taalismn wrote:Planetary Defense(Major)???!!!
Eyagggghhhhh!!!
"Yeah, Dolza...come on, I DARE yah..."
heh heh. My only problem is that it doesn't do anything else.
Batts
Moderators: Immortals, Supreme Beings, Old Ones
taalismn wrote:Planetary Defense(Major)???!!!
Eyagggghhhhh!!!
"Yeah, Dolza...come on, I DARE yah..."
Iczer wrote:Champion: [Minor]
'Whoa!!!'
The character gets a surge of power by dominating his foes.
Every time the character, in melee combat, stuns, knocks out, disables, or kills a living opponent, he gains an adrenaline rush that heals him of 6D6 HP and SDC, and grants him a boost of 4 PS for 2 minutes per level.
Multiple takedowns add to the strength gain and resets the duration (so wading through a dozen minions can see the character imbued with a +24 PS bonus.
as long as the character has any enhanced PS he gains an additional +1 attack per melee.
Batts
Stone Gargoyle wrote:Echo-Rotation (minor) by Stone Gargoyle
The superbeing can ditort sound waves, obscuring their direction.
Range: 400 foot radius, plus 100 feet per level
Duration: Constant, cannot be shut off. Uses no actions to activate or maintain.
Effects: Those with forms of superhuman hearing within the radius of the power suffer a penalty to the powers' skills to detect sound, a percentage equal to the superbeing's ME plus his IQ (so a superbeing with this power having an IQ of 16 and an ME of 18 would impose a penalty of 34%).
The superbeing takes only half damage from sonic and sound-based attacks. Those using sonic attacks in range of the superbeing suffer a penalty of to strike equal to the superbeing's ME bonus.
Note that this does not change the decibel level, pitch or sound quality of the noise, merely confuse the direction of the source of the sound waves.
taalismn wrote:Stone Gargoyle wrote:Echo-Rotation (minor) by Stone Gargoyle
The superbeing can ditort sound waves, obscuring their direction.
Range: 400 foot radius, plus 100 feet per level
Duration: Constant, cannot be shut off. Uses no actions to activate or maintain.
Effects: Those with forms of superhuman hearing within the radius of the power suffer a penalty to the powers' skills to detect sound, a percentage equal to the superbeing's ME plus his IQ (so a superbeing with this power having an IQ of 16 and an ME of 18 would impose a penalty of 34%).
The superbeing takes only half damage from sonic and sound-based attacks. Those using sonic attacks in range of the superbeing suffer a penalty of to strike equal to the superbeing's ME bonus.
Note that this does not change the decibel level, pitch or sound quality of the noise, merely confuse the direction of the source of the sound waves.
Can it be used to confuse echo-location and sonar abilities?
Flap-EEK-flap-EEK-flap-
*CRUNCH*
"Flying Fox would be well-advised next time to use her eyes as well as her ears, next time..."
Primus wrote:Meteorites (major)
Stone Gargoyle wrote:Lockout (Major) by Stone Gargoyle
taalismn wrote:Stone Gargoyle wrote:Lockout (Major) by Stone Gargoyle
"The Hel--?! I see him, but HE ISN'T THERE!"
Senator Cybus wrote:Like Karmic Power, but hate all that 'morality' nonsense that goes with it? Then maybe you should try...
Luck Leech (Major)
"Do you feel lucky, punk? Oh, yeah, you do..."
The super being with this power can actually steal another person’s luck, simultaneously improving his own fortunes and cursing his victim.
The character must first touch his chosen target; this requires a successful roll to strike, unless he can catch them unawares. He then receives a bonus equal to his experience level to all of his combat rolls (initiative, strike, parry, dodge, roll with punch/fall/impact, disarm, entangle, hold and damage) and saving throws: his victim receives a corresponding penalty. For example, if the super being is 4th level, he gains +4 to all of his rolls, while his opponent suffers a penalty of -4.
The hero can only retain one lot of stolen luck at a time, and cannot take more from one target than his level allows - he cannot repeatedly drain an individual or drain several people in a row to gain massive bonuses.
Range: Touch.
Duration: One minute per level of experience. After that, the super being must choose another victim.
Attacks Per Melee: Stealing an opponent’s luck uses one melee attack/action.
Bonuses: The character cannot be affected by other super beings’ use of Luck Leech or any luck-altering abilities.
Limitations: Luck Leech will not work on anyone with the ability of Karmic Power.
Stone Gargoyle wrote:This seems to be more a minor than major, but that just my opinion.
Stone Gargoyle wrote:I like it and the other one you posted, Cybus.
Senator Cybus wrote:Thanks. But the other 'one'? Did you not see Death's Door? Not fishing for compliments here, I just like the feedback.
Stone Gargoyle wrote:Ok, the power looks to be a bit powerful for a minor, but not really up to a major level.
Stone Gargoyle wrote:And I agree with Mephisto, Cybus. You sometimes have a tendency to not add saving throws to powers, something which makes the game more a game than the GM just inflicting punishment on everybody or the players' supers having powers that always work perfectly.
