice his normal strength when using an overwhelm to smash down doors or tip over obstacles.
Character can leap 12 feet across or 6 feet high to perform an overwhelm attack.

Phase organs:
The character’s internal organs have been replaced with a kind of sub spatial energy form. This cloud of shifting matter function effectively as adequate replacements, but are not subject to the effects of outside forces. In effect:
The character is unaffected by ingested or inhaled poisons (no effect)
The character suffers half effect from disease or injected poisons (and has +2 to save)
The character’s internal organs are not subject to damage from piercing weapons. Such weapons (such as bullets, stabbing weapons or laser fire) inflict 1/5th damage. Slashing weapons inflict half damage.
The character is immune to effects that distort or manipulate internal organs, such as but not limited to; Nausea from spinning, effects that disrupt the inner ear, many biomanipulation effects, critical injuries that affect internal organs (punctured lungs, brain damage) and nerve gas.
The character can still be drowned however, as water flows into the mouth and nose into the phased organs.

Power transferral
The character may move one of his minor powers to another character. This power remains at the characters level of experience/power if given to normal man, but if given to a super being of any sort the range, effect and damage is halved. At 3rd level, an aspect of a major power may be granted to another, and at 5th level a whole major power may be granted. While granted the super being lacks the power.

Rolling:
The character is able to curl into a ball or disk and roll. Rolling into a ball takes one action, unrolling takes next to no time at all. When in a ball, the character can roll to 50 MPH, plus 10Miles per level. The main form of attack while rolling is to collide with someone, inflicting 2d6 damage +4 for every 20 miles per hour. Any such tackle causes the character to unroll, as will any collision. The character may instead do half damage, and roll Over a person. Such an attack is only successful if the character is crouching, small, or is 20% lighter than the attacker. While at speed, the character is +4 to dodge. While barrelling along, the character can bounce, reducing speed to 2/3rd but each bounce takes the character 5 feet into the air, +2 feet per level. As an attack this does 2d6 damage, plus 4 for every 20 mph and is a critical, taking all actions for the round (apart from rolling) and unrolls the character.
Other bonuses: +25 SDC, +2d4 Spd. +4 to roll with punch/fall or impact. +2 PP while rolled up (very manoeuvrable) has a pilot: self at 70% +6% per level, and a sense of balance while rolled of 75% +3% per level.

Sense Sharing:
The character can “see” through the eyes of people around him, and share other senses as well. With this, a character is always alerted to sneak attacks from within range, and can see in places not immediately in line of sight of the character. In combat, this offers a +2 to initiative, +2 to parry and dodge. Range…anyone within 30 feet +5 feet per level. Anyone aware of this power may make a save vs psi (false psionics). Likewise, mindblock flubs this.

Uncanny Parrying
Character has an uncanny sense of speed and direction of projectiles, which gives an ability to parry things easier than most people. The character also has some sort of hard surface (player's choice of material) covering his forearms, which protects him and helps him to parry all manner of things without harm.
Bonuses:
+2 to parry
Can parry projectiles with only +1 at levels 3, 6, 9, 12, 15, +PP bonus or wp bonus.
Can parry lasers/energy blasts at half projectile bonus.
The forearms have 50 SDC each. And add +2 to punching damage
Can all out parry, ignoring the regular action to perform a parry at +3 (+5 total)
Can parry attacks from any direction, even from behind, if he knows the opponent is there. Complete surprise attacks are unable to be defended against.
+1 to dodge (superior reflexes) +2 initiative.
+15% to Criminal Science & Forensics in regard to ballistics.
Whirlwind mode. This is the only action the character can perform all round. By declaring whirlwind mode the character ignores the initiative segment and makes as many whirling parries as possible. He makes a parry against all incoming attacks. Ranged attacks that are not parried inflict half damage. (partial deflection) Opponents who are parried are immediately counter struck. The counter strike inflicts 1d6 damage (or by weapon) but has no bonus to strike or damage. As long as opponents are within reach, they will be counter struck as long as they initiate a HTH attack on the PC. Weapon attacks are immune to this counter strike.
Range: Self +1 other at arm's reach at levels 7 and 14. Duration: One melee/PE point, with concentration

Variable defence
A variation on the adaptation power, where the character can "get used to" adverse effects of attacks or environmental conditions. The character once exposed to a damaging effect may alter his body to better endure the effect. Any single energy type may be resisted, as can psionics, magic, pain, disease, toxins and acids.
When he is first struck with one of the aforementioned effects, he takes damage as normal.
If struck again within 10 minutes, he gains either a +2 to save, or takes ½ damage/ effect.
If struck again within 10 minutes, damage is reduced to ¼ and the saving throw is at +4
Any damaging effects from that point onwards do no damage, as the character has become resistant.
Effects that require a save receive a +2 bonus extra for each exposure.
The character can hold a resistance for 10 minutes, plus 2 per level after the first. After this period, unless re exposed, the resistance drops away.
The character may have one resistance at a time, plus one at levels 3,5,7,9 and 11.

Water adaptation
The character is transmuted by being touched by water. When the character is immersed in water (soaking wet, or up to his knees in water) the character’s skin hardens and his muscles tighten. He gains an AR of 11 and 1d4x10+30SDC, as well as an extra 4 PS which becomes extraordinary. His speed increases by 50% while his PE rises by 30%. While in water he heals at 5 times normal rate. When totally immersed (neck or deeper) He gains an extra attack per melee, swimming advanced at 88% and an extra 4 PS and 30 SDC. The character can hold his breath for 2 times his PE score and can survive pressures of up to 600 feet, while his AR jumps to 13.
Additionally, whenever his character is ‘soaked’ his powers undergo an increase in range and duration of 50%, while damage is increased by an extra 10%.
While out of water, the character can sense the presence of water up to 60 feet away. This includes the water in people (but only 30 feet range and only 60% surety)

_________________
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist


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 Post subject: Re: NEW POWERS!
Unread postPosted: Wed Apr 07, 2004 3:53 am
  

User avatar
Explorer

Joined: Thu Jan 15, 2004 2:49 am
Posts: 141
Location: Silver Reno
Jagermeister, i love EE: Embue! Have anymore besides the one you posted? Please! I want more! Tell me you have thought up more! :p Just so this wont be considered spam...back on subject.

Major: Reconstruction. I'm still working this one out, but it's similar to Blowthrough Invulnerability from Cardiac's post, only to a not so uber-degree. I'll get back to you guys on that.

Major: Evolution. Yea...this is gunna take time to work out. Appreciate it if anyone wants to help.


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 Post subject: Re: NEW POWERS!
Unread postPosted: Wed Apr 07, 2004 12:57 pm
  

Explorer

Joined: Sat Sep 30, 2000 1:01 am
Posts: 154
The Animal Abilities are awesome and I like the probability power too.

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Slash and burn, pillage and plunder. And my hobbies are.....


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 Post subject: Re: NEW POWERS!
Unread postPosted: Wed Apr 07, 2004 6:33 pm
  

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Explorer

Joined: Fri Feb 20, 2004 4:46 pm
Posts: 118
Location: Somewhere in 1985
Comment: Wooooooooooo!!
Universe Creation...Now I can have that dude from Beyond for that Clandestine Battle 3!!!!!!!!!!!! :lol: :P


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 Post subject: Re: NEW POWERS!
Unread postPosted: Wed Apr 07, 2004 8:17 pm
  

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Megaversal® Ambassador Coordinator

Joined: Mon Feb 19, 2001 2:01 am
Posts: 1189
Location: Utah
So what sight do we go to see this.

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Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog


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 Post subject: Re: NEW POWERS!
Unread postPosted: Thu Apr 08, 2004 3:45 am
  

User avatar
Knight

Joined: Thu Aug 14, 2003 10:20 pm
Posts: 4550
Location: Louisville, KY
Comment: I want you more when you're afraid of me.
VR Dragon wrote:
Okay recall reading around here someplace about people asking for powers to be made. So I figured I could give it a try. So if those of you who want to wait for something official to come along in anther book or some such, then lets lay a foundation for them. So if you would all be so kind as to post what you would like to see added to the line up just post it. Please also any info you could provide about what the ability should have.

I am glad for PU and PU2, now with some creative work we might just get the PU 3.

I look forward to your ideas.


Are you writing PU3?

_________________
"We're trapped in the belly of this horrible machine And the machine is bleeding to death The sun has fallen down And the billboards are all leering And the flags are all dead at the top of their poles ...I open up my wallet And it's full of blood "~~Godspeed you black emperor.


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 Post subject: Re: NEW POWERS!
Unread postPosted: Thu Apr 08, 2004 2:46 pm
  

User avatar
Hero

Joined: Sun Nov 17, 2002 2:01 am
Posts: 1363
Location: Out of sight, Out of Mind
Comment: Greatest Rune Gardenweasel
Jaegermeister wrote:
KUDOS to the author!
Who is the author? (screen name/alias is fine)


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 Post subject: Re: NEW POWERS!
Unread postPosted: Thu Apr 08, 2004 6:59 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43190
Location: Somewhere between Heaven, Hell, and New England
Joseph Kerr wrote:
Major: Evolution. Yea...this is gunna take time to work out. Appreciate it if anyone wants to help.


Use the Bio-E system and 'Evolved Humans' from TMNT and Transdimensional Turtles for super-evolved or de-volved humans...Give the power user a base pool of Bio-E modified with experience, and the ability to shape his body to acquire animal abilities or mental abilities at will, but at the expense of other capabilities/stats.....Impose a time penalty---the more Bio-E expended to acquire/evolve a trait(or package of them), the longer it takes(takes time to grow wings or power up that expanded psychic cranium that isn't used to such power)...

Or maybe make it a random thing with a skill profficiency attached...the user has to concentrate for x-amount of time to acquire a particular 'evolution' package....blowing the superbeing's concentration during the critical time period forces him to roll on a random result chart reflecting various possible paths of evolution...with potentially disasterous results...AS possible paths of human evolution include(but not limited to)....Urban Beast(de-evolution), Couch Potato/Internet Trog, Brainac Whimp, Morlock, 2001 Starchild, Eloi, Cold Calculator, Golden Age Superhuman/Atomic Man.....

_________________
-------------
"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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 Post subject: Re: NEW POWERS!
Unread postPosted: Thu Apr 08, 2004 7:40 pm
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
acreRake wrote:
Jaegermeister wrote:
KUDOS to the author!
Who is the author? (screen name/alias is fine)


Relic


@Cardiac
Thanks for the Blowback Invulnerability. It's a perfect power to go with Anatomical Independence.

