Power Nap (Minor)"Yes, that's a pillow and a blanket on my utility belt, what of it?"The hero doesn’t merely sleep at night - he enters a kind of regenerative semi-coma that will significantly boost mental and physical performance upon waking.
If the super being has at least six hours of uninterrupted sleep (anything less than that is not sufficient to benefit from this power), then he will receive all of the bonuses listed below from the moment he wakes up and for up to four hours + 30 minutes per level of experience afterwards (four and a half hours at level one, five hours at level two, etc).
- A bonus to M.A., M.E., P.E. and P.P. of 1 + half of the hero’s experience level (round fractions up): +2 at levels one and two, +3 at levels three and four, etc.
- A bonus to initiative equal to half of the character’s experience level: +1 at levels one and two, +2 at levels three and four, etc.
- One additional action/attack per melee round.
- A bonus to all skills of 10% + 1% per level of experience.
- Fatigues at half of his normal rate.
- A bonus to save vs. disease and poison equal to half the character’s experience level, in addition to any bonuses granted by an increased P.E., if applicable. Even if the hero fails to save, the damage and duration of any contamination is halved.
- A bonus to save vs. Horror Factor equal to the hero’s experience level: +1 at level one, +2 at level two, etc.
Bonuses: The super being never suffers from insomnia and can will himself to fall asleep within 1D4 seconds.
The hero is a pretty deep sleeper - he can certainly sleep through two or three people having a normal conversation in the same room.
If the character also has the power of
Sleeplessness, he needs only three hours of uninterrupted sleep to gain the full bonuses listed above.
Incomplete Invulnerability (Minor)"If I am to die, I would ask only this - shoot me in the heart, the heart that has loved this great country so much."
"Shoot him in the head."
"...Damn."The super being has achieved a level of indestructibility that protects against
any damage: physical force, energy attacks, magical spells and weapons, and projectiles of any kind just bounce harmlessly off him. Unfortunately, this protection still has its limits…
The power only applies to certain
parts of the character’s body, not the body as a whole. The character must choose which section of his anatomy is affected, from the following options:
Head. The character’s head and brain are indestructible; strikes to the head cause no damage at all.
The character‘s head butts inflict +4 damage.
The penalties from any attack designed to overwhelm the sensory organs (blinding light, deafening noise, repulsive smells, etc) are halved and cannot cause any permanent damage, e.g. staring into the sun can certainly dazzle the character, but could not cause permanent sight loss.
The character’s memories cannot be removed or altered by any means.
Torso. Includes the back, chest, throat and neck: strikes to these parts cause no damage.
The character’s indestructible neck cannot be broken and he cannot be strangled.
The penalties for gas attacks are halved and cannot cause any permanent damage (for example, smoke inhalation may make the hero gag and cough, but cannot actually harm his lungs).
The character can safely smother explosions by lying on grenades and bombs.
The character can never have a heart attack, even if opponents use paranormal methods to try and induce one.
Arms/Hands. Strikes to the hands and arms cause no damage.
+6 damage to strikes made with the hands, elbows or shoulders.
Opponents suffer a penalty of -5 to break out of the character’s holds.
The hero can parry a weapon with his bare hands, and with his full parry bonuses.
+10% to the Climbing skill.
Legs/Feet. Includes the hips, genitals and buttocks; strikes to these areas cause no damage.
+6 to damage from strikes made with the feet, shins or knees.
+10 to Speed and can jump 10% further horizontally and vertically.
Falls from any height cause no damage, if the hero can manage to land on his feet (this will require a successful maintain balance roll).
Note: Body parts protected by this power retain their normal appearance and full feeling, though strikes cause no appreciable pain. Opponents striking the hero's invulnerable flesh with their bare hands will actually take 1D4 damage per hit, unless they themselves are invulnerable or have a natural A.R. of 10 or more.
Limitations: The character can only choose one of the above options, so most of his body is as vulnerable as that of any human.
The character’s chosen body area cannot be transformed by any means and so cannot be combined with abilities like
Stretching,
Enlarge Body Parts or any of the
Alter Physical Structure powers. However, the rest of his body can still be changed and this could lead to some pretty strange situations: partial
Petrification, being turned into a frog by an evil sorcerer, but a frog that still has human legs or arms, and all manner of other oddness.
Summons (Minor)"Now I've got you - prepare to die..."
"DONALD HUTCHINSON!!!"
"Er, what?"
"Don't worry, it'll make sense in a second..."The power of the
Summons gives the super being a means of travelling any distance in an instant, to fight at the side of his trusted allies. The downside is that the hero cannot initiate this - he must be summoned by someone else.
In order for an ally to call upon the hero, he or she must know the character’s true name. Then, he or she must say the name out loud to initiate the summons. Wherever the hero is, he will hear this call. He will instinctively have a rough idea of how far away the summoner is (within a mile, within a hundred miles, within a thousand miles, on the same planet, within the same solar system, within one light year, more than one light year, in another dimension) and know exactly who is summoning him, if it is someone he has entrusted his name to - if summoned by a stranger who has managed to uncover his true name, he will not be able to discern their identity.
Unless the hero wishes to resist the summons (see Saving Throw below), he will appear by the side of the summoner a moment later. The hero cannot take anyone with him and can only bring what equipment he has on his person at the time.
The super being cannot be summoned accidentally, even by people who call out his true name - they must actually want to summon the hero.
Range: Any; effectively unlimited.
Damage: None, to either the hero or his ally.
Duration: Instant.
Attacks Per Melee: The summoner must use up one attack/action to call forth the hero; the super being doesn’t lose any actions/attacks, but will be forced to drop whatever he's doing when called away.
Saving Throw: 21 or higher, minus the character’s experience level: this means he must roll 20 or higher at level one, 19 or higher at level two and so on. However, the hero can add in any bonuses from his M.E.
or P.E., whichever is higher.
The hero has just a split second to decide if he wishes to resist the summons. If successful, he stays where he is and cannot be forcibly summoned by the same person again for the next 12 hours + one hour per level of experience (though he may choose to go if they call him again). If he fails, he is immediately drawn to the summoner, though he will appear 3D20 feet (0.3 m) away from their position.
Resisting the summons requires deliberate effort - if the hero is asleep or unconscious when the call comes in, he has no defence against it.
At the third level of experience, the super being gains the ability to delay travelling for up to one melee round, giving him a precious few seconds to grab a weapon, leave a note or do whatever he can manage in the time. This option does not apply if he has tried to resist the call and failed his saving throw.
Vulnerabilities: Anyone who learns the character’s true name can summon him. For obvious reasons, the hero should be extremely careful who he trusts with this information.
The super being doesn’t automatically have any means of returning to his original location; if he’s dragged to another world or plane of existence, this could be a problem…