Hembree77 wrote:This power should count as all your abilities. I designed this power because most of my friends are major power munchin gamers, these guys make most smig gamers look like noobs, but as i live in a small town with very few gamers i have limited choices. Also note that as this is a really powerful ability i made curtain that it also had drawbacks. The only ability that is always on is the Regeneration, past that the person with this armor MUST use the armor to use abilities(I.E. to fire energy from the hands you must have the arm u wish to fire from armored, to use any abilities in the HUD u must have your head armored. to Flight requires full body armoring.) The Person must also choose style, and 3 colors.. Base color, trim, and highlight color.
For test play of this i went with the most resent i had seen. Iron Man.
Please feel free to leave comments and suggestions.
Mega-Armor (Major super power)
A.R. of 14 1D6 x 100 S.D.C
General Abilities
1. Retractable Plating
The character can create a complete body covering of a natural metallic substance. This armor can appear in any design that the player wishes. In this form, the character has an A.R. of 14, any rolls to strike above 14 will do damage to the character, anything equal to or below will do no damage. Area effect damage, such as explosives, will do half damage. Normal strength punches, kicks, and blunt or bladed strikes doing less than 20 damage do no damage, despite the roll to strike. The hero can mentally retract or deploy his armor at will.
2. Sealed Systems
While in the armor form, all a character's portals to the outside world are closed off from the rest of the world. Not even air
can reach the character through the metal hide. When in this form, all a character's bodily functions are made more efficient
and air is recycled. The hero's air, food, and water supply will be enough to last his PEx5 minutes+ 2 minutes per lvl.
3. Impervious to Outside Conditions
While in armor, the conditions outside are of little matter to the hero. The vacuum of space, including re-entry pressure of deep water, radiation, freezing temperatures (to -100 degrees Fahrenheit), intense heat (up to 10,000 degrees Fahrenheit), poisonous atmosphere or unusual gravity, all will have little or no effect on the hero within the armor
4.) Electronic Cloaking (as per power in HU2 except the abilities of cloaking are only active while armor is active
5.) Flight: 300 mph +50mph per lvl.
6.) Super Human P.S., Superhuman P.P., Superhuman P.E.
7.) Weightlessness
8.) Impact/Energy Resistance
9.) Regeneration
Hands
1.) Energy Expulsion: Kinetic Pulse
Fires from chest and hands. The energy it fires is part energy and part kinetic.
Hands Damage: 3d6+1d6 Range: 100ft+20ft lvl
Chest Damage: 1d6x10 + 1d6x10 @ lvls 4, 8, 12.
2.) Explosive Energy Spheres: Damage 5d6 Range: 1000ft
Except with these changes: Force points is limited to PEx10+100 per lvl
3.) Holographic recorder and projector: Records everything the Character experiences whether in armor or out of armor. Must have at least a hand armored to play back.
HUD
1.) Radar Range: 600ft +100ft per lvl. Bonuses: +4 Initiative, +2 Parry/Dodge/Strike, +1 Attack.
Abilities:
A)Interpreting Shapes: 50%+5%
B)Estimating Distance: 60%+5%
C)Estimating Direction: 60%+5%
D)Estimating Speed: 40%+4%
E)Estimate Location: 50%+4%
2.) Targeting Range: +50% Bonuses: +1 attack, +2Stirke/Dodge projectiles
3.) Adv. Sight Range: 2miles + 1mile after 2nd.
4.) Electromagnetic sight Same as power
5.) Frequency absorption Range: 1000ft.
Abilities:
A) Jam All Transmissions: Can stop all radio, T.V., Satellite, and Microwave Transmissions by concentrating.
B) Radio Communications: Character can Act as a short wave radio, boosting range buy up to 300miles.
C) Absorb Microwaves
D) GPS
E) Sense Communication systems:
Can sense any communication devices in range. 65%+5%
6.) Life Sense
Same as power, with the exception that all life forms can be sensed. Range 400ft
7.) Abnormal Energy sense Same as power
8.) Vocalization:
Amplify Speaking: Range Half Mile. +2 to Awe/Horror Factor
Power of Command: 100ft radius 12 or better saves.
This power should count as all your abilities.
I would say it would count as all of the PC's abilities and the abilities of his/hers teammates abilities!
This came out to roughly 5 Majors and 16 minor super abilities!