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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 Post subject: Re: NEW POWERS!
Unread postPosted: Fri Apr 23, 2004 6:30 pm
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
These came from a yahoo list. Kudos to the author.

MINOR POWERS

Stun Gaze
The Stun Gaze is a minor power that allows the super being to fire a small pulse of energy from their eyes that will stun the target of the attack.
The energy pulse will cause any one with a P.E. of 10 of less to pass out.
The victim will be unconscious for 1 minute per level of the super being.
Targets with a P.E. of 11-15 will be racked with pain and will fall to the ground unable to move for 1 melee per level of the super being. Those with a P.E. of 16 or greater will suffer from a -4 to all actions and a -25% to all skill rolls.
Range: 50 feet plus 10 feet per level
Duration: instant
Damage: none
Bonuses: +3 to strike (this power can be projected from the fingers if the player desires, but it then loses the bonus)
Rate of fire: 5 per melee

Gas Breath
This minor power is very similar to really bad halitosis. The super being is able to exhale a jet of white gas that has an effect similar to mace or tear gas. It irritates the eyes, the skin, and causes choking as well. The victim suffers a -6 to all actions.
Range: 10 feet plus 2 feet per level
Duration: effects last for 1 minute
Damage: none
Rate of fire: 4 per melee

Force Wave
This power creates a wave of force that does no direct damage, but will knock back almost anything with in its range. The wave of force will move in one direction and is 2.5 feet wide. This means two or three targets
standing very close can be knocked down together.

Effects: this lists the weights that the force wave will affect.
1,000 pounds or less – knocked back 4D6 feet
1,100-5,000 pounds – knocked back 2D6 feet
5,100-10,000 pounds – knocked back 1D4 feet
Over 10,000 pounds – knocked back 1 foot but there is a 50% chance that whatever the target is will not be left standing/upright but knocked over.
Range: 80 feet plus 10 feet per level
Duration: instant
Damage: varies, results from the falling backwards of the target
Rate of fire: 4 per melee

Ultra-Vision
The character projects energy from the eyes that acts in a manner similar to an MRI, it causes the molecules of whatever it strike to resonate and these resonations can then be seen and analyzed by the character, resulting in a few powers.
1. This allows the character to literally scan a person or object in a manner far superior to x-ray vision; this means they will be able to see and differentiate metallic objects, chemical substances and hidden objects.
Example: a character with Ultra-Vision can stand at an airport terminal and scan passengers and be able to detect hidden weapons, chemical explosives, condoms full of drugs swallowed by a smuggler, energy storage devices, and even tumors or medical anomalies.
2. The Ultra-Vision energy can be focused into twin beams that will generate heat, but this is extremely short range.
Range: 6 feet maximum range.
Duration: the beams can be kept up for 1 melee per level
Damage: 2D6 per beam per melee, 4D6 for both beams per melee

Vibro-Strike
The character is able to generate and concentrate vibrations into their strikes. This will increase the power of their blows much like a vibro-blade. PS damage is multiplied by the level of the character. For example, a 3rd level character will do PS damage x3 per blow. This applies to characters with normal strength, or any type of enhanced strength, but is not compatible with power channeling.

Jet Stream Breath
This is the ability to exhale with incredible force, turning the breath into a jet stream like weapon. It can be used to blow people and objects away. The breath is released with the velocity of 120 miles per hour. The maximum width of the stream is 3 feet and can be directed at a specific target or in a general direction (and affect everything in the path of the jet stream).
Range: 60 feet
Duration: Maximum-2 melee actions (equal to 6 seconds) minimum-1 second
Effects: Objects/living beings less than 50 pounds will be blown 1D6x10 feet; 50-100 pounds will be blown 5D6 feet away; 100-200 pounds will be blown 3D6+2 feet away.
Objects/living beings 200 to 300 pounds will be knocked down, but will only be blown away 1D6 feet. Objects/living beings over 300 pounds must roll 18 or higher on a D20 to keep their balance.

Power Claws
This is the power to extend 2 inch long claws from the fingers, they extend over the natural nails like a protective coating. They are metallic claws (just like the bio-metal of the bio-armor ability) that are surrounded by a glowing energy field. This aura increases the damage of the claw and is in addition to PS bonuses.
Range: touch
Duration: the energy field is one melee per level of experience, can be instantly renewed. The claws themselves are indefinite, until retracted.
Damage: 2D6 +1D6 per level of experience plus PS damage.
Optional Enhancement: if this option is taken then the character is able to fire the 2 inch long nails as projectile weapons. When fired from the hand the nail does much less damage because it will not retain the energy field.
Once fired from the hand it will take 24 hours for the claw to regenerate.
Range: 100 feet
Duration: instant; 24 hours to regenerate
Damage: 1D4+1

Extraordinary Hand Speed
This is the power to move the hands and arms at super speed, but does not affect the rest of the character. For combat purposes this means that the character can strike twice per melee action! This effectively would double their attacks per melee as well as double their chance of blocking/parrying attacks. Also since their hands are moving so fast they strike with greater force giving them a +4 SD to each blow and a +1 SD for every level after the first.
This power can be used for many purposes. The character can perform most tasks with the hands 25 times faster than normal. This would allow them to type at incredible speeds even if they are hunting and pecking. They would also be great magicians considering their great potential for sleight of hand.
Bonuses: the character with this power can receive heavy bonuses when choosing certain skills.
Pick Locks: +25% and only takes 1 melee per attempt
Pick Pockets: +30%
Boxing: bonuses from boxing are all doubled!!
Cardsharp: +30%
Concealment: +50%
Palming: +40%
All Hand-to-Hand skills and melee weapon W.P.’s receive the bonuses in the above description.

Propulsion
The ability to generate pulses of energy that propel the character at unbelievable speeds. Speed powers usually only allow the character to use the power either in space (see Galaxy Guide), air, or on land. This power is not as great as the other speed powers, but works in all environments.
Bonuses: add +5 to dodge, add + 4 to damage per 20mph
speed in space: 220mph, plus 20mph per level of experience
speed underwater: 160mph, plus 10mph per level of experience
speed surface of water: 200 mph, plus 10mph per level of experience
speed on land: 120mph, plus 20mph per level of experience

This power does not allow for true flight, the character must have the Flight: Glide power and will then be able to glide at high speed. Otherwise they will have the ability to leap 75 ft straight up and 100 feet across
with no running start, 50 percent more with a running start.
speed in the air: 100mph, plus 20mph per level of experience (when gliding)

Generate EMP
This ability means that the character can mentally generate powerful EMP (Electro-Magnetic pulses). These pulses disrupt radio communications, sensitive electronics, and a variety of other, interesting effects. A general pulse can jamb normal radio signals (95%), distort the picture of television monitors, and cause a malfunction of computers. A concentrated pulse will jamb even reinforced radio signals, light fluorescent bulbs without electricity, cause computers to crash and has a 85% chance of erasing computer disks, hard drives and video tapes, and will distort radar and electrical sensors. This does not make the character magnetic and metal will not stick to their bodies.
Range: up to 25ft + 1ft per level radius or 100ft + 15ft per level (when concentrated into a directional pulse)
Duration: instant
Damage: none
Attacks per melee: 2 attack per melee

Energy Expulsion: Thermo-particle beam
The character can generate superheated charged particles which will simultaneously burn and electrify targets. The blasts can short out electronics, cook food, and utterly destroy targets. Targets that take half damage from fire/heat or electrical attacks take full damage from this.
Victims who take half damage from both, or are impervious to one, take half damage. Anyone impervious to one and resistant to the other, or impervious to both, will take no damage at all.
Range: 300ft +25ft per level
Damage: 2d6 +1d6 per level of experience.
Duration: Instant
Attacks Per Melee: 3
Bonuses: +3 to strike aimed or +1 on a wild shot, +1 more at levels three, six, and nine.


Remember that chick who hung out with Firestorm for a while. Nyah-nyah-nyah. Not a conversion.

Energy Wings – Major Power
This is the ability to generate wings of energy that will grant several powers. The general wingspan is 14 feet for a character between 5-6 feet tall.
1. Winged flight: this power is almost exactly like the minor power of the same name; the sole difference being that these wings can not be injured, and can be dispelled by the character.
2. Wing Shield: the wings can be crossed in front of the character to create a shield; this shield will have an armor rating of 12 and will have 150 S.D.C. If this shield is destroyed, then the wings are gone and the character must wait five minutes to regenerate the wings.
3. Wing Attack: the wings can be used as a type of energy melee weapon.
Range: 7 feet
Damage: 6D6
Attacks per melee: 2 attack per melee


---------------------------------

These came from another Yahoo site. Kudos to the author.


Energy Being
This ability allows a character to create a being of pure energy that acts as an extension of himself. The being is created on the character but it can be sent a small distance (10 ft. per level of experience) from the creator. The energy being is 25% larger than the creator and is able to cover him completely.
The energy being can be used to attack opponents at melee range while the character remains well out of range. While doing this, the character can do nothing, even dodge incoming attacks. If the character chooses to attack in some other way than with the energy being, it will stand still and do nothing.
The creation of the energy being can be done with a mere thought (costs one melee action). The first time this is encountered, anyone witnessing the ability must save vs. horror factor 13 (optional) or flee in terror.
The energy being's main power comes from the creator's ability to stay clear of combat but still be effective. While the creator has to be within a certain range, he can send the being around corners and can see what the being sees, although the energy being is very obvious (and cannot prowl very well!) The character must concentrate to see through the eyes of the energy being and is unable to do anything else.
The energy being can be used as a minor shield from all attacks, excluding non-physical magic, psionics, or any other ability that affects the mind.
If the energy being is destroyed, the creator will fall into a coma for 1D6 hours. During that time, the energy being's SDC is fully recovered. The coma is not life threatening (except that the creator is helpless!).

1. Energy Blast: The character can fire an energy blast that does 2D6 plus 1D6 per level and functions exactly like energy expulsion: energy minor super ability.
2. Resistant to heat, electrical and cold attacks: The energy being takes half damage from fire, electrical and cold attacks.
3. Immune to energy attacks: The energy being is impervious to energy, light and laser attacks.
4. Physical Strength: The strength of the energy being is the same as the creator's but is considered one level higher (i.e., extraordinary becomes superhuman, superhuman becomes supernatural, etc....).
5. AR & SDC for energy being: The energy being has an AR of 14 and takes no damage from normal kinetic attacks (normal strength punches, bullets, non-magical weapons, etc.). The SDC of the energy being is the same as the creator +25 per level of experience. Under normal conditions, the energy being's SDC recovers at the rate of 10 per hour, but only if the power is not being used.
6. Other bonuses: While the energy being is active, the character gains an additional attack.



