NEW POWERS!

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

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Iczer
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Re: NEW POWERS!

Unread post by Iczer »

Stone Gargoyle wrote:
gmapprentice wrote::shock: my goodness....... MEGA-DAMAGE? SERIOUSLY? AS A MINOR POWER? THAT THING IS AT LEAST TWICE AS STRONG AS MY SUPERNATURAL DAMAGE POWER (go back a few pages, you'll figure it out). i reallly think that should be a major power... and just imagine what would happen if you had that along with supernatural strength!!!!!!!!!!!!!! :shock: :eek: :shock: :eek: :shock:


As a multiplier, it relies on other powers for actual strength and most normal strikes don't do more than 80 points of damage, not any more than your typical Energy Expulsion. Combined with others, yes, it does get quite massive the amount of damage it can potentially inflict, but alone it is pretty much limited, making it a minor.



whoa there partner.

Joe slugger: mutant with 16 PS, HTH expert at 3rd level and the 'minor' power of megadamage, inflicts an average of 60 damage per hit. a 15th level energy expulsion averages a mere 57.

mega damage is large and easilly abusable, and robably should be enhanced slightly and bumped to a major.

and Yes, consider him if he had any other damage dealing power (Body weapons +Superhuman PS +megadamage= OMG)

Batts
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

Stone Gargoyle wrote:
Steeler49er wrote::shock: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!oops!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :shock:


That means that last nights game (Where I Used this power and got into it with 800+Zombies) didn't quite give me the High PS & SDC bonus I thought it did!

Which means last nights game will have ta be redone... Drat


I just play it to where if a power is modified mid-campaign, the sessions still count but from then on I use the modified power.

Reinforced (minor) by Stone Gargoyle
"Don't worry about me, I'm tough, I can take it."

This power modifies base HP and SDC and attributes and must be used before any added points from other powers or skills. It doubles the character's base HP, SDC, PS and PE while halving his PP and Spd.

Mega-Damage (minor) by Stone Gargoyle
"This is gonna hurt you."

The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

Mega-Damage (Major) by Stone Gargoyle
"This is gonna hurt you."

1. Damage Incursion: The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

2. Damage Resistance: The character ignores the first 20 points of damage from ANYTHING, whether physical blows, melee strikes, projectile weapons, energy strikes or explosions, and the remaining damage is reduced to half.

3. Other Abilities and Bonuses:
+2d4 PE
+1d4X10 SDC

OMG...
That power just got me Wet! This is the first time that you've broken the "No you can't do that cuz it makes me feel squeemish" rule. Way to go Gargoyle... I think I LUV you!
But I do agree that upping SDC, PE, PS, & HP all at once while while ½ving only two attributes would have to constitute a major (That is four to two), it Still feels good to see it in print! :ok:

Sure it can be abused but, this is for GM's and players to decide and It sure does make for some interesting PC consepts... It'sa great power to take if you wanna have a Real brute character running around sure, but what if you just wanna play a simple Pulp Fiction super that Ain't so super (No EXPS, EXPE or Mega SDC & HP), than this is the power fer you. Every day I check out the "Power Combo Thread" and see how a few powers never ever intended to be abused ended up that way anywho so, this power Can clearly not be abused simply cuz it states what it does right out of the gate, your GM will know Exactly what he's getting into by allowing you to play it... It really can't be abused once you see it from the right perspective.

It'sa good power... Both are good powers.
Last edited by Steeler49er on Wed Sep 09, 2009 8:48 pm, edited 1 time in total.
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Iczer wrote:
Stone Gargoyle wrote:
gmapprentice wrote::shock: my goodness....... MEGA-DAMAGE? SERIOUSLY? AS A MINOR POWER? THAT THING IS AT LEAST TWICE AS STRONG AS MY SUPERNATURAL DAMAGE POWER (go back a few pages, you'll figure it out). i reallly think that should be a major power... and just imagine what would happen if you had that along with supernatural strength!!!!!!!!!!!!!! :shock: :eek: :shock: :eek: :shock:


As a multiplier, it relies on other powers for actual strength and most normal strikes don't do more than 80 points of damage, not any more than your typical Energy Expulsion. Combined with others, yes, it does get quite massive the amount of damage it can potentially inflict, but alone it is pretty much limited, making it a minor.



whoa there partner.

Joe slugger: mutant with 16 PS, HTH expert at 3rd level and the 'minor' power of megadamage, inflicts an average of 60 damage per hit. a 15th level energy expulsion averages a mere 57.

mega damage is large and easilly abusable, and robably should be enhanced slightly and bumped to a major.

and Yes, consider him if he had any other damage dealing power (Body weapons +Superhuman PS +megadamage= OMG)

Batts


So, then, you are against a minor with potential, even though some of the minors in the books have more abilities. I used Energy Expulsion as an example, but in some ways this is weaker because it has no range. I don't think this should be bumped up to a major just because of its potential strength, mainly because all it does is increase damage. If the character smashes a wall, he is still going to take damage as the wall falls on him. I admit it is easily abusable, but then so are many of the other minors already out there.
If anyone else thinks this is too much, I will tone it down, but really it is not that bad, IMHO.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Steeler49er wrote:OMG...
That power just got me Wet! This is the first time that you've broken the "No you can't do that cuz it makes me feel squeemish" rule. Way to go Gargoyle... I think I LUV you!


People have been getting on me for being too conservative, so I have been trying for powers that push the limit a little.

Steeler49er wrote:But I do agree that upping SDC, PE, PS, & HP all at once while while ½ving only two attributes would have to constitute a major (That is four to one), it Still feels good to see it in print! :ok:


I do not see how giving someone a maximum of 26 HP, 80 SDC, 60 PE and 60 PS before any other powers are added is overpowered for a minor. There are minor powers that tack on more than that.

Steeler49er wrote:Sure it can be abused but, this is for GM's and players to decide and It sure does make for some interesting PC consepts...


Exactly, since it is an optional power, a GM can veto what it is combined with.

