gmapprentice wrote:i have an idea for a Galactic power... Matter Expulsion: Meteor(ite?) ? how's that?
Write it up!
Moderators: Immortals, Supreme Beings, Old Ones
gmapprentice wrote:i have an idea for a Galactic power... Matter Expulsion: Meteor(ite?) ? how's that?
gmapprentice wrote:question... what are meteor(ite)s made of?
sorry for seeming like an idiot, i just have a bad memory. my apologies.
Leon Kennedy wrote:Stone Gargoyle wrote:Why not impervious to fire?
I agree with gma on this one. Meteors/meteorites aren't necessarily hot or flaming by nature. True, they burn when falling from space into the Earth's atmosphere. But shooting these out wouldn't necessarily mean that they are flaming.
gmapprentice wrote:hmm.... well, i think i will go ahead and add resistance to fire and heat. that sound ok?
Stone Gargoyle wrote:My creativity is still lacking, so I am open to requests or suggestions still.
Gryphon Chick wrote:Stone Gargoyle wrote:My creativity is still lacking, so I am open to requests or suggestions still.
How about one where the character srinks and grafts himself to the skin of a target like a scab?
taalismn wrote:Have Duct Tape powers already been done?
Mephisto wrote:taalismn wrote:Okay...I checked...there IS an APS: Duct Tape by Wolfsgrin...
Hmmm..APS Pizza?
APS: Warbird(aircraft)
Skin Defense: Poison Spines?
Phone Reach(allows superbeing to reach through phonelines to touch/hit whoever is on the other end of the line)(limited by the fact that the superbeing can only reach through the lines up to their shoulder....or neck, if they stick their head through)
I personally think APS powers have been done as far as they can go...I'd like to see variants or additions to Extraordinary Sense powers, such as Touch Tissue (which would give information on different tissue types, condition of the tissue, etc), or Air Tasting (taste power but only applies to airborne material), maybe new metabolism states for Alter Metabolism, different options for Force Aura, purging powers (you know, getting rid of one environmental factor and replacing it with another), etc.
Stone Gargoyle wrote:Diagnostic Touch (minor) by Stone Gargoyle, based on a suggestion by Mephisto
"You don't feel so good."
Iczer wrote:Stone Gargoyle wrote:Diagnostic Touch (minor) by Stone Gargoyle, based on a suggestion by Mephisto
"You don't feel so good."
Liking it.
Batts
Stone Gargoyle wrote:I like the mineral extraction. Maybe you could have a skill where the character can calculate mineral percentages and content.
taalismn wrote:Stone Gargoyle wrote:I like the mineral extraction. Maybe you could have a skill where the character can calculate mineral percentages and content.
You'd have to tie the skill into some sort of sensory input...like taste, smell, or touch(run fine particles through your fingers), or sight(drop that dust through a beam of light....the superbeing's vision is so good they can discern molecular makeup from light refraction...such an ability would also apply to materials vaporized by energy weapons(Spectrographic Vision?)..."That last laser blast might have barely scratched that there giant robot, but now I can tell you it's clad in some sort of titanium-sarmarium alloy!"
taalismn wrote:Spectrographic Vision(Minor)
"Yep....those sure are some pretty colors...that's pretty impressive for a gasoline, nitroglycerine, and sodium explosive mix...."
The superbeing's vision is so acute that he can separate out the spectrum of light generated/reflected/refracted through materials, and see their spectrographic wavelength profile. This allows the superbeing to be able to make an educated guess as to their chemical composition. The superbeing can also detect red/blue shift in distant speeding objects, and get an idea whether they are coming closer or moving away from the POV.
Range: Line of Sight
Base Skill: 25%+5% per per level of experience to discern composition from reflected/refracted light, +10% if the material is actually burning/candescing. +5% if Chemistry skill is taken, +10% if Chemistry Analytical is taken.
Bonuses: +10% to Chemistry skills
abe wrote:dinoform!
basically the character can use any dinosour power s/he can think of!
bonuses-+12 p.s & +12 m.s!
Stone Gargoyle wrote:abe wrote:dinoform!
basically the character can use any dinosaur power s/he can think of!
bonuses-+12 p.s & +12 m.s!
This is vague and confusing. Details please...
abe wrote:with dinoform you can use (for example)a t-rex bite with teradon wings & stegosouruses tail spikes for 24 hours!
taalismn wrote:Organify(Major)
“Genesis? Could you tone it down a little when we’re off-duty? The toaster just attacked me....”
This ability allows the superbeing to temporarily transform an inanimate, inorganic, object into a living, breathing construct of flesh and blood(or bark and sap). This can be done to repair/heal an item, or create a distraction.
The superbeing MUST specify at the beginning of the use of the power whether they are creating a plant or animal organic construct. Animal Contsructs will immediately begin moving, while Planet Constructs will take root.
Range: Touch or 10 ft per level of experience, and can affect 200 lbs of material per level of experience(400 lbs if altering into a plant state)
Effects:
*Organic Constructs heal at a rate of 5 points per minute(DOUBLE for plants); the healed/repaired damage remains even after the object reverts back to its original inorganic state. They retain their pre-transformation SDC/A.R. in their Organified state.