Force Control
This is the impressive ability to control the physics of force in minor ways. The character has limited control over friction, torque and weight. It is important to note that the character can only affect objects already in motion and cannot create motion. He can only alter the effects of existing force.
Note: This power will only work on solid objects and is ineffective against energy, lasers and similar abilities. It will work on any type of attack that is thrown or propelled by an outside force, like a bio-sphere or ice shards.
1. Defensive Powers: By altering the forces around an object or opponent, the character can prevent it from any movement, redirect movement, or slow movement aiding in dodging.
Projectile Defense: The character can remove all force from an object causing it to fall harmlessly to the ground. A successful parry is required to remove the force of the object. Even if the parry fails, the character will only take half damage from the attack as it is slowed slightly.
Also, a projectile can be redirected at another target by applying torque to the object. If the character successfully parries the object, he then rolls a strike roll against the intended target. It is not possible to reverse the projectile and send it back against the attacker and still have full effect. If the attack is reflected, then the damage is halved. Against a speeding opponent trying a body tackle maneuver, the character can deflect the opponent harmlessly away or, if close enough, into a wall causing the normal damage to the opponent.
Opponents can be held in place by increasing the opponent’s weight. Full immobilization will come in two attacks and can be maintained as long as the character concentrates. When the weight is removed from the opponent, it will take two actions to resume normal actions. While under the partial effects of the weight increase, prior to full immobilization or recovery, the opponent’s combat bonuses are cut in half, as is speed.
By increasing the momentum of an opponent, the character suddenly doubles the speed at which the opponent is traveling. This sudden increase in speed will cause the victim to continue at that rate of speed uncontrolled for one melee action or until he collides with something, taking appropriate damage for that speed.
2. Offensive Powers:
Body Twist: By applying opposing torque to an opponent, the character can cause the target to twist violently in two directions at once. The twist causes 3D6 points of damage, but the target is automatically knocked off his feet. The victim loses initiative and his next action. Also, all combat bonuses are at a -4 due to the pain caused by the twisting of the body. It is possible to hold the twist for more than one action, causing another 3D6 per attack, but the penalties do not accumulate. A being with supernatural strength can break the hold, but will take the additional 3D6 points of damage for that action.
Range: 30 ft + 3 ft per level
Damage: 3D6 + special
Duration: Combat penalties last for 2 melee rounds
Melee Action Cost: One melee action
Increase Force: By increasing the force behind a projectile or hand held weapon, the character causes the damage to be doubled. This can be done to any non-energy projectile or hand held weapon, but the attack is at -3 (-1 for melee weapons) due to the concentration and timing required to increase the force. This can be done on the character’s own hands, but he takes half of the damage himself and has a 45% chance of breaking his hand. This can be done to an ally’s projectile, but costs the character a melee action. The -3 penalty is assessed to the ally’s strike roll due to the character’s manipulation of the force energy.
Note: This cannot be used in conjunction with the defensive reflection or redirection, nor with the increased accuracy.
Increase Accuracy: By applying subtle forces of torque to a projectile, the character gains a +1 to strike. The bonus increases by 1 at levels 3, 5, 7, 9 and 11. This can be applied to an ally’s attack adding half the bonus to the attack roll. Doing so will cost the character an attack.
Note: This cannot be used in conjunction with the defensive reflection or redirection, nor with the increased force.
3. Other Powers & Bonuses:
 Through the manipulation of force around himself, the character can double his speed attribute, jumping distance, and rate of falling (half damage).
 One additional melee action
 +5 to parry and dodge
 +1D6 to PP
 +1D6 to PE
 +10 to SDC


Energy Constructs
Through either natural or other forces, the character can manipulate energy to form constructs. These constructs are physical and the character can use them to hit, grab, enclose, shield, etc.

1. Form Objects
Range: 100ft + 10ft per experience level
Duration: As long as the character is concentrating
S.D.C: 100 + 5 S.D.C per level of Experience
Constructs per Melee: Special
Bonuses: none
The character can form only simple objects without much detail; e.g. scissors, balls etc. These objects are used as they would normal instruments; i.e. Scissors to cut, air bag to catch someone falling, staff to parry and strike, etc. Note that a gun formed by the character will not fire bullets, real or energy. Instead the next power should be used with the character's construct being a weapon. The character, at first level, lacks the concentration to form more than three objects at a time. Every level the character progresses, he/she can form another two constructs. However, if the character has a M.E attribute over 20 then add two more constructs at the first level (this is a one time bonus). Ancient weapons being constructed (except bows) do the same damage as a normal weapon. Also the character must have the W.P to get any fighting bonuses.
2. Energy Blast
Range: 100ft + 10m per experience level
Duration: Instant
Damage: 3D6 S.D +1D6 S.D per experience level
Attacks per Melee: Equal to hand to hand
Bonuses: +3 to strike for an Aimed shot
+1 to strike if firing Wild.
This attack can take the form of an energy blast or a fist or a pile driver; either way it does the same damage.
This power is nearly identical to the minor Energy Expulsion: Light power in that at third level, the character can mentally regulate the damage inflicted by each blast. At seventh level the damage is 1D6x10 S.D + 10 S.D per each level of experience beginning with level eight. P.S bonuses to damage do not apply.
3. Other Notes and Abilities
 Can renew S.D.C at the cost of one attack
 Can form a barrier at the cost of one attack.
 Gives protection against light and lasers (half damage)
 Adds +2 to M.E Attribute.
 Constructs can be made airtight easily.
 Can carry up to 800lbs + 100lbs per level of experience using constructs.


Gravity Field Manipulation
With this formidable ability, the super being can control over his personal gravity field and the gravity fields of other people and objects.

1. Crush/Grip: The character, if successful in grabbing hold of another person, can use his gravitational power to crush his opponent. This is similar to the Crush/Squeeze attack used in Wrestling. The character can also increase his physical grip, by forming a gravitational field in his hands and arms. This effectively increases his gripping PS by 8 points, plus 1 per level. PS damage bonus applies to damage done with these attacks.
Range: Self or touch
Damage of Crush: 1D6x10; or Grip: 2D6 + PS bonuses
Costs one melee action to use
2. Flight: The character can make his body, and any object within a 1foot radius, impervious to the effects of external gravitational fields, allowing him to float. The character can then focus his attractive power on a distant heavy object, pulling him towards it. Combined with his Float power the character gains a limited Flight capability. The character must always be moving towards the object he is focused on. A severe limitation on the character's flight is that he needs an object behind him to slow down. This might not pose a problem in locations with many buildings, etc, but must be taken into consideration. The character can also grapple onto objects above ground level to gain altitude. (Coming back down is easy, because the ground is always there.)
Max Speed: 50 mph +8 per level, 300’ height
3. Gravitational Pulse: This is a directed pulse of energy fired by the character, which hits similar to a "reverse bullet." The impact has a high knockdown value, but in the forward direction. Characters who brace themselves for the impact in the wrong direction will be pulled forward off of their feet. Because of this unusual effect, targets have a difficult time adjusting to the blast, and suffer a penalty of -6 to roll with the impact. Further, because the waves easily travel through matter, armored characters take half damage to their own SDC, in addition to the full damage done to the armor.
Range: 30’
Damage: 2D6 + 1D6 per level plus knockdown
4. Hurl Objects: This power is a consequence of the Pull power. It relies on rotational motion, functioning like a "hammer throw." If a character pulls an object towards him, he gives it velocity. The character can then step out of the object's path, and pull it towards him so that it traces a somewhat circular path (with the character at the center).
The character can then release the object, and it will travel in a straight path towards the target. The limitation is that objects must have a mass no greater than one-third the mass of the character, or he will be pulled off of his feet towards the object/s being hurled. This will cause the character to lose control of the object, sending it off behind him.
Objects must initially be no closer than 10 feet away and no further than 300 feet plus 6 feet per level. The range of the thrown object is 45 feet. After landing, the object will likely skid for a short distance, doing half damage to anything it strikes.
Damage: 2D4x10
Costs two melee actions to use
5. Pull Objects: The character can pull objects towards him with an effective PS of 40, +5 per level. Note that this does not allow the character to push objects away from him. Additionally, when objects are pulled they often have considerable velocity, especially if large frictional forces do not hold them back. This means small objects will typically move faster than large objects when pulled in this manner. Characters can regulate the effective PS of their pull by 5 attribute points per level of experience. Ex: A fourth level character can opt not to use the +15 effective PS bonus, and can lower the standard PS of 40 to as little as a PS of 20. The character can stop using his power before the object reaches him, hoping that friction with the ground will slow it down. If the character attempts to pull large objects (comparable to his own mass), he will feel the gravitational attraction as well, and must "anchor" himself to an object in the opposite direction. This anchoring is a natural reflex, and costs no additional attacks.
If the character steps out of the way the object will cause the effective PS times 2 SDC damage to whatever was behind the character. If the character doesn't step out of the way the object will strike him. The object has likely been pulled with an effective PS greater than the character's actual PS, and will cause 2 SDC for every point of difference between the two (reduced because the character can try to "catch" the object). For small objects (22.5kgs) the object does only 1 SDC per PS point.
Range: 180feet + 8 per level
6. Reduce/ Increase Gravity: By increasing or decreasing gravity on himself or someone else, the character can slow down a target, increase jumping distance of a teammate or himself, or cause a door to become immovable.
Range: Self or line of sight, 6’ radius +3’ per level


Illusions
With this ability, the being becomes a master of illusions. The being can create an illusion of anything he has ever seen, heard or read about. While the illusions of the “real world” will be more difficult to tell as an illusion (-2 to save), all the illusions can seem extremely real.