Steeler49er wrote:It's a great power to take if you wanna have a Real brute character running around sure, but what if you just wanna play a simple Pulp Fiction super that Ain't so super (No EXPS, EXPE or Mega SDC & HP), than this is the power fer you. Every day I check out the "Power Combo Thread" and see how a few powers never ever intended to be abused ended up that way anywho so, this power Can clearly not be abused simply cuz it states what it does right out of the gate, your GM will know Exactly what he's getting into by allowing you to play it... It really can't be abused once you see it from the right perspective.

It's a good power... Both are good powers.


I did not think any of it was overpowered, but I can modify them if more people feel that way.
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

Stone Gargoyle wrote:
Steeler49er wrote:But I do agree that upping SDC, PE, PS, & HP all at once while while ½ving only two attributes would have to constitute a major (That is four to one), it Still feels good to see it in print! :ok:


I do not see how giving someone a maximum of 26 HP, 80 SDC, 60 PE and 60 PS before any other powers are added is overpowered for a minor. There are minor powers that tack on more than that.

True. I was just pointing out the 4 to 2 in favor to [PE, SDC, HP, & PS] and suggesting that you find one other Attribute (Or... thinggy) to add over to ½ group... Maybe ME, IQ, MA, PPE er something else...
But what i said should be restated as "A suggestion". I didn't mean to sound pushy and agree that after looking at it, you are correct to say that it should remain a minor power.


Stone Gargoyle wrote:
Steeler49er wrote:It's a great power to take if you wanna have a Real brute character running around sure, but what if you just wanna play a simple Pulp Fiction super that Ain't so super (No EXPS, EXPE or Mega SDC & HP), than this is the power fer you. Every day I check out the "Power Combo Thread" and see how a few powers never ever intended to be abused ended up that way anywho so, this power Can clearly not be abused simply cuz it states what it does right out of the gate, your GM will know Exactly what he's getting into by allowing you to play it... It really can't be abused once you see it from the right perspective.

It's a good power... Both are good powers.


I did not think any of it was overpowered
NO!, I agree with you, like I said in the above statement... IT's Not Overpowered!
The powers fine... I just figured it may balance out better if you could find something else to throw into the ½ved Attributes as, that has been a theme that's always run through it... But maybe it Is time to see that change.

Again, great powers and you broke the "No that scares me" mold, it was about time someone did and I think that only your or Iczer could have pulled it off and made it stick.
So, thank you.


Mostly cuz I like turning little humans into "Bettered" but not out right "Super" humans and, this power does just that... Very Pulp Fiction
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

I don't see why it is such an issue to have at least one power that can potentially cause a building to collapse on one punch, since the only way it would do that is to be combined with other powers. If someone wanted to limit it, it is easy enough to make a "cannot be used with these powers" list.
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

Stone Gargoyle wrote:I don't see why it is such an issue to have at least one power that can potentially cause a building to collapse on one punch
ROFLMAO :lol: :lol: :lol:
I had 7up shooting outta my nose when I read that...
Ouch I'm still laughing... It's just how you said that tickled me and now the fizz is all spiking up my nose!

Like I said, I personally think they're fine and much needed powers that shoulda been here from the begining.
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Her0man0
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Re: NEW POWERS!

Unread post by Her0man0 »

this ones been itchin in my brain so here it is....

A.P.S. Hair

The character is able transform into a being composed entirely of hair. The hair is long but can be any type (straight, curly, frizzy etc.), style, color, or breed (human hair, horse hair, etc.). Though made entirely of hair, the character does have a core that’s composed of a group of knots and tangles that resemble dreadlocks in their consistency, it’s this core that allows the hair to lift, carry, and actually do hand to hand damage.

1. Body of Hair

While the body is made entirely of hair, it does have two layers. The outermost layer is composed of loose hair that grows out of the center and can be anywhere from 6ft long to a ¼ of an inch thick depending how the character wants it when they change. Once a decision is made as to the hair length, type, style, or color it is permanent for that transformation only but the character must change back and forth between forms to change these features. The center of the hair body is still made of hair but it’s a mass of tangles and knots that resemble dreadlocks in consistency. The core is generally the same size and shape as the characters original form and may never actually be seen through the outer layer. The hair form has an S.D.C. of 100 +10 per level, has no A.R. no matter how course or thick the hair is, and a H.F. of 10. Though no eyes, ears, or mouth can be seen the characters senses do not change in hair form, neither does any of the attributes (no P.S. bonus and its considered normal strength.)

Limited Invulnerability: The hair body is impervious to kinetic attacks; so this means that punches, kicks, bullets, and arrows will do no damage and most attacks will just pass harmlessly through the hairy body. Cutting attacks (like scissors or swords) will do double damage but cannot kill the character and the hair will regenerate from these attacks (by growing more hair) at a rate of 2D6 S.D.C. per melee round and severed limbs (arms, legs, or head) will grow back in 1D4 melee rounds. The character is still vulnerable to magic, psionics, radiation, and magic weapons; all of which do full damage. Fire and energy attacks do double damage to this character and burn the hair, this make it difficult to grow back and slows regeneration down to 4D6 S.D.C. per 10 min. While invulnerable to the effects of cold, freezing attacks still do half damage. The character doesn’t breathe while in hair form and is invulnerable to the effects of pressure.
Size: When transformed the character only weighs 20lbs but gains 2D6 inches to height.
Damage: Due to the light weight and cushiony nature of character, all hand to hand damage is reduced to 1/3rd normal. Note: this only applies to damage directly from the body not from weapons or ranged attacks.
Bonuses: Due to the cushiony form the character can squeeze through openings as small as 1/3rd their size. Also, because of the light weight of the hair body the characters jumping distance and height is quadrupled and can catch any wind 30mph or faster and glide with it at its same speed.
Vulnerabilities: Fire and energy attacks do double damage and slow down regeneration (see limited invulnerability above) and have a 1-25% chance of lighting the hair on fire! If this happens the character will suffer 1D4x10 damage per melee round until it is put out! Another vulnerability this character possesses is that the longer the hair the easier this character is to grab and manhandle, this is compounded by the bodies light weight! This means the character is -2 to avoid having the hair grabbed per 1ft of hair length. Grabbing the hair of this character is treated as a grapple for the purposes of combat. The light weight of the character means that he will have to be careful to ground himself in any wind 30mph of faster or risk being blown away. If this happens it could take up to 3D6 minuets to get back to the battle.