Stone Gargoyle wrote:I think the items need a weight limit or size limit for Gunrunner, Cybus, otherwise players gonna want to smuggle heavy artilliary weapons with this power.
Senator Cybus wrote:The character can simultaneously smuggle a number of weapons/discrete containers of ammunition equal to his experience level (one at level one, two at level two, etc). Each weapon cannot exceed a weight of 5 pounds (2.3 kg) plus 3 pounds (1.4 kg) per level of experience. The power can conceal an unusually large/long/bulky weapon that is under the weight limit, but G.M.s may wish to treat it as being two items (or maybe even more), to reflect the extra difficulty in keeping it hidden - if the hero wants to run around town with a mediaeval lance, there’s a price to pay. As a general rule, any weapon that can reasonably be wielded with one hand by an average human is not subject to this penalty.
Stone Gargoyle wrote:I think the items need a weight limit or size limit for Gunrunner, Cybus, otherwise players gonna want to smuggle heavy artilliary weapons with this power.
drewkitty ~..~ wrote:Stone Gargoyle wrote:I think the items need a weight limit or size limit for Gunrunner, Cybus, otherwise players gonna want to smuggle heavy artilliary weapons with this power.
"tank... what tank officer?"
Stone Gargoyle wrote:Wizardly (minor) by Stone Gargoyle
"I make the magic happen."
...snip
drewkitty ~..~ wrote:Stone Gargoyle wrote:Wizardly (minor) by Stone Gargoyle
"I make the magic happen."
...snip
I would make the bonus PPE as per level starting with L1
Mephisto wrote:Stone Gargoyle wrote:Wizardly (minor) by Stone Gargoyle
"I make the magic happen."
The superbeing's powers assist in his study of magic.
1.Prerequisites: The superbeing with this ability must be of a category combiuning powers with magical study, which includes those dual classing with the Magic- Mystical study category and Immortals using magic, though this is unavailable for minor heroes.
2.Bonuses:
+10% to Special Skills of Magical Lore and Knowledge, and any parapsychology and occult study skills, though the bonus also applies to the Research skill when looking up occult matters.
An aditional +2d6 to PPE
Gains his ME attribute number in spells level 1-4 in addition to any he gets for his power category/class
Gains an additional +1 to saves vs. magic, possession and Horror Factor
Don't you think that's adding a lot of spells? Maybe M.E./2 (rounded down) in spells would be more appropriate. It would also be an interesting Sorcerous Proficiency if one would be willing to sacrifice an additional skill program (representing a true Dedicated Wizard as opposed to a Worldly Wizard) or possibly one of the Wizard's special abilities (Familiar Link, Astral Projection, Sense Evil).
Stone Gargoyle wrote:Mephisto wrote:Stone Gargoyle wrote:Wizardly (minor) by Stone Gargoyle
"I make the magic happen."
The superbeing's powers assist in his study of magic.
1.Prerequisites: The superbeing with this ability must be of a category combining powers with magical study, which includes those dual classing with the Magic- Mystical study category and Immortals using magic, though this is unavailable for minor heroes.
2.Bonuses:
+10% to Special Skills of Magical Lore and Knowledge, and any parapsychology and occult study skills, though the bonus also applies to the Research skill when looking up occult matters.
An additional +2d6 to PPE
Gains his ME attribute number in spells level 1-4 in addition to any he gets for his power category/class
Gains an additional +1 to saves vs. magic, possession and Horror Factor
Don't you think that's adding a lot of spells? Maybe M.E./2 (rounded down) in spells would be more appropriate. It would also be an interesting Sorcerous Proficiency if one would be willing to sacrifice an additional skill program (representing a true Dedicated Wizard as opposed to a Worldly Wizard) or possibly one of the Wizard's special abilities (Familiar Link, Astral Projection, Sense Evil).
I might have to rethink the number of spells, but it is designed to allow one to gain more proficiency by sacrificing a minor power slot.
Still coming: Rock Hard Defense and Cowl. Hopefully I will come up with others to post as well.
Senator Cybus wrote:Death’s Door (Minor)
Note: while undead, the character’s normal metabolic activity is suspended - unfortunately, this means that any regenerative superpowers he has (Healing Factor, Super-Regeneration, etc.) will not function. He can still use psionic abilities/spells to heal himself and can healed by others.
Duration: The character can remain in an undead state for 2 minutes per level of experience (2 minutes at level one, 4 minutes at level two, etc).
The super being can only use this power a number of times per day equal to half of his experience level (round fractions up); once at levels one and two, twice at levels three and four, etc. Additionally, due to the strain of channelling necrotic energy, he can only use it once per hour, regardless of the number of daily usages remaining.
Mephisto wrote:drewkitty ~..~ wrote:Com on Meph, they are only level 1-4 spells, its not like he said level 1-6, we all know the useful combat spells start in L6.