1. Create Illusions
Range: Line of sight, no more than 25’ plus 5’ per level
Duration: As long as the creator concentrates or instantaneous (see below)
Attacks per melee: One attack to create, it costs one attack per melee to maintain an illusion
Save: To disbelieve an illusion, all opponents who see it must save vs. psionics (-2 if the illusion is something “real”).
2. Create Illusionary Visage: With this ability, the character can create an illusionary mask to hide his identity. While this is a good tactic, anyone perceptive enough can see that the face is just an illusion. With enough time, the character can copy someone’s face and create that illusion over his own.
Range: Self
Duration: 2 minutes per level of experience
Attacks per melee: One attack to create a quick disguise, it takes 2 minutes to create a copy of another person’s face
Save vs. psionics to notice that the face is just an illusion
3. Illusionary Attack: This ability allows the illusionist to create an illusionary physical attack that will appear real to the opponent. If the opponent saves, then there is no effect. If the save is failed, then the opponent takes illusionary damage. The damage will seem real to the victim, though no actual damage has been taken. If all of the opponents HP and SDC are depleted, then the victim will fall into a coma and eventually die unless a psionic who can enter the victim’s mind can bring him out. The victim will gain another save to disbelieve the illusion. Success means he comes out of the coma with no damage. Failure means he is still trapped in the coma and will die. Consecutive attempts can be made but for each attempt, the victim is at a -1. This penalty is assessed for each attempt (1st attempt is –1, 2nd is –2, etc…).
Range: 35’ plus 10’ per level
Damage: Special, see below
Duration: Instantaneous, special (see below)
Attacks per melee: Costs one melee attack
Save: Save vs. psionics to disbelieve and take no damage
4. Other Bonuses:
 +3 to save vs. any illusion, whether it be magic, psionic, or super power.
 +1 to ME


Magnetic Field Manipulation
This impressive power allows the super being to manipulate the magnetic fields of people and objects creating a variety of effects.

1. Electro-magnetic Bolt: By drawing upon his own magnetic field, the character is able to create a bolt of electromagnetic energy that he can fire upon his opponents.
Range: 300 ft plus 30 ft per level of experience
Damage: 3D6 plus 1D6 per level of experience, after third level the character can control the damage in increments of 1D6
Attacks per Melee: Equal to the characters hand-to-hand attacks
Bonuses: +2 to strike with an aimed shot, +1 to strike with a wild shot
2. Electro-magnetic Force Field: The character can create a force field of electro-magnetic energy to protect himself or others from attacks. The force field is created to counter a specific attack by matching its polarity to diffuse the attack before it hits the character. Due to the nature of the shield, it lasts for only one attack and is used as a parry only. After third level of experience, the character can try to reflect the attack back at the attacker instead of diffusing it by creating a reverse polarity to send it back at the originator. The parry is done as normal and, if successful, the character makes an unmodified strike roll to hit his opponent. In either case, the character must be completely aware of the type of attack.
Range: Self or 15 ft + 2 ft per level of experience
Duration: Instantaneous
Damage: Special
Bonuses: +1 to parry at levels 1, 4, 7 & 10
Note: This ability also works on hand-to-hand attacks though they cannot be reflected back at the attacker. This does not have any effect on non-physical psionics.
3. Repulsion Field: By altering his own magnetic field, the character can create a magnetic field around himself that pushes all objects away. While active, the field will keep anyone or anything from approaching the character within the range of the field. Anyone within the field’s range when the power is activated is suddenly and forcefully pushed to the edge of the field. While this causes no damage, the effect can cause an opponent to lose his balance. Those that fail a maintain balance check will be knocked down and lose their next melee action. To keep the field up costs half the character’s melee attacks due to the concentration required. This will not affect energy attacks, (fire, energy, lasers, electricity, etc…) magic or psionics. While using this ability, the character cannot use any other magnetic field ability.
Range: 3 ft + 1 ft per every 2 levels of experience
Duration: As long as the character concentrates
Attacks per melee: Costs one attack to initiate and half of the beings melee actions to maintain
4. Magnetic Field Repulsion and Attraction: By making alterations to the magnetic fields of people and objects, the character can attract or repel them or cause them to collide with other objects. It is entirely possible for the character to cause two separate objects to collide from opposite sides of a room, for example. This ability can function as a minor telekinesis, although it lacks the subtlety required for precise movements.
Use the following chart as guidelines to determine damage from objects:
Tiny Items sting but do no damage. This includes paperclips, keys, pens and similar items.
Small Items weighing half pound to one pound inflicts 1D4 points of damage.
Small Items weighing two to six pounds inflict 1D6 points of damage. Weapons like daggers, swords, spears, etc., will cause normal damage for the weapon.
Medium Items weighing 10-25 pounds inflict 2D6 points of damage.
Large Items weighing 30-60 pounds will inflict 3D6+2 points of damage.
Heavy Items weighing 70-100 pounds will inflict 120-200 pounds will inflict 6D6+4 points of damage.
Large and Heavy Items weighing 210-350 pounds inflicts 2D6x10 points of damage.
Very Large and Heavy Items weighing 2000+ pounds inflicts approximately 1D6x100 points of damage, but range is only 25 feet.
Range: 90 ft or 25 ft
Duration: Regulated by the character
Attacks per Melee: Equal to the character’s hand-to-hand melee actions
Aimed Shot: +2 to strike
5. Alter Others Magnetic Field: By making adjustments to another person’s magnetic field, the super being can cause the person to float or become immobilized. There is no strike roll required, nor is there no saving throw to avoid this effect. While floating, the character cannot move unless some form of flight is possessed, all attacks bonuses are negated, and attacks are reduced by half. An opponent immobilized will be pinned violently to the ground. The opponent pinned will effectively be paralyzed.
Range: 100 ft plus 10 ft per level
Duration: As long as the being concentrates
Attacks per Melee: One attack to activate, requires all melee actions to maintain
6. Other Bonuses and Powers:
 This ability also gives the character the Radar minor super ability due to his connection with the Earth’s magnetic field.
 The being has perfect sense of direction and can never get lost.
 +2 to IQ
 +3D6 SDC

Manipulate Shadows
This ability allows the character to control and manipulate shadows allowing for a variety of effects. To use most of the abilities, shadows must be present. While this ability does allow for the manipulation of shadows, the character cannot create them.

1. Shadow Meld: This ability allows the character to blend in with the surrounding shadows rendering him invisible to normal sight. The only requirement is the shadows must be man-sized or larger. Light will dispel the shadow and reveal the character.
2. Shadow Tentacles: The shadow manipulator can summon forth tentacles comprised of shadows. The tentacles can be used to attack, entangle, or manipulate basic objects (open doors, pull levers, push buttons, etc.). The tentacles cannot fire handguns or rifles, though. The P.S. of the tentacles is equal to character's M.A. attribute and is considered extraordinary.
The number of tentacles the character can create is 2 plus 1 at levels 4, 6, 8, 10, and 12. For every two tentacles created, the character receives one extra attack per melee.
Range: 30 feet + 5 feet per level of experience
Duration: 5 melee rounds or until dispelled by the character
A.R.: 10
S.D.C.: 25 per tentacle
Damage: 2D6 + P.S. bonus of the tentacle
Bonuses: +3 to strike and entangle with each tentacle, +1 melee action per 2 tentacles
Horror Factor (optional): 12
3. Shadow Animation
This ability allows the character to animate his shadow or the shadow of one other individual. Only one shadow may be animated, but the shadow is able to react and attack on its own. The attributes of the animated shadow are equal to the individual the shadow came from minus IQ, MA and ME (the shadow doesn't actually have a mind or think). The animated shadow can only follow simple commands and will only obey the shadow manipulator. The shadow also does NOT acquire any of the individual’s super abilities with the exception of strength, physical prowess, speed, or physical mutation (claws, horns, wings, etc.). The A.R. of the shadow is 10 and the S.D.C. is 75. Also, anyone witnessing the shadow's animation must save vs. Horror Factor of 14 or flee in terror (optional rule).
4. Shadow Step: This power resembles a limited teleportation ability. The character can step into one shadow and reappear in another within a 25-foot radius. The limitations to this are both shadows the character plans to step into and out of must be within line of sight of each other, and both shadows must be large enough for the character to fit in.
This ability costs two attacks (one stepping in and one stepping out), but during the 'teleportation' the character is undetectable and invulnerable.
Other Abilities and Bonuses:
 The character can see perfectly in ordinary darkness. He is still blinded by magical and the created darkness from the Darkness Control ability.
 Does not need to save vs. Horror Factor against the Create Darkness ability
 +15% to Prowl skill in darkness or shadows


Could this be a power for one of Spidey's more interesting Rogue's Gallary Villain? Although you would have to up the number of portals; that dude had them all over the place.

Portals
The character has the ability to create portals allowing for travel over short distances, teleport projectiles or even people. While in between portals, the character (or opponent) is undetectable by any and all means until he steps out. The portals are set points and cannot be created and then moved.

1. Portal Travel
The character can create a portal to travel a short distance. The only limitation is the arrival point must be in line of sight.
Range: Line of sight, no more than 300 feet + 50 ft per level
Duration: Instantaneous
Costs: two melee actions, one to create and step in and one to step out
2. Portal Defense
By creating a small portal in front of himself, the character can catch a projectile, and then open a portal behind an opponent. The attack will travel through the portal and strike the opponent causing normal damage. The character can attempt a dodge with no bonuses only if he knows of the portal power. Having experienced it once is sufficient knowledge to attempt the dodge, but the dodge is done without benefit of bonuses. This will work on all types of ranged attacks.
To catch the projectile, the player must make a successful parry, then a successful strike to hit his opponent. The strike is made with only the following strike bonuses: +1 at levels 4, 7, 10 and 14.
3. Portal Attack
The character can create a portal beneath an opponent or in front of a charging opponent, and open it in the air causing the victim to fall and take damage. Or the portal could open in front of a wall causing the victim to run headfirst into the wall. Or off a bridge or any other unpleasant situation the character can think of. The only limitations are the character must be able to see both the creation points, they must be within range, and must make a successful called-strike roll (natural 14 or higher). Note that AR doesn’t apply to this attack, though a dodge can be attempted, but it is made at -6 due to the sudden appearance in front of the opponent.
Range: 100 ft + 25 ft per level
Damage: Varies
Attacks: Costs two attacks, one to create each portal
Note: Certain abilities will allow the character to avoid the effects of the attack. Beings that can fly can avoid falling, beings with adhesion could possibly run up a wall instead of impacting it, going intangible would also avoid a collision. The GM made decide to have the character roll balance check or PP check to determine if the character can avoid the damage in certain cases.
4. Other abilities and bonuses:
The character can prevent damage caused by falling by opening a portal and falling into it, then open one a few feet above the ground taking no damage.
It is not possible to do hand-to-hand attacks through the portals until 5th level. Before that time, the character does not have the mastery of the ability or mental capacity to pull off such an attack. As always, any attack from behind cannot be dodged unless the character possesses an ability that will allow for a dodge from an attack from behind. And even then no bonuses apply.
Due to the nature of this power, the character cannot use a portal to attempt a dodge. Additionally, it is not possible to hide in between portals. If a character were to attempt to he would be forced out as the “tunnel” between the portals closed or crushed to death instantaneously as the “tunnel” collapses (15% chance of instant death). This flaw cannot be used on another person since the portals are both created at the same time and an opponent usually accidentally “steps” into a portal. The continued momentum will force the victim out the other side.
Only one set of portals can be created at one time. At level five another pair can be created, and one more at level 10. If a character is attempting to cause two or three portals to teleport opponents at the same time, divide his attack bonus between them and the opponents get ½ their dodge bonuses.
A single portal can affect only one person at a time. Though it is possible for the portal creator to spend all actions to maintain a portal so more than one person can pass through, but they must pass through one at a time and the creator must be the last one through.