2. Hair Tentacles

This ability is identical to the Tentacle Hair minor ability found in PU1 and is available in both forms. The only difference is that this minor ability is able to be used by each limb and the head making for 5 tentacles of hair total at level 1. In human form this ability is unchanged.

Other Bonuses:

In human form the character has complete control over their hair and is able to change the length, consistency, color, and type with just a thought. Each change takes only 1 action and is permanent until the character decides to change it. Male characters can also do this with their facial hair.
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Her0man0
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Re: NEW POWERS!

Unread post by Her0man0 »

and by the way, those mega damage powers are really cool! and i cant believe it was SG1 that posted it!!!!

so you know what this means lol

no more telling me my powers are too powerfull, you lost that right when you posted those! lol :lol:
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Seriously, you have minors where explosions created do the same damage, yet you make someone able to do it with a punch it enters into the area of taboo. But sometimes you just want that character with the 800 SDC to feel it. :lol:

But Her0man0, you gotta tone down those healing rates, man. 2d6 per melee? Really?
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote:sg, the very point of an explosion is huge damage. a punch isn't meant to deliver similar damage, so it seems odd.... no offense intended. also, i agree with you on the healing thing.


None taken. The damage incursion idea is kind of along the lines of kinetic repulsion or force pushing when hitting for increased damage, so it is like the character is exploding damage onto what he is hitting.
I think given the nature of the power, he could get away with 2d6 per minute, but per melee is just really too much.
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Re: NEW POWERS!

Unread post by Steeler49er »

2D6 PER MELEE!!!
Oh Her0man, say it was a typo :-?
You're killing the use of Regeneration healing powers by getting that High a recovery rate. If yer living in Rifts ot other MDC zones than it's okay to push fer faster recovery but, HUL should put that number/time frame back a bit.
But I Love that you made APS: Hair! Just like SG1s powers above, it was needed and about time.

And Gargoyles power is just fine...
Explosions are Always considered more damaging than a fist because in reallity humans can Never get anywhere up to that level of damage... But super powers turn humans into tanks in HU (and as a daily thing) so now humans can produce Mechanical level explosives attacks from their own bodies.

It stands to reason that under these circumstances you should Also be able to produce effects like a bullet. Now in the real world, pound fer pound a Bullet is More powerful than a Bomb! The reason is because it is a Focused attack with all the same force of an explosive of its size but, all pushed into one direction. Bombs require More explosive matterial to get That same level force because they blast all of their force all over the place... Thus a stick of TNT pumps out as much thrust as a bullet---Just at All targets (It's an Area effect attack and will always need Much more power to compete with a Smaller bullet).

The same is True for What gargoyle did. He's got ALL of the power of TNT but Focused like a bullet... And at Touch range to boot! That would make fer a VERY powerful punch! What he wrote is mathimatically accurate.
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

I love that someone finally did APS hair, too. :P I can finally create Wig Man*sic*.
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Re: NEW POWERS!

Unread post by drewkitty ~..~ »

Mega-Damage (minor)
"This is gonna hurt you."

The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times 3, including damage from PS bonus.
Stone Gargoyle wrote:Mega-Damage (Major) by Stone Gargoyle
"This is gonna hurt you."

The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

Mega-Damage (Mega) by Stone Gargoyle
"This is gonna hurt you."

1. Damage Incursion: The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

2. Damage Resistance: The character ignores the first 20 points of damage from ANYTHING, whether physical blows, melee strikes, projectile weapons, energy strikes or explosions, and the remaining damage is reduced to half.

3. Other Abilities and Bonuses:
+2d4 PE
+1d4X10 SDC


Re-listing the power types
Last edited by drewkitty ~..~ on Thu Sep 10, 2009 3:08 pm, edited 3 times in total.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

drewkitty ~..~ wrote:
Stone Gargoyle wrote:Mega-Damage (minor) by Stone Gargoyle
"This is gonna hurt you."

The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times 3, including damage from PS bonus.

Mega-Damage (Major) by Stone Gargoyle
"This is gonna hurt you."

The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

Mega-Damage (Mega) by Stone Gargoyle
"This is gonna hurt you."

1. Damage Incursion: The character generates a kind of damage incursion field which intensifies the force of his blows. All damage from physical strikes (punches, kicks, etc.) is multiplied times ten, including damage from PS bonus.

2. Damage Resistance: The character ignores the first 20 points of damage from ANYTHING, whether physical blows, melee strikes, projectile weapons, energy strikes or explosions, and the remaining damage is reduced to half.

3. Other Abilities and Bonuses:
+2d4 PE
+1d4X10 SDC


Re-listing the power types


So that would be three votes for overpowered, SG and one for okay from Steeler49er. I couldn't tell if Her0man0 was saying it was or wasn't, since his are typically crazy anyway. I'd say they look fine the way SG wrote them, personally.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Was it really necessary to write a pitiful version of the minor to get your point across, Drewkitty~..~? Iam really getting a bit annoyed at this point, so I will just say that those who want can use them as written, and those who don't want to can bugger off. That is putting it as nicely as I can.
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Her0man0
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Re: NEW POWERS!

Unread post by Her0man0 »

I think where people are really getting butt hurt about your mega damage powers is the hand to hand bonuses, that’s why energy expulsion powers and explosions can get away with it, they have their own bonuses to strike, where the bonuses to hand to hand are supposed to create a reason why big damage can’t be used except in extreme circumstances.
I find this ironic because gun fire, energy expulsion powers, and explosions are supposed to be really hard to dodge or parry due to the really high penalty that applies to them, so why can’t a hand to hand attack that does a lot of damage and isn’t as hard to dodge or parry be allowed. I like it and I think it’s about time.
As far as the 2d6 per melee round goes, kinetic damage isn’t supposed to do any damage, while cutting attacks can’t kill the character they are meant to be able to slow him down, so I think 2d6 per melee on an attack that can’t even kill a character with 100 S.D.C. seems pretty fair.
Now if you can give me some good reasons why it doesn’t I am open to suggestions
Solutions, not just problems please. :P
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Re: NEW POWERS!