*Plant Constructs have NO actions/attacks per melee, are immobile, but regenerate twice as fast(10 pts per minute), and take HALF damage from melee attacks(punches, kicks, collisions, kinetic strikes) due to their resilience. If the superbeing spends an extra melee concentrating, the Planet Construct can produce 1d4 edible ‘fruits’(or other vegetable food) per 100 lbs(round down) of Organified construct(GMs; rule what you think is appropriate; a house could produce walnuts, a toaster slices of breadfruit, a telephone pole nuts, etc....).
*Animal Constructs have 1d4 actions/attacks per melee. Vehicles and other mobile constructs move at HALF their pre-Organification speed. If they could not move before, they get a Speed of 2d4. They have an effective P.S. of 5 per every 100 lbs of weight. Animal Constructs will have the IQ equivalent of a rather dumb dog, but they will obey the commands of the creating superbeing.
*Animal Constructs with openings in them get those opennings transformed into jaws, doing 1d4 SDC on a nip or bite for small objects(like toasters), to 3d6 SDC for car hoods and similar appendages.
*Senses of Organic Constructs remain within human norms. Lights become bioluminscent organs.
Weaknesses/Vulnerabilities: While in an organic state, the transformed objects are heir to all the frailties of flesh; they can be targeted by poisons, mind control, and magic, and can be possessed.
Duration: 10 minutes per level of experience
Stone Gargoyle wrote:[This is similar to Iczer's Living Matter power.
Thathurla wrote:Could someone make a powers that gives a person the able to absorb the psionic energy in the fear from others and convert it into physical strength?
Stone Gargoyle wrote:I have been hard pressed to find inspiration myself. Suggestions and requests are welcome.
Stone Gargoyle wrote:Necrocloning (minor)
"Are you sure it's really him this time? This is like the fifth funeral for him we've had to attend, and I'm getting kinda tired of it...".
Stone Gargoyle wrote:Knocking on Heaven's Door (minor)
By knocking on a door, the character may attempt to travel to a deific realm. This is done by having been to the deific realm at least once and reproducing its harmonic vibration in the form of a knock (Base skill: 30%, plus 5% per level of experience). A failed knock has a 30% chance of taking him to the WRONG deific realm. The character can always knock on a door to return to his own home immediately.
Range: Unlimited to places known which have doors.
Duration: The character remains in any realm indefinitely once there. Travel is instant.
Attacks: Uses two actions to knock.
Additional Effects: A metal knocker seems to appear in the character's hand, attached to the door, when he knocks.
Limitations: Must be deific realms and must have doors.
taalismn wrote:Stone Gargoyle wrote:Necrocloning (minor)
"Are you sure it's really him this time? This is like the fifth funeral for him we've had to attend, and I'm getting kinda tired of it...".
Thanks...wasn't sure it had been done yet...
taalismn wrote:Stone Gargoyle wrote:Knocking on Heaven's Door (minor)
By knocking on a door, the character may attempt to travel to a deific realm. This is done by having been to the deific realm at least once and reproducing its harmonic vibration in the form of a knock (Base skill: 30%, plus 5% per level of experience). A failed knock has a 30% chance of taking him to the WRONG deific realm. The character can always knock on a door to return to his own home immediately.
Range: Unlimited to places known which have doors.
Duration: The character remains in any realm indefinitely once there. Travel is instant.
Attacks: Uses two actions to knock.
Additional Effects: A metal knocker seems to appear in the character's hand, attached to the door, when he knocks.
Limitations: Must be deific realms and must have doors.
Strange....but has potential for all sorts of trouble...
"Hey, let's pay a visit on my good friend God! He won't mind if we drop by..."
Stone Gargoyle wrote:Knocking on Heaven's Door (minor)
By knocking on a door, the character may attempt to travel to a deific realm. This is done by having been to the deific realm at least once and reproducing its harmonic vibration in the form of a knock (Base skill: 30%, plus 5% per level of experience). A failed knock has a 30% chance of taking him to the WRONG deific realm. The character can always knock on a door to return to his own home immediately.
Range: Unlimited to places known which have doors.
Duration: The character remains in any realm indefinitely once there. Travel is instant.
Attacks: Uses two actions to knock.
Additional Effects: A metal knocker seems to appear in the character's hand, attached to the door, when he knocks.
Limitations: Must be deific realms and must have doors.
Iczer wrote:Stone Gargoyle wrote:Knocking on Heaven's Door (minor)
By knocking on a door, the character may attempt to travel to a deific realm. This is done by having been to the deific realm at least once and reproducing its harmonic vibration in the form of a knock (Base skill: 30%, plus 5% per level of experience). A failed knock has a 30% chance of taking him to the WRONG deific realm. The character can always knock on a door to return to his own home immediately.
Range: Unlimited to places known which have doors.
Duration: The character remains in any realm indefinitely once there. Travel is instant.
Attacks: Uses two actions to knock.
Additional Effects: A metal knocker seems to appear in the character's hand, attached to the door, when he knocks.
Limitations: Must be deific realms and must have doors.
SO...how often does the highlighted bit happen. How would you even know you had this power?
Batts
Stone Gargoyle wrote:Knocking on Heaven's Door (minor)