Solid Matter Creation: Specific
This ability allows the character to create a specific type of matter, which can be molded to any shape he wishes. The type of material must be chosen at character creation and cannot be changed later. Below is a list of possibilities and the associated AR:

Matter AR
Glass 8
Crystal 14
Stone 16
Metal 18
Lead 17
Kevlar 15
Bone 10
Wood 11
Diamond 18

1. Create Matter: The superbeing can create a block of matter out of thin air and drop it on a target. The character can create 50 pounds + 5 pounds per level of experience.
Range: 100 feet + 25 feet per level
Duration: until SDC is depleted, 1D6 minutes per level of experience or until the creator dispels it.
Attacks per melee: Counts as one melee action
Damage: 50 lbs. of matter causes 2D6 points of damage
Note: The matter can be repeated in the same area to block a passage, bar a door, etc…
This ability also allows the creator to shape it in whatever form he wishes. So he could create a dome over himself or someone else to protect them or imprison an enemy
2. Create Shield or Wall
Range: A shield can be created in the beings hand or wall can be created up to 75 feet away plus 5 feet per experience level.
SDC of Shield or Wall:
Small Shield: 50 SDC Small Wall, 5’x6’: 100 SDC
Medium Shield: 75 SDC Medium Wall, 8’x10’: 125 SDC
Large Shield: 100 SDC Large Wall, 20’x10’: 150 SDC
Duration: Lasts until SDC is depleted or creator dispels it.
Attacks: Costs one attack to create
Bonuses: +2 to use as a parry
3. Matter Shards: The being can create 1-3 shards of matter and hurl them at one target for up to every one attack per melee round.
Range: 75 feet + 10 feet per level of experience
Damage: 2D6 per shard, 6D6 from all three simultaneously
Attacks per Melee: The creation and throwing costs one melee action / attack
Bonus: +2 to strike single shard, no bonus with multiple shards
4. Encase in Matter: This ability allows the character to encase an opponent either partially or completely in his chosen matter. The power can be used to create different effects but they all appear as a block of the chosen matter.
Range: 75 feet or by touch
Damage: Special
Duration: until it is shattered or the creator dispels it
Attacks per Melee: the act of encasement costs two melee actions
Bonus: +1 to strike, automatic if done by touch
Types of encasement:
Manacles: six inches thick, have an AR equal to the matter created and an SDC of 30.
Encasing hand-held weapons will incapacitate all types of weapons. The SDC is 30.
Encasing part of a being (one arm, a leg or both legs together) will inhibit movement and actions. Reduce attacks by one (for encasing an arm, assuming it is made immobile) or movement by 50% (one leg) or 75% (both legs). SDC is 50 for one limb or 85 for both.
Encasing the head will immediately cut off oxygen causing suffocation. Within one minute (four melee rounds), dizziness will occur with unconsciousness following in two minutes (eight melee rounds). After unconsciousness, death will occur in 4D4x10 seconds.
Other powers and bonuses:
After third level, the being can create armor by creating plates over portions of his body. This armor works just like normal armor except that the character can spend an action replenishing lost SDC. The armor can have up to 125 SDC before he is immobilized.
The character is capable of creating melee weapons that will function exactly like the real weapons. All WP bonuses apply to these weapons.


MINOR POWERS

Cloak of Darkness
Range: Cloak can billow out up to 10 feet away.
Duration: One minute per level of experience.
Damage: Special.
Saving Throw: Special.
A potentially devastating power, a huge, rippling jet-black cloak will billow out from the character's back. (Or, if the character is already wearing a cloak, then it shall be transformed into this likeness.) The mere sight of the Cloak gives the spell caster a Horror Factor of 12, but those who run away are the lucky ones. Against those who make their H.F. roll, the character uses the Cloak as a sinister weapon, commanding it to drape over any single opponent and swallow them whole! To perform this, the spell caster must first roll to strike, adding in only the Cloak's natural bonus of +3. To defend against the Cloak, one may only dodge out of the way; parrying the Cloak has no effect.
Those struck by the Cloak are swallowed up by it. Victims feel as if they are endlessly falling into a pit of pure, icy darkness. The dark powers of the cloak instantly sap the victim of half of their Hit Points, although it leaves their S.D.C. intact. At this point, victims must save vs magic. Those who succeed will remain lost inside the Cloak for only one melee round (15 seconds), after which they shall be spit out, shaking and hurt but otherwise okay.
A failed save vs magic will make its victim remain in the Cloak for three minutes or the duration of the power, whichever is shorter. Once the victim is spit out of the damned thing, the terrifying experience leaves him shaken. The character fights with all combat bonuses at half and skill performance is also half for 1D4 minutes.
Thankfully, the character can only keep one person swallowed up at a time, so the current victim must be disgorged before the next one can be swallowed. The same opponent may be swallowed and disgorged repeatedly, each time the victim losing half his current Hit Points. Each failed attempt to strike and swallow (roll to strike as usual) counts as one melee attack.

Homing Projectile
With this ability, the character can place a charge in a thrown object that allows it to track a target around corners or behind obstacles, the character will almost never miss with a thrown weapon. While a dodge is still possible, it is done at a -6 to the target’s roll. The weapon or object being thrown must be held, charged, and then thrown (counts as one melee action). A strike roll is still made mainly to see if the object will penetrate the opponents AR and to give a basis for the dodge roll. Any roll of three or higher is a hit. A roll of a two is a miss and a one means the projectile is homing in on the wrong target (an ally or an innocent most likely!). Due to the nature of the power, no strike bonuses apply and no thrown weapon proficiency can be taken (the person with this ability would never have a need to acquire such a skill).
This power only affects throwing weapons (knives, shurikens, chakram, darts, etc…) and bows and slings, as well as any other object the character might pick up and throw (chairs, tables, cars, etc…). It is impossible to affect guns, rockets, missiles or any other such projectile. Although, a grenade can be deadly accurate with this ability…
The range of weapon remains unaffected. If a knife can be thrown 50 feet, it will still only travel 50 ft whether it goes forward or around obstacles. The charge only lasts one sequence so an object must be thrown immediately after it’s charged.
Range: Touch
Duration: One melee action


Ice Slide
Damage: Adds +1D4 to body block.
Ice Slide creates a stream of ice from the superbeing's hands to the ground and across the surface, effectively creating a ramp and a slick runway the superbeing can slide on. This is used to enable him to slide along the icy path as quickly as he generates it, and at a rate of up to triple his normal running speed (speed is controlled with a thought). Using this unique form of locomotion, the character can cruise along speedily and with great agility — +3 to dodge while using Ice Slide — but only forward movement is possible. The spell caster may "tow" up to twice his body weight in cargo and/or passengers, but towing the equivalent of his body weight slows him down to only double his maximum running speed, and towing 2x his bodyweight slows him down to his normal speed.
The ice beam being projected may only be directed at the ground and can not be used to cover living beings or to cover the sides of walls or trees. While sliding forward, however, the mage can bowl over whoever is in his way by performing a high-speed body block at +1D4 to damage. Nor can he create ice under the feet of others to cause them to slip and fall. Note that the ice left behind him as he zooms by quickly melts in one melee round (15 seconds).
The Ice Slide may not elevate more than 10 feet off the ground. Any higher than that and the slide will collapse, and its rider will fall to the ground. Ice Slide can be used to cross water, and the trail it leaves can be used by others as a rudimentary bridge. However, they move at one third their normal speed across the slippery layer of ice. When spanning water or as an elevated surface, any given 10 foot section of the ice slide can support up to 500 lbs. Any more weight will cause the slide to shatter, and anybody on that section will fall.

Super Vision: Telescopic
This ability allows the being the focus on a target at long distances and see it clearly. By concentrating on the point he wants to view, the character can “zoom” in on the point like he was looking through a telescope. The zooming takes concentration and costs one melee action to zoom to the character’s limit. Additionally, if the character is using this power during combat, he will be -6 on all combat rolls since his vision is focused a great distance away.
This ability is especially helpful for flying characters or those who prefer to stalk the rooftops. The character can use this ability with any other super vision ability.
Range: 2 mile, plus 1 mile at levels 3, 7, 11 and 15

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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 Post subject: Re: NEW POWERS!
Unread postPosted: Fri Apr 30, 2004 3:35 am
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
This power looks interesting. Created by Brice Daury.


Inspiration (Major Power)
This is the power to lead and motivate people to do their best, both for you and the cause that you represent. You are able to inspire morale and make everyone around you forget petty differences and squabbles to get the job done.

1)Lead Others:
Range: Within range of voice of the power user (usually 1000’ feet)
Duration: As long as the leader directs them with power
Effects: Those under the influence of the leader are all +2 strike and parry, +1 to initiative and have one extra attack while in battle.

2)Morale:
Those under the leader’s command have fantastic Morale, fighting like an army possessed of the strength of God. They would follow the leader into the gates of hell and come back with the Devil’s heart in their hands!
This makes them almost unfeasible in battle - +4 vs both Horror Factor and Pain and the group will have a combined Horror Factor themselves that is 14 at level one of leader plus one every three levels of leader’s experience.

3)Enlistment:
Those who watch the leader in action are naturally astounded by their ability and there is an chance(equal to 1/2 their Trust/Intimidate roll %) that they will join the leader’s forces if neutral or non-hostile. If they are hostile, this chance is much less, but in rare cases (1/4 MA attribute as %), the enemy will actually drop their weapons in surrender and attempt to enlist in their forces if they will be accepted or flee in retreat if they won't be accepted.
This allows these leaders to amass enormous armies of loyal do or die soldiers.

4)Natural Tactician:
These characters have naturally gifted tactical minds and get the strategy/tactics skill at 40% or +20%, whichever is higher. Both of these will advance at the normal experience levels.

Other Bonuses: +2d4 MA
+1d4x10 S.D.C. (their presence lends them fortitude)


----------------

Unfeasible in battle? Does he mean unfazeable?

Well, ONWARD!