Unread post by Steeler49er »

Yikes, you're right! I just noticed that the regen rate affects very little in the end and that you're so vulnerable to fire that it's scary ( a nice touch BTW). Your regen is screwed by energy attacks and you have very little base SDC, So your high regen (not very usefull as it is) seems to have been balanced out by your Freak amount of negatives! I'm sorry I didn't notice all that before I jumped the gun and commented.

I stand corrected Her0, looks like you And SG1 both came out shining today. I'm hopping to get some time to post a new power soon but, it's gonna be a hard one to invent, I've been working on it fer three days now to get the kinks and abusablility out of it. I realy don't want it to look or be munchkiny. This is gonna be a tough one to make and I don't think it's gonna settle to well with yawl if I don't get it right (and maybe the even if I do).

So laters.
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Her0man0 wrote:I think where people are really getting butt hurt about your mega damage powers is the hand to hand bonuses, that’s why energy expulsion powers and explosions can get away with it, they have their own bonuses to strike, where the bonuses to hand to hand are supposed to create a reason why big damage can’t be used except in extreme circumstances.


And their arguments are valid. But I did point out that the GM can set limits on it. The reason I started getting annoyed was that Drewkitty~..~ decided to post an even lesser version of it and put my name to it instead of just suggesting it.

Her0man0 wrote:I find this ironic because gun fire, energy expulsion powers, and explosions are supposed to be really hard to dodge or parry due to the really high penalty that applies to them, so why can’t a hand to hand attack that does a lot of damage and isn’t as hard to dodge or parry be allowed. I like it and I think it’s about time.


I don't know, it seemed a simple enough power until everyone started pointing out the ways it could be combined with others. But the easy solution is to simply disallow those combinations or disallow any additional offensive powers altogether.

Her0man0 wrote:As far as the 2d6 per melee round goes, kinetic damage isn’t supposed to do any damage, while cutting attacks can’t kill the character they are meant to be able to slow him down, so I think 2d6 per melee on an attack that can’t even kill a character with 100 S.D.C. seems pretty fair.
Now if you can give me some good reasons why it doesn’t I am open to suggestions
Solutions, not just problems please. :P


I would double the SDC and give the hair an AR of 10 (hair is not that easy to cut when striking it from one side only) while reducing the healing to 2d6 per minute. But that is just me. I loved the power otherwise.
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Re: NEW POWERS!

Unread post by NMI »

Do I really have to go through the past 10-20 pages of this thread and prune out off topic/subtle trolling type topics? Do I?
Do not post powers and attribute them to being the creation of someone else if that someone else did not post/create the power.
Instead do something like : Power Induction Field v2 [Major] By: NMI Based on the ideas and concepts of Stone Gargoyle
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

Mr. Deific NMI wrote:Do I really have to go through the past 10-20 pages of this thread and prune out off topic/subtle trolling type topics? Do I?
Do not post powers and attribute them to being the creation of someone else if that someone else did not post/create the power.
Instead do something like : Power Induction Field v2 [Major] By: NMI Based on the ideas and concepts of Stone Gargoyle

:shock: Did you just make a funny?

OMGosh you jerk NImmy, you just made milk squirt out by dose :lol:
that was so unexpected.

Another nice power from you two BTW. I like them but a question for Leon,
what's the range on Energy transfer? Secondly, what happens if you transfer a type of energy into an object than it is UNintended for (IE: transfering the heat from a stove top to an Alarm clock?) And what happens when the energy in question is of a greater output/wattage than the device can normaly take? (IE: the electicity going into a light from a light bulb getting put into a wrist watch).
Additionaly, is it possable to transfer energy into an inanimate object that is Not a machine/device? Something like taking (again) the heat from a range top and placing it into a rock? If so does it do damage to it or does it remain uneffected and just radiate the energy (ala hot potatoE) or taking the light from a light bulb and place it into a Rock thus making the rock glow?

If so then that would be pretty darn aweso
me, and the creative uses (or silly uses) fer this power would be Many!
Either way, it's a nice power
Last edited by Steeler49er on Thu Sep 10, 2009 4:48 pm, edited 2 times in total.
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Re: NEW POWERS!

Unread post by Steeler49er »

Hey yah, I just had to say I liked the creativity in your water power, and one day soon I'll post something of a power too, all I need is Real computer, cuz this iPod is killing my hand to type... Major ouch so I'll talk more later.
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Extraordinary H.P. (minor) by Stone Gargoyle

The character starts with an additional +2d6 HP and gains +3d6 HP per level (instead of the usual +1d6). Also, any damage that goes direct to hit points is halved, with the other half of the damage being absorbed by SDC. The character is also +2 to save vs. trauma effects.

Paranormal H.P. (minor) by Stone Gargoyle

The character adds his PPE number to his HP for additional Hit Points at level one and gains +1d6 PPE per level which also increases his HP by the same amount as it is gained.

Supernatural H.P. (Major) by Stone Gargoyle

The character starts out with 1d6X100 HP and gains 1d6X10 HP per level. The character heals HP at a rate of 4d6 per 10 minutes.
Last edited by Stone Gargoyle on Thu Sep 10, 2009 8:02 pm, edited 1 time in total.
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Re: NEW POWERS!

Unread post by Steeler49er »

:eek: hOky SMOKES Bulwinkle!
Gargoyle Just gave us the EX Attribute equivalents of HP!!!
You Rock. I love it.

Just curious but, can you make a Mega powered version? I was looking at the Mega power section some time ago and noticed the lack of Mega's powers....

Gosh, I wish we also had a Lower power rating fer those times that we played Soft campains, I guess that is what Kitsune has on his site.
Last edited by Steeler49er on Thu Sep 10, 2009 8:13 pm, edited 2 times in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Steeler49er wrote::eek: hOky SMOKES Bulwinkle!
Gargoyle Just gave us the EX Attribute equivalents of HP!!!
You Rock. I love it.


It just occurred to me nobody had done them, so I had to fix that.
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Re: NEW POWERS!