Another option would be to get ME levels in spells, e.g. a mage with a me of 16 could get 1 L15 and 1 L1 spell or get 2 L5's and 3 L3's.
Let's see...16 spells from levels 1-4...what could I come up with that could be physically damaging? (Or at least provide a combat advantage)
Blinding Flash, Cloud of Smoke, Befuddle, Darkness (don't underestimate this spell; being effectively blind is quite significant), Energy Bolt (blast them while either blind, in a cloud, or befuddled and unable to dodge), Paralysis: Lesser, Blind, everyone's favorite Carpet of Adhesion, Fire Bolt, Magic Net, Multiple Image, Shadow Meld, and Trance. That's 13 spells from levels 1-4 that could throw opponents off. Not to mention the always popular Armor of Ithan is in there too.
Steeler49er wrote:Since a super with this power can not heal at all without outside help, isn't this power a bit of a One shot pony?
Iczer wrote:Machine manipulation [Major]
'You see a child's toy. I see...innovation'
The character can cause sudden and massive alterations to nearby machines, seizing their potential, and evolving them far beyond their initial purpose.
1) Proxy Limb: By guesturing at a nearby machine and expending 3 actions, the character can cause that machine to build an arm. The arm extends, tendril like outwards and obeys the character's mental directions. The machine in question loses 15% of it's SDC forming the arm (It goes into the limb) and is roughly 6 inches long for every 5 SDC. The tendril has an AR equal to the donor machine, and a PS equal to 10, plus 2 for every foot of length it has (superhuman). It inflicts 2D6 damage with a whip or claw like strike, and has +2 to strike and disarm. After creation, it attacks as directed by the creator, but each attack uses one from the creator's. The limb is a permanent growth. Cyborgs, who are very intimately connected to their hardware may make a saving throw to resist this transformation, and can make a new saving throw each round to control the limb (14+ ME bonuses apply) machines must weigh less than one ton per level for this to function.
2) disable machine: the character can cause a machine to twist itself up and become basically unworkable. a device subjected to this ability losees a fraction of it's accuracy and relaibility. The character expends an action and a chosen machine within 60 feet becomes less workable, losing 5% of it's functionality per level of the character. Vehiclels inflict a -5% per level penalty on relevant piloting skills, weapons have a -1 to strike per level. Other items are affected as needs required. ( A calculator may develop a 5% error margin. a ceiling fan 5% slower.) the changes remain until repaired, but any repair checks have a -5% per level penalty to them.
3) Grow legs: a machine grows legs at the characters command. The character expends 3 actions and targets a machine within 60 feet. the machine in question grows 4 legs (or three or six etc). the legs have 20% of the machine's SDC (Split evenly) and the machine acquires a Spd score of 10 per level (+50% if the character is actually riding the thing).
4) Break:The character inflicts double damage to machines with melee attacks.
5) Grow weapon: The character can cause any machine he touches to sprout a weapon. It takes 2 actions to do so, with the machine in question losing 10% of it's SDC in it's construction. The weapon is not animate in and of itself, and will not fire unless physically touched and directed by the character.
A small weapon, inflicts 3D6 damage out to 120 feet, losing 1SDC per shot fired.
A Large weapon inflicts 5d6 damage out to 250 feet, losing 3 SDC per shot fired.
A small burst fire weapon inflicts 2d6 damage per shot, but fires a short burst for 2 SDC, or a medium burst for 4 SDC.
A large burst weapon inflicts 4D6 damage per shot, but fires short bursts for 7 SDC or long bursts for 12 SDC
6) Jury Rig: the character can repair machines by expending 3 actions and concentrating on a single machine. This repairs 4D6 SDc to the machine in question, but alters it radically as it does so. every 30SDC of repairs degrades the machine by 5% in relaiability, speed and quality, as it reforms and reshapes to work, taking parts from places where they may already be needed. the relaibility can be repaired with the relevant skills with a -5% for every 30SDC already repaired.
cyber-yukongil v2.5 wrote:man-day-dreaming of how you would take out terrorists if they jumped through the windows in the dentist's office (answer; with badass kung fu and that pencil the lady next to you is doing her suidoku puzzle with) and wondering what it would feel like to kill someone, are two completely different things.
Senator Cybus wrote:
Enhance Super Abilities/Powers
“Why be a Mega Hero, when you can be a Giga Hero!”
The character with this ability can augment the super powers of others, potentially turning even weak and inexperienced super beings into unstoppable powerhouses!
Iczer wrote:Senator Cybus wrote:
Enhance Super Abilities/Powers
I love it. the quote makes me weep for the system, but this is solid.
Batts
Senator Cybus wrote:Iczer wrote:Senator Cybus wrote:
Enhance Super Abilities/Powers
I love it. the quote makes me weep for the system, but this is solid.
Batts
Hey, thanks! High praise indeed, from the Prince of Powers!
You know the best thing about this ability? I actually thought of it before Ando got his power-up on Heroes.