Holy Weapon (Major Power)

This power is the ability to pick one or two (maximum of two) weapons that the character can transform into magical weapons of holy power. This means that the weapons affected will do double the normal damage to all Supernatural and Undead creatures (including twice the damage to vampires and werewolves). Also, the weapon also grants the following bonuses:
+1 vs. magic and +2 vs. horror factor and possession
When raised above the wearer’s head the weapon has an 80% chance of turning 6d6 dead and they must leave the area for 2d4 hours.
Damage done by the weapon is normal for that weapon (or M.D.C. equivalent in Rifts World), except vs. those creatures that it does double damage to.
Weapon Emits a glow that is equal to low-level sunlight (can read by it but vampires are not damaged, though they are -2 to all rolls when within 5’ of the weapon.


Demon Powers (2 Major Powers)

For whatever reason, the character is somehow linked to dark forces, the beings from the Abyss, the creatures of evil known as demons and Deevils. This nature grants them a number of magical abilities.

The character gains the following inherent powers due to their magical nature:
Has +2d6x10 S.D.C. and +1d4x10 Hit Points in S.D.C. world (or is 3d6x10 M.D.C. creature plus 20 M.D.C. per level being in Rifts world), +2d6 to their strength (considered Supernatural), has a natural AR of 12 in non-M.D.C. worlds, a starting P.P.E. score of 2d4x10 (but no starting casting ability, they cannot start out as spell casters but may later become one), a horror factor of 14 and the following natural abilities: Nightvision 90 feet, resistant to hot/fire/cold (1/2 damage/effect from all), see the invisible at will, metamorphosis at will (human and animal), dimensional teleport at will with 60%+1% per level of experience, regenerates 3d6 S.D.C./HP/M.D.C. once per melee round, and finally, has the power to magically understand all languages.

Weaknesses: Linked as they are to demons and Deevils, these beings have many of their shortcomings - They are susceptible to holy weapons and all attacks that affect demons.

Also, these beings are sensed by any demon or Deevil within 200 feet, who will look at them as ‘little brothers/sisters’ and who will be quite angry to find them working on the side of good, first warning them away and/or trying to convert them to evil, then attempting to kill them if the tainting does not work.

The biggest weakness of this group is their own inherent evil nature. While they can start with any alignment, including Principled, they will slowly fall to their own inner evil, every two weeks, they must roll vs. Psionic attack or slip into frenzy equal to that of the crazy category insanity. Every time they fall to the fury, they must roll vs. 25% plus 5% cumulative for every frenzy they have gone into and then made this roll. If they fail this roll, then their alignment slips one closer to evil,
until they eventually become Diabolic and rejoin their 'families' in the armies of Darkness. However, if the character has sufficiently strong enough will, they may never fall this far, though it is rare for one with this affliction to not become evil eventually.

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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 Post subject:
Unread postPosted: Fri Jun 25, 2004 2:48 pm
  

Explorer

Joined: Fri Dec 07, 2001 2:01 am
Posts: 197
Location: REALLY FREGGIN COLD PLACE
just thought this topic should be revived seeing as how many new powers have been posted lately and who know maybe even the mods will make it a stickey so it will not be forgotten about again

but here are som more from my own mind

reflection
the hero can turn his skin into a reflective surface the images he reflects can be crystal clear or blurred beyond recognition this power helps with seeingaround corners and with a called shot can reflect sunlight to blind opponents
bonuses
+2d6 to sdc
and when lasers strike the refledtive surface they only do half damage

extendable limbs
character can extend his limbs at will up to one foot per every other level, the libs will still bend at normal joints but this power provides ease for climbing over walls and reaching opponents who are unsure of your abilities
takes one action to extend lims
and the force of extending a limb while punching adds an extra 3 damge per strike also a +2 to initiative

contortionist
slightly supersized double jointed power. the characters joints have all bee replaced with ball and scket joints this means that the canacter can literally bend over backwards for poeple or easily escape holds and grips and a variety of othrer abilities such as reversing the knee to jump higher and run faster or the freakish sight of someone spinning their head around 180 and fighting with their back turned twoards you.
adds + 20% to escape artisit skill
automatically gets double jointed side effect from mutations
gets a +2 initiative bonus when fighting people who don't expect this particular form of mutation but only for the fist round
and a HF of 10

tag
this ability allows for the hero to physically label people in such a manner that they can be identified by a brief description of the player. basically what happens is after the character touches the villian he will be imprinted with a new scent (as determined by the tagger) and some form of distinguishing mark (from a scar under the eye to a bright neon handprint on his arm) these marks can be disguised using perfume and or clothing and will only last one hour perlevel of the tagger but serve as identifiers because even those normally invisible to sight will still show the tag even those who can shapechange will still show the tag so it makes it easier for players to find and dispatch would be villians.
after 5th level the character can attempt to make the tag permenant through the permenant loss of 1PE point and 2d6 hp the process for making a tag permenant is very draining and can only be done once per day. regular nonpermenant tags can be made as often in one as needed but in order to cast a tag physical contact must occur.
+1d4 to PE

well tell me what you think and continue contributing with your own powers

_________________
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 Post subject:
Unread postPosted: Tue Jul 13, 2004 8:33 pm
  

Dungeon Crawler

Joined: Sun Dec 22, 2002 2:01 am
Posts: 336
Location: Maine
a thread is only dead when people stop replying to it.

if you want to add to it, you dont have to wait for whoever started it or anyone else. just go ahead and post more powers you have or archive what's been added if you're worried about them dissapearing.

_________________
Tyciol wrote:
In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.


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 Post subject:
Unread postPosted: Tue Jul 13, 2004 9:01 pm
  

User avatar
Champion

Joined: Sun Aug 19, 2001 1:01 am
Posts: 2505
Location: my well-camouflaged lair on LI
Comment: Mondos non cogitarus, Consilium!
I should find some of my old notes on some Psionics that I was playing around with.

_________________
"Yes, I know I'm going to hell; I'm bringing marshmallows."
BookWyrm aka The Horn'd One
Str-8 male Dom/Top;
Honourable but not gullible;
a Hero of the Megaverse. :D


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Offline
 Post subject:
Unread postPosted: Tue Jul 13, 2004 10:49 pm
  

User avatar
Rifter® Contributer

Joined: Wed Feb 27, 2002 2:01 am
Posts: 1005
Location: New Zealand
Remember Thagema, get the OK from all the web site authors before you add their material to the netbook.. I tried the same sort of thing a long time ago and earned the short lived hatred of many.. it was not fun. :-?

_________________
Little Sculptures
Hand crafted fantasy miniatures.


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 Post subject:
Unread postPosted: Wed Jul 14, 2004 3:26 am
  

Dungeon Crawler

Joined: Sun Dec 22, 2002 2:01 am
Posts: 336
Location: Maine
ZEN wrote:
Remember Thagema, get the OK from all the web site authors before you add their material to the netbook.. I tried the same sort of thing a long time ago and earned the short lived hatred of many.. it was not fun. :-?

very good point. :ok:

_________________
Tyciol wrote:
In fact, many of these powers seem pretty useless except for neat ways of thinking of killing civilians.


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 Post subject:
Unread postPosted: Fri Jul 16, 2004 12:02 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Here's a power or two I was thinking of using in a game;

Switch Places(Major)

This power allows the superbeing to switch places with another person. They switch positions, but keep their original clothing, equipment, etc... They also switch momentum(so a falling super with this power switches places with a person on the ground, the super is fine and the other person is pretty much jelly). This can be used as a dodge action, with half the char's IQ bonus to skills used as a bonus to dodge only.
Duration: Permanent
Range: Line of sight.
Save: Only a supernatural creature, mage with either temporal or phase powers, or a superbeing are allowed a save. Use PE bonuses to save vs. magic to save. A 16 or higher is needed to save(note this is not psionic or magical in nature).
This requires one action to activate, two if used as a dodge.

I made that one a major because of the interesting applications. Think of a villain with this power holding a hostage. Waits until a hero is about to rush in and punch(or stab, or whatever), then switches places with the hostage. Even without a hostage, switching places with a bystander. Pretty nasty, especially combined with the Temporal Awareness power previously listed.

Supervision:Other People(minor)
This ability allows the superbeing to see out of the eyes of someone else within line of sight range. None of the superbeing's other vision powers can be used while looking through someone else's eyes, although if they have vision powers or other modes of vision the altered vision is what is seen. This can also be used against people in power armor or exoskeletons along with animals, aliens, and insects.
Range: Line of sight.
The char can also memorize 1 person+ 1 additional person per level. The people memorized are people the char can see out of even if out of sight. Range is limited to 1 mile per level with imprinted people. It takes one melee round of concentration to imprint someone.

I was also thinking about a new major called Manipulate Powers. It allows a char to manipulate the super powers of others, including powers natural to alien races. Allows the char to switch off or on subpowers or aspects of powers. Examples; switching off a super's immunity to fire who has APS:Fire(ouch) or switching off the energy part of an Invulnerable char. Let me know what you think of the powers, or an idea how to design Manipulate Powers.


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 Post subject:
Unread postPosted: Fri Jul 16, 2004 12:58 am
  

User avatar
Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
thagema wrote:
[snip]
But anyway, I wasn't referring to the thread as 'being dead', but the project VR seemed to have started.

So, if anyone who has powers or ideas for powers posted here, let me know if it's cool to use them.
[snip]
One final note: If you don't want me to modify any power you have created, let me know. If not, expect me to make some modifications. Sorry, it's just the way I am. I like things balanced and tend to tone down many powers. Letting me know beforehand will prevent any ill-feelings.

Thanks.


I posted a power on page one feel free to use it. I've been waiting for VR to tweek it in so feel free to change it to balance it too. Looking forward to seeing your take on it :-D

_________________
There is no charge for using my creations. If you use a power or NPC I wrote up please send me a message and tell me how it went. Thanks!

Have a few free minutes? Check this guy out: Paper Heroes


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 Post subject:
Unread postPosted: Fri Jul 16, 2004 8:49 am
  

Adventurer

Joined: Tue Dec 12, 2000 2:01 am
Posts: 539
ZEN wrote:
You are welcome to use any stuff I come up with Thagema, including material on my web site (the mega psychic stuff needs updating anyway).
Also, while on the subject of Powers Projects.. I've been thinking about the Skills for Powers thread and using skill slots for power stunts and power mastery.. I think a web resource for new powers and an optional skill achive for super beings would complement each other nicely.
The aim would be to each take a minor or major super power and come up with specific stunts for that power, plus, developing a more general Power Mastery skill tree for the different broad categories of powers (Transformation, sensory, expulsion, matter creation, dimensional, etc)..