Unread post by Steeler49er »

I really liked "Paranormal HP" too... It's kinda like what "Invulnerable Essence" does with Chi (Not exactly but close) but with PPE instead!!!
I always wished to see more powers that used that Attribute (PPE) and, Unlike "Inv Ess", it Really does depend on the attribute... Great and needed powers SG1. :-)
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Steeler49er wrote:Just curious but, can you make a Mega powered version? I was looking at the Mega power section some time ago and noticed the lack of Mega's powers....


Only because I had the version I had to tone down already statted out.

Godlike H.P. (Mega) by Stone Gargoyle

The character has an enormous amount of H.P. which is godlike. The character starts out at 1d6X1000 HP at level one and gains 1d6X100 per level of experience. Heals 4d6 HP per minute.
Last edited by Stone Gargoyle on Thu Sep 10, 2009 8:39 pm, edited 1 time in total.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote::shock: holy s**t..... :shock:
nice power.


Yeah, just ridiculously powerful.
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Re: NEW POWERS!

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:
Steeler49er wrote:Just curious but, can you make a Mega powered version? I was looking at the Mega power section some time ago and noticed the lack of Mega's powers....


Only because I had the version I had to tone down already statted out.

Godlike H.P. (Mega) by Stone Gargoyle

The character has an enormous amount of H.P. which is godlike. The character starts out at 1d6X1000 HP at level one and gains 1d6X100 per level of experience. Heals 4d6 HP per minute.


*groans and shakes head*
*files it off in the uber high powered game powers file*


Shouldn't that be ... "Heals 4d6x10 SDC/HP per miniute" if you are going over board might as well go in whole hog.
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Re: NEW POWERS!

Unread post by Steeler49er »

Ask and ye shall... Yah! :lol:
a high HP puts this above the power "M.D.C." (a major ability that adds SDC) but this is a Mega power and perfect fer Megas & gods. A notch above Major power but Not much more. But as to the extra healing, nah, 4D6HP per miniute is pefect since I ask if he'd make a Mega HP power, Not a Mega Regeneration power. 4D6 per minute is the level of recovery given to the Major APS: powers, but is perfect fer this power.

Thank you "Stone Gargyole" fer yer quick responce.
FYI-everyone, I'm not into Munchkin power levels, I'm just into covering ALL power levels, from 'No" powers to small "Lesser" abilities, to "Minor" powers to "Major", "Mega" and "Cosmic" level powers. I've read comics fer 30 years now and I just like All genres of the super myth. From the BatMan end of the spectrum to the Silver Surfer end.
Diversity and all the Jazz :wink:
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Problem is I used Placebos "Running Up that Hill" to get Catherine Wheels "Black Metallic" to get Monorals "KIRI" to get Dan Balans "Crazy Loop" out of my head in the first place.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Steeler49er wrote:Ask and ye shall... Yah! :lol:
a high HP puts this above the power "M.D.C." (a major ability that adds SDC) but this is a Mega power and perfect fer Megas & gods. A notch above Major power but Not much more. But as to the extra healing, nah, 4D6HP per miniute is pefect since I ask if he'd make a Mega HP power, Not a Mega Regeneration power. 4D6 per minute is the level of recovery given to the Major APS: powers, but is perfect fer this power.

Thank you "Stone Gargyole" fer yer quick responce.
FYI-everyone, I'm not into Munchkin power levels, I'm just into covering ALL power levels, from 'No" powers to small "Lesser" abilities, to "Minor" powers to "Major", "Mega" and "Cosmic" level powers. I've read comics fer 30 years now and I just like All genres of the super myth. From the BatMan end of the spectrum to the Silver Surfer end.
Diversity and all the Jazz :wink:


I have a rule against purposefully making Megas, but in this case I was not creating a Mega intentionally. In order to figure out how to get Supernatural HP, I was working off HP stats in the thousands for gods and originally came up with the system for Godlike HP, though was not actually calling it that. I decided to divide the points by ten for Supernatural HP to get it down to HU2 levels, which is why Supernatural HP is one tenth the power of Godlike HP. Glad you like it, whatever your reasoning.
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Re: NEW POWERS!

Unread post by Her0man0 »

Steeler49er wrote:Yikes, you're right! I just noticed that the regen rate affects very little in the end and that you're so vulnerable to fire that it's scary ( a nice touch BTW). Your regen is screwed by energy attacks and you have very little base SDC, So your high regen (not very usefull as it is) seems to have been balanced out by your Freak amount of negatives! I'm sorry I didn't notice all that before I jumped the gun and commented.

I stand corrected Her0, looks like you And SG1 both came out shining today. I'm hopping to get some time to post a new power soon but, it's gonna be a hard one to invent, I've been working on it fer three days now to get the kinks and abusablility out of it. I realy don't want it to look or be munchkiny. This is gonna be a tough one to make and I don't think it's gonna settle to well with yawl if I don't get it right (and maybe the even if I do).

So laters.


Thanks Steeler, i was thinking the same thing, i tried to imagine realistically what limitations and benefits there would be if I were made completely out of hair. It was that hair monster from bugs bunny that inspired me like 10 years ago and I just got to writing it now.

And SG, I like your idea about adding the A.R. , more S.D.C., and a slower recovery rate. I was thinking about it all day and was going to slow it down but after reading Steelers comment he made me realize I was right the first time. Lol

But I do love those H.P. bonus powers, and you could always do with you mega damage powers what PB did with power channeling and find a way to make it unstackable, but I do realize your probably tired of talking about it so that’s the last ill say, this is me dropping it. :mrgreen:
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Her0man0 wrote:And SG, I like your idea about adding the A.R. , more S.D.C., and a slower recovery rate. I was thinking about it all day and was going to slow it down but after reading Steelers comment he made me realize I was right the first time. Lol


I don't think it really matters that much, I just try to go for a more balanced and "realistic" power. Ultimately you would go with the person who agrees with you. *rolls eyes*

Her0man0 wrote:But I do love those H.P. bonus powers, and you could always do with you mega damage powers what PB did with power channeling and find a way to make it unstackable, but I do realize your probably tired of talking about it so that’s the last ill say, this is me dropping it. :mrgreen:


They are there for whoever wants to use them. I have already said it is for the GM to limit how they stack. I am done on the subject.
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Re: NEW POWERS!

Unread post by Gryphon Chick »

I really don't see the fascination with cosmic powers. They totally make it impossible to have a low level campaign. I would like to see more practical powers.

Here is my token contribution:

Periscopic Vision (minor):
The character can pop their eyes out of the sockets and extend them for their PE number in feet over their head to look up manholes, over fences, etc. The eye stalks have an SDC of five points each. If severed, the character must save vs. trauma or be unable to move for the rest of the melee round while the eye regenerates (takes one full melee round but the lost SDC must be healed normally). If saving,the character will just suffer temporary loss of the eye, being -6 to all combat moves.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Boiling Bubbles (minor) by Stone Gargoyle

The character can affect moisture in the air, causing it to gather into water bubbles which he can then heat up and cause to burst, spraying hot boiling water.
Range: 10 feet away per level of experience, 3 foot radius of attack when bursting
Duration: Four melee rounds per level of experience. The character can create them and build the heat until they explode after the duration or set them off prior to the end of the duration, and may neutralize them at any time.
Damage: 2d4, plus 2 points of damage per level
Attacks: Creating the moisture bubbles uses 2 melee attacks/actions, and willfully detonating them uses one attack/action for each one burst.
Number of Bubbles: Can create up to his ME number of small bubbles at level one, plus one more at levels 4, 8 and 12
Special Attack: The character can try cause a larger bubble to form around a target's head (by doing a Called Shot to strike with the power) to attempt to drown or scald them, though the bubble will burst if touched. This cannot be done if he has any other bubbles active. This has the same duration as above if not burst before the end of the duration, and there is only a 30% chance the victim will drown by inhaling the water. This attack does 2d6 damage, plus 2 points per level, on the initial attack and each melee round following, to the target from scalding water. Bursting bubbles will do the damage to the surrounding targets the same as for the smaller bubbles. Only one such larger bubble can be created at a time.
The victim is effectively blinded (-8 to all combat actions, reduced to half speed and half attacks) while the bubble is over the target's head, though the penalty will not apply to strikes against the bubble. Following the bursting of the bubble, the target will still be -4 to all combat moves for 1d4 melee rounds due to the residual water in the eyes.
Last edited by Stone Gargoyle on Fri Sep 11, 2009 10:17 pm, edited 1 time in total.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

gmapprentice wrote:nice power, sg.


Thanks. It was an idea that just came to me. I kind of combined abilities from Bubble Glue and Exploding Spheres.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Grappling Claws (Major) by Stone Gargoyle
"Let me just dig in a little deeper."

The character has piercing claws which puncture the skin and muscle and hook into the bones of the target. Striking with this power to dig the claws in must be as a Called Shot to grab (-3 penalty to grab arms). The claws can also be used to parry in hand to hand combat.
Range: Touch, Hand to Hand combat.
Duration: Strikes instantly, holds until the target is killed or a limb is severed, or the character lets go.
Damage: Simply doing a normal strike with the claws does 3d6 plus PS damage bonus. Striking to dig the claws in does 3d6 SDC damage and 1d6 HP damage. If gripping into the bone, the claws do an additional 1d6 HP damage per melee round. Once 4% of the character's HP is lost from gripping into the bone of an arm, the limb is severed, 7% for a leg. Loss of HP to the head (24%) or chest (50%) means instant death.
Penalties to Target:
Shock to the limb from the initial attack will reduce the target -1d4 attack/actions for each melee round the limb is held due to shock unless the target saves vs.physical trauma/shock (16 or better, PE bonus applies).
Loss of a limb will cause the target lose all attacks/actions for four minutes, with a 30% chance of losing consciousness, Spd being reduced by 80% and the target suffering a -90% penalty to skills, unless a successful saving throw is made vs. physical trauma/shock (requires Natural 20). Blood loss from the wound will reduce the character's HP or SDC by 2 points per minute.
Strength of Grip: The character's grip is considered Supernatural when holding onto a target while digging into the bone. Attempting to pull the character off while dug in will simply do more SDC damage (3d6) each action made to pull the character off.
Bonuses: +1 to strike, +2 to parry, +1 disarm, and +2 to pull punch.
Limitations: Cannot do damage to those with Hardened Skin or high Natural AR over 14, and cannot grip into and sever Indestructible bones or those made of substances other than natural bone.
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Alter Physical Structure: Rope (Major) by Stone Gargoyle

The character can alter his structure to become a being made of rope, with some interesting and useful abilities.

1.Natural Armor Rating and Increased SDC: When transformed into a creature of rope, the superbeing gains a Natural AR of 10. His SDC becomes 300 (SDC applies only in rope form and is the total SDC, not a bonus). This means an attacker must roll over the AR to strike and inflict any damage. Rolls above the AR hits harmlessly off the rope body. When all 300 SDc is gone, damage is done to Hit Points.
Punches, kicks and physical strikes do no damage, even if the attacker has Extraordinary or Superhuman strength. Supernatural Strength does only 10% normal damage. Pulls on the rope sections greater than the character's PE, however, will tear the rope apart, taking him 1d4+1 rounds to rejoin the pieces by tying them together.
Electricity does half damage. Lasers and energy bolts do full damage if over the AR and half damage if under.
Explosions, fire, heat and plasma do double damage and ignore the character's AR completely.
Impervious to cold (no damage), but gases, ingested drugs, magic and psionics have full effect.
Bullets and projectiles do full damage if over the Ar and half if under, with a 30% chance of severing the rope.
Damage to the rope body heals at a rate of 4d6 every 10 minutes.

2.Mass and Strength: Weight and lifting strength is reduced to half, but the character gains a tensile strength equal to his PE attribute (considered Extraordinary) for binding opponents, or for being climbed or as a towline. Attempting to pull something over the tensile strength will break the rope body.

3.Rope Form Abilities: The character can unwind his rope form to stretch to a length of his normal height in feet X100. The rope is one solid piece and simply winds and ties to form different shapes,so the character can assume the appearance of animals and such as long as he can wind the rope into the right shape (skill level 40%, +2% per level), though it will always appear to be rope on close inspection. The character can stretch out his rope body to trip opponents, wind around them to tie them up or entangle their limbs (roll to entangle at +6). The character can also pass under or through narrow areas less than 2 inches in height or diameter.
The character can also do a whipping attack for 2d6 damage, or can attempt to choke an opponent for 2d4 damage while entangling the neck. Can also do a squeezing attack for 1d4 damage while entangling the body.