What do you think?
8-)


Sounds cool to me :ok:


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 Post subject:
Unread postPosted: Sun Jul 18, 2004 12:01 am
  

User avatar
Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
Hey thagema, as long as you're taking up VR's project, I've been thinking about a couple of power ideas for a few days now.

First I'd like to see an energy based version of Copy Physical Structure. I'm not sure how to work it but I imagine that the power would include Energy Resisitance (or make him immune to energy attacks) so that the character could survive grabbing power lines or sticking his hand into an open flame long enough to change his body into energy.

Another power I've seen a couple of times in comics is the ability to control all 4 elements (Control Elemental Force:All). Sounds pretty munchie but if it was toned down just right it might work. Maybe give it sub powers like Elemental Wall, Elemental Attack (doing the same amount of damage no matter which element you're using for the attack) and Move/Manipulate Element(?). Not sure if it is even workable but it's one I'd kind of like to see. Unless it might work better as 4 separate Minors (Manipulate Elements maybe?).

Thanks in advance :D

_________________
There is no charge for using my creations. If you use a power or NPC I wrote up please send me a message and tell me how it went. Thanks!

Have a few free minutes? Check this guy out: Paper Heroes


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 Post subject:
Unread postPosted: Sun Jul 18, 2004 12:17 am
  

User avatar
Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
Water Manipulation

1. summon water
the mutant can summon 50 gallons per melle attack
per level of experence

2. water control
said mutant can telekinitically control 50 gallons of water
per level of experence, the water under this control can
be formed to look like what ever the mutant desires.
range is 50 feet per level of experence

3. water temptuature
said mutant has absoulute control over how how or cold
water is the water can be made to be frezzing cold or
boiling hot, with in one melle round 50 gallons of water can be
effected at a time, ramge is 50 feet per level of experence

4. water blast
can blast an enemy with a high powered blast of water
does 3d6 damage at first level add another 1d6 every even
level of experence, does double damage if a melle is taken to
boil the water before blasting it.

5.water sheld
water is turned into a force feild that has 30 SDC per level
of experence range is 50 feet per level of experence force feilds
last one minute per level of experence

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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Unread postPosted: Sun Jul 18, 2004 12:42 am
  

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Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
Control elemental force fabric
Range 300 feet plus 30 feet per level of experence

Summon Fabric, up to 100 pounds of fabric can be summoned
out of nowhere,

Ribbon tenticals- 1 ribbon every odd level of experence can be made
to act like a tentical, they have super human strengh and add one melle
attack.

Costume- the charater can shape his summoned fabric into a costume
or what ever clothing the charater wishes treat this ability like a taloring
skill at 98% the clothing is perminate

Whip attack- ribbons can be made to do a whiping attack 4d6 plus 2 sdc per level of experence

the other powers are identical to the fabric power in the PU1 book

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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Unread postPosted: Sun Jul 18, 2004 1:01 am
  

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Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
thagema wrote:
Element Aura: Earth

1. Earth Armor

Duration: Until the SDC is depleted, the character dispels it, or 3 melee rounds per level of experience


I think it should have a longer duration. More along the lines of 1 minute per level of experience?

Quote:
2. Earth Weapons

Duration: Until dispelled or 2 melee rounds per level


I think this one should last as long as the Element Aura is on unless the character chooses to dispell it.

Quote:
3. Limb Extension

This ability will cancel the armor as the element is moved to the selected limb. Another action must be spent rebuilding the armor.
The extension will last for one melee round, unless the character uses the material to reform the armor. If the time limit expires, the material will crumble and the character will have to recreate the armor, if enough earth is available.


Maybe the character could give up some of the Auras SDC for extending a limb instead?

Quote:
Though it isn't quite what you were thinking of, you gave me an opening to show off something I have been working on. Thanks!
Oh, and what do you (and everyone else) think?


I like the idea of the different Element Aura powers (and even the things I already mentioned) I think this one is great. Keep up the good work. :-D

_________________
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Unread postPosted: Sun Jul 18, 2004 1:13 am
  

Adventurer

Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Kaptn Scorpio wrote:
Hey thagema, as long as you're taking up VR's project, I've been thinking about a couple of power ideas for a few days now.

First I'd like to see an energy based version of Copy Physical Structure. I'm not sure how to work it but I imagine that the power would include Energy Resisitance (or make him immune to energy attacks) so that the character could survive grabbing power lines or sticking his hand into an open flame long enough to change his body into energy.


Look at Marco's APS: Light power. With it, you can turn into different types of light which has different effects. Don't know if the effects are right though.

Quote:
Another power I've seen a couple of times in comics is the ability to control all 4 elements (Control Elemental Force:All). Sounds pretty munchie but if it was toned down just right it might work.


Maybe the character in question had 4 majors. The one living on the moon was an Immortal.

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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Unread postPosted: Sun Jul 18, 2004 1:51 am
  

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Joined: Mon Jun 30, 2003 11:49 am
Posts: 534
Lord Cherico wrote:
Control elemental force fabric
Range 300 feet plus 30 feet per level of experence

Summon Fabric, up to 100 pounds of fabric can be summoned
out of nowhere,

Ribbon tenticals- 1 ribbon every odd level of experence can be made
to act like a tentical, they have super human strengh and add one melle
attack.

Costume- the charater can shape his summoned fabric into a costume
or what ever clothing the charater wishes treat this ability like a taloring
skill at 98% the clothing is perminate

Whip attack- ribbons can be made to do a whiping attack 4d6 plus 2 sdc per level of experence

the other powers are identical to the fabric power in the PU1 book


Just some constructive criticism.

CEF: Fabric - Nyah, I didn't realize Fabric was an elemental in the metaphysical sense, even in the Asian extended version.

How about Fabric Control? And you really should expand upon it; if KS sold books in that format, you would demand your money back.

Don't really like the summoning part. Smacks too much of magic. You should check out Sylph (DC) and Gypsy Moth (Marvel). Instead of summoning it, control all of the fabric in the near vacinity to come together and whatnot.

Another subpower could be to strengthen fabric (kinda like spider-silk armor).

Swingline would be a good complimentary power too.

_________________
Evil do-ers, prepare to become evil-don't-ers.
--Stripperella

The courageous enter dark caves alone, the clever send in the courageous first, the cleverest wait behind the clever.
-- THE BOOK OF CATACLYSM


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Unread postPosted: Mon Jul 19, 2004 3:49 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Here's an idea for the Copy Energy Structure;

This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.

1. Switching to an energy form requires two melee actions to perform(1 to absorb and analyze, 1 to transform). This takes up the character's next two actions. Being knocked unconcious or stunned before the second action takes place will stop the transformation.

2. In ANY energy form, the character gets AR 13 against all physical attacks. Any attack under the AR does no damage as it passes through the character harmlessly. Any attack over the AR is substantial enough to disrupt the character's form enough to cause damage.

3. The character has 200 SDC in all energy forms.

4. The character is resistant to energy in all forms, even when not transformed. The first 10 points of any attack do no damage. After the initial 10 points, the rest of the damage is halved. This does apply to magical energy attacks. Physical attacks, magic weapons, psionics, and explosions do normal damage.

5. All of the characters hand to hand attacks to an extra 1d6 damage due to the energy causing damage. Likewise, any character attempting to physically attack the character in melee(unprotected hands, feet, etc...) takes 1d6 damage.

6. The character has a short range energy bolt ability, as per energy type. The range is only 50ft due to the fact the energy bolt comes from character's body; it is a part of him. This attack does no damage to the character because as soon as it hits it is reabsorbed into the character. If dodged, the attack misses, etc..., the bolt dissipates immediately at the end of the 50ft range.
Range: 50ft.
Damage: 3d6+1 point per experience level.
Strike Bonus: Like a firearm. Aimed shots only at +3.
Note: This can also be used to form energy melee weapons(may require a power stunt). Treat them as doing 3d6 damage. If used to coat a weapon that is immune or resistant to the energy the character has become, that weapon does an extra 1d6 damage.

7. In energy form, the character has a Horror Factor of 10. This is increased to 14 if the opponent is particularly vulnerable to whatever energy the character has become.

8. No, you can't fly unless some other power gives you the ability to do so.

9. Through concentration, the character can increase the damage taken by objects(or people) that come into contact with them.
Range: Very close, only a few inches out from the character.
Damage: 4d6+1 point per experience level.
Limitation: The character can take only a few actions while this is being done. No attacking or dodging possible; any attempt to do so immediately cancels this power. Parrying is possible, but without benefits of bonuses of ANY kind. Slowly burning through a door(or other such non combat kinds of attacks) are allowed.

10. The character takes on the particular qualities of whatever energy they have become. This means becoming electricity can disrupt machinery, fire and plasma can burn, radiation can burn and cause problems later on for the affected, sunlight(and only sunlight, not laser or other artifical light) can harm(and even kill) vampires, etc... Use the normal energy bolt damage, or hand to hand damage as it applies.

Limitations: While the character is transformed, actions requiring a delicate touch are impossible. Same with holding guns and such. They suffer too much damage to stay usable(though if the char wants to pick up a gun while transformed into fire or plasma, let them. And watch the bullets explode). They also take on the vulnerabilities of the energy form. In most cases, they will be forced to transform into their original form. Treat damage taken as a percentile roll. Any roll under the damage taken, before any resistances gained through this power, forces the character to transform back to their original form. A roll of 12 or higher on a 20 sided die, including ME bonuses, can be made for an immediate renewal of the energy form. This takes up the standard one action to transform, and all damage taken to far still applies. No instant healing. For example, as a fire creature, extreme cold or a LOT of water can force the transformation back. GM's discretion on what can force the change.


That's it.

What does everyone think?


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 Post subject:
Unread postPosted: Mon Jul 19, 2004 4:01 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
For the Control Elemental Force: All, maybe just mix and match various parts of the other CEF.
For example.

Control Elemental Forces(Major)

This power allows the character to manipulate the various four elements(earth, air, water, fire) in minor, but useful ways. Work with your GM to decide on the effects generated by chars with a different view on the elements(like wood, metal).

Part 1- Air.
Use the subpowers of CEF:Air numbers 1, 4, 5 and 6.

Part 2- Earth.
Use the subpowers of CEF: Earth numbers 2, 3, and 4.

Part 3- Fire.
Use the subpowers of CEF: Fire numbers 3, 4, and 5.

Part 4- Water.
Use the subpowers of CEF: Water numbers 1, 3, 6, and 8.