3.Other Abilities, Bonuses & Things of Note: The character has no heat in rope form and is invisible to infared and heat sensors. Speed is unaffected. The character still needs to breathe and is susceptible to gasses, drowning, suffocation and disease in the same situations as normal humans.
Horror Factor (optional): 9 in rope form
+3 to roll with punch,fall, or impact
+4 to disarm
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

With all those abilities,Toe Nails is probably closer to a major.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Maybe shooting them off as dart weapons?
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Increase the damage of the toenails and/or make the strength needed to move the character Supernatural.
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Gryphon Chick
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Re: NEW POWERS!

Unread post by Gryphon Chick »

I don't understand the part about 3d6 per 30 seconds. Is that if the claws are left in a victim you are gripping onto? If so, why would the damage be so high if you are not moving the blades? Also, I would imagine that if you are gripping the ceiling with Supernatural strength there would be the chance of the ceiling collapsing. You would also have the trouble of pulling the blades in and out to get a grip on the surface, so you would not be able to move at full speed; I would think the fastest you could move would be at 75% speed.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Since the subject of libraries has been raised both in Invented Spells and We Gots Skills, I came up with this:

Living Library (Major) by Stone Gargoyle

The character can visually memorize books and recall them at will.

1. Speed Reading: The character can read at an incredible pace, which is equal to about two pages per second (30 pages per melee round).

2. Book Repository: The character can memorize and instantly recall anything he has read up to a limit of his ME attribute number X1000 pages, plus 1000 pages per level. It takes one action to scan for and recall a page he has dedicated to memory, with a 96% chance of remembering the selected page. If he has reached his limit, the character can selectively delete and add new pages to memory. In addition, he will recall the pages by book name, chapter, page and line number. Anything not memorized using this power will be recalled as normal.

3.Other Abilities and Bonuses:
+10% to all Literacy skills and Research, with +5% to any other skills where reading is required to perform the skill.
+2 to save vs. psionics, mind control and possession
+2d4 IQ
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Cheat Notes (minor) by Stone Gargoyle
"I got the answers right here."

The character can memorize pages and cause he words to surface on his skin at will.

1. Speed Reading: The character can read at an incredible pace, which is equal to about two pages per second.

2. Memorization: The character can memorize up to his ME attribute number X10 pages, plus 10 pages per level. The character cannot remember them, however, without using the Notes ability below.

3. Notes: The character can recall the information memorized and have it raise to the skin by expending one melee attack/action, where it will remain until he uses an additional action to erase it or replace it with different information. He can only recall one page per action. It will appear as if a tattoo, raising to the surface as ink. Information is recalled with a skill of 60%, plus 4% per level.

4. Other Abilities and Bonuses:
+2d4 ME
+2d4 IQ
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Living Library (minor) by Stone Gargoyle

The character can visually memorize books and recall them at will.

1. Speed Reading: The character can read at an incredible pace, which is equal to about two pages per second (30 pages per melee round).

2. Book Repository: The character can memorize and instantly recall anything he has read up to a limit of his ME attribute number X100 pages, plus 100 pages per level. It takes one action to scan for and recall a page he has dedicated to memory, with a 66%, +2% per level, chance of remembering the selected page. If he has reached his limit, the character can selectively delete and add new pages to memory. In addition, he will recall the pages by book name, chapter, page and line number. Anything not memorized using this power will be recalled as normal.

3.Other Abilities and Bonuses:
+5% to all Literacy skills and Research, with +2% to any other skills where reading is required to perform the skill.
+2 to save vs. psionics, mind control and possession
+2d4 IQ
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Book (minor) by Stone Gargoyle

The character is fast in both mind and body.

1. Speed Reading: The character is ableto read books at an incredible pace, which is equal to about two pages per second (30 pages per melee round).

2. Quickness: The character is generally quick, giving him to following bonuses:
+2 PP
+3d6 Spd
+3 initiative
+2 parry and dodge
+1 attack per melee round
+1 to disarm an opponent
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Senator Cybus
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Re: NEW POWERS!

Unread post by Senator Cybus »

Spiracles (Minor)

"BzzzZZZZzzzzzzzzzzzzzzzzzzzz..."

Instead of lungs, the super being breathes through spiracles, a series of small apertures running down both sides of the length of his body. This weird mutation grants him the following abilities.


1. Body Breathe. The character cannot be strangled or suffocated in a conventional manner; only by completely covering at least 90% of his body in an air tight covering can an opponent deprive him of oxygen.


2. Buzz. Just like some of the insects that possess spiracles, the hero can produce a loud buzzing noise through the precise modulation of exhaled air; an annoying noise when produced by a bee or a house fly, it’s close to deafening when made by something the size of a man.

Anyone within 10 feet (3 m) of the hero while he’s buzzing will be unable to hear normal speech, or much of anything else in the immediate area - any sound under about 80 decibels will be drowned out. Additionally, the harsh, droning din is distracting; the skill performance of anyone present will be reduced by 5%.

Characters with the super power of Heightened Sense of Hearing will find the buzz unbearable. For every melee round of exposure, they will lose 1D4 S.D.C. and must save vs. pain (14 or higher; M.E. bonuses are applicable) or pass out from the aural agony.

Bonus: Play Musical Instrument: Spiracle: 35% + 5% per level of experience. The hero can, by turning down the volume and more delicately controlling the timbre of his buzz, produce a pretty decent tune, sounding something like a giant harmonica.


3. Increased Endurance. Due to the way in which the spiracles direct oxygen straight to every cell in his body, the super being can exert himself for longer than a normal human without fatiguing. Game Masters should treat the character as having twice his stated amount of P.E. when it comes to determining how long he can move at his maximum rate of speed or carry/lift his maximum weight load.


Destroy Dead (Minor)

"Do you know how much coffins cost?!"

With just a touch, the hero can cause dead flesh to disintegrate. This power only affects tissue that has undergone the process of necrosis, leaving living flesh completely unharmed.


1. Decompose. The super being can cause corpses to instantaneously break down into particulate matter, indistinguishable from household dust; not so much as a single speck of DNA remains intact. The character’s touch can instantly dissolve up to 100 lbs (45 kg) of dead flesh per level of experience.


Range: Touch.
Duration: Instant.
Attacks Per Melee: Destroying the maximum amount of dead flesh uses up just one melee attack/action.
Saving Throw: None.


2. Destroy Undead. The hero’s touch is just as effective against the walking dead, causing massive damage to such unnatural abominations.


Range: Touch.
Damage: 5D6. This is in addition to any damage caused by strikes.
Duration: Instant.
Attacks Per Melee: One attack/action for a simple touch, or as per attack.
Saving Throw: None - the only defence undead beings have against this effect is to simply try to avoid being hit.
Limitations: The hero must make physical contact with an undead opponent to use this ability, the power cannot be transmitted through a weapon.


Bonus: The super being is +3 to save vs. the paranormal/mystical attacks of the undead (they can still strike him physically, though they will be damaged by doing so) and necromantic spells. The character cannot be turned into a vampire.
Last edited by Senator Cybus on Sun Sep 13, 2009 12:42 am, edited 3 times in total.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Nicely done, Senator. Nice to see you back in here. :D
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Steeler49er
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Re: NEW POWERS!

Unread post by Steeler49er »

Mass Effect (Minor) By Steeler49er

The super may withstand great damage via an increase in body mass & density. Once per melee the supers body pulls in extra dimensionally phased matter which harmlessly collects and coalesces within the matter and energies of the super. In the merest of seconds the supers body increases in weight by 100 times and becomes Very hard to move and in that moment the body gains massive SDC and Hardness. The down side is that the supers Own movement gets slowed.

Duration: 1 AtPM (Plus one every other level).
Down Time: May only be performed once per minute (Plus once more per minute every other level). Additionally the super may only summon the extra mass a number of times equal to ½-Half their PE (+¼ One quarter PE per level) per hour. Each spent Summoning action returns at a rate equal to one fourth the supers ME per hour.
Weight/Mass Increase: Weight increases by 100 times normal (Earth standard weight) per level.
DC: The supers SDC increases by 1DC for every Additional (over their natural body weight) extra pound of weight gained. As this extra SDC in used up the super loses the same amount of extra pounds in weight. Lost extra SDC recovers at a rate of [ME] points per hour.
Hardness: For every 500lbs of extra weight the super has, it gains [+0.1] to PV or Plus one to UP score. Reduce damage done from Kinetic and Energy attacks by this amount before damage is taken. This means that By level 15 the super will hardly Ever take any damage at all, but The limitation to this is that any damage done which exceeds more than Half this amount will still have a 10% chance to inflict 1 point of damage, thus the super is Not immune and Armor penetrating attacks can reduce this UP Score. For every 0.1 PEN an attack has, reduce the UP Score amount by 1.

Limitations: Due to The massive increase in mass the super will likely Not be able to move w/o enhanced strength and even then is slowed down. The super is -10% to all combat bonuses and Speed per 10% of their maximum Carry. Over 100% of the super simply can not move.
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Stone Gargoyle
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Re: NEW POWERS!

Unread post by Stone Gargoyle »

Kookoo (minor) by Stone Gargoyle
"I'm just a bird brain."

The character has a segregated area of their skull where the frontal lobes of a normal human are, with that area of his brain being located directly behind this new area. The segregated area is hollow with hatches in the forehead which area unnoticeable when not open. In side this area, the character has an extension arm with a perch for a bio-mechanical bird construct which he can use to attack with or release temporarily to deliver messages.
Range: Perch can be extended out one foot; the bird can fly up to a range of 600 feet from the character, plus 100 feet per level, line of sight.
Duration: The bird is a permanent feature of the character; attacking with it is instant, and it may remain out of the character's skull for his ME number in minutes before becoming inert and unable to be controlled
Damage: The bird can be made to do a pecking attack for 1d4 damage while on the perch (popping out of the skull to attack and popping back in) or while flying.
Attacks: Uses one melee attack/action to attack with the bird and gains one attack per melee which is for this power only. Releasing the bird and opening the skull to have it come back in both take one melee attack/action.
SDC: The skull gains 2 SDC from the added section. The bird has an SDC of 5 and weighs less than a pound. If the bird is destroyed, it takes one hour to recreate.
Special Abilities: The bird can relate messages the character programs into it. The bird can deliver massages consisting of a number of words equal to the character's ME attribute number, plus one word per level. The bird flies at a speed of 20 mph, plus 2 mph per level.


Kookoo (Major) by Stone Gargoyle
"Watch the little birdie..."

The character has a segregated area of their skull where the frontal lobes of a normal human are, with that area of his brain being located directly behind this new area. The segregated area is hollow with hatches in the forehead which area unnoticeable when not open. In side this area, the character has an extension arm with a perch for a bio-mechanical bird construct which he can use to attack with or release temporarily to deliver messages.
Range: Perch can be extended out one foot; the bird can fly up to a range of 2 miles from the character and remains in psychic contact with him.
Duration: The bird is a permanent feature of the character; attacking with it is instant, and it may remain out of the character's skull for his ME number in hours before becoming inert and unable to be controlled
Damage: The bird can be do a pecking attack for 2d6 damage while on the perch (popping out of the skull to attack and popping back in) or while flying.
Attacks: The bird has three attacks of its own per melee while in flight. Attacking by popping the bird out of the skull and back in quickly uses one of the character's attacks, and he has an additional attack per melee to attack in this manner. Releasing the bird and opening the skull to have it come back in both take one melee attack/action.
SDC: The skull gains 10 SDC from the added section. The bird has an SDC of 15, plus 1 SDC per level, and weighs two pounds. If the bird is destroyed, it takes one full hour to recreate.
Special Abilities: The bird can relate messages the character relates to it and has an IQ of 2d4+10.
Flight: The bird flies at a speed of 120 mph, plus 20 mph per level. It has a bonus to combat in flight as follows: +1 initiative, +2 to strike, +4 to dodge
Last edited by Stone Gargoyle on Sun Sep 13, 2009 12:00 pm, edited 1 time in total.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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