The hero is also resistant to energy, element based, attacks. Fire, heat, lava, plasma, cold, and electricity do only half damage to the character. This does not apply to magical energy or psionics.



Of course, that is just an idea.


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 Post subject:
Unread postPosted: Mon Jul 19, 2004 4:46 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Maybe the CEF: Fabric can be tweaked. This is just my take on the ability, not trying to step on your toes Lord Cherico.

Fabric Animation and Manipulation(Major)

Like the minor power of Fabric/Cloth Material Animation, this power allows for the control of fabrics. However, the control is much greater.

1. Summon costume. The character can summon a stylized costume from the surrounding area. The power actually collects loose thread, lint(yes, lint), rags, and other such fabrics from the area and animates it to quickly come to the character, knitting itself seamlessly into the desired costume. Usually the costume has capes, cloaks, extended sleeves, etc.. to fully take advantage of the other subpowers. It takes one melee round to summon the needed fabrics in most urban environments, but it may take a lot longer in more rural areas, or even impossible in some areas.
Range: 1000ft radius from the hero is the maximum distance that fabric can be called from.
SDC: 20+5 per level
Note: This does not collect fabrics from other people's costumes or clothing(perverts). Also, coloration may not be perfect or even close, GM's decision. This power DOES clean/sterilize the affected fabric so the intersting things living on/in said cloth do not damage the character.

2. Seize Costume. This power actually causes another person's clothing/costume to fight against them, causing severe problems.
The fabric has an extraordinary strength equal to the character's ME. Certain materials may have a greater or lesser PS due to their composition. Continued use of this power takes up 1 attack per melee due to needed concentration.
Range: 20ft+10ft per level of experience.
Disadvantages to affected person: -2 APM. -3 to strike, parry, and dodge due to fighting the costume. Spd is reduced by half.
Notes: Certain materials(unique, super strong fabrics, etc...) may have much greater capabilities to affect someone; GM's discretion. This power only affects costumes or clothing mostly composed of cloth/fabric. For costumes using less, or where the clothing covers only specific parts, reduce minuses accordingly. An example would be if the cloth only covers the legs, parry and strike minuses are ignored(generally). Any creature with a supernatural strength equal to the PS of the fabric only suffer half the penalties described(-2 to strike, parry, and dodge though). A supernatural PS equal to twice or more than the fabric's PS are not affected(though they rip/shred their own costume).

3. Whip attack. Equal to the Minor power of the same name, except the +1 to strike applies even to non normal whip weapons. This can also be used on the character's own cape, cloak, etc..., without actually having to wield it(force of will).

4. Create fabric objects. This allows the character to create objects out of loose fabric the same as in number 1(described above). Creating enough durable material may take quite a while(example, 50ft of durable rope may be created per minute, or a decent backpack may take a few minutes or more); GM's discretion on time.

5. Mend fabric. By drawing on loose fabric in the area, costumes and other fabrics can be mended. Depending on level of damage, may take some time. Coloration and composition may not be perfect(take what you can get). Skill: 70%+4% per level of experience. Quick fixes in the middle of combat may have penalties.

6. Strengthen costume/clothes. By using this power, the character can increase rigidity of a costume along with constantly reinforcing it by summoning more loose fabric from the area. This takes up 1 attack per melee due to needed concentration.
AR: 9 +1 at levels 3,6,9,12, and 15.
SDC: +40+5 per level of experience

7. Control aided avoiding. By using the power for a split second to cause someone's costume to throw them off, the character gains +3 to dodge and parry. Also, by using another's costume to help move into an attack, the character can gain +1 to strike.
Range: 50ft.
Notes: This only affects costumes composed mostly of fabric. See number 2(described above) for limitation. This cannot be used in conjunction with number 2, above.

8. Living Costume. Subconciously, the character can cause their costume to help them! This only applies if the costume has capes, cloaks, or other protuberances capable of range.
Stats: SDC-10. +1 to strike, parry, and dodge only. Does not include character's bonuses. 2 attacks per melee. PS equal to character's ME(not extraordinary).

9. Fabric Animation. Can manipulate other fabrics in various ways, mainly minor(undoing knots or tying them, tying shoelaces together, commanding someone's hood to flip over and blind them, causing someone's cape/cloak to whip up and distract them momentarily, etc...) Causes -1 to strike, parry, and dodge normally(mainly due to confusion). Might be able to trip the person with a 55% chance.

Note: For some reason, this power does affect leather and hemp.



Like it?


Last edited by MrTwist on Sun May 14, 2006 3:23 am, edited 1 time in total.

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 Post subject:
Unread postPosted: Mon Jul 19, 2004 4:47 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Oh yeah, add

Recognize energy signatures: 55% +5% per level. Limited to 1 hour old +1 hour per level after the first.

to the Copy Energy Structure power.


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 Post subject:
Unread postPosted: Mon Jul 19, 2004 7:05 am
  

User avatar
Dungeon Crawler

Joined: Thu Jul 25, 2002 1:01 am
Posts: 235
Location: Tulsa, OK
MrTwist wrote:
Here's an idea for the Copy Energy Structure;

This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.

[snip]

That's it.

What does everyone think?


:shock: Dang Twist, you rock. Your verstion of Copy Energy Structure is way cool! I'll have to take the time to check out the sub powers from the various C.E.F.s after work to see how C.E.F.:All works. Thanks for both.

_________________
There is no charge for using my creations. If you use a power or NPC I wrote up please send me a message and tell me how it went. Thanks!

Have a few free minutes? Check this guy out: Paper Heroes


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Unread postPosted: Mon Jul 19, 2004 11:17 am
  

that Create Universe (or maybe just Create Bridge to Alternate Universe would be less deific sounding) inspired some really evil thoughts.

Rob a bank in an alternate universe, step back into this one, collapse the portal, deposit the money in the same bank in this universe.

im sure you can see where that train of thought could lead.


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 Post subject:
Unread postPosted: Mon Jul 19, 2004 7:55 pm
  

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Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
Mr. Twist I like a lot of what you did with my power but
I feel that the create costume ability is way to limited,
I want people with this power to be able to create any kind
of fabric be it silk, velvet or a cotton poly blend, chose the
color and be able to easly support them selves as a taylor if
need be. Other than that just add in the fabric tenticals and
I belive that this would be utterly perfect.

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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 Post subject:
Unread postPosted: Tue Jul 20, 2004 12:18 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Well Cherico, if you use power stunts in your game just make a power stunt for the Fabric power, allowing you to summon specific types of fabric for your costume, or transmute fabrics in your costume(only) into other types. The tentacles idea are part of the living costume subpower. If this does not seem like enough for you, change it so the living costume has 1 attack(tentacle) at level 1, plus 1 more at levels 4, 7, 10, and 13. I think that it might unbalance the power quite a bit, giving the char way too many attacks though. I felt this power needed(well, my version. Do whatever you want) was sheer versatility. Actually, the create costume can be done the way you want. If you need a quickie costume, you work with what you can get. If you want something specific it just takes longer to summon the materials from the area. I just don't think being able to create the materials out of thin air quite fits. But, like I said, modify it so it works for you(and your GM). Besides, a person with this power most likely will be carrying various strips of whatever fabric they need to assemble a costume on demand.




thagema. I don't mind my powers being used in a netbook. Just be kind enough to include where they came from. And, if you do decide to tweak them, please put that 'Inspired by' note by them. Just so I can feel special, like I contributed.


Everyone. I enjoy working on creating powers out of concepts people toss at me. So just post some ideas you might have, and I'll try to work them out. If I can't figure it out, oh well. So if you have an idea or twelve you might want to see, but don't feel like working on, post them.

Here's a couple powers I'll post when I have some time to figure them out.
Matter Transmutation(major)
APS:Dream(major).
I know APS:Dream might sound stupid, or seem like it will be way unbalanced. Believe me, it should be pretty cool.


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 Post subject:
Unread postPosted: Tue Jul 20, 2004 12:27 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Oh, a couple more I'm gonna post(this is partially to remind me to work on them)

APS: Vehicle(like dream, this may sound stupid. Don't worry, I'll do my best to make it work)
Various Skill based powers.
The skill based powers will be powers that enhance skills in some ways, like maybe a Natural Athletic Ability power that gives bonuses to the skill portions of certain physical skills, or Extraordinary Tactical Mind which gives bonuses to certain Military and Espionage skills. Mainly for those players lucky enough to be in a campaign that isn't just pounding the crap out of bad guys every session. I rarely make tank-type chars, so those kinds of campaigns really bore me. Of course, every once in awhile it is fun to relax and break stuff.


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 Post subject:
Unread postPosted: Tue Jul 20, 2004 1:08 am
  

User avatar
Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
the tentical thing Im willing to scrap but the create costume
power has to be more open ended, youve obvously never
played a campain were the GM takes your finacial earnings
into account, first time we played out costumes got trashed and
since no one had the sewing skill they kept getting worse and
worse. We didnt have any money and were forced to live in the
sewers then the GM made us roll vrs diease. The only guy who
servived the campain was the guy who chose healing factor as
a power. The create costume power has to be in my view open
ended and something that you can easly support yourself on.

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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 Post subject:
Unread postPosted: Tue Jul 20, 2004 1:40 am
  

Hero

Joined: Tue May 25, 2004 5:17 am
Posts: 1304
Like I said, just modify it to suit your needs. If you include the option to slowly gather specific materials, you already have more than enough open endedness. Just take the time to assemble whatever you need.

Also, pretty much every campaign I've been in took into account finance. Even the minor stuff adds up, like mending, gas, bills. During downtime, the characters have jobs. We've just used our powers/skills in ways that also allowed us to make money. Hardware characters build and sell things, supers take security jobs, etc... Plus, there's always the odd job or two the characters get paid for. There's almost always something that can be done to earn money. Bounty hunting is usually a good idea.
I was even in one campaign where money was the primary focus. The team made sure their early victories were very public, mainly through their own videos. After word got around, they started approaching companies to get money for sponsorships. Think Captain Amazing from the movie Mystery Men.


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 Post subject:
Unread postPosted: Tue Jul 20, 2004 2:07 am
  

User avatar
Hero

Joined: Sat Dec 29, 2001 2:01 am
Posts: 1135
Location: california
Comment: Remember also that the smallest minority on earth is the individual. Those who deny individual rights, cannot claim to be defenders of minorities
Ayn Rand
After the first disaster campain I made damn sure to chose
job skills that can pay my way, Mr. twist nothing changes your
out look on skills and powers like having your charater die from
cloera in a sewer.

_________________
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[


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